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Smash Mook

"Smash! Smash! Smash! Mwahahahahahahaha!"

The Smash Mook is the most single-minded enemy in the history of Role Playing Games (either Tabletop or Video Games). All it does is direct attacks without any real strategy. Whether it's an ogre, a giant, a troll, a cyclops, a Golem, a walking statue, or a robot that looks like one of these, you can expect few, if any, fancy tricks when fighting it. It may be a major threat, or a minor one, but they all fight the same way, smashing, smashing, and smashing.

What sets these apart from most enemies, whether regular enemies, Goddamned Bats, bosses, or a Boss in Mook Clothing, is the lack of variety. You encounter this enemy, you can expect these three traits. Nothing more, nothing less:
  • Great durability- either through an unusually high HP count or unusually high defense. Or both.
  • Does a considerable (if not threatening) amount of damage with even its weakest attack (if applicable)
  • Does have a variety when it comes to attacks, but the attacks come in approximately six forms, all similar enough that you'd hardly notice if an A.I. Roulette was running:

Don't expect anything fancy like magic, status effects, stat boosting, or acrobatic dodging and jumping (if applicable - but, again, with this trope, it almost never is)- apart from magic that improves its ability to smash things or take hits.

Now these enemies can be quite common in a game, and players often face two or three at once, so don't expect them to be too much tougher than a regular enemy. Once in a rare while one will be tough enough to be a Boss in Mook Clothing, but you're likely to just find one or two such enemies in any game, while there can easily be half a dozen kinds of the moderately strong form of this enemy.

Compared Giant Mook (although even those allow some variety in their attacks), Damage-Sponge Boss, When All You Have Is a Hammer.

This used to be called "The Ogre", but that name was gobbled up by Our Ogres Are Hungrier.

Examples:

Card Games
  • Magic: The Gathering tends to put these in red and green; if they have an ability, it will be trample, meaning that if the creature that's blocking them is small enough, they will smash right through and hit the player behind it too.
    • Or it will have haste, so it doesn't have to wait before it smashes.
      • And, in VERY rare cases, it will have both at the same time.

Literature
  • The Trolls in The Lord of the Rings were probably the archetype of the "modern" Ogre (although in The Hobbit they do show some degree of intelligence and cunning). This is even more apparent in the movies and subsequent video games, where all trolls are modeled specifically this way.

Tabletop Games
  • Dungeons & Dragons:
    • The Ogre, the epitome of this trope if you go strictly by the moves listed in the monster manuals (imaginative Game Masters can make them more cunning). Giants, especially hill giants, fill this niche for higher-level adventures; they also get to throw rocks. Averted with frost giant jarls, who have access to Black Magic (thanks to levels as Blackguard, which is the Evil Counterpart to The Paladin), and storm giants, who carry bows and use a handful of spell-like abilities.
    • Many monsters, and PC classes fit the bill here.
    • Even in the new fourth edition, where even Kobolds have four or five game-altering techniques apiece, the Ogres still just mostly have variations on 'hit with club' or 'hit with club a lot'. (Although one has 'hit with flail' and another has 'hit with javelin and then hit with club'.)
    • Monsters in 4e are sorted by roles; Soldiers are durable but don't hit very hard, Skirmishers are mobile, Artillery are ranged and so forth. Smash Mooks tend to be listed as Brutes, who are very durable and don't hit very often, but hit hard when they do — and sometimes Elite Brutes for those that smash really hard.
  • Many armies in Warhammer have a unit of a very large allied species whose basic job is to hit things really hard and soak up damage. The Ogre Kingdoms, of course, are almost entirely this.
    • Da Orcs have acid-vomiting, regenerating Trolls.
    • They also have Giants, which used to have a list of Special Attacks that matched the list at the top of the page almost exactly. Except they could eat people, too.
    • The Lizardmen have the Kroxigors, who function as construction workers and heavy lifters out of battle.
  • Warhammer 40,000:
    • Ogryns (which are really Ogres IN SPACE) fill a similar function, in addition to being among the few decent hand-to-hand fighters in the Imperial Guard. They are armed with Ripper Guns: giant shotguns designed specifically to not break when the Ogryn inevitably reaches close combat range and starts hitting people with it.
    • The Tyranids and Orks are both certainly capable of building armies that amount to Smash Mooks galore.

Toys
  • Krekka from BIONICLE.
    Nidhiki: Krekka! You just woke up every Toa for kios around. A Toa of Fire has spotted your team and you're about to be the guest of honor at a Dark Hunter bake. What are you going to do?
    (beat)
    Krekka: Smash him?

Video Games
  • Orcs and ogres in Angband rely on simple hit-to-hurt melee attacks and lots of them, as do many kinds of trolls (others use claw and bite attacks). They tend to appear in groups.
  • Being DnD-based, Baldur's Gate Ogres just smashed you in melee until they finally keeled over.
    • The Throne of Bhaal expansion also has Fire Giants.
  • The Gruntlings in Banjo-Kazooie.
  • In Batman: Arkham City the first boss is a guy called Mister Hammer - a one armed giant with a sledge hammer whose sole aim is to crush you into a fine red mist.
    • In the original, the Titan-infected thugs fit this trope to a T, right down to having a meaner boss version in Bane.
  • Ogres in Battle for Wesnoth. Trolls also apply, but at least they regenerate. Heck, most melee-only units with one attack option are this, whether a lowly Orcish Grunt or a high-level Loyalist Royal Guard. Some do have minor ranged attacks, though, just as most ranged units have minor melee attacks. Some also have different damage type options.
  • BioShock
    • BioShock 1’s iconic Bouncer Big Daddies were also this trope, unable to do anything besides charging forward and attempting to drill your character. BioShock 2 had added Brute Splicers, which will smash Delta with their fists and throw any heavy object they find on the ground. If you’re on the level above them, they’ll actually jump up there without breaking their stride.
    • BioShock Infinite had the Handymen, which behaved much like Brute Splicers, although they were occasionally able to create and throw ball lightning at you. If you were on the Sky-Rail, they would grab onto it and electrify the rope. Jump off at the right moment, though, and you would get several seconds of uninterrupted shooting with no punishment.
  • In Borderlands 2, the Goliaths would become these once you’ve shot their helmets off, charging, smashing you or the ground and jumping ridiculously far. There was an added twist of them levelling up every time they killed someone, regaining all health lost in process. The special Caustic Goliaths would also vomit up acid at you.
    • The Lab Rats in the same game were a particularly cruel subversion. Initially they seem just like any other Smash Mook as they slowly shamble towards you, their hand shielding their face from your bullets … then they lift it to instantly fire a short-ranged, extremely damaging laser burst from their eyes. ”Look into my eyes” indeed.
    • The Bullymongs are also this, only able to smash and throw snowballs. They’re also the game’s starting enemies, though, so it’s only noticeable with high-level versions.
  • * Any kind of golem in the Castlevania games. Iron Golems are a step up to Metal Slime territory.
  • While the Trolls in City of Heroes could all qualify as this, the Supa Troll takes the cake. They spawn during a certain event and if left unchallenged, will run around the map and smash anything and everything until something smashes it back. If high level heroes are on the map, they can be stopped at the spawn point, but if there are none, then the low level heroes run the risk of being pummeled.
  • Dead Space had the aptly named Brute Necromorphs, which only attacked by smashing and throwing things, unless they legs were removed. Then they sat down and lobbed explosive grenade-like things from the exposed hole in their stomach. For some reason, Dead Space 3 replaced them with similarly-functioning Alien Necromorphs.
  • Blunderbores, Wendigo and Thorned Hulks from Diablo II.
  • Doom had Hell Knights and their upgraded version in Barons of Hell.
  • Bolo/Abobo, Burnov, and Abore in the Double Dragon series.
  • Dragon Age has several of these. Notably, the ogres themselves have decent variety in their attacks, as they’re able to kick people attacking from behind or pick up their main target and crush it in their grip, all in addition to standard Smash Mook attacks. The Stone and Steel Golems, however, do nothing but smash you in close combat and occasionally throw boulders. The Sylvans in Brettonian Forest avert the trope: being large demon-possessed trees, they’re also able to incapacitate two party members at once by enveloping them in their roots.
    • The Sloth-possessed skeletons wield two-handed weapons and also fit the trope well. Human two-handers go beyond trope’s limits, however, as they’re able to use powerful Sunder Arms and Sunder Armor debuffs. That and they’re frequently Champions with War Cry, too.
  • Dragon Quest games love this type. There are easily a dozen kinds in a few games, even if a lot are Palette Swaps.
    • The page image is the Cyclops, an end-game mook from Dragon Quest II. Though many (if not most) of the enemies in this game are simple-minded damage machines, the Cyclops (and worse, the Gigantes) is a true embodiment of the trope. Only one attack, hits with a club for massive damage, has large amounts of HP...and little else.
  • Drakan had the giants. There was a twist with them, though: when killed, they would fall forward, instantly crushing you if you didn’t get out of the way in time.
  • A few missions in Drakengard have ogres that fit this trope well. They're made slightly more interesting in the sequel, in that they require a specific strategy to effectively kill (a strategy that consists of "jump and hit it in the head"), and you also get a party member who's particularly good at killing them.
  • Xu Chu in Dynasty Warriors is this no matter what game he appears in. He is never a commander and is always a subordinate to Cao Cao, so he will often be an enemy on the field to those who oppose the Kingdom of Wei. He has two primary tactics: swing his club to send enemies over the horizon, or smash the ground either with his club or himself to do area of effect damage. Almost everything he does is a variation of those two tactics, but don't underestimate them or his pleasant, simple-minded demeanor—he is freakishly strong and was rightly feared for being one of the primary causes of death by Collision Damage in the fourth installment of the game, where being nailed by a flying body could kill even the toughest general.
  • In The Elder Scrolls games, Minotaurs, giants, and Ogres all fit with this trope.
    • Also Daedroths in Oblivion, though they were quite different in previous installments.. Xivilai are the most similar to Daggerfall version of the Daedroth.
    • Trolls act as a smaller, but faster, and much more lethal version of this trope.
    • The G I A N T S mod for Morrowind added bigger varieties of this trope. Much bigger. They had different names and dressed in different clothes, but they had those basic attacks, and harder. There have been mumblings and rumblings about porting this to Oblivion.
    • Martigen's Monster Mod (Google it, links to downloads have a short life expectancy) injects giants and a variety of other nasties, including giant goblins.
    • Skyrim had giants that would, quite literally, smash you to the moon. They also had a punch attack and a sweep attack, for variety's sake.
  • The Ogre F.O.E. from Etrian Odyssey has only one attack: hit one of your guys hard. It will kill one or zero characters per turn. Your healer can resurrect one character per turn. It is mathematically impossible to lose to, but boy will you burn through a lot of resources trying to kill it.
  • Super Mutants in the Fallout series, with a few notable exceptions. Especially the completely dumb, fire hydrant polearm-wielding Behemoths in Fallout 3.
  • Fate/stay night series:
    • Servant Berserker embraces this trope. His "Mad Enhancement" skill boosts all of his stats at the cost of leaving him too insane to use any of his other skills, leaving 'hit it very very hard' as his only option as far as attacks go. He can, however, hit so hard that even if you dodge the air pressure can still kill you. While a Servant's Noble Phantasm is normally a powerful magic weapon, his "God Hand" is his own body and lets him No Sell just about anything you throw at him (he wields a random slab of rock instead).
    • Averted by the Berserker of Fate/Zero, whose "Eternal Arms Mastery" ability prevents him from losing his weapon skills due to mental influence (including Mad Enhancement). He also has the ability to turn any item he holds, including machine guns and broken telephone poles, into a low-ranked Noble Phantasm, or even steal Noble Phantasms from other Servants and use them at the Rank they originally were.
  • Final Fantasy series:
    • Final Fantasy I based most of its monsters from D&D (just later changed the names of those which were actually trademarked), and the ogre was the first enemy of this kind that you faced in the game.
    • Final Fantasy VI has a monster palatte type called "Gigas". The difference between a gigas and an ogre is apparently "hits with fist" as opposed to "hits with club".
    • Acroliths in Final Fantasy XI. They either hit things, hit lots of things, or hit things really hard.
    • A boss example would be the Wendigo from Final Fantasy X. After you blow away the heal-bot beast tamers following it, all it does is punch. Punch hard enough to knock out even Wakka or Auron in one hit. This is not a Puzzle Boss; just cast Blind on it and pray.
    • Final Fantasy in general has subverted the trope with the Behemoth enemy: a colossal, purple horned beast that hits like a train and has more hit points than the moon. Occasionally, they'll have some weak magic just for variety, but usually you don't realize they aren't just a standard Smash Mook until they cast Meteor on your whole party when they die- or worse, to counter any magic you use on them!
    • Zus, the resident giant flyers of the franchise, don't have any special attacks to speak of, but they hit hard.
    • Headless monsters in Final Fantasy Tactics A2. They can hit, charge a turn for a double strength hit or occasionally use Ground Shaker to hit multiple characters in a line. Behemoths are mainly there to hit hard too, but they also have Cross Counter which makes them a bit trickier (it deals double damage on enemies with a counter skill and negates the counter).
  • Fire Emblem: The Sacred Stones had this with the Cyclopes. They were absolutely huge and had the most HP of anything in the game, barring the final boss. They'd be considered Goddamned Bats- what with their high defense, attack and resistance to magic- if 1: They didn't miss 80% of their attacks. and 2: You didn't have a bishop in your party.
  • Berserkers in Gears of War. They see you, then what do they do? Charge straight at you. If they don't do an insta-kill, they will follow up in a matter of seconds. But they have nigh-invulnerability, powerful attacks and very predictable one-track attacks.
  • EVERY enemy in Goblet Grotto, with a lone exception of two Mook Maker heads. Regardless of whether you’re fighting a skeleton, an yeti, a fireman or a biker, all them would only move towards you and spam their single attack with ridiculous speed. Luckily, most combined this trope with One-Hit-Point Wonder.
  • A Smash Boss in Golden Sun: Dark Dawn takes the form of the five Ogre Titans. Each one is different colored and different sized depending on how strong they are, but all they ever try to do to you is beat you up with giant axes. Gotta give them credit for trying, though; the last, largest one, takes a damn long time to kill (only Dullahan has more HP), and is so large it has to take a step back to hit you with its axe.
  • Guild Wars, The Jotun are gigantic club-wielding loincloth-wearing humanoids.
    • The Giants of the same series are actually smaller and don't use melee weapons. They DO throw rocks and knock you down by stomping the ground, though.
  • Brutes in the Halo series, especially when they go berserk and stop using anything besides their Gravity Hammers.
  • Gorilla robots in Hard Reset. They love Knockback, and have two attacks: either they charge at you like a bull, or they use a Shockwave Stomp. The latter will still be executed even if they’re otherwise paralysed with shotgun’s secondary fire.
  • Ogres from the D&D game Video Game/Icewind Dale are typical - "Me will crush you! Crush you to goo!"
  • The ogres of Jade Empire. Elephant and Rhino Demons as well.
  • Killer is Dead had the Big Guard Wire, which fought with a buzzsaw-mace hybrid and had two attacks: swing it around and swing it downwards, as well as block with it.
  • Kingdom Hearts - every breed of enemy you encounter has at least one of these:
    • The Large Body Heartless is the most frequent. They do have some speedy moves, but that's not against this trope, and it's necessary, as they would be too easy to avoid otherwise.
    • In the other games, there's the Berserker Nobody in Kingdom Hearts II, the Bruiser Unversed in Birth by Sleep, and the Kooma Panda Dream Eater in 3D.
  • Left 4 Dead series:
    • The Tank in fits this trope to a T. His attacks include a smash, an over-head smash, or - to REALLY mix things up - he can hurl cars and other debris at you. Oh, and he has the highest health point value in the entire game. When lit on fire in Campaign mode, the Tank's running speed doubles.
    • The Charger has two attacks: he can punch things or charge at them. Players can add some variety by using the charge to knock people out of windows and off bridges, but that's about the extent of it.
  • The Legend of Zelda series:
    • Moblins are only there for collision damage, they'll shake things up with a projectile. But they truly fit this trope in The Legend of Zelda: Ocarina of Time, when all they do is pace back and forth in narrow corridors and charge Link if they see/hear him. The large Moblin at the end of the maze carries a club, and the only difference is that the attack sends shockwaves through the ground to hurt you from a distance.
    • Even closer to the essence of this trope are the Iron Knuckles from Ocarina of Time, whose battle strategy consists solely of hitting Link with a giant axe. In The Legend of Zelda: The Wind Waker and The Legend of Zelda: Twilight Princess, sword/mace wielding Darknuts fill this role.
    • Played straight in The Legend of Zelda: Spirit Tracks. You're ambushed by pirates on your way back to the Ocean Sanctuary. You fight them in the train carriage, and they come in waves. One wave is a single Smash Mook; it pulls its arm back, prepares to swing, and then after a long time, it finally swings its club. The damage it does is monstrous, so it's best to play it safe.
  • Drinniols in Marathon.
  • Mass Effect 3 has Reaper-created Turian/Krogan hybrid monsters called - quite creatively - Brutes. Ironically, the whole point of adding Turians to the monsters' mix was so it would have a keen tactical mind, but presumably charging straight at your enemies to smash them is a fairly good tactic when you're Nigh Invulnerable and they didn't give you a gun.
  • Mercenary Kings has the Pikeman enemy, which is large, has decent health (though not unexceptional) and will attack by moving around and stabbing you with his pike in any direction you happen to be in. This includes downward attacks if you're below him and stabbing diagonally.
  • Mini Robot Wars, an Expy of the above game, most Machines that don't shoot will simply smash your minirobot turrets. Special mention goes to the Giant and Titan machines: the latter will smash up to THREE minirobots at one go!
  • Ogres/Trolls on Ninja Gaiden. They have a rather vague appearance, but their fighting style very much fits the description.
  • The Ogre Battle series, of course. The Ogres are massive, hammer-wielding brutes who come to the human world from the Netherworld when summoned, along with goblins, gorgons, and other such demonic creatures. Oddly enough, the only game to actually feature Ogres is the 64 version...
    • Golems are equally simplistic. From their first appearance in March of the Black Queen, all they do is throw particularly heavy punches. You can even recruit them fairly early on, giving you the potential for squads filled with these powerful constructs. (The downside is that they're incredibly fragile.)
      • The opposite is true of Golems in the N64 version. They are incredibly tough, but do (relatively) poor damage.
  • The Gargantuar in Plants vs. Zombies. Usually does nothing else other than advance slowly and smash your plants flat with a held object. He does have a secondary "attack" where he throws a fast but weak Mook into you defences once he gets down to 1/2 his health.
  • Tauros of Pokémon can learn seven different moves that translate to "ram into things until they faint."
  • Skinner Leapers of Remember Me are an interesting case. Instead of simply having a large amount of hitpoints they’ll actually block all regular attacks used against them and require Power Moves or use of Fury to defeat them. They also receive significant buffs in the presence of other Leapers. However, their moveset is exactly the same as that of basic Prowler Leapers and consists of nothing but basic kicks, punches and occasionally a grab attack.
  • Tyrant T-103, aka Trenchcoat Man, aka Mr. X, in Resident Evil 2. Smashes walls, security cameras, and of course, heroes.
  • The Nemesis from Resident Evil 3: Nemesis seems like this in his first appearance. Then he reveals he's actually fairly smart and keeps a rocket launcher handy for when smashing isn't good enough.
  • The ax-wielding mutated Steve Burnside of Resident Evil: Code: Veronica is this and Nigh Invulnerable.
    (Ustanak throws a car high enough into the air to run under it before it hits the ground)
    Jake: Son of a bitch, he's strong!
    Ashley: RUN!!!
  • Rockman 4 Minus Infinity has the Jumbig. High HP, knockback with Collision Damage, and a missile attack.
  • One of RuneScape's greatest flaws, and what makes it different from World of Warcraft above, is that all bosses for a long time were this... and all monsters behave like that. Monsters attack you until you die, they die, or they can't get to you if they're solely melee monsters. They had only up to three options: Smash with melee, shoot projectiles, shoot magic, and the only thing that changed was power. Tz Tok-Jad, the strongest boss of the times, level 702 (players get up to 138 maximum as a comparison) does only the two latter, the former if you stand next to him, and summons healers once at half health, which is unique. The battle effectively degenerates to switching invulnerability-giving protection prayers in time to protect against missiles and magic respectively. The next strongest boss, the Corporeal Beast, is a breakthrough due to its ability to target an area, from which players have to run away. The Barrelchest, a robot-like being with eyes and brain in a glass dome controlling it, also only smashes the player with his (?) anchor. The fact he bypasses prayers and can hit the ground to produce damage to the player makes the battle a damage race. The new generation of bosses, in form of Dungeoneering, has most bosses have some gimmick to avert this trope. The result isn't really a success. It does invert the trope, though - Astea Frostweb summons spiders, uses prayers and freezes the player in place to walk away, all of which are player-accessible tactics everywhere else, while the player is generally just trying to mangle her with weapons. On the other side, bosses like the Rammernaut, the behemoths sans Stomp, Plane-Freezer Lakhrahnaz and pretty much any boss that requires a method to make him vulnerable rather than having a special attack play this straight.
  • The basic Brutes in Saints Row: The Third. While their more advanced counterparts would shoot you with miniguns or flamethrowers, they would either run up to smash you or throw cars at you.
  • Sengoku Basara has Honda Tadakatsu. Most characters in Sengoku Basara have a basic attack combo and four special attacks that offer different ways to attack people (such as ranged attacks, Flash Step, or attacks with different areas-of-effect). Tadakatsu is unique in that most of his special attacks are non-offensive: Instead, they activate different 'modes' that give him different ways to use his basic attack combo to slap enemies silly. This lack of flexibility is used for Competitive Balance as Tadakatsu is otherwise a Lightning Bruiser.
  • Silent Hill 3 had the Insane Cancers, who lacked any special attacks and were primarily notable for their insane speed and health, taking eight shotgun blasts to kill. Silent Hill: Homecoming had a spiritual successor in Siams, though these had a weak point in the form of a female-like form at the back, and could also be stunned much easier.
    • In spite of their unsettling appearance, the Twin Victims in Silent Hill 4 also ultimately boiled down to this.
    • Silent Hill: Downpour had the Prisoner Juggernauts: a giant version of regular Prisoner Minions. While the Minions could block, counter-attack and had an attack where they slapped Murphy hard on both ears to incapacitate him, the Juggernauts apparently lost their brains as they gained in size and did nothing besides smashing.
  • Shrek the Third had the Cyclopi, which were tough and did nothing but punch you hard, even as plenty of weaker enemies had special attacks. The Shrek impersonators in the ruins of Far Far Away were also this.
  • Dark Titans from Sonic Unleashed are such classic Ogres that they perfectly mimic the feeling of a giant monster beating on your skull. There is little in the game more satisfying than maxing out your strength and combos then beating them to death.
  • Lumbers in Spiral Knights move slowly and have one attack that's easy to dodge, but it does a massive amount of damage at higher difficulties and also leaves the target stunned and sometimes also burned, shocked, poisoned or frozen.
  • Star Wars Battlefront had the AI-controlled Jabba’s Guards at the Jabba's Palace map. These would frequently spawn in the corridors and smash anyone they encountered, forcing the players to advance slowly and watch out for them. They could easily smash five troopers at once, thus significantly altering the match’s score.
  • The Suffering had Festers, which fought with a slave’s punishment ball used as a heavy flail. They were bulletproof, requiring melee attacks, explosives or flame to take down, and their primary attack was to slam the flail into the ground hard enough to produce a shockwave 3 meter in diameter. They would also occasionally release explosive rats during the fight and at death. Isolationists in the sequel averted the trope further by being able to shoot charged bullets from their crutches.
    • The sequel, Ties That Bind also had Gorgers, which existed to fill the gap between “basic” Slayers and Isolationists. They either smashed or knocked the main character down and attempted to eat him.
  • Super Mario Bros. series
    • Mario & Luigi: Superstar Saga has The Clumph in Joke's End, and of course Queen Bean, who has the added bonus of being able to spawn additional mooks.
    • The Clubba in Paper Mario fits well. Its attacks include "club once for lots of damage" and "club three times for normal damage". There's also Kent C. Koopa.
    • Bouldergeist in Super Mario Galaxy, who only ever uses physical attacks and literally cannot move from the centre of the arena.
  • Averted in Super Robot Wars OG Saga Endless Frontier. There are two types of ogre in fantasy realm of Elfatale, the Studious Ogre and Nerdious Ogre. Both wear geeky glasses and carry a magic tome, they also dress in casual cloth.
  • Every Ultima from the first to the last. At least Ultima IX gave you an amusing opportunity to trick one.
  • Golems in Tales of Phantasia are a clear cut example with very high hit points and attacks that typically knock back or stun your party. Usually act as meat shields to mage enemies, who take full advantage of your inability to get past the golems to hit/interrupt them.
  • Team Fortress 2 has a variety of these, but in general, most melee robots in Mann Vs Machine mode are this.
  • The Purr Lin in Turok 2.
  • Played entirely straight with the Trolls in Valkyrie Profile 2, sans for the fact they also slowly regenerate. All they do is hit you with their clubs and soak an annoying amount of damage.
  • Knights in Warcraft III, one of the few units in the game with no abilities whatsoever. They just have high speeds, high armor and a strong attack, and all they do is move and attack. No druidic spells or stealth like Night Elven units, no self-healing abilities like Undead units, no pillage or physical abilities like many Orc units, no arcane tricks like the Blood Elves, and no guns-and-rocketry-based gimmicks like the Dwarves. Even the Knights' early-game counterparts, the humble Footmen, have a special ability, Defend. However, they are fast enough to be effectively used for hit-and-run raids as well as straight-up combat.
    • Ogres are quite common enemies in World of Warcraft. Whether they're level 20 or 70 all they do is hit you with something ("Me smash! You die!"). Then again, so do most normal mobs in the game (although most humanoid enemies tend to have at least some variety). Sometimes they have disarm, knockback or cleave attacks, but then they are usually recognizable for having a different model. Lower level of this type of mobs do nothing but autoattacking you, and they start adding more varieties to the attacks as you progress the dungeon levels such by adding interrupt, stun, Mortal Strike, Whirlwind, enrage, or add some magic to the attacks.
    • As an example for an actual boss, Patchwerk. He begins the Construct Quarter of Naxxramas and is one of the toughest fights in the place. Naxxramas also used to be the toughest instance around. What does he do? He hits hard. Really hard. And he hits someone else besides the tank hard. Really hard. No raid damage, no aggro dumping, no complicated phases, no mind control, no adds... nothing. It's hard to even pull aggro.
      In fact, give the tanks 3-5 seconds before the fight to build some aggro, and make sure you're not a flimsy Rogue or, God forbid, a Death Knight, and you don't have to worry about pulling aggro at all. The fight is usually described as a "tank and spank damage race", seeing as he will go into hard enrage mode after six minutes. It gets even more ridiculous when he passes 5% of his health (and he has A LOT) - he Frenzies, which increases attack speed, attack power... You get the picture.
  • Warriors Orochi has Orochi's 'Gyuki' type of officer, a race of enormous ox-faced demons carrying equally huge granite clubs. They have maybe four moves to call on (in a game where playable characters will have no less than a dozen different attacks), all of which are some variant of 'bash with club' or 'bash with something other than club.'
  • The Bergrisi (rock giants) in Heroine's Quest: The Herald of Ragnarok.

Webcomics


Shield-Bearing MookVideo Game CharactersThe Spiny
Slave MooksMooksSuper Powered Mooks
The Slow WalkExample as a ThesisSnark Ball
Mascot MookImageSource/Video GamesUnderground Monkey

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