"Get over here!"This trope specifically refers to a case in which one fighter magically, psychically, or physically forces his or her target to move to the fighter's location, often setting the victim up for a No-Holds-Barred Beatdown. Sometimes your opponent is strong. Really strong. Sometimes, even if you're The Chosen One — and definitely if you aren't — you end up in a fight that's way out of your league. You need to find some means of escape, or at least something to buy yourself some breathing room so that your foe can't just shoot you while you're trying to come up with a Plan B. So you run away. Maybe you already have a clever escape strategy, or some cute idea that revolves around hiding among cardboard boxes in a warehouse and ambushing him when he comes to find you. Things are looking good ... until your opponent decides to stop you from getting away. Oh, Crap!! Remember, this guy is strong and possibly smart as well. He may even have Psychic Powers or magic. Or both. Or even be a god. Whatever the case, the point is this: he can't be bothered to actually run after you to catch you. No, he's so awesome that he can catch you without even moving. How, you ask? Simple! He teleports you over to where he's standing. Or grabs you with a wire and reels you in. Or extends a really, really long arm and grabs hold of you. Or... Despite what it sounds like, not related to "Get Back Here!" Boss. Contrast Escape Battle Technique and Switch Out Move. Compare The Determinator and Super-Persistent Predator. The trope namer is EverQuest, in which hundreds upon hundreds of high-level monsters and bosses would state the phrase "You will not evade me (player name)!" before using the teleport variant of this trope.
— Scorpion, Mortal Kombat
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- The final battle sequence of Digimon: Hurricane Touchdown! features an evil Cherubimon who conjures spheres of gravity that suck the heroes' much smaller digimon into his hands. He then juggles them. See the first minute and a half of this AMV clip for an audiovisual account of Cherubimon's You Will Not Evade Me ownage.
- From One Piece:
- Akainu often says this to any pirate that he deems as "potentially dangerous" and will pursue his targets until he kills them. His determination is so strong that he continued to go after Luffy even though he suffered 2 direct strong blows from Whitebeard. In the end, he was pissed off at Shanks for letting Luffy get away.
- Blackbeard's Kurouzu forcibly pulls his target to him. The problem is there's no known way to defend against it (so far), and once he grabs you, you lose your power and open to his powerful melee attacks. You can try to attack him as you're pulled, but he's such a Mighty Glacier he can tank it and hit you anyway. This backfired when he tried this on Whitebeard.
- In Kill la Kill, there's a hero on villain partial example similar to the Power of the Mind entry above. Ryoko is fighting Inumuta, whose uniform has the ability to turn invisible. Instead of trying to find him, she simply grows her own uniform to cover the whole arena and flattens him like a fly.
Inumuta (panicked): Evasion... impossible!
- In Bleach, when Ichigo gets his Soul Reaper powers back and proves to be more powerful than Ginjou, a terrified Ginjou tries to speed away, only for Ichigo to Flash Step up and grab him, declare "You're not going anywhere!", then throw him down.
- During the Soul Society arc, Ichigo demonstrates his awareness of this trope. While the group had been told that under no circumstance should they fight a Captain, as each one as a Person of Mass Destruction, when confronted by Kenpachi he acknowledges it would be pointless to run away because any opponent too powerful to fight would surely also be too fast to outrun.
- In JoJo's Bizarre Adventure Okuyasu Nijimura's Stand, The Hand, can use its power to erase anything its right hand touches to eliminate the space between himself and his opponent. He uses this power to pummel Josuke until it proves to be his undoing, when he gets hit in the head with flower pots his power accidentally drew towards him.
- Played with in some episodes of the Pokémon anime. In some cases Team Rocket would avoid their usual "blasting off" Running Gag and try to retreat after a scheme had failed. Ash and the other heroes, had they been riled up enough by their antics, would prevent this by sending their Pokemon on them, making sure they left the scene, but in the usual more painful way.
- Because no normal criminal can ever possibly defeat Batman in combat, they usually run, only to be caught a few seconds later. One notable example had Dick Grayson chasing Roadrunner, a sprinter. Dick fails to catch up with him, comments "To hell with this.", then uses the Batclaw to reel the villain to him.
- Star Wars has a force power called Force Pull, which is Exactly What It Says on the Tin: You use The Force to telekinetically pull something (likely someone) towards you.
- A mundane example in Man of Tai Chi: During the final battle, Donaka lands a devastating blow that knocked Tiger back and off his feet. Rather than allowing Tiger the breathing room, Donaka quickly catches Tiger's foot and pulls him back.
- Sin City: Marv wins his second fight with Kevin by letting him get close and then handcuffing themselves together, therefore preventing Kevin from evading his devastating punches.
- Invoked by "You Can't Escape Me" by Chaotic Canine Culture. Song link here.
- With its fourth edition, Dungeons & Dragons formally introduced the concept of 'forced movement' and with it powers that allow the user to push, pull, slide, or even teleport unwilling targets across the battlefield. One fairly basic example is the first-level druid at-will power Thorn Whip, which on a hit inflicts damage and pulls the target two squares towards the user.
- Not that it was unheard-of before. Third Edition monsters with Improved Grab pull grappled opponents into their own space, rather than moving into the opponent's space like in a normal grapple. Spells like Baleful Transposition or Telekinesis and powers like Baleful Teleport or Telekinetic Thrust can reposition targets against their will and to great detriment. In the earliest editions (and the third, for that matter), the infamous Balor had the ability to yank you into melee range with its whip, where you would get burned by the flames surrounding the demon's body.
- One of the first such powers to see print actually caused something of an uproar among the fanbase at the time. Not because of its power level as such — it only pulls already-nearby enemies into melee range, ones further away aren't actually affected — but because it was a fighter power (Come and Get It) that felt "too much like magic".
- Daemon Princes of Slaanesh in Warhammer 40,000 can take the psychic power Lash of Submission, which allows to them move an enemy squad a certain distance. This is often used to bring enemies that are specialized in ranged combat into melee range and out of cover, where the Prince can then attack the (usually hopeless in close combat) enemy units without the penalty for charging into rough terrain. Little wonder that "Lash Princes" are a common sight in tournament level Chaos armies.
- Additionally, the Lash of Submission is often used to move lots of important enemy units very close together so that all of the Chaos player's mortars/rockets/orbital bombardment/etc. can all be fired for full effect on them simultaneously.
- Masters of Space in Mage: The Awakening can do this with the "Labyrinth" spell.
- The Lunar Exalted can learn an inversion of this. Instead of pulling opponents back into range, they can render escape pointless by perfectly matching the opponent's running speed in mid-flight, no matter what magic or obstacles are in their way.
- The DC Heroes RPG has this as the Attraction power.
- The original EverQuest, an MMORPG, allows many high-level monsters and bosses to use the "summon" ability against players who are in combat with them. This ability instantly teleports a targeted player to the monster's location, regardless of how far away that player has fled and regardless of whether the monster can still see him or her. This ability can be used every ten seconds or so and helps ensure that the monster in question can always "catch" fleeing opponents or over-aggressive spellcasters who try to compensate for their fragile armor by keeping a lot of space between themselves and their opponent. Summoning equalizes things, pulling the target instantly into melee range for a good old fashioned beatdown, often resulting in quick and potentially humorous deaths. Best of all, when a player is summoned in this fashion, everyone in the immediate area will know it — because the monster doing the summoning will say, "You will not evade me (player name)!" And so the trope gets its name.
- Summoning was most likely put in the game as a way to prevent players from using ranged damage to kill high-end monsters without having to worry too much about their dangerous melee attacks. The mechanic has since become infamous among the game's players, both for its quirky "You will not evade me!" line and because of how irritating or deadly it can be to get summoned in the heat of a battle. Instantly warping to the location of a boss while trying to run away (or simply reposition one's character) is very disorienting and often results in being hit from behind.
- Many spoofs of EverQuest gameplay logs (such as the fan-famous "Veeshan's Peak raid log") make humorous use of the summon mechanic and the beatdowns that ensue as a result of its use.
- The Magician class of player characters get a level 55 spell named Call of the Hero that allows them to summon an ally to their location using the same game mechanic. By contrast, the magician version has a 12 second cast time (although it can be reduced to as little as 6 seconds with the proper abilities and/or equipment) and a comparably long recast. Saying "You will not evade me!" to creep out your ally is optional, but why would you not?
- Some particularly summon-happy bosses also have an ability named "Call of the Zero" (likely in parody of the magician spell above) which allows them to summon their target even more often than monsters that lack it. A boss with this ability can alternate using it and the regular summoning mechanic for even more disorientation and preventions of escape.
- On the other hand, it is still possible to get away from any monster in the game by successfully "zoning" to another area of the world, casting an evacuation spell, or using an aggro-clearing ability (such as Feign Death) at the right time. Those aren't always options, though.
- Four of the abilities that Elite Mooks in Diablo III can have are some form of this. "Teleporting" allows them to teleport in front of you, "Jailer" temporarily traps you in one place, "Vortex" sucks you towards them, and "Waller" allows them to create a stone wall that fences you off, the only escape route blocked by the monster. These may or may not be deadly, depending on whether the monster has a deadly melee attack or another ability to complement it (such as "Fire Chains").
- Diablo himself has a similar attitude in the second and third games. If you try to run away, there's a good chance he'll raise a bone prison around you, then close in and pound on you while you're immobile. He blocks town portals in the same way, cutting off that route of escape.
- The Barbarian's Ancient Spear allows him or her to yank an enemy into melee range for some well-deserved melee beatdown.
- The Butcher's meathook attack from the end of Act I allows him to do this to you, with the added bonus of stunning you once you're in melee range and opening you up to a free attack.
- Final Fantasy VI has a rather unusual example of this. When your party encounters a monster known as the Zone Eater on the World of Ruin's version of Triangle Island, the monster will begin to inhale your party members — drawing them inside itself. Once the last party member is inhaled, you find yourself in a cavernous dungeon (presumably within the Zone Eater's body, or through some sort of dimensional rift therein) complete with random battles, treasure chests, and an Optional Party Member, Gogo.
- Protip: If you don't feel like being zone-eaten at that particular point, have one (or more) of your party make for the hills. When the battle ends, your party will be intact and on the right side of the world.
- Inverted in Final Fantasy X: The Bevelle bossfight takes place on top of the airship, which can be told to get in close or back off. When up close, every party member can attack, but so can the boss. When far off, only magic and Wakka's thrown ball can hit the boss, but it can't hit either, while the airship can fire missile salvoes at it (but only up to three times). Moving the ship closer (or the boss moving) takes up a turn.
- The Mortal Kombat series has Scorpion, a yellow-clad ninja whose trademark move involves hurling a kunai into his opponent and then using a wire attached to the kunai to quickly pull the opponent into melee range. The ability is accompanied by one of his catchphrases: "C'mere!" or "Get over here!"
- Mortal Kombat X introduces Takeda, who has a variation that also plays with this trope. This is justified, as Scorpion was his adoptive father and trainer for a good chunk of his life.
- In Injustice: Gods Among Us, Batman tends to play this way. Although he says "Get Down Here!", and it is an anti-air move using his trademark grappling hook pistol.
- He even lampshades his similarity to Scorpion's fighting style whenever he clashes with him.
- In World of Warcraft, there are many examples.
- Abominations are undead golems who have grappling hooks that they can use to yank enemies towards them. This comes in very useful for the ones in Undercity who act as the City Guards.
- The Death Knights in the Wrath of the Lich King expansion have an ability to do this. The difference being it's the player doing so, which led to many Scorpion-related macros.
- Every high-level boss in the game also does this, unless there's a door that closes behind you or some other mechanic that prevents you from even trying to escape. Numerous non-boss creatures also do this, from undead constructs pulling you to them with hooked chains to various spiders using strands of web to drag you back, Spider-Man style.
- One example would be Archimonde. He will zap players attempting to flee from him with a beam that instantly kills them (and if the tooltip is to be believed, their descendants as well).
- Also, if you try to climb to a position that the boss can't reach, any boss can teleport you back. Non-boss monsters can't do this, but if you get into a position that they can't reach, they'll reset, and any attack launched against a monster while it's resetting will result not in a "Miss" or a "Dodge" or a "Parry", but in an "Evade." So while you will not evade a boss, a monster can evade you!
- Parodied in the April Fools Day 2009 "update notes" for Guild Wars. The assassin skill Scorpion Wire was reportedly changed to summon the afflicted foe to location of the person who cast it — a likely reference to Scorpion the ninja. (Normally, the skill teleports the assassin to the afflicted foe.)
- And again in the sequel, where Scorpion Wire returns, now pulling the enemy to you. Necromancers get a similar skill, Spectral Grasp.
- The "Teleport Foe" ability from City of Heroes does this as well. This is a power that is available to any Player Character as early as level 6. The Gravity Control set also has "Wormhole" as one of its higher-level powers, which is an AoE version of this that also stuns those pulled through it.
- Templars in Aion can do this to large groups of enemies by using energy beams.
- Iron Tager is the only character in BlazBlue without the ability to dash. He compensates with a host of magnetism-based moves that pull his opponent towards him.
- zOMG!: "The world turns inside-out as you are drawn inward to the Giant Stone Coatl!" This particular boss is stationary, so it uses this power to bring you in range of its breath laser; if you play keep-away, only its minions can threaten you otherwise.
- Final Fantasy XI has a mechanic very similar to EverQuest's, but with the much less memorable line "(player name) is drawn in!"
- Frequently abused during one of the Chains of Promathia missions. One boss is in the back of a dungeon, behind dozens of monsters with true-sight (can see through invisibility) and locked doors. Instead of fighting your way to the back, most players opt to have the alliance (of up to 18 players) wait at the entrance, while one lone character (typically a thief, who can open the doors without keys; or alternatively a thief to open the locked doors, and whomever is best at sneaking for the rest of it) runs to the back. As soon as that character is detected by the boss, the entire alliance is drawn in, from across the zone.
- In Devil May Cry 3, the Kalina Ann has a move in Gunslinger style for pulling enemies to Dante. However, since Gunslinger is so situational, it doesn't see much use. In Devil May Cry 4, Nero's Devil Bringer can Snatch small enemies to Nero. This time, it's an integral part of the system. DmC Devil May Cry has an entire weapon devoted to pulling enemies towards Dante or Dante towards enemies, and it's similarly integral to the combat system.
- Some bosses in Dragon Age: Origins could do this, most notably the Revenants. It becomes an active power for the warrior class in Dragon Age: Inquisition.
- In God Hand, the Chain Yanker God Reel move allows Gene to pull a target to himself. As a bonus, the right cross he follows it with stuns them.
- In Batman: Arkham City, during Mr Freeze's now-famous boss fight, all of Batman's various takedowns will work - once. After which, if you try the same tactic again, Freeze pulls one of these, usually doing serious damage. And let's not forget those seeker drones...
- "Teleport to" and "teleport foe" are fairly common abilities within Angband and other roguelikes. Usually found on phase spiders, blink dogs, and mid-to-high-level magic-using bosses.
- In Angband, blink dogs cast both spells frequently, and and come in packs.
- Magical Girl Lyrical Nanoha A's Portable : The Battle of Aces allows Signum to use her Whip Sword to do this. Admittedly, the range is a bit lacking.
- In Marvel vs. Capcom 3, various characters have different ways of bringing opponents to them. Super Skrull and Spencer have extendable arms, Spider-Man shoots out a web to grab them, and Magneto uses his magnetic powers to briefly immobilize opponents and force them right in front of him. Also, Magneto's Level 3 Hyper, Gravity Squeeze, can tag the opponent anywhere on the screen.
- Pokémon both plays this straight and has a slight variation: the moves Block, Mean Look, Spider Web, Thousand Waves, Spirit Shackle, and Shadow Hold will prevent foes from running away or switching out to another party member (though if you can use Roar, it will still end the battle in some cases). There are also a few abilities that do this naturally, such as Arena Trap (doesn't work on Flying or Levitating mons, though), Magnet Pull (only works on Steel types), and Shadow Tag (works no matter what, unless against another trapper, or a Ghost type, and is the primary reason Wobbuffet used to be banned in competitive play (the other reason being Encore)).
- A variation is the higher the speed stat a wild Pokemon is, the less likely you are to succeed at running away. You can still switch, though. Any trainer battle is this way regardless. Hit 'Run' and you get 'no, there's no running from a trainer battle'. Annoying when your team is tired and you need to get to the Pokemon Center.
- There's also Ingrain, which (when used by your opponent) doesn't prevent you from fleeing, but will prevent your opponent being forced to flee or switch out in any way.
- As of Pokémon X and Y, Ghost types are now immune to getting trapped at all. Ironically enough, Mega Gengar has the Shadow Tag ability, allowing it to trap the opponent and yet not be trapped itself.
- In the Metagame, the Dark move Pursuit is a pseudo-example, especially against Psychics and Ghosts, which Dark-type moves inflict double damage against. If this is used when the opponent switches out, your Pokemon hits them as they flee for double the normal damage (so if they're weak to Dark, the double damage gets doubled again due to being Super Effective). This discourages switching and is known as Pursuit-trapping.
- Not an exact example but similar, in the freeware game Power of the Mind, the (telekinetic) final boss Arogath is driven into an Unstoppable Rage by your ultimate thwarting of his plan, and lashes out in a berserk frenzy. If you try to hide from him, he bellows "You...will...not...hide...from... ME!!!" and uses his power to gravity-nuke and flatten the entire area, destroying all possible cover for a huge radius. Instead of bringing you to him, he merely eliminates your ability to evade him. You need a little hardware to put the fight to him.
- Characters with tethers (ranged grabs) in Super Smash Bros. could count. This includes each Link (with the hookshot, or the clawshot), Samus Aran (grapple beam, or plasma whip as Zero Suit), Yoshi (his tongue), Lucas (the rope snake), Ivysaur (vines), and Olimar (Pikmin).
- Arcana Heart's Medein (magnet arcana) powers can draw opponents closer to the wielder.
- Sly 2: Band of Thieves has The Contessa, who will reel you in with webs if you try to leave. And drop you in front of her, shortly followed by a rush attack. Strangely enough, she can do this even when she's falling off the arena herself.
- Fallout 3 has a bug in Grayditch: sometimes, alerting the Fire Ant Queen to your presence then trying to escape will make the queen teleport to your location, physically blocking the way out.
- The final boss in inFAMOUS grabs you with some kind electric tether and pulls you to the center of the arena if you try to leave. He even says "You're not going anywhere" when he does it.
- In inFAMOUS 2, a DLC power gives you the ability to hook your enemies and fling them toward you.
- Several characters in League of Legends are known to play this trope straight:
- Blitzcrank can do this to anyone on the enemy team with his ability Rocket Grab, usually followed up by uppercutting the target into the air. He is commonly banned because of the fear that he will land that one Rocket Grab onto a squishy carry in the late game, or that he will land tons of grabs during laning (where he is usually paired with the team's ranged carry) and set off a snowballing effect.
- Pantheon and Twisted Fate share a method of being unavoidable: Both champions have an extremely long range teleport for their ultimates, and both can stun their targets upon completing the port. As a bonus, Twisted Fate's ultimate also functions as a Defog of War. Tahm Kench also can teleport with his ultimate and given enough time stun and eat his enemy. Nocturne has a dash of similar range, but he requires vision of the victim (compared to both teleports being ground-targeted).
- Thresh has three ways to do this: A hook similar to Blitz's grab that trades the full pull-in for an option to have Thresh dash to the enemy, a chain sweep that can knock enemies back slightly, and his ultimate that creates a box that cannot be walked through without a crippling movespeed debuff. Usually, these are all comboed together. It's also in his backstory: he singles out a target and hounds them until they can't take it anymore, then captures their soul.
- If Thresh is actually terrifying, you should know that Nautilus has four methods of ensuring his foe will not escape his wrath. First, he can pull an enemy with his anchor to close distances, then he can make the ground around explode to slow him down, and anytime Nautilus hits a basic attack on the enemy it will stun him temporarily. And if all the previous isn't enough to make the fucker stop trying to run, he can also send a underground targeted charge that will follow and knock him upward.
- Darius can potentially pull the whole enemy team close with his ability Apprehend.
- Diana and Orianna downplay this trope a bit with their area-of-effect pulls.
- The trend continues in a way with Illaoi, while she doesn't have a way to physically pull enemy champions to her, what she can do is pull an enemy champion's spirit right from their body and force it to stand before her while she freely beats the tar out of it, echoing some damage to the spirit's owner. Should the spirit be slain or the owner run too far away, they become a vessel for some time, and while they're safe from Illaoi herself doing further damage, they are no longer capable of evading Illaoi's God. Who will send Combat Tentacles from any walls the vessel stands near that freely take a swing at the poor chum. Leading to some situations where Illaoi can kill you from the other side of the map.
- Camille's ultimate has her jump onto a single targeted nearby champion and briefly create an arena from which there is no escape, regardless of how many dashes, blinks, jumps, or Flashes you have available. Once Camille jumps on you, your only options are to fight back and kill Camille, survive until the arena dissipates, or have Camille herself leave the arena, which ends the effect early.
- In G-Darius, the Embryon will catch you with a cagelike attack which severely reduces your mobility while it fires homing lasers at you. Fortunately, you can destroy it, but in the meantime, better practice your evasion-while-bound skills.
- NetHack: Once you've found him and woken him up, The Wizard of Yendor will reappear periodically wherever you are, and taunt you for thinking you could elude him (if he was alive and on a different dungeon level). A slightly different taunt appears if he was killed instead (he revives after a while). Several high-level monsters, including the Wizard, will teleport to your location if you try to run away from the fight but are still on the same level.
- When fighting against Venom in the PS1/N64/Dreamcast Spider-Man game, don't try escaping by crawling up a wall. He'll grab you, yell "GET OFF OF THAT WALL", then pull you off of it.
- In Prince of Persia: Warrior Within, the Empress of Time will use her teleport attack if the Prince moves too far away from her.
- In Awesomenauts, Leon Chameleon can snare enemies and draw them closer with his tongue. Since people then try to run away from him, and he has a Back Stab power, this comes in handy.
- There's also Admiral Swiggins. His secondary power is latching enemies to his anchor and dropping the anchor on the ground, thus restricting their movement.
- Minecraft has the fishing rod, a tool normally used to catch edible fish in bodies of water. However, it can be used to catch and pull in any mob. It's especially useful against ghasts, which are easily killed by melee attacks but typically keep their distance, flying high above you while shooting a steady stream of fireballs.
- [PROTOTYPE 2]: If you try to leave the rooftop where you fight the Final Boss, he'll snag you with a tentacle and smack you hard onto the floor for extra punishment.
- Pudge, from DotA and DOTA 2, is famous for being able to do this to both enemies and dying friends.
- Mass Effect 3 introduces the Lash biotic ability, which yanks mooks towards the user at massive speed. If there's any upward angle to their movement, they're typically catapulted straight off the level. Lash was actually a massively upgraded version of ME 2's Pull biotic power, which levitated a mook and pulled them toward you with much less force than Lash did.
- BioShock Infinite has the "Undertow" Vigor, which lets Booker pull enemies in with a stream of water.
- Burial at Sea introduces a Big Daddy that can uses his drill to pull Booker to itself, even from skylines.
- Similar to Mass Effect 3 above, Star Wars: The Old Republic has several abilities (for both players and NPCs) that pull an enemy to the user.
- A particularly common form for strong or elite NPCs is for them to pull a player into melee range, and then instantly use a second ability to knock them back to mid-range. They do this because they are jerks. And also because the player can't use abilities while flying through the air, but mostly the jerk thing.
- In Heroes of Newerth, while a handful of heroes can pull enemies to them, Gunblade's ultimate does the opposite. He pulls himself to his target and attaches to it, and if you try to run away, you drag him back with you.
- Like many MOBAs, Heroes of the Storm has plenty of ways to prevent the opponent from fleeing or evading. A few examples:
- Stitches, like Pudge in DOTA, has a hook that pulls in enemies.
- Sonya has a hook that pulls her to enemies.
- Illidan can flip over people, putting himself between them and escape.
- Diablo is like Illidan, but instead of putting himself in front of an enemy hero, he picks up the hero and puts him behind Diablo - generally leaving them surrounded by enemy heroes with a Big Red Devil between them and escape.
- Rising Thunder: Talos's two non-standard Grapple Moves start pulling the enemy toward him shortly after he starts charging them. One of his possible gamma specials also yanks the enemy slightly closer to him—approximately the same amount that a medium attack would push them back.
- Kingdoms Of Amalur provides Might-using characters with the Harpoon ability early on to close the distance between them and their opponents; either by reeling in smaller foes, or pulling the user towards larger ones.
- In Overwatch, Roadhog's signature move is using his chain hook to pull opponents in and then mow them down with his scrap gun.
- In Atlas Reactor, the Frontliner characters all have moves that pull opposing targets to them, or slow/stop them from moving to let the Frontliner close the gap during movement. That is to say, all except Rask, who throws targets away from himself instead.