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* ''VideoGame/ShovelKnight'' has the Drop Spark upgrade which, once bought, allows Shovel Knight to flick a long-ranged spark across the ground while at full health. Beating a boss with the spark, which would require you to take down most of its health without getting hit, nets you an achievement.

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* ''VideoGame/ShovelKnight'' has the Drop Spark upgrade which, once bought, allows Shovel Knight to flick a long-ranged spark across the ground while at full health. Beating a boss with the spark, which would require you to take down most of its health without getting hit, hit ([[CuttingTheKnot or downing an Ichor of Renewal before the last hit]]), nets you an achievement.

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Added Legend of Zelda Oracle reference


** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the final sword technique is an upgrade to the basic SpinAttack that increases its range, but it only works if Link is at full health.
** In ''VideoGame/HyruleWarriors'', in addition to the Master Sword's sword beams only working when Link is at full health, the Heart-Strong weapon skill will increase the attack power of any weapon it's on as long as the wielder can avoid taking any damage.
** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the Master Sword’s beam takes the place of throwing it, as you can’t get rid of the Master Sword once you’ve obtained it. The beam only works if you have full hearts or yellow extra hearts.

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** In ''VideoGame/TheLegendOfZeldaOracleGames'', you can equip Rings that let you shoot a SwordBeam while near full health.
**
''VideoGame/TheLegendOfZeldaTwilightPrincess'', the final sword technique is an upgrade to the basic SpinAttack that increases its range, but it only works if Link is at full health.
** In ''VideoGame/HyruleWarriors'', in addition to the Master Sword's sword beams only working when Link is at full health, the Heart-Strong weapon skill will increase the attack power of any weapon it's on as long as the wielder can avoid taking any damage.
** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the Master Sword’s beam takes the place of throwing it, as you can’t get rid of the Master Sword once you’ve obtained it. The beam only works if you have full hearts or yellow extra hearts.



* ''VideoGame/StarTrekOnline'' has the Superfluous Emitters ability from the Command Specialization tree which gives a 2% damage bonus per team member above 95% health or hull capacity.



* ''VideoGame/StarTrekOnline'' has the Superfluous Emitters ability from the Command Specialization tree which gives a 2% damage bonus per team member above 95% health or hull capacity.
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* ''VideoGame/StarTrekOnline'' has the Superfluous Emitters ability from the Command Specialization tree which gives a 2% damage bonus per team member above 95% health or hull capacity.
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* ''VideoGame/DragaliaLost'' has several equipabble wyrmprints that provide boosts when at full health, but they're usually disregarded because it's so easy to get hit with scratch damage that completely nullifies the boost. Fortunately there are plenty of wyrmprints which give essentially the same boosts but only require health to be at 70% or higher.
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Added Breath Of The Wild to the Zelda section

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the Master Sword’s beam takes the place of throwing it, as you can’t get rid of the Master Sword once you’ve obtained it. The beam only works if you have full hearts or yellow extra hearts.
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* In ''VideoGameDragonBallXenoverse'' and In ''VideoGameDragonBallXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.

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* In ''VideoGameDragonBallXenoverse'' ''VideoGame/DragonBallXenoverse'' and In ''VideoGameDragonBallXenoverse2'', ''VideoGame/DragonBallXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.
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* In ''VideoGameDragonballXenoverse'' and In ''VideoGameDragonballXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.

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* In ''VideoGameDragonballXenoverse'' ''VideoGameDragonBallXenoverse'' and In ''VideoGameDragonballXenoverse2'', ''VideoGameDragonBallXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.
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* In ''VideoGameDragonballXenoverse'' and In ''VideoGameDragonballXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.

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* In ''VideoGame/KirbySuperStar'', the Sword ability fires out a sword beam when Kirby slashes while at full health. Given that the Sword ability also gives Kirby a green hat, this may be a direct reference to ''The Legend of Zelda''.

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* ''VideoGame/{{Kirby}}'':
**
In ''VideoGame/KirbySuperStar'', the Sword ability fires out a sword beam when Kirby slashes while at full health. Given that the Sword ability also gives Kirby a green hat, this may be a direct reference to ''The Legend of Zelda''.Zelda''.
** Player attacks in ''VideoGame/SuperKirbyClash'' deal slightly more damage at full health.
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* ''VideoGame/DivinityOriginalSinII'': Characters who learn the "Hothead" talent gain bonuses to attack accuracy and CriticalHit chance while at maximum HP, which boosts the value of ambushes, high [[ActionInitiative Initiative]] scores, and plenty of ArmorPoints to retain the benefit.

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* ''VideoGame/DivinityOriginalSinII'': Characters who learn the "Hothead" talent gain bonuses to attack accuracy and CriticalHit chance while at maximum HP, which boosts the value of incentivizes ambushes, high [[ActionInitiative Initiative]] scores, and plenty of ArmorPoints to retain the benefit.
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I'm going to say kicking in at 50% health is way beneth the threshold for this trope. Also the use of "both of the latter" doesn't make sense there.


** Though applied in the opposite direction, [[Characters/PokemonGenerationVVictiniToZoroark Archen and Archeops]] have [[GlassCannon high speed and attack stats]], but both of the latter are cut in half when they're reduced below 50% health.
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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; NoDamageRun, another incentive to avoid 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; 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; NoDamageRun, another incentive to avoid 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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** Though applied in the opposite direction, [[Characters/PokemonGenerationVVictiniToZoroark Archen and Archeops]] have [[GlassCannon high speed and attack stats]], but both of the latter are cut in half when they're reduced below 50% health.
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* In ''VideoGame/TheBannerSaga'', a unit's attack power is the '''[[ExaggeratedTrope same]]''' as their current health, though lowered attack power does not affect [[AntiArmor armor removal]] or special abilities.
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* In ''VideoGame/MonsterHunterWorld'', the Peak Performance skill increases your attack when your health is full, whereas Maximim Might increases your affinity, the chance to land a CriticalHit when your stamina is full instead.

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* In ''VideoGame/MonsterHunterWorld'', the Peak Performance skill increases your attack when your health is full, whereas Maximim Maximum Might increases your affinity, the chance to land a CriticalHit when your stamina is full instead.
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Adding examples I missed from a draft that covered the same idea.

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* ''VideoGame/HonkaiImpact3rd'':
** One of Mei's Valkyrie Suits has a leader skill (which is active when you put her in the lead) that grants increased critical rate if your party's average health is over 80%.
** The individual pieces of the Elizabeth Bathory [[PowerTattoo Stigmata]] have different effects that only occur when the user's health is over 80%.


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* In ''VideoGame/MonsterHunterWorld'', the Peak Performance skill increases your attack when your health is full, whereas Maximim Might increases your affinity, the chance to land a CriticalHit when your stamina is full instead.
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* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Mòrag's bitball art Gliding Swallow, Rex's ether cannon art Daring Shot, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of his maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.

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* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Mòrag's bitball art Gliding Swallow, Rex's ether cannon art Daring Shot, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of his their maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.
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** In VideoGame/FinalFantasyTacticsA2, Gria units can learn the Unscarred ability that boosts stats when the unit is at full health.

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** In VideoGame/FinalFantasyTacticsA2, ''VideoGame/FinalFantasyTacticsA2'', Gria units can learn the Unscarred ability that boosts stats when the unit is at full health.
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Added Realm of the Mad God example

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* The Exalted God's Horn in ''VideoGame/RealmOfTheMadGod'' grants the user +10 Dexterity (which determines fire rate) as long as their HP is above 90% of its maximum.
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** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) that deals damage based on the proportion of its wielder's current health to their maximum health.

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** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) that deals damage based on the proportion of its wielder's current health to their maximum health. It was first introduced in ''VideoGame/FinalFantasyVI''.

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** Starting from ''VideoGame/PokemonBlackAndWhite'', the Sturdy ability lets the Pokemon survive an attack that would normally [[OneHitKill make it faint in one hit]], if said Pokemon is at full health.
** The item Focus Sash has the same effect and condition as the above-mentioned Sturdy ability, plus being able to work only once before breaking.

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** Starting The item Focus Sash and, starting from ''VideoGame/PokemonBlackAndWhite'', the Sturdy ability lets the Pokemon Sturdy allow a Pokémon at full HP to survive an attack that would normally [[OneHitKill make knock it faint out in one hit]], if said Pokemon is at full health.
** The item
hit, whether through [[CurbStompBattle doing more damage than it's max HP]] or from a "OneHitKO" effect. A Focus Sash has will break after the same 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 and condition as allowing a Mon to stay in the above-mentioned Sturdy ability, plus being able to work only once before breaking.game as long as its HP is kept topped off.
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** In VideoGame/FinalFantasyTacticsA2, Gria units can learn the Unscarred ability that boosts stats when the unit is at full health.
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Added Nie R: Automata.

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* In ''VideoGame/NierAutomata'', the four "Virtuous" weapons -- the Virtuous Contract small sword, Virtuous Treaty large sword, Virtuous Dignity spear and Virtuous Grief combat bracers -- all get the "Holy Blessing" improvement when upgraded to the maximum level, which gives a 15-20% attack boost when HP is full.
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** In ''VideoGame/FinalFantasyXIV'', the Paladin's "Spirits Within" attack hits harder the closer the Paladin is to full health.
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** Starting from ''VideoGame/PokemonBlackAndWhite'', the Sturdy ability lets the Pokemon survive an attack that would normally [[OneHitKill make it faint in one hit]], if said Pokemon is at full health.
** The item Focus Sash has the same effect and condition as the above-mentioned Sturdy ability, plus being able to work only once before breaking.
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* In ''VideoGame/ThreeDDotGameHeroes'', sword upgrades (enhanced length and width, {{sword beam}}s, piercing, etc.) only take effect when the player is at full health.
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** The moves Water Spout and Eruption both deal proportional damage based on the user's remaining health. At full power, they can rival the strongest moves in the game like Hyper Beam and Overheat, but they quickly fall off once the Pokémon using them takes a few hits.

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** The moves Water Spout Spout, Eruption, and Eruption both Dragon Energy deal proportional damage based on the user's remaining health. At full power, they can rival the strongest moves in the game like Hyper Beam and Overheat, but they quickly fall off once the Pokémon using them takes a few hits.
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** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) whose attack power is based on the proportion of its wielder's current health to their maximum health.

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** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) whose attack power is that deals damage based on the proportion of its wielder's current health to their maximum health.

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This trope has been added to indexes.


* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Mòrag's bitball art Gliding Swallow, Rex's ether cannon art Daring Shot, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of their maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.
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Indexes: GameMechanics, VideoGameEffectsAndSpells

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* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Mòrag's bitball art Gliding Swallow, Rex's ether cannon art Daring Shot, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of their his maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.
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Indexes: GameMechanics, VideoGameEffectsAndSpells
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Created from YKTTW

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A Full Health Bonus is a passive skill, special attack, or item that can only be used effectively by someone who is perfectly healthy. This effect comes in two main types:

* The ability is completely unusable if the user is at anything less than full health. Some games give the player a bit of leeway when it comes to ScratchDamage and will only disable the ability after the character's health falls below a certain threshold, but more commonly, any damage at all will disable it.
* The ability can be used at less than full health, but its effectiveness is reduced when the character takes damage. This often works on a sliding scale, with the power of the attack being directly proportional to the amount of health remaining.

Where the DesperationAttack and CriticalStatusBuff are intended to help out the player if they're not doing very well, this kind of ability provides a means of rewarding the player for playing cautiously and avoiding taking hits instead of relying on their health meter to keep them alive while they [[AttackAttackAttack plow recklessly through scores of weaker enemies]]. This might lead to an UnstableEquilibrium, though, if the player starts to rely on such an attack.

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; NoDamageRun, another incentive to avoid 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; 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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!!Examples:

* ''VideoGame/AssassinsCreedI'': [[AuraVision Eagle Vision]] is only available at full [[CallAHitPointASmeerp synchronization]]. Future games [[EarlyInstallmentWeirdness dropped the synchronization as health mechanic]] and allow free use of Eagle Vision.
* ''VideoGame/{{Bloodborne}}'' has a class of blood gems (that can be [[SocketedEquipment kneaded into weapons]]) that boost your damage output while you are at maximum health. However, given that this is a {{soulslike|RPG}} and you lose health at the drop of a hat, this bonus only matters for the opening attack of an encounter, or if you are really, really good at dodging and parrying.
* In ''VideoGame/Borderlands2'', The Bee is an [[RegeneratingShieldsStaticHealth energy shield]] that gives a damage boost to your guns while it's fully charged, but it also has a fairly low capacity for its level. Normal Amp Shields can also provide this bonus, but only for one shot, as [[CastFromHitPoints using the damage boost costs a significant portion of your shield's energy]].
* In ''VideoGame/Disgaea3AbsenceOfJustice'', Kyoko and Asuka have Evilities that increase their speed and attack power, respectively, when they're at max HP.
* ''VideoGame/DivinityOriginalSinII'': Characters who learn the "Hothead" talent gain bonuses to attack accuracy and CriticalHit chance while at maximum HP, which boosts the value of ambushes, high [[ActionInitiative Initiative]] scores, and plenty of ArmorPoints to retain the benefit.
* In ''VideoGame/Doom2016'', the "Rich Get Richer" rune grants the Doom Slayer BottomlessMagazines for all standard weapons as long as his [[BodyArmorAsHitPoints armor]] is at 100 or higher (or 75 with the upgrade).
* ''Franchise/FinalFantasy'':
** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) whose attack power is based on the proportion of its wielder's current health to their maximum health.
** In ''VideoGame/FinalFantasyXII'', "Serenity" is a passive ability which can be unlocked on the License Board and gives Black Mages substantially more magic attack power if their HP is full.
* ''Franchise/FireEmblem'':
** Subaki in ''VideoGame/FireEmblemFates'' has the personal skill Perfectionist, which increases his accuracy and avoid by 15 whenever he has full HP. Inverted with Xander, as his personal skill Chivalry, grants him 2 more attack and defense against enemies if their HP is full.
** Ferdinand in ''VideoGame/FireEmblemThreeHouses'' has the personal skill Confidence, which functions exactly like Subaki's skill. Dimitri gets an upgrade to his personal skill Royal Lineage 5 years later, increasing his avoid by 20 when he has full HP.
* ''VideoGame/HollowKnight'' has the Grubberfly's Elegy charm, which lets your nail produce {{sword beam}}s but only as long as you are at full masks.
* ''VideoGame/KhimeraDestroyAllMonsterGirls'': The Demon Fire upgrade:
--> When at full health, you can shoot fire with your strong punch!
* In ''VideoGame/KirbySuperStar'', the Sword ability fires out a sword beam when Kirby slashes while at full health. Given that the Sword ability also gives Kirby a green hat, this may be a direct reference to ''The Legend of Zelda''.
* In ''VideoGame/LegacyOfKainSoulReaver'', the wraith blade Soul Reaver only manifests while Raziel is at full health.
* ''Franchise/TheLegendOfZelda'':
** In all of the 2D games, as well as ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', Link's sword can create a SwordBeam when swung, but only if his hearts are full. In every game starting with ''VideoGame/TheLegendOfZeldaALinkToThePast'', finding a sword upgrade is required before this technique can be used.
** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the final sword technique is an upgrade to the basic SpinAttack that increases its range, but it only works if Link is at full health.
** In ''VideoGame/HyruleWarriors'', in addition to the Master Sword's sword beams only working when Link is at full health, the Heart-Strong weapon skill will increase the attack power of any weapon it's on as long as the wielder can avoid taking any damage.
* ''VideoGame/MegaManX'':
** The Hadouken and Shoryuken secret moves from the first and second games respectively will [[OneHitKill defeat virtually any enemy in the game in a single hit]], but X must be at full health to use them.
** In ''VideoGame/MegaManXCommandMission'', Zero's Red Lotus Sword deals damage proportionate to how much health and armor he has remaining. When his armor and shields are topped up, this is the strongest weapon he has access to. At low health, it does piddling damage. It also offers no defensive bonuses, so any hits Zero does take will hurt.
* ''VideoGame/PathOfExile'' has the Damage on Full Life Support skill gem, which increases the damage of any linked weapon attack skills by up to 49% (or more, if its level is increased beyond 20) while the skill's user is at full health.
* In ''VideoGame/PhantasyStarOnline2'', the Gunner class's Perfectionist skill offers a whopping 20% bonus damage at maximum rank for as long as the Gunner's health stays above 75%. But given that Gunners are {{Glass Cannon}}s whose health drops like a rock after taking a single hit, it might as well be a "do not get hit at all if you want to keep this" skill. Their High Time skill also rewards them with gradually increasing damage for not getting hit while Showtime (which causes the Gunner to DrawAggro) is active.
* ''Franchise/{{Pokemon}}'':
** The moves Water Spout and Eruption both deal proportional damage based on the user's remaining health. At full power, they can rival the strongest moves in the game like Hyper Beam and Overheat, but they quickly fall off once the Pokémon using them takes a few hits.
** The Multiscale ability halves the damage of any hit taken at full health.
** The ability Gale Wings grants increased priority to the user's Flying-type moves. In ''VideoGame/PokemonSunAndMoon'', the ability was {{nerf}}ed to only work while the user is at full health.
* ''VideoGame/ShovelKnight'' has the Drop Spark upgrade which, once bought, allows Shovel Knight to flick a long-ranged spark across the ground while at full health. Beating a boss with the spark, which would require you to take down most of its health without getting hit, nets you an achievement.
* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Mòrag's bitball art Gliding Swallow, Rex's ether cannon art Daring Shot, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of their maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.
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Indexes: GameMechanics, VideoGameEffectsAndSpells

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