This is just reminding me of how I was recently testing team builds against Level 150 Hard Kilocorn that involved tons of buff passing, including Awakening, and wanting to throw my Switch every time he used Breath lmao. Combined with 100% Break resistance and high guard rate, he's definitely one of the most annoying Superbosses
@YoshiAteTooManyYoshiCookies Oh no this strat is also evasion Art spam lol, but it involves passing Awakening to the party so that you don't need to use Protector's Pride or Fraternal Badges as much and can use those slots on other things such as a Warped Brooch or similar accessory. And instead of FMJ, it's Flash Fencer, which has way more damage potential since it's physical and thus can use Ultimate Qigong, has more inherent damage increases like Critical Strike, and its two-hit arts are conveniently Cross Impact, which gives itself Power Charge, and Hidden Thorn, its strongest art lol.
Honestly i never really liked the superbosses. Its not the fact they aren't hard, it's more like only one of the entire group actually uses a proper gimmick, that being the doom dragon. The healing ardun one is something that surprisingly is shown in another challenge battle so it isn't particularly unique, the sea dragon only just launches the occasional tidel wave and electric shock, it never tries to force you out of the water despite there being a cliff they could use for that, and the rhogul is just annoying because you can't topple it if it's directly above the cooley camp because _uh oh_ They decided to fix topple gravity kills, _easily the lamest change of 3_