Created By: KZN02 on October 6, 2012 Last Edited By: KZN02 on March 27, 2013
Nuked

Consecutive Power Boost

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Trope
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.

Compare One Bullet Left. See also Three Strike Combo.

Examples:

Sports
  • 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.

Video Games
  • Pokémon
    • 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 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.

Rolling Updates

Community Feedback Replies: 50
  • October 7, 2012
    Arivne
    Compare One Bullet Left, which is very similar to this.
  • October 7, 2012
    mew4ever23
    I can't think of anywhere else this happens. Might be Too Rare To Trope.
  • October 7, 2012
    Koveras
    • 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.
  • October 7, 2012
    Omeganian
    Does the Black Arrow from The Hobbit count?
  • October 9, 2012
    Stratadrake
    This could be worth expanding to any case where the last hit of an attack combo is always the strongest. Like how in SSBB, many characters with a non-looping attack combo, the last hit deals more knockback than the others.

    For another example, in Pokemon, the move "Trump Card" has five uses and increases in power depending on how few uses its owner has left.
  • October 9, 2012
    KZN02
    Interesting point, that would help this out a lot.
  • October 9, 2012
    FalconPain
    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.
  • October 9, 2012
    Lorialet
    I agree with Stratadrake. This expansion would be nice !
  • October 11, 2012
    Stratadrake
    In which case we need a completely new description, and some title brainstorming.
  • October 12, 2012
    Bisected8
    • 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.

    For the title, what about: Final Strike (or Final Strike Boost, Improved Final Strike, etc) or Full Combo Bonus?
  • October 12, 2012
    KZN02
    Those names are good, especially the last one, but I think that could be confused with Full Set Bonus.
  • October 12, 2012
    Khantalas
    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.
  • October 12, 2012
    Bisected8
    Another from Borderlands 2 I forgot;

    • Hyperion guns all become more accurate as you fire them and Vladof guns fire faster the longer they fire.
  • October 12, 2012
    Khantalas
    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.
  • October 12, 2012
    KZN02
    Not sure about that last Borderlands 2 example, I think I have to rename the trope Continued Use Bonus or something.
  • October 12, 2012
    Damr1990
    • On Megaman X8 , Axl regular gun attack consist of 7 normal shots and one shield breaking shot, also Zero's third slash also has this function as well as being the most powerful attack of the combo on all games regardless if there is a shield to break or not
  • October 22, 2012
    MiinU
  • October 26, 2012
    LimitRemoval
  • October 26, 2012
    hevendor717
    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.
  • October 30, 2012
    Chabal2
    Warhammer 40000 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.
  • November 9, 2012
    GigaHand
    This is common in Fighting Games with Limit Breaks. I added the example, and a hat because I see no significant fault with this.
  • November 9, 2012
    MiinU
    The Resident Evil example, in the OP, needs context.
  • November 12, 2012
    MarqFJA
    The Fatal Fury example has "imput" instead of "input".
  • November 16, 2012
    Prime32
    Seconding that the name could be confused with Full Set Bonus.

    Could the description be broadened to include gradual power increases as your combo gets longer, rather than just a powerful last hit? I'd suggest using "chain" in the name instead of "combo" - Chain Of Pain anyone? Consecutive Power Boost?
  • November 16, 2012
    KZN02
    I guess that could work. BTW, I already made Chain Pain, which could be confused with that name.
  • November 20, 2012
    acrobox
    for the fighting combo bonus see Three Strike Combo as a subtrope
  • November 20, 2012
    Stratadrake
    Description needs more fleshing out. Right now it's basically just a list of types, that's not enough.
  • November 20, 2012
    spideydude
    • 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.
  • November 28, 2012
    ZombieAladdin
    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).

    More Pokemon examples:
    • The Hold Item "Metronome" causes an attack to become stronger each consecutive turn it's used.
    • The move "Echoed Voice" will do twice as much damage if it was 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.
  • November 28, 2012
    Stratadrake
    Unfortunately for titles, I see "Consecutive Power Boost" and immediately think of the concept of an "attack chain" where subsequent hits have gradually more power than the initial ones. This is not that.
  • November 28, 2012
    KZN02
    Yeah, I feel this trope has strayed from my intended meaning.
  • November 29, 2012
    Stratadrake
    Type 2 on your list doesn't fit - there is no "final iteration" to speak of if it just keeps building in power every time.
  • November 30, 2012
    troacctid
    Example Indentation here needs to be fixed.

    v They were fixed between my post and yours. Looking fine now.
  • December 4, 2012
    Stratadrake
    ^ Only one example needed to have its indentation fixed - the generic Fighting Games one.

    It is preferred to say:

    But it is not a problem to say:
    • Series Name: generic description common to all examples
      • Specific example
      • Specific example

    However, what is not okay is:
    • Series Name: Example
      • Additional example from same series
    (All examples should get equal indentation)

    Or:
    • Series Name: example
      • More description
        • Even more description
    (Thread Mode formatting)

  • December 6, 2012
    troacctid
    Examples can't be generic, so there shouldn't be any "generic fighting game" example; good catch. That'll need deleting.
  • December 6, 2012
    Stratadrake
    Can too. But they shouldn't be lumped in with specific examples.
  • December 13, 2012
    McKathlin
    • In Sa Ga 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.
  • January 27, 2013
    Diask
    • 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.
  • February 21, 2013
    randomsurfer
    Does This Count?
  • February 22, 2013
    KZN02
    Hmm, this was intended to be more of a game trope, but became corrupted as people suggested more thing beyond what I intended.
  • February 24, 2013
    troacctid
    ^^ I don't think it fits.
  • February 28, 2013
    Stratadrake
    I'm not exactly sure what this is supposed to be - a singular specific thing, or a broader thing with a variety of specific manifestations?
  • February 28, 2013
    KZN02
    It was originally about the last bullet of a gun having a damage bonus, but then people suggesting more things to broaden it.
  • March 4, 2013
    MrBluesky
    Inverted by Super Smash Bros, where a move becomes less damaging if you use it repeatedly without varying your attacks.

    "Again, But More" for the title?
  • March 4, 2013
    troacctid
    No, that doesn't sound like it's referring to combat at all. That's like "Once more, with feeling."
  • March 4, 2013
    chicagomel
    shoot, Rollout is there already. Sorry.
  • March 10, 2013
    Paradisesnake
    Video Games
    • 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.
  • March 10, 2013
    SandRat
    Not entirly sure if this counts, but in Spiral Knights, weapons power up the more you use them.
  • March 10, 2013
    Stratadrake
    Doesn't sound like it, it's more comparable to Stat Grinding.
  • March 27, 2013
    Paradisesnake
    Since this has so many examples, of which a vast majority is video game examples, you should probably start sorting them by the video game type.

    Fighting Game
http://tvtropes.org/pmwiki/discussion.php?id=mekia00myacncqxw09etw7qm&trope=DiscardedYKTTW