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* ''VideoGame/Blood1997'': Every boss has a ton of health, especially on the higher difficulties, though a couple of weapons tend to be immensely more effective than others if you're lucky enough to have them. The more dangerous bosses all share the same weakness of not being able to use their most effective attack at close range, leading to the easiest strategy of spinning around them in a tight circle and holding that fire button for minutes on end. But the most absurd damage sponge is [[AntiClimaxBoss Shial the mother spider]], whose appearance and offensive capabilities are so unthreatening that she can be mistaken for a minor enemy, yet can survive getting blown up and launched into the stratosphere dozens of times before she finally bites the dust.
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Added Scratch Damage Enemy as a subtrope.


Related to SmashMook, WhenAllYouHaveIsAHammer, HealthDamageAsymmetry, and MarathonBoss. God help you if this overlaps with SequentialBoss. Contrast RushBoss, which [[GlassCannon goes down fast but hits hard]] to compensate.

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Related to SmashMook, WhenAllYouHaveIsAHammer, HealthDamageAsymmetry, and MarathonBoss. Supertrope to ScratchDamageEnemy. God help you if this overlaps with SequentialBoss. Contrast RushBoss, which [[GlassCannon goes down fast but hits hard]] to compensate.
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-->-- '''Nathan Spencer''', ''VideoGame/BionicCommando (2009)''

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-->-- '''Nathan Spencer''', ''VideoGame/BionicCommando (2009)''
''VideoGame/BionicCommando2009''
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[[folder:Survival Horror]]
* Most of the ''Franchise/SilentHill'' games that have a hard mode give the bosses insanely inflated health that will make you regret not hoarding all your ammo for this very moment. For instance, the [[spoiler:twin Pyramid Heads]] at the end of ''VideoGame/SilentHill2'' can normally be defeated by just waiting for them to give up. They don't do this on hard mode, insteading requiring close to the ''entire game's'' supply of rifle bullets (the strongest ammunition!) to take them down. The one saving grace is that most bosses have a way to [[AIBreaker trap them in a pattern]] and spend several minutes chipping them to death with melee weapons, but this involves a lot of trial and error as well.
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** ''VideoGame/DragonQuestV'' has Bjørn the Behemoose. In the original game, he's tied with the final boss's [[OneWingedAngel second form]] for the most HP of any enemy...and Bjørn is fought a little past mid-game. In the DS remake, Bjørn has even more HP than in the original UsefulNotes/SuperFamicom version (though this puts him at merely second to the considerably buffed final boss). But in both versions he's not particularly hard, just time-consuming. All he does is hit you reasonably hard and [[StatusBuff raise his own defense]].

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** ''VideoGame/DragonQuestV'' has Bjørn the Behemoose. In the original game, he's tied with the final boss's [[OneWingedAngel second form]] for the most HP of any enemy...and Bjørn is fought a little past mid-game. In the DS remake, Bjørn has even more HP than in the original UsefulNotes/SuperFamicom Platform/SuperFamicom version (though this puts him at merely second to the considerably buffed final boss). But in both versions he's not particularly hard, just time-consuming. All he does is hit you reasonably hard and [[StatusBuff raise his own defense]].
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[[folder:Light Gun Game]]
* ''VideoGame/{{Teraburst}}'' has only four bosses, and ''all'' the bosses (even the first one) can soak up bullets for several minutes, with their health dwindling slowly while you fire away. Most of them have two or three attacks, save for the FinalBoss.
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* The "Tough" modifier in ''VideoGame/{{Bonfire}}'' turns enemies into these. It provides only minor stat boosts, but increases their HitPoints by 100. For standard enemies, this doubles their health!
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Crosswicking: Balatro

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* ''VideoGame/{{Balatro}}'': One boss blind, The Wall, requires a score that's four times the amount of the base for that ante but otherwise doesn't impair the player. One of the FinalBoss choices, Violet Vessel, works the same but with a six times boost to value.

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