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->''"The thing that I really hate about Junko's fight is the final spell; it's ''[briefly pauses]'' so unbearable. I-It's total RNG and you cannot detect, or you cannot predict, where those bullets gonna ''[sic]'' come to you,..."''

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->''"The thing that I really hate about Junko's fight is the final spell; it's ''[briefly pauses]'' so it's...''so'' unbearable. I-It's total RNG and you cannot detect, or you cannot predict, where those bullets gonna ''[sic]'' come to you,...you..."''
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* ThatOneAttack: Several attacks in the game can hurt a lot or be tricky to avoid. On the plus side, most of these attacks become extremely useful if your Pal has them.

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* ThatOneAttack: ''VideoGame/{{Palworld}}'': Several attacks in the game can hurt a lot or be tricky to avoid. On the plus side, most of these attacks become extremely useful if your Pal has them.

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* ''VideoGame/{{Palworld}}'':

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* ''VideoGame/{{Palworld}}'':ThatOneAttack: Several attacks in the game can hurt a lot or be tricky to avoid. On the plus side, most of these attacks become extremely useful if your Pal has them.



** Wind Cutter may be the basic Grass skill, but its projectile is extremely fast and the attack is barely telegraphed, making it very hard to dodge. The low damage doesn't mean too much when it can hit players a lot more reliably than more powerful skills, and like most Grass skills, it has a chance to entangle the player and render them a sitting duck.

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** Wind Cutter may be the basic Grass skill, but its projectile is extremely fast and the attack is barely telegraphed, making it very hard to dodge. The low damage doesn't mean too much when it can hit players a lot more reliably than more powerful skills, and like most Grass skills, it has a chance to entangle the player and render them a sitting duck. Furthermore, this attack's fast-firing speed and decently-sized hit radius also allow it to often knock away any Pal Spheres you throw at its user.



** The Alpha Anubis has Forceful Charge, one of its signature Ground skills where it does a rushing punch towards you or a Pal. This attack hits for ungodly amounts of damage, often one-shotting your entire shield (and if you get hit by it, you take over 1000 damage) and it veers to track the target, meaning that if you're dodge too early, Anubis will adjust their course to strike you with it. Its other two massive-power attacks are more avoidable by getting out of the red radius before Anubis executes them.

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** The Beegarde have Bee Quiet, a SuicideAttack that they will use with impunity that deals MASSIVE damage. One attack can take out half your health bar even with armor, and since they tend to travel in groups it's not uncommon to have two or more of them run up to you and explode in the span of a few seconds. And they attack the player on sight just to top it all off. Finally, unlike the other exploding Pal Tocotoco, Beegarde move faster and aren't lower-leveled than other Pals in the area, making them harder to kill before they blow up on you.
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Alpha Anubis has Anubis' Forceful Charge, one of its his signature Ground skills where it he does a rushing punch towards you or a Pal. This attack hits for ungodly amounts of damage, often one-shotting your entire shield (and if you get hit by it, you take over 1000 damage) and it he veers to track the target, meaning that if you're you dodge too early, Anubis will he'll adjust their his course to strike you with it. Its It's by far one of his most dangerous moves unless you exploit a CheeseStrategy. His other two massive-power attacks are more avoidable by getting out of the red radius before Anubis he executes them.
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** Blizzard Spike is a very powerful Ice-elemental attack that the player can easily see coming -- the Pal will take a few seconds generating a large ice spike above their head before launching it at their target. The powerful initial hit isn't hard to avoid if it targets the player, as it can be dodge rolled from... but the icy mist that comes out still hits for the same amount and will almost certainly hit and freeze the player (who won't be far from the impact) if they don't stop rolling, causing them to become a sitting duck for a follow-up attack. Pals are almost certainly going to be hit and frozen over as they can't dodge this far compared to the player.
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** The Alpha Anubis has Forceful Charge, one of its signature Ground skills where it does a rushing punch towards you or a Pal. This attack hits for ungodly amounts of damage, often one-shotting your entire shield (and if you get hit by it, you take over 1000 damage) and it veers to track the target, meaning that if you're dodge too early, Anubis will adjust their course to strike you with it. Its other two massive-power attacks are more avoidable by getting out of the red radius before Anubis executes them.
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* ''VideoGame/{{Palworld}}

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* ''VideoGame/{{Palworld}}''VideoGame/{{Palworld}}'':
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* ''VideoGame/{{Palworld}}
** Lightning Streak makes a line of small but powerful lightning bolts. This means it can hit large Pals multiple times, tripling or even ''quadrupling'' its already-high damage if its target is big enough with each hit having an additional chance to stun. Pals with this skill can hit far above their level because of this multi-hit property.
** Wind Cutter may be the basic Grass skill, but its projectile is extremely fast and the attack is barely telegraphed, making it very hard to dodge. The low damage doesn't mean too much when it can hit players a lot more reliably than more powerful skills, and like most Grass skills, it has a chance to entangle the player and render them a sitting duck.
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** 5th Edition: Both the Devour Intellect and Body Thief actions of [[DemonicSpiders Intellect Devourers]]. The former allows it to roll 3d6 and, if the result is greater than the targets intelligence score, stun them and literally reduce their intelligence to that of the furnishings until they finish a long rest or have greater restoration cast on them, the former taking 8 hours and the later being both expensive and simply unavailable at the levels where you will likely be fighting them. The main killer os this move, however, is the fact that with the exception of wizards, artificers, some blood hunters and a few subclasses most classes will have 8-13 intelligence, favouring the lower numbers and it will not scale with their level, making the monster deadly at any level. Body Thief is almost, but not quite, as terrifying. The devourer teleports inside the head of an incapacited humanoid, eats their brain, takes over their body, [[DeaderThanDead and they can then only be revived through use of Wish.]]
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** [[https://yugipedia.com/wiki/Yata-Garasu Yata-Garasu]] taught players from very early on to not judge the power levels of monsters purely by their ATK/DEF stats. If this thing deals damage to you, you lose your next draw - and if you have no monsters to defend yourself with, there is nothing stopping the opponent from constantly using Yata to lock you out of playing the game. Making matters worse is that Yata also returns to the owner's hand at the end of the turn, making it very hard to destroy since it simply isn't there during your turn. It bears the distinction of being the only monster in the game that's been banned for the ''entire history'' of the Forbidden List, ever since it was possible for Konami to ban cards from the game.

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** [[https://yugipedia.com/wiki/Yata-Garasu Yata-Garasu]] taught players from very early on to not judge the power levels of monsters purely by their ATK/DEF stats. If this thing deals damage to you, you lose your next draw - and if you have no monsters to defend yourself with, there is nothing stopping the opponent from constantly using Yata to lock you out of playing the game. Making matters worse is that Yata also returns to the owner's hand at the end of the turn, making it very hard to destroy since it simply isn't there during your turn. It bears Until May 2022, it bore the distinction of being the only monster in the game that's been that was banned for the ''entire history'' of the Forbidden List, ever since it was possible for Konami to ban cards from the game.



** [[WordOfGod The developers of 3.5]] consider any attack which results in [[LevelDrain level loss]] to be AFateWorseThanDeath [[spoiler: because losing one level is literally the worst that can happen as a result of a character dying due to the resurrection spells]], and grounds for immediately rolling a new character.

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** [[WordOfGod The developers of 3.5]] consider any attack which results in [[LevelDrain level loss]] to be AFateWorseThanDeath [[spoiler: because (because losing one level is literally the worst that can happen as a result of a character dying due to the resurrection spells]], spells), and grounds for immediately rolling a new character.
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** The Miller in the Color of Madness DLC has the Reaping, an attack that hits your entire party for high damage and has a high critical hit rate. He can use it twice in a round. [[spoiler:Mildred's Locket]] makes its wearer immune to it, but there's only ''one'' of them.

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** The Miller in the Color of Madness DLC has the Reaping, an attack that hits your entire party for high damage and has a high critical hit rate. He can use it twice in a round.round, and since it's the only attack in his arsenal that doesn't have a cooldown, he almost inevitably ''will''. [[spoiler:Mildred's Locket]] makes its wearer immune to it, but there's only ''one'' of them.

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