Fire Emblem Bosses Suck, and How to Fix Them, a Dissertation

Fire Emblem, in broad strokes, is a game about the units you choose and the strategy you employ deciding the fate of your playthrough and the characters within. This is, until you come face to face with a boss, where, in 90% of cases, your victory is assured no matter what inputs you give. They won’t move, they always give you the first strike, and they rarely, if ever, have more options to fight you than you can count on one hand.

This sucks, and for several reasons. One could point out the pacing of these fights, how essentially, the game comes to a grinding halt waiting for you to kill one bastard on a gate. One could take issue with the difficulty: what strategy can there possibly be in killing a single enemy with no unique mechanics. What about story wise? Sure, it can make sense for a dilligent knight to wait on a gate to protect the people behind it, but what about opportunists, bandits, cowards, how many of Fire Emblem’s stationary bosses would realistically be stationary? I’d guess close to none.

While I could continue to bash my head against this problem that I’m pretty sure everyone is on the same page about(?), I’d instead like to talk about a game that does bosses well, what you can learn from it, and why making these changes to your bosses will make your game more fun.

Now, Dark Souls. Everyone knows it, and it has been discussed to death what makes Dark Souls a good video game, instead, let’s talk about Sekiro, a game that is popular enough that people know about it, but still makes me feel like more of a hipster.

Sekiro is a difficult game, I spent 6 hours fighting the final boss, split across attempts that lasted no more than 3 minutes each. But that difficulty isn’t for show, it is to teach you how the game works and how to have fun with it. My second run through of the entire game took less time than the final boss did, and that’s because I wasn’t allowed to beat any level of the game without understanding it.

For example, one of the crucial mechanics in Sekiro is the Mikiri Counter, a stomp that you can do on enemies that use unblockable stabs to deal massive posture damage. Right after you likely obtain the skill, there is a courtyard with a bunch of spear dudes who almost exclusively use these stabs, and they will kill you over, and over, and over again until you master that timing.

After that, you learn about a technique called lightning reversals, and the next boss coindentally uses lightning attacks. These attacks are designed to either one shot or close to it, to the point where the player needs to figure out how to reverse them in order to win. But, same deal, reversing them deals a massive amount of damage and stuns the boss, so you get a big reward from learning how the mechanic works.

There are more examples, but I think you get the point, these bosses are very strong, and are designed to make sure you’ve learned what the game is teaching, and because of that, they are very satisfying to defeat, and crucially make you better at the game for beating them.

Does this mean every FE boss needs to be brutally difficult? No. But a boss should serve a purpose, whether that is testing the player, or providing a fun experience, or simply being a part of the map.

Chapter 8 of Server 72 has you seize a spot in a guarded area to the southwest of you, with enemies in the way. The map is designed in such a way that there are a lot of walls and pillars, which crucially interact with Server 72’s line of sight mechanic, you cannot cast spells or use ranged weapons if your view of your target is obstructed. To make sure the player understands and can use this mechanic to their benefit, there is an assassin with an infinite range bow that will always hit and one shot any party member it targets. Not only is this a super fun map due to the boss’s very unique design, the design pulls double duty by being a skill check on your knowledge of sight mechanics.

Alright, so bosses should teach you something, gotcha. What else?

I think people have taken note of Engage bosses, notably how much more dynamic they feel compared to other Fire Emblem games, and I think that just comes down to mechanical depth. Zephia is more interesting as a boss than say…Julius, just because she has more things she can do than Julius does. She has more health, which means you might have to contemplate surviving an enemy phase with her on the field, her emblem ring gives her a lot of movement, so her enemy phase capabilities are enhanced, canter makes baiting her more complicated, overdrive is skill testing in terms of making sure you are positioned correctly (with the bonus that you can abuse her AI to lead her into misplaying into your whole army); just generally, an increase in boss options leads to more fun gameplay.

And Zephia is not alone in this, Mauvier with his warp staff, Marnie with Hold Out, Ivy with Adaptable, Divine Beasts in three houses, adding boss mechanics both makes these fights memorable and special, but also establishes a challenge by making the player manage new information.

While this can sound daunting, I understand “make more content” seems unhelpful as a prescriptive measure, even something as simple as making your stationary bosses move, giving them multiple, maybe even unique weapons, creating time pressure, and increasing their defensive stats can force players to think of ways around problems that aren’t just “use the Jagen”. In the same way that the player will appreciate them having unit and weapon variety, having bosses that feel different from each other and have multiple ways of challenging the player will make their victories feel more earned and will engage them more than a simple lock and key armor knight boss.

Again, Server 72 is great at this, but other games like The Unbroken Thread, Embrace of the Fog, Drums of War, and TMGC have excellent boss fights that people should take inspiration from. And I would also recommend going outside the SPRG sphere for inspiration as well. SMT, Baldur’s Gate, the Souls Games, Octopath Traveler, they all have boss fights that are iconic for a reason, and the mechanics that they use often are either transferable or at least are good for sparking similar ideas. Multi-phase boss fights, while I think should be used sparingly to prevent pacing issues, are always a treat, as you, as the player, get to feel the boss evolve with how you are fighting it.

And then, finally, I think a boss needs to have presence, and what that means can differ from boss to boss. Server 72, great game that it is, has a lot of bosses with ranged attacks, and I don’t mean 2 range. The assassin boss I mentioned before has tons of presence, he can target nearly the whole map. The boss of floor 20, which is stationary by the way, has an infinite range 3 damage AOE he can fire off each turn. The boss of floor 30 summons adds as he moves, which block your way back to the start of the map. The boss of floor 35 warps around constantly, and you have to chase him down to get each kill. The boss of floor 40 has an attack where she warps around and performs an uncounterable attack on each of your characters, and she has a mechanic where she targets a character, and if any of your units are around where they were at the end of the turn, they get shot for 99 damage.

What this means is that you are fighting the boss from minute 1. Make the map the boss, make the minions the boss, make the terrain the boss, make the game mechanics the boss, there are so many ways to have a boss make a meaningful impact on the map when you aren’t fighting them, and that both builds up suspense for the player’s confrontation with them, and again, gives them mechanical challenges that foreshadow the boss’s style and what they are capable of.

An excellent example of a boss with presence, despite the fact that they have no unique items, are easily one shot-able, and have no extra health bars or anything else that gives them longevity is Conquest Iago. His role in the map is very simple, while you are in his range, he cycles between four offensive staffs to weaken your units, and he feels incredibly present on the map by virtue of forcing you to respect his influence.

Two maps after, Takumi does a very similar thing. His AOE is a cool mechanic that forces you to interact with the map to block it, and the entire map feels like a part of the boss, because it is fighting tooth and nail to strip you of resources and force you towards confronting Takumi very quickly. It has stakes, it has drama, partially because it is hard, but also because the map is cohesive with the boss.

If you focus on giving your bosses presence, mechanical depth, and something to teach or test the player, it’s going to pay dividends to your game in multiple ways. Good boss design leads to good villains, having a tight mechanical theme will directly impact how people view your story. Good bosses are also helpful for pacing, it disrupts the gameplay cycle and gives you a different fun way to use the game mechanics. They also just really help the memorability of your game, think of how iconic Mustafa is from Awakening, just because he has one good story moment. Having one good gameplay moment can do the same thing.

If you feel the same or differently about what makes a good boss, please reach out; with both Engage and recent FEU projects, I feel like people are finally breaking away from the mold of boring, cookie cutter bosses, and I’d really like to both discuss what makes that possible and celebrate the games that have already managed to do it successfully, and the bosses in them that have stuck out to you.

I’ve probably made 4/5 versions of this post and never published it, so hopefully, if nothing else, this was a fun and informative read. An earlier version of this post had me talk more about successful bosses in the main series, so if you need more inspiration or were curious, here are the ones I like.

Fe4: Arion
Fe5: Early Galzus
Fe7: Ursula, The Final Map Bosses
Fe11: Gharnef
Fates: Iago, Final Map Takumi, Anonkos, Hinoka
Three Houses: A lot of demon beast fights, Blue Lions final boss, Crimson Flower Dedue/Dimitri and final boss
Engage: Any boss with an emblem ring or against an (non-dlc) emblem, Sombron

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I think maybe the segregation between “level” and “boss” in the context of Fire Emblem is misguided. That would help guide design decisions in the future; viewing chapters as '“stages” as in, say, Mario, on the way to the “boss,” which would be a chapter that introduces new gimmicks, has a large setpiece, etc. I don’t think we ought to necessarily view boss units as bosses; they’re just additional objectives. You can separate a mage squad to go deal with a particularly strong armor knight boss so you can capture a point while defending or seizing other objectives.

Additionally, as in other games, boss levels can severely diverge from usual gameplay mechanics. Sometimes a game will just straight up change the camera perspective for a particular boss fight or decide “Oh, this boss dies immediately after you open three doors.”

Souls isn’t actually special in its design; it specifically just takes cues from older games where you just went and found the bosses’ weak points or could kill a Sniper Joe by overlapping your buster hitbox behind its shield.

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I view bosses as simply a part of the level in Fire Emblem. It’s too difficult to make an epic boss battle that isn’t way too hard or way too easy when you have so many tactical options for easily dealing with them since they are usually just buffed versions of regular classes which are balanced to be dealt with regularly outside of the boss battle.

I think Fire Emblem bosses are best when you stop viewing them as having mechanical obligations to gameplay and use them as the emotional and sensational cap to the chapter. Think of them like the ending to a story. The chapter itself is the interactive middle and the bosses job is to bring satisfying closure to that story and they can do so without necessarily becoming an independent gameplay deviation or super challenge. Sometimes the chapter is challenging enough and you don’t need this huge “reset chapter threat” at the end.

They just have to work with the context of the chapter itself. Any boss that is gonna be more than that should have it’s own dedicated fight chapter like in the GBA games with Idunn and Fomortiis (except done better lol)

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making bosses better is obviously good but i think its freeing to realize that not every map needs bosses. the need for bosses is mostly based on people being beholden to bad and boring objectives like seize and especially kill boss. they arent even 100% necessary for seize maps. most objectives just gain almost nothing from having bosses

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The final battle of the dark lord and the Maiden of light, as well eligor’s Spear are great, you really have to think your steps and finally beat the Boss with out los lossing any unit feels great, the final battle do teach youv that if you go unprepared you are going to suffer.

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I think… after going through difficult maps with enemies that are already a challenge to deal with and think around, having a tricky or wall-like boss would just annoy me more than have me cheer at the complexity? They exist within a map that has a lot of other things going on. It’s kind of easy for them to feel overdesigned or underdesigned. I guess I’d want them to fit in more naturally with everything else surrounding them. I don’t really know how to put it, I’m struggling to come up with words… I suppose I’ll say bosses are usually more memorable to me from their character/story than gameplay, so I would like to see those elements become integrated. For example, maybe a story builds up a character in a way that foreshadows their mechanics.

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I’m going to be the contrarian here and say that Engage boss fights, or more specifically, HP bars on bosses - are not the gospel of FE boss fights some people seem to think.

All it does is make you fight the same boss multiple times by bloating their HP. Generally speaking, “HP sponges” like this are not good design. In most cases, it does not provide anything new or change the fight in any significant way, you’re just required to do it for a longer period of time.

Unlike in 3 Houses and with the monster bosses such as the Immaculate One, there usually aren’t any changes to the bosses as their health bars dwindle. At least in 3 Houses the bosses gain new skills, but even that is a bit meh. Bosses like this should in my opinion have “phases” where the way they fight and how you counter them changes drastically, requiring you to use a multitude of different kinds of units/weapons to defeat the boss instead of repeating the same tactics ad nauseam.

Furthermore, as the fight drags on, you’re opened up to human mistakes like misclicks or poor luck like increased risk of getting hit by low critical chance. Then there’s the fact that you can straight up lose dealt damage with HP bars as opposed to the boss just having a huge HP pool. Let me explain:

Let’s say you have a boss with 50 HP and 2 additional health bars, granting the boss a total of 150 HP. You chip the boss down to 20 HP. Let’s say your weakest damaging option deals 32 damage. You have now lost that 12 damage because it doesn’t carry over to the new HP bar. It would carry over if the boss simply had 150 HP instead. Admittedly, this is a very niche interaction and may not limit player options all that much, I’m simply pointing out that it exists.

Do I hate multiple HP bars on bosses? No. I’m questioning how necessary they are to begin with, and the current implementation leaves much to be desired.

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Ok since we are on this topic, can anyone give a solution to…how do we give multiple HP bars to bosses like Fomortiis or Fire Dragon? I could respawn them but they have a death animation attached to their class which makes it a bit problematic. It’ll feel a bit wrong to respawn them after you have seen their gruesome death animation.

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Has someone coded an FE8 Revival Stones mechanic yet?

If not, I respectfully submit that someone should do that.

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Scraiza is inplementing that for a future release of Souls of the Forest from what I’ve seen

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It’s in LT-Maker.

Come to think of it, are revival stones a good idea? Just raise the character’s HP by a lot. Want Skills that activate when some revival stones are gone? Code them with a HP-based condition like Wrath.

What was that Fire Emblem games where bosses moved after you move but during your turn? It was sick. Reminds me of the boss in Tactical Wizard Breach who does that.

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I think the reason people like revival stones isn’t because the enemy HP is huge, but rather because it forces a stopping point that guarantees a minimum number of combats have to happen.

A really big HP bar can still potentially be eaten in 1 hit if cheesed hard enough, but revival stones let you hit someone with a super crit or Lethality as an opening move and then still force additional units to pitch in after.

It’s not the most elegant way to force a longer battle and Engage proves that it far from prevents 1 turn ko’s, but it’s better than just increasing the HP bar, so I get why people look for it.

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I think generally you can do either, I don’t mind having boss maps, and I think a lot FE games could benefit from thinking of them in this way, but I do think also that you can have single units in an FE system that are mechanically interesting enough to serve as standalone challenges, I think bosses like Sombron do that fine.

But yeah, I’d also really like more creative gimmick bosses/levels in FE

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Revival Stones could still be made unnecessary with a Skill that caps incoming damage. Like Pokemon’s Sturdy only better.

Have any Fire Emblem games ever done the “these crystals have to be shattered before the bosses can be harmed, but if YOU’RE TAKING TOO LONG the crystals regenerate” bit? It’s a classic. I think Yellow Deer sorta did that by forcing you to kill specific guys before other ones but they didn’t get better.

I’d love to see some more in-depth Stage Transformation, too. Persona 5 Tactica got a LOT of mileage out of those pink/blue buttons for raising and lowering platforms.

Reminds me of a certain boss in Slay the Spire, which caps the damage you can deal at 200 per turn (not including blocked damage). You could still attack it anyway, it just wouldn’t take damage after that; you could even use debuffs and set up for the next turn.

Kinda wonder how more “raid boss”-like encounters could work, with stuff like the boss being able to attack more than once per turn or targeting more than one unit or even just straight-up AoEs. Could have multiple phases that change it’s attack pattern or something, maybe even change the terrain and/or summon enemies between phases. I know 3H and Engage have tried this sort of thing, but I remember 3H’s big enemies often barely felt different from just beating up a big guy instead of a small guy. Its been a while since I’ve played 3H though. Engage isn’t much different, aside from Sombron (who I remember being a cool fight, but I also nearly killed him in phase 1).

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I remember that fight with Nemesis. I like the idea, but I don’t think it would hold up very well as a standard for most bosses. This feels like the kind of thing that should only happen 2 or 3 times per playthrough before it feels forced. :sweat_smile:

IMO, it works better when the boss actually moves or has really long range that overlaps with the positions of the things protecting him. Otherwise it’s just another “Clear objective then jump the boss” chapter but with different context.

I think people want to actually fight THE BOSS and struggle against him directly for an extended period of time, risking your units lives for several turns and watching the boss wreak havoc all without getting decimated by him, annihilating him too fast, or feeling like there’s no risk once you find an exploit. In Fire Emblem, that’s a hard list of requirements to meet all at once because of how the game fundamentally works and even if you find one, it has to be fun enough that it can be recycled without becoming boring or tedious. FE’s usual gameplan just wasn’t built for it if you ask me lol

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Persona 5 Tactica had interesting boss experiments more games should learn from. Ninja guy? Boring. Woman? BORING. Woman.EXE? DOUBLE BORING. Every JRPG Final Boss Ever? SUPER BORING. Just DPSing a big health bar is boring even if there are cheap gimmicks like avoiding easily avoided areas or hitting easily destroyed crystals to turn the invulnerable boss charging an instakill attack into a stunned vulnerable boss or saving your MP to hit a guy behind walls. Cutscenes can’t carry a dull boss fight and the Ninja guy’s lack of cutscenes just feels odd.

But the two men were cool boss fights. Captain 1984 takes a set amount of damage per attack (even from multi-hit attacks) because transferring you to different maps where reaching him and attacking him is the goal and dealing with enemies and switches in the way is the fun part. His ability to attack you from anywhere provides time pressure. Each of his small game boards are a puzzle and dealing with BS like enemies immune to attacks from specific direction and cameras that prevent movement past their line of sight is part of the puzzle. And the robot has these easily-ignored AOE zones where doing forbidden actions gets you punished, I liked them more when I assumed they were instakills, before I broke a rule and realized they just did minor damage. Playing like I thought they mattered was way more fun than when I knew they didn’t.

More FE games should do that. Directionally invulnerable enemies, snipers attacking people in their line of sight, protectors shielding adjacent allies, other protectors hitting anyone they see hitting their allies, cameras that instakill people in their line of sight, big guys that jump at you or charge at you after you hit them, stuff to make them feel like more than HP bars.

the main thing I think those hp bars do is force you to plan around the boss. it isn’t JUST hp bloat, it makes it so it is impossible to one-round the boss, which will destroy you on enemy phase, so you have to figure out a way around that. also, the vast majority of bosses in engage after the earlygame get new skills when they lose hp bars. just giving the boss 150 hp doesn’t work if your bosskiller can double crit them for more than 150 damage.

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The final chapter of Bells of Byelen I believe does a boss — in this case, a final boss well.

While the boss himself is statistically a beast (For a game with stats capping at 20) he’s not that hard to beat in actual combat.

The challenge however is to REACH him since he cycles through four weapons which provide a different buff to his allies (Attacking before the player, passing through the player units, always hitting, immune to being crit)

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