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* In ''VideoGame/{{Overwatch}}'' Echo's Focusing Beam ability does 3.5 times more damage to targets that are below half health.

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* ''Franchise/{{Pokemon}}'' are much easier to catch when they're weakened. Lowering their health and inflicting them with status effects make the chances of successfully capturing them much higher.
** When it comes to attacks, there's the move Brine which deals extra damage when the opponent has less than half their HP left. The Poison-type move Venoshock does double damage if the target is currently poisoned, while the Ghost-type move Hex does double damage if the target has any status ailment.
** Fighting type move Wake-Up-Slap does double damage if the opponent is asleep, and Normal type move Smellingsalt does double damage if the opponent is paralyzed. However, both of these moves also cure that Pokemon with it when used.

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* ''Franchise/{{Pokemon}}'' ''Franchise/{{Pokemon}}'':
** {{Mons}}
are much easier to catch when they're weakened. Lowering their health and inflicting them with status effects make the chances of successfully capturing them much higher.
** When it comes to attacks, there's the The Water-type move Brine which deals extra does double damage when the to an opponent that has less than half their HP left. The Poison-type move Venoshock does left.
** Several moves do
double damage if depending on the target is currently target's status effect: Hex for ''any'' status ailment, Venoshock for poisoned, while the Ghost-type move Hex does double damage if the target has any status ailment.
** Fighting type move
Wake-Up-Slap does double damage if the opponent is asleep, for sleep, and Normal type move Smellingsalt does double damage if the opponent is paralyzed. for paralysis. However, both of these moves also the latter two cure that Pokemon with it when used.
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* ''VideoGame/Warhammer40000RogueTrader'': Party members cannot die (in combat); instead they accumulate Wounds and Traumas. Wounds can be easily healed quickly once combat is done; failing to heal it quickly results in it becoming an Old Wound, which requires a harder Medicae check to heal. Accumulating 5 Wounds (or getting reduced to 0 HP) means the character gains a Trauma, a much more specific injury with much greater penalties, that can't be healed until you return to your starship. The trick, of course, is that if everyone in a combat goes down, it's GameOver as the enemies finish you off, so just letting Traumas pile up isn't a wise policy.
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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and overlaps with StatusEffectPoweredAbility when the status effect required is a negative one.

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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead.instead, and CriticalExistenceFailure, where this trope does not apply. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and overlaps with StatusEffectPoweredAbility when the status effect required is a negative one.
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** A recurring type of levequest has the player tasked with capturing several specimens. This requires beating them up until they're below 20% health, and then using the "Soothe" emote on them. Using the emote too soon will result in the enemy becoming enraged, doing more damage and immune to soothing until the effect ends. Killing too many of the targets results in quest failure.
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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and overlaps with StatusEffectPoweredAbility when the status effect required a negative one.

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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and overlaps with StatusEffectPoweredAbility when the status effect required is a negative one.



* If you're trying to capture a monster in ''VideoGame/MonsterHunter'', you have to deal as much damage as you can without killing it, until it starts to limp or displays some other visual indicator that it's weak enough to trap and hit with tranquilizer. The "Capture Guru" skill causes the monster's icon to glow brightly if it's susceptible to capture.

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* If you're trying to capture a monster in ''VideoGame/MonsterHunter'', you have to deal as much damage as you can without killing it, until it starts to limp or displays some other visual indicator that way it ShowsDamage signalling it's weak enough to trap and hit with tranquilizer. The "Capture Guru" skill causes the monster's icon to glow brightly if it's susceptible to capture.
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In VideoGames, sometimes being at near death or inflicted with a {{Status Effect|s}} will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.

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In VideoGames, sometimes being at near death near-death or inflicted with a {{Status Effect|s}} will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.



Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and StatusEffectPoweredAbility.

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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and StatusEffectPoweredAbility.
overlaps with StatusEffectPoweredAbility when the status effect required a negative one.
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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, and AttackTheInjury.

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Compare and contrast CriticalStatusBuff and DesperationAttack, where being injured adds benefits instead. Also compare to BreakablePowerUp, where being injured makes you lose an ability. May go hand-in-hand with a BreakMeter. See also SubsystemDamage, UntouchableUntilTagged, AttackTheInjury, and AttackTheInjury.
StatusEffectPoweredAbility.
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** ''VideoGame/ShinMegamiTenseiV'' reworked some old skills so that they now deal bonus damage to enemies inflicted with ailments like Hysterical Slap (charmed targets), Dream Fist (sleeping targets) and Purple Smoke (confused targets). It also introduced a new skill called Venom Chaser that does the same to poisoned targets.
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* ''VideoGame/ShotgunKingTheFinalCheckmate'':
** The {{Caltrops}} card makes any enemy that is not at full health lose 2 speed, making them take 2 more turns before they can move.
** The Bushido card allows the Black King to [[FinishingMove execute]] an enemy as a free action once per turn, as long as that enemy has less or equal health to your Blade damage stat.
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* ''VideoGame/KaijuWars'': The kaiju get slower as the player depletes their MultipleLifeBars. In [[GiantFlyer Pterus Ignis's]] case, reducing it to its last health bar takes away its ability to fly, leaving it vulnerable to units which can only attack (or which do more damage to) ground-based kaiju.
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** In ''VideoGame/Persona5'' there is "Technical" system, which allows the player to deal additional damage to enemies afflicted with some status effects. For example, Wind attacks will deal more damage to burning enemies. There is also [[ILoveNuclearPower Frei]] and [[PsychicPowers Psi]] lines of spells, both of which are specifically designed to deal more damage to enemies with, respectively, physical and mental status effects.

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** In ''VideoGame/Persona5'' there is "Technical" system, which allows the player to deal additional damage to enemies afflicted with some status effects. For example, Wind attacks will deal more damage to burning enemies. There is also [[ILoveNuclearPower Frei]] Frei and [[PsychicPowers Psi]] lines of spells, both of which are specifically designed to deal more damage to enemies with, respectively, physical and mental status effects.
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* ''VideoGame/DragaliaLost'' has the various Punisher abilities and Wyrmprints used to deal more damage against enemies when their effected by certain statuses and Debuffs. Such as Poison punisher to deal more damage against poisoned enemies, Burn for burned enemies, Reduced Defense Punisher against enemies with lowered defense, etc. The abilities are usually on those who can inflict the affliction in question, but keep in mind what skills your character has available before equipping a Punisher Wyrmprint.

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* ''VideoGame/DragaliaLost'' has the various Punisher abilities and Wyrmprints used to deal more damage against enemies when their effected they're affected by certain statuses and Debuffs. Such as Poison punisher to deal more damage against poisoned enemies, Burn for burned enemies, Reduced Defense Punisher against enemies with lowered defense, etc. The abilities are usually on those who can inflict the affliction in question, but keep in mind what skills your character has available before equipping a Punisher Wyrmprint.



** ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 4]]'' has Bayonetta's Final Smash, which [[SwallowedWhole instakills anyone with 100% or more damage]].

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** ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 4]]'' has Bayonetta's Final Smash, which [[SwallowedWhole instakills anyone with 100% or more damage]].damage]], no [[RingOut blast zone]] required.
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This can lead to a DoWellButNotPerfect situation, as you'll sometimes need to balance the damage you deal out so that the opponent is weakened, but avoid killing it outright, since you won't be able to affect a dead enemy ([[FridgeLogic even if that would make more sense]].) It's at times like those when EnemyScan abilities and HPToOne attacks are much appreciated.

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This can lead to a DoWellButNotPerfect situation, as you'll sometimes need to balance the damage you deal out so that the opponent is weakened, but avoid killing it outright, since you won't be able to affect a dead enemy ([[FridgeLogic even if that would make more sense]].) It's at times like those when EnemyScan abilities and HPToOne HPTo1 attacks are much appreciated.
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* In ''VideoGame/DevilMayCry4'' and ''VideoGame/DevilMayCry5'', bosses are staggered after receiving a certain amount of damage. In this brief state, they can't fight back and are left defenseless from Nero's [[GrappleMove Buster]].
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[[folder:MOBA]]
* In ''VideoGame/Dota2'', Bloodseeker's ability, Thirst, grants him a movement speed buff while an enemy hero is missing health, increasing as their health gets lower. At sufficiently low levels, him and his team gains sight of the hero, even ignoring invisibility, making running away from Bloodseeker much harder. This ability also gives him ''uncapped'' movement speed, and with multiple enemies at low health, Bloodseeker can zip through the entire map at comically ridiculous speeds.
[[/folder]]
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Stun Guns has been disambiguated. All examples are being moved to the appropriate subtrope.


* In ''VideoGame/XCOMEnemyUnknown'', injured soldiers suffer from the "Battle Fatigue" debuff, reducing their Will stat. If using the Second Wave option "Red Fog", the "Battle Fatigue" debuff also carries move and aim penalties. Also, enemies low on health are more vulnerable to the "[[StunGun Arc Thrower]]".

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* In ''VideoGame/XCOMEnemyUnknown'', injured soldiers suffer from the "Battle Fatigue" debuff, reducing their Will stat. If using the Second Wave option "Red Fog", the "Battle Fatigue" debuff also carries move and aim penalties. Also, enemies low on health are more vulnerable to the "[[StunGun "[[TheParalyzer Arc Thrower]]".
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** Also series-wide, there are "Freeze" StatusEffect that lowers target's agility to 0, thus leaving them unable to dodge. In some games attacking frozen enemy guarantees a critical hit.

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** Also series-wide, there are is the "Freeze" StatusEffect {{Status Effect|s}} that lowers target's agility to 0, thus leaving them unable to dodge. In some games attacking frozen enemy guarantees a critical hit.
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In VideoGames sometimes being at near death or inflicted with a StatusEffect will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.

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In VideoGames VideoGames, sometimes being at near death or inflicted with a StatusEffect {{Status Effect|s}} will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.


In VideoGames sometimes being at near death or inflicted with a [[StandardStatusEffects status effect]] will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.

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In VideoGames sometimes being at near death or inflicted with a [[StandardStatusEffects status effect]] StatusEffect will make a character more vulnerable to certain effects or abilities than normal. It's not just that being injured makes a character weaker, being in a critical condition makes it easier for other actions to affect them.



** In all of the ''VideoGame/FinalFantasyTactics'' games, attacks against [[StandardStatusEffects sleeping, time frozen,]] or [[TakenForGranite petrified]] opponents are guaranteed to hit. This is very useful if you want to steal from them or inflict a more MP-intensive status effect, like instant death.

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** In all of the ''VideoGame/FinalFantasyTactics'' games, attacks against [[StandardStatusEffects [[StatusEffects sleeping, time frozen,]] or [[TakenForGranite petrified]] opponents are guaranteed to hit. This is very useful if you want to steal from them or inflict a more MP-intensive status effect, like instant death.



** Also series-wide, there are "Freeze" StandardStatusEffect that lowers target's agility to 0, thus leaving them unable to dodge. In some games attacking frozen enemy guarantees a critical hit.

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** Also series-wide, there are "Freeze" StandardStatusEffect StatusEffect that lowers target's agility to 0, thus leaving them unable to dodge. In some games attacking frozen enemy guarantees a critical hit.
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* ''VideoGame/CommandAndConquer'': Severely injured units move much slower, though they till deal the same amount of damage.
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* ''VideoGame/{{Xenoblade}}'' has a chain of these. Several attacks inflict Break on its target, which does nothing except opening them for a Topple attack, which causes its target to become defenseless and open to attack for a while. In turn, Daze can be inflicted on a toppled enemy, further weakening them. Finally, [[CombatMedic Sharla's]] [[BoomHeadshot Headshot]] art has a small chance of {{One Hit Kill}}ing a dazed target (which increases to 100% if triggered during [[CombinationAttack a chain attack]]).

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* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' has a chain of these. Several attacks inflict Break on its target, which does nothing except opening them for a Topple attack, which causes its target to become defenseless and open to attack for a while. In turn, Daze can be inflicted on a toppled enemy, further weakening them. Finally, [[CombatMedic Sharla's]] [[BoomHeadshot Headshot]] art has a small chance of {{One Hit Kill}}ing a dazed target (which increases to 100% if triggered during [[CombinationAttack a chain attack]]).
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* In ''VideoGame/StarWarsTheOldRepublic'', there are several missions where an NPC wants you to use some kind of drug on an enemy for various purposes. In many cases the target has to be weakened first before it can be used. Similarly, during the Bounty Hunter event, capturing a target alive requires first weakening it and then using a carbonite grenade. In some cases, this might require setting your companion to passive mode so they don't accidentally kill whatever you're trying to catch.

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