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* ''{{VideoGame/Valheim}}'': Almost every biome has a GiantMook, several of which are powerful enough to damage the environment: trolls (especially with clubs), abominations, golems, and Fuling berserkers (who can even damage boulders). Human nature being what it is, players soon figured out that a monster who can smash walls into kindling can also make an efficient forest-clearing and mining tool (although this requires good reflexes and equipment, as while the big monsters' attacks are relatively easy to avoid, they tend to bring friends).

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The Jumbig is more of a Boss In Mook Clothing, since it also has a projectile attack.


* ''VideoGame/Rockman4MinusInfinity'' has the Jumbig. High HP, knockback with CollisionDamage, and a missile attack.



** Galatian Darmanitan (introduced in ''Sword and Shield'') [[EnforcedTrope enforces]] this with its Gorilla Tactics ability, which gives it a huge boost to power, but locks it into only using one move.

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** Galatian Galarian Darmanitan (introduced in ''Sword and Shield'') [[EnforcedTrope enforces]] this with its Gorilla Tactics ability, which gives it a huge boost to power, but locks it into only using one move.



** ''VideoGame/MarioAndLuigiSuperstarSaga'' has the Clumph, a big club-wielding ogreish enemy in Joke's End, and the transformed form Queen Bean, who tries to pound the Bros. to dust with her huge fists has the added bonus of being able to spawn additional mooks.

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** ''VideoGame/MarioAndLuigiSuperstarSaga'' has the Clumph, a big club-wielding ogreish enemy in Joke's End, and End. It can only really smash the transformed form Queen Bean, who tries ground to pound the Bros. to dust with her huge fists has the added bonus of being able to spawn additional mooks.make shockwaves, but is still dangerous despite that.
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* ''VideoGame/Warhammer40000Darktide'':
** Scab Maulers are hulking humans in plate armour and armed with two-handed chainaxes. Slow but strong and heavily armored, their attacks are crude due to their heavy and unwieldy weapons, but deal devastating damage if they connect.
** Crushers are Chaos-corrupted Ogryns, a HumanSubspecies characterized by somewhat exceeding the build and brains of an average gorilla. Chaos has done their intellect no particular favors, but they have high health, heavy armor and a lot of strength, and in battle their attacks boil down to stomping over to the players and hitting them very hard with their enormous two-handed clubs made of lengths of rebar with chunks of concrete still attached.
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Bonus Boss was renamed by TRS. Also chained sinkholes are bad.


* ''VideoGame/GoldenSunDarkDawn'': A Smash ''Boss'' takes the form of the five [[BonusBoss Ogre Titans]]. Each one is [[ColorCodedForYourConvenience different colored]] and different sized depending on how strong they are, but all they ever try to do to you is beat you up with giant axes. Gotta give them credit for trying, though; the last, [[AttackOfThe50FootWhatever largest one]], [[DamageSpongeBoss takes a damn]] [[FakeLongevity long time to kill]] (only Dullahan has more HP), and is so large it has to take a step ''back'' to hit you with its axe.

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* ''VideoGame/GoldenSunDarkDawn'': A Smash ''Boss'' takes the form of the five [[BonusBoss [[OptionalBoss Ogre Titans]]. Each one is [[ColorCodedForYourConvenience different colored]] and different sized depending on how strong they are, but all they ever try to do to you is beat you up with giant axes. Gotta give them credit for trying, though; the last, [[AttackOfThe50FootWhatever largest one]], one, [[DamageSpongeBoss takes a damn]] [[FakeLongevity damn long time to kill]] (only Dullahan has more HP), and is so large it has to take a step ''back'' to hit you with its axe.

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* ''Franchise/{{Pokemon}}'': [[BrutishBulls The highly aggressive bull Tauros]] can learn seven different moves that translate to "ram into things until they faint".

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* ''Franchise/{{Pokemon}}'': ''Franchise/{{Pokemon}}'':
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[[BrutishBulls The highly aggressive bull Tauros]] can learn seven different moves that translate to "ram into things until they faint".faint".
** Galatian Darmanitan (introduced in ''Sword and Shield'') [[EnforcedTrope enforces]] this with its Gorilla Tactics ability, which gives it a huge boost to power, but locks it into only using one move.
** ''VideoGame/PokemonRanger'': In ''Shadows of Almia'', Kangaskhan works like this. It takes a lot of loops to earn its trust, but it doesn’t move around much. Its only attack is to fire a devastating [[WaveMotionGun Hyper Beam]]… which is highly telegraphed and leaves it wide open for more loops after it finishes.

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* ''VideoGame/ChasmTheRift'': Most large humanoid enemies have some form of ranged attack as well as their primary melee (Gross, the ogre, can throw stones, the Executioner can throw his axe, etc), but the Lionmen and Vikings are limited to charging you and clobbering you with their maces and axes.



* ''VideoGame/StarWarsBattlefront'': The AI-controlled Jabba's Guards at the Jabba's Palace map frequently spawn in the corridors and smash anyone they encountered, forcing the players to advance slowly and watch out for them. They can easily smash five troopers at once, thus significantly altering the match's score.

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* ''VideoGame/StarWarsBattlefront'': ''VideoGame/StarWarsBattlefront'':
**
The AI-controlled Jabba's Guards at the Jabba's Palace map frequently spawn in the corridors and smash anyone they encountered, forcing the players to advance slowly and watch out for them. They can easily smash five troopers at once, thus significantly altering the match's score.score.
** ''VideoGame/StarWarsBattlefrontII2017'': Riot troopers in the singleplayer campaign will charge straight at you with electrified batons and attempt to smack you upside the head with them. Given that they lack enhanced health, speed, or even any sort of handheld shield, and don't really do that much damage either, this tactic verges on SuicidalOverconfidence.


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* ''VideoGame/AngryBirdsEpic'': The Brute family of pigs have very high HP and a devastating (albeit [[MightyGlacier slow]]) attack, but nothing else. Some of the later ones do have a passive ability, but none of them can do anything but smash.


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* ''TabletopGame/LegendSystem'': The Utter Brute track for enemies focuses more on granting raw stat numbers than new abilities.
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* ''VideoGame/SpyroTheDragon'': While most advanced Gnorc varieties have a number of tricks up their metaphorical sleeves, from flight to shields to various ranged attacks, the Big Gnorcs and their Ice Gnorc reskins just have their great size, an immunity to charge attacks, and a very big club.

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* ''VideoGame/SpyroTheDragon'': ''VideoGame/SpyroTheDragon1998'': While most advanced Gnorc varieties have a number of tricks up their metaphorical sleeves, from flight to shields to various ranged attacks, the Big Gnorcs and their Ice Gnorc reskins just have their great size, an immunity to charge attacks, and a very big club.
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* ''VideoGame/EtrianOdyssey'': The Ogre F.O.E. has only one attack: hit one of your guys ''hard''. It will kill one or zero characters per turn. Your healer can resurrect one character per turn. It is ''mathematically impossible'' to lose to, but boy will you burn through a lot of resources trying to kill it.

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* ''VideoGame/EtrianOdyssey'': ''VideoGame/EtrianOdysseyI'': The Forest Ogre F.O.E. has only one attack: hit one of your guys ''hard''. It will kill one or zero characters per turn. Your healer can resurrect one character per turn. It is ''mathematically impossible'' to lose to, but boy will you burn through a lot of resources trying to kill it.
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* ''VideoGame/{{Marathon}}'' has the appropriately named Hulks, who are lumbering cyclopean bullet sponges that will smash any BOB's, Defense Drones, or space marines that get in their way.
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Much like their attacks, their choice of weapons is simple and direct -- Smash Mooks almost exclusively fight with clubs, maces, giant hammers or any kind of improvised blunt instrument. If they're especially elaborate, they may have a ball-and-chain or a [[IncendiaryExponent flaming]] version of their basic options. In some cases, the Smash Mook won't use any weapons at all and will instead resort to simple physical attacks such as blows, headbutts, or trying to sit or step on the player.

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Much like their attacks, their choice of weapons is [[BrutishCharacterBrutishWeapon simple and direct direct]] -- Smash Mooks almost exclusively fight with clubs, maces, giant hammers or any kind of improvised blunt instrument. If they're especially elaborate, they may have a ball-and-chain or a [[IncendiaryExponent flaming]] version of their basic options. In some cases, the Smash Mook won't use any weapons at all and will instead resort to simple physical attacks such as blows, headbutts, or trying to sit or step on the player.
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** Giants, found in several armies, have no ranged attacks or special abilities of any sort -- their battle strategy is to simply amble over to the enemy and start swinging their clubs. This makes them potentially very powerful units in their early game, as their high attack and high health pools allow them to efficiently mulch their way through infantry or low-level cavalry, but they struggle in the late game due to having few defenses against good ranged units and lacking the flight, speed or breath weapons of high-tier monsters.

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** Giants, found in several armies, have no ranged attacks or special abilities of any sort -- their battle strategy is to simply amble over to the enemy and start swinging their clubs. This makes them potentially very powerful units in their the early game, as their high attack and high health pools allow them to efficiently mulch their way through infantry or low-level cavalry, but they struggle in the late game due to having few defenses against good ranged units and lacking the flight, speed or breath weapons of high-tier monsters.
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* If there actually is any variety in its attacks, don't expect anything fancy like magic, status effects, healing or acrobatic dodging and jumping; all of its abilities do not extend beyond these approximately five forms (all similar enough that you'd hardly notice if an AIRoulette was running):

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* If there actually is any variety in its their attacks, don't expect anything fancy like magic, status effects, healing or acrobatic dodging and jumping; all none of its their abilities do not extend beyond these approximately five forms (all similar enough that you'd hardly notice if an AIRoulette was running):
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Often overlaps with GiantMook (although even those allow some variety in their attacks) and DamageSpongeBoss, but is less dangerous than a true EliteMook. If it ends up being a pushover, then it's a FakeUltimateMook. See also MightyGlacier and StoneWall, which these characters often are. When one is fast on top of that, it'll often become a LightningBruiser. When they use weapons, these will typically also be examples of PrimitiveClubs, SavageSpikedWeapons, or both.

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Often overlaps with GiantMook (although even those allow some variety in their attacks) and DamageSpongeBoss, but is less dangerous than a true EliteMook. If it ends up being a pushover, then it's a FakeUltimateMook. See also MightyGlacier and MightyGlacier, StoneWall, and UnskilledButStrong, which these characters often are. When one is fast on top of that, it'll often become a LightningBruiser. When they use weapons, these will typically also be examples of PrimitiveClubs, SavageSpikedWeapons, or both.
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* In ''VideoGame/ThePersistence'', berserkers are just big dumb brutes that do little more than flail their arms around you, but man are they good at it.
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* ''VideoGame/LiveALive'': The Headhunter is a late-game enemy with exactly one attack in its arsenal, and its only tactic is to approach the closest hero so it can smack them with said attack at close range. It's also one of the game's {{superboss}}es, and this attack deals enough damage to kill any hero in a single hit unless their defense has been buffed through the roof.
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Other bullet points focus on mechanical attributes, while this is more of an aesthetic detail. Seems more logical to separate it out.


* Much like their attacks, their choice of weapons is simple and direct -- Smash Mooks almost exclusively fight with clubs, maces, giant hammers or any kind of improvised blunt instrument. If they're especially elaborate, they may have a ball-and-chain or a [[IncendiaryExponent flaming]] version of their basic options. In some cases, the Smash Mook won't use any weapons at all and will instead resort to simple physical attacks such as blows, headbutts, or trying to sit or step on the player.

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*
Much like their attacks, their choice of weapons is simple and direct -- Smash Mooks almost exclusively fight with clubs, maces, giant hammers or any kind of improvised blunt instrument. If they're especially elaborate, they may have a ball-and-chain or a [[IncendiaryExponent flaming]] version of their basic options. In some cases, the Smash Mook won't use any weapons at all and will instead resort to simple physical attacks such as blows, headbutts, or trying to sit or step on the player.
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* ''VideoGame/SpyroTheDragon'': While most advanced Gnorc varieties have a number of tricks up their metaphorical sleeves, from flight to shields to various ranged attacks, the Big Gnorcs and their Ice Gnorc reskins just have their great size, an immunity to charge attacks, and a very big club.

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** Thwomps are the quintessential example of this in the series. Their whole strategy consists of nothing more but staying still and trying to smash Mario or Luigi when they walk past from below. They're pretty much treated more as glorified hazards than actual enemies. Their cousins, Whomps, aren't much better, as they will try to smash Mario if he's in front of them instead of below.
** ''VideoGame/SuperMario64'' introduces Bullies, enemies whose only attack consists of ramming Mario, hoping that he falls off the platform they're currently in.

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** Thwomps are the quintessential example of this in the series.''VideoGame/SuperMarioBros3'': Thwomps, which make their debut here. Their whole strategy consists of nothing more but staying still and trying to smash Mario or Luigi when they walk past from below. They're pretty much treated more as glorified hazards than actual enemies. Their cousins, enemies.
** ''VideoGame/SuperMario64'':
***
Whomps, aren't much better, as they which are cousins of Thwomps, will try to smash Mario if he's in front of them instead of below.
** ''VideoGame/SuperMario64'' *** The game introduces Bullies, enemies whose only attack consists of ramming Mario, hoping that he falls off the platform they're currently in.
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** Giants, found in several armies, have no ranged attacks or special abilities of any sort -- their battle strategy is to simply amble over to the enemy and start swinging their clubs. This makes them potentially very powerful units in their early game, as their high attack and high health pools allow them to efficiently mulch their way through infantry or low-level cavalry, but they struggle in the late game due to having few defenses against good ranged units and lacking the flight, speed or breath weapons of high-tier monsters.
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** In contrast to the swarms of weak {{Mooks}} and the more elite foes that gain various tricks and special attacks as enemy levels and the game progress, the rock brute family of enemies never develop any tactic beyond stomping over to Spyro and hitting him with the big rock they have for a right arm. They get away with this chiefly by having a great deal of health, and because if they do land a hit Spyro will be left dizzy for a while.

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** In contrast to the swarms of weak {{Mooks}} and the more elite foes that gain various tricks and special attacks as enemy levels and the game progress, the [[RockMonster rock brute brute]] family of enemies never develop any tactic beyond stomping over to Spyro and hitting him with the big rock they have for a right arm. They get away with this chiefly by having a great deal of health, and because if they do land a hit Spyro will be left dizzy for a while.



** The Tank in fits this trope to a T. His attacks include an horizontal or uppercut-like arm swing [[PunchedAcrossTheRoom that sends anything and anyone hit by it flying]] (preferably a survivor off a high ledge or [[CarFu a whole car or other similar big prop at a group of survivors]] for an instant incap), an overhead smash on a downed survivor, and occasionally ripping a big rock or chunk of concrete off the ground. He has the highest health point value in the entire game, offset by his recklessly aggressive behavior. When [[ManOnFIre lit on fire]] in Campaign mode in the first game, the Tank's running speed ''[[InfernalRetaliation doubles]]''. The ''VideoGame/Left4Dead2'' is a tiny bit different: he doesn't gain the speed boost from fire anymore – in fact he's slowed down from constantly flinching in pain, [[KillItWithFire making fire a more viable alternative to kill him]] – but an AI Tank on any setting is smart enough to not single out a survivor to death anymore. Instead, he'll [[ArtificialBrilliance act just like a player]] and chase after the other survivors if possible.

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** The Tank in fits this trope to a T. His attacks include an horizontal or uppercut-like arm swing [[PunchedAcrossTheRoom that sends anything and anyone hit by it flying]] (preferably a survivor off a high ledge or [[CarFu a whole car or other similar big prop at a group of survivors]] for an instant incap), an overhead smash on a downed survivor, and occasionally ripping a big rock or chunk of concrete off the ground. He has the highest health point value in the entire game, offset by his recklessly aggressive behavior. When [[ManOnFIre lit on fire]] in Campaign mode in the first game, the Tank's running speed ''[[InfernalRetaliation doubles]]''. The ''VideoGame/Left4Dead2'' is a tiny bit different: he doesn't gain the speed boost from fire anymore -- in fact he's slowed down from constantly flinching in pain, [[KillItWithFire making fire a more viable alternative to kill him]] -- but an AI Tank on any setting is smart enough to not single out a survivor to death anymore. Instead, he'll [[ArtificialBrilliance act just like a player]] and chase after the other survivors if possible.

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** In '' Breath of the Wild'', the typical battle strategy of a Hynox -- a giant cyclopean miniboss -- consists of trying to stomp on or sit on Link, while also uprooting trees to use as clubs or to throw at him if he tries to run.
** Also in '' Breath of the Wild'', Taluses -- giant {{Rock Monster}}s fought as overworld minibosses -- have only two attacks: they hurl their rocky arms at you if you're far away and try to fall over on top of you if you're near them. They're also slow and far from nimble and tend to telegraph their attacks. They get away with this by virtue of having very high health pools and by being completely invulnerable to damage unless hit in one specific weak spot.

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** In '' Breath of the Wild'', the ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
*** The
typical battle strategy of a Hynox -- a giant cyclopean miniboss -- consists of trying to stomp crush Link with powerful punches, sitting on or sit on Link, while also him if he's under them, and uprooting trees to use as clubs or to throw at him if he tries to run.
** Also in '' Breath of the Wild'', *** Taluses -- giant {{Rock Monster}}s fought as overworld minibosses -- have only two three attacks: they hurl their rocky arms at you if you're far away away, punch you at close range, and try to fall over on top of you if you're near under them. They're also slow and far from nimble and tend to telegraph their attacks. They get away with this by virtue of having very high health pools and by being completely invulnerable to damage unless hit in one specific weak spot.
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** The ogre, the epitome of this trope if you go strictly by the moves listed in the monster manuals (imaginative {{Game Master}}s can make them more cunning). In fourth edition, where even ''kobolds'' have four or five game-altering techniques apiece, ogres still just mostly have variations on "hit with club" or "hit with club a lot". (Although one has "hit with flail" and another has "hit with javelin and ''then'' hit with club".) Giants, especially hill, stone, frost, and fire giants giants, fill this niche for higher-level adventures; they generally have two ways to attack, hitting you with a melee weapon or chucking a rock at you from afar. This is averted with frost giant jarls, cloud giants and storm giants, who carry more sophisticated weapons and have access to magical powers, making them much more versatile.

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** The ogre, the epitome of this trope if you go strictly by the moves listed in the monster manuals (imaginative {{Game Master}}s can make them more cunning). In fourth edition, where even ''kobolds'' have four or five game-altering techniques apiece, ogres still just mostly have variations on "hit with club" or "hit with club a lot". (Although one has "hit with flail" and another has "hit with javelin and ''then'' hit with club".) Giants, especially hill, stone, frost, and fire giants giants, fill this niche for higher-level adventures; they generally have two ways to attack, hitting you with a melee weapon or chucking a rock at you from afar. This is averted with frost giant jarls, cloud giants and storm giants, who carry more sophisticated weapons and have access to magical powers, making them much more versatile.
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'''Ashley:''' RUN!

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'''Ashley:''' '''Sherry:''' RUN!
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** ''VideoGame/SuperMarioGalaxy'': Bouldergeist only ever uses physical attacks and literally cannot move from the centre of the arena.
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* In ''VideoGame/{{Mordhau}}'s'' Horde mode, the first [[BossInMookClothing boss-type enemies]] your party will encounter are ogres. These giant men move and attack slowly, but their club smash covers a lot of area and is able to kill multiple poorly-defended players in one blow. Additionally, if you get too close to an ogre while avoiding his club attack, he may try to stun you with a kick, and ''then'' smash you with his club.
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* ''VideoGame/StarWarsBattlefront'' had the AI-controlled Jabba’s Guards at the Jabba's Palace map. These would frequently spawn in the corridors and smash anyone they encountered, forcing the players to advance slowly and watch out for them. They could easily smash five troopers at once, thus significantly altering the match’s score.
* ''VideoGame/TeamFortress2'' has a variety of these, but in general, most melee robots in Mann Vs Machine mode are this.

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* ''VideoGame/StarWarsBattlefront'' had the ''VideoGame/StarWarsBattlefront'': The AI-controlled Jabba’s Jabba's Guards at the Jabba's Palace map. These would map frequently spawn in the corridors and smash anyone they encountered, forcing the players to advance slowly and watch out for them. They could can easily smash five troopers at once, thus significantly altering the match’s match's score.
* %%* ''VideoGame/TeamFortress2'' has a variety of these, but but, in general, most melee robots in Mann Vs Machine mode are this.%%How?
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* ''Franchise/SilentHill':

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* ''Franchise/SilentHill':''Franchise/SilentHill'':

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* ''VideoGame/SilentHill3'' had the Insane Cancers, who lacked any special attacks and were primarily notable for their [[IncrediblyLamePun insane]] speed and health, taking eight shotgun blasts to kill. ''VideoGame/SilentHillHomecoming'' had a spiritual successor in Siams, though these had a [[AttackItsWeakPoint weak point]] in the form of a female-like form at the back, and could also be stunned much easier.
** In spite of their unsettling appearance, the Twin Victims in ''VideoGame/SilentHill4'' also ultimately boiled down to this.
** ''VideoGame/SilentHillDownpour'' had the Prisoner Juggernauts: a giant version of regular Prisoner Minions. While the Minions could block, counter-attack and had an attack where they slapped Murphy hard on both ears to incapacitate him, the Juggernauts apparently lost their brains as they gained in size and did nothing besides smashing.

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* ''Franchise/SilentHill':
**
''VideoGame/SilentHill3'' had has the Insane Cancers, who lacked any special attacks and were are primarily notable for their [[IncrediblyLamePun insane]] insane speed and health, taking eight shotgun blasts to kill. ''VideoGame/SilentHillHomecoming'' had a spiritual successor in kill.
** ''VideoGame/SilentHill4'': In spite of their unsettling appearance, the Twin Victims ultimately boil down to this.
** ''VideoGame/SilentHillHomecoming'': The
Siams, though although these had have a [[AttackItsWeakPoint weak point]] in the form of a female-like form at the back, and could can also be stunned much easier.
** In spite of their unsettling appearance, the Twin Victims in ''VideoGame/SilentHill4'' also ultimately boiled down to this.
more easily.
** ''VideoGame/SilentHillDownpour'' had has the Prisoner Juggernauts: Juggernauts, a giant version of regular Prisoner Minions. While the Minions could block, can block and counter-attack and had have an attack where they slapped slap Murphy hard on both ears to incapacitate him, the Juggernauts apparently lost their brains as they gained in size and did do nothing besides smashing.
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*** Trolls are huge, apelike brutes with arms ending in clublike boulders. They're slow, lumbering behemoths whose only attacks are a hard pound against the ground, a flying leap to smash from above, and a spinning sweep of its arms. However, they're also strong and tough enough to be able to take on Spyro and Cynder alone, instead of having to rush them in large numbers like other grublins, and cannot be stun-locked.

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*** Trolls are huge, apelike brutes with arms ending in clublike boulders. They're slow, lumbering behemoths whose only attacks are a hard pound against the ground, a flying leap to smash from above, and a spinning sweep of its their arms. However, they're also strong and tough enough to be able to take on Spyro and Cynder alone, instead of having to rush them in large numbers like other grublins, and cannot be stun-locked.
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These are very common as a WakeUpCallBoss, as they represent an opportunity for players to learn that [[AttackAttackAttack fighting the enemy head-on]] doesn't always work, and in order to counter these mighty brutes, one has to resort to advanced tricks. Typical strategies include HitAndRunTactics, bogging the enemy down with StatusEffects, [[BullfightBoss exploiting their charges against them]] or [[BossArenaIdiocy luring them towards environmental hazards]]. If the Smash Mook fights as a part of a group, it might be a good idea to stay clear of him so you can ShootTheMedicFirst, then come back for him when he's alone and weakened.

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These are very common as a WakeUpCallBoss, as they represent an opportunity for players to learn that [[AttackAttackAttack fighting the enemy head-on]] doesn't always work, and in order to counter these mighty brutes, one has to resort to advanced tricks. tricks -- in essence, they're meant to teach you not to fight like a Smash Mook yourself by being better at it than you. Typical strategies for dealing with them include HitAndRunTactics, bogging the enemy down with StatusEffects, [[BullfightBoss exploiting their charges against them]] or [[BossArenaIdiocy luring them towards environmental hazards]]. If the Smash Mook fights as a part of a group, it might be a good idea to stay clear of him so you can ShootTheMedicFirst, then come back for him when he's alone and weakened.

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