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* Ursa in ''VideoGame/{{Dota 2}}'' specializes in placing the 'Fury Swipes' debuff which causes his target to take extra damage from him, and the debuff stacks several times, causing the target to take ''even more damage'', and combined with Ursa's other skill 'Overpower', which grants him bonus attack speed for a short time... [[SkillGateCharacter Anyone who comes unprepared when facing Ursa is most likely to die and allow him to snowball, this is usually avoidable if you prepare yourself to facilitate Ursa's weakness like lack of mobility before getting a Blink Dagger.]]

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* Ursa in ''VideoGame/{{Dota 2}}'' specializes in placing the 'Fury Swipes' debuff which causes his target to take extra damage from him, and the debuff stacks several times, causing the target to take ''even more damage'', and combined with Ursa's other skill 'Overpower', which grants him bonus attack speed for a short time... [[SkillGateCharacter [[SkillGateCharacters Anyone who comes unprepared when facing Ursa is most likely to die and allow him to snowball, this is usually avoidable if you prepare yourself to facilitate Ursa's weakness like lack of mobility before getting a Blink Dagger.]]

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->''Simply put, this skill increases an enemy's susceptibility to the harsh effects of the elements and elemental magics. Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if they were an iron bar in a rainstorm.''
-->--'''Lower Resist curse''', ''Videogame/DiabloII''

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->''Simply ->''"Simply put, this skill increases an enemy's susceptibility to the harsh effects of the elements and elemental magics. Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if they were an iron bar in a rainstorm.''
-->--'''Lower
"''
-->-- '''Lower
Resist curse''', ''Videogame/DiabloII''






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* [=AIDS=] works like this, disabling your immune system so that previously negligible diseases become threatening.

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\n[[AC:RealLife]]\n* [=AIDS=] In ''Webcomic/StarImpact'', [[TheQuietOne Ponpon]]'s glove power, Stamp Cannon, works like this, disabling your immune system so that previously negligible diseases become threatening.this: the left glove lays down a pawprint stamp on her opponent's skin, and her right deals increased damage if it lands on the pawprint.


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* AIDS works like this, disabling your immune system so that previously negligible diseases become threatening.
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* ''VideoGame/{{Transistor}}'': Void is a NonDamagingStatusInflictionAttack to "Cripple Targets' defense and attack".
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* ''VideoGame/CastlevaniaCircleOfTheMoon'': Getting petrified multiplies the damage Nathan takes by 3.
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The Goblin King's Right Claw has a chance of reducing the target's defenses.
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* In ''LightNovel/LogHorizon'' the Enchanter spell ''Thorn Bind Hostage'' works like this, placing a number of exploding vines on the target which add a fixed amount of bonus damage to the next few attacks to hit them.

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* In ''LightNovel/LogHorizon'' ''Literature/LogHorizon'' the Enchanter spell ''Thorn Bind Hostage'' works like this, placing a number of exploding vines on the target which add a fixed amount of bonus damage to the next few attacks to hit them.
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* ''VideoGame/RedAlert3'': The Allies' Guardian tank can switch to a targeting laser that trades its ability to fire for increasing the damage taken by whatever it's targeting (by 33% and 50% with the High Technology upgrade).
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what is this indentation. no


** The Oil status in ''VideoGame/FinalFantasyXII'' triples the damage incurred from Fire attacks. In ''Tactics'' and ''Tactics A2'', it has the same effect, though in ''Tactics'' it doubles fire damage instead of tripling it.
*** ''VideoGame/FinalFantasyVIII'' has the Vit. 0 effect caused by the Meltdown spell, which sets an enemy's physical and magical defense to zero.
*** The remake of ''VideoGame/FinalFantasyIV'' has the Cry ability that Porom can use, which decreases the defense of all enemies. You can later give this ability to other characters; hilariously, the preferred recipient is often Kain (since he has so few other abilities), meaning you can take the series' MemeticBadass and make him cry like a little girl on command.
*** ''VideoGame/FinalFantasyX'' has the Armor Break and Mental Break skills, which lower enemies' Defense/Magic Defense to 0. The former also removes the Armored status (Armored enemies ordinarily take reduced physical damage, except from attacks done with Piercing weapons).
*** ''VideoGame/FinalFantasyXII'' has three Technicks that work this way: Shear lowers the foe's Magick resistance, Expose lowers the foe's physial damage resistance, and Achilles adds an additional element weakness to the foe, increasing damage dealt if of that element.
*** ''VideoGame/FinalFantasyXIII'' has the Deprotect and Deshell statuses, which reduce the target's physical and magical defence respectively, along with Imperil, which reduces the target's element resistance (Frequently granting them an elemental weakness to exploit).
*** The ''Tactics'' games have debuffs called "Defense Down" and "Resistance Down" that are physical and magic-specific variations of this.

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** The recurring Oil status in ''VideoGame/FinalFantasyXII'' triples increases the damage incurred from Fire attacks. In ''Tactics'' and ''Tactics A2'', it has the same effect, though in ''Tactics'' it doubles fire damage instead of tripling it.
***
attacks.
**
''VideoGame/FinalFantasyVIII'' has the Vit. 0 effect caused by the Meltdown spell, which sets an enemy's physical and magical defense to zero.
*** ** The remake of ''VideoGame/FinalFantasyIV'' has the Cry ability that Porom can use, which decreases the defense of all enemies. You can later give this ability to other characters; hilariously, the preferred recipient is often Kain (since he has so few other abilities), meaning you can take the series' MemeticBadass and make him cry like a little girl on command.
*** ** ''VideoGame/FinalFantasyX'' has the Armor Break and Mental Break skills, which lower enemies' Defense/Magic Defense to 0. The former also removes the Armored status (Armored enemies ordinarily take reduced physical damage, except from attacks done with Piercing weapons).
*** ** ''VideoGame/FinalFantasyXII'' has three Technicks that work this way: Shear lowers the foe's Magick resistance, Expose lowers the foe's physial damage resistance, and Achilles adds an additional element weakness to the foe, increasing damage dealt if of that element.
*** ** ''VideoGame/FinalFantasyXIII'' has the Deprotect and Deshell statuses, which reduce the target's physical and magical defence respectively, along with Imperil, which reduces the target's element resistance (Frequently granting them an elemental weakness to exploit).
*** ** The ''Tactics'' games have debuffs called "Defense Down" and "Resistance Down" that are physical and magic-specific variations of this.
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Weakening only decreases attack damage


* In ''VideoGame/MinecraftDungeons'', you can apply the Weakening enchantment to a melee weapon, thus lowering the attack and defense of enemies temporarily every time they are hit with it.
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* In ''VideoGame/{{Richman}}'' series, where gods works like StatusEffects that possesses a character to give them some effects for a few turns, there is God of Poverty, which increases the amount of money the possessed character loses.
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This violates indentation rules


** Petrification in ''VideoGame/DragonAgeII'', inflicts the percental debuff, and, once upgraded, decreases defense. Before, it ''increases'' it.

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** * Petrification in ''VideoGame/DragonAgeII'', inflicts the percental debuff, and, once upgraded, decreases defense. Before, it ''increases'' it.

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* ''Webcomic/AetheriaEpics'' has Argo's "pugilism" debuff technique.
* [=AIDS=] works like this, disabling your immune system so that previously negligible diseases become threatening.

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* ''Webcomic/AetheriaEpics'' has Argo's "pugilism" debuff technique.
* [=AIDS=] works like this, disabling your immune system so that previously negligible diseases become threatening.
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* ''Webcomic/AetheriaEpics'' has Argo's "pugilism" debuff technique.

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* [=AIDS=] works like this, disabling your immune system so that previously negligible diseases become threatening.
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Bonus Boss was renamed by TRS


* ''VideoGame/{{Parameters}}'': Both the FinalBoss and the BonusBoss can temporarily lower your defence when they attack you.

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* ''VideoGame/{{Parameters}}'': Both the FinalBoss and the BonusBoss {{Superboss}} can temporarily lower your defence when they attack you.

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* ''VideoGame/DungeonOfTheEndless'' has the Tear Gas module, which divides the defence of all monsters in the room by a certain amount (depending on level) while also causing DamageOverTime.



* ''VideoGame/DungeonOfTheEndless'' has the Tear Gas module, which divides the defence of all monsters in the room by a certain amount (depending on level) while also causing DamageOverTime.

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* In ''VideoGame/AgeOfWonders2TheWizardsThrone'' [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/handicap.shtml handicaps]] inflicted by attacks include Cursed (from attacks with Death damage), Poisoned (Poison damage) and Vertigo (Holy damage); these are defense reduction overlapping with elemental weakness. And of course, there are many debuff spells. ''VideoGame/AgeOfWonders: Shadow Magic'' adds Shadow Sickness, forced on most normal units visiting Shadow World without protection.



* In ''VideoGame/AgeOfWonders2TheWizardsThrone'' [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/handicap.shtml handicaps]] inflicted by attacks include Cursed (from attacks with Death damage), Poisoned (Poison damage) and Vertigo (Holy damage); these are defense reduction overlapping with elemental weakness. And of course, there are many debuff spells. ''VideoGame/AgeOfWonders: Shadow Magic'' adds Shadow Sickness, forced on most normal units visiting Shadow World without protection.

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* In ''VideoGame/AgeOfWonders2TheWizardsThrone'' [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/handicap.shtml handicaps]] inflicted by attacks include Cursed (from attacks with Death damage), Poisoned (Poison damage) Player and Vertigo (Holy damage); these are defense reduction overlapping with elemental weakness. And of course, there are many debuff spells. ''VideoGame/AgeOfWonders: Shadow Magic'' adds Shadow Sickness, forced on most normal enemy units visiting Shadow World without protection.in ''VideoGame/IntoTheBreach'' can be covered in A.C.I.D., which makes them take double damage from attacks.



* Player and enemy units in ''VideoGame/IntoTheBreach'' can be covered in A.C.I.D., which makes them take double damage from attacks.

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* Player and enemy units in ''VideoGame/IntoTheBreach'' can be covered in A.C.I.D., which makes them take double damage from attacks.

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* One of the possible pieces of gear in ''Videogame/BioShockInfinite'' makes your melee attacks cause enemies to glow red and take double damage for the next five seconds.



* In ''VideoGame/{{Overwatch}}'', there's [[WarriorMonk Zenyatta]]'s ''Orb of Discord'', which increases all damage dealt to its target. In addition, [[NoticeThis the Orb's distinctive appearance tends to make its target stand out in a firefight]].



* One of the possible pieces of gear in ''Videogame/BioShockInfinite'' makes your melee attacks cause enemies to glow red and take double damage for the next five seconds.
* In ''VideoGame/{{Overwatch}}'', there's [[WarriorMonk Zenyatta]]'s ''Orb of Discord'', which increases all damage dealt to its target. In addition, [[NoticeThis the Orb's distinctive appearance tends to make its target stand out in a firefight]].

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* One of the possible pieces of gear in ''Videogame/BioShockInfinite'' makes your melee attacks cause enemies to glow red and take double damage for the next five seconds.
* In ''VideoGame/{{Overwatch}}'', there's [[WarriorMonk Zenyatta]]'s ''Orb of Discord'', which increases all damage dealt to its target. In addition, [[NoticeThis the Orb's distinctive appearance tends to make its target stand out in a firefight]].

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* Creator/ArcSystemWorks fighting games like ''VideoGame/GuiltyGear'', ''VideoGame/BlazBlue'', ''VideoGame/Persona4Arena'', and their sequels have Negative Penalty, which takes effect when a character refuses to attack and instead runs away for too long. Characters hit with Negative Penalty take much more damage than normal. ''Persona 4 Arena Ultimax'' has a character (returning from its predecessor) who can force this state upon her opponent through a CounterAttack special move. As the ''Persona 4 Arena'' games are based on a series of role-playing games, they also have the Fear [[StatusEffects status effect]], which achieves a similar effect by making all successful attacks upon a character act as Fatal Counters (a special type of counter that increases damage dealt by the attack and hitstun caused by every attack in the subsequent combo).
** ''Guilty Gear'' averts this with its rendition of Negative Penalty, which instead drains all of the offender's [[ManaMeter Tension]] and makes it much harder to gain Tension for a while.
* ''VideoGame/BountyOfOne'': Taunt is a common item that makes enemies within a certain distance of the user take 50% more damage. It's only a common item because of its [[AwesomeButImpractical large drawback]] -- it also makes those enemies move towards you much quicker.



* In ''VideoGame/LeagueOfLegends'' Kayle and Swain have abilities that cause an enemy to take more damage from them for a short time, while Vladimir's ultimate causes enemies hit by it to take more damage from anyone. There's also a very large number of spells and items that use the indirect variant of reducing armor or magic resistance.



* ''VideoGame/GuiltyGear'', ''VideoGame/BlazBlue'', ''VideoGame/Persona4Arena'', and their sequels have Negative Penalty, which takes effect when a character refuses to attack and instead runs away for too long. Characters hit with Negative Penalty take much more damage than normal. ''Persona 4 Arena Ultimax'' has a character (returning from its predecessor) who can force this state upon her opponent through a CounterAttack special move. As the ''Persona 4 Arena'' games are based on a series of role-playing games, they also have the Fear [[StatusEffects status effect]], which achieves a similar effect by making all successful attacks upon a character act as Fatal Counters (a special type of counter that increases damage dealt by the attack and hitstun caused by every attack in the subsequent combo).
** Guilty Gear averts this with its rendition of Negative Penalty, which instead drains all of the offender's [[ManaMeter Tension]] and makes it much harder to gain Tension for a while.
* ''VideoGame/{{Terraria}}'' has two: Ichor, which lowers defense by 20, thus making a character take 10 extra damage per hit, and Broken Armor, which halves defense, effectively making you take an extra (half your maximum armor) damage per hit. Broken Armor can be prevented with the right accessory, but Ichor is unavoidable; on the other hand you can weaponize Ichor for your own attacks, but not Broken Armor.



* In ''VideoGame/SuperSmashBros'', several of [[Franchise/{{Splatoon}} Inkling]]'s attacks can coat their opponents in ink, which increases the damage they take.
* In ''VideoGame/SlayTheSpire'', the Vulnerable status effect increases the amount of damage the afflicted takes by 50%. The Ironclad has the most cards that inflict Vulnerable or synergize with it.

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* In ''VideoGame/SuperSmashBros'', several of [[Franchise/{{Splatoon}} Inkling]]'s attacks can coat their opponents in ink, which increases the ''VideoGame/LeagueOfLegends'' Kayle and Swain have abilities that cause an enemy to take more damage they take.
* In ''VideoGame/SlayTheSpire'', the Vulnerable status effect increases the amount of
from them for a short time, while Vladimir's ultimate causes enemies hit by it to take more damage the afflicted takes by 50%. The Ironclad has the most cards from anyone. There's also a very large number of spells and items that inflict Vulnerable use the indirect variant of reducing armor or synergize with it.magic resistance.



* ''VideoGame/BountyOfOne'': Taunt is a common item that makes enemies within a certain distance of the user take 50% more damage. It's only a common item because of its [[AwesomeButImpractical large drawback]] -- it also makes those enemies move towards you much quicker.


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* In ''VideoGame/SlayTheSpire'', the Vulnerable status effect increases the amount of damage the afflicted takes by 50%. The Ironclad has the most cards that inflict Vulnerable or synergize with it.
* In ''VideoGame/SuperSmashBros'', several of [[Franchise/{{Splatoon}} Inkling]]'s attacks can coat their opponents in ink, which increases the damage they take.
* ''VideoGame/{{Terraria}}'' has two: Ichor, which lowers defense by 20, thus making a character take 10 extra damage per hit, and Broken Armor, which halves defense, effectively making you take an extra (half your maximum armor) damage per hit. Broken Armor can be prevented with the right accessory, but Ichor is unavoidable; on the other hand you can weaponize Ichor for your own attacks, but not Broken Armor.

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* Marked in ''VideoGame/DarkestDungeon'' is a status effect that causes certain attacks to hit the target for extra damage, or even with higher chances of scoring a CriticalHit; marked heroes are also more likely to be targeted than their fellows. Unlike regular debuffs, there's no chance of resisting it -- if the marking attack connects, the target ''will'' be marked. That said, all marking moves on the hero side do come with an additional debuff, which can be resisted; while the Arbalest and Occultist don't increase damage directed at the enemy (they reduce Dodge instead, meaning that regular-damage attacks land more often), the Houndmaster and Bounty Hunter can reduce enemy PROT, which does increase damage (or more accurately reduce enemy damage resistance and so attacks will land closer to their full damage).
* ''VideoGame/DiabloII'' features the Amplify Damage curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction (which also cuts down Defense) provide this for elemental damage users; very useful in higher difficulties where all monsters are otherwise immune to at least one element.



* ''VideoGame/DiabloII'' features the Amplify Damage curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction (which also cuts down Defense) provide this for elemental damage users; very useful in higher difficulties where all monsters are otherwise immune to at least one element.



* ''VideoGame/FireEmblemWarriors'' has the Armor Strike skill. Having it on a character's weapon allows them to inflict and receive the [[ClothingDamage Broken Armor]] status, halving the Defense and Resistance of any affected unit.
* ''VideoGame/GrimDawn'' has a wide variety of debuffs that reduce enemy resistance to certain types of damage. And since enemies can have up to and over 100% resistance to some damage types resistance reduction is very necessary.
* Several powers in the ''VideoGame/MassEffect'' franchise either increase the force or damage enemies take, or reduce their damage resistance, notable examples being Warp and Cryo Blast.
* In ''VideoGame/MinecraftDungeons'', you can apply the Weakening enchantment to a melee weapon, thus lowering the attack and defense of enemies temporarily every time they are hit with it.



* Marked in ''VideoGame/DarkestDungeon'' is a status effect that causes certain attacks to hit the target for extra damage, or even with higher chances of scoring a CriticalHit; marked heroes are also more likely to be targeted than their fellows. Unlike regular debuffs, there's no chance of resisting it -- if the marking attack connects, the target ''will'' be marked. That said, all marking moves on the hero side do come with an additional debuff, which can be resisted; while the Arbalest and Occultist don't increase damage directed at the enemy (they reduce Dodge instead, meaning that regular-damage attacks land more often), the Houndmaster and Bounty Hunter can reduce enemy PROT, which does increase damage (or more accurately reduce enemy damage resistance and so attacks will land closer to their full damage).
* Several powers in the ''VideoGame/MassEffect'' franchise either increase the force or damage enemies take, or reduce their damage resistance, notable examples being Warp and Cryo Blast.
* ''VideoGame/GrimDawn'' has a wide variety of debuffs that reduce enemy resistance to certain types of damage. And since enemies can have up to and over 100% resistance to some damage types resistance reduction is very necessary.
* ''VideoGame/FireEmblemWarriors'' has the Armor Strike skill. Having it on a character's weapon allows them to inflict and receive the [[ClothingDamage Broken Armor]] status, halving the Defense and Resistance of any affected unit.
* In ''VideoGame/MinecraftDungeons'', you can apply the Weakening enchantment to a melee weapon, thus lowering the attack and defense of enemies temporarily every time they are hit with it.

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* Marked in ''VideoGame/DarkestDungeon'' is a status effect that causes certain attacks to hit the target for extra damage, or even with higher chances of scoring a CriticalHit; marked heroes are also more likely to be targeted than their fellows. Unlike regular debuffs, there's no chance of resisting it -- if the marking attack connects, the target ''will'' be marked. That said, all marking moves on the hero side do come with an additional debuff, which can be resisted; while the Arbalest and Occultist don't increase damage directed at the enemy (they reduce Dodge instead, meaning that regular-damage attacks land more often), the Houndmaster and Bounty Hunter can reduce enemy PROT, which does increase damage (or more accurately reduce enemy damage resistance and so attacks will land closer to their full damage).
* Several powers in the ''VideoGame/MassEffect'' franchise either increase the force or damage enemies take, or reduce their damage resistance, notable examples being Warp and Cryo Blast.
* ''VideoGame/GrimDawn'' has a wide variety of debuffs that reduce enemy resistance to certain types of damage. And since enemies can have up to and over 100% resistance to some damage types resistance reduction is very necessary.
* ''VideoGame/FireEmblemWarriors'' has the Armor Strike skill. Having it on a character's weapon allows them to inflict and receive the [[ClothingDamage Broken Armor]] status, halving the Defense and Resistance of any affected unit.
* In ''VideoGame/MinecraftDungeons'', you can apply the Weakening enchantment to a melee weapon, thus lowering the attack and defense of enemies temporarily every time they are hit with it.



* In ''VideoGame/EliteDangerous'', the Corrosive Shell experimental effect causes the weapon that has it to apply an effect to the target that increases the damage they take by 25% and gives all attacks against the target an additional 20 armor penetration.
* ''VideoGame/FinalFantasyXIV'' has many enemy abilities that make the target more vulnerable to certain types of damage. Most often seen, however, is the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player can't just get away with not bothering to dodge as long as they're healed up after; enough stacks and they ''will'' die. On the players' side, the Ninja's [[BackStab Trick Attack]] makes a target take more damage from all attacks for a short time.
* ''VideoGame/GuildWars'' has all flavors of these, in various hexes and conditions.
** The [[VideoGame/GuildWars2 sequel]] has the Vulnerability condition, which increases incoming direct damage by a flat 1% per stack (up to 25). Also, some bosses (such as Claw of Jormag) have their own effects that increase the damage dealt by their other attacks.



* ''VideoGame/GuildWars'' has all flavors of these, in various hexes and conditions.
** The [[VideoGame/GuildWars2 sequel]] has the Vulnerability condition, which increases incoming direct damage by a flat 1% per stack (up to 25). Also, some bosses (such as Claw of Jormag) have their own effects that increase the damage dealt by their other attacks.

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* ''VideoGame/GuildWars'' ''VideoGame/PerfectWorld'' has all flavors a handful of these, these in various hexes and conditions.
** The [[VideoGame/GuildWars2 sequel]] has the Vulnerability condition, which increases incoming direct
addition to debuffs that lower either Physical or Magical Defense. Most notable among player-character skills that explicitly inflict "increased damage by taken" on enemies are Heaven's Flame ([[MultiMeleeMaster Blademaster]] skill on Axe & Hammer branch of skill tree), Amplify Damage (Venomancer skill for use in Fox Form), and Blood Vow ([[MultiRangedMaster Archer]] skill). [[FairyCompanion Genies]] available to all classes can also learn a flat 1% per milder version, Extreme Poison, with the right elemental affinity. Amplify Damage can stack (up with either Heaven's Flame OR Blood Vow, but the latter two cannot stack with each other. (Since Heaven's Flame is far more potent than Blood Vow, it's best that the Archer save his/her Chi for a skill whose primary purpose is to 25). Also, some bosses (such as Claw of Jormag) inflict damage, rather than a debuff, unless the party does not have their own effects that increase the damage dealt by their other attacks.a Blademaster.)



* ''VideoGame/PerfectWorld'' has a handful of these in addition to debuffs that lower either Physical or Magical Defense. Most notable among player-character skills that explicitly inflict "increased damage taken" on enemies are Heaven's Flame ([[MultiMeleeMaster Blademaster]] skill on Axe & Hammer branch of skill tree), Amplify Damage (Venomancer skill for use in Fox Form), and Blood Vow ([[MultiRangedMaster Archer]] skill). [[FairyCompanion Genies]] available to all classes can also learn a milder version, Extreme Poison, with the right elemental affinity. Amplify Damage can stack with either Heaven's Flame OR Blood Vow, but the latter two cannot stack with each other. (Since Heaven's Flame is far more potent than Blood Vow, it's best that the Archer save his/her Chi for a skill whose primary purpose is to inflict damage, rather than a debuff, unless the party does not have a Blademaster.)
* ''VideoGame/FinalFantasyXIV'' has many enemy abilities that make the target more vulnerable to certain types of damage. Most often seen, however, is the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player can't just get away with not bothering to dodge as long as they're healed up after; enough stacks and they ''will'' die. On the players' side, the Ninja's [[BackStab Trick Attack]] makes a target take more damage from all attacks for a short time.
* In ''VideoGame/EliteDangerous'', the Corrosive Shell experimental effect causes the weapon that has it to apply an effect to the target that increases the damage they take by 25% and gives all attacks against the target an additional 20 armor penetration.

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* ''VideoGame/PerfectWorld'' has a handful of these in addition to debuffs that lower either Physical or Magical Defense. Most notable among player-character skills that explicitly inflict "increased damage taken" on enemies are Heaven's Flame ([[MultiMeleeMaster Blademaster]] skill on Axe & Hammer branch of skill tree), Amplify Damage (Venomancer skill for use in Fox Form), and Blood Vow ([[MultiRangedMaster Archer]] skill). [[FairyCompanion Genies]] available to all classes can also learn a milder version, Extreme Poison, with the right elemental affinity. Amplify Damage can stack with either Heaven's Flame OR Blood Vow, but the latter two cannot stack with each other. (Since Heaven's Flame is far more potent than Blood Vow, it's best that the Archer save his/her Chi for a skill whose primary purpose is to inflict damage, rather than a debuff, unless the party does not have a Blademaster.)
* ''VideoGame/FinalFantasyXIV'' has many enemy abilities that make the target more vulnerable to certain types of damage. Most often seen, however, is the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player can't just get away with not bothering to dodge as long as they're healed up after; enough stacks and they ''will'' die. On the players' side, the Ninja's [[BackStab Trick Attack]] makes a target take more damage from all attacks for a short time.
* In ''VideoGame/EliteDangerous'', the Corrosive Shell experimental effect causes the weapon that has it to apply an effect to the target that increases the damage they take by 25% and gives all attacks against the target an additional 20 armor penetration.

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* ''VideoGame/CosmicStarHeroine''
** Vulnerable is a common status effect that doubles the next damage the afflicted character takes, including damage from poison. The debuff disappears once the target takes damage, so one should be careful not to inflict it just as the poisoned target gets to act, since even a doubled damage from poison is rather negligible.
** Afflicting machanical and spectral enemies with "rust" and "curse", respectively, makes them take more damage.
** [[RebelLeader Arete]] can learn a skill which inflicts the target with a weakness to a randomly chosen element.
** One of [[RidiculouslyHumanRobot Clarke's]] skills lets him cover the enemy in oil, making them weak to fire.
* Cthulhu in ''VideoGame/CthulhuSavesTheWorld'' can drive enemies insane, which frequently boosts their strength but also makes them take more damage.
* Sap/Kasap in the ''VideoGame/DragonQuest'' series halve the defense of one enemy/all enemies respectively.
* The ''VideoGame/EpicBattleFantasy'' series has featured the ability to directly debuff Defense and Magic Defence since the [[VideoGame/EpicBattleFantasy1 first game]], but has also featured a wide variety of damage-increasing status effects:
** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases damage taken from the next hit the affected receives (increasing by 50% in [=EBF2=], and doubling it from [[VideoGame/EpicBattleFantasy1 EBF3]] onward)
** ''VideoGame/EpicBattleFantasy4'' introduces five status effects which raise damage taken:
*** Curse, Tired and Weaken increase Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage taken by 50%, respectively. Additionally, Curse debuffs Defence and Magic Defence each turn.
*** Stagger causes the next hit taken to be an automatic {{critical hit}}. It would gain the ability to stack in [=EBF5=].
*** Wet increases Thunder and Ice-elemental damage taken by 50%, but halves Fire-elemental damage.
** ''VideoGame/EpicBattleFantasy5'' buffs the aforementioned statuses by having stacks consumed on a per-attack basis, rather than a per-hit basis [[note]]particularly helpful for attacks like Matt's [[BladeSpam 9-hit Legend]] and Lance's [[MoreDakka 6-hit Unload]][[/note]], and introduces six neutral status effects in the vein of the aforementioned Wet:
*** Light, Heavy, Chill, and Dry increase damage taken from one or two elements by 50%[[note]]Light increases Wind damage, Heavy increases Earth damage, Chill increases Ice and Water damage, Dry increases Bomb and Fire damage[[/note]], and halve damage from another[[note]]Light halves Earth, Heavy halves Wind, Chill halves Bio, Dry halves Ice and Thunder[[/note]].
*** Enchanted and Invisible, meanwhile, double physical or magical damage taken, respectively, but completely negate damage from the other type.



* ''Franchise/{{Pokemon}}'' has both general and element-specific examples of this. Leer, Screech, Tail Whip, and Tickle reduce the target's Defense. Fake Tears and Metal Sound reduce the target's Special Defense. Superpower deals high damage but reduces the user's own Defense. Close Combat, Shell Smash, and V-Create reduce the user's own Defense ''and'' Special Defense.
** Also, the poison-type move Toxic causes increasing damage to the target, which becomes "badly poisoned" instead of simply "poisoned", as with other poison moves such as Poisonpowder. The effect disappears if the victim is switched out - the poison remains, but the rate of damage taken goes back to the starting lowest amount (which is lower than any other form of gradual damage), and has to start climbing back up again once the pokemon returns to battle.
* In ''VideoGame/TheReconstruction'' and ''Videogame/IMissTheSunrise'', if a side gets Rushed[=/=]loses the Zone of Control (which is mostly same thing known by a different name in each game), they take more damage while also inflicting less. Also, poison (while otherwise being your [[StatusEffects standard HP sap]]) percentally increases the damage of Moke's Toxic Shock spell.
* In ''VideoGame/RadiantHistoria'', enemies launched into the air take a percentage of the damage they took while in air when hitting the ground. Characters who used the Change command take more damage until it's their turn.



* The ''VideoGame/EpicBattleFantasy'' series has featured the ability to directly debuff Defense and Magic Defence since the [[VideoGame/EpicBattleFantasy1 first game]], but has also featured a wide variety of damage-increasing status effects:
** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases damage taken from the next hit the affected receives (increasing by 50% in [=EBF2=], and doubling it from [[VideoGame/EpicBattleFantasy1 EBF3]] onward)
** ''VideoGame/EpicBattleFantasy4'' introduces five status effects which raise damage taken:
*** Curse, Tired and Weaken increase Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage taken by 50%, respectively. Additionally, Curse debuffs Defence and Magic Defence each turn.
*** Stagger causes the next hit taken to be an automatic {{critical hit}}. It would gain the ability to stack in [=EBF5=].
*** Wet increases Thunder and Ice-elemental damage taken by 50%, but halves Fire-elemental damage.
** ''VideoGame/EpicBattleFantasy5'' buffs the aforementioned statuses by having stacks consumed on a per-attack basis, rather than a per-hit basis [[note]]particularly helpful for attacks like Matt's [[BladeSpam 9-hit Legend]] and Lance's [[MoreDakka 6-hit Unload]][[/note]], and introduces six neutral status effects in the vein of the aforementioned Wet:
*** Light, Heavy, Chill, and Dry increase damage taken from one or two elements by 50%[[note]]Light increases Wind damage, Heavy increases Earth damage, Chill increases Ice and Water damage, Dry increases Bomb and Fire damage[[/note]], and halve damage from another[[note]]Light halves Earth, Heavy halves Wind, Chill halves Bio, Dry halves Ice and Thunder[[/note]].
*** Enchanted and Invisible, meanwhile, double physical or magical damage taken, respectively, but completely negate damage from the other type.
* Sap/Kasap in the ''VideoGame/DragonQuest'' series halve the defense of one enemy/all enemies respectively.

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* The ''VideoGame/EpicBattleFantasy'' series has featured Paralysis in ''VideoGame/LufiaCurseOfTheSinistrals'' doubles the ability to directly debuff Defense and Magic Defence since the [[VideoGame/EpicBattleFantasy1 first game]], but has also featured a wide variety of damage-increasing status effects:
** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases
damage taken from an afflicted character takes, while also halving the next hit the affected receives (increasing by 50% in [=EBF2=], and doubling it from [[VideoGame/EpicBattleFantasy1 EBF3]] onward)
** ''VideoGame/EpicBattleFantasy4'' introduces five status effects which raise
damage taken:
*** Curse, Tired and Weaken increase Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage taken by 50%, respectively. Additionally, Curse debuffs Defence and Magic Defence each turn.
*** Stagger causes the next hit taken to be an automatic {{critical hit}}. It would gain the ability to stack in [=EBF5=].
*** Wet increases Thunder and Ice-elemental damage taken by 50%, but halves Fire-elemental damage.
** ''VideoGame/EpicBattleFantasy5'' buffs the aforementioned statuses by having stacks consumed on a per-attack basis, rather than a per-hit basis [[note]]particularly helpful for attacks like Matt's [[BladeSpam 9-hit Legend]] and Lance's [[MoreDakka 6-hit Unload]][[/note]], and introduces six neutral status effects in the vein of the aforementioned Wet:
*** Light, Heavy, Chill, and Dry increase damage taken from one or two elements by 50%[[note]]Light increases Wind damage, Heavy increases Earth damage, Chill increases Ice and Water damage, Dry increases Bomb and Fire damage[[/note]], and halve damage from another[[note]]Light halves Earth, Heavy halves Wind, Chill halves Bio, Dry halves Ice and Thunder[[/note]].
*** Enchanted and Invisible, meanwhile, double physical or magical damage taken, respectively, but completely negate damage from the other type.
* Sap/Kasap in the ''VideoGame/DragonQuest'' series halve the defense of one enemy/all enemies respectively.
they inflict.



* Most if not all ''Franchise/ShinMegamiTensei'' games and spin-offs have the Rakunda spell. Rakunda decreases the target's defense, and is incredibly useful in boss fights and difficult RandomEncounter fights (especially when you have the damage-boosting buff Tarukaja cast on your characters). In some games Rakunda effects all enemies, in some it only effects one. (In the latter case, you eventually get a spell called Marakunda which effects all enemies.) "-nda" is the catch-all suffix for stat debuffs in [=MegaTen=].
* Paralysis in ''VideoGame/LufiaCurseOfTheSinistrals'' doubles the damage an afflicted character takes, while also halving the damage they inflict.



** The Imp's Sweet Whispers and the Princess's Eau de Cologne inflict this on enemies, the former being an Always Accurate single-target skill while the latter targeting all enemies but have a chance of failure.

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** The Imp's Sweet Whispers and the Princess's Eau de Cologne inflict this on enemies, the former being an Always Accurate {{Always Accurate|Attack}} single-target skill while the latter targeting all enemies but have a chance of failure.



* Cthulhu in ''VideoGame/CthulhuSavesTheWorld'' can drive enemies insane, which frequently boosts their strength but also makes them take more damage.
* ''VideoGame/CosmicStarHeroine''
** Vulnerable is a common status effect that doubles the next damage the afflicted character takes, including damage from poison. The debuff disappears once the target takes damage, so one should be careful not to inflict it just as the poisoned target gets to act, since even a doubled damage from poison is rather negligible.
** Afflicting machanical and spectral enemies with "rust" and "curse", respectively, makes them take more damage.
** [[RebelLeader Arete]] can learn a skill which inflicts the target with a weakness to a randomly chosen element.
** One of [[RidiculouslyHumanRobot Clarke's]] skills lets him cover the enemy in oil, making them weak to fire.
* Some enemies in ''VideoGame/PanzerDragoon Saga'' can inflict the Pain status ailment, which decreases your defense until cured.
* ''VideoGame/{{Parameters}}'': Both the FinalBoss and the BonusBoss can temporarily lower your defence when they attack you.




to:

* Some enemies in ''VideoGame/PanzerDragoon Saga'' can inflict the Pain status ailment, which decreases your defense until cured.
* ''VideoGame/{{Parameters}}'': Both the FinalBoss and the BonusBoss can temporarily lower your defence when they attack you.
* ''Franchise/{{Pokemon}}'' has both general and element-specific examples of this. Leer, Screech, Tail Whip, and Tickle reduce the target's Defense. Fake Tears and Metal Sound reduce the target's Special Defense. Superpower deals high damage but reduces the user's own Defense. Close Combat, Shell Smash, and V-Create reduce the user's own Defense ''and'' Special Defense.
** Also, the poison-type move Toxic causes increasing damage to the target, which becomes "badly poisoned" instead of simply "poisoned", as with other poison moves such as Poisonpowder. The effect disappears if the victim is switched out - the poison remains, but the rate of damage taken goes back to the starting lowest amount (which is lower than any other form of gradual damage), and has to start climbing back up again once the pokemon returns to battle.
* In ''VideoGame/RadiantHistoria'', enemies launched into the air take a percentage of the damage they took while in air when hitting the ground. Characters who used the Change command take more damage until it's their turn.
* In ''VideoGame/TheReconstruction'' and ''Videogame/IMissTheSunrise'', if a side gets Rushed[=/=]loses the Zone of Control (which is mostly same thing known by a different name in each game), they take more damage while also inflicting less. Also, poison (while otherwise being your [[StatusEffects standard HP sap]]) percentally increases the damage of Moke's Toxic Shock spell.
* Most if not all ''Franchise/ShinMegamiTensei'' games and spin-offs have the Rakunda spell. Rakunda decreases the target's defense, and is incredibly useful in boss fights and difficult RandomEncounter fights (especially when you have the damage-boosting buff Tarukaja cast on your characters). In some games Rakunda effects all enemies, in some it only effects one. (In the latter case, you eventually get a spell called Marakunda which effects all enemies.) "-nda" is the catch-all suffix for stat debuffs in [=MegaTen=].



* In the ''Manga/OnePiece'' series there's Oil: when a character covered in oil is hit by a fire attack or explosion he suffers a lot of damage (unless it's [[PlayingWithFire Ace]]).


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* In the ''Manga/OnePiece'' series there's Oil: when a character covered in oil is hit by a fire attack or explosion he suffers a lot of damage (unless it's [[PlayingWithFire Ace]]).

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* ''TabletopGame/MagicTheGathering'' has [[http://magiccards.info/shm/en/81.html Wound Reflection]] and [[http://magiccards.info/dka/en/85.html Curse of Bloodletting]], which double your opponents' pain.



* ''TabletopGame/MagicTheGathering'' has [[http://magiccards.info/shm/en/81.html Wound Reflection]] and [[http://magiccards.info/dka/en/85.html Curse of Bloodletting]], which double your opponents' pain.

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* ''TabletopGame/MagicTheGathering'' has [[http://magiccards.info/shm/en/81.html Wound Reflection]] While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's Galvanize power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and [[http://magiccards.info/dka/en/85.html Curse the Naturalist's Predator's Eye. This is also a ''very'' common tactic of Bloodletting]], which double your opponents' pain.villains, potentially spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.



* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's Galvanize power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.

to:

* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's Galvanize power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.



* ''TabletopGame/{{Champions}}''. The Drain and Transfer powers can be used to reduce a target's defenses, making the target more vulnerable to subsequent attack.



* ''TabletopGame/{{Champions}}''. The Drain and Transfer powers can be used to reduce a target's defenses, making the target more vulnerable to subsequent attack.
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* ''VideoGame/SCPSecretLaboratory'': Explosions (either from High-Explosive Grenades or [[HyperDestructiveBouncingBall SCP-018]]) will Burn players caught in the blast radius, increasing damage taken by 25% for ten seconds - helpful for finishing off human players who survived the blast or softening up SCPs before a push.

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* ''VideoGame/SCPSecretLaboratory'': Explosions (either from High-Explosive Grenades or [[HyperDestructiveBouncingBall SCP-018]]) will Burn players caught in the blast radius, increasing damage taken by 25% for ten seconds - helpful for finishing off human players who survived the blast or softening up SCPs [=SCPs=] before a push.
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* ''VideoGame/SCPSecretLaboratory'': Players caught in the radius of an explosion (either from a High-Explosive Grenade or SCP-018) will be Burned, taking 25% more damage for ten seconds.

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* ''VideoGame/SCPSecretLaboratory'': Players caught in the radius of an explosion Explosions (either from a High-Explosive Grenade Grenades or SCP-018) [[HyperDestructiveBouncingBall SCP-018]]) will be Burned, taking 25% more Burn players caught in the blast radius, increasing damage taken by 25% for ten seconds.seconds - helpful for finishing off human players who survived the blast or softening up SCPs before a push.
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* ''VideoGame/SCPSecretLaboratory'': Players caught in the radius of an explosion (either from a High-Explosive Grenade or SCP-018) will be Burned, taking 25% more damage for ten seconds.
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* ''VideoGame/DiabloII'' features the Amplify Damage curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction provide this for elemental damage users.

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* ''VideoGame/DiabloII'' features the Amplify Damage curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction (which also cuts down Defense) provide this for elemental damage users.users; very useful in higher difficulties where all monsters are otherwise immune to at least one element.
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* ''VideoGame/BountyOfOne'': Taunt is a common item that makes enemies within a certain distance of the user take 50% more damage. It's only a common item because of its [[AwesomeButImpractical large drawback]] -- it also makes those enemies move towards you much quicker.
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** The Cripple MOAB upgrade for the Sniper Monkey causes their shots to stun all but the strongest blimps and applies a secondary debuff which causes them to take an extra four damage from each hit.
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* In ''VideoGame/EliteDangerous'', the Corrosive Shell experimental effect causes the weapon that has it to apply an effect to the target that increases the damage they take by 25% and gives all attacks against the target an additional 20 armor penetration.
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*** Stagger causes the next hit taken to be an automatic CriticalHit. It would gain the ability to stack in [=EBF5=].

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*** Stagger causes the next hit taken to be an automatic CriticalHit.{{critical hit}}. It would gain the ability to stack in [=EBF5=].
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*** Curse, Tired and Weaken increase Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage taken by 50%. Additionally, Curse debuffs Defence and Magic Defence each turn.

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*** Curse, Tired and Weaken increase Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage taken by 50%.50%, respectively. Additionally, Curse debuffs Defence and Magic Defence each turn.
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** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases damage taken from the next hit the affected receives (increasing by 50% in [=EBF2=], and doubling it from [[EBF3]])

to:

** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases damage taken from the next hit the affected receives (increasing by 50% in [=EBF2=], and doubling it from [[EBF3]]) [[VideoGame/EpicBattleFantasy1 EBF3]] onward)



** ''VideoGame/EpicBattleFantasy5'' introduces six neutral status effects in the vein of the aforementioned Wet:

to:

** ''VideoGame/EpicBattleFantasy5'' buffs the aforementioned statuses by having stacks consumed on a per-attack basis, rather than a per-hit basis [[note]]particularly helpful for attacks like Matt's [[BladeSpam 9-hit Legend]] and Lance's [[MoreDakka 6-hit Unload]][[/note]], and introduces six neutral status effects in the vein of the aforementioned Wet:

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