Musty: It's Team Rockhead, of course! They show up EVERY episode!The Usual Adversaries are similar to Goddamned Bats, but while Goddamned Bats is a gameplay trope, The Usual Adversaries is a narrative one. Goddamned Bats may annoy the hell out of you when you play a game, but The Usual Adversaries are what annoy the hell out of your characters in the universe. The Usual Adversaries refers to the ubiquitous Always Chaotic Evil creatures that are always messing everything up for everyone in a setting, and the hatred towards said creatures held by the good forces who are always having to fight them off. Naturally, this varies by setting, though Orcs are among the most common in Fantasy works. Related to Always Chaotic Evil, Scary Dogmatic Aliens, Hard-Coded Hostility, Villain by Default, Aliens and Monsters, and The Heartless.
Ass: Yes, but they usually show up six minutes into the show! This time, they didn't show up until six minutes and twenty seconds!
Ass: Yes, but they usually show up six minutes into the show! This time, they didn't show up until six minutes and twenty seconds!
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Anime and Manga
- In practically every Story Arc in Bleach, Hollows are involved in some way, shape or form. In the very first one, they're worked in a Monster of the Week format. In the second arc, they appeared as Elite Mooks in flashbacks, and in the very last act, a group of Giant Mooks showed up to transport the Big Bad to their dimension, Hueco Mundo. Following that, we're introduced to Hollow-Soul Reaper hybrids called Arrancar, who take over the scene as a War Arc erupts between them and the Soul Society. Hell, in the Deicide mini-arc, said Big Bad used the Hogyoku, the same device that created the Arrancar, on himself, but it gradually turned him more Hollow-esque with each transformation. Even in the Lost Agent arc, where the antagonists are essentially superhumans, said superhumans only gained their abilities because Hollows attacked their pregnant mothers in the first place.
- The Skruggs of Heroman fill this role from the simple fact that they NEVER. EVER. Seem to stay beaten.
- The Beastmen are this for the first half of Tengen Toppa Gurren Lagann. After suppressing the humans underground for who knows how long they had it a long time coming too.
- Japanese Delinquents in Codename: Sailor V are this and Butt Monkeys: whenever the plot needs Minako to be late for something, she'll notice delinquents bullying someone and will waste time transforming into Sailor V and mauling them.
- Nazis in Hellboy. Of both the Steampunk and magical varieties. While the larger threat is always from Eldritch Abominations, the various Nazi factions have a bizarre habit of being involved with almost every story arc in one way or another, even if the arc had nothing to do with them. One chapter hung a lampshade on it when Roger and Abe find (an utterly inexplicable and with no plausible or possible reason for even being there) a Nazi submarine in the ancient tunnels of a lost civilization beneath the Himalayas. They aren't remotely surprised; the damn Nazis have shown up everywhere else.
- The "stupid stupid rat creatures" from Jeff Smith's Bone.
- The Tick really hates ninjas.
- Averted with Marv of Sin City fame who enjoys fighting hitmen. When he goes up against hitmen, he becomes positively giddy since "no matter what you do to them, you don't feel bad."
- The Romans in Astérix. Even a walk in the woods will typically lead to a run-in with a patrol. Also inverted, in that the Gauls welcome these run-ins, but the Romans are deeply annoyed (and mauled each and every time).
- The Foot Clan in Teenage Mutant Ninja Turtles. No matter the incarnation, the Turtles will always be bothered by hordes of Foot Ninjas trying to kill them.
- The Keys Stand Alone. The Tayhil.
- Indiana Jones makes his thoughts on this trope clear:
Indy: Nazis. I hate these guys.
- Lampshaded in The Sum of All Fears, when Bill Cabot remarks how their nuclear emergency drills always include the Russians as the enemy.
Cabot: We've also gotta choose someone else to face off against besides the Russians all the time.
- The Marvel Cinematic Universe has HYDRA, the rogue Nazi science division which branched off from the Third Reich after World War II. They have quickly become this trope for the universe as a whole, easily taking the crown of the most frequently occurring antagonistic force. Hydra has appeared in a villainous role in Captain America: The First Avenger, Captain America: The Winter Soldier, Avengers: Age Of Ultron and Ant-Man, and will appear again in Captain America: Civil War, on top of consistent appearances in Agents of S.H.I.E.L.D. The list of named characters who are members of the organization has gotten into the dozens, including the Red Skull, Arnim Zola, Heinz Kruger, Baron von Strucker, Daniel Whitehall, Bucky Barnes/Winter Soldier, Brock Rumlow/Crossbones, Alexander Pierce, John Garrett/The Clairvoyant, Raina, Grant Ward, Senator Stern, Doctor List, Doctor Debbie, Jasper Sitwell, Marcus Scarlotti/Whiplash, Carl Creel/The Absorbing Man, Donald Gill/Blizzard, Jack Rollins, Sunil Bakshi, Johann Fennhoff/Doctor Faustus, Julien Beckers, Ian Quinn, Edison Po, Toshiro Mori, Vincent Beckers, Octavian Bloom, Mitchell Carson and Agent 33/Kara Lynn Palamas. Apparently their threat of "cut off one head and two shall take its place" is not to be taken lightly.
- In The Hitchhiker's Guide to the Galaxy, Arthur and Ford haven't seen the last of the bloody Vogons after getting thrown out of an airlock by them. Vogons don't like leaving jobs unfinished.
- The original orcs of The Lord of the Rings and The Silmarillion are distressingly numerous and fertile, and they will not stop attacking humans, elves, and dwarves even when they aren't enslaved by the current Dark Lord.
- Green Martians in general in John Carter of Mars (with the exception of the Thark horde, who are allies of the heroes from the end of the first book on). Not really Always Chaotic Evil (they're a brutal but honorable bunch), but with a culture where you win honor through successful raiding they'll jump at the chance to attack anyone passing through or near their territory, making them a perennial headache for any Barsoomian hero.
- The various Shadowspawn in The Wheel of Time, but predominantly the Trollocs and Myrdraal. They do appear to be a serious challenge in massive forces, but seem to be little more than an annoyance for several of the major characters, especially The Chosen One, late in the series. In fact, the use of them can be seen as akin to a Zerg Rush.
- Extremist Muslims in the Paladin of Shadows books, although the subtype varies; terrorists, Chechen paramilitaries and slavers have all shown up.
Live Action TV
- The Peacekeepers from Farscape fulfill this rather nicely. They hunt down the main protagonist for two seasons under one crazy commander after another for what amounts to being in the wrong place at the wrong time. And then things get worse.
- There's hardly a person in Andromeda who doesn't hate and fear the Magog. Being the followers of the living embodiment of a dead galaxy, those reactions are well earned.
- In Babylon 5, the Raiders fulfill this for a while, until they are promptly defeated for good about halfway through the first season. Afterwards, it uses different adversaries.
- Star Trek: The Next Generation: The Borg became this over the course of many years. Also, the Klingons, Romulans, Ferengi, and multiple other races of Rubber-Forehead Aliens that seem to have more evil members running around than good.
- The Romulans were closest to this trope in the series overall; the Borg made relatively few appearances, the Klingons weren't enemies anymore (though individual Klingons often were), the Ferengi were quickly pushed aside, and the Cardassians only showed up towards the end of the series.
- By the time of late Star Trek: Deep Space Nine, the defining bad guys were the Dominion and Cardassians, with an occasional side order of Breen. Amusingly, the actual Dominion soldiers, while feared, were also treated with respect and even given honourable burials; it was their bureaucrats, the Vorta, who tended to annoy and frustrate everyone, including people on the same side!
- On Person of Interest this role was fulfilled by the Dirty Cops of HR. They are the villains in the pilot episode and they end up being behind many of the life-or-death situations that the main characters are trying to resolve. From time to time the Russian mob or Elias's resurgent Italian mob show up, usually as the alies or enemies of HR. When HR is finally defeated, the role of the usual adversary is taken over by Vigillance, a group of pro-privacy Western Terrorists. The agents of the nefarious organization Decima start showing up more regularly as the third season progresses until the season finale reveals that Decima actually created Vigilance as an Unwitting Pawn in its master plan.
- Daleks from Doctor Who. To put it simply, between the old series and the new series, a Time War was waged between Daleks and Time Lords where the Doctor himself was explicitly the only survivor. This was quickly proved wrong as Daleks started appearing across the universe, solidifying their Joker Immunity.
- Cybermen, Sontarans and other Time Lords (especially The Master) are also common sights.
- Catherine Tate claimed she was originally reluctant to join Doctor Who, as she believed it was literally always the Daleks.
- The Third Doctor faced The Master in literally every one of the five stories in season 8.
- Any faction in Warhammer 40,000 would count, though a few stand out because they're easy to write as a faceless, looming threat:
- Orks, specifically because they reproduce by dying, and are the most numerous species in the galaxy. They're the former trope namer for a reason, able to fill in any role from "merciless big bads" to "comic relief starter villains" and everything in-between in equal measure. Orks especially fit this trope because they were the first Xenos race encountered by the Imperium - a probe sent out from Terra 14,000 years ago is still picking up transmissions from the howling brutes as it travels throughout the galaxy. It seems that wherever humans go in the cold, dark universe and whatever horrors they find, there will also be Orks out there waiting for them, looking for a scrap.
- Chaos Cultists, because they're the most numerous faction of the biggest evil in the galaxy. Within that group, you're more likely to see Khorne cultists than any of the others simply because they don't usually have a plan more complex than "kill things" so they're easy to write.
- Tyranids, because of sheer overwhelming numbers...
- Necrons, who are very well hidden on numerous worlds across the galaxy, and wake to go on unstoppable rampages.
- Individual armies have these too. For example, Cadians really hate Chaos as their planet is the first in line whenever a Black Crusade starts up, Crimson Fists and Valhallans had their homeworlds invaded by orks, Khornates hate Slaaneshi and vice versa... Asdrubael Vect, leader of the Dark Eldar, uses his profound knowledge of every race in the galaxy to apply The Usual Adversaries no matter who they're fighting.
- In the default setting for Dungeons & Dragons, undead are often portrayed as the most hated creature type in the setting, even above fiends. Sometimes, even Neutral deities will encourage their followers to wipe out any undead they find. A quote from a cleric states that he fights dragons because he wants to. He fights undead because he has to.
- The Coalition from Rifts.
- Tolkeen was a peaceful, accepting, integrated kingdom in a mainly magic-based society. The Coalition States went to war with them, forcing them to leap off the Moral Event Horizon in an effort to survive. It ultimately failed. This is not the first time the Coalition has done this. Similarly, Free Quebec was actually a member of the Coalition, but felt they were getting sidelined, and quite possibly lied to, by the Coalition's leaders. All their suspicious were absolutely true, resulting in a costly war between what should have been natural allies. Even for those who think the Coalition might be right, they're hard to love.
- At the same time, Chi-Town (founder and seat of power for the Coalition) was pretty tolerant and open until Nostrous Dunscon decided to declare war on them and fling hellish magical Nightmare Fuel at them. Kinda hard to blame them for thinking magic was evil after that.
- Part Time Gods (from Third Eye Games) has Pucks. It doesn't help that not only are they one of the only Always Chaotic Evil Outsider races in existence, or that they're incredibly clever: It's that they also have the the ability to absorb Dominions, meaning that a sufficiently clever group can become a divine pantheon in it's own right.
- In Werewolf: The Apocalypse the Garou player characters often have to fight neverending hordes of banes (especially scrags), along with the heaps of fomori and Black Spiral Dancers.
- In Exalted, some player character splats can be each others' Usual Adversaries. Notable are the Dragon-Blooded Dynasts and their Wyld Hunt, constantly trying to kill the Solar Exalted and their reincarnations over and over.
- Homeline's Infinity and Centrum's Interworld Service serve as this for each other in GURPS Infinite Worlds, as their respective worlds are the only ones that have full access to parachronic tech. They are directly competing against one another to spread their influence and secure any potential "back doors" into their homeworlds.
- Packs of Mandalorian raiders often show up in the first Knights of the Old Republic.
- Its sequel has Bounty Hunters antagonizing you at practically every location, largely due to the bounty on your head.
- The Heartless from Kingdom Hearts, which are indirectly responsible for everything that happens in both this game and its sequel.
- Speaking of Kingdom Hearts II, Nobodies add their machinations to the mess that the Heartless started.
- The Unversed in the prequel, though the events of the game do make sure that they can never bother anyone ever again.
- The Nightmare Dream Eaters in Kingdom Hearts 3D, though their good counterparts the Spirits can be less annoying and more useful.
- While it can be applied to Beastmen as a whole, it's generally Quadav, Orcs, and Yagudo for Bastok, San d'Oria, and Windurst respectively.
- Tsukihime: Vampires. Except Arcueid. Mainly because all the vampires shown except Arc are completely fucking insane and very deadly. Arc, on the other hand, is a cheerful, huggable Cloudcuckoolander. Unless you're Ciel or have any connection with her at all.
- The Noxians inside League of Legends have a general belief in Chaotic Evil and success by whatever means necessary, causing them to support and aid many clearly bad people to become champions inside the universe, or harm many others which then pisses them off enough to become champions also.
- Halo has the Covenant as the one enemy faction that has appeared in almost every single game. In contrast, the Flood appear in the original trilogy and Halo Wars, but have been absent in every other game with the exception of the "Flood" multiplayer gametype and Halo: Spartan Assault's co-op mode, both of which are presented in-universe as nothing more than training simulations. Forerunner automatons have appeared more often, but are still completely absent in Halo 3: ODST and Halo: Reach. While the Covenant are technically replaced by the Banished in Halo Wars 2 (with the latter actually originating as an anti-Covenant rebellion), it just so happens that both factions are made up of the same species and have relatively similar technology.
- The Green Beret from Commandos: Strike Force occasionally mutters "Damn Nazis!"
- Cyborgs in The Dishwasher. By the time of the game, about the only people that like them are themselves and the people trying to use them. About the only sympathetic cyborg we see is Yuki, the Dishwasher's stepsister. And even then, only for a time.
- Touhou has the Fairies. They seem to have no aim in life other than to wear you down before you face the boss of the current stage. They are nowhere near the nastiness of other examples in this page, it's just the thing fairies do. Oh, and don't feel bad about shooting them down, they are effectively immortal.
- Just about every canon campaign in Battle for Wesnoth has the player fighting either Orcs or the undead at some point. Even the one in which the protagonist is a necromancer. And the campaign in which the protagonist is an Orcish warlord.
- The varied and sundry species of Windbag in Bastion, which are all technically different stages in the lifecycle of the same lifeform. They used to live underground and not bother humanity much, but now there's no underground left and they're vaguely aware it's humanity's fault, so they're sort of pissed. Also, humans kind of use Windbag nurseries as power sources, which they're probably not thrilled about either.
- In Fallout: New Vegas, the Fiends serve as this to the NCR troops of Camp McCarran and to the Mojave as a whole. The player can accept bounties on their leaders that will end up weakening them and lead to their defeat in the epilogue.
- For the Fallout series as a whole, the Khans serve this purpose, having been enemies of the NCR since the very beginning and continually surviving despite being nearly purged by both the Vault Dweller and the Chosen One (though the Courier can potentially finish the job). Other contenders are Super Mutants, and the Enclave. By New Vegas, however, neither of them are much up for this anymore - it's made pretty clear that the Enclave is dead and buried, with the only actual members of the group you meet in-game being kind old men and women (after the only remaining group still doing business as usual being destroyed by the Lone Wanderer), and the Super Mutants are for the most part trying to settle down away from humans, both peacefully (Jacobstown) and by way of shooting any humans who come nearby (Black Mountain, aka the "State of Utobitha").
- Intentionally or not, Ulysses ends up being this for the Courier specifically - every adventure s/he goes on in the game's DLC is sparked off by something Ulysses did before the Courier arrives (telling Father Elijah about the Sierra Madre's fortune from Dead Money, teaching the White Legs how to use modern weapons in Honest Hearts, setting off the Think Tank's potential invasion of the Mojave in Old World Blues, then finally calling the Courier out specifically to the eponymous Lonesome Road).
- Raiders, Gunners, Super Mutants and ghouls gone feral serve this role no matter what faction you pick in Fallout 4, with the Institute and the Synths under their control serving as the enemy if you pick any faction but them. Depending on the faction, you may also have to contend with the Brotherhood of Steel (who do not like ghouls no matter what their state, or synths whether or not they're under Institute control).
- Orcs (duh!) in Orcs Must Die!.
- A specific individual is The Reaper, who appears as a Recurring Boss throughout Persona 3, Persona 4 and Persona 5, including FES, P3P and Persona 4: The Animation.
- Strega of Persona 3, a Terrible Trio of Persona users who antagonizes the heroes throughout the game. However, aside from killing Shinjiro, they are more a nuisance than anything and usually don't put up much of a fight, though in their defense you'll always outnumber them and you never fight them all together.
- In Starcraft II Wings Of Liberty, the Tal'darim fill this role. In some missions, the Taldarim make over the top threats ("We will pursue you to the end of the universe, James Raynor!"), to which Raynor reacts with merely annoyance. Raynor spends most missions fighting the Zerg, or the Terran Dominion. In Heart of the Swarm, we learn that the Tal'darim and Narud were in league with each other.
- The Diablo series, as one can probably guess, primarily has the demons of the Burning Hells in this role, though undead are also a big threat early on.
- The Dark Coven led by Maghda causes a lot of your problems early on in Diablo III before the demons proper take over the role for the rest of the game.
- Then in Reaper of Souls, the Reapers of Malthael become your number one enemy, abating only for a while when you go after Adria in the Blood Marsh to settle the score with her for the end of Act III.
- A few races in World of Warcraft.
- First, trolls. They have different subspecies present in every continent, all of which have a instance dedicated to destroy their empire. Every expansion has added new trolls to kill, to the point that players are now expecting a troll raid dungeon for every new content. Not too bad at first, it becomes especially noticeable in Burning Crusade, where the story stops being about fighting demons and other new enemies in an alien world to be about fighting the same old trolls back home, and in Cataclysm, where the players have to stop fighting a global war against the other faction as well as a world-endangering alliance of several independent factions working for the Old Gods to defeat two troll empires that they have already defeated in the past.
- Then, ogres. They don't have as many instances dedicated to kill them as trolls, but they make up for it by being everywhere, including in places where they couldn't possibly be (Gilneas and Kalimdor). They're also in practically every mercenary and criminal organization. Pretty good for a species that's not even from this world.
- Murlocs, barely-sentient fish-men who lurk around beaches and rivers almost everywhere. They were the standard mooks of Warcraft III and this extended to World of Warcraft and even the Hearthstone card game.
- I Miss the Sunrise has Lessers, a highly aggressive and unintelligible subrace of the lacertians.
- The Elder Scrolls V: Skyrim has bandits. The undead are likely more capital-E Evil, but at least they tend to stay in their crypts and don't bother anyone who doesn't go looking for trouble. Bandits are everywhere, outnumbering both sides of the civil war and all of the game's civilians combined. They're also not too bright either because, since you're the Dragonborn, the bandits are literally Bullying a Dragon.
- EverQuest is set up so that most individual cities have Usual Adversaries. Freeport has the Deathfist orcs, Qeynos and Halas have the Blackburrow gnolls, Kaladim has the kragplooms, Felwithe and Kelethin have the Crushbone orcs, Oggok has the Tae Ew lizardmen, Grobb has the frogloks of Guk, and Erudin and Ak'Anon have wild kobolds.
- The Dawn of War series and Warhammer 40,000: Space Marine have Space Marines, Orks, Chaos Space Marines, and Eldar duking it out on every world from here to Eye of Terror and back. Occasionally some combination of Tau, Imperial Guard, Necrons, Tyranids, Dark Eldar, and Sisters of Battle join the fray. Because of the Grimdark, most or all of them are working against each other at any and all times.
- In Rift, it's...well, make a wild guess. And, by extension, invasions. (Additionally, each faction seems to view the other side as this.)
- In BioShock, Atlas tells the player to grab a crowbar or something to defend himself; Johnny wasn't so lucky against the most common threat in Rapture.
Atlas: Goddamn Splicers!
- For PAYDAY 2, Gensec fills this role.
- Each of the games in the Dragon Age series has a different usual adversary to make your life miserable:
- The Darkspawn in Dragon Age: Origins are the bogeymen of the setting, an embodiment of a magical curse upon Thedas. Fortunately, they don't show up on the surface often because they are too disorganized and chaotic unless they are united under an Archdemon who leads them on a Blight. Unfortunately, the game takes place during the beginning of the Fifth Blight. They are by far the most common adversary in this game.
- Kirkwall in Dragon Age II is a hotbed of rising tensions between mages and templars, and it shows. Blood mages are the most frequently encountered source of trouble for poor Hawke, to the point that they lampshade it in the sequel when Blood Magic causes more problems.
- A gigantic Breach in the Veil has opened up in the skies of Thedas in Dragon Age: Inquisition, spewing forth demons aplenty. Smaller Rifts also dot the landscape, and only the Inquisitor can seal them. After the first Act, the Elder One's forces take center stage. Whether or not he has more Venatori mages or Red Templars depends on a choice made in Act One.
- Mass Effect:
- Mass Effect: Geth (Saren's robot forces, who prior to the events of the game were most famous for driving the quarians off of their homeworld) and husks (humans who have been turned into robo-zombies), the only enemy types to appear in all three games. Subverted in the case of the geth, who are revealed in the second game to not be Always Chaotic Evil; the geth you fight in the first game were effectively brainwashed by Sovereign, and the third game reveals that the war between the quarians and the geth is much more complicated than the narrative most of the galaxy knows.
- Mass Effect 2: Collectors (the story's primary villains), mercenaries (Blood Pack, Blue Suns, and Eclipse; with only a few exceptions, if you're not fighting Collectors, you're fighting at least one mercenary group, and some missions pit you against all three), and husks (who tag along with Collectors and have a new explosive variant).
- Mass Effect 3: Cerberus forces (who, like the geth before them, have been indoctrinated) and husks (now with different types of husks based on different alien species; woe be unto the player who has to fight Banshees).
- In Our Little Adventure, it's the treasureless monster encounters like giant animals, spiders and other creepy crawlies. Rocky and Angelika often complain about this in the comic.
- DM of the Rings lampshades the lack of variety in monster types several times. Since it portrays Lord of the Rings as an original D&D campaign, Orcs are pretty much the only enemy encountered.