History Main / CycleOfHurting

18th Mar '17 8:27:14 AM Morgenthaler
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** In ''VideoGame/{{Doom}} 3'', some enemies such as Pinky Demons and Shotgun Z-Secs can stun-lock you, especially if you're trying to reload.

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** In ''VideoGame/{{Doom}} 3'', ''VideoGame/{{Doom 3}}'', some enemies such as Pinky Demons and Shotgun Z-Secs can stun-lock you, especially if you're trying to reload.



* ''GliderPRO'' isn't too smart about respawning gliders in safe spots. Respawning locations are either fixed or where the glider entered the room. If the latter happens to be inside the floor, you'll lose all your lives; this is a GameBreakingBug on one house released on the Glider PRO CD.

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* ''GliderPRO'' ''VideoGame/GliderPRO'' isn't too smart about respawning gliders in safe spots. Respawning locations are either fixed or where the glider entered the room. If the latter happens to be inside the floor, you'll lose all your lives; this is a GameBreakingBug on one house released on the Glider PRO CD.



* ''[[{{Tron20}} Tron 2.0]]'' - Due to the relative scarcity of checkpoints, you will be using the autosave frequently. Unfortunately, it is also just as easy to hit that autosave at exactly the wrong moment (like during a fall or when you're about to lose at a ProtectionMission), meaning you have to play the entire level over again.

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* ''[[{{Tron20}} Tron 2.0]]'' ''VideoGame/{{Tron20}}'' - Due to the relative scarcity of checkpoints, you will be using the autosave frequently. Unfortunately, it is also just as easy to hit that autosave at exactly the wrong moment (like during a fall or when you're about to lose at a ProtectionMission), meaning you have to play the entire level over again.



* Because of the way extra lives work in ''BlinxTheTimeSweeper'', it's quite easy to land yourself in one of these. When you lose a Retry, the game rewinds everything, including you, by a few seconds. Of course, if you were already stuck during those seconds, [[UnWinnable you have no choice but to restart the level.]]

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* Because of the way extra lives work in ''BlinxTheTimeSweeper'', ''VideoGame/BlinxTheTimeSweeper'', it's quite easy to land yourself in one of these. When you lose a Retry, the game rewinds everything, including you, by a few seconds. Of course, if you were already stuck during those seconds, [[UnWinnable you have no choice but to restart the level.]]
27th Feb '17 12:11:21 AM TSBasilisk
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* In ''VideoGame/DiabloIII'' one of the abilities elite packs can possess is to spawn ice crystals which shatter, freezing any player too close. While the stun by itself is only a few seconds, another elite can spawn another crystal on top of you while you're frozen which freezes you again, and then another. There's enough of an individual cooldown that the player won't be permanently stunned, but on higher difficulties, especially with aggressive playstyles, it can be lethal.

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* In ''VideoGame/DiabloIII'' one of the abilities elite packs can possess is to spawn ice crystals which shatter, freezing any player too close. While the The stun by itself is lasts only a few seconds, another elite can seconds but prior to patching in a global cooldown it was possible for other elites to spawn another crystal on top of you while you're frozen which freezes you again, and then another. There's crystals during the stun phase, extending the stun. Elite packs come in large groups so the stun could end up significantly longer than intended. There was still enough of an individual cooldown that the player won't be permanently stunned, to prevent a permanent stunlock, but on higher difficulties, especially with this could prove devastating for more aggressive playstyles, it can be lethal.playstyles.
13th Dec '16 6:28:13 PM CybranGeneralSturm
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* In ''VideoGame/SenranKagura: Shinovi Versus'', this can end happening to both you or your enemies, and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.

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* In ''VideoGame/SenranKagura: ''[[VideoGame/SenranKagura Senran Kagura: Shinovi Versus'', Versus]]'', this can end up happening to both you or your enemies, and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.
13th Dec '16 6:05:27 PM Midna
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* The original ''[[VideoGame/{{Metroid 1}} Metroid]]'' had a particular area deep inside Norfair where it was possible to fall into lava between two eyeball columns tall enough that you couldn't jump back out.
** The Hive Mecha from ''VideoGame/MetroidPrime'' floods the room with [[GrimyWater poisoned water]] except a small platform in the center, and sends out War Wasps to knock you into it. Since this is the beginning of the game, you have neither a large supply of Energy Tanks nor the Gravity Suit, and thus, if the wasps knock you into the water, it's game over about 80% of the time, unless you somehow find a way to jump out. One of the biggest advantages of SequenceBreaking to fight Flagghra before the Hive Mecha is that the water becomes non-poisonous, though it will still impair your movement without the Gravity Suit.
** This trope is still heavily in play in the remake, ''VideoGame/MetroidZeroMission''. The Mother Brain fight is just outright unfair at times with unpredictable turret fire and the [[BuffySpeak energy Cheerio things]] which are constantly targeting you. You'd be lucky to stay standing in one spot for more than two or three seconds.
* Good luck living if you happen to get caught by the 11th or 14th colossi in ''VideoGame/ShadowOfTheColossus''; they'll ram into you the second you start getting up again, and again, and again... It's even worse than just instant death, because it takes a considerable amount of time until you actually run out of health and die and you can reload the last save.
* In ''VideoGame/{{Oddworld}}: Abe's Exoddus'', you could achieve this thanks to the quick save feature if you happened to quick save right before your inevitable death. Thankfully, the devs foresaw this and added an autosave feature at the start of every screen.

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* The original ''[[VideoGame/{{Metroid 1}} Metroid]]'' had has a particular area deep inside Norfair where it was it's possible to fall into lava between two eyeball columns tall enough that you couldn't can't jump back out.
** The Hive Mecha from ''VideoGame/MetroidPrime'' floods the room with [[GrimyWater poisoned water]] except for a small platform in the center, and sends out War Wasps to knock you into it. Since this is the beginning of the game, you have neither a large supply of Energy Tanks nor the Gravity Suit, and thus, if the wasps knock you into the water, it's game over about 80% of the time, unless you somehow find a way to jump out. One of the biggest advantages of SequenceBreaking to fight Flagghra before the Hive Mecha is that the water becomes non-poisonous, though it will still impair your movement without the Gravity Suit.
** This trope is still heavily in play in the remake, ''VideoGame/MetroidZeroMission''. The Mother Brain fight is just outright unfair at times with unpredictable turret fire and the Rinkas (the [[BuffySpeak energy Cheerio things]] things]]) which are constantly targeting you. You'd be lucky to stay standing in one spot for more than two or three seconds.
* Good luck living if you happen to get caught by the 11th or 14th colossi in ''VideoGame/ShadowOfTheColossus''; they'll ram into you the second you start getting up again, and again, and again... It's even worse than just instant death, because it takes a considerable amount of time until you actually run out of health and die and you can are able to reload the last save.
* In ''VideoGame/{{Oddworld}}: Abe's Exoddus'', you could can achieve this thanks to the quick save feature if you happened happen to quick save right before your inevitable death. Thankfully, the devs foresaw this and added an autosave feature at the start of every screen.



** They did this in all the games, really, even if it's just a redead. Oh, and then there's swarms of [[AnIcePerson ice keese]], which will flap over, freeze you, and then freeze you again the instant you thaw.

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** They did do this in all the games, really, even if it's just a redead. Oh, and then there's swarms of [[AnIcePerson ice keese]], which will flap over, freeze you, and then freeze you again the instant you thaw.



* In the "Eke Reloaded" pack (and its old predecessor, the Eke Pack) of ''Videogame/{{Clonk}}'', this is what makes stippels dangerous. A stippel dies after [[OneHitPointWonder one, or maximally three hits]] from any firearm, and its bite deals mere ScratchDamage, but [[ZergRush in masses]], they tend to fling you against a wall with the KnockBack of their bite and stunlock you. If you don't have a [[ReStabilization jetpack]] or something to kill all of them in one hit, DeathOfAThousandCuts is certain.
* In ''Dragon Ball Z: Buu's Fury'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. Seeing how at this point in the game everyone's defense would be so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over a thousand so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...
* The combat in the ''VideoGame/LittleBigAdventure'' games was pretty frustrating because of this, as Twinsen would reel back uncontrollably any time he took damage and could still get hit while doing so, often leading to an endless loop until his health ran out.

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* In the "Eke Reloaded" pack (and its old predecessor, the Eke Pack) of ''Videogame/{{Clonk}}'', this is what makes stippels dangerous. A stippel dies after [[OneHitPointWonder one, or maximally at maximum three hits]] from any firearm, and its bite deals mere ScratchDamage, but [[ZergRush in masses]], masses]] they tend to fling you against a wall with the KnockBack of their bite and stunlock you. If you don't have a [[ReStabilization jetpack]] or something to kill all of them in one hit, DeathOfAThousandCuts is certain.
* In ''Dragon Ball Z: Buu's Fury'' if you return to Hercule City after beating the game you can still fight the enemies around the carnival area. There's also a golden tank in front of the tent. Even though any of the characters can destroy it in a few punches, if it pushes one against a wall they constantly take damage and can't move from being stuck in the flinch motion. Seeing how at At this point in the game game, everyone's defense would be is so high that the tank only does 1 point of damage on every touch. Plus most of the characters' HP is well over a thousand 1000, so watching them die could take a while. The only way to escape is to restart, and God forbid you have a Lazarus crystal...
* The combat in the ''VideoGame/LittleBigAdventure'' games was is pretty frustrating because of this, as Twinsen would will reel back uncontrollably any time he took takes damage and could can still get hit while doing so, often leading to an endless loop until his health ran runs out.



* This can happen against Margaret Moonlight on higher difficulty levels of ''VideoGame/NoMoreHeroes2''. Her sniper shots are strong enough to knock you down, and she reloads quickly enough that you'll get hit right after you get up again, although depending on where you are and how much health you have, the knockback might eventually push you out of her range.

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* This In ''VideoGame/NoMoreHeroes2'', this can happen against Margaret Moonlight on higher difficulty levels of ''VideoGame/NoMoreHeroes2''.levels. Her sniper shots are strong enough to knock you down, and she reloads quickly enough that you'll get hit right after you get up again, although depending on where you are and how much health you have, the knockback might eventually push you out of her range.



* The SmashingHallwayTrapsOfDoom at the beginning of ''VideoGame/DoubleDragon'''s (arcade) final mission kill you in two hits, and also [[KnockBack knock you backwards]]. Thus, you get hit once, knocked into the path of another moving block, lose a life, get hit again, repeat until GameOver (and you're probably on your last life by this time anyway). The same thing can happen with the [[SpikesOfDoom gargoyle spears]].

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* The In the arcade ''VideoGame/DoubleDragon'', the SmashingHallwayTrapsOfDoom at the beginning of ''VideoGame/DoubleDragon'''s (arcade) the final mission kill you in two hits, hits and also [[KnockBack knock you backwards]]. Thus, you get hit once, knocked into the path of another moving block, lose a life, get hit again, repeat until GameOver (and you're probably on your last life by this time anyway). The same thing can happen with the [[SpikesOfDoom gargoyle spears]].



* This can end happening to both you or your enemies in [[VideoGame/SenranKagura Senran Kagura: Shinovi Versus]] and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.
* Every single non-vehicle enemy in ''VideoGame/RideToHellRetribution'' can be stunlocked by the forward lunching kick. [[GameBreaker Including bosses]].

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* This In ''VideoGame/SenranKagura: Shinovi Versus'', this can end happening to both you or your enemies in [[VideoGame/SenranKagura Senran Kagura: Shinovi Versus]] enemies, and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.
* Every single non-vehicle enemy in ''VideoGame/RideToHellRetribution'' can be stunlocked by the forward lunching launching kick. [[GameBreaker Including bosses]].



* In ''VideoGame/TwistedMetal 2'', each enemy vehicle AI used only a few specific weapons but used them [[MacrossMissileMassacre all the time]]. Two of them (Mr. Slam and Mr. Grimm) included the freeze missile in their rotation at a rate of fire well beyond what a player can achieve. If either one hits you with a freeze missile and you don't have enough initial speed and inertia to coast out of the danger zone while frozen, you'll find yourself trapped in place getting frozen over and over and over with no way to escape while having your life very slowly chipped away by machine gun fire.

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* In ''VideoGame/TwistedMetal 2'', each enemy vehicle AI used uses only a few specific weapons but used uses them [[MacrossMissileMassacre all the time]]. Two of them (Mr. Slam and Mr. Grimm) included include the freeze missile in their rotation at a rate of fire well beyond what a player can achieve. If either one hits you with a freeze missile and you don't have enough initial speed and inertia to coast out of the danger zone while frozen, you'll find yourself trapped in place getting frozen over and over and over with no way to escape while having your life very slowly chipped away by machine gun fire.



** ''VideoGame/TwistedMetal Black'' was the king of this. Prepared to be stuck and beaten to death at any given moment. They synchronize attacks with yours to screw them up. Use Minion's special? They'll freeze you with ''ComputersAreFast reflexes''. Use Mr. Grimm's? They'll hit you with a rico and tilt you or with a power missile and stun you. It never ends either.

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** ''VideoGame/TwistedMetal Black'' was is the king of this. Prepared Prepare to be stuck and beaten to death at any given moment. They synchronize attacks with yours to screw them up. Use Minion's special? They'll freeze you with ''ComputersAreFast reflexes''. Use Mr. Grimm's? They'll hit you with a rico and tilt you or with a power missile and stun you. It never ends either.ends.



** Outright stunlocks are rare in ''VideoGame/{{Vigilante8}}'' and its sequel, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.

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** Outright stunlocks are rare in In ''VideoGame/{{Vigilante8}}'' and its sequel, outright stunlocks are rare, but Molo's choking exhaust can stall an enemy and deal enough damage to wreck them if you have enough special weapon ammo, though this is very hard to pull off because he's a lumbering bus and the exhaust is at the back. Also, there is an infinite loop on one of the ''Second Offense'' maps where cars that fall into a water hazard respawn right in front of the water where you can repeatedly blow them in again with Convoy's horn blast weapon.



* ''VideoGame/StreetFighterII'' may be the UrExample for fighting games, as even combos themselves were actually a ''[[GoodBadBugs bug]]'' in the game's programming. Naturally, these were possible (if difficult) to do, as there was no programming in place to stop it.

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* ''VideoGame/StreetFighterII'' may be the UrExample for fighting games, as even combos themselves were actually a ''[[GoodBadBugs bug]]'' in the game's programming. Naturally, these were are possible (if difficult) to do, as there was there's no programming in place to stop it.



** Harder to utilize without proper execution but just as deadly was Slayer's Bite Loop with his command throw, an intricate sequence using forward dash cancelling to continuously bite and stun the opponent, then following up with a few choice attacks to dizzy them, ensuring an [[OneHitKill Instant Kill]] to end the round. It was nerfed in ''#Reload'' (Slayer could only get off 6 or 7 bites as opposed to the required amount, which was usually 10+), but remains a viable tactic due to the large amounts of Tension it nets him, plus its [[LifeDrain health regen properties]].

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** Harder to utilize without proper execution but just as deadly was is Slayer's Bite Loop with his command throw, an intricate sequence using forward dash cancelling to continuously bite and stun the opponent, then following up with a few choice attacks to dizzy them, ensuring an [[OneHitKill Instant Kill]] to end the round. It was nerfed in ''#Reload'' (Slayer could only get off 6 or 7 bites as opposed to the required amount, which was usually 10+), but remains a viable tactic due to the large amounts of Tension it nets him, plus its [[LifeDrain health regen properties]].



* [[SNKBoss Jinpachi]] in ''VideoGame/{{Tekken}} 5'', [[LuckBasedMission if luck isn't on your side]]. Stun, fireball, stun, fireball, :dies:, :throws controller:.

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* [[SNKBoss Jinpachi]] in ''VideoGame/{{Tekken}} 5'', [[LuckBasedMission if luck isn't on your side]]. Stun, fireball, stun, fireball, :dies:, :throws controller:.die, throw controller.



* ''VideoGame/SuperSmashBros'' has a few infinite combos at the pro level, such as the Ice Climbers' "chain grab". In the original game's Hyrule stage, the "[[FanNickname Rapetent]]" allows many characters to pull off infinite combos.

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* ''VideoGame/SuperSmashBros'' has a few infinite combos at the pro level, such as chain grabs (most notoriously from the Ice Climbers' "chain grab".Climbers). In the original game's Hyrule stage, the "[[FanNickname Rapetent]]" allows many characters to pull off infinite combos.



** Unfortunately it ''is'' an unbreakable cycle in ''VideoGame/HaloCombatEvolved''[='s=] single player. There are spots where a checkpoint can register while you're in the process of falling off a cliff. All you can do is restart the level, so that's a good two hours of work down the toilet if you're playing Legendary. However, dying enough times at a checkpoint in later games, regardless of whether you're falling down a pit or not, will throw you back a checkpoint. Not particularly a bad thing, but some of the game's checkpoints are widely spread out, making getting back to that particular section a little more difficult.

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** Unfortunately Unfortunately, it ''is'' an unbreakable cycle in ''VideoGame/HaloCombatEvolved''[='s=] single player. There are spots where a checkpoint can register while you're in the process of falling off a cliff. All you can do is restart the level, so that's a good two hours of work down the toilet if you're playing Legendary. However, dying enough times at a checkpoint in later games, regardless of whether you're falling down a pit or not, will throw you back a checkpoint. Not particularly a bad thing, but some of the game's checkpoints are widely spread out, making getting back to that particular section a little more difficult.



* In ''VideoGame/{{Doom}}'', there are many inescapable pits of poison or lava. If you fall in, you can either wait until it dissipates all your health, or just reload your last saved game.
** Though some of those pit have a way out hidden inside, or even some bonus items as a reward for taking the plunge (good thing that falling didn't actually do any harm). Both ''VideoGame/{{Hexen}}'' and ''{{Strife}}'' included falling damage to avert having to endure a slow death via damaging floorspace.

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* In ''VideoGame/{{Doom}}'', there are many inescapable pits of poison or lava. If you fall in, you can either wait until it dissipates drains all your health, or just reload your last saved game.
** Though some of those pit pits have a way out hidden inside, or even some bonus items as a reward for taking the plunge (good thing that falling didn't doesn't actually do any harm). hurt you). Both ''VideoGame/{{Hexen}}'' and ''{{Strife}}'' included include falling damage to avert having to endure a slow death via damaging floorspace.



* In ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'', you are stunned and [[{{Knockback}} knocked back when hit]]. If being shot by a large group of enemies, they can stunlock you to death, especially on 00 Agent.
* ''Jedi Knight: [[VideoGame/DarkForcesSaga Dark Forces 2]]'' often had this when stuck under a descending elevator.
* ''GliderPRO'' wasn't too smart about respawning gliders in safe spots. Respawning locations were either fixed or where the glider happened to enter the room. If the latter happened to be inside the floor, you would lose all your lives; this was a GameBreakingBug on one house released on the Glider PRO CD.
* ''VideoGame/CallOfDuty 2'' had a segment where you had to defend a town from a large group of German mortar teams. Your play area was confined to the small tower you have to snipe from. If you aren't able to take out the enemies fast enough, the game can sometimes autosave just before a mortar shell lands directly on top of your head.

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* In ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'', you are stunned and [[{{Knockback}} knocked back when hit]]. If you'e being shot by a large group of enemies, they can stunlock you to death, especially on 00 Agent.
* ''Jedi Knight: [[VideoGame/DarkForcesSaga Dark Forces 2]]'' often had has this when stuck under a descending elevator.
* ''GliderPRO'' wasn't isn't too smart about respawning gliders in safe spots. Respawning locations were are either fixed or where the glider happened to enter entered the room. If the latter happened happens to be inside the floor, you would you'll lose all your lives; this was is a GameBreakingBug on one house released on the Glider PRO CD.
* ''VideoGame/CallOfDuty 2'' had has a segment where you had to defend a town from a large group of German mortar teams. Your play area was is confined to the small tower you have to snipe from. If you aren't able to take out the enemies fast enough, the game can sometimes autosave just before a mortar shell lands directly on top of your head.



* At least one ''Literature/FightingFantasy'' book (specifically ''Creature of Havoc'') did this, bouncing you around the same references in an endless cycle. One instance was against an unending army where you had to fight the next soldier the minute you killed the previous one, whilst another featured an immortal enemy who returned to life every time you won, meaning you either ran out of STAMINA from the infinite number of battles or eventually figured out what was going on.

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* At least one ''Literature/FightingFantasy'' book (specifically ''Creature of Havoc'') did does this, bouncing you around the same references in an endless cycle. One instance was is against an unending army where you had have to fight the next soldier the minute you killed kill the previous one, whilst another featured features an immortal enemy who returned returns to life every time you won, meaning you either ran run out of STAMINA from the infinite number of battles or eventually figured figure out what was what's going on.



* ''DefenseOfTheAncients'' has the Cranium Basher, an item with a chance to stun the target on every melee attack. Get enough attack speed and the unfortunate enemy player is unable to do anything. Changes were made to prevent endless stunlock, but you can still achieve ''near''-endless stunlock instead and when you throw in a few allies with some of the many X second stun spells in the game it's pretty much GG for the enemy. Note that, while the Cranium Basher cannot endlessly stunlock an enemy (the stun has a cooldown that's longer than the stun itself), heroes with built-in bashes (such as Faceless Void and Slardar) ''can'' theoretically do so if they have enough attack speed and get lucky with the RNG, as there's nothing stopping them from getting another stun before the first one wears off.

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* ''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' has the Cranium Basher, an item with a chance to stun the target on every melee attack. Get enough attack speed and the unfortunate enemy player is unable to do anything. Changes were made to prevent endless stunlock, but you can still achieve ''near''-endless stunlock instead and when you throw in a few allies with some of the many X second stun spells in the game it's pretty much GG for the enemy. Note that, while the Cranium Basher cannot endlessly stunlock an enemy (the stun has a cooldown that's longer than the stun itself), heroes with built-in bashes (such as Faceless Void and Slardar) ''can'' theoretically do so if they have enough attack speed and get lucky with the RNG, as there's nothing stopping them from getting another stun before the first one wears off.



* ''VideoGame/PerfectWorld'' has this... sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with [[GlassCannon rogues]]. If a rogue gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]...

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* ''VideoGame/PerfectWorld'' has this... sort of. There is a certain status effect called "Stun", which keeps you from moving or attacking for a few seconds. Axe-using Blademasters have three stunning moves, and some people have figured out how to chain them in a certain way that keeps their enemies from moving forever. If you happen to be in [=PvP=] mode, well, I hope you brought a ressurection resurrection scroll, a good cleric, or, if you're a [[MightyGlacier Barbarian]], some popcorn, cause this'll take a while.
* Same thing happens in ''VideoGame/WorldOfWarcraft'' with In ''VideoGame/WorldOfWarcraft'', if a [[GlassCannon rogues]]. If a rogue rogue]] gets the first hit on someone, it's pretty much over. There are a couple of ways to break a stun, but all they have to do is reapply it [[{{Unwinnable}} again and again and again and again]]...



* in ''VideoGame/PhantasyStarOnline'', casting Deband (raises the defense of yourself and allies), and/or Jellen (lowers enemy attack) could sometimes be more of a hindrance than a help on higher difficulties where enemies both move and attack very fast. A strong enough attack would knock your character to the ground and give them some brief MercyInvincibility upon getting back up, while the weaker attacks did neither. If you were buffed and surrounded by debuffed enemies on one of the higher difficulties, then they could juggle you back and forth, attacking too fast for you to break free, and not doing enough damage per hit to knock you down.

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* in In ''VideoGame/PhantasyStarOnline'', casting Deband (raises the defense of yourself and allies), allies) and/or Jellen (lowers enemy attack) could can sometimes be more of a hindrance than a help on higher difficulties where enemies both move and attack very fast. A strong enough attack would will knock your character to the ground and give them some brief MercyInvincibility upon getting back up, while the weaker attacks did do neither. If you were you're buffed and surrounded by debuffed enemies on one of the higher difficulties, then they could can juggle you back and forth, attacking too fast for you to break free, and not doing enough damage per hit to knock you down.



** [[VideoGame/SonicTheHedgehog The first game]] killed you instantly if you hit spikes while otherwise under the effects of MercyInvincibility.

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** [[VideoGame/SonicTheHedgehog The first game]] killed kills you instantly if you hit spikes SpikesOfDoom while otherwise under the effects of MercyInvincibility.MercyInvincibility. Often assumed to be a bug, it was later discovered this behavior was intentionally programmed into the game.



** Various enemies in ''VideoGame/SonicHeroes'' can do this, as if the glitchy controls weren't frustrating enough; Hammer Mechs for example can swing their hammer in circles and if you happen to get stuck in the ground and your MercyInvincibility runs out, you'll be out of rings and the next hit kills you.
* ''VideoGame/LaMulana'' had a few spiked pits too deep to even DoubleJump out of, most notably the Confusion Gate's 'Sacrificial Pit' and the Twin Labyrinth's passage pits. You could still use the Grail to teleport out.

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** Various enemies in ''VideoGame/SonicHeroes'' can do this, as if the glitchy controls weren't frustrating enough; Hammer Mechs for example can swing their hammer in circles circles, and if you happen to get stuck in the ground and your MercyInvincibility runs out, you'll be out of rings and the next hit kills will kill you.
* ''VideoGame/LaMulana'' had has a few spiked pits too deep to even DoubleJump out of, most notably the Confusion Gate's 'Sacrificial Pit' and the Twin Labyrinth's passage pits. You could can still use the Grail to teleport out.



* ''VideoGame/ThingOnASpring'' just loves to throw inescapable [[DeathTrap DeathTraps]] at you, filled with floating enemies and/or electric beams that slowly drain your oil energy-meter. In the worst case though, the trap is just an empty hole, where you have to watch the oil-meter depleting by itself at a painfully slow pace. But if the trap has a low-hanging ceiling, you're at your own mercy to drain the oil yourself, by rapidly jumping and [[DrivenToSuicide ramming your head against the walls]], chipping the oil away bit by bit!

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* ''VideoGame/ThingOnASpring'' just loves to throw inescapable [[DeathTrap DeathTraps]] at you, filled with floating enemies and/or electric beams that slowly drain your oil energy-meter. In the worst case though, case, the trap is just an empty hole, hole where you have to watch the oil-meter depleting by itself at a painfully slow pace. But if the trap has a low-hanging ceiling, you're at your own mercy to drain the oil yourself, yourself by rapidly jumping and [[DrivenToSuicide ramming your head against the walls]], chipping the oil away bit by bit!



* ''VideoGame/NinjaGaiden'' (NES): Owing to the lack of MercyInvincibility, in levels overloaded with GoddamnedBats, such as the first game's [[ThatOneLevel Stage 6-2]], they can [[KnockBack juggle you]] until you run out of HP or fall into a BottomlessPit.
* Yetis, Chieftains, and unarmed shopkeepers in ''VideoGame/{{Spelunky}}'' attack by throwing the player. Occasionally, they will toss the player against a wall only to rebound back into the enemy who then tosses the player into the wall again only for the player to rebound back into the enemy... you see where this is going. To add insult to injury, they'll continue doing this [[BeatingADeadPlayer even after the player has died]], only stopping once the character has been gibbed or the player exits to menu.
* In ''VideoGame/AlteredBeast'' there is no MercyInvincibility. This is especially bad on the third level, which has [[BottomlessPit Bottomless Pits]] and you often spawn right next to one, on top of an enemy. Rinse, repeat.

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* ''VideoGame/NinjaGaiden'' (NES): Owing (NES) has this, owing to the lack of MercyInvincibility, in MercyInvincibility. In levels overloaded with GoddamnedBats, such as the first game's [[ThatOneLevel Stage 6-2]], they can [[KnockBack juggle you]] until you run out of HP or fall into a BottomlessPit.
* Yetis, In ''VideoGame/{{Spelunky}}'', yetis, Chieftains, and unarmed shopkeepers in ''VideoGame/{{Spelunky}}'' attack by throwing the player. Occasionally, they will toss the player against a wall only to rebound back into the enemy who then tosses the player into the wall again only for the player to rebound back into the enemy... you see where this is going. To add insult to injury, they'll continue doing this [[BeatingADeadPlayer even after the player has died]], only stopping once the character has been gibbed or the player exits to menu.
* In ''VideoGame/AlteredBeast'' there is no MercyInvincibility. This is especially bad on the third level, which has [[BottomlessPit Bottomless Pits]] and Pits]], which you often spawn right next to one, to, on top of an enemy. Rinse, repeat.



* In ''VideoGame/TheLostWorldJurassicParkConsole'', some of the toxic plants in the Compy levels are positioned so that if you land between them you'll get bounced back and forth by recoil damage until you die. In the first Raptor level some of the Human Hunters come equipped with nerve gas, which stun-locks you and deals massive damage. The hunters have a habit of waiting until you're stuck in a pit or have fallen through a collapsing balcony before firing multiple canisters at you.

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* In ''VideoGame/TheLostWorldJurassicParkConsole'', some of the toxic plants in the Compy levels are positioned so that if you land between them you'll get bounced back and forth by recoil damage until you die. In the first Raptor level level, some of the Human Hunters human hunters come equipped with nerve gas, which stun-locks you and deals massive damage. The hunters have a habit of waiting until you're stuck in a pit or have fallen through a collapsing balcony before firing multiple canisters at you.



* In the early days of ''VideoGame/DarkestDungeon'', it was a common exploit to kill all enemies of a group save for the weakest one, and then stun it repeatedly. Not only did this allow for healers to do their job with absolute impunity, the player could go for repeated [[CriticalHit crits]] on the stunning attacks, as those mean a party-wide stress heal and could be spammed several times since stunning attacks typically deal low damage. This was later all but completely eliminated, both by stressing the heroes out if they're in a regular fight for too long, and applying a 20% and later 40% buff once the stunned character (be it hero or enemy) skips their turn, that can stack if the character is successfully stunned again.

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* In the early days of ''VideoGame/DarkestDungeon'', it was a common exploit to kill all enemies of a group save for the weakest one, and then stun it repeatedly. Not only did this allow for healers to do their job with absolute impunity, the player could go for repeated [[CriticalHit crits]] on the stunning attacks, as those mean a party-wide stress heal and could be spammed several times since stunning attacks typically deal low damage. This was later all but completely eliminated, both by stressing the heroes out if they're in a regular fight for too long, and applying a 20% and later 40% buff once the stunned character (be it hero or enemy) skips their turn, turn that can stack if the character is successfully stunned again.



* Due to certain bugs in the first two ''VideoGame/{{Fallout}}'' games, it was possible to have a save game stuck in an area full of previously non-hostile people, who will now all be hostile and in combat from the beginning of each load. A sure kill for non-combat or squishy players.

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* Due to certain bugs in the first two ''VideoGame/{{Fallout}}'' games, it was it's possible to have a save game stuck in an area full of previously non-hostile people, who will now all be hostile and in combat from the beginning of each load. A sure kill for non-combat or squishy players.



** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow My Balls]]!" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is best exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.
* This is the way ''VideoGame/SecretOfMana'' works. Getting hit stuns anything that isn't a boss for exactly as the attacker has to wait to attack again. This mostly gets used ''against'' the enemies, but having this happen to your characters is still the most common form of death in the game.
* The original ''{{VideoGame/Diablo}}'' has this in spades. Getting hit with enough damage will stun you (or an enemy) and you can get stunned ''repeatedly'' which leads to a stunlock. Avoiding stunlock is pretty much the basis of all warrior's strategies, and is important to ALL chars. If you do get stunlocked, all you can do is mash healing potions hoping for a chain of misses. Meanwhile, your equipment was taking damage along with you, could break completely in just a few seconds once the durability alarm appears, and once broken would vanish forever. But then this is the game where clicking the wrong shrine takes away mana permanently and some monsters cause permanent life damage, so it's fair.

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** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow Ow! My Balls]]!" Balls!]]" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is best exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.
* This is the way ''VideoGame/SecretOfMana'' works. Getting hit stuns anything that isn't a boss for exactly as long as the attacker has to wait to attack again. This mostly gets used ''against'' the enemies, but having this happen to your characters is still the most common form of death in the game.
* The original ''{{VideoGame/Diablo}}'' has this in spades. Getting hit with enough damage will stun you (or an enemy) enemy), and you can get stunned ''repeatedly'' ''repeatedly'', which leads to a stunlock. Avoiding stunlock is pretty much the basis of all warrior's strategies, and is important to ALL chars.characters. If you do get stunlocked, all you can do is mash healing potions hoping for a chain of misses. Meanwhile, your equipment was is taking damage along with you, could can break completely in just a few seconds once the durability alarm appears, and once broken would will vanish forever. But then this is the game where clicking the wrong shrine takes away mana permanently and some monsters cause permanent life damage, so it's fair.



* In ''VideoGame/TalesOfPhantasia'', there's a certain enemy that can turtle into a state that renders it invulnerable to weapons and damages anyone who touches it.
** If this is the Yeti in the [[BonusDungeon lower floors of the Moria Gallery]] and his ice spike barrier, Cless has a tech that involves dropping straight down onto his opponent and following it up with a Sword Rain tech. Try this against the Yeti when he pulls up the ice barrier, and Cless will instead get stuck in a lightning fast CycleOfHurting that will kill him ''almost instantly''.
* In ''VideoGame/TheLastStory'', this is mostly averted since all party members, including the protagonist, can die up to 4 times in A battle with no repercussions...then you meet the Forest Spider, which can hit you with a web you have to button-mash your way out of, and if you're not fast enough, not lined up right to retaliate, or are hit by the boss's flunkies, it gives the boss the time to remove one of your party member from the remainder of the battle. It can do this until you're left with your protagonist alone, by which time you can be permanently locked in the Paralysis status for the rest of your five lives.

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* In ''VideoGame/TalesOfPhantasia'', there's a certain enemy that can turtle into a state that renders it invulnerable to weapons and damages anyone who touches it.
** If this is
the Yeti in on the [[BonusDungeon lower floors of the Moria Gallery]] can surround itself with ice spikes that render it invulnerable to weapons and his ice spike barrier, damage anyone who touches it. Cless has a tech that involves dropping straight down onto his opponent and following it up with a Sword Rain tech. Try this against the Yeti when he pulls up the ice barrier, and Cless will instead get stuck in a lightning fast CycleOfHurting cycle of hurting that will kill him ''almost instantly''.
* In ''VideoGame/TheLastStory'', this is mostly averted since all party members, including the protagonist, can die up to 4 times in A any battle with no repercussions...then you meet the Forest Spider, which can hit you with a web you have to button-mash your way out of, and if you're not fast enough, not lined up right to retaliate, or are hit by the boss's flunkies, it gives the boss the time to remove one of your party member from the remainder of the battle. It can do this until you're left with your protagonist alone, by which time you can be permanently locked in the Paralysis status for the rest of your five lives.



** Many enemies have such incapacitating moves from ordinary wolves to High Dragons. The best you can do is to try to stun them, while spamming Heal with your mage. There is also an Ogre-like demon in the Fade-level that will do two different stunning actions in a row, potentially putting you to a situation where you stand up only to be knocked down again repeatedly. Normal Ogres thankfully can't do this.

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** Many enemies have such incapacitating moves moves, from ordinary wolves to High Dragons. The best you can do is to try to stun them, them while spamming Heal with your mage. There is also an Ogre-like ogre-like demon in the Fade-level that will do two different stunning actions in a row, potentially putting you to a situation where you stand up only to be knocked down again repeatedly. Normal Ogres thankfully can't do this.



* The Dreamcast adaptation of ''RecordOfLodossWar'' notoriously has this; [[http://www.flyingomelette.com Flying Omelette]] calls it "''Record of Lodoss War'' Syndrome".

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* The Dreamcast adaptation of ''RecordOfLodossWar'' ''VideoGame/RecordOfLodossWar'' notoriously has this; [[http://www.flyingomelette.com Flying Omelette]] calls it "''Record of Lodoss War'' Syndrome".



* In ''VideoGame/FinalFantasyX'', you can fight a monster known as the Malboro (there's also a tougher variant in the hidden Omega Ruins). His Bad Breath move hits the entire party with a wide variety of status ailments, including Darkness (can't hit physically), Berserk (you can't control the character and he must attack, deals extra damage), Poison (character loses 1/4 max HP every turn) and Confuse (character attacks self and party members at random). Needless to say, if these stack, you're forced to watch your entire party flail uselessly trying to kill themselves - then succeeding due to the poison. The one in Omega Ruins ''always'' gets "Ambushed!", which gives it the first turn unless someone on your side has the First Strike ability - and a 90% chance of using Bad Breath.
** Bad breath got taken to eleven in ''VideoGame/FinalFantasyIV'' with Lunasaur. On turn one, you are stuck there, praying for one of your characters to eventually hit someone (which they won't, because they're blinded) until eventually the AI decides that it has humiliated your party enough and starts one-hit-killing your party. Oh, and guess what it's guarding? Two Ribbons, which make you immune to status effects... Thankfully, the DS version of the game isn't quite this cruel, as your Paladin is immune to these effects.

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* In ''VideoGame/FinalFantasyX'', you can fight a monster known as the Malboro (there's also a tougher variant in the hidden Omega Ruins). His Bad Breath move hits the entire party with a wide variety of status ailments, including Darkness (can't hit physically), Berserk (you can't control the character and he must attack, deals extra damage), Poison (character loses 1/4 max HP every turn) and Confuse (character attacks self and party members at random). Needless to say, if these stack, you're forced to watch your entire party flail uselessly trying to kill themselves - then succeeding due to before the poison.poison does. The one in Omega Ruins ''always'' gets "Ambushed!", which gives it the first turn unless someone on your side has the First Strike ability - and a 90% chance of using Bad Breath.
** Bad breath got Breath gets taken to eleven in ''VideoGame/FinalFantasyIV'' with Lunasaur. On turn one, you are stuck there, praying for one of your characters to eventually hit someone (which they won't, because they're blinded) until eventually the AI decides that it has humiliated your party enough and starts one-hit-killing your party. Oh, and guess what it's guarding? Two Ribbons, which make you immune to status effects... Thankfully, the DS version of the game isn't quite this cruel, as your Paladin is immune to these effects.



** In the first generation of games, the move Wrap immobilized the target for 2-5 turns, while doing pitiful damage. Tentacool, a Pokemon that is [[GoddamnedBats essentially the Water-type equivalent of Zubat]], can and will spam this. Wrap was nerfed in the later games so that it only does damage and prevents switching.

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** In the first generation of games, the move Wrap immobilized immobilizes the target for 2-5 turns, while doing pitiful damage. Tentacool, a Pokemon that is [[GoddamnedBats essentially the Water-type equivalent of Zubat]], can and will spam this. Wrap was nerfed in the later games so that it only does damage and prevents switching.



** You can easily get caught one of these in the ''VideoGame/PokemonRumble'' series if you're facing multiple enemy Pokemon with moves that cause a lengthy stagger animation like Rock Slide or moves that induce paralysis or flinching like Dragonbreath and Fake Out. In the former case, there's absolutely nothing you can do escape, while the latter necessitates that you button mash with the right timing to break out of the status effect at a moment that provides enough time for you move away without getting hit and inflicted with the status again.

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** You can easily get caught one of these in the ''VideoGame/PokemonRumble'' series if you're facing multiple enemy Pokemon with moves that cause a lengthy stagger animation like Rock Slide or moves that induce paralysis or flinching like Dragonbreath and Fake Out. In the former case, there's absolutely nothing you can do to escape, while the latter necessitates that you button mash with the right timing to break out of the status effect at a moment that provides enough time for you move away without getting hit and inflicted with the status again.



* ''VideoGame/TheWitcher2AssassinsOfKings'', prior to a slight retool (that also introduced a TutorialLevel) frustrated players once they got to Flotsam, as the Endregas had a '''very''' nasty habit of knocking you over mid-swing, then charging again as soon as you got back up... on [[NintendoHard normal difficulty, at that]]!
* ''Corruption of Champions'' has satyrs on the Plains. One of their attacks is a headbutt - which stuns you, since they have horns. You can't do anything on the next turn but recover (you can't even run). ''Nothing'' stops the satyr from headbutting again. Most fights with satyrs either end with you taking them out in two turns or you getting raped... [[HGame and that's not a euphemism]].
* ''[[VideoGame/{{Gothic}} Gothic 3]]'' and ''[[VideoGame/{{Risen}} Risen 2]]'' (both of the same developer) in the original incarnation made fairly easy enemies (boars and giant crabs respectively) into killers that could take you down even late in the game. If you didn't dodge the first attack, you were turned into mincemeat because the cringing animation of being hit was longer than the time it took the enemy to start the next attack. Thankfully later patches fixed this problem.
* Like in the ''TabletopGame/DungeonsAndDragons'' example above, area-effect spells in ''Franchise/BaldursGate'' can very easily be used to create situations like these, especially with the Cloudkill spell, which knocks targets unconscious while continuously dealing damage (and every time they regain consciousness, they have to make another roll to avoid getting knocked out again) and lasts a ''very'' long time. Prep some ranged attacks to speed things along, and many enemies that are knocked out by it are as good as dead (though even if they aren't, casting Web or Entangle in the same area can help hold them in place.)

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* ''VideoGame/TheWitcher2AssassinsOfKings'', prior to a slight retool (that also introduced a TutorialLevel) TutorialLevel), frustrated players once they got to Flotsam, as the Endregas had a '''very''' nasty habit of knocking you over mid-swing, then charging again as soon as you got back up... on [[NintendoHard normal difficulty, at that]]!
* ''Corruption of Champions'' has satyrs on the Plains. One of their attacks is a headbutt - which stuns you, since they have horns. You can't do anything on the next turn but recover (you can't even run). ''Nothing'' stops the satyr from headbutting again. Most fights with satyrs either end with you taking them out in two turns or you getting raped... [[HGame and that's not a euphemism]].
meant figuratively]].
* ''[[VideoGame/{{Gothic}} Gothic 3]]'' and ''[[VideoGame/{{Risen}} Risen 2]]'' (both of the same developer) in the original incarnation their original, unpatched incarnations made fairly easy enemies (boars and giant crabs respectively) into killers that could take you down even late in the game. If you didn't dodge the first attack, you were turned into mincemeat because the cringing animation of being hit was longer than the time it took the enemy to start the next attack. Thankfully Thankfully, later patches fixed this problem.
* Like in the ''TabletopGame/DungeonsAndDragons'' example above, area-effect Area-effect spells in ''Franchise/BaldursGate'' can very easily be used to create situations like these, especially with the Cloudkill spell, which knocks targets unconscious while continuously dealing damage (and every time they regain consciousness, they have to make another roll to avoid getting knocked out again) and lasts a ''very'' long time. Prep some ranged attacks to speed things along, and many enemies that are knocked out by it are as good as dead (though even if they aren't, casting Web or Entangle in the same area can help hold them in place.)



* ''VideoGame/ShinMegamiTenseiI'' has the Bufu and Zio lines of spells, which freeze and stun the target(s), respectively. A human or demon with high enough Agility can just spam them to stunlock enemies until all enemies are dead or their MP runs out. This is why a. later games that grant these sorts of spells the ability to cancel enemy actions give these spells a non-zero chance of failing to inflict the associated status effect, and b. the concept of enemies nullifying elements was introduced in later games.
* ''{{VideoGame/Undertale}}''. So the bad guy has consumed all of the human souls, but you [[ButThouMust choose]] to fight him anyway. A difficult battle ensues, and he frequently abuses the [[SaveScumming SAVE/LOAD]] mechanic to [[spoiler:trick you into hitting attacks that have already passed]]. You eventually succeed in defeating him. After a short period of disbelief about being mortally wounded, he [[spoiler:reloads to the beginning of the battle, and proceeds to obliterate you with an undodgeable attack. Death animation (cracking in two and shattering) plays. He reloads and does it again. And again. And again. In the end, killing you about six times a second, then holds you at 1 HP to deliver his monologue.]] He did warn you that he'd "save over your death to tear you to bloody shreds over and over and over again". [[CrowningMomentOfFunny Bonus points]] for defiantly running into the attacks as he's talking.
** The part of the game colloquially referred to as 'the Bad Time'. Sparing the final boss of the game when given the opportunity will invoke this. If you've been doing well in the battle up to this point (or having eaten something, as this is a [[BreatherLevel breather period]] in which no attacks will happen), it will take a while for you to be killed. Of course, this requires that you subvert your own character at the last moment [[HeelFaceTurn (showing mercy for once)]], so some people can miss this experience.

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* ''VideoGame/ShinMegamiTenseiI'' has the Bufu and Zio lines of spells, which freeze and stun the target(s), respectively. A human or demon with high enough Agility can just spam them to stunlock enemies until all enemies are dead or their MP runs out. This is why a. A. later games that grant these sorts of spells the ability to cancel enemy actions give these spells a non-zero chance of failing to inflict the associated status effect, and b.B. the concept of enemies nullifying elements was introduced in later games.
* ''{{VideoGame/Undertale}}''.''VideoGame/{{Undertale}}''. So the bad guy has consumed all of the human souls, but you [[ButThouMust choose]] to fight him anyway. A difficult battle ensues, and he frequently abuses the [[SaveScumming SAVE/LOAD]] mechanic to [[spoiler:trick trick you into hitting attacks that have already passed]].passed. You eventually succeed in defeating him. After a short period of disbelief about being mortally wounded, he [[spoiler:reloads to the beginning of the battle, and proceeds to obliterate you with an undodgeable attack. Death animation (cracking in two and shattering) plays. He reloads and does it again. And again. And again. In the end, killing you about six times a second, then holds you at 1 HP to deliver his monologue.]] He did warn you that he'd "save over your death to tear you to bloody shreds over and over and over again". [[CrowningMomentOfFunny Bonus points]] for defiantly running into the attacks as he's talking.
** The part of the game colloquially referred to as 'the Bad Time'. Sparing the final boss of the game when given the opportunity will invoke this. If you've been doing well in the battle up to this point (or having have eaten something, as this is a [[BreatherLevel breather period]] in which no attacks will happen), it will take a while for you to be killed. Of course, this requires that you subvert your own character at the last moment [[HeelFaceTurn (showing mercy for once)]], so some people can miss this experience.



* In ''[[Videogame/MechWarrior MechWarrior 4]]'' and ''Mechwarrior 3'', high caliber ballistics and large missile salvos (and sometimes even lasers) can knock smaller [[HumongousMecha BattleMechs]] off their feet, causing them to collapse onto the ground and lay almost totally helpless (sometimes they will fall in a way that allows them to fire back) for a few seconds on the ground as they start to rise back up onto their feet. Often times as soon as the mech is back onto its feet, another salvo from the high-powered weapons will knock it back onto the ground.
** In ''MechWarrior Online'', mechs won't fall over from damage, but in early versions of the beta, running ''into'' a mech would basically tackle it to the ground. The [[LightningBruiser Dragon]] is a very fast, well armored, well armed heavy mech that, in one patch, had effectively ''[[TheJuggernaut infinite mass]]'', allowing it to go plowing through enemy battle lines, smashing everything in its way to the ground without missing a step... then turn around, and repeat it again as the enemies are starting to get back on their feet, and again, and again, slowly wearing down the enemy's armor while they are totally helpless. The ramming/tackling mechanic [[GameBreaker broke the gameplay (and netcode) so thoroughly]] that it was ''removed entirely''.

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* In ''[[Videogame/MechWarrior MechWarrior 4]]'' and ''Mechwarrior 3'', high caliber high-caliber ballistics and large missile salvos (and sometimes even lasers) can knock smaller [[HumongousMecha BattleMechs]] off their feet, causing them to collapse onto the ground and lay almost totally helpless (sometimes they will fall in a way that allows them to fire back) for a few seconds on the ground as they start to rise back up onto their feet. Often times as soon as the mech is back onto its feet, another salvo from the high-powered weapons will knock it back onto the ground.
** In ''MechWarrior ''[=MechWarrior=] Online'', mechs won't fall over from damage, but in early versions of the beta, running ''into'' a mech would basically tackle it to the ground. The [[LightningBruiser Dragon]] is a very fast, well armored, well armed heavy mech that, in one patch, had effectively ''[[TheJuggernaut infinite mass]]'', allowing it to go plowing through enemy battle lines, smashing everything in its way to the ground without missing a step... then turn around, and repeat it again as the enemies are starting to get back on their feet, and again, and again, slowly wearing down the enemy's armor while they are totally helpless. The ramming/tackling mechanic [[GameBreaker broke the gameplay (and netcode) so thoroughly]] that it was ''removed entirely''.



* In the early ''Franchise/ResidentEvil'' games, you could find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon. The 1996 original, in particular, only allowed you to shove off one zombie at a time, so if two or more manage to get in your face, death is all but certain; the second will have a go at your neck as soon as you push away the first, which will close the gap again right as you're shoving the second one off you.

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* In the early ''Franchise/ResidentEvil'' games, you could can find yourself being repeatedly attacked by an enemy while hopelessly trying to reload your weapon. The 1996 original, in particular, only allowed allows you to shove off one zombie at a time, so if two or more manage to get in your face, death is all but certain; the second will have a go at your neck as soon as you push away the first, which will close the gap again right as you're shoving the second one off you.



** Not to mention the infinite tripping strategy, which involved tripping an enemy on your turn, then on their turn, when they stood up, taking an attack of opportunity to trip them again, leaving them lying on the ground unable to take many actions (they could still perform many actions from the ground but for a melee character being prone is not a good thing, and if the tripper had reach and you didn't they could put themselves outside of your range and continually trip you).
*** This technically doesn't work; you can't trip someone who's standing from prone, because he's still prone when your attack triggers. However, you can disarm them, trip them when they pick up the weapon, and then disarm them again when they stand up.
** In 4th edition, this is the main reason solo monsters suck compared to a group of enemies. They get surrounded, tagged with a bunch of different effects, and aren't able to spread their actions out like a group of monsters can, greatly reducing their effectiveness. Later monster books have given solos various counters to this; for example, dragons get an extra action each round on a different initiative count, plus the ability to quickly shrug off stun and daze effects.
* Anyone who plays ''TabletopGame/YuGiOh'' who has dealt with anyone with Neo-Spacian Grand Mole knows that either you disable the little bugger or you'll watch your Life Points whittle away.
** Several combos that don't rely on dealing 8000 damage to your opponent in one turn ends up resorting to this. The most infamous of which is the Yata-Garasu + Chaos Emperor Dragon combo. Basically Chaos Emperor can wipe the field and your opponent's hand of anything useful, while combined with another card allows you to get Yata-Garasu onto the field. Yata's effect forbids your opponent from drawing in the next turn. Since your opponent has no cards, all they can do is watch his life points drains away (and very slowly at that, since Yata only has 200 attack points, which is pitifully low) or bow and surrender. It surprised no one when both ended up banned.
* Many deck designs in ''MagicTheGathering'', often called "prison" or "lockdown" decks, rely on setting up a situation where the opponent can't do anything. They tend to be fairly frustrating to duel against.

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** Not to mention the infinite tripping strategy, which involved involves tripping an enemy on your turn, then on their turn, when they stood stand up, taking an attack of opportunity to trip them again, leaving them lying on the ground unable to take many actions (they could can still perform many actions from the ground ground, but for a melee character being prone is not a good thing, and if the tripper had has reach and you didn't don't they could can put themselves outside of your range and continually trip you).
***
you). This technically doesn't work; you can't trip someone who's standing from prone, because he's still prone when your attack triggers. However, you can disarm them, trip them when they pick up the weapon, and then disarm them again when they stand up.
** In 4th edition, this is the main reason solo monsters suck compared to a group of enemies. They get surrounded, tagged with a bunch of different effects, and aren't able to spread their actions out like a group of monsters can, greatly reducing their effectiveness. Later monster books have given gave solos various counters to this; for example, dragons get an extra action each round on a different initiative count, plus the ability to quickly shrug off stun and daze effects.
* Anyone who plays ''TabletopGame/YuGiOh'' who and has dealt with anyone with Neo-Spacian Grand Mole knows that either you disable the little bugger bugger, or you'll watch your Life Points whittle away.
** Several combos that don't rely on dealing 8000 damage to your opponent in one turn ends up resorting to this. The most infamous of which all is the Yata-Garasu + Chaos Emperor Dragon combo. Basically Basically, Chaos Emperor can wipe the field and your opponent's hand of anything useful, while which combined with another card allows you to get Yata-Garasu onto the field. Yata's effect forbids your opponent from drawing in on the next turn. Since your opponent has no cards, all they he can do is either watch his life points drains drain away (and very slowly at that, since Yata only has 200 attack points, which is pitifully low) or bow and surrender. It surprised no one when both ended up banned.
* Many deck designs in ''MagicTheGathering'', ''TabletopGame/MagicTheGathering'', often called "prison" or "lockdown" decks, rely on setting up a situation where the opponent can't do anything. They tend to be fairly frustrating to duel against.



* ''{{TabletopGame/Battletech}}'' at least in the latest iteration, Mechwarrior 4th or "A Time of War", has characters and [=NPCs=] inflicted with a Stunned status, which not only makes them more vulnerable to further attacks later in the turn (turns are not completed simultaneously but individual actions are resolved in sequence) but also requires up to half of their turn to dispel, and no actions whatsoever can be taken before ridding the status. Fortunately, a character can only be Stunned or not-Stunned, true Stunlock isn't possible.
** Can also happen in the tactical board game. For one, [=MechWarriors=] can take damage somewhat independently from their machines, with a rising chance of knockout after each successive hit -- and a 'Mech with an unconscious pilot is helpless and an easy target, which among other things increases the chances of the pilot taking ''more'' hits (or being flat-out killed if an attack takes out the 'Mech's head) before he or she can come to again... -- The other main example is falling, since a 'Mech needs to pass a die roll to successfully get up again (with penalties for things like leg damage, of course) and failure results in it just falling down again and taking more damage in the process. It's not necessarily common, but a 'Mech ''can'' potentially dash itself (or its pilot) to death that way.
* The Stun rules in Star Wars d20 were so exploitable. An enemy that passes a save against stun dropped their items and was stunned for one round, so characters could easily do this to any single, beefy foe. If they failed their save, the enemy was toast.

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* ''{{TabletopGame/Battletech}}'' at least in the latest iteration, Mechwarrior 4th or "A Time of War", has characters and [=NPCs=] inflicted with a Stunned status, which not only makes them more vulnerable to further attacks later in the turn (turns are not completed simultaneously but individual actions are resolved in sequence) but also requires up to half of their turn to dispel, and no actions whatsoever can be taken before ridding the status. Fortunately, a character can only be Stunned or not-Stunned, true Stunlock isn't possible.
** Can This can also happen in the tactical board game. For one, [=MechWarriors=] can take damage somewhat independently from their machines, with a rising chance of knockout after each successive hit -- and a 'Mech with an unconscious pilot is helpless and an easy target, which among other things increases the chances of the pilot taking ''more'' hits (or being flat-out killed if an attack takes out the 'Mech's head) before he or she can come to again... -- again. The other main example is falling, since a 'Mech needs to pass a die roll to successfully get up again (with penalties for things like leg damage, of course) and failure results in it just falling down again and taking more damage in the process. It's not necessarily common, but a 'Mech ''can'' potentially dash itself (or its pilot) to death that way.
* The Stun rules in Star ''Star Wars d20 were d20'' are so exploitable. An enemy that passes fails a save against stun dropped drops their items and was is stunned for one round, so characters could can easily do this to any single, beefy foe. If they failed fail their save, the enemy was is toast.



* Could happen in many of the early ''Franchise/TombRaider'' games where saving in the wrong spot could get Lara killed at every reload, forcing you start the level all over again.

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* Could happen in In many of the early ''Franchise/TombRaider'' games where games, saving in the wrong spot could can get Lara killed at every reload, forcing you to start the level all over again.



* Being inescapably crushed by a car in the 3D ''VideoGame/GrandTheftAuto'' games drains your health to zero in about five seconds in order to keep the player from being [[GameBreakingBug indefinitely stuck]].
* In ''VideoGame/GrandTheftAutoV'' this can happen if the character begins rolling down a particularly steep slope. While falling the player has no control, so on a long and steep enough slope the only option is to watch the fall damage accumulate.
* This could happen in the early ''VideoGame/SyphonFilter'' games if you triggered a checkpoint in a bad situation (eg impending OneHitKill).

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* Being inescapably crushed by a car in In the 3D ''VideoGame/GrandTheftAuto'' games games, being inescapably crushed by a car drains your health to zero in about five seconds in order to keep the player from being [[GameBreakingBug indefinitely stuck]].
* In ''VideoGame/GrandTheftAutoV'' this can happen if the character begins rolling down a particularly steep slope. While falling falling, the player has no control, so on a long and steep enough slope the only option is to watch the fall damage accumulate.
* This could happen in In the early ''VideoGame/SyphonFilter'' games this can happen if you triggered trigger a checkpoint in a bad situation (eg impending OneHitKill).



** In ''VideoGame/MassEffect2'', melee attacks stun the victim, and the Vanguard's [[FoeTossingCharge Biotic Charge]] does the same. So it's very possible to charge an enemy and beat him to death. Husks ([[OurZombiesAreDifferent cybernetic zombies]]) are melee enemies and tend to attack in groups, so watch out or they'll do the same to YOU!
* Possible in the third ''VideoGame/MaxPayne''. If you get sent into Last Man Standing in a bad position with multiple enemies covering Max, you could kill one guy and exit LMS only to have the others send you back. Repeat until death.
* ''StarWarsBattlefront II'': Getting hit by a lightsabre causes knockback, so if you're not killed outright you tend to be open to a followup swing.
* Distinctly [[AvertedTrope averted]] in ''[[VideoGame/{{Splatoon}} Splatoon.]]'' Nintendo took great measures to ensure that players will get caught in these as little as possible by having a shielded spawn point for each team as well as a spawn teleport that can get you back into the fight fast without a lot of walking to get there, and the Squid form can go under or over enemies to help get you out of dead ends and exploitable choke points on maps. [[JustifiedTrope Justified]] since this game is marketed to a young audience and these sorts of problems are harder for more inexperienced players to get around.

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** In ''VideoGame/MassEffect2'', melee attacks stun the victim, and the Vanguard's [[FoeTossingCharge Biotic Charge]] does the same. So it's It's very possible to charge an enemy and beat him to death. Husks ([[OurZombiesAreDifferent cybernetic zombies]]) are melee enemies and tend to attack in groups, so watch out or they'll do the same to YOU!
* Possible in the third ''VideoGame/MaxPayne''. If you get sent into Last Man Standing in a bad position with multiple enemies covering Max, you could can kill one guy and exit LMS only to have the others send you back. Repeat until death.
* ''StarWarsBattlefront ''VideoGame/StarWarsBattlefront II'': Getting hit by a lightsabre causes knockback, so if you're not killed outright you tend to be open to a followup swing.
* Distinctly [[AvertedTrope averted]] in ''[[VideoGame/{{Splatoon}} Splatoon.]]'' ''VideoGame/{{Splatoon}}.'' Nintendo took great measures to ensure that players will get caught in these as little as possible by having a shielded spawn point for each team as well as a spawn teleport that can get you back into the fight fast without a lot of walking to get there, and the Squid form can go under or over enemies to help get you out of dead ends and exploitable choke points chokepoints on maps. [[JustifiedTrope Justified]] Justified]], since this game is marketed to a young audience and these sorts of problems are harder for more inexperienced less experienced players to get around.



** You can counter it by throwing a smoke grenade to replace mustard gas with regular smoke (physics wasn't that great back there) or applying an energy regeneration item with another soldier.

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** You can counter it by throwing a smoke grenade to replace mustard gas with regular smoke (physics wasn't that great back there) then) or applying an energy regeneration item with another soldier.



* Several enemies in the Shining Force series can stun your party members, but none as often as ''VideoGame/ShiningForceII'''s Soul Sowers. These baddies appear in the fight to the west of Hassan and in Taros' Shrine, and hit very hard on their own. If they stun any of your party, they can and will kill them, and heaven forbid if they stun one of your healers.

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* Several enemies in the Shining Force ''Shining Force'' series can stun your party members, but none as often as ''VideoGame/ShiningForceII'''s Soul Sowers. These baddies appear in the fight to the west of Hassan and in Taros' Shrine, and hit very hard on their own. If they stun any of your party, they can and will kill them, and heaven forbid if they stun one of your healers.



** Expect this if you Aggro a Zombie Pigman, also recent updates now allow for Zombies to call for backup if they are injured.

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** Expect this if you Aggro a Zombie Pigman, also recent updates now allow for Pigman. Zombies to can also call for backup if they are injured.
2nd Dec '16 8:17:33 AM bluhedgehog
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* Several enemies in the Shining Force series can stun your party members, but none as often as ''VideoGame/ShiningForceII'''s Soul Sowers. These baddies appear in the fight to the west of Hassan and in Taros' Shrine, and hit very hard on their own. If they stun any of your party, they can and will kill them, and heaven forbid if they stun one of your healers.
21st Nov '16 8:13:31 AM Morgenthaler
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* The combat in the ''LittleBigAdventure'' games was pretty frustrating because of this, as Twinsen would reel back uncontrollably any time he took damage and could still get hit while doing so, often leading to an endless loop until his health ran out.

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* The combat in the ''LittleBigAdventure'' ''VideoGame/LittleBigAdventure'' games was pretty frustrating because of this, as Twinsen would reel back uncontrollably any time he took damage and could still get hit while doing so, often leading to an endless loop until his health ran out.



* Can easily happen in ''EccoTheDolphin'', if you get lost in one of the underwater tunnel areas, or trapped by the hold of the [[CombatTentacles giant tentacle]] in some levels and can't figure out how to get loose from it.

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* Can easily happen in ''EccoTheDolphin'', ''VideoGame/EccoTheDolphin'', if you get lost in one of the underwater tunnel areas, or trapped by the hold of the [[CombatTentacles giant tentacle]] in some levels and can't figure out how to get loose from it.
30th Oct '16 1:08:10 PM billybobfred
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* ''VideoGame/ThingOnASpring'' just loves to throw inescapable [[DeathTrap DeathTraps]] at you, filled with floating enemies and/or electric beams that slowly drain your oil energy-meter. In the Vaguely Unpleasant case though, the trap is just an empty hole, where you have to watch the oil-meter depleting by itself at a painfully slow pace. But if the trap has a low-hanging ceiling, you're at your own mercy to drain the oil yourself, by rapidly jumping and [[DrivenToSuicide ramming your head against the walls]], chipping the oil away bit by bit!

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* ''VideoGame/ThingOnASpring'' just loves to throw inescapable [[DeathTrap DeathTraps]] at you, filled with floating enemies and/or electric beams that slowly drain your oil energy-meter. In the Vaguely Unpleasant worst case though, the trap is just an empty hole, where you have to watch the oil-meter depleting by itself at a painfully slow pace. But if the trap has a low-hanging ceiling, you're at your own mercy to drain the oil yourself, by rapidly jumping and [[DrivenToSuicide ramming your head against the walls]], chipping the oil away bit by bit!



** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow My Balls]]!" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is Most Unexceptional exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.

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** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow My Balls]]!" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is Most Unexceptional best exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.



** Many enemies have such incapacitating moves from ordinary wolves to High Dragons. The Most Unexceptional you can do is to try to stun them, while spamming Heal with your mage. There is also an Ogre-like demon in the Fade-level that will do two different stunning actions in a row, potentially putting you to a situation where you stand up only to be knocked down again repeatedly. Normal Ogres thankfully can't do this.
** Perhaps the single most irritating instance of this trope in the game stems from the spell "Crushing Prison." This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately certain that you lose members quickly.
** Blood Wound is the Vaguely Unpleasant, though - a [[DemonicSpiders blood]] [[BloodMagic mage]] spell that incapacitates and wears down the HP of your ENTIRE PARTY at once. Always, always [[ShootTheMedicFirst shoot the mage first]].

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** Many enemies have such incapacitating moves from ordinary wolves to High Dragons. The Most Unexceptional best you can do is to try to stun them, while spamming Heal with your mage. There is also an Ogre-like demon in the Fade-level that will do two different stunning actions in a row, potentially putting you to a situation where you stand up only to be knocked down again repeatedly. Normal Ogres thankfully can't do this.
** Perhaps the single most irritating instance of this trope in the game stems from the spell "Crushing Prison." This spell immobilizes the target and does significant spirit damage while allowing the caster's allies free hits throughout the spell's duration. The game has no end of enemies who just love to stack this with the aforementioned mortality spell and other effects to make Moderately absolutely certain that you lose members quickly.
** Blood Wound is the Vaguely Unpleasant, worst, though - a [[DemonicSpiders blood]] [[BloodMagic mage]] spell that incapacitates and wears down the HP of your ENTIRE PARTY at once. Always, always [[ShootTheMedicFirst shoot the mage first]].



** You can easily get caught one of these in the ''VideoGame/PokemonRumble'' series if you're facing multiple enemy Pokemon with moves that cause a lengthy stagger animation like Rock Slide or moves that induce paralysis or flinching like Dragonbreath and Fake Out. In the former case, there's Moderately nothing you can do escape, while the latter necessitates that you button mash with the right timing to break out of the status effect at a moment that provides enough time for you move away without getting hit and inflicted with the status again.

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** You can easily get caught one of these in the ''VideoGame/PokemonRumble'' series if you're facing multiple enemy Pokemon with moves that cause a lengthy stagger animation like Rock Slide or moves that induce paralysis or flinching like Dragonbreath and Fake Out. In the former case, there's Moderately absolutely nothing you can do escape, while the latter necessitates that you button mash with the right timing to break out of the status effect at a moment that provides enough time for you move away without getting hit and inflicted with the status again.



* This Is Our Bullshit Clickbait Version Of What Happens in ''VideoGame/{{Soulcaster}}'' if you get surrounded by enemies and you have no {{Smart Bomb}}s left.

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* This Is Our Bullshit Clickbait Version Of What Happens happens in ''VideoGame/{{Soulcaster}}'' if you get surrounded by enemies and you have no {{Smart Bomb}}s left.
30th Oct '16 9:43:57 AM nombretomado
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* {{GURPS}} has this as a basic tenet of any combat. Being injured causes shock, which makes it difficult to defend against subsequent attacks. Since GURPS lies squarely in the Simulation corner of [[PlayerArchetypes GNS theory]], this is perfectly intentional.
* {{TabletopGame/Battletech}} at least in the latest iteration, Mechwarrior 4th or "A Time of War", has characters and [=NPCs=] inflicted with a Stunned status, which not only makes them more vulnerable to further attacks later in the turn (turns are not completed simultaneously but individual actions are resolved in sequence) but also requires up to half of their turn to dispel, and no actions whatsoever can be taken before ridding the status. Fortunately, a character can only be Stunned or not-Stunned, true Stunlock isn't possible.

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* {{GURPS}} ''TabletopGame/{{GURPS}}'' has this as a basic tenet of any combat. Being injured causes shock, which makes it difficult to defend against subsequent attacks. Since GURPS lies squarely in the Simulation corner of [[PlayerArchetypes GNS theory]], this is perfectly intentional.
* {{TabletopGame/Battletech}} ''{{TabletopGame/Battletech}}'' at least in the latest iteration, Mechwarrior 4th or "A Time of War", has characters and [=NPCs=] inflicted with a Stunned status, which not only makes them more vulnerable to further attacks later in the turn (turns are not completed simultaneously but individual actions are resolved in sequence) but also requires up to half of their turn to dispel, and no actions whatsoever can be taken before ridding the status. Fortunately, a character can only be Stunned or not-Stunned, true Stunlock isn't possible.
22nd Oct '16 10:14:17 AM CybranGeneralSturm
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* This can end happening to either you or your enemies in [[VideoGame/SenranKagura Senran Kagura: Shinovi Versus]] and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.

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* This can end happening to either both you or your enemies in [[VideoGame/SenranKagura Senran Kagura: Shinovi Versus]] and like most games, this is infuriating if it happens to you. Homura is the worst offender of stun-locking you, although Mirai comes in as a close second because of her long-range attacks.
22nd Oct '16 10:03:17 AM dotchan
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* A plot point in ''VideoGame/Portal2'': [[spoiler: Glados]] was able to back up to a different core moments before [[spoiler: her]] demise, but all [[spoiler: she]] was able to do was relive those moments over and over again until [[spoiler: she was reconnected to the system]].
This list shows the last 10 events of 360. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CycleOfHurting