A Stock RPG Spell
whose damage is proportional to the target's current HP; the most common forms will reduce the opponent's HP by 1/4 (or 1/2) of its current value, weakening the target without killing it.
Like a Fixed Damage Attack
, these attacks ignore the game's usual damage calculations altogether, with the only variable being whether or not the attack actually hits
the target to begin with.
Naturally, a character at full HP will receive the most raw damage, while characters with low HP will receive hardly any whatsoever. Whether or not this attack is capable of actually landing
the killing blow varies by system: The amount of damage inflicted is typically rounded down, so a character reduced to their last Hit Point
might receive no damage whatsoever (unless Scratch Damage
is required, or if Elemental Rock-Paper-Scissors
gives it a boost).
Sadly, most Percent Damage Attacks become a Useless Useful Spell
in the hands of the player: Despite that enemies have more HP than the heroes
(meaning the attack can inflict greater damage), enemies will frequently evade the attack or simply be resistant to them (as a rule
), and Bosses have Contractual Boss Immunity
against it or have large enough HP pool that any damage the spell does to them usually ends up being capped
, meaning they're not any more effective than any other single-hit spell or attack that hits the cap as well.
An occasional variant is a Fixed Damage Attack
calculated using a percentage of the target's maximum
HP, rather than their current
Compare HP to One
, a more extreme attack that removes all but
the last Hit Point
from its target. If the damage percentage is 100% then you have a One-Hit Kill
- The Final Fantasy series has many examples and frequently classifies them as a "gravity" element, featuring versions that remove 25%, 50%, and 75% of the opponent's HP, respectively. Some can target multiple foes simultaneously, and are far more likely to succeed when used against your party members than against monsters.
- In Final Fantasy VII, Contractual Boss Immunity is avoided for some flying bosses, who only have a 50% damage reduction from it instead (including one of the two Bonus Bosses). Also, there is at least one enemy that absorbs gravity attacks as HP: Master Tonberry.
- There was also one Boss in Mook Clothing whose HP total was so high that gravity spells, while still effective, repeatedly hit the damage cap of 9999.
- The Final Boss has an attack with a spectacular animation that takes about two minutes to complete. It seems like an attack that can achieve an easy Total Party Kill, but in fact all it does is take off 15/16 of each of your characters' current HP, so it's actually incapable of killing anyone.
- In Final Fantasy IX and Final Fantasy XII, gravity-based damage was calculated based on an opponent's maximum HP rather than their current HP and therefore became a Fixed Damage Attack.
- One of the first battles of Final Fantasy X involved an boss whose only attack was Demi, which is a gravity-based attack that does damage equivalent to half of each character's current HP. Anyone who knows Achilles and the Tortoise knows this boss can't possibly kill you with this attack alone.
- Final Fantasy X-2 has both flavors of percent-based attacks all over the place.
- In Final Fantasy Crystal Chronicles, the "Gravity" spell could be used once per battle against a few bosses to inflict a percentage of damage. It also temporarily immobilized airborne opponents after damaging them, making them easier to defeat.
- In Persona 4, while most Light element attacks were instant kills, one attack called "God's Judgement" reduced the target's current HP by half. Being part of the Light element, it could still be nullified/reflected by an appropriate Persona.
- In Digital Devil Saga, most Hama/exorcism spells reduce HP by a percentage with a decent chance of working (both of those depending on the spell), but they will instant kill enemies weak to them (Mudo/death is always a One-Hit Kill).
- The "Super Fang" move in Pokémon reduces the opponent's HP by half, and is mandated to inflict Scratch Damage if the opponent is already reduced to one Hit Point (which may not be what you want in a Pokemon game). It is not affected by the game's Elemental Rock-Paper-Scissors beyond the fact that "Ghost"-type opponents are immune to its element.
- The moves "Crush Grip" and "Wring Out" obey the standard damage formula (attack/defense power, Elemental Rock-Paper-Scissors, chances of a Critical Hit), but their base attack power is proportional to the opponent's percentage HP. If one strike reduced the opponent's HP by half, the next strike will only hit for half as much.
- In the Pokémon Mystery Dungeon spin-offs, collateral damage caused by "Selfdestruct" and "Explosion" was always 50% of the teammate's current HP (or if they were Fire-type, 25%).
- In Secret of Mana characters inflicted with "Petrify" status also lost 50% of their current HP as an immediate side effect.
- The Moon Godbeast Dolan in Seiken Densetsu 3 posessed an attack that reduces a party member's current HP by half.
- The Eclipse Dark Tome reduces the target's HP by half in Fire Emblem.
- In addition to various HP to One attacks, Chrono Trigger features several bosses (mainly Dalton and his Golems) who use attacks that drop your health to half of its current state.
- Runescape has enchanted ruby bolts which have a chance to take away 20% of opponent's health from the enemy at the cost of decimating player's health. They're used to take down some of the stronger enemies.
- Golden Sun's summons use the target's max HP to calculate damage, but they also have a fixed base power.
- Inverted in Tales of Maj'Eyal: the Chronomancy spell "Echoes from the Past" deals damage equal to a percentage of the damage the target has already taken rather than how much HP it has left.
- Pretty much a staple of many League of Legends in several variations as below. Designed as a major tactical decision for a player, since percent damage works extremely well against characters with lots of HP but few other defenses, but is very ineffective against people with low HP that rely on healing or armor to defend themselves. Certain types of percent damage attacks are more common for certain archetypes:
- Damage set at a percent of target's current HP level, usually used by champions gearing up to kill HP tanks (e.g. Dr. Mundo's cleaver, Liandry's Torment).
- As a percentage of total HP, usually used for offensive spells to discourage buying HP in favour of resistances (With exception to Vayne, whose total HP based damage passive ability deals true damage and cannot be reduced).
- As a percentage of the caster's own HP, often owned by tank characters to encourage buying HP boosts (Sejuani, Shen)
- As a percentage of the target's missing HP, used by assassins (e.g. Kha'zix) to finish off foes one-on-one (damage increasing the longer the fight goes on instead of decreasing.)
- In the first Civilization, nukes destroyed exactly half of a town's current population, including defending units and one significant structure.
- The Sorceress in Diablo II has the Static Field skill, which does 25% damage to any enemy, even a boss, though some targets cannot be dropped below a certain level this way.
- ''Worms" has the Battle Axe in some games, which halves the target's HP.
- In DROD RPG: Tendry's Tale, stepping on a hot tile takes 5% of HP; stepping through an Aumtlich beam takes 50%. Optimisation often requires leaving healing potions untaken so your HP is low when you incur the percentage attacks, then taking them afterwards.
- Defense of the Ancients: All-Stars has Huskar's ultimate, named Life Break, which does this to himself as well as his opponent, with the damage he takes being reduced as it's leveld up.
- Warcraft III: The Death and Decay spell damages for 4% of a unit's total life per second, and lasts for 35 seconds.
- Several spells do percent buffing: The Trueshot Aura increases ranged damage by 10, 20 and 30% (just 10 for the unit version), Roar gives all friendly units a temporary 25% damage increase, and Command Aura gives all units in range a 15% damage increase.
- The word "decimate" originates from a Roman military punishment, wherein soldiers found guilty of cowardice were ordered to draw lots, with one out of every tennote men being executed as a result. The term is rarely used that way any more.