Follow TV Tropes

Following

History Main / HerdHittingAttack

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In 4e, Chain Lightning is a level 23 spell; it starts with 4d6 for the first target, then hit-or-miss it's a second attack for 2d6 for the next target, and then hit-or-miss on THAT it's 1d6 for ''every other enemy within 20 squares of you''. And if you miss with any of those, it's still half damage.
** There's also Furious Bolts, a spell available to Sorcerers who take the Lightning Fury paragon path. 2d8 damage to the first target, if you hit you do 2d4 to the next target, and you keep doing 2d4 damage until you miss or you run out of targets.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*Lest we forget the cleave - great cleave feat chain, allowing you an additional attack each time you KO an opponent.

Added: 738

Changed: 435

Is there an issue? Send a MessageReason:
None



to:

* During WorldWarII, AntiAir defenses usually took the form of this, typically via various applications of MoreDakka, in response to the advent of massed aerial attacks. It simply became more effective to [[ATeamFiring fill the entire area with flak]] than it was to try and hit any particular airplane. Even so, against large enough attacks, this would take on shades of PointDefenseless without [[TheCavalry friendly air support]].
** This was also the preferred strategy of Luftwaffe fighter pilots against American heavy bomber formations in the same conflict: The Army Air Forces' battle doctrine was to field large forces of tightly grouped bombers, providing each other with overlapping fields of defensive fire while maximizing the number of bombs dropped on[[hottip:*: or more often: generally near]] their targets. The Germans found it was most effective to simply charge through the formation head-on with guns blazing so that the defensive gunners wouldn't be have time to aim at them effectively. To make the most of this tactic, German fighters were often armed with powerful 20mm or 30mm cannons rather than the typical machine guns used by most fighters.
Is there an issue? Send a MessageReason:
None


* In TeamFortress2 this can be an effective tactic, since you need to capture specific points or push a cart, which by nature causes players to bunch up. The best ways to take them out is using a bunch of sticky bombs from a Demoman or sendinging in an ubered medic with either a Heavy, a Demo or Pyro. To avoid this, teams might try having a few people (especially Medics) stand just off the point, so they can move in if their teammates are killed.

to:

* In TeamFortress2 VideoGame/TeamFortress2 this can be an effective tactic, since you need to capture specific points or push a cart, which by nature causes players to bunch up. The best ways to take them out is using a bunch of sticky bombs from a Demoman or sendinging in an ubered medic with either a Heavy, a Demo or Pyro. To avoid this, teams might try having a few people (especially Medics) stand just off the point, so they can move in if their teammates are killed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The [[FrickinLaserBeams Arc Beam]] from [[FirstEncounterAssaultRecon F.3.A.R.]]. If there are any additional enemies in the vicinity of your target, the beam will branch off and hit all of them.
Is there an issue? Send a MessageReason:
None



to:

* Siege weapons in AgeOfEmpires. One attack from a catapult can kill or at least damage most of the units in a formation. And they don't have to be enemy siege weapons either; you're not FriendlyFireproof from your siege weapons like you are from your archers or gunmen.
Is there an issue? Send a MessageReason:
None



to:

* In TeamFortress2 this can be an effective tactic, since you need to capture specific points or push a cart, which by nature causes players to bunch up. The best ways to take them out is using a bunch of sticky bombs from a Demoman or sendinging in an ubered medic with either a Heavy, a Demo or Pyro. To avoid this, teams might try having a few people (especially Medics) stand just off the point, so they can move in if their teammates are killed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The Warrior's Whirlwind, the primary area of effect attack in the Fury tree, reduces its cooldown when it hits more than four enemies. It's not very efficient for small groups, but in larger packs, it can be deadly.


Added DiffLines:

** Some bosses put an AOE on a certain player, and force them to run away from others to avoid damaging the raid. For example, in the Omnitron Defense System encounter, Magmatron targets players with Flamethrower, doing damage to them and anyone else in the line of fire, and Electron can use chain lightning and put a debuff on players that causes electric damage to those standing near them. Players who cause wipes by not moving, and thus causing the damage to kill their fellow raiders, earn the ire of their groupmates and often get kicked out.
** Bosses, often dragons, have cleaves, which hit people standing in front of them besides the tank (usually one other person, but it can be everyone in melee range). This prevents the entire raid from stacking and getting AOE healing
Is there an issue? Send a MessageReason:
Adding Eden Eternal to the list



to:

* EdenEternal has several dungeons with bosses that enjoy AOEing the party to death. Usually those bosses are the annoying ones in the middle of the dungeon, and for a lot of them the best way to go is to have the one tank and two healers - one healer just to heal the tank, and the other healer to take care of the AOE damage. Another annoying trend of AOEs is to give the party a debuff that actually heals the boss! Did you just spend ten minutes getting his HP down? Too bad! Your tank was an idiot and now you have to kill the boss when it has full HP again.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** A warlock's Seed of Corruption also deserves special mention - it's a debuff that functions as a bomb. When the target takes a sufficient level of damage (from any source), or dies, the bomb explodes and damages everything around the target (except the target itself, originally. This was later patched). Because group damage would cause the bombs to detonate nearly instantly, and the spell had no cooldown, this was - for a time - the most damaging AreaOfEffect spell in the game.
Is there an issue? Send a MessageReason:
None


* ''{{Starcraft}}'' has quite a bit of this. The Science Vessel can use Irradiate on enemy units, causing damage to them and any nearby units until the afflicted unit dies, the Mutalisk can chain attack up to three enemies, the Devourer's attack causes a damage effect that splashes to nearby airborne units, the Valkyrie's rockets scatter around nearby enemies, and the Reaver, the Infested Terran, the Firebat and the Siege Tank in siege mode all have area-of-effect attack -- and in fact, the Firebat is a great defense against a ZergRush thanks to its powerful attack, its area of effect and its ready availability. The Arbiter unit has an AOE debuff which freezes everything in a radius, taking it out of the battle. The Protoss Corsair is an interesting example; it can only attack air-to-air, and its rapid-fire attack has an AOE radius so small it requires several units to be basically on the same spot in order to hit more than one; rather conveniently, air units in Starcraft can pass through each other and tend to bunch up on a single spot when given an attack order, so swarms of enemy flyers will generally form clumps at a single point.

to:

* ''{{Starcraft}}'' has quite a bit of this. The Science Vessel can use Irradiate on enemy units, causing damage to them and any nearby units until the afflicted unit dies, dies or the effect expires, the Mutalisk can chain attack up to three enemies, the Devourer's attack causes a damage effect that splashes to nearby airborne units, the Valkyrie's rockets scatter around nearby enemies, and the Reaver, the Infested Terran, the Firebat and the Siege Tank in siege mode all have area-of-effect attack -- and in fact, the Firebat is a great defense against a ZergRush thanks to its powerful attack, its area of effect and its ready availability. The Arbiter unit has an AOE debuff which freezes everything in a radius, taking it out of the battle. The Protoss Corsair is an interesting example; it can only attack air-to-air, and its rapid-fire attack has an AOE radius so small it requires several units to be basically on the same spot in order to hit more than one; rather conveniently, air units in Starcraft can pass through each other and tend to bunch up on a single spot when given an attack order, so swarms of enemy flyers will generally form clumps at a single point.
Is there an issue? Send a MessageReason:
None



to:

* Seeing as every unit represents as many of those units as labelled, pretty much every attack in Heroes of Might and Magic (or Might and Magic: Heroes) hits a herd. However, there are multiple herd-hitting attacks - standard attacks of Cerberi, fireballs, larger fireballs, ring-area spells, chain lightning...
Is there an issue? Send a MessageReason:
None


* [[RatchetAndClank Ratchet: Deadlocked]] has weapon mods that cause attacked enemies to send out electrical shocks to their nearby allies. These actually first appeared in ''Going Commando'' as hidden mods to certain weapons, but ''Deadlocked'' allowed you to add the mod to ''any'' weapon.

to:

* [[RatchetAndClank Ratchet: Deadlocked]] ''RatchetDeadlocked'' has weapon mods that cause attacked enemies to send out electrical shocks to their nearby allies. These actually first appeared in ''Going Commando'' ''[[RatchetAndClankGoingCommando Going Commando]]'' as hidden mods to certain weapons, but ''Deadlocked'' allowed you to add the mod to ''any'' weapon.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''RuneScape'' has a bunch:
** Ancient Burst and Barrage spells strike up to eight targets adjacent to the spell's primary target.
** The dragon halberd's Sweep attack strikes up to three targets in front of the wielder.
** The rune throwing axe chains between closely-grouped targets.
** Throwable chinchompas explode on impact, doing splash damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The strongest subversion of this probably comes with the various "meteor" attacks. While they may seem like either this or a regular area attack (depending on how much warning you get), they actually divide their total damage amongst everyone in the area: if everyone runs away, then anyone left behind will be killed. Notably, at least one boss has "meteor fists" which requires as many people as possible to stand in front of him, lest the tank be one-shot, inverting the standard cleave mechanic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''BloodlineChampions'' has quite a large amount of these. Needless to say, avoid clumping up.
Is there an issue? Send a MessageReason:
None


* [[RatchetAndClank Ratchet: Deadlocked]] has weapon mods that cause attacked enemies to send out electrical shocks to their nearby allies.

to:

* [[RatchetAndClank Ratchet: Deadlocked]] has weapon mods that cause attacked enemies to send out electrical shocks to their nearby allies. These actually first appeared in ''Going Commando'' as hidden mods to certain weapons, but ''Deadlocked'' allowed you to add the mod to ''any'' weapon.
Is there an issue? Send a MessageReason:
None


* ''{{Starcraft}}'' has quite a bit of this. The Science Vessel can use Irradiate on enemy units, causing damage to them and any nearby units until the afflicted unit dies, the Mutalisk can chain attack up to three enemies, the Devourer's attack causes a damage effect that splashes to nearby airborne units, the Valkyrie's rockets scatter around nearby enemies, and the Reaver, the Infested Terran, the Firebat and the Siege Tank in siege mode all have area-of-effect attack -- and in fact, the Firebat is a great defense against a ZergRush thanks to its powerful attack, its area of effect and its ready availability. The Arbiter unit has an AOE debuff which freezes everything in a radius, taking it out of the battle.

to:

* ''{{Starcraft}}'' has quite a bit of this. The Science Vessel can use Irradiate on enemy units, causing damage to them and any nearby units until the afflicted unit dies, the Mutalisk can chain attack up to three enemies, the Devourer's attack causes a damage effect that splashes to nearby airborne units, the Valkyrie's rockets scatter around nearby enemies, and the Reaver, the Infested Terran, the Firebat and the Siege Tank in siege mode all have area-of-effect attack -- and in fact, the Firebat is a great defense against a ZergRush thanks to its powerful attack, its area of effect and its ready availability. The Arbiter unit has an AOE debuff which freezes everything in a radius, taking it out of the battle. The Protoss Corsair is an interesting example; it can only attack air-to-air, and its rapid-fire attack has an AOE radius so small it requires several units to be basically on the same spot in order to hit more than one; rather conveniently, air units in Starcraft can pass through each other and tend to bunch up on a single spot when given an attack order, so swarms of enemy flyers will generally form clumps at a single point.
Is there an issue? Send a MessageReason:
None



to:

* Tate combos in ''{{Shinobi}}'', after which the enemies fall to pieces.
Is there an issue? Send a MessageReason:
None



to:

* HeroClix features this trope in the form of the power Energy Explosion, which in exchange for reducing a characters damage value to 1, it can cause damage to both the target of the attack and every character standing next to them. This can be real fun for characters who can shoot two or three targets at a time, since while the damage is reduced to 1, it also stacks.
Is there an issue? Send a MessageReason:
None


* an attack involving an area of effect (AOE), like an explosion (the most common), or an attack that "rains down" or "spreads" over an area. Sometimes the AOE is a melee attack that hits multiple targets in a circle around the attacker.

to:

* an attack involving an area of effect AreaOfEffect (AOE), like an explosion (the most common), or an attack that "rains down" or "spreads" over an area. Sometimes the AOE is a melee attack that hits multiple targets in a circle around the attacker.
Is there an issue? Send a MessageReason:
None


** Special mention should go to the Assault Rifle powerset, which, has 3 out of the nine attacks be AoEs

to:

** Special mention should go to the Assault Rifle powerset, which, powerset which has 3 out AoEs for five of the nine attacks be AoEs(although one has a very small radius making it hard to hit multiple enemies)

Added: 407

Changed: 187

Is there an issue? Send a MessageReason:
None


* {{Psychonauts}} - Raz can get an upgrade to his psychic blast that causes it to chain to multiple targets.
** Great for hitting the Den Mother's bombs and the Den Mother herself in a single attack.
** Works pretty well vs the Confusion Rats in the Asylum Walls, too.
* [[RatchetAndClank Ratchet: Deadlocked]] has weapon mods that cause attacked enemies to send out electrical shocks to their nearby allies.




to:

* JoelRosenberg's ''Hero''. The sergeant's screaming at the soldiers to "Spread out! Spread out!" The colonel takes a different approach. "Nah, bunch up and save the enemy ammunition."


Added DiffLines:

Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The Death Knight's Pestilence ability is particularly nasty; when used, every DoT disease on the target is instantly spread to all other enemies within 10 yards. One of the DK's Unholy talents gives a [[ForMassiveDamage huge boost]] to the damage of diseases spread this way.
Is there an issue? Send a MessageReason:
None


* Tactical RPGs tend to feature these. FinalFantasyTactics had, as a standard magic pattern, a 5-panel area. {{Disgaea}} even gives you the trade-off: you can get combo attacks if you stand near each other, but watch out for someone who wants to nuke the three panels you're all standing in..

to:

* Tactical RPGs [=RPGs=] tend to feature these. FinalFantasyTactics had, as a standard magic pattern, a 5-panel area. {{Disgaea}} even gives you the trade-off: you can get combo attacks if you stand near each other, but watch out for someone who wants to nuke the three panels you're all standing in..

Added: 197

Changed: 471

Is there an issue? Send a MessageReason:
None


** Loken is considered the worst five-man boss in ''Wrath of the Lich King'': he has Arc Lightning, a spreading debuff variant which can hit a party endlessly if the members don't spread out. But he also inverts this trope with Pulsating Shockwave, which does more damage the farther away you are from him and occurs frequently. Either you spread out and get zapped or stand right next to him and get zapped.

to:

** Loken is considered one of the worst most difficult five-man boss bosses in ''Wrath of the Lich King'': King'' because he has Arc Lightning, a spreading debuff variant which can hit a party endlessly if the members don't spread out. But he also inverts both plays this trope with Pulsating Shockwave, which does more straight and inverts it. During the main phase, an inverted area affect deals ''more'' damage the farther away further you are from him and occurs frequently. Either you spread out and get zapped or stand right next away, so the group needs to him and get zapped.cluster at his feet. However, he will occasionally cast a traditional AOE, dealing massive damage if you're nearby.



* ''Left4Dead 2'' introduced the Spitter and its gobs of acidic spit to discourage the survivors from standing in a tight formation after skilled teams completed ''Left 4 Dead'' that way. There's even an [[CosmeticAward achievement]] in VS mode for hitting all four survivors with one spit attack.

to:

* ''Left4Dead 2'' introduced the Spitter and its gobs of acidic spit to discourage the survivors from standing in a tight formation after skilled teams completed ''Left 4 Dead'' that way. There's even an [[CosmeticAward achievement]] in VS mode for hitting all four survivors with one spit attack.attack ("Great Expectorations").
** The Charger's charge was also designed to break up teams, especially in narrow corridors. Just like with the Spitter, there is also an achievement ("Scattering Ram") for hitting the whole gang.
Is there an issue? Send a MessageReason:
None



to:

* Many, many spells, mostly elementalist spells, do this in GuildWars. All the above variants exist. The rain-down variants were a particular GameBreaker in PvE combat, untill the AI was patched to not stay in a Rain of Fire spell for the full 10 seconds. When playing with AI allies, who will by default cluster around the party leader, carefull micromanagement in needed to defeat certain bosses who can and will nuke an entire cluster of party members.
Is there an issue? Send a MessageReason:
None


* The ChainLightning spell in ''DungeonsAndDragons''. After hitting its primary target it arcs to the nearest target (losing 1d6 of damage), doing so again and again until it runs out of energy.

to:

* The ChainLightning spell in ''DungeonsAndDragons''. After hitting its primary target it arcs to the nearest target (losing 1d6 of damage), doing so again and again until it runs out of energy.
energy. AOE spells like Fireball also make standing around in groups rather a bad idea.
Is there an issue? Send a MessageReason:
Grammatical fix, and disambiguation


** The Shaman's has Chain Lightning like the Farseer in ''Warcraft III''. Watch out for it in PVP.

to:

** The Shaman's Shaman class has Chain Lightning like the Farseer in ''Warcraft III''. Watch out for it in PVP.



** Thaddius's Polarity Shift randomly gives each party member a positive or negative charge. Standing near players with the same charge gives a damage buff, while players with the opposite charge (or no charge at all) causes damage, with both effects increasing in potency with the number of players in range.

to:

** Thaddius's Polarity Shift randomly gives each party member a positive or negative charge. Standing near players with the same charge gives a damage buff, while players with the opposite charge (or no charge at all) causes damage, damage to the players, with both effects increasing in potency with the number of players in range.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** There are also a large number of abilities that invert this, ''healing'' people who stay together. The best known is likely the shaman's Chain Heal spell, but there's also Circle of Healing, Holy Nova (also a straight version, since it hurts enemies too) and so on. The only healing class that doesn't naturally get any of these is the paladin, and the Cataclysm expansion is expected to gve them a couple.

Top