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:
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See also:
+RangedEnergyAttackTropes
+SpecialAttack
]
[[index]]
* AlwaysAccurateAttack\\
This attack will never miss its target. Ever.
* 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 it's on fire]]!
* 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 [[ForMassiveDamage 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.
* 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.
* 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 StandardStatusEffects.
* 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.
* 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.
* 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.
* 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.
* 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.
* DoubleJump \\
Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
* ElementalRockPaperScissors \\
Ice beats water. Water beats fire. Fire beats... [[KingdomOfLoathing spooky]]?
* ElementalTiers \\
Elemental weapons (and sometimes spells) are drastically different in power level.
* EleventhHourSuperpower \\
A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.
* EnemyScan \\
HP: 200 MP: 90 Element: Potassium Weakness: [[TastesLikeDiabetes Widdle Kitties]]
* EvolvingAttack \\
An ability which can grow or change as you use it or [[LevelGrinding gain levels]].
* 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.
* 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.
* GoombaStomp \\
Enemies in {{Platform Game}}s can be defeated just by landing on top of them.
** GoombaSpringboard \\
Games where you can stomp on an enemy to end up ''higher'' than where you started from.
* GradualRegeneration \\
HitPoints and/or ManaPoints are 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!]])
* {{HP To One}} \\
An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).
* 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.
* 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.
* 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.
* NonElemental \\
An enemy or spell that has no elemental affinity and hence no strengths or weaknesses against elemental opponents.
* NonStandardSkillLearning \\
This skill is learned in a different way than other skills in the game.
* 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.
* 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?
* RecoveryAttack \\
An ability to fight back after getting knocked down.
* 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.
* ShockwaveStomp \\
Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* 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.
* 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.
* StatusBuffDispel \\
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
* StatusEffect \\
Anything that changes how a character plays or battles, whether for good or ill:
** StatusAilment \\
Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff \\
Positive secondary affects in one form or another to a character or an ally.
* StockRPGSpells \\
The various forms of magic found in most [=RPGs=] and other games with similar elements.
* 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.
* SwordBeam \\
You swing your sword, and a beam of energy shoots out to hit opponents from a distance.
* TooAwesomeToUse \\
It's ''so'' awesome, you actually don't want to use it; usually because ItOnlyWorksOnce.
* TornadoMove \\
The ability to throw tornados 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.
* 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.
* 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.
[[/index]]

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