So what can you do in a video game? Jump, attack, swing your sword, rain fire and destruction on your enemy, heal your friends, or maybe do a backflip? This is an index of all the things that video game heroes and villains can pull off.
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!!Tropes:
[[index]]
[floatboxright:
See also:
+ RangedEnergyAttackTropes
+ SpecialAttack
+ StatusEffects
+ StockRPGSpells
+ ThisIndexHitsForMassiveDamage
]

* EleventhHourSuperpower: A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.
* AirDashing: A burst of forward momentum in the air.
* AlwaysAccurateAttack: This attack will never miss its target. Ever.
* AntiDebuff: Measures that can be taken against getting debuffed.
* AntiEscapeMechanism: A move that can be used against fleeing foes in order to thwart their attempts.
* AreaOfEffect: Attacks that hit a wide area, rather than a specific target. Beware friendly fire!
* ArrowsOnFire: Arrows can kill you. But they can ''kill you better'' if [[KillItWithFire they're on fire]]!
* AttackReflector: A technique that reflects an attack back to the attacker.
* AutoRevive: With the right item or spell, a character will be automatically revived in the event of their own KO.
* AwesomeButImpractical: A great, flashy move, which is hard to use or does little damage.
* BackStab: A stealth attack from behind that does massive damage.
* BallisticBone: An attack that launches bones.
* BeatTheCurseOutOfHim: The way to free a cursed or possessed person is to beat him up.
* BeehiveBarrier: A barrier made up of geometric shapes.
* BoozeBasedBuff: Video games portray drunkenness in silly ways, often with positive status effects.
* BoringButPractical: The mainstays of your skillset that you use over and over again, because they are the most effective.
* BossAlteringConsequence: An ability or action that causes a unique effect during a BossBattle but isn't required to beat it.
* BubbleGun: The gun shoots bubbles. [[WhatKindOfLamePowerIsHeartAnyway Lame.]]
* CastFromHitPoints: A spell that draws from the user's own health or life energy.
* CastFromMoney: It costs money every time that power is being used.
* ChainLethalityEnabler: An effect which makes it easier for a character who gets a kill to immediately follow up with another kill.
* ChainLightning: A multi-hit [[LightningCanDoAnything lightning]] attack.
* ChargedAttack: Charge up a skill by either collecting items or holding a button.
* CirclingBirdies: A visual indicator of being dazed and/or confused and/or under certain StatusEffects.
* CombinationAttack: A special attack that occurs when two or more characters use certain attacks at the same time or in rapid succession.
* {{Combos}}: A sequence of moves that string together.
* CooldownManipulation: Where you can manipulate the {{Cooldown}} of your abilities (or your foes').
* CorrallingVacuum: An ability that pulls enemies in an area together to facilitate follow-up attacks on them.
* CounterAttack: When the enemy attacks, you swat him right back.
* CriticalHit: An attack randomly does extra (or double) damage.
* CriticalFailure: A chance for automatic failure (or EpicFail) when executing a skill or spell.
* DamageDiscrimination: In videogames, things that do damage to one thing don't always do damage to something else.
* DamageIncreasingDebuff: A status ailment making its subject take more damage somehow.
* DamageOverTime: A negative status that inflicts a small amount of damage on a unit at regular time intervals.
* DamageReduction
* DashAttack: An attack that simultaneously moves the user in a forward direction.
* DeathOrGloryAttack: A high risk attack that can be very powerful but can also backfire or disadvantage you.
* DeliberatelyNonLethalAttack: A attack that can't kill your enemies.
* DesperationAttack: A super-attack available (or more powerful) only when the user is near death.
* DisadvantageousDisintegration: Your attack destroys not only your enemy, but also all the valuable stuff he would otherwise have dropped.
* DiscOneNuke: An exploit where a powerful item or technique is achieved early on in the game.
* DoubleEdgedBuff: A status effect that provides both a positive and negative effect on the target.
* DoubleJump: Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
* DrawAggro: Abilities that make enemies focus on one player, usually the tank in the party.
* ElementalRockPaperScissors: Ice beats water. Water beats fire. Fire beats... [[VideoGame/KingdomOfLoathing spooky]]?
* ElementalTiers: Elemental weapons (and sometimes spells) are drastically different in power level.
* EnemyScan: HP: 200. MP: 90. Element: Potassium. Weakness: [[SickeninglySweet Widdle Kitties]].
* EvolvingAttack: An ability which can grow or change as you use it or [[LevelGrinding gain levels]].
* EXSpecialAttack: A special attack that has been powered up by spending part of a meter.
* FieldPowerEffect: When the characters get supernatural bonuses or weaknesses based on the battlefield conditions.
* FinishingMove: A special combat maneuver you can only use to finish off a battle.
* FireIceLightning: The three most common elements in [=RPG=]s.
* FireWaterWind: A less common but still present trinity of elements often found in games.
* FirstPersonSnapshooter: The increasingly common gameplay feature that has the player taking pictures of enemies, items, [=NPCs=], or features in the environment.
* FixedDamageAttack: A skill that does a set amount of damage, regardless of the caster's or target's statistics, or pretty much anything else.
* FullHealthBonus: A skill that is most effective when the player is at full health.
* GoombaStomp: Enemies in {{Platform Game}}s can be defeated just by the player landing on top of them.
** GoombaSpringboard: Games where you can stomp on an enemy to end up ''higher'' than where you started from.
* GradualRegeneration: Something's restored over time, depending if it's an ability or an item.
* GrappleMove: An attack done by grabbing an enemy and usually throwing them after.
* GrindBoots: Characters can grind a rail without a skateboard--just with their shoes.
* GroundPound: The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
* GroundPunch: When one or several of a character's attacks or moves involves punching the ground.
* HerdHittingAttack: An attack that makes standing around in a group a bad idea.
* HomeRunHitter: An ability that hits so powerfully that the opponent is knocked all the way into the distance ([[ATwinkleInTheSky twinkle!]])
* HPTo1: An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).
* ImmuneToFlinching: The ability to avoid the recoil/stun animations when being hit.
* InfinityPlusOneElement: A unique spell or element only usable by bosses or special units, with no weaknesses.
* InvulnerableAttack: An attack that makes you invincible while it's charging or executing.
* ItemAmplifier: Items are more effective when used.
* KamehameHadoken: An incredibly destructive, solid blast of PureEnergy emitted from the hands.
* KnockbackEvasion: An action performed to stop [[{{Knockback}} being knocked back]] by a hit.
* LagCancel: A move you can do to shorten the amount of lag time after an attack, letting you move again more quickly.
* LastChanceHitPoint: If a normally lethal amount of damage instead reduces a character to their last HitPoint, and they can endure one more attack before being knocked out.
* LastDiscMagic: In {{Eastern RPG}}s, although magic is usually less efficient than melee attacks, a spell or set of spells later in the game will be much better than the rest.
* LastDitchMove: An attack thrown by an enemy just before it dies.
* LevelDrain: In {{RPG}}s, certain enemies can take {{Character Level}}s away from you (usually temporarily).
* LifeDrain: An attack that hurts your opponent and heals you.
* LimitBreak: A powerful attack or technique available after some requirement during battles (e.g. damage received) is fulfilled.
* LimitedMoveArsenal: Characters can't just use everything they know; they have to rely on a limited subset of them during battles.
* LootCommand: A specific command you need to loot something from a defeated enemy.
* LootMakingAttack: An attack or ability that creates items after attacking an enemy.
* MagikarpPower: A character or ability that seems [[WhatKindOfLamePowerIsHeartAnyway completely useless]] at first, but with repeated use and patience can be highly effective later.
* ManaBurn: An attack that damages the target's [[ManaMeter magic points]].
* ManaDrain: A skill that drains a target's [[ManaMeter magic points]] and gives it to the caster.
* ManaShield: A skill that makes attacks damage your [[ManaMeter magic points]] instead of your HitPoints.
* MaximumHPReduction: Attacks that reduce the maximum number of HitPoints, not just their current amount.
* MutualDisadvantage: When two sides are equally impervious (or vulnerable) to the other's skills or powers.
* NewSkillAsReward: You received your flashy new ability or crafting technique as a reward for completing a task.
* NonElemental: An enemy or spell that has no elemental affinity and hence no strengths or weaknesses against elemental opponents.
* NonHealthDamage: Damage that's not dealt to health. Some of its sub-tropes are on this index.
* NonStandardSkillLearning: This skill is learned in a different way than other skills in the game.
* OneHitKill: A spell or attack that will instantly defeat the target... ''[[PowerfulButInaccurate if]]'' [[PowerfulButInaccurate it hits]].
* OnlyFleshIsSafe: This attack only damages or affects inorganic and inanimate matter. Biological life is immune.
* PercentBasedValues: Something's effect calculates the value used as a percentage of another value.
* PercentDamageAttack: A spell or attack that lowers the target's HP by a fraction of the current amount regardless of other factors. Often cannot inflict a killing blow.
* PerfectReloadCommand: A move that allows faster reloading for a gun.
* PlayerGuidedMissile: You can ''personally'' ensure your attack hits its target, by guiding it there yourself.
* PowerCopying: Where the hero can copy the abilities of bad guys and use them from then on.
* QuirkyBard: A gimmick class, character or unit often added by game designers trying to add variety.
* RandomEffectSpell: Nobody knows for sure what will happen ... do you feel lucky, punk?
* RandomizedDamageAttack: An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
* RecoveryAttack: An ability to fight back after getting knocked down.
* ReduceAggro: Items and abilities that make foes less likely to go after you.
* ReverseShrapnel: An ability that surrounds the user with deadly items, which then home in on enemies.
* ReviveKillsZombie: Situation where an undead or zombie enemy is damaged by healing magic or items.
* RollingAttack: You roll yourself into stuff to travel quickly, and deal damage in the process!
* SacrificialRevivalSpell: This spell kills you, but it brings someone back to life.
* SecondaryFire: Where a gun can have a second "fire" button with a different effect than the primary "fire" button.
* SelfDamagingAttackBackfire: Your own attack ends up hurting you.
* ShockwaveStomp: Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* SituationalDamageAttack: An attack that depends on some certain variable/action that can make it more powerful.
* SlapOnTheWristNuke: A powerful attack that is nonetheless far less damaging than its depiction implies.
* SlideAttack: A low-sliding action that sits between offensive option and a means of mobility.
* SpecialAttack: Any weapon, move, or tactic that is normally not a basic punch, kick, or whatever other forms of attack the user normally uses. May or may not require some form of {{Mana}} or energy to power it.
* SpellCrafting: When a setting lets you make up or cobble together spells or powers.
* SpinAttack: You spin around like a maniac in an attempt to make cheeky enemies give you a little breathing room.
* SplashDamage: An attack that does damage in a radius around where it initially hits, dealing less damage farther from the center.
* SplashDamageAbuse: Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance.
* SprintShoes: An item, ability, or spell that enables the player character to move around cities and town faster. May or may not have any use in actual combat.
* StageFatality: A finisher that sends the opponent into some environmental hazard.
* StaminaBurn: Some that targets the stamina stat or value, provided it's not another name for HitPoints.
* StatOverflow: This spell or effect allows you to temporarily surpass the {{cap}} on one or more of your StatMeters.
* StatusBuffDispel: A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
* StrongFleshWeakSteel: Where meat trumps metal and fleshy characters are (sometimes inexplicably) more durable than armored tanks.
* SummonMagic: The ability to call on a magical, often mythological entity without the hassle of actually having it follow you around.
* SuperMode: A mode where an individual temporarily becomes much stronger, almost always accompanied by a visible change towards the badass end of the spectrum.
* SymmetricEffect: An effect that impacts every player in the same way, whether in relative or absolute terms.
* SwordBeam: You swing your sword, and a beam of energy shoots out to hit opponents from a distance.
* TimeRewindMechanic: An ability to rewind in-game time at any point.
* TooAwesomeToUse: It's awesome, but can be used so few times that you actually don't want to use it.
* TornadoMove: The ability to throw tornadoes or hurricanes to your enemies.
* TurnUndead: A standard spell which causes TheUndead to panic or be destroyed, depending on the work.
* UnblockableAttack: An attack that can't be blocked; it breaks any defense or counter. Can usually be ''dodged'' or ''interrupted'', however.
* UselessItem: Man, this would be a great item if the programmers remembered what it was meant to do.
* UselessUsefulNonCombatAbilities: Abilities that let you get through situations without fighting, but end up not being all that useful.
* UselessUsefulSpell: A spell or effect which sounds useful in theory, but rarely ever works in your favor.
* UselessUsefulStealth: When sneaking past an opponent isn't as easy (or rewarding) as just plain fighting them.
* VideoGameDashing: For when a character zooms forward for no explainable reason.
* VideoGameFlight: Somewhat ironically, video games that actually let your character fly freely about the world don't always ''let'' your character fly ''freely'' about the world.
* VideoGameSliding: Characters can often slide from a complete standstill, with enough force to break walls or kill enemies.
* VideoGameStealing: YOINK! ''[[Webcomic/{{Adventurers}} You stole PIANO!]]''
* WallJump: Who needs stairs? Just bounce yourself off the wall!
* YouNukeEm: Tactical or strategic nuclear warheads used in gameplay.
* YouShouldntKnowThisAlready: You get an item or instrument that can do all sorts of things - but you can't do them yet, because your in-universe character hasn't "learned" about them yet.
* YouWillNotEvadeMe: A move that pulls a target to your location.
[[/index]]

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