History Main / GradualGrinder

19th Jun '17 11:17:07 AM hszmv1
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* One strategy employed in Stellaris when facing a much superior foe is to employ this on overwelming attacking forces. The AI will never land troops until your planets defenses are down, which require his fleet to bombard a planet first. By setting the planet it's trying to invade as a waypoint, and setting nearby planets to build a near constant stream of the most basic corvette, it will force the AI to break the planet attack and try to stop the tiny ship. Meanwhile your main fleet and troops can take a few planets without much opposition, at which point the AI will return back to try and oust your invasion force. At best, you can sue for white peace... at worst, you can completely concur the enemy without the two largest fleets firing a shot at each other.
17th May '17 8:35:56 PM Angeldeb82
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* Mesmers in ''VideoGame/GuildWars'' have quite a bit of skills of degeneration, and Rangers have preparations that leave the target burning or poisoned, inflicting plenty of damage over time. One little known [[PlayerVersusEnvironment PvE]] build would inflict as much as 10 arrows of degeneration and keep the degeneration spikes going.

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* Mesmers in ''VideoGame/GuildWars'' have quite a bit of skills of degeneration, and Rangers have preparations that leave the target burning or poisoned, inflicting plenty of damage over time. One little known [[PlayerVersusEnvironment PvE]] {{P|layerVersusEnvironment}}vE build would inflict as much as 10 arrows of degeneration and keep the degeneration spikes going.



* In ''VideoGame/SailorMoonAnotherStory'', each senshi's chapter ends with a boss fight against their EvilTwin. In most cases this is a fairly standard fight. The first such chapter, though, is [[ScrappyLevel Sailor Mercury's]] ... the boss has no real attacks but Poison and you have no real attacks period. Optimum equipment and a LOT of LevelGrinding are required, and even then it [[ThatOneBoss takes forever]].

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* In ''VideoGame/SailorMoonAnotherStory'', each senshi's chapter ends with a boss fight against their EvilTwin. In most cases this is a fairly standard fight. The first such chapter, though, is [[ScrappyLevel [[ThatOneLevel Sailor Mercury's]] ... the boss has no real attacks but Poison and you have no real attacks period. Optimum equipment and a LOT of LevelGrinding are required, and even then it [[ThatOneBoss takes forever]].



* ''VideoGame/RuneScape'' players can do this by using a sling (or ranged weapon with infinite ammo) or a Staff of Air (or other staff providing infinite Air Runes) on a melee-only enemy from the other side of an InsurmountableWaistHighFence, rendering them unable to strike back. This is referred to as "safing".
* In ''VideoGame/SuperSmashBros Brawl'', [[Franchise/SonicTheHedgehog Sonic]] uses a combination of this and ConfusionFu: His attacks are weak, and only two of his moves have good knockback (important to have when you can only inflict a KO through ringout). However, everything about Sonic is blindingly quick, and the proper way to use him effectively is to [[DeathOfAThousandCuts hit the opponent numerous times without them being able to land many hits on Sonic]], then go in for the KO when weakened enough and the opportunity presents itself. This doesn't lend itself well to Time matches, however, as this approach requires more time than most other characters per KO. In ''3DS[=/=]Wii U'', Sonic gets an increase in KO power, however, he still relies on a GradualGrinder strategy to score [=KOs=]; he just doesn't have to drag out the match as much.

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* ''VideoGame/RuneScape'' players can do this by using a sling (or ranged weapon with infinite ammo) or a Staff of Air (or other staff providing infinite Air Runes) on a melee-only enemy from the other side of an InsurmountableWaistHighFence, InsurmountableWaistHeightFence, rendering them unable to strike back. This is referred to as "safing".
* In ''VideoGame/SuperSmashBros Brawl'', [[Franchise/SonicTheHedgehog Sonic]] Franchise/{{Sonic|TheHedgehog}} uses a combination of this and ConfusionFu: His attacks are weak, and only two of his moves have good knockback (important to have when you can only inflict a KO through ringout). However, everything about Sonic is blindingly quick, and the proper way to use him effectively is to [[DeathOfAThousandCuts hit the opponent numerous times without them being able to land many hits on Sonic]], then go in for the KO when weakened enough and the opportunity presents itself. This doesn't lend itself well to Time matches, however, as this approach requires more time than most other characters per KO. In ''3DS[=/=]Wii U'', Sonic gets an increase in KO power, however, he still relies on a GradualGrinder strategy to score [=KOs=]; he just doesn't have to drag out the match as much.



** Planet [[WorldTree Wuud]] has a similar strategy but is Forte's opposite: It is incapable of clearing the screen but can shrug off opponent's garbage block attacks like it was nothing. Just as a tree starts out as a weak sapling but grows into something tough and mighty over time, Wuud can use an infinite combo to make every move worth more and more points via the game's combo multiplier until it catches up to faster opponents, then overtakes them. This falls into DifficultButAwesome though, as a single mistake can reset the combo multiplier, all but guaranteeing Wuud will lose to points (if not lose via [[EarthShatteringKaboom annihilation]]).
* In ''VideoGame/TheElderScrollsVSkyrim'', while physical/weapons-oriented stealth characters are [[GlassCannon Glass Cannons]], those who use magic to dispatch their foes are more likely to take a long time doing so. Using magic is often hazardous to an assassin's continued "hidden" status (Even with Quiet Casting, a lot of spells will by necessity at least slightly alert hostiles) and there are no damage multipliers for spells like there are for weapons, so killing things is much less straightforward. A spell-using assassin will use the Destruction school by strategically laying rune traps and tricking their enemies into walking into them until their health is finally depleted, they'll use Conjuration by summoning atronachs while hidden (and ''staying'' hidden) and letting the atronachs kill the enemies (resummoning atronachs as necessary), and they'll use Illusion to induce frenzy in a group of enemies, letting them kill each other off until only one remains to be handled by the player as they see fit. Significantly longer ([[VideoGameCrueltyPotential and nastier]]) than using backstabs, but just as effective in producing dead enemies and a Dovahkiin that is completely untouched.

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** Planet [[WorldTree Wuud]] {{W|orldTree}}uud has a similar strategy but is Forte's opposite: It is incapable of clearing the screen but can shrug off opponent's garbage block attacks like it was nothing. Just as a tree starts out as a weak sapling but grows into something tough and mighty over time, Wuud can use an infinite combo to make every move worth more and more points via the game's combo multiplier until it catches up to faster opponents, then overtakes them. This falls into DifficultButAwesome though, as a single mistake can reset the combo multiplier, all but guaranteeing Wuud will lose to points (if not lose via [[EarthShatteringKaboom annihilation]]).
* In ''VideoGame/TheElderScrollsVSkyrim'', while physical/weapons-oriented stealth characters are [[GlassCannon Glass Cannons]], {{Glass Cannon}}s, those who use magic to dispatch their foes are more likely to take a long time doing so. Using magic is often hazardous to an assassin's continued "hidden" status (Even with Quiet Casting, a lot of spells will by necessity at least slightly alert hostiles) and there are no damage multipliers for spells like there are for weapons, so killing things is much less straightforward. A spell-using assassin will use the Destruction school by strategically laying rune traps and tricking their enemies into walking into them until their health is finally depleted, they'll use Conjuration by summoning atronachs while hidden (and ''staying'' hidden) and letting the atronachs kill the enemies (resummoning atronachs as necessary), and they'll use Illusion to induce frenzy in a group of enemies, letting them kill each other off until only one remains to be handled by the player as they see fit. Significantly longer ([[VideoGameCrueltyPotential and nastier]]) than using backstabs, but just as effective in producing dead enemies and a Dovahkiin that is completely untouched.



* Arcanists and their job upgrade Summoners in ''VideoGame/FinalFantasyXIV'' are the game's predominant [[DamageOverTime DoT]] class. The game doesn't shy away from pointing out that they use Bio to eat away at opponents and Miasma to suffocate them by filling their lungs with poison, [[GoodIsNotSoft but they're all exceedingly kind people and unambiguously a force for good]].

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* Arcanists and their job upgrade Summoners in ''VideoGame/FinalFantasyXIV'' are the game's predominant [[DamageOverTime DoT]] DamageOverTime class. The game doesn't shy away from pointing out that they use Bio to eat away at opponents and Miasma to suffocate them by filling their lungs with poison, [[GoodIsNotSoft but they're all exceedingly kind people and unambiguously a force for good]].



* A non-video game example in ''Anime/YuGiOh'': during Yugi's first bettle against Osiris, Marik set up a theoretically invincible combo where the dragon is protected by a weak monster that regenerates every turn, while Osiris' dragon grows stronger every time Marik draws cards (which is every turn and every time one of his monsters dies). Yugi breaks the cycle by resurrecting the slime on his own side, which causes Osiris to autokill it, making Marik draw more cards... until he realizes he's burning through his deck much faster than Yugi can and without damaging Yugi's life, running out of cards being a NonStandardGameOver.

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* A non-video game example in ''Anime/YuGiOh'': during Yugi's first bettle against Osiris, Marik set up a theoretically invincible combo where the dragon is protected by a weak monster that regenerates every turn, while Osiris' dragon grows stronger every time Marik draws cards (which is every turn and every time one of his monsters dies). Yugi breaks the cycle by resurrecting the slime on his own side, which causes Osiris to autokill it, making Marik draw more cards... until he realizes he's burning through his deck much faster than Yugi can and without damaging Yugi's life, running out of cards being a NonStandardGameOver.NonstandardGameOver.



* Between Sweet Scent, Poison Powder, and Leech Seed, this is one of Venusaur's best offensive tactics in ''WebAnimation/DeathBattle'' [[spoiler:Unfortunately for him, it's not nearly enough to overcome either Blastoise's defenses or Charizard's blistering offensives.]]

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* Between Sweet Scent, Poison Powder, and Leech Seed, this is one of Venusaur's best offensive tactics in ''WebAnimation/DeathBattle'' ''WebAnimation/DeathBattle''. [[spoiler:Unfortunately for him, it's not nearly enough to overcome either Blastoise's defenses or Charizard's blistering offensives.]]
23rd Apr '17 10:12:14 AM nombretomado
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* In ''SwordOfTheStars'', The Hivers work this way on a strategic level. They have no FTL, so it will take them a long, long time to reach your empire. Once they reach your outer planets, they will fall upon them, [[PortalNetwork gate them]], [[ZergRush and send a horde of ships in endlessly from their Homeworld, grinding down your defenders until it's theirs]]. And then they'll move on, coming steadily towards you, taking a long, long time to reach the next planets after that, and repeat the process. It takes Hivers a long time to conquer something, but they're nigh impossible to dislodge from any place they've already taken.

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* In ''SwordOfTheStars'', ''VideoGame/SwordOfTheStars'', The Hivers work this way on a strategic level. They have no FTL, so it will take them a long, long time to reach your empire. Once they reach your outer planets, they will fall upon them, [[PortalNetwork gate them]], [[ZergRush and send a horde of ships in endlessly from their Homeworld, grinding down your defenders until it's theirs]]. And then they'll move on, coming steadily towards you, taking a long, long time to reach the next planets after that, and repeat the process. It takes Hivers a long time to conquer something, but they're nigh impossible to dislodge from any place they've already taken.
11th Apr '17 6:34:00 PM nombretomado
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* Gradual Grinder is a very useful tactic in ''SidMeiersPirates'', which surprisingly is used with the strongest ships in the game (a Frigate or a Ship-of-the-Line). You start by sailing downwind, which makes your frigate faster than pretty much any other ship type. Then you start weaving left and right, lobbing Chain-Shot shells at the enemy, and accelerating away quickly to avoid being shot back. This gradually reduces the enemy's speed so they can't catch up, allowing more time to fire Chain-Shot at them, making them slower etcetera. Eventually, the masts on the enemy ship will break and it will surrender automatically. It can take a long time (several minutes at worst), but avoids any damage to your ship or having to risk your men in melee combat.

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* Gradual Grinder is a very useful tactic in ''SidMeiersPirates'', ''VideoGame/SidMeiersPirates'', which surprisingly is used with the strongest ships in the game (a Frigate or a Ship-of-the-Line). You start by sailing downwind, which makes your frigate faster than pretty much any other ship type. Then you start weaving left and right, lobbing Chain-Shot shells at the enemy, and accelerating away quickly to avoid being shot back. This gradually reduces the enemy's speed so they can't catch up, allowing more time to fire Chain-Shot at them, making them slower etcetera. Eventually, the masts on the enemy ship will break and it will surrender automatically. It can take a long time (several minutes at worst), but avoids any damage to your ship or having to risk your men in melee combat.
11th Feb '17 11:23:23 AM Morgenthaler
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* Several classes in ''WarhammerOnline'', such as the [[PlayingWithFire Bright Wizard]] or [[EvilSorcerer Chaos Magus]], have [=DoT=]-specialized talent lines, and fit with the "hexer mage" archetype. A variant Gradual Grinder would be the Witch Hunter, a fairly standard rogue-ish class that can also be tooled up to do this especially well. They have a counter that fills up for every weak direct attack they do which allows their big [=DoT=] attacks to do significantly more damage. So you stealth in, whack the enemy with a few quick stuns, hit them with a big [=DoT=] and then stealth off again until the [=DoT=] wears off. Rinse and repeat to your pleasure.

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* Several classes in ''WarhammerOnline'', ''VideoGame/WarhammerOnline'', such as the [[PlayingWithFire Bright Wizard]] or [[EvilSorcerer Chaos Magus]], have [=DoT=]-specialized talent lines, and fit with the "hexer mage" archetype. A variant Gradual Grinder would be the Witch Hunter, a fairly standard rogue-ish class that can also be tooled up to do this especially well. They have a counter that fills up for every weak direct attack they do which allows their big [=DoT=] attacks to do significantly more damage. So you stealth in, whack the enemy with a few quick stuns, hit them with a big [=DoT=] and then stealth off again until the [=DoT=] wears off. Rinse and repeat to your pleasure.
17th Dec '16 6:40:34 PM YZQ
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See also the Mezzer entry in AnAdventurerIsYou. Has nothing to do with LevelGrinding (or taking [[AntiGrinding an absurdly long time]] to level grind). In a TradingCardGame, such a strategy would be known as a Burn Deck (getting the opponent to discard his hands/cards or chewing through their LifePoints through effect cards rather than combat). See also VictoryByEndurance.

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See also the Mezzer entry in AnAdventurerIsYou.AnAdventurerIsYou and DeathOfAThousandCuts. Has nothing to do with LevelGrinding (or taking [[AntiGrinding an absurdly long time]] to level grind). In a TradingCardGame, such a strategy would be known as a Burn Deck (getting the opponent to discard his hands/cards or chewing through their LifePoints through effect cards rather than combat). See also VictoryByEndurance.
5th Dec '16 6:28:30 AM Morbuss
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** Shuckle is also similar since its Attack is worthless, but it's got a nice hard shell to hide behind. Shuckle's "optimal" moveset involves Toxic (causes poison that grows worse each round), Sandstorm (damaging weather effect which Shuckle itself won't be hurt by), Wrap (prevents the opponent from switching and deals continual damage to it which is not dependent on Shuckle's Attack), and Protect (outright blocks opponent's moves). Doesn't work on everything, as neither Toxic nor Sandstorm will harm a Steel-type, but against most other things that can't break through its defenses quickly, it's annoying as hell.

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** Shuckle is also similar since its Attack is worthless, but it's got a nice hard shell to hide behind. Shuckle's "optimal" moveset involves Toxic (causes poison that grows worse each round), Sandstorm (damaging weather effect which Shuckle itself won't be hurt by), Wrap (prevents the opponent from switching and deals continual damage to it which is not dependent on Shuckle's Attack), and Protect (outright blocks opponent's moves). Doesn't work on everything, as neither Toxic nor Sandstorm will harm a Steel-type, but against most other things that can't break through its defenses quickly, it's annoying as hell. Fortunately, the move Infestation is used in place of Toxic to prevent this. While initial damage will be minimal, it will then hurt for 1/8 of the opponents HP. Wrap + Infestation means the opponent will lose 1/4 of their HP each turn, and can't switch out to escape. And since Wrap lasts 4-5 turns, all Shuckle has to do is [[VictoryByEndurance outlast the opponents attacks]] (Protect spam anyone?) for the KO.


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*** Prankster got hit with the nerfhammer in Gen VII primarily because of this: If a 'Mon with Prankster uses a status move on a Dark-Type Pokemon, (with a few exceptions: Weather moves, Entry Hazards and Trick Room) the move instantly fails.
4th Nov '16 12:18:55 PM ZombieAladdin
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* Planet Forte in ''VideoGame/{{Meteos}} Wars'' (but not the original game) can clear its entire field of blocks practically at will, but the number of garbage blocks sent to the opponent is pathetic compared to other planets. The strategy to winning with Forte, then, is either to keep chugging on until the opponent makes a mistake, or play until the timer run out and let the screen-clear point bonuses win the round for you.

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* ''VideoGame/{{Meteos}}'':
**
Planet Forte in ''VideoGame/{{Meteos}} ''Meteos Wars'' (but not the original game) can clear its entire field of blocks practically at will, but the number of garbage blocks sent to the opponent is pathetic compared to other planets. The strategy to winning with Forte, then, is either to keep chugging on until the opponent makes a mistake, or play until the timer run out and let the screen-clear point bonuses win the round for you.you.
** Planet [[WorldTree Wuud]] has a similar strategy but is Forte's opposite: It is incapable of clearing the screen but can shrug off opponent's garbage block attacks like it was nothing. Just as a tree starts out as a weak sapling but grows into something tough and mighty over time, Wuud can use an infinite combo to make every move worth more and more points via the game's combo multiplier until it catches up to faster opponents, then overtakes them. This falls into DifficultButAwesome though, as a single mistake can reset the combo multiplier, all but guaranteeing Wuud will lose to points (if not lose via [[EarthShatteringKaboom annihilation]]).
29th Oct '16 2:28:59 PM nombretomado
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** And in [[{{GuildWars2}} the sequel]], many classes are capable of being a Gradual Grinder. Notably, the Mesmer, Necro, and especially the Ranger are once again considered top choices for this style of play.

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** And in [[{{GuildWars2}} In [[VideoGame/GuildWars2 the sequel]], many classes are capable of being a Gradual Grinder. Notably, the Mesmer, Necro, and especially the Ranger are once again considered top choices for this style of play.
22nd Oct '16 4:40:52 PM Dravencour
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See also the Mezzer entry in AnAdventurerIsYou. Has nothing to do with LevelGrinding (or taking [[AntiGrinding an absurdly long time]] to level grind). In a TradingCardGame, such a strategy would be known as a Burn Deck (getting the opponent to discard his hands/cards or chewing through their LifePoints through effect cards rather than combat).

to:

See also the Mezzer entry in AnAdventurerIsYou. Has nothing to do with LevelGrinding (or taking [[AntiGrinding an absurdly long time]] to level grind). In a TradingCardGame, such a strategy would be known as a Burn Deck (getting the opponent to discard his hands/cards or chewing through their LifePoints through effect cards rather than combat). See also VictoryByEndurance.
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