Subversion: Movit #6 is the maximum any average schmuck should take, and the highest Violetta told Tarvek they went so he wouldn't be tempted. #7-#11 are all too potent for anyone who isn't a fully trained smoke knight to be messing with. On top of that, even the lower numbers are something they reserve for emergencies; so really, what you should be impressed by isn't that there's a Movit #11, but what sort of emergency would be serious enough to prompt the knight to reach for it.
Wondermark subverts this trope here: it's cranked up to eleven, but the scale goes up to 43.
"There was only one sure thing I knew when starting HS. That was that this thing would go batshit insane in ways I couldn't begin to imagine. In fact, it was practically the mission statement."
While on the subject of MS Paint Adventures, the final fight with Demon Mobster Kingpin in Problem Sleuth had this in spades, but none more ludicrous than the health bar. The first phase had one health bar, and the second had two bars with added regeneration. The third phase, naturally, had three bars and faster regeneration...and then when those were taken off, DMK decided to spite the heroes by growing a stack of life bars that flew off the screen, burrowed into the surface of the Earth, and broke through into hell. All with instantaneous regeneration, so any bar had to be popped off on the spot to count. The readers took it well.