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* In the ''VideoGame/{{Darksiders}}'' novel ''Darksiders: The Abomination Vault'' [[EvilWeapon Black Mercy]] grows in power with each kill it makes [[spoiler:after its full potential is unlocked]], gaining an [[InstantDeathRadius area of effect that makes any wound suffered by its wielders enemies instantly become fatal]].
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-->'''Mirage:''' [[TryNotToDie And don't die.]]
-->'''Mr. Incredible:''' Great. Thanks.

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-->'''Mirage:''' [[TryNotToDie And don't die.]]
-->'''Mr.
]]\\
'''Mr.
Incredible:''' Great. Thanks.



* A common problem in ''LightNovel/SoImASpiderSoWhat'', especially with boss monsters. Since continual exposure to threats allows you to unlock resistance skills, Kumoko has to kill her foes quickly before they grow immune to what she's using. Fortunately this goes both ways, as Kumoko also grows in power as she fights.

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* A common problem in ''LightNovel/SoImASpiderSoWhat'', ''Literature/SoImASpiderSoWhat'', especially with boss monsters. Since continual exposure to threats allows you to unlock resistance skills, Kumoko has to kill her foes quickly before they grow immune to what she's using. Fortunately this goes both ways, as Kumoko also grows in power as she fights.
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* ''WesternAnimation/TheIncredibles'': The Omnidroid is stated by Mirage to be an example of this trope:

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* ''WesternAnimation/TheIncredibles'': ''WesternAnimation/TheIncredibles1'': The Omnidroid is stated by Mirage to be an example of this trope:
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** Annihilape has the move "Rage Fist" which builds in power whenever Annihilape takes damage. It starts innocently enough at base 50, but if Annihilape survives 6 hits (Difficult, but far from impossible with the right build) it will have a massive base 350 power, 100 points more than the next best score, ''''''EXPLOSION!'''''

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** Annihilape has the move "Rage Fist" which builds in power whenever Annihilape takes damage. It starts innocently enough at base 50, but if Annihilape survives 6 hits (Difficult, but far from impossible with the right build) it will have a massive base 350 power, 100 points more than the next best score, ''''''EXPLOSION!''''''''''EXPLOSION!'''''

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* ''Videogame/SlayTheSpire'' has a wide array of enemies that buff themselves one way or the other, becoming more dangerous turn after turn; some through staggered buffs that spend their turns, others directly through mechanics. The most prominent examples are:
** The Time Eater, who takes an unusual approach in that he doesn't get more dangerous as turns pass, but rather as you ''play cards''. Every 12 cards you play, he automatically ends your turn and gets more Strength to hit you with. As a result, any decks that rely on lots and lots of zero-cost cards will get torn apart.
** Donu and Deca are more straightforwards, in that Donu will just directly up the pair's Strength every other turn. This piles on quickly, so any GradualGrinder defensive decks will get broken in half eventually once their Beam becomes too much to handle. Decks that rely on GatheringSteam will also have a rough one, because they will ''probably'' grow stronger faster than you can.
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Wick swap


* ''VideoGame/{{Elsword}}'': The BonusBoss Alterasia Type-H is infamous for this. He's surround by constantly spawning Alterasia Spores which periodically heal him. Failing to stay on top of them can cause him to be healed constantly.

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* ''VideoGame/{{Elsword}}'': The BonusBoss {{Superboss}} Alterasia Type-H is infamous for this. He's surround by constantly spawning Alterasia Spores which periodically heal him. Failing to stay on top of them can cause him to be healed constantly.



* ''VideoGame/KingdomHeartsII'': Lexaeus' gimmick for his BonusBoss fight in the ''Final Mix'' version is that he has a power level that determines his damage output. He starts off doing so little damage that even if you're Level 1 he's completely non-threatening, but as the fight goes on he will occasionally power himself up and do more and more damage.

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* ''VideoGame/KingdomHeartsII'': Lexaeus' gimmick for his BonusBoss {{Superboss}} fight in the ''Final Mix'' version is that he has a power level that determines his damage output. He starts off doing so little damage that even if you're Level 1 he's completely non-threatening, but as the fight goes on he will occasionally power himself up and do more and more damage.



* The BonusBoss in ''VideoGame/LufiaIIRiseOfTheSinistrals'' is completely harmless for three turns, saying supportive things and even healing the party. On the fourth turn, he casts a spell that inescapably causes a TotalPartyKill, though thankfully it doesn't cause a game over, merely sends everyone back to the beginning of the 99-level BonusDungeon without their final reward.

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* The BonusBoss {{Superboss}} in ''VideoGame/LufiaIIRiseOfTheSinistrals'' is completely harmless for three turns, saying supportive things and even healing the party. On the fourth turn, he casts a spell that inescapably causes a TotalPartyKill, though thankfully it doesn't cause a game over, merely sends everyone back to the beginning of the 99-level BonusDungeon without their final reward.



* BonusBoss Lucifer in ''VideoGame/DevilSurvivor'' has to be defeated quickly once he goes into his second form, as he will periodically cast Megidoladyne, an [[InfinityPlusOneElement Almighty-elemental]] spell that targets everyone in all of your parties on the map and does 50% more damage with each successive casting, until it inflicts [[TotalPartyKill four-digit damage in a game where player-controlled characters can each only have up to 999 HP]].

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* BonusBoss {{Superboss}} Lucifer in ''VideoGame/DevilSurvivor'' has to be defeated quickly once he goes into his second form, as he will periodically cast Megidoladyne, an [[InfinityPlusOneElement Almighty-elemental]] spell that targets everyone in all of your parties on the map and does 50% more damage with each successive casting, until it inflicts [[TotalPartyKill four-digit damage in a game where player-controlled characters can each only have up to 999 HP]].
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* In ''[[Series/HerculesTheLegendaryJourneys Hercules and the Lost Kingdom]]'', Hercules and Princess Deianeira encounter a version of Antaeus the Giant. Like the mythical Antaeus, this one gets his strength from his mother the Earth. Unlike the mythical version, this one comes back larger and stronger each time he's defeated. Hercules beats his first two forms fairly easily, but the third one is wiping the ground with Herc until Deianeira tells him Antaeus's secret. Herc then knows how to beat Antaeus, and does.
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* ''VideoGame/EtrianOdyssey IV'' introduced Rare Breeds, glowing variants of normal {{Mooks}} and [[BossInMookClothing F.O.E.s]] that get stronger the longer you leave them alive. They also give your party [[MetalSlime much more experience points than normal, provided they don't run away first]].

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* ''VideoGame/EtrianOdyssey IV'' introduced ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' introduces Rare Breeds, glowing variants of normal {{Mooks}} and [[BossInMookClothing F.O.E.s]] that get stronger the longer you leave them alive. They also give your party [[MetalSlime much more experience points than normal, provided they don't run away first]].
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** Annihilape has the move "Rage Fist" which builds in power whenever Annihilape takes damage. It starts innocently enough at base 50, but if Annihilape survives 6 hits (Difficult, but far from impossible with the right build) it will have a massive base 350 power, 100 points more than the next best score, ''''''EXPLOSION!'''''
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** In a different sort of [[VillainProtagonist enemy]], the Bio-Weapon plague will get increasingly deadly no matter what you do, and quickly becomes so quick at killing it can't infect fast enough and burns itself out. The key is to keep developing supression genes that will keep the lethality down for some time at least, until you've managed to infect enough people. And, if you infect everyone, you can just bring back ''all'' the lethality back [[OneHitKill and then some]] by unlocking the Annihilation Gene, which can and will kill the world in two weeks if everyone's caught the disease.

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** In a different sort of [[VillainProtagonist enemy]], the Bio-Weapon plague will get increasingly deadly no matter what you do, and quickly becomes so quick at killing it can't infect fast enough and burns itself out. The key is to keep [[WillfullyWeak developing supression genes that will keep the lethality down down]] for some time at least, until you've managed to infect enough people. And, if you infect everyone, you can just bring back ''all'' the lethality back [[OneHitKill and then some]] by unlocking the Annihilation Gene, which can and will kill the world in two weeks if everyone's caught the disease.
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* The Nergigante of ''VideoGame/MonsterHunter'' is covered in spikes that regrow continually. It can shoot these spikes as well, and the bigger and harder they get, the more damage they deal to you. Beware when the spikes are completely black, ''especially'' once it does its [[ThatOneAttack infamous]] dive-bomb move. The Ruiner variant ditches this mechanic and instead has "ironspikes" that are impenetrable to all but the sharpest of weapons, but ''don't'' grow back once shattered.

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* The Nergigante of ''VideoGame/MonsterHunter'' ''VideoGame/MonsterHunterWorld'' is covered in spikes that regrow continually. It can shoot these spikes as well, and the bigger and harder they get, the more damage they deal to you. Beware when the spikes are completely black, ''especially'' once it does its [[ThatOneAttack infamous]] dive-bomb move. The Ruiner variant ditches this mechanic and instead has "ironspikes" that are impenetrable to all but the sharpest of weapons, but ''don't'' grow back once shattered.

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* Letting an Engineer robot get set up in ''Team Fortress 2's'' Mann vs Machine mode means the robots get free teleports, cutting down the time you have to prepare for each spawned wave. Worse, they're invincible when spawned, so you could have two dozen Scout robots run in with a bomb in their midst and you might find yourself quickly overwhelmed.

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* ''VideoGame/TeamFortress2'''s Mann vs. Machine mode:
** Whichever robot is carrying the bomb receives status buffs over time. After 5 seconds, it gains a defense boost that [[AreaOfEffect also applies to all the robots around it]]. After 20 seconds, it starts quickly [[RegeneratingHealth regenerating health]]. After 35 seconds, it becomes [[CriticalHit crit]]-boosted.
**
Letting an Engineer robot get set up in ''Team Fortress 2's'' Mann vs Machine mode means the robots get free teleports, cutting down the time you have to prepare for each spawned wave. Worse, they're invincible when spawned, so you could have two dozen Scout robots run in with a bomb in their midst and you might find yourself quickly overwhelmed.
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* ''Junkworld'' has enemies called Abominations, mutated stags with moderately high HP and low attack which will attempt to mutate further after losing half their health. If they don't die before they finishes mutating, they turns into Abozombies, two-headed humanoid deer monstrosities that have ''far'' more health and attacking power.

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* ''Junkworld'' has enemies called Abominations, mutated stags with moderately high HP and low attack which will attempt to mutate further after losing half their health. If they don't die before they finishes finish mutating, they turns turn into Abozombies, two-headed humanoid deer monstrosities that have ''far'' more health and attacking power.
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* ''Junkworld'' has an enemy called the Abomination, a mutated stag with moderately high HP and low attack which will attempt to mutate further after losing half its health. If it doesn't die before it finishes mutating, it turns into a two-headed humanoid monstrosity that has far more health and attacking power.

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* ''Junkworld'' has an enemy enemies called the Abomination, a Abominations, mutated stag stags with moderately high HP and low attack which will attempt to mutate further after losing half its their health. If it doesn't they don't die before it they finishes mutating, it they turns into a Abozombies, two-headed humanoid monstrosity deer monstrosities that has far have ''far'' more health and attacking power.
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* ''Junkworld'' has a mutated stag enemy called the Abomination, which will attempt to mutate after taking enough damage. If it doesn't die before this happens, it turns into a two-headed humanoid monstrosity that has far more health and attacking power.

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* ''Junkworld'' has a mutated stag an enemy called the Abomination, a mutated stag with moderately high HP and low attack which will attempt to mutate further after taking enough damage. losing half its health. If it doesn't die before this happens, it finishes mutating, it turns into a two-headed humanoid monstrosity that has far more health and attacking power.
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* ''Junkworld'' has a mutated stag enemy called the Abomination, which will attempt to mutate after taking enough damage. If it doesn't die before this happens, it turns into a two-headed humanoid monstrosity that has far more health and attacking power.
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** Similarly, the [[FinalBoss Icon of Sin]] can go down in three rockets with really good timing. If left alone, it will spawn many kinds of monsters, even Pain Elementals, [[DegradedBoss Barons of Hell]] and [[BossInMookClothing Archviles]], and they will all want your head.

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* High-level paladins in ''VideoGame/WarcraftIII'' have a shield that makes them invulnerable and a mass resurrection ability. If not neutralized quickly, they spend the fight unable to take damage and bring back half a dozen dead units at full health.
** The Firelord's Incinerate ability deals ever-increasing damage with every attack.

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* ''VideoGame/WarcraftIII'':
**
High-level paladins in ''VideoGame/WarcraftIII'' have a shield that makes them invulnerable and a mass resurrection ability. If not neutralized quickly, they spend the fight unable to take damage and bring back half a dozen dead units at full health.
** The Firelord's Incinerate ability deals ever-increasing damage with every attack. When an affected unit dies, it explodes and deals damage to surrounding units.




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* ''TabletopGame/Warhammer40000'': Njall Stormcaller has a special rule where every turn he's still alive brings increasingly HostileWeather (slowing enemies, debuffing flyers, etc.) until every enemy in range is taking lightningbolts to the face every turn. And this is a ''passive'' effect, meaning he still has other spells to use.
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Moved.


* The FinalBoss of ''VideoGame/IttleDew'' has a phase where he summons [[DemonicSpider Petal Slugs]] over time. If left unchecked and this phase isn't defeated quickly, they can turn the boss arena into a BulletHell.

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* The FinalBoss of ''VideoGame/IttleDew'' ''VideoGame/IttleDew1'' has a phase where he summons [[DemonicSpider Petal Slugs]] over time. If left unchecked and this phase isn't defeated quickly, they can turn the boss arena into a BulletHell.

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** The [[CanonImmigrant new canon version]] of Broly from ''Anime/DragonBallSuperBroly'' on the other hand, ''does'' have such an ability. When he's introduced, he's never been in a fight before. It's quickly revealed that when he fights he constantly grows stronger. And does it so quickly that he surpasses Super Saiyan Blue Goku and Vegeta as well as Golden Frieza, and it's speculated that he could even be a match for [[DestroyerDeity Beerus]]. This rapid increase in power means that Goku and Vegeta are forced to [[FusionDance become Super Saiyan Blue Gogeta]] to win.

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** The [[CanonImmigrant new canon version]] of Broly from ''Anime/DragonBallSuperBroly'' on the other hand, ''does'' have such an ability. When he's introduced, he's never been in a fight before. It's quickly revealed that before, and doesn't know how to apply his strength properly... But when he fights he constantly grows stronger. learns at breakneck speed, becoming better at using his strength. And does it so quickly that that, once Frieza awakens his Super Saiyan state, he surpasses Super Saiyan Blue Goku and Vegeta as well as Golden Frieza, and it's speculated that he could even be a match for [[DestroyerDeity Beerus]]. This rapid increase in power means that Goku and Vegeta are forced to [[FusionDance become Super Saiyan Blue Gogeta]] to win.
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* The Tonberry from the ''Franchise/FinalFantasy'' series will usually spend several turns approaching before using its signature "Everybody's Grudge" or "Karma" attack, which deals damage for [[WhatMeasureIsAMook every enemy defeated so far]] to one target. This attack can be OneHitKill for characters that have been murdering tons of enemies up to the point they can encounter Tonberries, which usually near the end of the game.

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* The Tonberry from the ''Franchise/FinalFantasy'' series will usually spend several turns approaching before using its signature "Everybody's Grudge" or "Karma" attack, which deals damage for [[WhatMeasureIsAMook every enemy defeated so far]] to one target. This attack can be OneHitKill for characters that have been murdering tons of enemies up to the point they can encounter Tonberries, which is usually near the end of the game.
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* The Nergigante of ''VideoGame/MonsterHunter'' is covered in spikes that regrow continually. It can shoot these spikes as well, and the bigger and harder they get, the more damage they deal to you. Beware when the spikes are completely black, ''especially'' once it does its [[ThatOneAttack infamous]] dive-bomb move. The Ruiner variant ditches this mechanic and instead has "ironspikes" that are impenetrable to all but the sharpest of weapons, but ''don't'' grow back once shattered.
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** Trials tend to have what are referred to as either "Soft Enrages" or "Hard Enrages". Soft enrages involve a damage dealing mechanic or otherwise becoming harder and harder to deal with as the battle drags on until it's impossible for the party to health through and continue, while a hard enrage is more simply defined: If the battle passes a certain timer, the boss wipes the party with an arena wise attack to prevent sub-optimal gameplay from succeeding at chipping away at a boss's health to victory

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** Trials tend to have what are referred to as either "Soft Enrages" or "Hard Enrages". Soft enrages involve a damage dealing mechanic or otherwise becoming harder and harder to deal with as the battle drags on until it's impossible for the party to health heal through and continue, while a hard enrage is more simply defined: If the battle passes a certain timer, the boss wipes the party with an arena wise attack to prevent sub-optimal gameplay from succeeding at chipping away at a boss's health to victory
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* Used for story purposes in ''Videogame/NierAutomata'' when you first fight Adam. He starts off as a barely functional, stumbling boss. But as the battle drags on, he analyzes what 2B and 9S do in order to gain more skill, which in the game looks like he's leveling up.

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* Used for story purposes in ''Videogame/NierAutomata'' when you first fight Adam. He starts off as a barely functional, stumbling boss. But as the battle drags on, he analyzes what 2B and 9S do in order to gain more skill, which in the game looks like he's represents as him leveling up.
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* The co-op bosses in ''VideoGame/OneHundredPercentOrangeJuice'' use a random card every turn to make things harder for the players, and as the match progresses these cards will gradually be swapped out for stronger ones. Each boss also has their own method of becoming more dangerous over time, such as Star Devourer dealing more damage to players in battle as she [[BanditMook steals more stars]] or Big the Johnathan covering the board in damage panels with his dive bomb attack.

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* The co-op bosses in ''VideoGame/OneHundredPercentOrangeJuice'' use a random card every turn to make things harder for the players, and as the match progresses these cards will gradually be swapped out for stronger ones. Each boss also has their own method of becoming more dangerous over time, such as Star Devourer dealing more damage to players in battle as she [[BanditMook steals more stars]] or Big the Johnathan covering the board in damage panels with his dive bomb attack.
Jonathan gaining an Attack point while losing Defense and Evasion for every ten turns that pass.
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* The loads of Master Ninja and Mechanists in ''VideoGame.FireEmblemFates'' Conquest Chapter 25 on Lunatic. Although Lunatic is the resident HarderThanHard mode, this level takes the cake. All the Master Ninja and Mechanists with debuffing shurikens will now get Inevitable End, which lets their ''debuffs stack'', giving your best units stats equivalent of a level 1 Mook. Have fun forcing your way across two hallways filled with these to kill two Master Ninja minibosses who get Avoid from their GeoEffects or else [[WeCannotGoOnWithoutYou Corrin]] will get slaughtered by the ludicrously overpowered DuelBoss on turn 20.

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* The loads of Master Ninja and Mechanists in ''VideoGame.FireEmblemFates'' ''VideoGame/FireEmblemFates'' Conquest Chapter 25 on Lunatic. Although Lunatic is the resident HarderThanHard mode, this level takes the cake. All the Master Ninja and Mechanists with debuffing shurikens will now get Inevitable End, which lets their ''debuffs stack'', giving your best units stats equivalent of a level 1 Mook. Have fun forcing your way across two hallways filled with these to kill two Master Ninja minibosses who get Avoid from their GeoEffects or else [[WeCannotGoOnWithoutYou Corrin]] will get slaughtered by the ludicrously overpowered DuelBoss on turn 20.

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** All of the Extreme/Savage difficulty and some endgame normal mode Primals and Raids have an "Enrage" mechanic where if you take too long, the boss will simply OneHitKill the party, usually with an arena-wide AOE they've done before.

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** All of the Extreme/Savage difficulty and some endgame normal mode Primals and Raids Trials tend to have an "Enrage" what are referred to as either "Soft Enrages" or "Hard Enrages". Soft enrages involve a damage dealing mechanic where if you take too long, or otherwise becoming harder and harder to deal with as the battle drags on until it's impossible for the party to health through and continue, while a hard enrage is more simply defined: If the battle passes a certain timer, the boss will simply OneHitKill wipes the party, usually party with an arena-wide AOE they've done before.arena wise attack to prevent sub-optimal gameplay from succeeding at chipping away at a boss's health to victory


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**** Has been essentially done away with as the damage nowadays is too high for even unsynced parties to handle and ignores defenses including the invincibility cooldowns Tanks have access to.
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* The loads of Master Ninja and Mechanists in ''VideoGame.FireEmblemFates'' Conquest Chapter 25 on Lunatic. Although Lunatic is the resident HarderThanHard mode, this level takes the cake. All the Master Ninja and Mechanists with debuffing shurikens will now get Inevitable End, which lets their ''debuffs stack'', giving your best units stats equivalent of a level 1 Mook. Have fun forcing your way across two hallways filled with these to kill two Master Ninja minibosses who get Avoid from their GeoEffects or else [[WeCannotGoOnWithoutYou Corrin]] will get slaughtered by the ludicrously overpowered DuelBoss on turn 20.
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[[AC: Roguelike]]
* ''VideoGame/TheBindingOfIsaac'': Homunculi and Begottens start out chained to walls or rocks, only capable of running at the player in short range. If enough time passes without killing them, they break their chains, and each of them gains a new trick making them more dangers. Homunculi will leave damaging creep on the floor while they run and shoot six blood shots when they first break, while Begottens turn the screen dark and often turn invisible.


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[[AC:Wide Open Sandbox]]
* ''VideoGame/{{Terraria}}'':
** One of the enemies spawned by the Vortex Pillar is the Alien Larva, which start out weak, but grow in to the stronger Alien Hornet, then become the deadlier Alien Queen. Each form deals more damage than the last and the Queens can shoot projectiles that screw up the player character's movement. Queens can also spawn Larve when killed, starting the cycle all over again.
** The Star Cells spawned by the Stardust Pillar start as standard {{Asteroids Monster}}s, splitting in to a few smaller versions of itself when damaged. Should the smaller versions live long enough, they each grow in to full-sized Star Cells that once again split when damaged, which can quickly overwhelm a player.
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* Letting an Engineer robot get set up in ''Team Fortress 2's'' Mann vs Machine mode means the robots get free teleports, cutting down the time you have to prepare for each spawned wave. Worse, they're invincible when spawned, so you could have two dozen Scout robots run in with a bomb in their midst and you might find yourself quickly overwhelmed.

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