Anchored Attack Stance

Some attacks have significant recoil that prevent them from being used safely and effectively, so they require the user to anchor oneself securely before firing or figuring out a way to counteract the recoil.

To show how powerful these attacks are, multiple anchors may be used, and some of them may come loose during the attack itself.

A Dual Mode Unit may have this, usually for an artillery mode.

May be related to Missing Backblast and/or Law of Inverse Recoil. If the anchor is another character who holds onto you and aims you at the target, you're an Equippable Ally. Also compare Charged Attack, Blade Brake, and Sword Plant.

Examples:

Anime and Manga

Light Novels

Live-Action TV

Video Game
  • Starcraft:
    • The iconic Siege Tanks look like normal (if double-barreled) tanks out of the factory, but can deploy into an immobile artillery gun with enormous range and damage.
    • In Legacy Of The Void, the Liberator has a similar mechanic: it can move and attack air units, or hover and attack any enemies in a target area for long range.
  • In Super Robot Wars Original Generation 2nd, the BuJakuOh's final attack has it extend its Backpack Cannon to great length, then deploy a set of claws that anchor it into the ground, becoming a giant humanoid artillery platform.
  • In Super Robot Wars Z 3, the Asclepius's final attack has it anchor itself with dimensional portals from which it draws power for its BFG.
  • In Dark Souls, the Dragonslayer's Greatbow, due to its immense size and huge projectiles, has to be anchored in the ground to be fired.
  • Command & Conquer:
    • Command & Conquer: Tiberian Sun:
      • The Brotherhood of Nod utilizes the uncreatively named named 'Artillery'. Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy, made them flat-out Game Breakers.
    • Command & Conquer 3: Tiberium Wars:
      • The Global Defense Initiative's 'Juggernaut' and 'Behemoth' Chicken Walkers are triple-barreled Artillery platforms . The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
      • The Brotherhood of Nod makes use of the 'Spectre' Artillery platform. This is a dual-mode vehicle which is usually quite speedy and Invisibility Cloaked. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its massive cannon.
    • The Chinese Nuke Cannon in Generals has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is Competitive Balance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery unitsnote .
  • In Eternal Darkness, the chapter where you play as Edward Roivas features an elephant gun as a hidden weapon you can get by saving his servants from the monster stalking the mansion. When you aim it, he'll take a moment to steady himself and adjust his feet to stay stable. Firing it before this will knock him on his arse
  • In League of Legends, Xerath the Magus Ascendant is an Energy Being whose Ultimate ability lets him root himself to the ground and deliver a devastating magical barrage from a punishingly great distance.
  • Series EV2 in Dungeon Defenders 2 does this to use her Proton Charge attack. Being a robot, her legs transform for a four point balance.

Web Original
http://tvtropes.org/pmwiki/pmwiki.php/Main/AnchoredAttackStance