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* ''VideoGame/{{Afterimage}}'': When upgraded, the greatsword "Stainless" increases Renee's physical damage and reduces her damage taken when her HP is full. Its FlavorText mentions the belief that flawless combat would grant its wielder better strength.
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** The item Focus Sash and, starting from ''VideoGame/PokemonBlackAndWhite'', the ability Sturdy allow a Pokémon at full HP to survive an attack that would knock it out in one hit, whether through [[CurbStompBattle doing more damage than it's max HP]] or from a "OneHitKO" effect. A Focus Sash will break after the protection is used, so healing the Pokémon to full HP again will not allow it survive another hit, while Sturdy will always be in effect allowing a Mon to stay in the game as long as its HP is kept topped off.

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** The item Focus Sash and, starting from ''VideoGame/PokemonBlackAndWhite'', the ability Sturdy allow a Pokémon at full HP to [[LastChanceHitPoint survive an attack that would knock it out in one hit, leaving it at 1 HP]], whether through [[CurbStompBattle doing more damage than it's max HP]] or from a "OneHitKO" effect. A Focus Sash will break after the protection is used, so healing the Pokémon to full HP again will not allow it survive another hit, while Sturdy will always be in effect allowing a Mon to stay in the game as long as its HP is kept topped off. A tricky strategy involves skill swapping Sturdy onto Shedinja ([[OneHitPointWonder who always has 1 Max HP]]) to make it invulnerable to direct damage -- by always being at full health and now being one-shotted by anything that hits it, Sturdy will trigger each time.
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* ''VideoGame/PrayerOfTheFaithless'': Mia's Guiding Light passive boosts her when everyone's fully healthy:
--> Always on the lookout for others, Mia is filled with Joy at the end of each turn that the party's HP levels are max.
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A subtrope of SituationalDamageAttack. Compare BreakablePowerup, an item that is lost when the player character takes damage; CastFromHitPoints, a technique that costs health to use and thus works best if the user can avoid getting hit; NoDamageRun, when the player receives a special reward for avoiding damage; GlassCannon, a character who deals a lot of damage but can't take much of it; PercentDamageAttack, an ability that hits harder if the target, not the user, has more health; InjuredVulnerability, when ''low'' health makes the target more vulnerable; and DifficultButAwesome, a character who requires a lot of skill to use effectively. Contrast CriticalStatusBuff and DesperationAttack, the {{inver|tedTrope}}se of this trope, and CriticalExistenceFailure, where characters aren't impacted by taking damage until their health reaches zero.

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A subtrope of SituationalDamageAttack. Compare BreakablePowerup, an item that is lost when the player character takes damage; CastFromHitPoints, a technique that costs health to use and thus works best if the user can avoid getting hit; NoDamageRun, when the player receives a special reward for avoiding damage; GlassCannon, a character who deals a lot of damage but can't take much of it; PercentDamageAttack, an ability that hits harder if the target, not the user, has more health; InjuredVulnerability, when ''low'' health makes the target more vulnerable; and DifficultButAwesome, a character who requires a lot of skill to use effectively. Contrast CriticalStatusBuff and DesperationAttack, the {{inver|tedTrope}}se of this trope, and CriticalExistenceFailure, where characters aren't impacted by taking damage until their health reaches zero. PainAndGain is when losing health gives a bonus instead.

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