All bosses are immune to all status effects and stat reductions unless otherwise stated.
Bosses will not receive damage or status from any attacks that have status effects attached. There are no elements in TWEWY, but if an attack is an obvious element (Electric Balls for example), I'll list the element for those who allow them to be elemental.
Ovis Cantus (Yodai Higashizawa)8,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Can't move, but attacks cover most of the screen, so take that as you willInhale: All actions are nullified (including healing/stat buffing/etc.). MP for any attempted action is still consumed.
Electric Balls (Bottom): 0 magic damage (15 hits of 11, very rarely will any hit) always used with Electric Balls (Top), Thunder
Electric Balls (Top): 88 magic damage (6 hits of 22, 4 hit on average) always used Electric Balls (Bottom), Thunder
Punch (Bottom): 141 physical damage, unlocked at <66% HP
Claw (Bottom): 61 physical damage, knocks target away, unlocked at <66% HP
Pound (Bottom): 246 physical damage (6 hits of 41) unlocked at <66% HP
Thunder Balls (Bottom): 255 magic damage (15 hits of 20, very rarely will any hit, followed by 5 hits of 51), 100% Paralysis with the last 5 hits, unlocked at <66% HP, always used with Thunder Balls (Top), Thunder
Thunder Balls (Top): 204 magic damage (3 hits of 41, 3 hits of 61, 2 of each hit on average) unlocked at <66% HP, always used with Thunder Balls (Bottom), ThunderWindmill Punch (Top): 61 physical damage, unlocked at <66% HP
Punch (Top): 91 physical damage, unlocked at <66% HP
Party HP: ~1100
Neku Combo: 273 (5 hits of 13, 12 hits of 9, 5 hits of 20)
Shiki Combo: 119 (5 hits of 17, 1 hit of 34)
Comments: Insane durability, it takes 20 combined combos to finish him (Sub-Jade Durability). On the damage front... well uh, for 1/3rd of his HP he doesn't have any form of damage (Electric Balls = 13HKO). Once he gets knocked down to 66% HP though, he's got a solid 3HKO! AND it comes with a status game! His best damage is guaranteed to paralyze. And he can opt for physical 5HKO if he can't use his magic. Inhale can spoil anyone who relies on MP for their damage too. I guess if you see Thunder Balls as being Thunder element he'd get kinda screwed over by some people. But other than that, I can't think of any real weakness here, he's gotta be a
Low Godlike thanks to the sick status game attached to his best damage. Wishes more bosses were susceptible to Paralysis or that his 3HKO was an OHKO... or that he could actually do anything before 66% HP.
Daisukenojo "Beat" Bito (Reaper Beat)5,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Skates around fast, making him pretty evasive (~20% evasion for DL purposes)Short Range Dash (Bottom): 148 physical damage (2 hits of 74)
Jump Attack (Bottom): 86 physical damage
Chaser Thrust (Top): 49/73 physical damage
Back Jump Attack (Top):127 physical damage
Physical Combo (Top): 122/182 physical damage (2 hits of 61/91)
Projectile (Top): 239 magic damage (3 hits of 55, 2 hits of 37)
Block: Blocks all damage dealt.
Combos:
Can combo any of his bottom screen moves with any of his top screen moves. Best damage is
Short Range Dash (Bottom) + Projectile (Top): 387 damage (148 physical + 239 magic)Party HP: ~1397
Neku Combo: 1165 (5 hits of 29, 15 hits of 50, 4 hits of 30)
Joshua Combo: 736 (6 hits of 24, 2 hits of 245)
Comments: Gets 3HKO'd by PCs, and only 4HKOs in return, but um, evasive? I remember Beat's boss form being tankier but I guess I was thinking of the earlier fights that end in a few seconds. Anyway, maybe
Light/Middle of some sort. One of the few bosses to have competent physical and magic damage.
Sho Minamimoto/Leo Cantus3,141 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Leo Cantus form has Taboo Property, which reduces all damage by 75% (technically ignores ITD but not things like Nihil)
Can teleport
Starts battle with two Summon Taboo Noise (second after the first set of Noise are defeated) and cannot be attacked until both sets are defeated. Uses it third time right after becoming vulnerable.Kick (Bottom): 35 physical damage
Windmill Kick (Bottom): 50 physical damage
Kick-Windmill Kick (Bottom): 85 physical damage (1 hit of 35, 1 hit of 50)
Slam Rush (Bottom): 120 physical damage
Kick (Top): 30-45 physical damage (30 if hit from front, 45 if hit from behind)
Energy Kick (Top): 43-64 physical damage (43 from front, 63 from back) unlocked at <33% HP
Windmill Kick (Top): 45-67 physical damage (45 if hit from front, 67 if hit from behind)
Energy Windmill Kick (Top): 63-85 physical damage, unlocked at <33% HP
Slam Rush (Top): 115-172 physical damage (115 from front, 172 from back) forces knockback regardless of immunity to knockbackEnergy Rush (Top): 115-172 physical damage (115 from front, 172 from back), always attacks first (think Pokemon Quick Attack), unlocked at <33% HP
Transform: Kills all of his summoned Noise and transforms into Leo Cantus, losing the below moveset for the above moveset. Invincible while transforming. Can change back instantly.
Burst (Bottom): 44 magical damage (1 hit of 18, 1 hit of 26)
Rapid&Slow (Bottom): Less than Burst (I just never got him to use this)
Spiral (Bottom): Less than Burst (I just never got him to use this)
Spiral (Top): Less than Burst (I just never got him to use this)
Burst (Top): 37 magical damage (1 hit of 15, 1 hit of 22)
Summon Taboo Noise: Summons one to four of the below Noise. Can't be used if any of his summons are still alive and can't coexist with his Leo Cantus form. They ALL have Taboo Property.
Eurobeat Boomer910 HP
100ATK, 100%PhysRes, 100%RngRes
Jump (Bottom): 60 physical
Uppercut (Top): 67 physical
Attack Break: Halves target's attack
Carcinopunk610 HP
95ATK, 110%PhysRes, 100%RngRes
Pinch (Bottom): 28 physical, ~20% chance to paralyze
Pinch (Top): 34 physical, ~20% chance to paralyze
Attack Break: Halves target's attack
Death Thrash Mink1,480 HP
100ATK, 100%PhysRes, 100%RngRes
Physical (Bottom): 22 physical
Twister (Bottom): 29 physical
Twister (Top): 24 physical
Physical (Top): 25 physica
Attack Break: Halves target's attackl
Wall of Grizzly1,000 HP
170ATK, 100%PhysRes, 100%RngRes
Claw (Bottom): 115 physical
Claw (Top): 110 physical
Attack Break: Halves target's attack
Party HP: ~1847
Neku Combo (not including 75% reduction): 972 (5 hits of 44, 10 hits of 56, 4 hits of 48)
Joshua Combo (not including 75% reduction): 316 (4 hits of 16, 3 hits of 84)
NOTE: Minamimoto only gets to fight Neku for ~942 HP, he fights Joshua for the rest of the fight.
Comments Oh god what a headache. He spends most of the battle as Leo Cantus in-game luckily, and he wants Leo Cantus for most duels too, because his summoning game is weak. His fighting style is as quirky as his personality. He gets a big advantage by only fighting one party member at a time, and barely having to face Neku. Given that he's facing Joshua for most of the fight, he's an 8HKO even before the 75% damage reduction. So yeah, he's got really good durability, especially thanks to his damage reducing. But the one party member at a time is a double edged sword, his damage amounts to a remarkable 16HKO. So his strategy is to tank as long as he can while spamming Slam Rush. And with his human form's damage, there's no circumstance where he wants to not be Leo Cantus, his summon Noise aren't good enough to compensate for the huge drop in his own damage and the loss of tankiness. Well, I mean it's got magic damage, but still.
Low Heavy, because the damage reduction is just too much for middle and otherwise he sucks.
Uzuki Yashiro5,500 HP
ATK: 85
Physical Resistance: 100%
Ranged Resistance: 100%
Can teleport (and does so frequently, making her very evasive and nigh-impossible to combo, I'd peg it at around 75% evasion for DL purposes)Flower Shot (Bottom): 30 magic damage (10 hits of 3)
Homing Shot (Bottom): 78 magic damage (2 hits of 39) Halves target's defense
Force Rounds (Bottom): 72 magic damage (4 hits of 18)
Force Rounds (Top): 88 magic damage (4 hits of 22)
Homing Shot (Top): 43 magic damage, Halves target's defense
Flower Shot (Top): 192 magic damage (6 hits of 19, 6 hits of 13)
Healing Wings: 846 Healing
Combos:
Can combo any of her bottom screen moves to her top screen moves. Best damage is:
Homing Shot (Bottom) + Flowery Shot (Top): 270 magic damageParty HP: ~1947
Neku Combo: 1512 (5 hits of 45, 15 hits of 73, 4 hits of 48)
Beat Combo: 438 (4 hits of 73, 1 hit of 146)
Comments: 7HKOs (and I may even be a bit underleveled), and goes down in like 3 combos from each of the PCs. But she's actually not a total loss! Why? Is it the ~7% healing? No. She's a huuuuuge evasionwhore. Seriously, with the teleporting, she is very very difficult to hit. Also she has defense halving, which can get her up to a 3-4HKO, which is decent I suppose. So I'm willing to call her a
High Light, and one who probably champs. Stat reduction whoring and evasion whoring is a surprisingly mean combo, too bad she doesn't have the durability or damage to go with it.
Koki Kariya6,000 HP
ATK: 90
Physical Resistance: 100%
Ranged Resistance: 100%
Glides around really fast, making him a tiny bit evasive (~50% evasion for DL purposes)Force Rounds (Bottom): 225 magic damage (9 hits of 25)
Energy Spread (Bottom): 80 magic damage (5 hits of 16)
Heavy Bomber (Bottom): 115 magic damage
Spark Core (Bottom): 20 magic damage (Once activated, causes a Spark Core to hover around him, which has a ~50% chance to hit anyone who tries a physical attack on him, interrupting the attack and dealing the 20 magic damage) ~5% Paralysis (OH MY GOD BEST STATUS EVER) Lasts for about 3 turns, can't use any other bottom screen attacks while this is in effect
Force Rounds (Top): 87 magic damage (3 hits of 29)
Energy Spread (Top): 100 magic damage (5 hits of 20)
Heavy Bomber (Top): 178 magic damage
Combos:
Can combo any of her bottom screen moves to her top screen moves. Best damage is:
Force Rounds (Bottom) + Heavy Bomber (Top): 403 magic damageParty HP: ~2007
Neku Combo: 1425 (5 hits of 42, 15 hits of 69, 4 hits of 45)
Beat Combo: 409 (4 hits of 68, 1 hit of 137)
Comments: 5HKOs, and that's the extent of his positives (Yes, 5HKO manages to be a good thing for him). He's slightly tankier than Uzuki (takes 4 combos to down, thanks to higher defense and HP), but Uzuki's durability sucked, and he's lacking what makes her last so long anyway. Kariya can't teleport. If he gives up two thirds of his damage, he can have a 50% chance of blocking physicals (along with his 50% evasion) to screw with the physically dependent, but his damage becomes so pathetic that even the least accurate physical will hit him a few times before he can score a kill. For all the hyping they did of him in-game, he turned out to be a scrub.
Light, if not a completely terrible one at least.
Sho Minamimoto 2 (Taboo)5,926 HP
ATK: 250
Physical Resistance: 100%
Ranged Resistance: 100%
Regens 66 HP every 5 seconds (About 1 turn for duel purposes)
Taboo Property: Reduces all damage by 75% (technically ignores ITD but not things like Nihil)
Auto-evades any time touched by the stylus, which equals ~99% evade physicals, and ~50% evade ranged.
Can teleport (given his already nuts evasion, this is mostly just used to get out of attacks that hit multiple times)Spiral (Bottom): 96 magic damage (2 hits of 48)
Rapid&Slow (Bottom): 96 magic damage (2 hits of 48) TERRIBLE ACCURACY, barely ever hits
Burst (Bottom): 192 magic damage (7 hits of 48, though only about 4 hit)
Spiral (Top): 147 magic damage (1 hit of 88, 1 hit of 59)
Spiral (Top, while airborne): 177 magic damage (3 hits of 59)
Burst (Top): 529 magic damage (4 hits of 88, 3 of 59)
Combos:
Can combo any of his top screen attacks with his bottom screen attacks. Highest combo is
Burst (Bottom) + Burst (Top): 721 magic damageParty HP: ~2047
Neku Combo (not including 75% reduction): 632 (2 hits of 60, 14 hits of 28, 10 hits of 12)
Beat Combo (not including 75% reduction): 456 (4 hits of 76, 1 hit of 152)
Comments: First off, he has some of the best gimmicks ever. 75% damage reduction is good enough on its own, but couple it with what is essentially physical immunity and 50% auto evade on ranged attacks (which is the best way to interpret this since about half of the ranged pins in TWEWY will trigger the auto-evade) and you've got someone nearly impossible to hurt. His HP isn't very high compared to other endgame TWEWY bosses, and not paying attention to the 75% damage reduction he falls in 6 combos from the PCs. The whole teleporting out of multi-hit attacks doesn't really help a whole lot, how many ranged attacks have multiple hits? And the regeneration is so weak that it's not going to make a difference. I'm gonna say
Low Godlike, where his biggest problem will be trying to kill things with his 3HKO. Such weak damage gives opponents lots of openings, and competent healers can probably spoil him. Also put in danger by all his damage being pseudo-magic. Finally, total Fire Emblem 10 bait thanks to Nihil canceling his damage reduction.
(Skipping Konishi for now since she has no chance of ever being ranked or even appearing in NR)
Megumi Kitaniji10,000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Death Blow (Bottom): 252 physical damage, Causes poison (5 damage every ~5 seconds)
Route Laser (Bottom): 103 magic damage
Windmill (Bottom): 0 magic damage (2 hits of 0) Halves target's attack (if the attack does any damage) Fire
Generate (Bottom): 0 magic damage (4 hits of 0) Halves target's defense (if the attack does any damage)
Time Be Still (Bottom): Freezes time, no one can move (meaning he can't use his top screen attack). Uses two of his bottom screen attacks (excluding Death Blow) and uses Death Blow as time starts again. Seems to unlock at <33% HP.
Possessed Shiki Combo (Top): 111 physical damage (3 hits of 19, 1 hit of 54) Has ~20% chance of halving target's attack
Combos:
Can combo any of his bottom screen attacks (except Time Be Still) with his top screen attack. Highest damage is
Death Blow (Bottom) + Possessed Shiki Combo (Top): 363 physical damageParty HP: ~2147
Neku: 1736 (5 hits of 66, 15 hits of 88, 4 hits of 43)
Beat Combo: 102 (4 hits of 17, 1 hit of 34)
Comments: Being given Pi-Face's Cap right before this fight completely screws him over, his damage is supposed to be bottom screen based but Pi-Face's cap gives too high a defense boost to Neku. He barely 6HKOs with that kind of damage. His HP looks high, but again, the stat boosts Pi-Face's Cap provide make him easy enough to 5HKO back, which is pretty bad (that's worse Minamimoto without the damage reduction). Time Stop is an interesting move, but he can't really do a whole lot with it, and I've never seen him use it until his final 33% of HP.
High Light seems right for this form, he's lucky to have the next two forms. Death Blow is telegraphed if you want to penalize its accuracy for that, in which case he's
Puny.
Anguis Cantus (Kitaniji 2)10000 HP (5,000 against Neku/Shiki; 5,000 against Neku/Beat)
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Party HP: ~2147
Comments: Well, it's better than his Light first form, but still nothing impressive. Damage is ok, durability could stand to be better.
High Middle.
Draco Cantus (Kitaniji 3) (Solo Neku Fight)
25000 HP
ATK: 100
Physical Resistance: 100%
Ranged Resistance: 100%
Party HP: ~2147
Comments: 15,000 more HP than the fight right before it, and arguably formchainable to it to some people (some people on crack, and likely the same people who allow Fusion attacks). And you know what, fuck it, I don't even have the exact damages, they're high though, but apparently some people think they're easy to dodge. Also MT screws him over because he has a bunch of heads. (7, one of which has half-defense). So yeah,
Low Godlike, arguably
Heavy/Godlike border.
Panthera Cantus (Sanae Hanekoma) (Post-game boss)
30000 HP
ATK: 1000 (not a typo)
Physical Resistance: 100%
Ranged Resistance: 100%
Can't moveComments: Ridiculously fast, damage that nears OHKO, and decently tanky even considering post-game PC damage.
High GodlikeBosses not covered in last topic going here.