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Souls Series Boss Ranking Lecture
Jul 5, 2024
Souls Series Boss Ranking Lecture
Introduction
Speaker's unique achievement: beating all Souls series bosses (Demon's Souls to Elden Ring).
Exclusions: Bloodborne Chalice Dungeon bosses, some Elden Ring side bosses, and SEKIRO side bosses.
General Observations
From Software's reputation for best boss design in video games.
Ranking based on quality groups, not individual assessment.
Encouragement to like and subscribe.
Preparing for a long discussion.
Anomaly Bosses
Old Monk (Demon's Souls)
PVP boss fight (dependent on opponent).
Fine in PVE, very easy.
Maiden Astraea (Demon's Souls)
Story boss; fight focuses on killing protector Garl Vinland.
Astraea’s self-execution if Garl dies.
Halflight, Spear of the Church (Dark Souls 3)
Forced PVP encounter (better than Old Monk but still unranked).
Offline bot experience: easy but forced PVP disliked.
Worst to Bad Bosses
Bed of Chaos (Dark Souls)
Labeled worst boss ever.
Platforming segment, not true combat.
Unpolished and unsatisfying.
Covetous Demon (Dark Souls 2)
Easy, short, and unmemorable.
Criticized for pointlessness.
Ancient Dragon (Dark Souls 2)
Long health pool, monotonous fight.
Poor camera interaction.
Ancient Wyvern (Dark Souls 3)
Similar to Ancient Dragon.
Existence of a gimmick to quickly end the fight.
Amygdala (Bloodborne)
Great visual design, but poor camera interaction.
Move set and arena not well-matched.
Blazing Bull (SEKIRO)
Criticized for poor synergy with Sekiro’s mechanics.
Not fun or valuable for lessons.
Celestial Emissary (Bloodborne)
Simple boss, criticized for being unremarkable; similar to minions without real challenge.
Godskin Duo (Elden Ring)
Criticized for being unbalanced and not rewarding.
Living Failures (Bloodborne DLC)
Hated for being repetitive and unnecessary.
Great soundtrack, wasted potential.
Seath the Scaleless (Dark Souls)
Great visual design.
Poor arena, clunky animations.
True King Allant (Demon's Souls)
Story-driven, unsatisfactory final encounter.
Ceaseless Discharge (Dark Souls)
Criticized for simplicity and easily bypassed.
Capra Demon (Dark Souls)
Criticized for arena design, Dogs are bigger threats.
Guardian Dragon (Dark Souls 2)
Slightly better than previous dragons, but repetitive.
Lud and Zallen (Dark Souls 2)
Painful run back, duplicate mechanics from better fight Ava KPs.
Grave Robbers (Dark Souls 2)
Designed for co-op; easily exploitable AI, repetitive.
Four Kings (Dark Souls)
Great concept but poor execution, considered DPS race.
Prowling Magus and the Congregation (Dark Souls 2)
Poor design, seen as just a tough enemy rather than a boss.
Pinwheel (Dark Souls)
Not challenging, poor arena.
Phalanx (Demon's Souls)
Early game boss, sparks of fire cheese possible.
Dragon God (Demon's Souls)
Puzzle boss with experimental design.
Folding Screen Monkeys (SEKIRO)
Puzzle boss, more intrigue-focused than fight.
Rom, the Vacuous Spider (Bloodborne)
Criticized for tedium and slow pacing.
Old Iron King (Dark Souls 2)
Underwhelming finale, design problems.
Oceiros, the Consumed King (Dark Souls 3)
Design with similarities to Vordt, but generally uninspiring.
Executioner's Chariot (Dark Souls 2)
Gimmick-based, long runback detracts attention.
Skeleton Lords (Dark Souls 2)
Not a traditional boss, more of a tough encounter.
Royal Rat Vanguard (Dark Souls 2)
Frustrating enemy identification.
Dark Sun Gwyndolin (Dark Souls)
Easy mechanics, more of a glorified hallway fight.
Micolash, Host of Nightmare (Bloodborne)
Gimmick-driven; repetitive.
Fire Giant (Elden Ring)
Criticized for slow pacing; easy strategy.
One Reborn (Bloodborne)
Average fight, incredible atmospheric design.
High Lord Wolnir (Dark Souls 3)
Unremarkable mechanics, visually spectacular.
Dirty Colossus (Demon's Souls)
Easy, visually distinctive but simple.
Curse-Rotted Greatwood (Dark Souls 3)
Gimmick-driven; notable for arena change.
Witches of Hemwick (Bloodborne)
Variance depends on insight levels, inconsistent experience.
Below Average to Average Bosses
Leechmonger (Demon's Souls)
Simple mechanics, unremarkable.
Dark Beast Paarl (Bloodborne)
Unique intro, somewhat janky hitboxes.
Dragonrider Bosses (Dark Souls 2)
Reused designs with slight variations.
Belfry Gargoyle (Dark Souls 2)
Poor application of DS1 Gargoyle mechanics.
Moonlight Butterfly (Dark Souls 1)
Great visual but boring ranged combat.
Demon of Song (Dark Souls 2)
Frustration stemming from area preceding it.
Fool's Idol (Demon's Souls)
Gimmick of teleporting, not particularly challenging.
Champion’s Gravetender & Great Wolf (Dark Souls 3)
Similar to Sif's arena, not memorable.
Regal Ancestor Spirit (Elden Ring)
Beautiful visuals, teleportation annoyance for melee builds.
Vicar Amelia (Bloodborne)
Teaches different play style, gets visually messy.
Yhorm the Giant (Dark Souls 3)
Gimmick-based weapon boss, somewhat uninspired.
Last Giant & Giant Lord (Dark Souls 2)
Near identical mechanics and layouts.
Adjudicator (Demon's Souls)
Gimmick spot hitboxes, poor level design.
Blood-Starved Beast (Bloodborne)
Janky animations, parryable but frantic.
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