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It's been a while since Brawl was out wasn't it? Do fix this if I did something wrong.


* The Smash Ball in ''VideoGame/SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:

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* The Smash Ball in ''VideoGame/SuperSmashBrosBrawl'', the ''VideoGame/SuperSmashBros'' series, which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:



** [[spoiler:R.O.B.]]'s Final Smash is like this too, giving him [[spoiler:constant laser eyes]] for a little while.

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** [[spoiler:R.R.O.B.]]'s 's Final Smash [[spoiler:in Brawl]] is like this too, giving him [[spoiler:constant constant laser eyes]] eyes for a little while.while.
** In ''for 3DS and Wii U'', Lucario gains the ability to transform into [[SuperMode Mega Lucario]] instead of using [[KamehameHadoken Aura Storm]], and newcomer [[VideoGame/PunchOut Little Mac]] can turn into [[HulkingOut Giga Mac]] for his Final Smash.
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* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance for one is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.

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* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance the power up for one them is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' only available in mannpower mode and around hallowen, it can also be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.Kritzkrieg.

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* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.

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* Common in FinalFantasy games:
**
''VideoGame/FinalFantasyVI'' had a similar item, but an item that did this for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.


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*** There is also the 4x Attack Materia (the second tier of the 2x Attack Materia), which like the Offering from VI changes the standard Attack command into multiple attacks. The 2x version always just attacks the same target twice, but the 4x will randomly select enemy targets for every hit after the first. Very useful against one big enemy, but a sometimes a mixed blessing against groups or in tactical situations where the player wants to avoid attacking a specific enemy (like trying to catch a Chocobo). The other issue when facing groups is that the targeting seems to be determined ''before'' the damage is dealt, so the attacks will sometimes be spent doing massive overkill to one weak enemy in the group instead of spreading the pain around when a single hit could wipe out each of them.
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* The Smash Ball in ''SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:

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* The Smash Ball in ''SuperSmashBrosBrawl'', ''VideoGame/SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:
Willbyr MOD

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* In ''{{Pokemon}}'', several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.

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* In ''{{Pokemon}}'', ''VideoGame/{{Pokemon}}'', several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.
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* ''{{Oni}}'''s [[HealThyself health pack]], the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.

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* ''{{Oni}}'''s ''VideoGame/{{Oni}}'''s [[HealThyself health pack]], the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.
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Named for one such item in the first ''VideoGame/{{Quake}}'' game, which does exactly what the name implies [[NonIndicativeName (except in 3, where it only triples the damage)]]. Later appeared in ''VideoGame/UnrealTournament'', SeriousSam and subsequent ''Quake'' iterations.

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Named for one such item in the first ''VideoGame/{{Quake}}'' game, which does exactly what the name implies [[NonIndicativeName (except in 3, where it only triples the damage)]]. Later appeared in ''VideoGame/UnrealTournament'', SeriousSam ''VideoGame/SeriousSam'' and subsequent ''Quake'' iterations.



* SeriousSam has the Serious Damage PowerUp.

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* SeriousSam ''VideoGame/SeriousSam'' has the Serious Damage PowerUp.
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** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has a truer example in the Pieces of Power, which are pickups that occasionally drop from slain enemies and have the effect of doubling your damage output for as long as you stay on the current "screen". There are also Guardian Acorns, which function similarly except that they halve the damage you receive.
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Often accompanied by some sort of conspicuous glow or aura that lets players know who has the power up. Some CompetitiveMultiplayer games let the player pickup the QuadDamage after killing the player who holds it. These factors tend to make the player holding the QuadDamage a priority target.

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Often accompanied by some sort of conspicuous glow or aura that lets players know who has the power up. Some CompetitiveMultiplayer games let the player pickup the QuadDamage Quad Damage after killing the player who holds it. These factors tend to make the player holding the QuadDamage Quad Damage a priority target.
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* The NaziZombies mode in Treyarch's ''VideoGame/CallOfDuty'' games has "instakill", causing all damage to be lethal for a short amount of time.

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* The NaziZombies VideoGame/NaziZombies mode in Treyarch's ''VideoGame/CallOfDuty'' games has "instakill", causing all damage to be lethal for a short amount of time.
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Cute, but this Heretic bullet reads like natter. Rewording it.


* ''{{Heretic}}'' featured the Tome of Power, which not only powers up all your weapons, but [[SecondaryFire changes the way they functioned.]] For instance, a Tome-powered [[StandardFPSGuns pistol]] (excuse me, that should be "Elven Wand") shoots out a shotgun-like spread of pellets, and your chaingun (sorry, "Dragon Claw") shoots out large orbs which shoot bursts of pellets in all directions.

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* ''{{Heretic}}'' featured the Tome of Power, which not only powers up all your weapons, but [[SecondaryFire changes the way they functioned.]] For instance, a Tome-powered Elven Wand (think [[StandardFPSGuns pistol]] (excuse me, that should be "Elven Wand") pistol]]) shoots out a shotgun-like spread of pellets, and your chaingun (sorry, "Dragon Claw") Dragon Claw (think chaingun) shoots out large orbs which shoot bursts of pellets in all directions.
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* ''{{TAGAP}}'' has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"

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* ''{{TAGAP}}'' ''VideoGame/{{TAGAP}}'' has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"
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A PowerUp that yields temporary boost in speed, power, or damage for a character. Most common in the FirstPersonShooter, ThirdPersonShooter, and melee fighting games. A mild version of the InvincibilityPowerUp, and cousin to the NitroBoost.

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A PowerUp that yields temporary boost in speed, power, or damage for a character. Most common in the FirstPersonShooter, ThirdPersonShooter, and melee fighting games. A mild version of the InvincibilityPowerUp, and cousin to the NitroBoost.
NitroBoost. Usually a TimedPowerUp.
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This is an Equipment Upgrade, not a temporary bonus.


* The ''VideoGame/{{Descent}}'' series has the Quad Lasers. Once acquired, they allow the player to fire four shots instead of the standard two.
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* The ''VideoGame/{{Descent}}'' series has the Quad Lasers. Once acquired, they allow the player to fire four shots instead of the standard two.

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Final Fantasy isn\'t an Action Adventure game.


* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.
** ''VideoGame/FinalFantasyVII'' features the Quadra Magic Materia, which lets you cast a spell from an attached Materia four times consecutively (but with a weaker power, usually about 75%).
** ''VideoGame/FinalFantasyVIII'' has Rinoa's 'Angel Wing' limit, which places the spellcaster equivalent of a [[StandardStatusEffects Berserk status effect]] on Rinoa. While under the effects of Angel Wing, she uses a randomly selected spell each turn, at five times her normal power. [[GameBreaker With the right setup]], you can completely eliminate the random factor, and get her to exclusively cast Meteor, allowing her to inflict an average of 60,000 damage ''per turn''.
** In ''VideoGame/FinalFantasyIX'', Steiner's Trance doesn't give him a new ability like every other character gets, but triples his attack power.
** The [[DanceBattler Dancer class]] in ''VideoGame/FinalFantasyV'' has an opportunity out of four to use "Sword Dance" when using the Dance ability (boosted to a 50% chance when wearing certain equipment). Sword Dance ''quadruples'' the damage of the standard attack, stacks with the already-powerful [[SpellBlade Sword Magic]], and never misses (unless the target is immune to element/status of the Sword Magic). It doesn't trigger the added effects of weapons, making the [[InfinityPlusOneSword Chicken Knife]] an excellent choice.
*** Also from ''V'', Sword Magic. First-level [[FireIceLightning elemental magic]] ([[MyFriendsAndZoidberg and poison]]) hitting a weakness can deal double damage and ignore defense, second level deals triple the damage, and third level magic (as well as Bio and Holy) deal precisely four times the damage - if the enemy is a [[ContractualBossImmunity Heavy-type monster]], otherwise, it deals [[OneHitKill instant death]] ''disregarding'' immunity to OneHitKill abilities. Flare Sword enhances damage and cuts down defense against it ''to'' one fourth of its nominal value, becoming this trope in a slightly indirect way.


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* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.
** ''VideoGame/FinalFantasyVII'' features the Quadra Magic Materia, which lets you cast a spell from an attached Materia four times consecutively (but with a weaker power, usually about 75%).
** ''VideoGame/FinalFantasyVIII'' has Rinoa's 'Angel Wing' limit, which places the spellcaster equivalent of a [[StandardStatusEffects Berserk status effect]] on Rinoa. While under the effects of Angel Wing, she uses a randomly selected spell each turn, at five times her normal power. [[GameBreaker With the right setup]], you can completely eliminate the random factor, and get her to exclusively cast Meteor, allowing her to inflict an average of 60,000 damage ''per turn''.
** In ''VideoGame/FinalFantasyIX'', Steiner's Trance doesn't give him a new ability like every other character gets, but triples his attack power.
** The [[DanceBattler Dancer class]] in ''VideoGame/FinalFantasyV'' has an opportunity out of four to use "Sword Dance" when using the Dance ability (boosted to a 50% chance when wearing certain equipment). Sword Dance ''quadruples'' the damage of the standard attack, stacks with the already-powerful [[SpellBlade Sword Magic]], and never misses (unless the target is immune to element/status of the Sword Magic). It doesn't trigger the added effects of weapons, making the [[InfinityPlusOneSword Chicken Knife]] an excellent choice.
*** Also from ''V'', Sword Magic. First-level [[FireIceLightning elemental magic]] ([[MyFriendsAndZoidberg and poison]]) hitting a weakness can deal double damage and ignore defense, second level deals triple the damage, and third level magic (as well as Bio and Holy) deal precisely four times the damage - if the enemy is a [[ContractualBossImmunity Heavy-type monster]], otherwise, it deals [[OneHitKill instant death]] ''disregarding'' immunity to OneHitKill abilities. Flare Sword enhances damage and cuts down defense against it ''to'' one fourth of its nominal value, becoming this trope in a slightly indirect way.
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*** Also from ''V'', Sword Magic. First-level [[FireIceLightning elemental magic]] ([[MyFriendsAndZoidberg and poison]]) hitting a weakness can deal double damage and ignore defense, second level deals triple the damage, and third level magic (as well as Bio and Holy) deal precisely four times the damage - if the enemy is a [[ContractualBossImmunity Heavy-type monster]], otherwise, it deals [[OneHitKill instant death]] ''disregarding'' immunity to OneHitKill abilities. Flare Sword enhances damage and cuts down defense against it ''to'' one fourth of its nominal value, becoming this trope in a slightly indirect way.
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** The [[DanceBattler Dancer class]] in ''VideoGame/FinalFantasyV'' has an opportunity out of four to use "Sword Dance" when using the Dance ability (boosted to a 50% chance when wearing certain equipment). Sword Dance ''quadruples'' the damage of the standard attack, stacks with the already-powerful [[SpellBlade Sword Magic]], and never misses (unless the target is immune to element/status of the Sword Magic). It doesn't trigger the added effects of weapons, making the [[InfinityPlusOneSword Chicken Knife]] an excellent choice.
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* The ''VideoGame/DynastyWarriors'' series lets you pick up {{Random Drop}}s from enemies, some of which give these effects for 30 seconds each. An axe doubles the player's attack power, a chest plate doubles the player's defense, and a pair of boots raises the player's speed.
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* In ''WarcraftIII'', scrolls are used as portable powerups bestowed to all allies around the hero, from health and mana to extra armor or damage (or, in high-end scrolls, some combination of the above).

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* In ''WarcraftIII'', ''VideoGame/WarcraftIII'', scrolls are used as portable powerups bestowed to all allies around the hero, from health and mana to extra armor or damage (or, in high-end scrolls, some combination of the above).
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* In ''WarcraftIII'', scrolls are used as portable powerups bestowed to all allies around the hero, from health and mana to extra armor or damage (or, in high-end scrolls, some combination of the above).
** The expansion introduced runes, one-use powerups sometimes left behind by enemies that affect not only the hero picking it up but all surrounding units as well. Some are the usual health/mana/speed boosts, but there are more interesting ones like placing an invisible ward to watch the area, giving every unit a SingleUseShield against magic, resurrecting dead allies, or even bringing a dead enemy to life under your command.
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* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss.

to:

* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.

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Often accompanied by some sort of conspicuous glow or aura that lets players know who has the power up. Some games let the player pickup the QuadDamage after killing the player who holds it. These factors tend to make the player holding the QuadDamage a priority target.

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Often accompanied by some sort of conspicuous glow or aura that lets players know who has the power up. Some CompetitiveMultiplayer games let the player pickup the QuadDamage after killing the player who holds it. These factors tend to make the player holding the QuadDamage a priority target.


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[[folder:Shoot 'Em Up]]
* ''Atomic Robo-Kid'' has the [[TooLongDidntDub "Rensha"]] item, which gives auto-fire for 30 seconds.
[[/folder]]
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Not an example of this trope


** Literal when the defending Pokemon is a Dual-type and both types share a weakness. i.e. Rock Slide on Charizard.
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** Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out.

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** Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out. He can also consume the Buffalo Steak Sandvich to gain a boost to damage for 15 seconds in the form of unlimited mini-crits as well as a speed buff that boosts his speed above all other classes save the Medic and the Scout, but at the cost of only using his melee attacks and taking a higher amount of damage as well.
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* ''VideoGame/{{Blood}}'' has the GunsAkimbo powerup. It allows you to [[ExactlyWhatItSaysOnTheTin fire two weapons at once]], doubling your firepower.

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* ''VideoGame/{{Blood}}'' has the GunsAkimbo powerup. It allows you to [[ExactlyWhatItSaysOnTheTin fire two weapons at once]], once, doubling your firepower.



** ''VideoGame/GrandTheftAutoII'' had some "Fast reload" and "Double damage" pickups, which do [[ExactlyWhatItSaysOnTheTin exactly what they say]].

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** ''VideoGame/GrandTheftAutoII'' had some "Fast reload" and "Double damage" pickups, which do [[ExactlyWhatItSaysOnTheTin exactly what they say]].say.
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Named for one such item in the first ''VideoGame/{{Quake}}'' game, [[ExactlyWhatItSaysOnTheTin which does exactly what the name implies]] [[NonIndicativeName (except in 3, where it only triples the damage)]]. Later appeared in ''VideoGame/UnrealTournament'', SeriousSam and subsequent ''Quake'' iterations.

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Named for one such item in the first ''VideoGame/{{Quake}}'' game, [[ExactlyWhatItSaysOnTheTin which does exactly what the name implies]] implies [[NonIndicativeName (except in 3, where it only triples the damage)]]. Later appeared in ''VideoGame/UnrealTournament'', SeriousSam and subsequent ''Quake'' iterations.

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Minor cleanup


* ''VideoGame/TheFairylandStory'' has several powerups that temporarily increase the power of Ptolemy's wand.



* The black orb dropped as a reward for a large-enough [[{{Combos}} Combo]] in ''{{Drakengard}}'' grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.

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* The In ''VideoGame/{{Drakengard}}'', the black orb dropped as a reward for a large-enough [[{{Combos}} Combo]] in ''{{Drakengard}}'' grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.



* ''VideoGame/TheFairylandStory'' has several powerups that temporarily increase the power of Ptolemy's wand.
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* SeriousSam has the Serious Damage PowerUp.

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Sorting examples


* The original ''VideoGame/{{Doom}}'' had an item called ''Berserker pack'', which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also [[LudicrousGibs make them rip and tear enemy guts]] for the rest of the level.
** ''Doom 3: Resurrection of Evil'' featured a rechargeable artifact that would stop time, make the player invincible, and exponentially increase the player's attack power.
* ''VideoGame/DukeNukem3D'' had the "steroids", which, when activated, increase running speed, jumping distance, and melee damage with the kick attack. It also returned you to normal size if you had been hit with the Shrink Ray.
* ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
** ''All'' the ''VideoGame/{{Unreal}}'' games had the [=UDamage=]; a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U. (''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.)
* ''{{Oni}}'''s [[HealThyself health pack]], the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.
* ''VideoGame/GrandTheftAuto'' - At several points in [[VideoGame/GrandTheftAutoIII the third game]], as well as ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', you can find an "adrenaline pill". If you pick it up, everything slows to a crawl for a brief time, and when you punch anyone, they literally go flying twenty or so feet backwards, usually dying on impact. Unfortunately, the pill cannot be picked up and used somewhere else, so its effectiveness is somewhat limited.
** This can be enabled by a cheat without the everything-slowing-down side effect. The results are ''hilarious''.
** Note that the adrenaline pill is not normally available in ''San Andreas'' (most likely due to [[DrugsAreBad the strong anti-drugs theme]] of the game), only available through mods or trainers.
** ''VideoGame/GrandTheftAutoII'' had some "Fast reload" and "Double damage" pickups, which do [[ExactlyWhatItSaysOnTheTin exactly what they say]].

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* The original ''VideoGame/{{Doom}}'' had an item called ''Berserker pack'', which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also [[LudicrousGibs make them rip and tear enemy guts]] for the rest of the level.
** ''Doom 3: Resurrection of Evil'' featured a rechargeable artifact that would stop time, make the player invincible, and exponentially increase the player's attack power.
* ''VideoGame/DukeNukem3D'' had the "steroids", which, when activated, increase running speed, jumping distance, and melee damage with the kick attack. It also returned you to normal size if you had been hit with the Shrink Ray.
* ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
** ''All'' the ''VideoGame/{{Unreal}}'' games had the [=UDamage=]; a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U. (''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.)
* ''{{Oni}}'''s [[HealThyself health pack]], the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.
* ''VideoGame/GrandTheftAuto'' - At several points in [[VideoGame/GrandTheftAutoIII the third game]], as well as ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', you can find an "adrenaline pill". If you pick it up, everything slows to a crawl for a brief time, and when you punch anyone, they literally go flying twenty or so feet backwards, usually dying on impact. Unfortunately, the pill cannot be picked up and used somewhere else, so its effectiveness is somewhat limited.
** This can be enabled by a cheat without the everything-slowing-down side effect. The results are ''hilarious''.
** Note that the adrenaline pill is not normally available in ''San Andreas'' (most likely due to [[DrugsAreBad the strong anti-drugs theme]] of the game), only available through mods or trainers.
** ''VideoGame/GrandTheftAutoII'' had some "Fast reload" and "Double damage" pickups, which do [[ExactlyWhatItSaysOnTheTin exactly what they say]].
[[foldercontrol]]

[[folder:Action Adventure]]



* ''{{Heretic}}'' featured the Tome of Power, which not only powers up all your weapons, but [[SecondaryFire changes the way they functioned.]] For instance, a Tome-powered [[StandardFPSGuns pistol]] (excuse me, that should be "Elven Wand") shoots out a shotgun-like spread of pellets, and your chaingun (sorry, "Dragon Claw") shoots out large orbs which shoot bursts of pellets in all directions.



* The Smash Ball in ''SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:
** Bowser and Wario's Final Smashes are both temporary Quad Damage effects: with Bowser's being a large increase in reach and knockback and Wario's being a large increase in speed and mobility.
** [[spoiler:R.O.B.]]'s Final Smash is like this too, giving him [[spoiler:constant laser eyes]] for a little while.
* The 2*Damage utility from ''VideoGame/{{Worms}}'' not only doubles damage, but also doubles the blast radius and launching power of the chosen weapon. If you have a Super Weapon on hand, you can easily destroy a third of the map on that turn, along with either overkilling or drowning any worms there.



* ''VideoGame/FinalFantasyVII'' features the Quadra Magic Materia, which lets you cast a spell from an attached Materia four times consecutively (but with a weaker power, usually about 75%).
* ''VideoGame/FinalFantasyVIII'' has Rinoa's 'Angel Wing' limit, which places the spellcaster equivalent of a [[StandardStatusEffects Berserk status effect]] on Rinoa. While under the effects of Angel Wing, she uses a randomly selected spell each turn, at five times her normal power. [[GameBreaker With the right setup]], you can completely eliminate the random factor, and get her to exclusively cast Meteor, allowing her to inflict an average of 60,000 damage ''per turn''.
* In ''VideoGame/FinalFantasyIX'', Steiner's Trance doesn't give him a new ability like every other character gets, but triples his attack power.
* The black orb dropped as a reward for a large-enough [[{{Combos}} Combo]] in ''{{Drakengard}}'' grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.
* ''{{Painkiller}}'' used the Black Tarot mechanic, where players could complete optional challenges in levels to get new cards, which were places using gold collected in the levels. Two types of cards, Silver and Golden cards. Silver cards were permanent, meaning they lasted through the entire level, but there were only two slots for them. Golden cards had three slots, and could be activated one per level. (More with the right Silver cards.) In fact, one of these is a literal quad damage card, and with a card that doubles your attack speed, it's possible to get effective octuple damage.
** There's also a skull powerup which temporarily removes many weaknesses of many weapons (for an example, making shotgun accurate).
* The Spirit Command "Valor" in the ''VideoGame/SuperRobotWars'' series, which doubles the damage. The original Japanese name for it is "''Nekketsu''" which of course means "[[HotBlooded Hot Blood]]". Several of the "Official" games in the series (i.e.: those that have licensed series'), also has "Soul", which raises the damage to 2.5 (or, in older games, to 3x).
* ''{{TAGAP}}'' has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"
* In ''{{Pokemon}}'', several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.
** Literal when the defending Pokemon is a Dual-type and both types share a weakness. i.e. Rock Slide on Charizard.
* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance for one is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.
** Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out.
* ''VideoGame/{{Vay}}'' has the Thyxaal spell. It has one of the highest MP costs of any spell in the game, but it grants any ally (usually [[TheHero Sandor]]) a massive strength boost for their next attack.
* The NaziZombies mode in Treyarch's ''VideoGame/CallOfDuty'' games has "instakill", causing all damage to be lethal for a short amount of time.
* ''Lineage 2'' has Soulshots and Spiritshots (Including it's "Blessed" variation), they're wasted depending on the weapon (though they're bough in thousands usually) and are divided in grades (no-grade, grade D,C,B,A and S).

to:

* ** ''VideoGame/FinalFantasyVII'' features the Quadra Magic Materia, which lets you cast a spell from an attached Materia four times consecutively (but with a weaker power, usually about 75%).
* ** ''VideoGame/FinalFantasyVIII'' has Rinoa's 'Angel Wing' limit, which places the spellcaster equivalent of a [[StandardStatusEffects Berserk status effect]] on Rinoa. While under the effects of Angel Wing, she uses a randomly selected spell each turn, at five times her normal power. [[GameBreaker With the right setup]], you can completely eliminate the random factor, and get her to exclusively cast Meteor, allowing her to inflict an average of 60,000 damage ''per turn''.
* ** In ''VideoGame/FinalFantasyIX'', Steiner's Trance doesn't give him a new ability like every other character gets, but triples his attack power.
* The black orb dropped as a reward for a large-enough [[{{Combos}} Combo]] in ''{{Drakengard}}'' grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.
* ''{{Painkiller}}'' used the Black Tarot mechanic, where players could complete optional challenges in levels to get new cards, which were places using gold collected in the levels. Two types of cards, Silver and Golden cards. Silver cards were permanent, meaning they lasted through the entire level, but there were only two slots for them. Golden cards had three slots, and could be activated one per level. (More with the right Silver cards.) In fact, one of these is a literal quad damage card, and with a card that doubles your attack speed, it's possible to get effective octuple damage.
** There's also a skull powerup which temporarily removes many weaknesses of many weapons (for an example, making shotgun accurate).
* The Spirit Command "Valor" in the ''VideoGame/SuperRobotWars'' series, which doubles the damage. The original Japanese name for it is "''Nekketsu''" which of course means "[[HotBlooded Hot Blood]]". Several of the "Official" games in the series (i.e.: those that have licensed series'), also has "Soul", which raises the damage to 2.5 (or, in older games, to 3x).
* ''{{TAGAP}}'' has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"
* In ''{{Pokemon}}'', several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.
** Literal when the defending Pokemon is a Dual-type and both types share a weakness. i.e. Rock Slide on Charizard.
* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance for one is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.
** Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out.
* ''VideoGame/{{Vay}}'' has the Thyxaal spell. It has one of the highest MP costs of any spell in the game, but it grants any ally (usually [[TheHero Sandor]]) a massive strength boost for their next attack.
* The NaziZombies mode in Treyarch's ''VideoGame/CallOfDuty'' games has "instakill", causing all damage to be lethal for a short amount of time.
* ''Lineage 2'' has Soulshots and Spiritshots (Including it's "Blessed" variation), they're wasted depending on the weapon (though they're bough in thousands usually) and are divided in grades (no-grade, grade D,C,B,A and S).
power.



[[/folder]]

[[folder:Fighting]]
* The Smash Ball in ''SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:
** Bowser and Wario's Final Smashes are both temporary Quad Damage effects: with Bowser's being a large increase in reach and knockback and Wario's being a large increase in speed and mobility.
** [[spoiler:R.O.B.]]'s Final Smash is like this too, giving him [[spoiler:constant laser eyes]] for a little while.
[[/folder]]

[[folder:First Person Shooter]]
* The original ''VideoGame/{{Doom}}'' had an item called ''Berserker pack'', which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also [[LudicrousGibs make them rip and tear enemy guts]] for the rest of the level.
** ''Doom 3: Resurrection of Evil'' featured a rechargeable artifact that would stop time, make the player invincible, and exponentially increase the player's attack power.
* ''VideoGame/DukeNukem3D'' had the "steroids", which, when activated, increase running speed, jumping distance, and melee damage with the kick attack. It also returned you to normal size if you had been hit with the Shrink Ray.
* ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
** ''All'' the ''VideoGame/{{Unreal}}'' games had the [=UDamage=]; a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U. (''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.)
* ''{{Heretic}}'' featured the Tome of Power, which not only powers up all your weapons, but [[SecondaryFire changes the way they functioned.]] For instance, a Tome-powered [[StandardFPSGuns pistol]] (excuse me, that should be "Elven Wand") shoots out a shotgun-like spread of pellets, and your chaingun (sorry, "Dragon Claw") shoots out large orbs which shoot bursts of pellets in all directions.
* ''{{Painkiller}}'' used the Black Tarot mechanic, where players could complete optional challenges in levels to get new cards, which were places using gold collected in the levels. Two types of cards, Silver and Golden cards. Silver cards were permanent, meaning they lasted through the entire level, but there were only two slots for them. Golden cards had three slots, and could be activated one per level. (More with the right Silver cards.) In fact, one of these is a literal quad damage card, and with a card that doubles your attack speed, it's possible to get effective octuple damage.
** There's also a skull powerup which temporarily removes many weaknesses of many weapons (for an example, making shotgun accurate).
* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance for one is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.
** Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out.
* The NaziZombies mode in Treyarch's ''VideoGame/CallOfDuty'' games has "instakill", causing all damage to be lethal for a short amount of time.



[[/folder]]

[[folder:MMORPG]]
* ''Lineage 2'' has Soulshots and Spiritshots (Including it's "Blessed" variation), they're wasted depending on the weapon (though they're bough in thousands usually) and are divided in grades (no-grade, grade D,C,B,A and S).
[[/folder]]

[[folder:Platform]]
* ''{{TAGAP}}'' has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"
[[/folder]]

[[folder:RPG]]
* The black orb dropped as a reward for a large-enough [[{{Combos}} Combo]] in ''{{Drakengard}}'' grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.
* The Spirit Command "Valor" in the ''VideoGame/SuperRobotWars'' series, which doubles the damage. The original Japanese name for it is "''Nekketsu''" which of course means "[[HotBlooded Hot Blood]]". Several of the "Official" games in the series (i.e.: those that have licensed series'), also has "Soul", which raises the damage to 2.5 (or, in older games, to 3x).
* In ''{{Pokemon}}'', several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.
** Literal when the defending Pokemon is a Dual-type and both types share a weakness. i.e. Rock Slide on Charizard.
* ''VideoGame/{{Vay}}'' has the Thyxaal spell. It has one of the highest MP costs of any spell in the game, but it grants any ally (usually [[TheHero Sandor]]) a massive strength boost for their next attack.




to:

[[/folder]]

[[folder:Strategy]]
* The 2*Damage utility from ''VideoGame/{{Worms}}'' not only doubles damage, but also doubles the blast radius and launching power of the chosen weapon. If you have a Super Weapon on hand, you can easily destroy a third of the map on that turn, along with either overkilling or drowning any worms there.
[[/folder]]

[[folder:Third Person Shooter]]
* ''{{Oni}}'''s [[HealThyself health pack]], the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.
* ''VideoGame/GrandTheftAuto'' - At several points in [[VideoGame/GrandTheftAutoIII the third game]], as well as ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', you can find an "adrenaline pill". If you pick it up, everything slows to a crawl for a brief time, and when you punch anyone, they literally go flying twenty or so feet backwards, usually dying on impact. Unfortunately, the pill cannot be picked up and used somewhere else, so its effectiveness is somewhat limited.
** This can be enabled by a cheat without the everything-slowing-down side effect. The results are ''hilarious''.
** Note that the adrenaline pill is not normally available in ''San Andreas'' (most likely due to [[DrugsAreBad the strong anti-drugs theme]] of the game), only available through mods or trainers.
** ''VideoGame/GrandTheftAutoII'' had some "Fast reload" and "Double damage" pickups, which do [[ExactlyWhatItSaysOnTheTin exactly what they say]].
[[/folder]]

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