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* Enemy thieves in the ''VideoGame/FireEmblem'' franchise often act this way, stealing valuable items from chests or villages before fleeing the map. Since these thieves usually spawn closer to the treasure than the player, they frequently force the player to choose between an optimal combat strategy and a race for the loot.
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->''Former member of Hallownest's high society. Although made aggressive by the force inside, old instincts still occasionally compel it to run from danger.\\\
"The fearful, cowardly nature of these Hallownest bugs persists even after death! It almost feels shameful to chase and cut them down."''
-->--'''Hunter's Journal commentary on Cowardly Husks''', ''VideoGame/HollowKnight''
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** ''VideoGame/SuperMarioBrosWonder'': New to the game are the Skedaddlers, chipmunk-like enemies that flee when danger is near, some of them even carrying an item to deny enemies of the Koopa Troop from obtaining them.

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** ''VideoGame/SuperMarioBrosWonder'': New to the game are the Skedaddlers, chipmunk-like enemies that spit acorn-like Birdo Eggs at enemies of the Koopa Troop, though they flee when danger is near, some of them even carrying an item to deny enemies of the Koopa Troop from obtaining them.on hand.

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** ''VideoGame/SuperMarioBrosWonder'': New to the game are the Skedaddlers, chipmunk-like enemies that flee when danger is near, some of them even carrying an item to deny enemies of the Koopa Troop from obtaining them.



** The [[PsychicPowers Psychic]]-type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes.

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** The [[PsychicPowers Psychic]]-type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes. If caught however, they can be trained to fight better and even evolve into Kadbra and Alakazam, the latter of which is one of the best Psychic-type Pokemon in the entire series.
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* ''VideoGame/{{Stalker}}'': Both Fleshes (horribly mutated pigs) and Blind Dogs will panic and run away if their alpha leader and/or majority of the herd is killed or if they are injured critically when alone.


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* ''VideoGame/JetForceGemini'': Yellow Drones will immediately surrender, tossing their weapons and raising their arms, as soon as you have them in your sight. Of course, [[ISurrenderSuckers as soon as you turn your back at them, they will toss a grenade at you]].
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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off into the fog and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the little bastard to respawn again in the same area with refilled health, whereas killing the monster removes it from play altogether.

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* Air Screamers in the original ''VideoGame/SilentHill1'' have a an infuriating tendency to fly off into the fog and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the little bastard to respawn again in the same area with refilled health, whereas killing the monster removes it from play altogether.
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** ''VideoGame/SpyroTheDragon'': The green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
** The first game and ''VideoGame/SpyroYearOfTheDragon'' has egg thieves that you have to chase down in order to retrieve dragon eggs.

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** ''VideoGame/SpyroTheDragon'': ''VideoGame/SpyroTheDragon1998'': The green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
** The first game and ''VideoGame/SpyroYearOfTheDragon'' has have egg thieves that you have to chase down in order to retrieve dragon eggs.
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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off into the fog and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the same little bastard to respawn in the same area soon after with refilled health, whereas killing the monster removes it from play altogether.

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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off into the fog and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the same little bastard to respawn again in the same area soon after with refilled health, whereas killing the monster removes it from play altogether.
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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the same annoying little bastard to respawn soon after with refilled health, whereas killing the monster removes it from play altogether.

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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off into the fog and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the same annoying little bastard to respawn in the same area soon after with refilled health, whereas killing the monster removes it from play altogether.
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* Air Screamers in the original ''VideoGame/SilentHill1'' have a infuriating tendency to fly off and despawn when close to death if the player is unable to shoot them down fast enough. This not only wastes perfectly good ammunition but also enables the same annoying little bastard to respawn soon after with refilled health, whereas killing the monster removes it from play altogether.
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* The ''VideoGame/HalfLife2'' mod ''VideoGame/EntropyZero'' gives rebel enemies a "willpower" meter that changes depending on their situation in combat, with low-willpower rebels tending to avoid direct confrontation and retreat. The same system is used in ''VideoGame/EntropyZero2'' with one significant change: rebels with low enough willpower may drop their weapons and try to run away, giving you the opportunity to rush in and detain them.
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* One of the enemies you'll find in ''VideoGame/ThePersistence'' is a [[Film/TheLordOfTheRings Gollum]]-looking hunchback who hides behind cover and ambushes you. After trying to hit you once, it will run away and try to hide again.
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* ''VideoGame/Left4Dead2'': The Fallen Survivors in 'The Passing' campaign qualify as this since, unlike the rest of the common infected, they will typically flee from the players when attacked instead of rushing towards them.

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* ''VideoGame/Left4Dead2'': The Fallen Survivors in 'The Passing' campaign qualify as this since, unlike the rest of the common infected, they will typically flee from the players when attacked instead of rushing towards them. They usually carry supplies like first aid kits or throwables, giving a reasonable incentive to kill them before they get away.
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** If their leader is killed first, Grunts will usually panic and be easy to kill. However, sometimes this might backfire and instead [[TakingYouWithMe the Grunts go suicidal.]]

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** If their leader is killed first, Grunts will usually panic and be easy to kill. However, sometimes this might can backfire and because the Grunts will instead [[TakingYouWithMe the Grunts go become suicidal.]]
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These enemies often drop valuable items or items that you need to progress, encouraging you to go after them. In the latter case, this puts them in a prime position to be considered very annoying enemies, especially if they're good at running away and you can't easily trap them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Generally those guys won't put up too much of a fight when cornered, which is why they're often found in the early game. But there are [[CorneredRattlesnake exceptions]], and sometimes they're even surprisingly powerful when forced to fight. This can make for VideoGameCrueltyPunishment, at least if you didn't [[BlamedForBeingRailroaded have to chase them to progress]].

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These enemies often drop valuable items of value or items that you need to progress, encouraging you to go after them. In the latter case, this puts them in a prime position to be considered very annoying enemies, especially if they're good at running away and you can't easily trap them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Generally those guys won't put up too much of a fight when cornered, which is why they're often found in the early game. But there are [[CorneredRattlesnake exceptions]], and sometimes they're even surprisingly powerful when forced to fight. This can make for VideoGameCrueltyPunishment, at least if you didn't [[BlamedForBeingRailroaded have to chase them to progress]].
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* ''VideoGame/Final Fight'' has J and Two-P. Evasion mooks that are fast and move in to punch you the moment the player(s) turns their back or are distracted by other flunkies from Mad Gear.

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* ''VideoGame/Final Fight'' ''VideoGame/FinalFight'' has J and Two-P. Evasion mooks that are fast and move in to punch you the moment the player(s) turns their back or are distracted by other flunkies from Mad Gear.
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* ''VideoGame/Final Fight'' has J and Two-P. Evasion mooks that are fast and move in to punch you the moment the player(s) turns their back or are distracted by other flunkies from Mad Gear.
* ''VideoGame/StreetsOfRage'', has Y. Signal appear in each game. They are evasion mooks styled after J & Two-P. The difference being he can throw and slide attack. Though they are a more aggressive example compared to the originators. A new mook type in ''4'', called Dylan is a even better example. They almost only attack when the player is distracted, tends to move away when the player gets near them, and some with darker color palettes will try to jump up and combo kick you from across the screen. Sometimes from off-screen, if unlucky enough.

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* ''Franchise/TheLegendOfZelda'': When Link comes too close to a Spiny Beetle or removes the grass, bush or rock it's using cover, it will run around in a panic and only settle down after a while if Link isn't close by -- if they do bump into and damage him, it's only through sheer chance as they flee randomly around the area.



[[folder:Action-Adventure]]
* ''Franchise/TheLegendOfZelda'': When Link comes too close to a Spiny Beetle or removes the grass, bush or rock it's using cover, it will run around in a panic and only settle down after a while if Link isn't close by -- if they do bump into and damage him, it's only through sheer chance as they flee randomly around the area.
[[/folder]]
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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them, or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still free to try it if you're not feeling merciful enough]].

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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that ([[SuicidalOverconfidence unlike most enemies]]) know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them, or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still free to try it if you're not feeling merciful enough]].
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These enemies often drop valuable items or items that you need to progress, encouraging you to go after them. In the latter case, this puts them in a prime position to be consider very annoying enemies, especially if they're good at running away and you can't easily trap them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Generally those guys won't put up too much of a fight when cornered, which is why they're often found in the early game. But there are [[CorneredRattlesnake exceptions]], and sometimes they're even surprisingly powerful when forced to fight. This can make for VideoGameCrueltyPunishment, at least if you didn't [[BlamedForBeingRailroaded have to chase them to progress]].

to:

These enemies often drop valuable items or items that you need to progress, encouraging you to go after them. In the latter case, this puts them in a prime position to be consider considered very annoying enemies, especially if they're good at running away and you can't easily trap them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Generally those guys won't put up too much of a fight when cornered, which is why they're often found in the early game. But there are [[CorneredRattlesnake exceptions]], and sometimes they're even surprisingly powerful when forced to fight. This can make for VideoGameCrueltyPunishment, at least if you didn't [[BlamedForBeingRailroaded have to chase them to progress]].
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None


More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up too much of a fight when cornered, which is why they're often found in the early game.

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More reasonable examples These enemies often carry drop valuable items or items that you need to progress, encouraging you to go after them. In the latter case, this puts them in a prime position to be consider very annoying enemies, especially if they're good at running away and you can't easily trap them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect Generally those guys to won't put up too much of a fight when cornered, which is why they're often found in the early game.
game. But there are [[CorneredRattlesnake exceptions]], and sometimes they're even surprisingly powerful when forced to fight. This can make for VideoGameCrueltyPunishment, at least if you didn't [[BlamedForBeingRailroaded have to chase them to progress]].
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* ''VideoGame/{{Psychonauts 2}}'': Enablers [[SupportPartyMember make other enemies invulnerable and boost their damage and speed]], and will run from Raz or [[GaleForceSound knock him back with a blast from their trumpets]] if he attacks them. Fortunately they can be slowed down with Time Bubble, and you can set them on fire with Pyrokinesis or stun them with an object flung by Telekinesis to keep them from buffing other enemies.
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* ''VideoGame/MetalSlug'' There are many cases where the (human) mooks make a run for it as you advance through the stages -- or if you, say, destroy large machines or a boss.

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* ''VideoGame/MetalSlug'' ''VideoGame/MetalSlug'': There are many cases where the (human) mooks make a run for it as you advance through the stages -- or if you, say, destroy large machines or a boss.
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* ''VideoGame/MetalSlug'' There are many cases where the (human) mooks make a run for it as you advance through the stages -- or if you, say, destroy large machines or a boss.
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* ''VideoGame/Left4Dead2'': The Fallen Survivors in 'The Passing' campaign qualify as this since, unlike the rest of the common infected, they will typically flee from the players when attacked instead of rushing towards them.


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* ''VideoGame/LoopHero'': Starting in Act II, Scorch Worms have a 40% chance of retreating from combat when low on health instead of dying. The only way to prevent this is to place a Blood Grove nearby which will kill them before their retreat skill triggers.
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[[caption-width-right:350:There goes the bravest man on the team.]]

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[[caption-width-right:350:There goes the bravest man on in the team.]]
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[[caption-width-right:350:There goes the bravest man in the team.]]

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[[caption-width-right:350:There goes the bravest man in on the team.]]

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* Boos in ''VideoGame/LuigisMansion'' do not fight back. Instead, if Luigi fails to catch them, they will flee to the nearest room. And if Luigi takes too long to follow them to the next room, he will have to search for them in the furniture again.

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* ''VideoGame/LuigisMansion'': Boos in ''VideoGame/LuigisMansion'' do not fight back. Instead, if Luigi fails to catch them, they will flee to the nearest room. And if Luigi takes too long to follow them to the next room, he will have to search for them in the furniture again.



[[folder:ActionGame]]

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[[folder:ActionGame]][[folder:Action Game]]



[[folder:ActionRPG]]

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[[folder:ActionRPG]][[folder:Action-Adventure]]
* ''Franchise/TheLegendOfZelda'': When Link comes too close to a Spiny Beetle or removes the grass, bush or rock it's using cover, it will run around in a panic and only settle down after a while if Link isn't close by -- if they do bump into and damage him, it's only through sheer chance as they flee randomly around the area.
[[/folder]]

[[folder:Action RPG]]



[[folder:BeatEmUp]]
* The ''VideoGame/DynastyWarriors'' games and its numerous spin-offs often employ this through a MoraleMechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle. Other entries will have the troops falling backwards onto their butts in fear.

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[[folder:BeatEmUp]]
[[folder:Beat 'em Up]]
* The ''VideoGame/DynastyWarriors'' games and its numerous spin-offs often employ this through a MoraleMechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle. Other entries will have the troops falling backwards onto their butts in fear.



[[folder:CasualVideoGame]]

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[[folder:CasualVideoGame]][[folder:Casual Game]]



[[folder:FightingGame]]
* ''VideoGame/SuperSmashBros Brawl'': In the story mode ''VideoGame/TheSubspaceEmissary'', [[http://supersmashbros.wikia.com/wiki/Poppant Poppants]] are enemies that flee from the player while dropping healing items and trophies. They're difficult to kill because they tend to run off cliffs to avoid the player, but defeating them can reward one with a rare trophy or sticker.

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[[folder:FightingGame]]
[[folder:Fighting Game]]
* ''VideoGame/SuperSmashBros Brawl'': ''VideoGame/SuperSmashBrosBrawl'': In the story mode ''VideoGame/TheSubspaceEmissary'', [[http://supersmashbros.wikia.com/wiki/Poppant Poppants]] Poppants are enemies that flee from the player while dropping healing items and trophies. They're difficult to kill because they tend to run off cliffs to avoid the player, but defeating them can reward one with a rare trophy or sticker.



[[folder:FirstPersonShooter]]
* ''{{Franchise/Halo}}'':

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[[folder:FirstPersonShooter]]
[[folder:First-Person Shooter]]
* ''{{Franchise/Halo}}'':''VideoGame/DeepRockGalactic'': The game itself refers to the Hoarder as an "abject coward" in the patch notes that introduced it. It quickly runs off screaming when hurt, and from there you have roughly ten seconds to actually kill it before it burrows into the ground and escapes entirely.
* ''Franchise/{{Halo}}'':



[[folder:MazeGame]]

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[[folder:MazeGame]][[folder:Maze Game]]



[[folder:PlatformGame]]

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[[folder:PlatformGame]][[folder:Platformer]]
* ''VideoGame/ApeEscape'': Pippo Monkeys will generally run for it when they see you. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.



* In ''VideoGame/CrashTwinsanity'', Shield Tribesmen will run away the moment you knock off their shields.
* ''VideoGame/Kirby64TheCrystalShards'' has a [[EverythingsBetterWithPenguins penguin]] enemy that will comically run away at the first sign of Kirby.
* In ''VideoGame/RatchetAndClank2002'', at planet Kerwan, the Mine Layers are robotic enemies that run away from Ratchet and leave deadly mines behind them.
* ''Franchise/SpyroTheDragon'' trilogy
** The first levels always had TheGoomba be a buffonish enemy that couldn't fight back and posed no threat whatsoever.
** In ''VideoGame/SpyroTheDragon'', the green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
** The first game and ''VideoGame/SpyroYearOfTheDragon'' had egg thieves that you had to chase down in order to retrieve dragon eggs.

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* In ''VideoGame/CrashTwinsanity'', ''VideoGame/CrashTwinsanity'': Shield Tribesmen will run away the moment you knock off their shields.
* ''VideoGame/Kirby64TheCrystalShards'' has a [[EverythingsBetterWithPenguins penguin]] enemy that ''VideoGame/{{Kirby}}'':
** ''VideoGame/KirbysDreamLand3'': The rabbit-like Polof do nothing except try to reach the safety of their burrows and vanish into them.
** ''VideoGame/Kirby64TheCrystalShards'': The penguin-like Emp enemies
will comically run away at the first sign of Kirby.
** ''VideoGame/KirbyAndTheAmazingMirror'': When approached by Kirby, Mirras escape by burrowing underground and taking their Mirror Doors with them. However, they don't react to long-range attacks.
* In ''VideoGame/RatchetAndClank2002'', at ''VideoGame/RatchetAndClank2002'': On the planet Kerwan, the Mine Layers are robotic enemies that run away from Ratchet and leave deadly mines behind them.
* ''Franchise/SpyroTheDragon'' trilogy
''Franchise/SpyroTheDragon'':
** The first levels always had have TheGoomba be a buffonish enemy that couldn't can't fight back and posed poses no threat whatsoever.
** In ''VideoGame/SpyroTheDragon'', the ''VideoGame/SpyroTheDragon'': The green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
** The first game and ''VideoGame/SpyroYearOfTheDragon'' had has egg thieves that you had have to chase down in order to retrieve dragon eggs.



** Koopa Troopas in ''VideoGame/SuperMario64'' will run away from Mario as soon as they spot him.
** In ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', flipbugs flee from the player in a panic until they tire out and flip over. On the flipside, they'll actively pursue the player if they're using the Bee Mushroom.
* Some mooks in ''VideoGame/WarioWorld'' will run away, even popping out of existence if not killed.
* The Pippo Monkeys from the ''VideoGame/ApeEscape'' series. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.

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** ''VideoGame/SuperMario64'': Koopa Troopas in ''VideoGame/SuperMario64'' will run away from Mario as soon as they spot him.
** In ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', flipbugs ''VideoGame/SuperMarioGalaxy2'': Flipbugs flee from the player in a panic until they tire out and flip over. On the flipside, they'll actively pursue the player if they're using the Bee Mushroom.
* ''VideoGame/WarioWorld'': Some mooks in ''VideoGame/WarioWorld'' will run away, even popping out of existence if not killed.
* The Pippo Monkeys from the ''VideoGame/ApeEscape'' series. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.
killed.



* In ''VideoGame/FTLFasterThanLight'', sufficiently damaging an enemy ship's hull may convince its crew to beg for mercy or spin up its FTL drive in order to escape. Enemy {{board|ingParty}}ers with low health will also zip out from your ship the moment their teleporters become functional again.
* ''VideoGame/{{Diablo}}'' series:

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* In ''VideoGame/FTLFasterThanLight'', sufficiently ''VideoGame/FTLFasterThanLight'': Sufficiently damaging an enemy ship's hull may convince its crew to beg for mercy or spin up its FTL drive in order to escape. Enemy {{board|ingParty}}ers with low health will also zip out from your ship the moment their teleporters become functional again.
* ''VideoGame/{{Diablo}}'' series:''VideoGame/{{Diablo}}'':



[[folder:RolePlayingGame]]
* In the later ''VideoGame/{{MOTHER}}'' games, the PreexistingEncounters will actively avoid the PlayerParty once it manages to complete whatever dungeon or area they're found in. They'll also run away if the level of the party is high enough.

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[[folder:RolePlayingGame]]
[[folder:Role-Playing Game]]
* ''VideoGame/DarkSoulsII'': The Tower of Brume features Hollows who carry around {{Explosive Barrel}}s and always back away as long as the player faces them. This can be used tactically to goad them towards stronger enemies and exploding their barrels from a distance.
* ''VideoGame/TheElderScrollsVSkyrim'': Human enemies such as bandits will sometimes get scared of you and run away if you inflict enough damage.
* ''VideoGame/{{Fallout}}''
** ''VideoGame/Fallout2'': While wanamingos are vicious in battle, should one of their limbs be crippled, they become utterly harmless and only flee, never attacking again.
** ''VideoGame/FalloutNewVegas'': Giant rat pups will flee from players on sight, and will only attack if stronger specimens are around. Justified as, in-universe, they're still juveniles.
* ''VideoGame/FinalFantasyIX'': The Alexandria soldiers that are fought in a couple of levels will flee from battle when they're low on health.
* ''VideoGame/{{MOTHER}}'':
In the later ''VideoGame/{{MOTHER}}'' games, the PreexistingEncounters will actively avoid the PlayerParty once it manages to complete whatever dungeon or area they're found in. They'll also run away if the level of the party is high enough.



** Any Pokemon found in the Safari Zone is able to run away eventually, even the more common ones.
** The [[PsychicPowers Psychic]] type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes.

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** Any Pokemon Pokémon found in the Safari Zone is able to run away eventually, even the more common ones.
** The [[PsychicPowers Psychic]] type Psychic]]-type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes.



** In the ''VideoGame/PokemonMysteryDungeon'' series, any enemy Pokemon with the "Run Away" ability will try to escape battle once their HitPoints drop below the halfway point, similar to the above-mentioned "Wimp Out".
* In ''VideoGame/TheElderScrollsVSkyrim'', human enemies such as bandits will sometimes get scared of you and run away if you inflict enough damage.
* ''VideoGame/SuperMarioRPG'': Some enemies are prone to fleeing, especially if their more dangerous partners are defeated (like the Rat Funks from the Kero Sewers).
* ''VideoGame/PaperMario64'': During chapter 4, Mario eventually encounters a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their GirlyScream is also their BattleCry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.
* In ''VideoGame/DarkSoulsII'', the Tower of Brume features Hollows who carry around {{Explosive Barrel}}s and always back away as long as the player faces them. This can be used tactically to goad them towards stronger enemies and exploding their barrels from a distance.
* ''VideoGame/FinalFantasyIX'': The Alexandria soldiers that are fought in a couple of levels will flee from battle when they're low on health.

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** In the ''VideoGame/PokemonMysteryDungeon'' series, any ''VideoGame/PokemonMysteryDungeon'': Any enemy Pokemon with the "Run Away" ability will try to escape battle once their HitPoints drop below the halfway point, similar to the above-mentioned "Wimp Out".
* In ''VideoGame/TheElderScrollsVSkyrim'', human enemies such as bandits will sometimes get scared of you and run away if you inflict enough damage.
* ''VideoGame/SuperMarioRPG'': Some enemies are prone to fleeing, especially if their more dangerous partners are defeated (like the Rat Funks from the Kero Sewers).
*
''Franchise/SuperMarioBros'':
**
''VideoGame/PaperMario64'': During chapter 4, Mario eventually encounters a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their GirlyScream is also their BattleCry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.
* In ''VideoGame/DarkSoulsII'', the Tower of Brume features Hollows who carry around {{Explosive Barrel}}s and always back away as long as the player faces them. This can be used tactically to goad them towards stronger ** ''VideoGame/SuperMarioRPGLegendOfTheSevenStars'': Some enemies and exploding are prone to fleeing, especially if their barrels more dangerous partners are defeated (like the Rat Funks from a distance.
* ''VideoGame/FinalFantasyIX'': The Alexandria soldiers that are fought in a couple of levels will flee from battle when they're low on health.
the Kero Sewers).



[[folder:StealthGame]]
* In the winter chapter of ''VideoGame/TheLastOfUs'', a bunch of Hunters will run away from Joel after they realize that he is the guy who killed a dozen of them at the university. They will still fire at you, but will generally try to get away as soon as possible.
* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if the player character is good enough at showing off their badassery against them. Even some higher-ranked soldiers aren't immune to this, although again, it depends on the game.

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[[folder:StealthGame]]
[[folder:Stealth Game]]
* In the winter chapter of ''VideoGame/TheLastOfUs'', a bunch of Hunters will run away from Joel after they realize that he is the guy who killed a dozen of them at the university. They will still fire at you, but will generally try to get away as soon as possible.
*
''Franchise/AssassinsCreed'': In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if the player character is good enough at showing off their badassery against them. Even some higher-ranked soldiers aren't immune to this, although again, it depends on the game.game.
* ''VideoGame/TheLastOfUs'': In the winter chapter, a bunch of Hunters will run away from Joel after they realize that he is the guy who killed a dozen of them at the university. They will still fire at you, but will generally try to get away as soon as possible.



[[folder:StrategyGame]]

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[[folder:StrategyGame]][[folder:Strategy Game]]
* ''VideoGame/EmpiresOfTheUndergrowth'': Harvestmen and jumping spiders avoid groups of insects and tend to attack lone ones. At low health, harvestmen [[AnArmAndALeg drop their legs]] as distraction and run away, while jumping siders will run away when surrounded.



[[folder:SurvivalSandbox]]
* ''VideoGame/DontStarve'': Mactusk will avoid the player as much as possible, firing away with his blowdart.

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[[folder:SurvivalSandbox]]
[[folder:Survival Horror]]
* ''VideoGame/DontStarve'': Mactusk ''VideoGame/DyingLight'': Bolters will avoid the player as much as possible, firing run away with his blowdart.as soon as they realize Kyle is nearby.



[[folder:ThirdPersonShooter]]
* ''VideoGame/GhostReconWildlands'': Santa Blanca lieutenants will make a run for it once things get loud and will often grab the nearest vehicle to do it. Also, if the Ghosts manage to get close enough, they'll immediately surrender.

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[[folder:ThirdPersonShooter]]
[[folder:Survival Sandbox]]
* ''VideoGame/GhostReconWildlands'': Santa Blanca lieutenants ''VideoGame/DontStarve'': Mactusk will make a run for it once things get loud and will often grab avoid the nearest vehicle to do it. Also, if the Ghosts manage to get close enough, they'll immediately surrender.player as much as possible, firing away with his blowdart.



[[folder:Wide Open Sandbox]]
* Most enemies in ''VideoGame/SaintsRow2'' aren't cowardly by default, and will continue to attack you until they're killed. Unless, of course, you spray them with a fire extinguisher. While the extinguisher's high-pressure foam can throw around and even kill [=NPCs=], it also acts as a solid wall that will halt an enemy's charging animation until they finally turn around and run away in fear. Even some armed enemies, such as cops, will retreat or at least fall back to a safe distance when sprayed long enough.
[[/folder]]

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[[folder:Wide Open [[folder:Third-Person Shooter]]
* ''VideoGame/GhostReconWildlands'': Santa Blanca lieutenants will make a run for it once things get loud and will often grab the nearest vehicle to do it. Also, if the Ghosts manage to get close enough, they'll immediately surrender.
[[/folder]]

[[folder:Wide-Open
Sandbox]]
* ''VideoGame/SaintsRow2'': Most enemies in ''VideoGame/SaintsRow2'' aren't cowardly by default, and will continue to attack you until they're killed. Unless, of course, you spray them with a fire extinguisher. While the extinguisher's high-pressure foam can throw around and even kill [=NPCs=], it also acts as a solid wall that will halt an enemy's charging animation until they finally turn around and run away in fear. Even some armed enemies, such as cops, will retreat or at least fall back to a safe distance when sprayed long enough.
[[/folder]][[/folder]]
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[[caption-width-right:350:There goes the bravest man in the team.]]

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