Do We Have This One?? A situation that gives a bonus on consecutive iterations. Examples include:
- A fighting combo that ends with a powerful hit.
- An attack that gets stronger if it is used constantly.
- A gun which has its final bullet be more powerful than the rest of the bullets in its clip/magazine.
- A gun which does bonus damage should a certain number of bullets hit the target.
- In the NBA three point contest on All Star Weekend, the fifth and final ball shot from each position is a "Bonus Ball" and is worth more than the first four balls if the basket is made.
- The move Trump Card becomes stronger the less PP it has.
- The Hold Item "Metronome" causes an attack to become stronger each consecutive turn it's used.
- The moves "Fury Cutter", "Rollout", and "Echoed Voice" will do twice as much damage if they were used the previous turn. This can stack up to 4 times.
- The move "Round" does twice as much damage if an ally Pokemon had already used it that turn. In addition, if multiple Pokemon use Round during a turn, they will all go consecutively even if they ordinarily shouldn't.
- Mario Party 2 reworks the Bombs Away minigame from the first game so that the last shot Bowser's ship fires is larger and makes a bigger impact.
- Once your characters can launch more than three attacks in a row in Final Fantasy XIII, their default attacks become this. Especially visible when Sazh fights: his first three or four attacks are usual pistol shots, but for the last attack, his pistols briefly transform into an assault rifle that delivers the last volley for slightly more damage.
- Transformers: Fall of Cybertron: the Riot Cannon can be upgraded so that its final rocket before reloading will do 300% more damage. Played with the Path Blaster, which can be upgraded so that there will be one random round in every magazine that will be explosive.
- Resident Evil 6: The Last Shot skill, which makes the last bullet of a gun more powerful when fired.
- In Borderlands 2;
- One of the Mechromancer's skills in her Best Friends Forever tree increases the fire rate of guns when the magazine is half empty. Her Anarchy tree is devoted to this; granting the player "anarchy" (which increases damage at the cost of reducing accuracy) when they kill enemies without reloading (manually).
- One unique rifle effect makes it fires a burst of three bullets. If all three shots hit the target they deal bonus damage.
- In Devil May Cry 4, Dante has a combo with the Swordmaster style and Rebellion, where after a point, the enemy will not die until the last attack, even at one hit point. However, that last attack will hit all enemies in front of him, and greatly increase his style bar. Nero also has an example combo, where after slamming his enemy with his sword several times, he will stab the ground and send a small shockwave directly in front of him.
- Similarly to the Devil May Cry example, Bayonetta puts powerful attacks at the end of combos, known as Wicked Weaves, where Bayonetta's hair creates a giant appendage to slam enemies with. An exploit allows the player to switch weapons in the middle of a Wicked Weave, which is particularly potent if the Wicked Weave is a flurry of kicks and the switched weapon set has a pair of rocket launcher tonfas equipped with the feet.
- In Megaman X 8, Axl regular gun attack consist of 7 normal shots and one shield breaking shot.
- Fatal Fury / King of Fighters
- Geese Howard's HDM, "Deadly Rave", is a chain combo sequence that has to be performed via a series of precisely timed controller inputs and button presses. If the gamer screws up either one, the combo ends prematurely and only inflicts minimal damage. If done correctly, the final hit results in a ki blast that inflicts massive damage.
- Athena Asamiya's HDM/LDM, "Psychic 8", combines this trope with Action Fashionista. As with Geese, the gamer has to enter each hit via a separate command input button press, with the proper timing, in order to inflict it's full damage. And her NEO MAX, "Psychic Medley", is both tropes cranked Up to Eleven!
- Kingdom Hearts series
- In Kingdom Hearts II, only finishers can finish off an enemy boss, they can also break some weaker combo sequences the enemy made.
- In the same vein, Kingdom Hearts: Birth by Sleep rewards filling the action gauge (which is usually done by chaining combos) either with a Command Style or a comparatively strong skill that you can choose.
- In God of War, Kratos has many strong attacks which can only be used after a flurry of certain other attacks. Trying not to get smacked during the beginning of these combos is key to killing hordes of enemies.
- Warhammer 40,000: Space Marine: combos get more powerful the more hits you can get in uninterrupted, from a stronger attack to an area-of-effect Ground Pound.
- In the Naruto Storm series, the last hit of every combo in the game deals more damage and sends the opponent flying some distance away (though how much distance and in which direction varies dramatically).
- In SaGa 2, a martial arts move like Punch and Kick is such an extreme case of this that it borders on Magikarp Power. It's ineffective or weak for the first many uses, and then gets gradually stronger. The last use deals several times the damage of other weapons in its tier.
- In Ten Minute Space Strategy, any empire with ferocity trait gives its fighters an effectiveness bonus with every won battle that disappears at the end of the turn.
- League of Legends: Vayne's "Silver Bolts" ability grants her an on-hit effect that causes the third consecutive attack to deal a percentage of the target's maximum health as bonus true damage. Xin Zhao's "Three Talon Strike" causes his three next autoattacks to deal bonus damage and the final attack knocks the opponent into the air disabling him/her for 1 second.
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