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8->''"Fight through waves of enemies."''
9
10Epic Battle Fantasy is a series of flash games developed by Matt Roszak (AKA "[=Kupo707=]", which was changed to "Kupo Games" sometime around the release of ''[=EBF4=]''). It consists of three individual series: the main ''Epic Battle Fantasy'' series of {{Eastern RPG}}s (consisting of five games), as well as two spin-offs.
11
12The main ''Epic Battle Fantasy'' series is your standard [[TurnBasedCombat turn-based]] RPG, with not too much deviation from the standard system, at least initially. What makes the game stand out more is its style: the world of the series is an AnachronismStew with the FantasyKitchenSink in effect, and so throughout all the games, you'll be fighting off enemies like cats, slimes, [[BreadEggsBreadedEggs catslimes]], giant insects, turtles, robots, monoliths, dragons, and many others, using weapons ranging from traditional magic to airstrikes and boomboxes. Also present in the series are dozens of {{Shout Out}}s, [[BetterThanABareBulb numerous lampshades]], and gameplay that requires taking use of what would be {{Useless Useful Spell}}s in other games.
13
14[[foldercontrol]]
15----
16!! Entries to the ''Epic Battle Fantasy'' series:
17[[folder:Main Series]]
18[[index]]
19* ''VideoGame/EpicBattleFantasy1''
20* ''VideoGame/EpicBattleFantasy2''
21* ''VideoGame/EpicBattleFantasy3''
22* ''VideoGame/EpicBattleFantasy4''
23* ''VideoGame/EpicBattleFantasy5''
24[[/index]]
25[[/folder]]
26
27[[folder:Spin-Offs]]
28[[index]]
29* ''VideoGame/BrawlRoyale'' (technically predates the series, but some characters are borrowed from it and there's a ContinuityNod in ''1'')
30* ''VideoGame/BulletHeaven''
31* ''VideoGame/AdventureStory''
32* ''VideoGame/BulletHeaven2''
33* ''Bullet Heaven 3''
34[[/index]]
35[[/folder]]
36
37[[folder:Related Games]]
38* ''Mecha Dress Up Game''
39* ''The Kitten Game''
40* ''Cat Cafe''
41* ''[[CompilationRerelease Epic Battle Fantasy Collection]]''[[note]]A re-release/updating of several games pre-''[=EBF3=]'' for Steam; includes ''1'', ''2'', ''Brawl Royale'', ''Bullet Heaven'', ''Adventure Story'', and the other Related Games in this folder.[[/note]]
42* ''Hidden Cats''
43[[/folder]]
44----
45!! Multiple entries in the series use these tropes:
46
47[[folder:Tropes A-E]]
48* AbilityRequiredToProceed: Used in ''[=EBF4=]'' and ''[=EBF5=]''. The axe, torch, hammer, ladder, and three kinds of boots will be obtained throughout the games. Deliberately patterned after ''Franchise/{{Pokemon}}''.:
49** ''[=EBF4=]'': You even get achievements called "Used Cut", "Used Flash", "Used Rock Smash", and "Used ...Ladder?". Non-player characters at Goldenbrick Resort in ''[=EBF4=]'' call the stepladder "legendary" since there is only one in the entire world.
50** ''[=EBF5=]'': which adds an additional number of items such as the shovel and a second type of hammer, but also the items that are necessary only for extra loot, like the Cloud Boots.
51* AchievementSystem: The games started to include a "Medals" system in the second game. Throughout most of the games, these are nothing but {{Cosmetic Award}}s. In the third game, bonus areas containing loot are unlocked as the player unlocks tens of medals. In the fifth, a fanart gallery and its numerous rooms (including fights and loot) are locked until the players earns enough medals to get through them.
52* ActuallyFourMooks: From the third game onwards, a single sprite on the map represents a group of monsters, so that harmless-looking bush could actually contain a four-wave long marathon battle. Fortunately, the encounter usually shows the strongest monster on the map, so there aren't ''too'' many bad surprises.
53* AdorableEvilMinions: Kittens, slimes, and bushes show up throughout the series as {{mook}}s.
54** The first two dog enemies in ''[=EBF4=]'' have an animation where they wiggle their front paws. Both girls {{squee}} over it.
55* AffectionateParody: Of ''Franchise/FinalFantasy'' and [=JRPGs=] in general.
56* AirborneMook:
57** Most flying enemies in general have high evade rates, making them a pain to hit if you don't debuff their evasion beforehand. They also tend to be resistant to Earth damage.
58** The main exception is in the first game, where there is no accuracy or evasion stat, and all attacks always hit.
59* AlwaysCheckBehindTheChair: Some treasure chests from the third game onwards are hidden behind the ObstructiveForeground, requiring the player to check behind places like bushes, a gravestone, and a snow sculpture (and in one case, the menu button).
60* AndIMustScream:
61** During the fourth game, at the second village near the optional graveyard area, one of the [=NPCs=] will bring up a rumour about how her friend was supposedly turned into a tree. Going into the graveyard area you'll see a lot of living trees, which the main characters show pity towards if you try to interact with. It's stated during the mentioned discussion that this is fairly common.
62** The equipment upgrade system in ''[=EBF5=]'' involves using ''captured foes'' to upgrade equipment. Presumably while '''still alive!'''
63* {{Animesque}}: The art style makes this obvious.
64* AntiFrustrationFeatures:
65** In the fourth game, the Instant Death status ailment instantly charges your limit break. Not only can this turn the tide, it can make it easier to recharge it before a boss battle.
66** Battles can be fled at any time, so you can scan enemies without losing a turn. You can also select the difficulty at any time (since you only get achievements for beating bosses on epic).
67** In the first and second game, if Natz is hit with the Seal status effect, she can still use Purify to un-Seal herself.
68** ''Bullet Heaven 2'' includes several ways to lessen the increased difficulty, including bullet clearing after every wave, the ability to bomb and avoid taking damage (effectively giving you extra hits and letting you lessen the blow of losing a perfect wave streak), and not requiring a restart if the bonus waves are failed. Interestingly, there are handicaps that allow you to ''remove'' the former two features, in exchange for a better score multiplier.
69** In ''5'', medals given for beating bosses stay even when reloading the game to a previous state. So it's possible to save, kill a boss on Epic to get the medal, load the save, and fight the boss on Zero difficulty in order to have a much easier time capturing it for use as a summon.
70** The Hungry status prevents a player from doing anything but waste turns eating food, sometimes the very expensive kind. Fortunately, this food doesn't come from your inventory.
71** Normally, loading the game after saving it will drop the player off in the exact spot the game was saved. The one exception to this is the Minecraft Maze in ''5'', where saving and quitting will drop the player to the starting room, which is something mentioned in both the sign and by the party. This is to prevent the player from getting lost and/or allow a quick way to warp out after finding everything of note, given that the area is [[TheMaze a giant maze.]] The only exceptions are if the player saved in any of the three side rooms, to avoid losing the progress of finding them.
72* ArbitraryHeadcountLimit: With more player joying from the fourth game onwards, the party can only have three members at once. Fortunately, the unused party member can be swapped in at any time during battle without wasting a turn.
73* ArtifactTitle: The series is called Epic '''Battle''' Fantasy because its games consist entirely of one battle after another... until the third game, where it becomes more of a normal RPG and adds features like walking around and talking to people, so battles are no longer the ''entire'' game.
74* ArtisticLicenseEconomics: In ''[=EBF4=]'' onwards, one of Lance's idle animations is him reading a newspaper. Quoth one of the randomly-picked headlines that may appear:
75--> '''ENTIRE WORLD IN DEBT \
76BANKS SAY "oops"''' / BANKS GET RICH
77* ArtificialInsolence:
78** The Berserk buff causes the target to attack without being ordered, also preventing the use of spells or abilities, and can be inflicted by allies or enemies.
79** The Hungry status (given by seeing a big tasty animal explode into meat) causes the character to skip their turn by eating a random healing item. Fortunately, the item doesn't come from the player's inventory.
80* ArtShift: The cutscenes in the fourth game onwards are rendered in a construction-paper like artstyle.
81* AuthorAppeal:
82** Roszak has stated that he made the series so he can see a game with everything he liked. Suffice to say, [[ReferenceOverdosed he likes a lot of things]].
83** He ''loves'' cats. Especially armless and legless cats, like the series' mascot [[ExactlyWhatItSaysOnTheTin NoLegs]].
84* AuthorAvatar:
85** Matt, named after Matt Roszak. Roszak's Newgrounds account is even called matt_likes_swords.
86** Phyrnna, the series' music composer, has her mascot (also called Phyrnna) appear in ''Bullet Heaven 2''. She's one of the playable characters available in the Steam version or via the expansion pack.
87* AwesomeButImpractical:
88** Matt's Soul Eater sword, which greatly boosts his physical attack at the cost of large cuts to everything else. It's just not worth it on most difficulties, at least not without extensive upgrading (in the third and fourth games).
89** The Catastrophe summon in the first game, which most people recommend using once in the entire game, to deal the last blow to the final boss, because it nearly kills Natalie when used. Ion in the second game does damage to both party members, though the damage isn't quite as bad. The two self-damaging limit breaks in ''3'' are pretty tame by comparison, especially since you're already spending your whole limit bar and want to get as much bang out of that turn as possible.
90** The Annihilate Limit Break supposedly has a "high chance" of inflicting Death to every enemy onscreen. Naturally, all bosses are immune, most stronger enemies are also immune, and against standard {{mooks}}, it's just a waste.
91** The Black Hole Limit Break is about as dangerous to your party as it is to the enemies. The Nuke too, especially in ''[=EBF5=]'', where it swaps the current weather for Radiation, which has a chance to lower the maximum HP of any player character on the battlefield.
92** Bombs in the ''Bullet Heaven'' series are powerful, but using one will lower your score, which is important for several achievements. It's especially harmful in the sequel, where getting a perfect wave requires not using bombs; since perfect waves give out hearts and diamonds, abusing bombs will make it harder to beat later waves.
93** ''[=EBF5=]'' has a weapon for [=NoLegs=], Masamune. Said weapon multiplies [=NoLegs'=] attack and magic by 3 as well as adding 30% to evasion and accuracy. The catch? It reduces his HP by ''70%''. Considering his HP is already pretty low to begin with, it really turns him into a GlassCannon unless you boost his evasion further.
94* BadassAdorable:
95** [=NoLegs=] the cat goes OneManArmy on whole {{zerg rush}}es of enemies during the bonus stages of ''[=EBF2=]'', and is [[CharacterTiers top tier]] in ''Bullet Heaven''. He is also a usable summon in ''[=EBF4=]'' that strikes all enemies and is fantastically useful in the early game, though tougher enemies later on make him somewhat obsolete. [[spoiler:Though there's the Kitten Fort summon, where he returns leading a wagon-fortress, and is ''much'' more useful, by way of giving you a buff that staves off OneHitKill effects, on top of running the enemy over.]] Even better, [=NoLegs=] can auto-summon himself in between turns, and does this regularly, without any equipment restrictions or requirements, making him a constant source of damage. He becomes [[PromotedToPlayable a full-blown party member]] in ''[=EBF5=]''.
96** Meow Meow, a recurring character who wields a sword bigger than any other in the game, and does massive amounts of damage. He slightly resembles Cloud Strife of ''VideoGame/FinalFantasyVII'', but that's just his cape and sword. His sword can also break in his attack, doing more damage but also hurting you.
97* BadassLongcoat: The Swordslinger/Gunslinger enemies are robot heads, a nice hat, and a duster containing a ridiculous amount of swords/guns.
98* BadassNormal:
99** For a given definition of "normal", Lance. Natalie is a MagicalGirl and Matt is a MagicKnight, while Lance does not appear to know magic per se at all. Despite this, he is no weaker than the rest of the party, relying primarily on [[{{BFG}} very powerful guns]], but also [[TankGoodness tanks]], [[NukeEm nukes]], [[KillSat ion cannons]]...
100** Anna is even better at this, being just as good at killing stuff as her companions, except she mostly only uses bows.
101* BagOfSharing: Items are put in a single section of the inventory, and anyone can access it. When equipment is introduced from the third game onwards, there's only a single copy of each piece, which keeps the system simple.
102* BagOfSpilling: Each entry resets the party's gear, for different reasons each time.
103** [[JustifiedTrope Justified]] in the third game, where doing something stupid makes the heroes lose all their equipment and get depowered.
104** Used again in the fourth game, but this time no justification is given. Matt is even shown carrying a huge sack of loot when he's introduced, yet in the following scene, he has nothing but his clothes and the sword on his back. (Maybe Anna confiscated it or something, who knows.)
105** Justified in the fifth game, since the series is soft-reset.
106* BarbarianHero: Matt has many elements of one, naturally PlayedForLaughs. He tends to focus more on brute force than anything, carries an assortment of [[{{BFS}} huge swords]] and maces, [[IdiotHero is not very smart]], tends to focus more on [[KleptomaniacHero loot]] [[BloodKnight and battle]] than actually saving people ([[AntiHero having no qualms breaking into houses to steal valuables]]), and he will [[ExtremeOmnivore eat anything]].
107* BeehiveBarrier: The Barrier spell screens in front of the party with hexagonal cells.
108* {{BFG}}: Lance likes them. Some enemies also use them. The Gunslingers in particular have a massive cannon that attempts to instantly kill a party member. This is also lampshaded in-game: when the attack is first used, the characters mention that if it hits, your chances of survival are low, but with a gun that huge, their accuracy can't be good...
109* {{BFS}}:
110** [[ImpossiblyCoolWeapon Some of Lance's weapons are partly this as gunblades.]]
111** A lot of Matt's [[CoolSword swords]]. Meow Meow the kitty wields a huge meat cleaver to chop your enemies into pieces.
112** Some enemies too. Akron's lower body is able to belch a massive LaserBlade for massive damage to the whole party. His Evil Worm can also regurgitate a huge sword to hit a party member. [[ExactlyWhatItSaysOnTheTin Swordslinger]] robots possess enormous swords as well.
113** Parodied by a line from Matt in ''[=EBF5=]''. He explains his Ragnarok LimitBreak is a bunch of "swords" falling from the sky because they're too big for him to hope to attack with conventionally.
114* BlobMonster: Slimes are an enemy fought in every game.
115* BlockPuzzle: Matt hates these. Naturally, the fourth and fifth games have quite a few, with Matt getting [[WhyDidItHaveToBeSnakes increasingly enraged]] at each one you come across.
116* BloodyMurder: The Sandworm enemy, when at low health, pukes toxic blood every turn until killed.
117* BlueMeansCold: Ice monsters, weapons, and skills always have something blue related to them.
118* BoozeBasedBuff: Ever since ''[=EBF3=]'', where food can be consumed in battle for various effects, beer increases a player's physical attack stat.
119* BoringButPractical:
120** The Protect and Barrier abilities. You will be casting these constantly in tougher battles, because many strong enemies and virtually all bosses can kill party members in one turn on Epic if you don't.
121** In ''[=EBF5=]'', the Putrid Worm summon has a pitiful attack and only affects a single target. However, that effect is to reduce the target's evasion to the minimum, which greatly boosts the chance of capturing an enemy, including bosses.
122* BreakingTheFourthWall: Many instances in the third and fourth games.
123** In the first secret area of the third game, Lance speculates that the author was too lazy to add a background.
124** In the second game, when Natz does her LimitBreak and thus gets a jiggly close-up, she then has a chance to comment "That's enough {{Fanservice}} for now."
125** Upon encountering jellyfish enemies for the first time:
126--> '''Natz:''' ''"Why are the jellyfish flying? Would it be harder just to draw some water underneath?"''
127** In the fourth game, while Natalie objects to killing a woolly mammoth in Winterfall, she's okay with it in Battle Mountain, since that's a bonus area and it doesn't matter what the party does there.
128** All over the place in the fifth game, with Matt the primary offender. It's actually played for NightmareFuel at certain points; in particular, [[spoiler:the party ''beg you'' not to make them fight the boss of the final glitch area]], and [[spoiler:the ''FinalBoss'' is aware of your existence and ''talks to you'', and when he is defeated, he says that he will find a way to materialize in the real world]].
129* BreatherLevel: Variant with waves. In certain mandatory multi-wave encounters containing mini-bosses, some waves will consist of a small number of weak enemies, placed specifically to give the player an opportunity to revive and heal. The FinalBoss of ''4'' has [[spoiler:three out of seven waves like this, and you're going to need them]].
130* BreathWeapon: Many enemies. Akron has no arms to use for his casting poses, therefore alternative ways to cast his spells are necessary. His first form has an electric breath and a dark breath, his second form has a humongous mouth and as such has an energy sword "breath", a dark beam breath, a huge death ball breath... His Evil Worm has a bubble breath, a dark breath, and a poison breath. Same goes for the Sandworm. The Hydra / Dragon heads also like their breath weapons...
131* BreastExpansion: The Cow Costume female armor in ''4'' causes Natalie's breasts to become larger.
132** In ''5'', it causes it for both [[ACupAngst Anna]] and [[DCupDistress Natalie]], which is followed by appropriate responses from both.
133* BrutalBonusLevel:
134** Battle Mountain in the Steam version of the fourth game, featuring beefed-up versions of the main bosses, new bosses more powerful than those in the main game, and regular enemy encounters [[MarathonLevel with at least 6 waves of enemies each]], with each wave getting progressively harder. Not to mention all enemy encounters there [[LevelScaling scale to your level]].
135** ''[=EBF5=]'' has five bonus dungeons with beefed-up versions of regular bosses, one special boss, and the level scaling as well.
136* BulletHell:
137** The aptly named ''Bullet Heaven'' spinoff, where even the bullets shoot bullets. ''Bullet Heaven 2'' naturally ups the ante.
138** Lance also has a fire-elemental attack from ''[=EBF3=]'' onward named Bullet Hell, and the animation really fits. The first time you use it, [[LampshadeHanging he mentions he'd like to see the enemy survive it with no bombs or continues]].
139* TheCameo: Lots and lots, including several bosses in the first game, many of the summons, and a lot of the [=NPC=]s in the third game. Cameos are generally from anime, particularly ''Anime/{{Pokemon}}''.
140** Meow Meow is the mascot of Singaporean web animator ''WebAnimation/NCHProductions''.
141** A more traditional example in ''[=EBF5=]'': [[spoiler:Chibi Knight appears as a reoccurring miniboss throughout the game]]. You can also unlock Sushi Cat as a skill for [=NoLegs=].
142* CanonDiscontinuity: The second game makes no mention of the first game's final boss outside of his suicide explosion, and the heroes' deaths at the hands of the explosion was erased entirely. His grave appears in the fourth, though.
143* CaptainObvious:
144** In the third game.
145--->Protip-Hit the enemies 'til they die!
146** In the fourth game's Battle Mountain, Matt will comment on unhealthiness of drinking the purple water. Natalie's unspoken reaction gives off this vibe.
147** In ''Bullet Heaven 2'', the description for the "Imperishable" badge:
148---> Beat any boss without getting hit at all. The best way to do this is to not get hit.
149* CatSmile:
150** Matt and Natalie use this a lot.
151** Slimes tend to have this as a constant expression. Except when attacked.
152** Naturally, most cats have these also.
153* CallBack:
154** The Defender, the second boss in ''Epic Battle Fantasy 1,'' is a recurring miniboss in ''Epic Battle Fantasy 4.'' Elemental variants of it also turn up as minibosses in ''[=EBF5=]''.
155** In the fourth game, Sarah reappears in Greenwood Village, north of Anna's house, and references her appearance in the third game, where her boyfriend was too low level to hit archery targets:
156---> I finally dumped my loser boyfriend btw! After training for two years, he still couldn't defeat a slime!
157** In the fourth game, there's a girl in Greenwood Village with a slime on her head who enthusiastically tells Anna how good slimes feel when they move around on her. In the fifth game, Anna tells Matt about a girl from Greenwood Village with a weird slime fetish.
158** In the fifth game, when you see a Cosmic Monolith [[spoiler:in Lance's fortress]], the nearby boombox plays the music from the [[OptionalBoss hidden boss battle]] with it in the fourth game.
159* CensorBox:
160** Used during the beholder's "secret move". If the player characters are to be believed, it's [[spoiler:exactly what you'd expect]].
161--> '''Natz''': Eww. I hope I don't get pregnant from this.
162** Also on naked [=NPC=]s.
163* ChangingClothesIsAFreeAction: Averted - Matt can instantaneously switch swords, but doing so eats up a turn. The third game onwards follows suit for all characters, though multiple pieces of equipment can be changed at once.
164* ChewToy: [=NoLegs=] was originally a doodle by Roszak [[https://www.deviantart.com/kupogames/art/No-Legs-the-Cat-67256690 that he would torture over and over again]]. He even made an entire game about it, [[ExactlyWhatItSaysOnTheTin The Kitten Game]]. It can be played [[http://www.newgrounds.com/portal/view/476742 here]].
165* ClimaxBoss:
166** Both the Valkyrie Tank (particularly on [[HarderThanHard Epic mode]]), and Akron. On any difficulty. If only for the energetic music and/or [[BossBanter his speeches, constantly ascending in awesomeness.]] The fourth game gives us [[spoiler:Godcat]].
167** Up to eleven in ''[=EBF5=]''. [[spoiler:The final boss of that game, the Devourer, serves as the final boss of not just the game, but of ''the entire series''.]]
168* CommonplaceRare: The rarest type of healing item, which fully restores your party? Pizza. Other kinds of healing and stat foods are equally expensive.
169* CompilationRerelease: The "''Epic Battle Fantasy Collection''", released on UsefulNotes/{{Steam}} in 2022, bundles together all of the games and spin-offs not already remastered for the platform: the first two ''Epic Battle Fantasy'' games, the first ''Bullet Heaven'', ''Adventure Story'', ''Brawl Royale'', ''The Kitten Game'', ''Mecha Dress Up'', and ''Cat Cafe''.
170* TheComputerIsACheatingBastard: The enemy versions of some skills, ''especially'' [[spoiler:The Dark Players' {{LimitBreak}}s]].
171** [[spoiler:Dark Matt's Annihilate does a massive amount of damage, when the exact same Limit Break does next to no damage when used by Matt.]]
172*** [[spoiler:Possibly justified due to Matt's Annihilate having a higher chance to instantly kill compared to Dark Matt's.]]
173** [[spoiler:Dark Natalie's Black Hole does not do damage to her, while when Natalie uses it, the party takes a very small amount of damage with a chance of instantly dying. Note that Dark Natalie, like all bosses, is completely immune to instant death. Fortunately, Dark Natalie not taking damage from it means it doesn't heal her at all, since she absorbs darkness.]]
174** [[spoiler:Dark Lance's Nuke does not burn him, while Lance's Nuke burns the whole party.]]
175** [[spoiler:Dark Lance's Unload and Dark Matt's Legend don't apply ATK down or Tired on them respectively, allowing them to spam these moves without consequence.]]
176** [[spoiler:The enemy version of Supernova used by Dark Natalie and the Destroyer don't damage or burn their side, unlike ''your'' party's version.]]
177* ContinuityNod:
178** In the first game, one of the bosses has a ChargedAttack, which, when charging, triggers a warning saying "Brace for beam cannon". The final boss does this as well, his saying: "Brace for [[CombinedEnergyAttack spirit bomb]]". The main concept is "Brace for X." The Cosmic Monolith's strongest attack involves it using a very low-damage ray to tear a rift in the ground, which then explodes. This prompts Lance to say "OhCrap, brace for... [[TotalPartyKill that]]."
179** Zombie Goku carries a scar from his previous battle with Matt in ''VideoGame/BrawlRoyale'' (although the scar is much smaller than you would expect for a guy who got perfectly bisected).
180** The final outfit that can be found for Lance is his German officer uniform from his appearance in ''[=EBF2=]'', minus the [[ThoseWackyNazis swastikas]].
181** Numerous references are made to earlier games in ''Bullet Heaven 2'', ranging from clear ones like Akron ([[spoiler:which turn out to be relevant at the very end of the game]]) to more obscure ones like ''[=EBF3=]'''s beach scene.
182** In ''5'', Matt once again calls Lance's tank a "car," as he did before the final battle of ''2''.
183* CooldownManipulation: in ''5'', some enemy attacks increase the cooldown of some abilities, preventing you from using them for the next turn. This is perhaps an alternate version of the [[PowerNullifier syphon]] status effect.
184* CoolSword: Loads of them appear in the series that define this. Naturally, it's Matt's preferred weapon.
185* CovertPervert: Lance. Well, he's trying to, anyway.
186-->'''Matt''': ...And I think Natalie would hate you less if you stopped staring at her non-stop.\
187'''Lance''': That's not a fair criticism! I'm very subtle about it. I've got hidden cameras on my clothes, [[ComicallyMissingThePoint so that I don't even have to look in her direction]].
188-->'''Matt''': That's what I mean…
189* CrossPoppingVeins: What the icon for the Berserk status effect looks like.
190* CurseCutShort: Lance seems to like these.
191* CuteEmUp: The ''Bullet Heaven'' spinoff is definitely this in the first few worlds, containing cats, bushes, and other cute ''EBF'' foes. However, this is averted in the later stages, where you find machines, scary creatures, and even gods to shoot.
192* CuteKitten: ''[[AuthorAppeal Everywhere!]]''
193** [=NoLegs=].
194** The ([[AuthorAppeal also legless]]) cats you fight.
195** Meow Meow is the only cat with legs (but apparently only in battle).
196** They even find their way onto all four of the ''Bullet Heaven'' bosses, as well as a few in the sequel.
197*** Godcat (the 4th of the ''Bullet Heaven'' bosses) came back for ''[=EBF4=]''. [[spoiler:And is once again the FinalBoss, being revealed to have literally created the world.]]
198* CuteLittleFangs: Natalie has these when she uses her Kyun LimitBreak. This no longer applies in ''5'', where it is renamed 7th Heaven.
199* CycleOfHurting: A natural consequence of a party member dying, since unless they have Auto-Revive, they lose all their buffs. This often results in turns spent reviving them and reactivating those buffs. Against bosses, this gives them plenty of time to kill another party member and start the whole process all over again. Two {{Superboss}} fights in ''5'' emphasize learning how to deal with this, since [[spoiler:Dark Priestess Natalia]] disables all healing spells, ensuring a lot of deaths, and [[spoiler:God]] gives a large stacking buff to all living party members every round, which becomes necessary to survive later-phase attacks.
200* DeathIsASlapOnTheWrist: The characters lampshade this frequently in the third game, often showing no concern when they or their teammates die. However, players who are down when a battle ends do not gain experience.
201--> '''Natalie:''' Meatshield down!
202* DefeatEqualsExplosion:
203** The first 3 games' final bosses explode when killed (well, only the top half of the third one explodes, the rest seems to fade away, [[http://kupo707.deviantart.com/gallery/#/d2mz38n see for yourself]]). Justified in the second game's final boss, as it is the tank (no, not the pilot). Averted with [[spoiler:Godcat]], the fourth game's final boss, who simply flies away. [[spoiler:Her Creator and Destroyer aspects that you ''do'' destroy still explode, however.]]
204** It is also not uncommon for mechanical enemies to explode on defeat, either.
205* DegradedBoss:
206** The first boss of ''[=EBF1=]'' is [=NoLegs=] riding a Giant Slime; Giant Slimes would later appear in ''[=EBF3=]'' beyond as stronger counterparts to existing slimes. Similarly, the first mini-boss of ''[=EBF2=]'', the Kitten Fort, got degraded to a tough enemy with several variants in later games.
207** The Beholder, Zombie Hydra, and Sandworm are back in the third game as enemies. Fortunately, they have far less hit points, the Hydra can no longer revive each head, and the Sandworm isn't assisted by its tail. They all get re-upgraded to serve as {{optional boss}}es in the fourth game, though the Zombie Hydra got downgraded once again (complete with variants) as a Wyrm in the fifth game.
208** In a rare case of this happening to ''parts'' of a boss, there's the three Turrets in ''[=EBF4=]''. Each is based on a secondary weapon of the Valkyrie Tank from ''[=EBF2=]''.
209** The Defender from the first game returns as a mini-boss in ''[=EBF4=]'' and ''[=EBF5=]'' (gaining variants in the latter), and it's still pretty darned powerful. The Pyrohydra and Giant Squid bosses from ''[=EBF3=]'' also get downgraded into the Dragon and Squid species, respectively.
210** After being a boss in two games, the Mammoth becomes a standard enemy in ''[=EBF5=]'', alongside new variants.
211** The Cosmic Monolith goes from being a BossInMookClothing in ''3'' and an OptionalBoss in ''4'' to a relatively ordinary late-game enemy in ''5''.
212* DidYouJustPunchOutCthulhu: Our heroes have done this all the time.
213** In the third, they destroy an ancient EldritchAbomination.
214** Up to eleven in the fourth, wherein they [[spoiler:beat up the [[{{God}} Creator]] and [[{{Satan}} Destroyer]] aspects of [[TheMaker Godcat]]. ''At once''. Justified because she is not using her full strength, is still implied by the ending cutscene to be in better shape than our heroes rather than outright beaten, and ends up leaving once they prove their worth to her]].
215** [[spoiler:Kicked into SerialEscalation in the fifth, where they destroy an eldritch horror from beyond the veil that tampers with reality itself. Note that both halves of Godcat are reduced to Limit Breaks explicitly because of it.]]
216* DualBoss: The games where this happens:
217** ''[=EBF1=]'': Regice and Regirock (renamed in 2021 to Metaice and Metarock), though they are first fought individually and later together. The former has low defense and high magic defense, the latter is the opposite.
218** ''[=EBF2=]'': The Zombie Hydra. Both heads have a OneHitKill attack (most annoying and lethally accurate on Epic), and can ''revive each other'' if not both defeated on the same turn.
219** ''[=EBF4=]'':
220*** [[spoiler:Godcat]] plays it straight first, with [[spoiler:Creator Godcat and Destroyer Godcat]], then both [[spoiler:of their OneWingedAngel forms]] separate. After beating both individually, they attack you together, but they aren't weakened at all and still manage to remain a FlunkyBoss on top of that!
221*** Near the end of the bonus content, you fight [[spoiler:"Dark" versions of each party member]]. After fighting each of them individually, there's a rematch where you fight both of the physically-oriented ones at once and both of the magic-oriented ones at once. They can also [[FlunkyBoss summon their normal helpers when their partners go down]].
222** ''[=EBF5=]'': Once in the main story, and once in the bonus content:
223*** The main story has [[spoiler:Lance]] and [[spoiler:Neon Valkyrie]].
224*** The bonus content has Sol and Skadi, with the twist that which one you choose to start the fight with affects the weather you have to deal with.
225* EarlyInstallmentWeirdness: In multiple ways:
226** Instead of being a traditional RPG adventure, the first two games were "arena"-style, where you fight continuous waves of enemies and bosses. There's no leveling (characters start with max stats), no equipment other than Matt's swords, and a lot fewer spells (due to the different formula, there was no need for multi-tiered spells). The first game was even simpler, lacking {{Limit Break}}s, an EnemyScan, and a save feature.
227** While the series is known for being ReferenceOverdosed, ''[=EBF1=]'' took it to another level by directly using characters and music from other works. Starting from the sequel, which was significantly more professional, these characters either disappeared entirely or had their roles replaced (for example, [=NoLegs=] replaced [[Franchise/FinalFantasy Mog]] as the random healing item spell). Possibly as a result of this, the first game doesn't have much connection to the rest plot-wise, with the only relevant event from it being Zombie Goku's death explosion, which kicks off ''[=EBF2=]''[='=]s plot (Zombie Goku himself goes unmentioned).
228** SummonMagic was in a weird situation for the earlier games. In the first two games, it was basically another form of regular magic for Natz. In the third, it's scrapped entirely and the summons are turned into other types of skills. ''[=EBF4=]'' reintroduced the system so that everyone could use it, as well as changing its cost to Summon Points.
229** Going further back, Natalie's first appearance had her using shuriken as a weapon instead of magic, and Matt's appearance in ''VideoGame/BrawlRoyale'' had him use a gun at one point, something he never does afterwards.
230* EasierThanEasy: ''Zero'' difficulty mode, first added in v2 update of fourth game and then retroactively added to the Steam release of first two games.
231* EasyLevelsHardBosses: Especially in the fourth and fifth, where there are achievements for beating bosses in Epic but no repercussions for fighting all other battles on Easy, which makes the (very much necessary) grinding much easier.
232* ElementalPowers: Ten in the main series. Nine of them are standard — Fire, Thunder, Ice, Earth, Poison (renamed "bio" in the fifth game), Dark, Holy, Water, and Wind. The tenth is Bomb, which specifically refers to explosive force, and works best on enemies made of solid stone or metal.
233* EldritchAbomination: Entities such as Akron and the Devourer qualify, but there's also the Cosmic Monolith; a gigantic, pitch black [[SinisterGeometry rectangle]] from space that fires lasers capable of ripping holes in space-time and whose signature attack is named [[TheEndOfTheWorldAsWeKnowIt Doomsday]]. Worse yet, upon death, the inside of the monolith resembles Dark Matter. In the fourth game, summoning it even causes thousands of the things to appear all over the globe in a way that implies an invasion of the things. [[NonMaliciousMonster Good thing one of them's on your side.]] In ''5'', as if all its nasty power isn't bad enough, it has a single physical attack if Syphoned, and [[TeleFrag it hurts like hell]]!
234* ElementalWeapon: Most weapons are elemental-based and can sometimes deal {{Status Infliction Attack}}s of freezing, burns, or paralysis.
235* EmbarrassingSuperpower: Natalie considers her "[[https://youtu.be/7VCg7TDRnk4?t=38 Kyun!]]" LimitBreak embarrassing but useful (as it clears away all status problems, buffs the party, and debuffs the enemy).
236* EmptyLevels: Due to the way stat growth formulas work, higher levels can actually hurt the player if they're in a LevelScaling area, since enemies benefit more from level gains than player characters.
237* EndlessGame: The aptly-named [[ExactlyWhatItSaysOnTheTin Endless Battle]] in ''[=EBF4=]''. The waves are randomly generated, every 5th wave is tougher, then the enemies level up. By wave 30 or so, all enemies are 6 levels higher than you, [[LevelScaling no matter your team's level]]! Also, Hard difficulty is '''forced''' for this mode!
238** This carries over to the ''[=EBF5=]'' combat demo, only you have an options menu for levels, equipment, difficulty, etc.
239*** In fact, this goes as far back as the battle demo for ''[=EBF3=]'', only way simplified, with 3 repeating waves of slimes that level up with each repeat.
240** ''Bullet Heaven'' has a single survival level available from the beginning, which gives you maxed health and bombs, and collecting money gradually powers you up. Enemies are somewhat random, but later waves have tougher foes, until you come across foes from the [[LethalLavaLand final zone]].
241** ''Bullet Heaven 2'' has 11 survival levels, also with randomly generated waves. Here, enemies get slightly faster and tankier ''each round'', and their bullets are similarly increased in speed. While 5% or so each round may not seem like much, it still adds up quickly, and if you want [[RankInflation 3 stars]] in these levels, you need to collect '''15''' diamonds! Oh, you also have one each of [[OneHitPointWonder health]] and bombs, and cheats (and handicaps) are disabled like ''Bullet Heaven'' above!
242* EnemyScan: In the second and fourth games, you can summon a Scanbot, and in the third, Lance has a Scan skill. Each game has medals for scanning enough enemies and stores enemy info in a bestiary you can refer back to. In the fifth game everyone has the Scan ability.
243* EverythingFades: All dead enemies do, at least. The last Wooly Mammoth, on account of how the party don't actually kill it after defeating it, ''doesn't''.
244* EvolvingAttack: In ''[=EBF3=]'' and ''4'', leveling up an attack merely boosted its strength or status effect, but in ''5'', some attacks change completely. For example, Natalie starts out with 'Ice' as a single ice attack, but on level 3, it becomes Iceshard and at level 5, Icestorm (which were separate skills in previous games).
245* ExactlyWhatItSaysOnTheTin: Epic '''Battle''' Fantasy. Some of the moves, as well: Heal, Revive, Screamer, etc.
246* ExploitedImmunity: Some enemy spells do damage to everyone on ''both'' sides of the field. In all cases, the caster absorbs the spell's element, often alongside its allies. These include:
247** A rain of hot ash that hits 3 times for fire damage in ''[=EBF3=]'' and has a chance of inflicting Burn status in ''4'' and ''5''.
248** A hail spell that hits 3 times for ice damage. This skill is learnable in ''[=EBF4=]'' as "Hailstorm".
249** Cloudburst hits everything once for water damage in ''3'', gives everyone "Wet" status in ''4'' and ''5'', and is learnable in ''4''.
250** In ''[=EBF3=]'', Doomsday hits the entire field for '''massive''' dark damage, and can be used by Cosmic Monoliths. This means that not only can this '''really''' hurt, but these monoliths '''absorb darkness''', making high dark resistance, Syphon, and/or fast damage a must, since Cosmic Monoliths cast this every 3 turns like the other two do with their beam attacks.
251*** Thankfully, Doomsday no longer hits the enemy side in ''4'' onward (meaning the Cosmic Monolith can't heal itself this way), but it is still pretty nasty, to say the least.
252** A snow-themed ice spell replaces Hailstorm for the enemies in ''4'', doing ice damage to everyone with a chance of inflicting Freeze.
253** One interesting outcome of any of these spells being cast is when other enemies ''aren't'' immune or even resistant to such elements, resulting in them taking damage from their own allies. This is particularly noticeable in [[spoiler:a certain "Monolith Trio" battle in ''3'', in which the Cosmic's Doomsday will do ''severe'' damage to its two allies]]. Even more so in ''4'' on Hard or [[HarderThanHard Epic]] on a NewGamePlus, in which certain snow/ice enemies can cast the snow-themed ice spell mentioned above, and '''OneHitKill''' non-resistant allies, even if you hardly feel it!
254* ExtremeOmnisexual: The Beholder. From the protagonists to every enemy in the second game: cats, bees, a mecha, a mecha's sword and shield, jellyfish, turtles, a giant worm (labeled ''giant mutant penis'', of all things!), said worm's tail, [[ILoveTheDead ghosts, the skeleton of two hydra heads,]] "fly bots", [[CargoShip the top of a tank, the tank's cannons, the tank's electrical equipment, a nuke,]] ''the tank itself'', and the tank's pilot. The fourth and fifth games allows it to molest [[spoiler:the god of the planet and the eldritch horror controlling it (although doing it to the latter is a bad idea since the summon is poison-based and said eldritch horror will benefit from it)]], among other things. It's in all five games, by the way.
255* ExtremeOmnivore: A RunningGag is Matt eating or wanting to eat monsters, no matter how impossible it seems.
256** Guess what Matt and Natalie do to the Giant Sand Worm after defeating it in the second game. You know, [[TooDumbToLive the one with poisonous blood]].
257** Taken up to eleven in the third game. First, after defeating Jack, you get to play the first minigame, which plays this trope on [=NoLegs=], but this is optional. In the following {{cutscene}}, the whole group throws up while eating slimes (except for Natalie; she threw up before she could eat one). Then it is implied that they ate the Giant Squid boss. Finally, Matt and Lance try to eat the last Woolly Mammoth after defeating it. Only Natz's pity for the creature saves it from becoming dinner. This whole routine is repeated in ''[=EBF4=]'', with Anna in place of Natalie, and if you find the mammoth in the BonusDungeon, even she'll consent to eating it on the grounds that it won't be canon.
258** After the party defeats a turtle enemy:
259--> '''Matt:''' Let's make a turtle soup out of this guy!
260** In the volcano area, Matt comments that it's a shame they didn't get to kill whatever left those giant skeletons around, because the lava would've made it easy to cook. A few screens later, they fight a dragon, though they sadly aren't shown eating it.
261** In the fourth game, after Anna takes Matt hostage because she suspects he stole the crystal, she joins him in battle. The first few comments he makes are about cooking the wildlife they fought.
262** Apparently, even Matt draws the line at eating the Evil Worm.
263** In the fifth game, Matt will occasionally state after winning the battle that they're not going hungry today. Even if their opponents were a group of Cosmic Monoliths, stated to be composed of anti-matter.
264[[/folder]]
265
266[[folder:Tropes F-J]]
267* FactorBreakdown: Starting from the third game, the stats screen shows the stats that come from base*equips (starting from the fourth game, it's turned into base*equips*buffs during battle).
268* FakeDifficulty:
269** The first two games become ''really hard'' if one party member dies, since you only have one left. Even worse, some enemies stun or freeze you… with a high chance of doing so. Meaning, you could have to sit out a turn with nobody else to help you getting attacked until you can fight again. And if there are multiple stun/freeze enemies, Godcat help you.
270* FantasticFirearms: Shoulder-mounted magical {{BFG}}s are Lance's weapon after his playable debut in ''VideoGame/EpicBattleFantasy3''. By default, his guns are capable of firing Thunder, Fire, and Dark-elemental projectiles.
271* FeedItWithFire: If resistance to an element is above 100%, attacks of that element heal instead of doing damage, so poisoning some foes will merely cause them to regenerate health (some foes such as slimes start with this buff on epic difficulty). Also, some fire-absorbing foes in ''4'' start with Burn status, to the same effect.
272** Starting from ''[=EBF4=]'', if you have the right equipment, you can experience the same thing. There's even an achievement medal for doing it!
273* FlyingSeafoodSpecial: The jellyfish of the third game are explicitly said to be flying. The fourth game adds robots that look like flying fish in the factory area.
274* ForWantOfANail:
275** Matt and Natz's seemingly aimless Epic Battle Fantasy quest from ''[=EBF1=]'' sparks off events leading to them [[spoiler:fighting and earning the respect of a god in ''[=EBF4=]'']].
276** In ''[=EBF5=]'', a power outage in Matt's house leads to him fighting a fascist, [[spoiler:tree, god, and later, the final boss of the ''entire series'']].
277* FrictionlessIce: Ice blocks in ''[=EBF4=]'' and ''5'' never stop sliding until they hit an object. ''5'' has puzzles involving floors of ice that do this as well. [[spoiler:There is a pair of spiked boots late into Frozen Valley that allows the party to walk normally on ice.]]
278* FriendToAllLivingThings:
279** Anna. She is seen caring for a baby Bush monster in her idle animations. She will not hesitate to defend herself against the more aggressive living things, though.
280** While Natz is shown to defend some forms of wildlife (if they're cute enough) like the mammoth, one of her responses against the Rafflesia boss is "Screw the rainforest!".
281* GameBreakingBug: As of December 2015, Chrome updates have introduced a number of bugs to the older Flash '''EBF''' games that can make them almost unplayable.
282* GameOver: The series plays around with this. Be prepared to see some form of it on [[HarderThanHard Epic (Heavenly in ''Bullet Heaven 2'')]] ''a lot'' in any of the games.
283* GenderRestrictedGear: The third game onward has hats and armor that only the male characters (Matt and Lance of course, but later [=NoLegs=] as well) can wear, and likewise with Natalie and (fourth game onwards) Anna.
284* GivingUpTheGhost: Happens whenever a party member dies. Strangely, Anna is an exception.
285* GlassCannon: Most of the games give several of the characters one weapon which has the highest offensive stats in the game, but also an incredible defensive penalty like -70% HP or -50% def+mdef.
286* GratuitousGreek: In Matt's Ragnarok limit break, the biggest sword has some Greek letters on it. However it is just the word "heaven" displayed in the Symbol font which has Greek letters for the code points of the Latin letters.
287* GrievousHarmWithABody: [[http://kupo707.deviantart.com/art/Swords-7-188553287 If this is anything to go by.]]
288* TheGrimReaper: The most recurring OneHitKill attack in the series summons one to attack the target, with its lethality being counterbalanced by its relatively low accuracy... except on Epic. Until ''[=EBF4=]'', it was exclusive to enemies, and even when it did become available to players, it's only as a rare summon from one specific weapon.
289* GuideDangIt: Getting the medal for finding all treasures in each area in ''[=EBF3=]'' can be very tedious, as some are ridiculously well hidden. This is averted from ''[=EBF4=]'' onwards, where the achievement is reduced to finding a vast majority of the chests, but not every last one.
290* HailfirePeaks: Enemies in levels in the third game onward tend to be themed around a single type of elemental damage, weak to it early on, but enemies further in are resistant to it. The final level of ''[=EBF4=]'' has holy and evil enemies fighting on the same side!
291* HammerSpace: Every character can just sort of raise themselves up in the air and flash, and suddenly they've got a different hat, shirt, and weapon on them. Lance seems to have a tank and helicopter slightly offscreen at all times.
292* HardModePerks: Higher difficulties fill all players' LimitBreak bars faster, because of the increased damage. Be grateful for this! Even with the limit-bar damage multipliers decreasing with difficulty, the net result is still greater.
293* HarderThanHard: [[IdiosyncraticDifficultyLevels Epic, and in ''BH2'', Heavenly mode]]. Oh so very much.
294* HealingBoss: Bosses who heal are a semi-frequent appearance in the series:
295** The Zombie Hydra, a reocurring boss first introduced in the second game, will revive its heads when they're killed (with full HP, to boot). Killing all of its heads in a single turn is mandatory to prevent this.
296** ''VideoGame/EpicBattleFantasy1'': The first boss, King Slime, has a dedicated self-heal ability.
297** ''VideoGame/EpicBattleFantasy2'': The second boss, named the Guardian, has the ability to repair its arms if either are broken, restoring them to full HP. Preventing this via inflicting Stun or Seal is vital, as it will pummel you otherwise.
298** ''VideoGame/EpicBattleFantasy3'': While none of the bosses have direct self-healing techniques (except for Akron [[BarrierChangeBoss when using the Holy element]]), Pyrohydra gets a mention because all three of its heads absorb Fire, and the Blaze head has a move that hits everyone for Fire damage; [[FeedItWithFire the results should be obvious]]. On higher difficulties, the Abyss head starts with some poison stacks, and it absorbs Poison damage, effectively giving it a HealingFactor. Some of the bosses (particularly Protector and Akron) have [[FlunkyBoss minions]] who can heal them as well.
299** ''VideoGame/EpicBattleFantasy4'': Below 65% HP, [[BotanicalAbomination Rafflesia]] gains access to Photosynthesis, which heals it and removes all debuffs and negative status effects on both itself and its allies. On Hard or [[HarderThanHard Epic]] difficulty, its allies also gain two stacks of [[RegeneratingHealth Regen]].
300** ''VideoGame/EpicBattleFantasy5'': [[{{Superboss}} Neon Valhalla]], a [[UpgradedBoss stronger version]] of [[TankGoodness Neon Valkyrie]], [[RegeneratingHealth will heal 2% of its maximum health every turn]] (increased to 3.5% on Hard or [[HarderThanHard Epic]] difficulty). Combined with its sky-high health pool and immunity to [[DamageOverTime Poison, Burn, Virus and Scorch]], this makes it capable of tanking frankly absurd amounts of damage.
301* HealingSpring: The places where Slime Bunnies are in ''[=EBF4=]'' onwards, since they live in water, and are used to automatically restore everyone's HP and MP.
302* HealthDamageAsymmetry: As both player and enemy levels increase, the latter group tends to grow faster in HP, but not as fast in overall damage. To balance things out, the players tend to have way higher defensive stats than the enemies could even hope for by the endgame.
303* HeelFaceTurn: This apparently happens each game.
304** First, [=NoLegs=] joins your party in the second game, when in the first game he rides the first mini boss, and then the Beholder joins too ([[FaceHeelTurn and then it's an enemy in ''3'' and ''4'' again]]).
305** Then, of course, Lance does this after you beat him in the second game.
306** The woolly mammoth from ''3'' is a summon (and sometimes randomly triggered effect), dropping from the sky to flatten your enemies. Natalie is quite happy to see it's alive and well.
307** In ''4'', the Mammoth and Beholder are enemies once again, but join you post-defeat. [[spoiler:Godcat herself does a version of this after destroying both of her vehicles, though it's more of a HeelRealization.]]
308** In ''5'', both forms of Godcat return as [=NoLegs=]' Limit Breaks, and Godcat herself is referred to as [=NoLegs=]' friend. [[spoiler:Lance, who became a villain again due to ''5'''s status as a reboot, does this similarly to how he did in ''3'']]. You can even invoke this trope by capturing certain bosses, such as Snowflake!
309* HeKnowsAboutTimedHits:
310** Typically from {{NPC}}s in town.
311** Matt, Natalie, and Lance all [[MediumAwareness seem to be aware that they are in a game]], often making note of the game's mechanics mid-battle.
312* HitPoints: Appears in all the main series games.
313** General: They're shown as a fraction above the {{Life Meter}}s of the players, and also used to note how much damage was dealt to enemies.
314** Starting from the second game: It's possible to get a precise measurement of how many hit points an enemy has, by scanning them with a Scanbot or something.
315* HopelessBossFight:
316** ''[=EBF4=]'' has a couple of downplayed examples with [[spoiler:the Creator and Destroyer forms of Godcat]], who each ambush you at specific points in the story. Your attacks will almost always miss them, and ''their'' attacks are guaranteed {{One Hit Kill}}s, but unlike most examples, they'll leave after a few turns and summon some weaker enemies that you ''can'' defeat.
317** ''[=EBF5=]'' has a more traditional example when Lance ambushes you in the Valkyrie, wipes out the entire party before you can do anything, and kidnaps Natalie.
318* HotDrinkCure: From the third game onwards, coffee is used to revive characters.
319* HydroElectroCombo: If a character is under the "wet" status effect, they will receive bonus damage from electric attacks.
320* HyperactiveMetabolism: ''[=EBF3=]'' starts replacing potions with various food items. [[CommonplaceRare This has the side effect of making pizza incredibly rare.]]
321* HyperspaceArsenal:
322** This is a given thanks to the equipment system, as shown in the HammerSpace entry.
323** The Valkyrie Tank boss can endlessly summon turrets from within itself, even though the total volume of the turrets should exceed the tank itself.
324* IceBreaker: The ''other'' way to get rid of the freezing effect besides healing is to get attacked while frozen, for bonus damage. Lampshaded by an {{NPC}} in the third game as you go into [[SlippySlideyIceWorld Glacier Valley]] that it's probably a bad idea to do that to allies, and it's better to heal them. Also lampshaded by Natz when she first uses Regen, remarking that it'll probably be a good way to get rid of freeze.
325* IceCrystals: A common representation for ice in the series:
326** The Ice element (naturally) is displayed this way, though it can have a rougher appearance instead of being entirely polished. However, in the Ice Cave environment, perfectly-cubical ice blocks do appear for some floor puzzles.
327** Natalie's recurring spell Iceshard portrays crystalline ice chips.
328** The "Solid Water" item has an appearance much closer to ice, with sharper edges in ''4'', but it's softened and made to look more like actual water in ''5''.
329* IdiotHero: Everyone, but Matt in particular. For example, this exchange from ''Bullet Heaven 2'':
330--->'''Natalie''': Hold on, there's a demonic portal opening up ahead. Maybe--\
331'''Matt''': Finally! An exit! I'll take it!
332** One scene in ''[=EBF3=]'' showing off the group:
333--->'''Natz:''' Oh no, a puzzle, we're too stupid to figure this out.\
334'''Lance:''' I concur. Do you concur?\
335'''Matt:''' I concur.
336%%* IdleAnimation: A frequent source of {{Shout Out}}s.
337* ImmuneToFire: The fire resistance stat is a percentage that is the amount of reduction on fire element damage. It's possible for it to become high enough to entirely negate fire-based damage.
338* InstantAwesomeJustAddMecha: Robots and machines of various types are common enemies across all four games.
339* InstantRunes: They frequently pop up whenever a spell is cast. Matt, Natalie, and Lance also have unique ones representing them and cast them when defending.
340* InteractiveStartUp: From the third game on, you can "pop" [[TheGoomba low-level]] {{Mascot Mook}}s and make a new PaletteSwap appear on a LoadingScreen for a reward in each game's AchievementSystem after a certain number of mooks have been "popped". From the fourth game onward, the commercial UsefulNotes/{{Steam}} versions replace the loading progress bar with a language selection menu.
341** ''VideoGame/EpicBattleFantasy3'': The mooks are [[BlobMonster slimes]] of various elements and environments, some more typical than others: snow, sand, sludge, and lava, but also the green plant-type veggie slimes -- which have vegetables, flowers, and fruits growing out of them -- and Furry Slimes, with tails and fox, cat, and bunny ears.
342** ''VideoGame/EpicBattleFantasy4'': The mooks are the game's various [[AnimateInanimateObject idol]] enemies: wooden, obsidian, ice, clay, and gem.
343** ''VideoGame/EpicBattleFantasy5'': The various UndergroundMonkey types of Slimes are the mooks, such as chocolate, ice cream, and mud flavors, as well as the slime mouse, which parodies various VideoGame/{{Pokemon}} (specifically Pikachu, Pichu, and Dedenne).
344* ItemAmplifier: Several armors in the third and fourth game can double the effects of HP and MP healing items, while others double the damage of thrown items.
345* JustFriends: Natz and Matt. Natz is very surprised when Matt says they're "more than friends", only for her to be dejected when he says he means "we're a team." Matt views being part of a team as closer than friends, while Natz views the opposite, since [=NoLegs=] and Lance are also part of the team. [[spoiler:Well, [[RelationshipUpgrade maybe until after the fifth game]], at least.]]
346[[/folder]]
347
348[[folder:Tropes K-O]]
349
350* KingMook: Giant slimes and the Beholder to the slimes and eyeballs.
351* KillSat: The Ion Cannon is a Limit Break that sets a satellite in space to shoot a thunderous beam at enemies.
352-->'''Lance:''' "Don't worry, it's solar powered. Minimal damage to the environment and radiation, but still lethal. I'm quite proud of it."
353** When the Praetorian uses the Ion Cannon as its charged attack in the fourth game, Lance complains that the boss in question hacked it. [[spoiler:Then ''he'' hacks the Praetorian after the party defeats it.]]
354* KleptomaniacHeroFoundUnderwear: It is possible to find panties if you loot enough places. ''[=EBF4=]'' and ''[=EBF5=]'' both have quests that require you to give them to [=NPCs=].
355* LampshadeHanging: Roszak [[BetterThanABareBulb really likes this trope]].
356--> '''Matt:''' I'm starting to wonder if dragons ''have'' bodies, I mean all we've seen are their heads!
357* LastChanceHitPoint: The Morale status in ''[=EBF4=]'' onwards leaves the character at 1 hit point if they were hit by an otherwise-lethal attack when above half their maximum health. [[spoiler:This even works against the Glitch's otherwise OneHitKill attack.]]
358* LazyBackup: Thankfully averted — if your frontline party is completely incapacitated and your backup is still alive, they'll jump to the front.
359* LegacyBossBattle: The 2.0 update for ''5'' added a bunch of enemies and bosses from older games, including the very first one.
360* {{Leitmotif}}: Prominent throughout the series. An example being Rage of the Abandoned (played during a difficult encounter) and Derelict Factory of Twisted Metal. Both are essentially the same thing, but the latter sounds more rearranged.
361* LifeMeter: In all of the main games, and ''Adventure Story'', there is a bar in general that shows the players' HP.
362* LightmareFuel: Matt's [[ScreamerPrank "Screamer"]] spell flashes a JumpScare on the screen. However, the spook factor is severely reduced to the point of comedy since 1) the screamer only happens when you cast the spell, so you know when it's coming, and 2) instead of a NightmareFace, you just get a picture of a dog with the colors inverted (or alternatively, a screenshot from the infamous "GIRUGAMESH!" Sakuracon commercial, or a photo of the game's developer, Matt Roszak).
363* LightningBruiser:
364** [[spoiler:'''GODCAT''' in her main [[LightIsNotGood light]] and [[DarkIsEvil dark]] forms.]] '''RIDICULOUS''' HP, attack power that can kill you several times over [[spoiler:until you're close in level]], and evasion so '''[[PrecisionFStrike DAMN]]''' high that you have no chance in hell of reliably hitting [[spoiler:her]]! In fact, the game crashes if you kill [[spoiler:Godcat]] by hacking!
365** To a lesser extent, some bosses and minibosses have very high evasion without losing out in other stats, such as Praetorian [=MK2=] and the Cosmic Monoliths.
366* LimitBreak: ''[=EBF2=]'' gives Matt and Natalie one specific limit break each; both of them reappear later as "Cleaver" and "Kyun" respectively. In ''[=EBF3=]'', each character has up to three to choose from. In ''[=EBF4=]'', characters can have up to ''eight'' limit breaks!
367* LimitedAnimation: The idols introduced in ''4'' really stand out in the way that they have only one cohesive sprite. Most characters from the game have a number of segments to them that move and stretch for their actions, but the Idols are completely unmoving. The Pixel enemies from the bonus areas of ''5'' act the same way.
368* MagikarpPower:
369** The weapons and armors themselves can be more or less this, depending on your playstyle, in every game since ''3''. An example is the Sky Feather in ''4''. When it starts out, it's rather difficult to use and isn't as powerful as other options, but upgraded, it can, if used right, allow Anna to spam spells and restore her magic constantly.
370** In each game, your skills and characters start out weak, but grow much more powerful with the ability to do so many more things. For example, [=NoLegs=] starts out with 3 weak sword attacks, but later on, he can [[StarPower blast his foes with a warp star]]!
371* MiniMecha: They typically appear as bosses throughout the series.
372* ModularDifficulty: Epic Battle Fantasy 4 and 5 have a "Cheats & Challenges" option that involves "Cheats" that make the game easier, like increasing SP gain and letting all characters be able to learn any skill, and "Challenges" that make the game harder in different ways than just affecting stats as the usual selectable difficulties do, like giving foes extra counter-attack moves and putting your turns on a timer, so you would have to select actions for all your active party members in 30 seconds before your turn ends by force.
373* MonsterCompendium: The Bestiary from the second game onwards.
374* MoreDakka: Lance's arsenal includes his Gunblade revolver, a bazooka, and a ''tank''. With the right equipment, he can get to use ''all'' of them in a single turn.
375* MookPromotion: The Cosmic Monolith goes from a BossInMookClothing to a legitimate boss in the fourth game's Battle Mountain. It goes back to being a standard enemy in the fifth game.
376* MothMenace: Despite their name, the Wasp line of enemies has only the first one looking like a wasp. The others look more and more like severely mutated butterflies as the game goes on.
377* MrFanservice: To different degrees, Matt and Lance.
378* MsFanservice: Natz. It gets taken to a whole new level in the second game's GameOver screen, where her dress is nearly ripped apart. You can even click her breasts to induce jiggling. Taken up to eleven in the third game with her CatGirl and ''Cow Girl'' outfits. In each game, she invokes the trope in her healing "Limit Break", and {{lampshades}} it at least once per game. Anna from the fourth is clearly not impressed, or possibly jealous, but it's hard to tell by Natz' stature, and during the remarks where she openly says something, it's clear that Natz is annoyed by it.
379* MultiMeleeMaster: Matt, in all five games. Excluding a few pieces of concept art, it's never shown where he stashes all of his swords; in battle, he just glows and voila, the sword changes.
380* MythologyGag: Every "mecha" enemy in the series (the Mecha from ''[=EBF1=]'', the Guardian from ''[=EBF2=]'', and the Praetorian from ''[=EBF4=]'') was designed with one of Roszak's earliest games/projects, "[[http://kupogames.com/web-games/mecha-dress-up/ Mecha Dress Up]]".
381* NauseaFuel: An InUniverse version: when some enemies like Squid die, it grosses the players out so much they can't use food items for a while.
382* {{Nerf}}:
383** The skill '''Guardian''' (renamed '''Guardian Shield''' in ''[=EBF5=]'') has zigzagged this several times. In ''[=EBF3=]'', it buffs the target ally's defense and magic defense by up to 60% and evasion by up to 30%, and heals them slightly. In ''4'', it loses the healing, but gains 70% (magic) defense buffs and a 35% evasion buff. In ''5'', it also loses the evasion buff, in exchange for raising the defense and magic defense buffs to '''at least 80 percent''' at maximum level!
384** ''[=EBF3=]''[='=]s examples of InfinityPlusOneElement also had this in ''4''. Poison stacks drop by 1 each turn and scale less to enemy HP, while more enemies resist bomb attacks, although it's only a mild nerf; nevertheless, they can still be good elements to have on hand.
385** Natalie's "Kyun" LimitBreak was hit hard with the nerf gun in ''[=EBF4=]''. Specifically, in the second and third games, it heals all players, buffs their attack, magic attack, defense, and magic defense by up to 50% while debuffing the same stats of the enemies. In ''4'', it loses the ability to debuff! However, ''[=EBF5=]'', as well as renaming it to "7th Heaven" and changing the animation, buffs it again by making it affect all living allies ''in backup'', which doesn't happen in ''4''. And it makes Natalie lovable, thus unable to be targeted by single-target attacks.
386** Quite a few skills zigzag this trope, as on one hand, they are nerfed by the skill cooldown system in ''[=EBF5=]'', as now you can't spam Healmore every turn, for example (at least without giving the user apple slices to reduce their cooldowns). On the other hand, some of these attacks have something to compensate for the cooldowns:
387*** '''Judgement''' has a 2-turn cooldown and loses its ability to inflict '''Weaken''', but ''finally'' regains its LifeDrain ability from the first two games.
388*** '''Legend''' also has a 2-turn cooldown but no longer makes Matt tired when used.
389*** '''Unload''' has a whopping ''5''-turn cooldown but no longer debuffs Lance's attack.
390*** Lance's fire skills each have a 1-turn cooldown, but they debuff the targets' defense. His dark skills now lower enemy magic defense. His plasma skills, however, ''are'' closer to an actual nerf, continuing to debuff enemy evasion but having the cooldown like his fire and dark skills.
391*** '''Reflex''' has a 5-turn cooldown like '''Protect''' and '''Barrier''', cures '''Shroud''' status (see StatusEffects below) as well as buffing everyone's evade.
392*** '''Pulsar''' has a 2-turn cooldown, but possesses the exact same power (skill-based factor for damage per target hit) as '''Dark Pulse'''.
393** Monoliths were made more vulnerable to Syphon (which completely shuts them down) in the fourth game. In addition, their strongest attacks now require a turn to charge, making them less able to vaporize your party out of the blue. The laser for the Cosmic Monolith's Doomsday attack also no longer deals damage or debuffs accuracy, and it no longer hits the Monolith's side (which would heal the Monolith, [[FeedItWithFire since it absorbs Dark]]).
394** The UpdatedReRelease of ''[=EBF3=]'' applied several nerfs, mostly to enemies:
395*** The Pyrohydra had its health reduced, and their Fire absorption and Abyss's poison absorption were lessened; this drastically cuts down on Blaze's healing output and Abyss's HealingFactor.
396*** The Viking Monolith's WaveMotionGun attack has a much lower freeze chance outside of Epic difficulty.
397*** The Cosmic Monolith's Doomsday had its damage reduced.
398*** Poison now deals less damage to enemies.
399*** The Soul Eater sword had its defense reductions increased.
400* NewSkillAsReward: In all games after the third, the ability to buy certain skills are unlocked after you earn them in quests.
401* NewWorldTease: In ''4'' and ''5'', disconnected parts of other areas can be entered far before they can be explored properly. It is possible to step in to Lankyroot Jungle in ''4'' even before entering Ashwood Forest, the first proper area. In ''5'', there is a preview of No Man's Land before defeating Jotun, the Rainbow River can be seen constantly at the south end of No Man's Land itself, and while going through the Rainbow River, [[spoiler:the volcanic territory of the Rapture is visible at the southeast section of it]] before crossing through Frozen Valley.
402* {{Ninja}}: In ''[=EBF3=]'' onwards, there's Ninja equipment for both guys and girls.
403* NinjaPirateRobotZombie: The equipment system means your characters will swap around a fair bit from being dressed as knights, ninjas, pirates, vikings, etc. as you go through the game. Or just [[RummageSaleReject some simple combination of these things if you don't bother completely coordinating a single character's outfit or lack the corresponding hat/armor]].
404* NoDamageRun: Playing any level without getting hit is possible in the spinoff games.
405* NoFourthWall: The characters have no compulsions against BreakingTheFourthWall, and the fifth game contains an in-game fanart gallery which the characters will comment on the pieces while viewing… and the characters will be explicitly barred from the gallery or various rooms within it from a lack of [[AchievementSystem medals]].
406* NotSoHarmlessVillain: [[spoiler:The Beholder, which mostly existed throughout the series as a NaughtyTentacles joke. The fifth game has its derivative, the Devourer, be [[TheManBehindTheMan behind all the other games]] and even literally deletes the world.]]
407* NonElemental: The Lucky Star and Star Shower spells do non-elemental damage, while some high-end weapons have no element (and no resistance) in exchange for doing high damage. [[spoiler:These are necessary to defeat The Glitch in the fourth game.]]
408* NormallyIWouldBeDeadNow: With '''Morale''' status in ''[=EBF4=]'' and ''5'', any character or foe can survive '''any''' single-hit attack that would otherwise OneHitKill them, with [[LastChanceHitPoint exactly 1 HP]]. This works not only with [[ThereIsNoKillLikeOverkill overkill levels of damage]], but also instant death (which otherwise bypasses the HitPoints system)! The one condition is you have to be above 50% HP for it to work.
409** Also, careful emphasis on the "single-hit" part, because it ''does not'' work if a multi-hit attack reduces the target to said 1 HP ''before'' the final hit. Neither that or knocking the target below 50% HP with multiple smaller hits, ''then'' dealing a powerful blow (such as with [[spoiler:(Dark)]] Matt's Legend).
410* NumericalHard: Averted in main games, enemies get better AI and skills in addition to stat increases on higher difficulties. Sometimes they also start with statuses that are beneficial to them, for example poison-absorbing foes start with poison.
411* ObstructiveForeground: The third game uses this extensively to hide treasure chests. The fourth game just hides treasure ''within'' objects, but still uses this trope from time to time.
412* OminousLatinChanting: Some of the songs:
413** [[https://www.youtube.com/watch?v=pSjBc65FYBI Twins of Duality.]]
414** [[https://www.youtube.com/watch?v=2XCxsdbInPY Nox Tenebris Daemoniacae.]]
415* OminousPipeOrgan: Each game has one, at least after the EarlyInstallmentWeirdness of ''[=EBF1=]''.
416** ''[=EBF2=]'' has [[https://www.newgrounds.com/audio/listen/265662 Organ Jaws]], a classically sinister usage of Ominous Pipe Organ.
417** ''[=EBF3=]'' has [[http://music.phyrnna.com/track/divine-madness DiVINe MaDNEss]], featuring a more frantic and chaotic take on the trope.
418** ''[=EBF4=]'' has [[http://music.phyrnna.com/track/fallen-blood Fallen Blood]], leading off with the organ before taking a turn for the heavier.
419** ''[=EBF5=]'' has [[https://music.phyrnna.com/track/blaze-of-iris Blaze of Iris]], combining the organ with a more synthetic instrumental arrangement to represent the terrors from the beyond.
420* OneHitKill:
421** The first two games have a pattern where the second-to-last boss and the last boss have one. One of the zombie hydra's attacks, and one of the tank's cannons in the second game, and the spirit bomb and mega lazer in the first. Thankfully, all of these (except for the Zombie Hydra's instant-death spell) are {{Charged Attack}}s, and they aren't true One-Hit Kills — they just do such ridiculously high damage that they might as well be. As long as your HP is high enough, you can use the DefendCommand to avoid utter annihilation.
422** One of the platforms that the Valkyrie tank can bring up to assist itself is a nuke-launching station. Its only attack is to advance a countdown. And the nuke will be launched at you when it ends. The only way to save yourself from that one is to demolish the nuke station before this can happen. And it's entirely possible for it to have ''two'' nukes being prepared for launch simultaneously. For more FinalBoss cheapness, Goku from the first game still gets to take his turn after his [[CombinedEnergyAttack Spirit Bomb]] lands. Thankfully (or not), he never spends that turn charging up ''another'' Spirit Bomb. Instead, he uses one of his ''other'' super-painful moves. Though he can[[note]]and probably ''will'' when at low health[[/note]] launch another Spirit Bomb on the turn ''after'' that.
423* OneSteveLimit: We have main character Lance and minor character Lancelot.
424* OnlyOneName: None of the characters have a known surname.
425* OurBansheesAreLouder: A skill Fright conjures up a ghost that shrieks directly in an enemy's face, doing Dark damage.
426* OurDragonsAreDifferent: Dragons start appearing in the second game onwards, but are only rendered as heads and a long neck (which gets lampshaded in the fourth game). ''[=EBF5=]'' changes the Zombie Hydra and variants to "Wyrms" to justify their appearance, but the standard dragons keep their species.
427* OurHydrasAreDifferent: ''3'', ''4'', and ''5'' feature multiheaded dragons (but only their heads fit on the battle screen, and only in ''3'' does the dragon have a body on the overworld). They're particularly dangerous because, in addition to strong attacks, high HP and defenses, at least one head will have healing magic, and in ''5'' you actually need to kill all three heads within a turn of each other or they'll revive one another indefinitely.
428[[/folder]]
429
430[[folder:Tropes P-T]]
431* PaletteSwap: In the first game, there are different colored versions of enemies:
432** Crabs: purple and red
433** What would be called "Eyeballs": [[https://vignette.wikia.nocookie.net/epicbattlefantasy/images/4/46/Eyeball_EBF3_And_1.PNG Brown]], [[https://vignette.wikia.nocookie.net/epicbattlefantasy/images/a/a4/Eyeball_EBF1_Style_2.PNG Green]], [[https://vignette.wikia.nocookie.net/epicbattlefantasy/images/a/a7/Eyeball_EBF1_Style_3.PNG Purply-Red]].
434* PantyThief: One of the tasks in the fourth and fifth games involves collecting panties for an NPC. There's even a medal called Panty Thief.
435* PictorialSpeechBubble: One of Natalie's victory animations in ''[=EBF3=]'' has her with a speech bubble of a HeartSymbol.
436* PinballPoints: The first two games do this with damage, with regular attacks doing four figures' worth from the very beginning. The third one does away with this with the introduction of a more traditional ExperiencePoints system.
437* PowerAtAPrice: Some weapons will provide rather insane buffs, but with considerable drawbacks, such as penalty to some other stats or inflicting harmful effect when held.
438* PowerfulButInaccurate: Quite a few weapons from ''3'' onward will offset their ludicrous damage bonus by accuracy penalty. For example, Lance's Green Goliath in ''5'' doubles physical and magical attack when maxed, but decreases accuracy (along with evasion) and auto-inflicts Tired status, which gradually decreases accuracy even further.
439* PowersDoTheFighting: Equipping lots of autocast clothes can result in this, as they can activate at the very beginning of a battle.
440* ThePowerOfRock: The Power Metal attack, which plays a small bit of "[[https://www.youtube.com/watch?v=WHJapDojlaE Through the Fire and Flames]]" in the first three games, and a piece of "[[https://www.youtube.com/watch?v=CchLWBfHrqg Winter Night's Journey (Through the Storm)]]" in the fourth and fifth games.
441* PercentBasedValues:
442** ''VideoGame/EpicBattleFantasy4'': For equipment's effect on stats, and after the Battle Mountain update, some healing items' effects. For example, this piece of equipment: Flower Pot: At level 1, it boosts physical and magic defenses by 5%, and stops 10% of Thunder and Earth, damage.
443*** Healing items:
444*** Crisps: Heals all living party members for 25% of their max HP.
445*** Chips: Heals all living party members for 50% of their max HP.
446** ''VideoGame/EpicBattleFantasy5'': All healing items, and the buff and debuff statuses. The listed values are the base, which can be boosted with certain equipment, which also increase their wearer's abilities by percentages:
447*** Healing Items: Such as Pumpkin: "Heals an ally for 300 HP, or 20% of their max HP. Whichever is higher."
448*** Status Buff items: Such as Beer: Buffs an ally's attack by 60%.
449*** Equipment: Such as Fusion Blade: At level 1, it boosts Physical and Magic attack by 15%, and blocks 10% of Bomb, Fire, and Bio damage.
450* PreexistingEncounters: From third game onward, most foes appear on the map, and you initiate battles by interacting with them. The enemy encounters that don't appear on the map trigger when you step on specific tiles. The good news is that they don't actively chase you and the ones that block important paths don't respawn.
451** ActuallyFourMooks: '''Any''' enemy encounter in these games is represented by a single enemy, meaning that harmless-looking bush could actually contain a four-wave (or longer) marathon battle ([[CoughSnarkCough *cough*]] [[BrutalBonusLevel Battle Mountain]] [[CoughSnarkCough *cough*]]). Fortunately, each encounter usually shows the strongest monster fought in said encounter, thus lowering the number of bad surprises.
452* PuttingOnTheReich: Lance's outfit in the second game is quite... Nazi-like. In subsequent installments, you can re-attain the outfit and equip it on Lance or Matt. It provides a notable amount of Dark resistance, and when maxed out, will provide extra tank attacks randomly. It's worth noting that it lacks any Swastikas and becomes the "Officer's Coat" and "Officer's Hat", though it keeps its appearance. Also, Lance's tank keeps its Balkenkreuz insignia in all appearances.
453* PuzzleBoss: While not necessary to defeat her, the final version of the Chibi Knight can be made much easier by casting Berserk on her so she'll only use her basic Holy-element attacks and equipping the active party with Holy-resistant gear, leaving only the mammoth accompanying her able to deal damage.
454* RainbowPimpGear:
455** [[DownplayedTrope There are only three equipment slots, and mixing and matching doesn't make the characters look TOO bad, though]].
456** The fourth game introduces three additional equip slots for Flair that can look rather out of place while being surprisingly effective.
457** Even more downplayed in the fifth game. Some gear changes color depending on the other gear or even the character wearing it.
458* RandomEffectSpell: Mog in the first game, [=NoLegs=] in the second and third games, and Friend Dog in the fourth game, supply a random consumable item to be immediately eaten. It may not be useful if it, say, buffs your mage's attack, but in a pinch it becomes the best way to replenish your [=MP=] without using expensive or limited magic-replenishing items.
459* RandomizedDamageAttack: Lucky Star is cheap on MP but deals wildly random damage, ranging from a mere tickle to ''devastating'' output for such a skill. ''3'' onward has Star Shower, which is AreaOfEffect and hits multiple times, too.
460* RecurringRiff: [[https://www.youtube.com/watch?v=JH8t8X_5frk Estavius]], from ''[=EBF3=]'' on.
461* ReferenceOverdosed: Just look at the {{Shout Out}}s page.
462* RespawningEnemies: Enemy encounters in ''3'' onwards may respawn once you leave the area, if said enemies weren't blocking a path and/or key item.
463* RevolversAreJustBetter: Especially if they're also Gunblades.
464* RuleOfFun: The whole point of the series.
465* RunicMagic:
466** Viking Monolith enemies have runes engraved on them that glow when they cast magic.
467** The Rune Blade weapon greatly boosts the power of magical attacks. Presumably because runes.
468** The elementally magical Rune enemy class don't actually appear to involve carved runes and instead resemble small clusters of floating stone objects.
469** The Dark Rune item is a chunk of black stone carved with complex red lines that is used to craft Dark-aligned items.
470* SayItWithHearts: The PictorialSpeechBubble version.
471** In the third game, it happens if a character eats something they like.
472** In the fourth game:
473*** Some characters say it on the victory screen, randomly.
474*** Natalie says it when hit by the Beholder's Censored attack.
475* SequelEscalation[=/=]SortingAlgorithmOfEvil: The first game's final boss was Zombie Goku, [[RecurringCharacter again.]] Not so awful for Matt and Natz to deal with, you say, [[spoiler:aside from him destroying a good portion of the world upon his defeat.]] The second game has them fight the guy trying to take over the world in the aftermath of the first game. Again, not so horrible to deal with, especially compared to the final boss of the original... then we get to ''[=EBF3=]'', where the main villain is [[spoiler:a demonic being of god-like power who represents a huge threat to the world relative to previous final bosses, and to existence in general.]] And [[spoiler:the final boss of ''[=EBF4=]'' is ''Godcat herself'']], which pales in comparison when the final boss of ''[=EBF5=]'' goes meta.
476* SchmuckBait: In all games, Matt has a move called "Screamer", as in the "Scary Maze" kind of screamer. Thankfully, the accompanying scream is kept to a reasonable decibel level. [[note]]According to Roszak, it's a picture of his dog with the colors inverted.[[/note]]
477* ScreamerPrank: Matt's "Screamer" special conjures up a color-inverted picture of a dog and lets loose a bloodcurdling shriek. It hits all enemies for Dark damage and reduces Magic Defense. However, since it runs off of Magic Attack, he's unlikely to do much damage with it, so in the fourth game giving it to Anna might be a better choice.
478* SelfImposedChallenge:
479** Play as one player. Or two in the third game, seeing how some battles have up to five enemies in one wave, in contrast to the first two games' three. This makes a one-player run nearly impossible and [[StatusEffects stunning/freezing]] enemies (''2'' onward) will make these challenges harder.
480** ''[=EBF4=]'' onwards allows you to set the difficulty whenever you want. Also, you can try beating the fourth game on Epic without changing the difficulty while keeping Lance in your backup slot the entire time (this means no {{Total Party Kill}}s on the front line).
481* SexyWhateverOutfit: Basically everything the female [=PCs=] wear. There are a ''few'' armors which might not look too provocative on Anna, but you can probably be sure that won't hold on [[MsFanservice Natz]]. Pretty much the only armors that doesn't look of this trope at all on either of the ladies is the [[http://epicbattlefantasy.wikia.com/wiki/Shrine_Maiden_Dress Shrine Maiden Dress]] and [[http://epicbattlefantasy.wikia.com/wiki/White_Mage_Dress White Mage Dress]].
482** PlayedForLaughs in ''5'', because [[MsFanservice Natalie's]] inexplicably stuck with these (when NSFW content is allowed) while Anna's are generally more respectable.
483** Up to eleven when using 7th Heaven: There is a different fanservice design for every female armor in the game.
484* SexySantaDress: As Female Armor:
485** Playing the fourth game very completely might result in you missing this one from your inventory. [[spoiler:You have to set your computer's clock to December unless your playthrough lasts through that month.]]
486** ''5'' puts it up to eleven by it making the torso coverage [[{{Stripperiffic}} nothing but two red straps tied around her breasts to cover her nipples]].
487*** In the final game, this designed was changed to something logical... until you use 7th heaven with it.
488* ShootTheMedicFirst: You'll be doing this often enough that even Matt recognizes it as a good idea.
489--> '''Matt''': A healing plant! Must kill!
490* ShoutOut: Now with its [[ShoutOut/EpicBattleFantasy own page]].
491* SitcomArchNemesis: Lance's virulent dislike of [=NoLegs=] is this, as Lance refuses to allow him to have opinions or participate in his conversations because he's a filthy animal.
492* SpectralWeaponCopy: Matt's skill Seiken / Holy Sword / Light Sword skills attacks with a sword made of light to deal holy damage.
493* StockRPGSpells: Being a parody of [=RPGs=] in general, many examples of this trope and included sub-tropes are present.
494** HerdHittingAttack: Both Natz and Lance have access to a great deal of AreaOfEffect attacks. Lance also has [[ChainLightning Chaining]] attacks.
495** NonElemental: Attacks which deal non-elemental damage are surprisingly scarce. Even melee attacks are almost always elemental, unless the weapons themselves have no element.
496** SummonMagic: Added in the fourth game. Summons can be called by any player character. They are further made distinct from Skills and Specials in that they consume a party-shared SP (Summon Points) meter which is only replenished by killing monsters.
497*** Furthermore, their damage is dependent on the ''level'' of the user, as opposed to (Magic) Attack; however, their power is boosted by matching elemental weapons just like regular skills!
498*** Natalie had her own SummonMagic in the first two games, but they use MP like any other special technique.
499* StatusEffectPoweredAbility:
500** The Giga Drill skill does more damage the higher the enemy's defensive buffs are (and is most visible on bosses).
501** In ''[=EBF5=]'', every element can be boosted by a neutral or negative status effect. However, the neutral status effects like Dry or Light will also protect from damage of other elements, such as Light decreasing Earth damage.
502* StockMonsters: Most often played straight, or zig-zagged. The series includes the usual [[BlobMonster Slimes]], poisonous Insects, MechaMooks, TheUndead, Golems, Dragons, [[CombatTentacles Things with tentacles]] and lots of Elementals.
503* StormOfBlades: The Ragnarok spell, where blades from Matt's collection rain down from space / the sky.
504* StraightMan: Natz to Matt throughout most of their existence, and Anna to her teammates in the fourth game.
505* StuffBlowingUp:
506** Bomb is considered an element in the series, used primarily by Lance. It's effective against machinery and rock/metal enemies.
507** Many enemies, including bosses, [[DefeatEqualsExplosion explode when killed]].
508* SolidClouds: Clouds are solid, [=BUT=] unless you have the Cloudwalking Boots, they won't support the weight of four people.
509* SuperDeformed: The party members, [=NPCs=], and enemies are drawn in chibi style on the overworld map.
510* StatusEffects: Just over 30 in total as of ''[=EBF5=]'', most of which can be cured via using an Antidote(''[=EBF1=]'' and ''[=EBF2=]'')/Garlic (''[=EBF3=]'' onwards), or by casting Medikit/Health Strike, Cleanse, Purify or [[LimitBreak Kyun/7th Heaven]]:
511** Introduced in ''[=EBF1=]'':
512*** '''[[StatusBuffDispel Dispel]]''': Removes all stat buffs and positive status effects upon infliction. Was named '''Debuff''' before ''[=EBF3=]''.
513*** '''[[UniversalPoison Poison]]''': Inflicts Bio-elemental damage each turn, multiplied by number of stacks and affected by Bio resistance. Will heal if the afflicted absorbs Bio.
514*** '''[[PowerNullifier Syphon]]''': Prevents players from using skills/spells (barring their normal attack and their {{limit break}}s). Swaps foes to an alternate attack pattern. Was named '''Seal''' before ''[=EBF3=]''.
515** Introduced in ''[=EBF2=]'':
516*** '''[[TemporaryBlindness Blind]]''' (exclusive to ''[=EBF2=]''): Cuts Accuracy in half. Was replaced by Accuracy debuffs in all later games.
517*** '''[[HarmlessFreezing Freeze]]''': Freezes the afflicted, preventing them from taking actions, evading attacks or being switched out until it expires or they take damage. The next hit taken inflicts extra damage (50% extra in ''[=EBF2=]'', double damage in later games)
518*** '''[[TheParalyzer Stun]]''': Prevents the afflicted from taking actions or evading attacks, though they can still be switched out.
519** Introduced in ''[=EBF3=]'':
520*** '''[[UnstoppableRage Berserk]]''': Causes afflicted players to automatically attack random foes (exclusively using their normal attack in ''[=EBF3=]'', and randomly using a subset of learned skills in later games), dealing increased damage in the process (2.4x in ''[=EBF3=]'', 2.5x in later games). Swaps foes to an alternate attack pattern, with a similar boost (double damage inflicted and halved physical damage taken in ''[=EBF3=]'', 50% extra damage inflicted in later games).
521*** '''[[TimeDelayedDeath Doom]]''': Inflicts '''Instant Death''', alongside dealing moderate NonElemental damage (in case the afflicted has '''Bless''' or is otherwise immune) once the timer expires.
522*** '''[[OneHitKill Instant Death]]''': Kills instantly upon infliction.
523** Introduced in ''[=EBF4=]'':
524*** '''[[DamageOverTime Burn]]''': Inflicts Fire-elemental damage each turn, affected by Fire resistance. Like Poison, will heal if the afflicted absorbs Fire. Unaffected by number of stacks in ''[=EBF4=]'', affected by number of stacks in ''[=EBF5=]''.
525*** '''[[DamageIncreasingDebuff Curse]]''': Debuffs Defence and Magic Defence (by 10% in ''[=EBF4=]'', by 15% in ''[=EBF5=]'') each turn, and increases Holy-elemental damage taken by 50%.
526*** '''{{Random|EffectSpell}}''': Inflicts a random status effect upon infliction.
527*** '''[[ForcedTransformation Slimed]]''' (exclusive to ''[=EBF4=]''): Turns the afflicted player into a Slime, doubling damage taken and preventing them from taking actions or being switched out, though they can still evade attacks. Cannot be cured, but can only be inflicted on a single player at a time.
528*** '''[[CriticalHit Stagger]]''': Guarantees a critical hit on the afflicted. Gained the ability to stack in ''[=EBF5=]''.
529*** '''Tired''': Debuffs Accuracy and Evade (by 10% in ''[=EBF4=]'', by 15% in ''[=EBF5=]'') each turn, and increases Dark-elemental damage taken by 50%.
530*** '''Weaken''': Debuffs Attack and Magic Attack (by 10% in ''[=EBF4=]'', by 15% in ''[=EBF5=]'') each turn, and increases Earth-elemental (in ''[=EBF4=]'') or Bio-elemental (in ''[=EBF5=]'') damage taken by 50%.
531*** '''[[HydroElectroCombo Wet]]''': Halves Fire-elemental damage taken, in exchange for increasing Thunder- and Ice-elemental damage taken by 50% and doubling '''Freeze''' chance. Incoming '''Chill''' is converted to '''Freeze'''. Treated as a neutral status effect in ''[=EBF5=]''.
532** Introduced in ''[=EBF5=]'', negative:
533*** '''[[LuckManipulationMechanic Bad Luck]]''': Decreases the afflicted's attacks' accuracy, critical hit chance and status effect/debuff infliction chance by 20%. Increases incoming attacks' accuracy by 10%, crit chance by 30% and status effect chance by 25%, changes incoming '''Doom''' to '''Instant Death''' and causes pre-existing '''Doom''' to have its timer reduced to 1 turn.
534*** '''[[ArtificialInsolence Confuse]]''': Causes the afflicted to randomly use the weakest version of their learned skills.
535*** '''[[CooldownManipulation Disable]]''': Puts random skills on cooldown upon infliction.
536*** '''[[ArtificialInsolence Hungry]]''': Causes afflicted players to automatically eat random food each turn. Does not affect the inventory.
537*** '''[[MaximumHPReduction Scorch]]''': Inflicts twice as much damage as Burn, and debuffs max HP by 10% each turn.
538*** '''[[InterfaceScrew Shroud]]''': Hides the afflicted's HP bar, stats and status effects.
539*** '''[[AntiRegeneration Stuffed]]''': Prevents the afflicted from eating food. Also negates max HP debuffs caused by direct attacks since the v2 update.
540*** '''[[MoraleMechanic Surrender]]''': The afflicted flees from battle on their next turn. Exclusive to foes.
541*** '''[[DrawAggro Target]]''': Redirects single-target attacks towards the afflicted, including attacks that target randomly. Limited to a single player at a time.
542*** '''Virus''': Inflicts twice as much damage as Poison, lasts indefinitely until cured, and can spread to other foes/players.
543** Introduced in ''[=EBF5=]'', neutral:
544*** '''Chill''': Halves Fire-elemental damage taken, in exchange for increasing Thunder- and Ice-elemental damage taken by 50% and doubling '''Freeze''' chance. Incoming '''Wet''' is converted to '''Freeze'''.
545*** '''Dry''': Halves Thunder- and Ice-elemental damage taken, in exchange for increasing Fire- and Bomb-elemental damage taken by 50% and doubling '''Burn/Scorch''' chance.
546*** '''Enchanted/Invisible''': Negates one type of damage (magical for '''Enchanted''', physical for '''Invisible'''), in exchange for doubling damage from the other type.
547*** '''Heavy/Light''': Halves Wind-elemental (for '''Heavy''') or Earth-elemental (for '''Light''') taken, in exchange for increasing damage from the other element by 50%.
548* StatusBuff: Ten in total, all but two of which can be Dispelled:
549** Introduced in ''[=EBF2=]'':
550*** '''AutoRevive''': Automatically revives its target upon death, with all stat (de)buffs and other status effects retained. Was named Autolife before ''[=EBF4=]''.
551*** '''[[GradualRegeneration Regen]]''': The target regenerates a portion of their health at the start of each turn.
552** Introduced in ''[=EBF4=]'':
553*** '''[[AntiDebuff Bless]]''': Grants immunity to all negative status effects, '''Dispel''' and '''Instant Death''' included.
554*** '''[[CriticalHit Brave]]''': Increases crit rate (calculated by: 2×base%+20), and grants immunity to critical hits (though Stagger takes priority over Brave in ''[=EBF4=]''). Also negates Attack/Magic Attack debuffs inflicted via direct attacks in ''[=EBF5=]'', after the v2 update.
555*** '''{{Charge|dAttack}}''': Enables use of certain powerful attacks (e.g. Lance's Hyper Beam), expending the status. The status cannot be Dispelled and is retained upon death. (Similar effects appeared since ''[=EBF1=]''.)
556*** '''{{Defend|Command}}''': Halves damage taken (excluding status effect damage) for one turn, but prevents counterattacking. (Similar effects were available via the "Defend" Tactic since ''[=EBF1=]''.)
557*** '''[[LastChanceHitPoint Morale]]''': Causes otherwise-lethal attacks to leave the afflicted with 1 HP, unless their health is under 49%. Also negates Defence/Magic Defence debuffs inflicted via direct attacks in ''[=EBF5=]'', after the v2 update.
558** Introduced in ''[=EBF5=]'':
559*** '''[[LuckManipulationMechanic Good Luck]]''': Increases the afflicted's attacks' accuracy, critical hit chance and status effect/debuff infliction chance by 25%. Reduces incoming attacks' accuracy by 10%, crit chance by 30% and status effect chance by 25%, and changes incoming '''Instant Death''' to '''Stagger'''.
560*** '''[[ExtraTurn Haste]]''': Grants an extra action per stack (foes automatically lose all their stacks upon taking their turn, limiting them to one extra action). {{Cooldown}}s are unaffected.
561*** '''[[ReduceAggro Lovable]]''': Renders the afflicted untargetable by single-target attacks (with some exceptions).
562* SwordAndSorcerer: Matt and Natz in the first two games.
563* TankGoodness: Lance's Valkyrie Supertank. In the third and fourth games, Lance has an ability where he orders his boss tank from the second game to fire its machine guns at the enemy. If you find and completely upgrade his old Nazi hat and outfit from the second game, the tank will randomly fire either its machine guns or its main cannon (and sometimes ''both'') at the enemy for free. To top it off, one of Lance's limit breaks involves ''pounding the tank into the bad guys and then [[StuffBlowingUp blowing it up]]''.
564--> '''Lance:''' [[Manga/JoJosBizarreAdventure WRYYYYYYYYYY!!]]
565* ThemeNaming: Either a normal colour or some different shade of a colour.
566** ''Epic Battle Fantasy 4'':
567*** ''Green''wood Village
568*** ''White''fall Town
569*** ''Gray''bone Cemetery
570*** ''Golden''brick Resort
571** ''Bullet Heaven 2'':
572*** ''Green''wood Forest
573*** Bubble''blue'' Beach
574*** ''Golden''brick Desert
575*** ''White''fall Glacier
576*** ''Jade''root Jungle
577*** ''Red''roast Volcano
578*** Iron''gray'' Armony
579*** ''Brown''grave Cemetery
580** Subdued, but still present in ''Epic Battle Fantasy 5'':
581*** ''Green''wood Village (again)
582*** ''Red''pine Town
583*** ''Rainbow'' Islands
584* ThisIsADrill: Tera Drill in ''[=EBF3=]'' and Giga Drill in ''[=EBF4=]'' onwards, an extra skill that drills into an enemy from below to deal physical earth damage, doing more damage the higher the target's defense is overall.
585* TooAwesomeToUse:
586** The Ion attack in the second game. While you ''can'' use it whenever you want, doing so causes ''extreme'' damage to the entire party. Averted when the FinalBoss uses it due to their high HP, though it can cut the lifespan of their summoned turrets.
587** In the third game, Natz' Black Hole Limit Break and Lance's Nuke Limit Break will both hurt the party as well as the enemies. (The Ion attack, now also a Limit Break, no longer has this problem.)
588*** Actually, Limit Breaks in general are this, as you'll keep saving them for later and typically only end up using them on bosses. The same goes for more costly summons in the fourth game, like the Praetorian, the Protector, and the Cosmic Monolith. Learning to (partially) cast away this mentality and keeping track of both charging bars is one of the most useful advanced techniques you can learn for the nastier bosses and for Battle Mountain's rush waves.
589** In addition, Meow Meow and Catastrophe in the first. Summoning Meow Meow featured a 30% chance of his sword breaking and damaging the party as well (supposedly compensated by hitting the enemy twice when this happens), and [[VideoGame/GoldenSun Catastrophe's]] third sword always hit P2 (Natz) for high damage, about 8000 of her 9999 health.
590** Some food items in the fourth game, as they are either only available in chests, very rarely dropped by enemies, or bought in the rare shop (though the price doubles with each purchase). This is subverted due to how enemies gain more per level than the players, making these items essential to surviving [[LevelScaling Battle Mountain]]. That said, the player still needs to be smart about how they distribute the stat items.
591** Very rare items in ''[=EBF5=]'', such as Espresso, which also buffs your maximum HP and is one of few ways to do so. They ''cannot be bought'' at all, so you'll probably save them up for OptionalBoss battles. Stat raising items can be gotten from some nasty enemies (think Cosmic Monolith), but their drop rate is very low.
592* TooDumbToLive:
593** Matt ([[IdiotHero especially Matt]]), Natz, and Lance are ''not'' bright. They die in the second game when they eat a sandworm, despite knowing that it had attacks that implied it was obviously poisonous. Then, they poke a chained, obviously evil demon that steals their power. Lampshaded in the third game, when they admit that solving a puzzle hurt their heads. Natalie gets smarter in the fourth game, though. When a puzzle needs explaining and there isn't an NPC around to help, the others call her over to take a look.
594** Lance believes radiation and smoking have no negative impact on the human body.
595-->'''Natz:''' That's dangerous levels of stupidity right there!
596[[/folder]]
597
598[[folder:Tropes U-Z]]
599* UndergroundMonkey: Just about every enemy in the third game onwards has around three/four species variations with different attacks, weaknesses and resistances, and drops. In an interesting use of this trope, none of the enemy variants can really be considered "stronger"; since enemies use a leveling system like the heroes, an early game-enemy can appear among its later-game variants and still be just as strong, meaning that no single enemy becomes obsolete.
600* UnintentionallyUnwinnable:
601** In ''[=EBF3=]'', it's entirely possible to walk into a bonus area, save, exit, visit the medals page, ''and delete all your medals!'' This causes the [=NPCs=] that guard the bonus levels (until you have sufficient medals) to reappear, blocking your '''exit''' instead of your entry! That's right. You can ''trap yourself in a bonus area'' unless you have a spare save from the same playthrough.
602** ''4'' has the [[BrutalBonusLevel Battle Mountain]] [[ThatOnePuzzle ice puzzle]], which is difficult enough by itself, even with the NPC Walter's hint ([[spoiler:"The secret is...to...line up...the ice blocks...in a row..."]]). [[http://kupogames.com/2013/12/03/ebf4-permanent-game-over/ It's actually possible]] to ''[[{{Pun}} block]] yourself in the puzzle!'' Hopefully, unlike what's in the link, you'd be observant enough '''not''' to save in the middle if you've blocked your exit on all sides!
603* UnusualEuphemism: "Fffffffffiretruck!" and "Shiiiiiiiiipyards!"[[note]]For the F word and S word, respectively[[/note]]
604* UnsoundEffect:
605** Any {{Status Effect|s}} (such as "[[AC:DEATH]]"), or StatusBuff when applied in ''[=EBF4=]'' and ''5'' (and the Steam update of ''3'').
606** This is how [=NoLegs=] "communicates" in ''Bullet Heaven 2'' and ''[=EBF5=]'' when not meowing.
607--->'''[=NoLegs=]''': ''*feels right at home*''\
608'''[=NoLegs=]''': ''*commits violent thoughtcrime*''
609* UselessUsefulSpell: Averted. You ''need'' to use buffs and status effects in order to survive.
610* VagueHitPoints:
611** ''VideoGame/EpicBattleFantasy1'': How much health an enemy can take can only be determined through manually recording damage numbers and comparing that to the ungradated, temporarily on-screen LifeMeter for the enemy.
612** ''VideoGame/EpicBattleFantasy5'': The uses of InterfaceScrew in the game:
613*** The Shroud status effect hides literally all information on-screen on the character it's been applied to. Health, buffs, status, everything.
614*** The glitched field effect in certain areas does an InterfaceScrew to everyone on the field. Only HP is visible, and even that is an uncertainty. One area is so bad that it corrupts even the graphics for equipment and skills.
615** ''VideoGame/AdventureStory'': A platformer, which as typical for the genre, has enemies that usually die in few enough hits that listing HitPoints isn't useful.
616** The ''VideoGame/BulletHeaven'' series as typical for a ShootEmUp series, has enemies that die quick enough to not need LifeMeters or HitPoints info displayed.
617* VideoGamePerversityPotential: Starting from the very first game, you can click on Natalie's chest to make it bounce. When achievements were introduced, every successive game had one specifically for bouncing them multiple times.
618* WaveMotionGun: A lot of the enemies have this. [[spoiler:Godcat's creation form's]] in particular is pure pain in beam form. There's also, Lance's bomb in the ''Bullet Heaven'' games, and his Hyper Beam attack in ''[=EBF4=]'' and ''5'', complete with charge-up turn.
619* WhenTreesAttack: "Stop pretending to be a foe, tree, you're just a tree." Also, the Laurelin and Telperion boss battles in the fifth game, now including more cats.
620** All of the games have different types of bushes as [[TheGoomba basic foes]] (or advanced foes in the case of giant bushes), and "haunted tree" enemies that use dark and poison attacks. The fourth features Mighty Oak (a treant of sorts) as its first boss, and many flower enemies in the Jungle (including the massive Rafflesia boss).
621* WhatHappenedToTheMouse: ''[=EBF2=]'' & ''3'' have a summon called Meow Meow where a giant sword-wielding cat is summoned to attack the enemy. Meow Meow vanishes the next game. What makes this notable is that Meow Meow violates the WorldBuilding of ''[=EBF4=]'', which stresses the fact that cats don't have arms or legs in this world. It's rather jarring that all the players make a big deal out of seeing cats with arms, legs, and tails despite the fact that they had a summon that was just that.
622** Justified in that the Meow Meow character doesn't belong to Matt Roszak, but to fellow Newgroundser NCH. Meow Meow was specifically [[ExiledFromContinuity removed]] from future installments as too many people [[CommonKnowledge believed]] that the cat was originally Matt's.
623* WingdingEyes: In the fourth game, Cactussa has pink {{Heart Symbol}}s for eyes. Fifth game has them sometimes for player character's pictures when they are talking.
624* WolfpackBoss: The Pyrohydra consists of three equally powerful dragon heads that count as separate targets.
625* WomenAreWiser: This was averted in ''[=EBF3=]'', as Natalie and Lance alternated between being in the right while Matt was consistently an IdiotHero. The trope was played straight in ''[=EBF4=]'', as Natalie and Anna were much more down to earth and wise compared to their male counterparts.
626* WorldOfSnark: Downplayed. Most [=NPCs=] are limited to LampshadeHanging at best, but the playable cast all tend to snark. Especially noticeable in ''[=EBF4=]'', where certain pieces of scenery provoke a different snarky line from every character. Take the wall of "warning" signs in the factory, for example:
627-->'''Lance:''' "Danger again, huh? I guess they're serious this time."\
628'''Anna:''' "[[SarcasmMode Judging by these inviting labels, this appears to be some sort of safe room.]]"\
629'''Matt:''' "I may not be too bright, but even I can tell there's something dangerous in there."\
630'''Natalie:''' "Something tells me these warning signs aren't going to keep us out of there."
631* WritingAroundTrademarks: In general, for all appearance of copyrighted characters, their names will each have one letter covered in asterisk.
632* YellowLightningBlueLightning: Most lightning in the games is yellow, except for Lance's ''Plasma'' spells, which are purple.
633* YinYangBomb:
634** Natalie uses both holy and dark spells.
635** [[spoiler:Godcat]] also uses holy and dark, but this trope is best shown in ''Bullet Heaven'', where she uses both at once. In ''[=EBF4=]'', she's split between her dark and her light side, who only use spells from their element.
636** [=NoLegs=] has also Dark and Holy moves in his default skillset. [[spoiler: And [=GodCat=] as his exclusive limit breaks]].
637* YouCannotGraspTheTrueForm: [[spoiler:Of the Glitch's attacks, or even its name.]]
638[[/folder]]
639

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