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** In ''[=MechWarrior=] Living Legends'', Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments. Improved Heavy Gauss removes the damage degradation at the cost of spare ammo capacity. ** In ''Online'', this is the LBX, Machine Guns, and Flamers hats. Flamer and Machine Gun hits do very weak damage on enemy mechs that still have armor. Hits on exposed Internal Structure however, give them a damage boost. Additionally, for both of those, and the LBX, they have a higher base Critical Hit Chance % than other weapons, which while by it self doesn't mean the enemy takes more damage, but it does mean their vital weapons, heatsinks, or worse, unused slots of ammo, are more likely to be hit, putting them out of commission/exploding.

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** In ''[=MechWarrior=] Living Legends'', Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments. Improved Heavy Gauss removes the damage degradation at the cost of spare ammo capacity.
** In ''Online'', this is the LBX, Machine Guns, and Flamers hats. Flamer and Machine Gun hits do very weak damage on enemy mechs that still have armor. Hits on exposed Internal Structure however, give them a damage boost. Additionally, for both of those, and the LBX, they have a higher base Critical Hit Chance % than other weapons, which while by it self doesn't mean the enemy takes more damage, but it does mean their vital weapons, heatsinks, or worse, unused slots of ammo, are more likely to be hit, putting them out of commission/exploding.
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** The games feature the LBX autocannon, for which damage increases at closer range; either through damage degradation or through shotgun spread. ''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.
** In ''Online'', this is the LBX, Machine Guns, and Flamers hats. Flamer and Machine Gun hits do very weak damage on enemy mechs that still have armor. Hits on exposed Internal Structure however, give them a damage boost. Additionally, for both of those, and the LBX, they have a higher base Critical Hit Chance % than other weapons, which while by it self doesn't mean the enemy takes more damage, but it does mean their vital weapons, heatsinks, or worse, unused slots of ammo, are more likely to be hit, putting them out of commission/exploding.

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** The games series feature the LBX autocannon, autocannon loaded with cluster munitions, for which damage increases at closer range; either through damage degradation in earlier games or through shotgun spread. spread in latter games.
**
''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. Spammed attacks deal pathetic damage, while a fully charged blast deals more damage than a Large Laser.
**
In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.
environments. Improved Heavy Gauss removes the damage degradation at the cost of spare ammo capacity. ** In ''Online'', this is the LBX, Machine Guns, and Flamers hats. Flamer and Machine Gun hits do very weak damage on enemy mechs that still have armor. Hits on exposed Internal Structure however, give them a damage boost. Additionally, for both of those, and the LBX, they have a higher base Critical Hit Chance % than other weapons, which while by it self doesn't mean the enemy takes more damage, but it does mean their vital weapons, heatsinks, or worse, unused slots of ammo, are more likely to be hit, putting them out of commission/exploding.
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* In ''VideoGame/DragonBallZBudokaiTenkaichi 3'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the amount of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.

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* In ''VideoGame/DragonBallZBudokaiTenkaichi 3'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the amount number of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.
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* Some games have a "damage scaling" mechanic that is an inversion of this: The more hits there are in a combo, the less damage the individual hits do.
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See also EvolvingAttack.
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* Some games have a "damage scaling" mechanic that is an inversion of this: The more hits there are are in a combo, the less damage the individual hits do.

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* Some games have a "damage scaling" mechanic that is an inversion of this: The more hits there are are in a combo, the less damage the individual hits do.
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This trope is about attacks whose damage changes according to non-random variables that don't apply to "normal" attacks within the same system. Common variables that may affect a Situational Damage Attack are [[NoRangeLikePointBlankRange range]], [[DesperationAttack the attacker's health]], [[ChargedAttack time spent charging up]], [[WouldntHitAGirl the gender of the target]], [[HomefieldAdvantage the type of terrain the attacker is on]], or even truly esoteric things like how many steps the party has taken or the last digit of their gold total.

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This trope is about attacks whose damage changes according to non-random variables that don't apply to "normal" attacks within the same system. Common variables that may affect a Situational Damage Attack are [[NoRangeLikePointBlankRange range]], [[DesperationAttack the attacker's health]], [[ChargedAttack time spent charging up]], [[WouldntHitAGirl the gender of the target]], [[HomefieldAdvantage the type of terrain the attacker is on]], [[WeaponOfXSlaying the category of opponent the attacker is facing]], or even truly esoteric things like how many steps the party has taken or the last digit of their gold total.
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** Some moves like Gyro Ball or Electro Ball calculate their base damage on the user's stats relative to the target's. Other moves are more powerful depending on the target's current health[[note]]such as Brine[[/note]] or debuffs[[note]]such as Venoshock[[/note]] or even whether the target has previously used a certain move such as Stomp[[note]]which is boosted when after the target uses Minimize[[/note]].
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* The Dark Knight's Minus Strike skill in ''VideoGame/BravelyDefault'' does damage equal to the difference between the user's total and current HP. The Monk's Phoenix Flight deals damage equal to the amount of HP the user currently has and brings their HPToOne. Ringabel notes that using these abilities in conjunction with each other makes for a devastating combo, particularly if there is a potent healer nearby.
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* An enemy called Defencer in ''VideoGame/{{Xenogears}}'' had an attack called "EP Buster", which dealt a character 10x their EP in damage. Naturally, you don't want anybody with lots of EP to be hit by this.
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***One of her basic combos are chargeable, dealing more damage after charged
**This list can go all day, Eve has a skill that has damage that depends on how close the attack hits from the place it is used
**Speaking of charging attacks, Lu and Ciel from the Lu/Ciel combo has one of their heavy combos that needs charging to increase damage, it is possible to launch it instantly for quick damage, but charging deals more
***Although not a gameplay element, there are some skills that require both characters to perform
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* ''{{Awesomenauts}}'': One of Leon's upgrades makes his sword deal extra damage when striking foes from behind.

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* ''{{Awesomenauts}}'': ''VideoGame/{{Awesomenauts}}'': One of Leon's upgrades makes his sword deal extra damage when striking foes [[BackStab from behind.
behind]].
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* ''{{Awesomenauts}}'': One of Leon's upgrades makes his sword deal extra damage when striking foes from behind.



* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Acrobatics (damage increases if the user is NOT holding an item) or Revenge (user attacks last), Flail and Reversal (deals more damage if the user's health is low).

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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Acrobatics (damage increases if the user is NOT holding an item) or item), Revenge (user attacks last), takes damage before attacking), or Flail and Reversal (deals more damage if the user's health is low).
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[[AC:FourX]]
* ''Videogame/EndlessLegend'''s Ardent Mages infantry have more effective spells when they are damaged, as their Dust magic is [[BloodMagic powered by pain]].
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* The various Jacks in ''VideoGame/{{Tekken}}'' have a move called Gigaton Punch, where the Jack ''du jour'' will begin winding up his arm as the announcer starts counting, similar to the aforementioned Balrog. It's fairly weak if used immediately, but once fully charged (the announcer will exclaim "5!"), the attack deals monstrous damage ''and'' becomes {{unblockable|Attack}}. Good luck actually ''hitting'' someone with it [[DeathOrGloryAttack by that point]], though.

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* The various Jacks in ''VideoGame/{{Tekken}}'' have a move called Gigaton Punch, where the Jack ''du jour'' will begin winding up his arm as the announcer starts counting, similar to the aforementioned Balrog. It's fairly weak if used immediately, but once fully charged (the announcer will exclaim "5!"), the attack deals monstrous damage is practically a OneHitKo ''and'' becomes {{unblockable|Attack}}. Good luck actually ''hitting'' someone with it [[DeathOrGloryAttack by that point]], though.
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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out).

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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases Revenge (user attacks last), Flail and Reversal (deals more damage if the target tries to switch out). user's health is low).
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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out). The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks.

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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out).
**
The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks.
attacks. Under the right conditions, [[InTheBack Pursuit]] [[note]]target switches out[[/note]], Payback[[note]]user attacks last[[/note]], [[KickThemWhileTheyAreDown Assurance]][[note]]Target took damage that turn prior to the attack[[/note]], Punishment[[note]]amount of stat boosts the target has[[/note]], Knock Off[[note]]target has a removable item[[/note]] and [[HoistByHisOwnPetard Foul Play]] [[note]]depends on target's attack stat[[/note]] will deal extra damage.
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** The games feature the LBX autocannon, for which damage increases at closer range. ''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.

to:

** The games feature the LBX autocannon, for which damage increases at closer range.range; either through damage degradation or through shotgun spread. ''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.

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* ''VideoGame/GuiltyGear'': Robo-Ky has an "{{overheat|ing}}" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move [[WeaponizedExhaust where he vents out all the heat]] and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.

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* ''VideoGame/GuiltyGear'': ''VideoGame/GuiltyGear'':
**
Robo-Ky has an "{{overheat|ing}}" system which is indicated by a gauge; every attacks attack will fill the gauge. He also has a normal move [[WeaponizedExhaust where he vents out all the heat]] and depletes the gauge; the closer to full the gauge is, the bigger more damage the venting out deals.deals.
** The ''Accent Core'' titles give Sol the "Clean Hit" system, where some of Sol's non-projectile specials can deal more damage, have more pronounced bounce effects where applicable, and have increased untechable time if he can score a hit with a specific part of his hitbox for each move. Additionally, his Sidewinder (if a Clean Hit) and Tyrant Rave (the follow-up to his Fafnir Force Break) have their power dependent on the number of Clean Hits included in a single combo. Advanced Sol play in these games primarily revolves around his Clean Hit Sidewinder loops, which are character-specific and harder to execute compared to the infamous Dust Loop.



* The ''VideoGame/{{Mechwarrior}}'' games feature the LBX autocannon, for which damage increases at closer range. ''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.

!Non Video Game Examples

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* The ''VideoGame/{{Mechwarrior}}'' games:
** The
games feature the LBX autocannon, for which damage increases at closer range. ''Mechwarrior 4'' also has the Bombast Laser, a ChargedAttack weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.

!Non
environments.
** In ''Online'', this is the LBX, Machine Guns, and Flamers hats. Flamer and Machine Gun hits do very weak damage on enemy mechs that still have armor. Hits on exposed Internal Structure however, give them a damage boost. Additionally, for both of those, and the LBX, they have a higher base Critical Hit Chance % than other weapons, which while by it self doesn't mean the enemy takes more damage, but it does mean their vital weapons, heatsinks, or worse, unused slots of ammo, are more likely to be hit, putting them out of commission/exploding.

----
!!Non
Video Game Examples

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* Some games (fighting games in particular) have a "damage scaling" mechanic that is an inversion of this: The more hits there are are in a combo, the less damage the individual hits do.
* From ''Videogame/MarvelVsCapcom'' series:

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* Some games (fighting games in particular) have a "damage scaling" mechanic that is an inversion of this: The more hits there are are in a combo, the less damage the individual hits do.
* From ''Videogame/MarvelVsCapcom'' ''VideoGame/MarvelVsCapcom'' series:



** Most [[LimitBreak Hyper combos]] in general lets you strengthen some by ButtonMashing; the more it is mashed, the more hits and damage it does.
** [[TurnsRed X-Factor]] in the third game has shades of this; it can be triggered anytime, but depending on how much of your teammates you've lost, the effects and duration of the mode will be increased dramatically.

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** Most [[LimitBreak Hyper combos]] Combos]] in general lets let you strengthen some by ButtonMashing; the more it is mashed, the more hits and damage it does.
** [[TurnsRed X-Factor]] in the third game ''VideoGame/MarvelVsCapcom3'' has shades of this; it can be triggered anytime, but depending on how much of your teammates you've lost, the effects and duration of the mode will be increased dramatically.



** MODOK's Hyper Psionic Blaster's damage depends on how much "levels of understanding" (via successful Analyze Cube attacks) he has stacked; it can do from minor damage to massive damage, even rivaling some Lv 3 hypers.
** Nova's Gravimetric Pulse and Gravimetric Blaster will deal more damage depending on [[CastFromHp the amount of the red health he has left.]]
** Akuma's Messatsu Gohado Agyo is a rapidfire spread of fireballs that deals more damage and hits the closer the enemy is to him.
* ''Videogame/GuiltyGear'': Robo Ky has an "overheat" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move where he vents out all the heat and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.
* ''Videogame/StreetFighterEX'': Cracker Jack's Final Punch is a ChargedAttack using three punch/kick buttons; depending on how long you charged it, it can deal low to massive damage (more than half a life bar, even).
* ''Videogame/KingOfFighters XIII'': Akin to Jack above, Raiden has a move Super Drop Kick, also a ChargedAttack that gets stronger every 4 seconds you charge it.

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** MODOK's Hyper Psionic Blaster's damage depends on how much "levels of understanding" (via successful Analyze Cube attacks) he has stacked; it can do from minor damage to massive damage, even rivaling some Lv 3 hypers.
Hypers.
** Nova's Gravimetric Pulse and Gravimetric Blaster will deal more damage depending on [[CastFromHp [[CastFromHitPoints the amount of the red health he has left.]]
** Akuma's Messatsu Gohado Agyo is a rapidfire rapid-fire spread of fireballs that deals more damage and hits the closer the enemy is to him.
* ''Videogame/GuiltyGear'': Robo Ky ''VideoGame/GuiltyGear'': Robo-Ky has an "overheat" "{{overheat|ing}}" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move [[WeaponizedExhaust where he vents out all the heat heat]] and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.
* ''Videogame/StreetFighterEX'': ''VideoGame/StreetFighterEX'': Cracker Jack's Final Punch is a ChargedAttack using three punch/kick buttons; depending on how long you charged it, it can deal low to massive damage (more than half a life bar, even).
** As Jack's moveset is lifted almost wholesale from [[VideoGame/StreetFighterII Balrog]], it should come as no surprise that Balrog's Turn Punch operates identically.
* ''Videogame/KingOfFighters ''VideoGame/TheKingOfFighters XIII'': Akin to Jack above, Raiden [[VideoGame/FatalFury Raiden]] has a move known as the Super Drop Kick, also a ChargedAttack that gets stronger every 4 seconds you charge it.



** Lucario's Aura attack gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]
** Marth and Roy's attacks do more damage depending on what part of their swords hit their target (the tip and the base respectively).

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** Lucario's [[VideoGame/PokemonDiamondAndPearl Lucario's]] Aura attack gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]
** [[Franchise/FireEmblem Marth and Roy's Roy's]] attacks do more damage depending on what part of their swords hit their target (the tip and the base respectively).



* In ''[[VideoGame/DragonBallZBudokaiTenkaichi Dragon Ball Z: Budokai Tenkaichi 3]]'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the amount of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.

to:

* In ''[[VideoGame/DragonBallZBudokaiTenkaichi Dragon Ball Z: Budokai Tenkaichi 3]]'', ''VideoGame/DragonBallZBudokaiTenkaichi 3'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the amount of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.



* All the way through the ''Franchise/MortalKombat'' series, Johnny Cage can use his notorious [[GroinAttack Nut Punch]]. Until [[Videogame/MortalKombat9 MK9]], this attack had no effect on female fighters, [[JustifiedTrope for obvious reasons]].

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** The mechanic originated with ''VideoGame/GuiltyGear''[='s=] Sol Badguy in ''Accent Core'' (and its revisions), where several of his specials required Sol coming in contact with his opponent with a specific part of his hitbox depending on the move for increased damage, untechable time, and--where applicable--wallbounce/groundbounce, most notably seen with his [[ElementalPunch Sidewinder]] [[CycleOfHurting loops]]. Additionally, the damage of a Clean Hit Sidewinder and Sol's Tyrant Rave (the follow-up to his Fafnir Force Break) improves with every successful Clean Hit a player scores beforehand.
* All the way through the ''Franchise/MortalKombat'' series, Johnny Cage can use his notorious [[GroinAttack Nut Punch]]. Until [[Videogame/MortalKombat9 MK9]], ''[[VideoGame/MortalKombat9 MK9]]'', this attack had no effect on female fighters, [[JustifiedTrope for obvious reasons]].
* The various Jacks in ''VideoGame/{{Tekken}}'' have a move called Gigaton Punch, where the Jack ''du jour'' will begin winding up his arm as the announcer starts counting, similar to the aforementioned Balrog. It's fairly weak if used immediately, but once fully charged (the announcer will exclaim "5!"), the attack deals monstrous damage ''and'' becomes {{unblockable|Attack}}. Good luck actually ''hitting'' someone with it [[DeathOrGloryAttack by that point]], though.



* ''Videogame/{{Elsword}}'':

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* ''Videogame/{{Elsword}}'':''VideoGame/{{Elsword}}'':



* ''Videogame/StarcraftII'': The Void Ray is a Protoss ship that does more damage the longer it keeps firing its ConvergingStreamWeapon, which stays even when switching targets.

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* ''Videogame/StarcraftII'': ''VideoGame/StarcraftII'': The Void Ray is a Protoss ship that does more damage the longer it keeps firing its ConvergingStreamWeapon, which stays even when switching targets.



* ''Videogame/ChronoTrigger''

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* ''Videogame/ChronoTrigger''''VideoGame/ChronoTrigger''



* ''Videogame/MegaManBattleNetwork'' series:

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* ''Videogame/MegaManBattleNetwork'' ''VideoGame/MegaManBattleNetwork'' series:
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* ''VideoGame/{{Mechwarrior}}'' games feature LBX autocannon, for which damage increases at closer range. Certain games also have Bombast lasers, a ChargedAttack weapon.

to:

* The ''VideoGame/{{Mechwarrior}}'' games feature the LBX autocannon, for which damage increases at closer range. Certain games ''Mechwarrior 4'' also have has the Bombast lasers, Laser, a ChargedAttack weapon.
weapon. In ''[=MechWarrior=] Living Legends'', (standard) Heavy Gauss Rifles deal more damage at close range, and flamers generate [[OverHeating more heat]] in hot environments.
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* ''VideoGame/MegaManX 8'': X's [[SmartBomb Giga Crush]] and [[SuperMode X-Drive]] special abilities from Icarus and Hermes Armor respectively. Both abilities come with a gauge that refills itself over time whenever X is active (being switched back stops the refilling). Both abilities' effects will vary depending on how much the gauge is filled; the former will cover varying range and do varying damage, while the latter will last with a varying amount of time.

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* ''VideoGame/MegaManX 8'': ''VideoGame/MegaManX8'': X's [[SmartBomb Giga Crush]] and [[SuperMode X-Drive]] special abilities from Icarus and Hermes Armor respectively. Both abilities come with a gauge that refills itself over time whenever X is active (being switched back stops the refilling). Both abilities' effects will vary depending on how much the gauge is filled; the former will cover varying range and do varying damage, while the latter will last with a varying amount of time.



* The ''VideoGames/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out). The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks.

to:

* The ''VideoGames/{{Pokemon}}'' ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out). The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks.
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* ''Videogame/GuiltyGear''. Robo Ky has an "overheat" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move where he vents out all the heat and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.

to:

* ''Videogame/GuiltyGear''. ''Videogame/GuiltyGear'': Robo Ky has an "overheat" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move where he vents out all the heat and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.



* ''SuperSmashBros'':

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* ''SuperSmashBros'':''VideoGame/SuperSmashBros'':



* ''VideoGame/Persona4Arena''. Junpei Iori has a mechanic called "Clean Hit" where if he hits his opponent with a specific part of his bat, he'll do more hitstun and damage than normal, allowing for combos that aren't otherwise possible.
* All the way through the ''Franchise/MORTALKOMBAT'' series, Johnny Cage can use his notorious [[GroinAttack Nut Punch]]. Until [[Videogame/MortalKombat9 MK9]], this attack had no effect on female fighters, [[JustifiedTrope for obvious reasons]].

to:

* ''VideoGame/Persona4Arena''. ''VideoGame/Persona4Arena'': Junpei Iori has a mechanic called "Clean Hit" where if he hits his opponent with a specific part of his bat, he'll do more hitstun and damage than normal, allowing for combos that aren't otherwise possible.
* All the way through the ''Franchise/MORTALKOMBAT'' ''Franchise/MortalKombat'' series, Johnny Cage can use his notorious [[GroinAttack Nut Punch]]. Until [[Videogame/MortalKombat9 MK9]], this attack had no effect on female fighters, [[JustifiedTrope for obvious reasons]].



* ''VideoGame/TeamFortress2''. The Medic's Crusader's Crossbow does damage based on distance; the further the distance, the more damage done.

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* ''VideoGame/TeamFortress2''. ''VideoGame/TeamFortress2'': The Medic's Crusader's Crossbow does damage based on distance; the further the distance, the more damage done.



* ''VideoGame/MegaManX 8''. X's [[SmartBomb Giga Crush]] and [[SuperMode X-Drive]] special abilities from Icarus and Hermes Armor respectively. Both abilities come with a gauge that refills itself over time whenever X is active (being switched back stops the refilling). Both abilities' effects will vary depending on how much the gauge is filled; the former will cover varying range and do varying damage, while the latter will last with a varying amount of time.

to:

* ''VideoGame/MegaManX 8''. 8'': X's [[SmartBomb Giga Crush]] and [[SuperMode X-Drive]] special abilities from Icarus and Hermes Armor respectively. Both abilities come with a gauge that refills itself over time whenever X is active (being switched back stops the refilling). Both abilities' effects will vary depending on how much the gauge is filled; the former will cover varying range and do varying damage, while the latter will last with a varying amount of time.



* ''Videogame/StarcraftII''. The Void Ray is a Protoss ship that does more damage the longer it keeps firing its ConvergingStreamWeapon, which stays even when switching targets.

to:

* ''Videogame/StarcraftII''. ''Videogame/StarcraftII'': The Void Ray is a Protoss ship that does more damage the longer it keeps firing its ConvergingStreamWeapon, which stays even when switching targets.



* ''Videogame/MegaManBattleNetwork'' series

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* ''Videogame/MegaManBattleNetwork'' seriesseries:



* The Mana Burst spell in ''DragonQuest'' games deals the caster's remaining mana as damage, leaving them unable to cast most spells afterwards.
* The Grudge (sometimes called Karma) attack in ''FinalFantasy'' games deals damage to a character based on how many kills the character has made. So it'll likely kill the fighters and mages, while the healer will take very little damage (if any).

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* The Mana Burst spell in ''DragonQuest'' ''VideoGame/DragonQuest'' games deals the caster's remaining mana as damage, leaving them unable to cast most spells afterwards.
* The Grudge (sometimes called Karma) attack in ''FinalFantasy'' ''Franchise/FinalFantasy'' games deals damage to a character based on how many kills the character has made. So it'll likely kill the fighters and mages, while the healer will take very little damage (if any).
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* ''VideoGame/{{Dota 2}}'': Outworld Devourer's Arcane Orb, which deals its damage based on OD's current mana pool.
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* All the way through the ''Franchise/MORTALKOMBAT'' series, Johnny Cage can use his notorious [[GroinAttack Nut Punch]]. Until [[Videogame/MortalKombat9 MK9]], this attack had no effect on female fighters, [[JustifiedTrope for obvious reasons]].

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!!Examples

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!!Examples
!!Examples:



* Lucario's Aura attack in ''SuperSmashBros'' gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]

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* ''SuperSmashBros'':
**
Lucario's Aura attack in ''SuperSmashBros'' gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]



* The Mana Burst spell in DragonQuest games deals the caster's remaining mana as damage, leaving them unable to cast most spells afterwards.
* The Grudge (sometimes called Karma) attack in FinalFantasy games deals damage to a character based on how many kills the character has made. So it'll likely kill the fighters and mages, while the healer will take very little damage (if any).

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* The Mana Burst spell in DragonQuest ''DragonQuest'' games deals the caster's remaining mana as damage, leaving them unable to cast most spells afterwards.
* The Grudge (sometimes called Karma) attack in FinalFantasy ''FinalFantasy'' games deals damage to a character based on how many kills the character has made. So it'll likely kill the fighters and mages, while the healer will take very little damage (if any).




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* The ''VideoGames/{{Pokemon}}'' games have many attacks that fall to this, such as Knock Off (damage increases if the target is holding an item), Acrobatics (damage increases if the user is NOT holding an item) or Pursuit (damage increases if the target tries to switch out). The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks.
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* Some games (fighting games in particular) has the "damage scaling" mechanic that is an inversion of this: The more you do hits, the less damage the individual hits do.

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* Some games (fighting games in particular) has the have a "damage scaling" mechanic that is an inversion of this: The more you do hits, hits there are are in a combo, the less damage the individual hits do.



** Magneto's Magnetic Shockwave, Venom's Death Bite, Hulk's Hyper Gamma Wave and Thor's Mighty Thunder dealt more damage depending on far away from the wall the opponent was, and how close you are from said opponent.
** Captain Commando's Captain Sword would do more damage depending on how high and how close the opponent was.

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** Magneto's Magnetic Shockwave, Venom's Death Bite, Hulk's Hyper Gamma Wave and Thor's Mighty Thunder dealt deal more damage depending on far away from the wall the opponent was, is and how close you are from to said opponent.
** Captain Commando's Captain Sword would do does more damage depending on how high and how close the opponent was.is.



* The signature spell of the title character of the ''Franchise/LyricalNanoha'' series, Starlight Breaker, is powered by residual mana scattered in the environment during battles between powerful mages. It therefore becomes more powerful, the stronger the opponent Nanoha fights is and the longer she has fought them before casting it. Sadly, this is not an actual gameplay mechanic in ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games.

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* The signature spell of the title character of the ''Franchise/LyricalNanoha'' series, Starlight Breaker, is powered by residual mana scattered in the environment during battles between powerful mages. It therefore becomes more powerful, the stronger the opponent powerful when Nanoha fights is against stronger opponents and the longer waits for as long as she has fought them can before casting it. Sadly, this is not an actual gameplay mechanic in ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games.

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!Examples

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\n!Examples\n!!Examples
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In a combat game, a given attack's damage tends to be fairly predictable. Sometimes it simply does a set amount of damage; that's a FixedDamageAttack. More often, there are other variables to consider, such as the attacker's strength, the victim's defense and resistance, and perhaps a small random element.

This trope is about attacks whose damage changes according to non-random variables that don't apply to "normal" attacks within the same system. Common variables that may affect a Situational Damage Attack are [[NoRangeLikePointBlankRange range]], [[DesperationAttack the attacker's health]], [[ChargedAttack time spent charging up]], [[WouldntHitAGirl the gender of the target]], [[HomefieldAdvantage the type of terrain the attacker is on]], or even truly esoteric things like how many steps the party has taken or the last digit of their gold total.

Note that this doesn't just apply to attacks-- it may be a buff spell, defensive technique, even healing-- so long as its effects vary depending on situational variables not usually considered by other spells, abilities, or techniques.

Supertrope to DesperationAttack and SituationalSword. Compare and contrast TacticalRockPaperScissors and ElementalRockPaperScissors, which typically apply to an entire combat system as opposed to just one attack. Contrast FixedDamageAttack and PercentDamageAttack, which typically ignore variables usually taken into account, and RandomizedDamageAttack, when the damage is completely random. Compare and contrast DamageIncreasingDebuff, InjuredVulnerability, and AttackItsWeakPoint when it's a property of the ''defender'' rather than the ''attack'' that affects the amount of damage dealt, and StatusBuff where it's a property of a beneficial spell.

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!Examples

[[AC:ActionRPG]]
* ''VideoGame/MonsterHunter'': The Great Sword has its own damage system based on which part of the blade is in contact. The bottom and tip of the blade are weakest, while the center has the highest damage output.

[[AC:FightingGame]]
* Some games (fighting games in particular) has the "damage scaling" mechanic that is an inversion of this: The more you do hits, the less damage the individual hits do.
* From ''Videogame/MarvelVsCapcom'' series:
** Magneto's Magnetic Shockwave, Venom's Death Bite, Hulk's Hyper Gamma Wave and Thor's Mighty Thunder dealt more damage depending on far away from the wall the opponent was, and how close you are from said opponent.
** Captain Commando's Captain Sword would do more damage depending on how high and how close the opponent was.
** Most [[LimitBreak Hyper combos]] in general lets you strengthen some by ButtonMashing; the more it is mashed, the more hits and damage it does.
** [[TurnsRed X-Factor]] in the third game has shades of this; it can be triggered anytime, but depending on how much of your teammates you've lost, the effects and duration of the mode will be increased dramatically.
** Haggar's Wild Swing attack is an aerial grab where he throws the opponent to the ground; the higher in the air he was, the bigger damage it deals. His Giant Haggar Press can also do additional damage if the opponent was in midair and close to your position, depending on their altitude.
** Amaterasu's Glaive Chop attack has her descending forward with her blade while delivering multiple hits; depending on her initial altitude, this can either do little or big damage. Same thing happens with Dante's Sky Dance.
** Firebrand's Bon Voyage attack has him grabbing the enemy and dragging it along the ground until he hits a wall; depending on the distance of the wall, it can do little or big damage.
** MODOK's Hyper Psionic Blaster's damage depends on how much "levels of understanding" (via successful Analyze Cube attacks) he has stacked; it can do from minor damage to massive damage, even rivaling some Lv 3 hypers.
** Nova's Gravimetric Pulse and Gravimetric Blaster will deal more damage depending on [[CastFromHp the amount of the red health he has left.]]
** Akuma's Messatsu Gohado Agyo is a rapidfire spread of fireballs that deals more damage and hits the closer the enemy is to him.
* ''Videogame/GuiltyGear''. Robo Ky has an "overheat" system which is indicated by a gauge; every attacks will fill the gauge. He also has a normal move where he vents out all the heat and depletes the gauge; the closer to full the gauge is, the bigger damage the venting out deals.
* ''Videogame/StreetFighterEX'': Cracker Jack's Final Punch is a ChargedAttack using three punch/kick buttons; depending on how long you charged it, it can deal low to massive damage (more than half a life bar, even).
* ''Videogame/KingOfFighters XIII'': Akin to Jack above, Raiden has a move Super Drop Kick, also a ChargedAttack that gets stronger every 4 seconds you charge it.
* Lucario's Aura attack in ''SuperSmashBros'' gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]
** Marth and Roy's attacks do more damage depending on what part of their swords hit their target (the tip and the base respectively).
** Some characters' moves become a MeteorMove depending on which frame the attack is executed and hits the target.
* In ''[[VideoGame/DragonBallZBudokaiTenkaichi Dragon Ball Z: Budokai Tenkaichi 3]]'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the amount of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.
* ''VideoGame/Persona4Arena''. Junpei Iori has a mechanic called "Clean Hit" where if he hits his opponent with a specific part of his bat, he'll do more hitstun and damage than normal, allowing for combos that aren't otherwise possible.

[[AC:FirstPersonShooter]]
* ''VideoGame/TeamFortress2''. The Medic's Crusader's Crossbow does damage based on distance; the further the distance, the more damage done.

[[AC:MMORPG]]
* ''Videogame/{{Elsword}}'':
** Sword Taker's [[SingleStrokeBattle Hypersonic Stab]] skill does more damage to the individual enemies if more of them are caught in the line.
** Psychic Tracer's Static Field first generates a small blast of electricity that can hit multiple enemies at once. Depending on how much the enemy gets hit, you can either release a powerful shock blast that deals higher damage or get some MP back.
** Arc Tracer's Panzer Buster deals more damage the closer the enemy is to the laser.
*** His other skill Psionic Generator works similarly to Static Field above (minus the MP regain).
** Battle Magician's Supernova skill's damage depends on how much of her allies and enemies are caught up in the spherical field that appears before the giant magic explosion.
** Some of Ara's skills depend on the amount of beads inside her Spirit Gauge; the more she has, the stronger the skills become. Same goes for Chung's skills that use ammo for his cannon.
*In ''VideoGame/{{Vindictus}}'', [[MightyGlacier Karok's]] smash attack does ''much'' more damage if there's something behind the targeted mobs for him to [[WrestlerInAllOfUs hurl them against]].

[[AC:{{Platformer}}]]
* ''VideoGame/MegaManX 8''. X's [[SmartBomb Giga Crush]] and [[SuperMode X-Drive]] special abilities from Icarus and Hermes Armor respectively. Both abilities come with a gauge that refills itself over time whenever X is active (being switched back stops the refilling). Both abilities' effects will vary depending on how much the gauge is filled; the former will cover varying range and do varying damage, while the latter will last with a varying amount of time.

[[AC:RealTimeStrategy]]
* ''Videogame/StarcraftII''. The Void Ray is a Protoss ship that does more damage the longer it keeps firing its ConvergingStreamWeapon, which stays even when switching targets.

[[AC:RolePlayingGame]]
* ''Videogame/ChronoTrigger''
** Lucca has the Spellslinger which does damage based on the last digit of her MP.
** Robo's Crisis Arm's damage depends on the last digit of his HP.
** Frog's Frog Squash technique and Ayla's Dino Tail both do damage inversely based on their overall [=HPs=], making them effective {{Desperation Attack}}s.
* ''Videogame/MegaManBattleNetwork'' series
** The Number Ball chip deals damage based on the last two digits of your HP, times 5.
** The Custom Sword chip deals damage based on how much the Custom Gauge is filled (the gauge refers to the cooldown time between every access to the chip selection screen). If it's filled to full, however, it deals minimal damage, so precision plays a big part here.
** The Muramasa chip deals damage based on how much HP you've lost (with the cap of 999), making it a good DesperationAttack.
* The Mana Burst spell in DragonQuest games deals the caster's remaining mana as damage, leaving them unable to cast most spells afterwards.
* The Grudge (sometimes called Karma) attack in FinalFantasy games deals damage to a character based on how many kills the character has made. So it'll likely kill the fighters and mages, while the healer will take very little damage (if any).
* Step Mine, a BlueMagic attack in ''VideoGame/FinalFantasyVI'', does damage according to how many steps the party has taken. It is devastating when used against the party, but because of HealthDamageAsymmetry, is less effective when used against monsters.

[[AC:SimulationGames]]
* ''VideoGame/{{Mechwarrior}}'' games feature LBX autocannon, for which damage increases at closer range. Certain games also have Bombast lasers, a ChargedAttack weapon.

!Non Video Game Examples

[[AC:AnimeAndManga]]
* The signature spell of the title character of the ''Franchise/LyricalNanoha'' series, Starlight Breaker, is powered by residual mana scattered in the environment during battles between powerful mages. It therefore becomes more powerful, the stronger the opponent Nanoha fights is and the longer she has fought them before casting it. Sadly, this is not an actual gameplay mechanic in ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games.

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