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7A Full Health Bonus is a passive skill, special attack, or item that can only be used effectively by someone who is perfectly healthy. This effect comes in two main types:
8
9* The ability is completely unusable if the user is at anything less than full health. Some games give the player a bit of leeway when it comes to ScratchDamage and will only disable the ability after the character's health falls below a certain threshold, but more commonly, any damage at all will disable it.
10* The ability can be used at less than full health, but its effectiveness is reduced when the character takes damage. This often works on a sliding scale, with the power of the attack being directly proportional to the amount of health remaining.
11
12Where the DesperationAttack and CriticalStatusBuff are intended to help out the player if they're not doing very well, this kind of ability provides a means of rewarding the player for playing cautiously and avoiding taking hits instead of relying on their health meter to keep them alive while they [[AttackAttackAttack plow recklessly through scores of weaker enemies]]. This might lead to an UnstableEquilibrium, though, if the player starts to rely on such an attack.
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14UnblockableAttack and AlwaysAccurateAttack are generally effective means of knocking someone out of the threshold for this bonus, and thus tend to be effective counters to it.
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16A subtrope of SituationalDamageAttack. Compare BreakablePowerup, an item that is lost when the player character takes damage; CastFromHitPoints, a technique that costs health to use and thus works best if the user can avoid getting hit; NoDamageRun, when the player receives a special reward for avoiding damage; GlassCannon, a character who deals a lot of damage but can't take much of it; PercentDamageAttack, an ability that hits harder if the target, not the user, has more health; InjuredVulnerability, when ''low'' health makes the target more vulnerable; and DifficultButAwesome, a character who requires a lot of skill to use effectively. Contrast CriticalStatusBuff and DesperationAttack, the {{inver|tedTrope}}se of this trope, and CriticalExistenceFailure, where characters aren't impacted by taking damage until their health reaches zero. PainAndGain is when losing health gives a bonus instead.
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18!!Examples:
19* In ''VideoGame/ThreeDDotGameHeroes'', sword upgrades (enhanced length and width, {{sword beam}}s, piercing, etc.) only take effect when the player is at full health.
20* ''VideoGame/{{Afterimage}}'': When upgraded, the greatsword "Stainless" increases Renee's physical damage and reduces her damage taken when her HP is full. Its FlavorText mentions the belief that flawless combat would grant its wielder better strength.
21* ''VideoGame/AssassinsCreedI'': [[AuraVision Eagle Vision]] is only available at full [[CallAHitPointASmeerp synchronization]]. Future games [[EarlyInstallmentWeirdness dropped the synchronization as health mechanic]] and allow free use of Eagle Vision.
22* ''VideoGame/AxiomVerge'' has the Bioflux Accelerator upgrade, which grants the player character CombatTentacles that shoot out straight projectiles whenever he is shooting himself as long as he remains at max health.
23* In ''VideoGame/TheBannerSaga'', a unit's attack power is the '''[[ExaggeratedTrope same]]''' as their current health, though lowered attack power does not affect [[AntiArmor armor removal]] or special abilities.
24* ''VideoGame/{{Bloodborne}}'' has a class of blood gems (that can be [[SocketedEquipment kneaded into weapons]]) that boost your damage output while you are at maximum health. However, given that this is a {{soulslike|RPG}} and you lose health at the drop of a hat, this bonus only matters for the opening attack of an encounter, or if you are really, really good at dodging and parrying.
25* In the ''VideoGame/{{Borderlands}}'' series, starting with ''VideoGame/Borderlands2'', Amp Shields provide a large boost to damage when your [[RegeneratingShieldsStaticHealth shield energy]] is full, but also deplete a significant amount of that energy when the boost activates, meaning you only get one shot and have to wait for your shields to recharge before using it again. In Borderlands 2, an exception is The Bee, a Legendary Amp Shield which provides the amp damage at no energy cost, allowing for multiple consecutive shots of boosted damage for as long as you can avoid actually getting hit. It proved to be such a GameBreaker that not only was The Bee itself nerfed, but several of the weapons people would use with it ''also'' got nerfed, and shotguns as a whole got a major nerf when used with Amp Shields.
26* In ''VideoGame/DeadCells'', one of the potential random attributes a weapon can have is a 50% damage increase while at full health.
27* In ''VideoGame/Disgaea3AbsenceOfJustice'', Kyoko and Asuka have Evilities that increase their speed and attack power, respectively, when they're at max HP.
28* ''VideoGame/DivinityOriginalSinII'': Characters who learn the "Hothead" talent gain bonuses to attack accuracy and CriticalHit chance while at maximum HP, which incentivizes ambushes, high [[ActionInitiative Initiative]] scores, and plenty of ArmorPoints to retain the benefit.
29* In ''VideoGame/Doom2016'', the "Rich Get Richer" rune grants the Doom Slayer BottomlessMagazines for all standard weapons as long as his [[BodyArmorAsHitPoints armor]] is at 100 or higher (or 75 with the upgrade).
30* ''VideoGame/DragaliaLost'' has several equipabble wyrmprints that provide boosts when at full health, but they're usually disregarded because it's so easy to get hit with scratch damage that completely nullifies the boost. Fortunately there are plenty of wyrmprints which give essentially the same boosts but only require health to be at 70% or higher.
31* In ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'', several of the rarest and/or most powerful Z-Souls (or Super Souls in the sequel) have effects that only trigger when the player is at full health.
32* ''Franchise/FinalFantasy'':
33** Ultima Weapon, a RecurringElement in the series, is a sword (usually an InfinityPlusOneSword) that deals damage based on the proportion of its wielder's current health to their maximum health. It was first introduced in ''VideoGame/FinalFantasyVI''.
34** In ''VideoGame/FinalFantasyXII'', "Serenity" is a passive ability which can be unlocked on the License Board and gives Black Mages substantially more magic attack power if their HP is full.
35** In ''VideoGame/FinalFantasyXIV'', the Paladin's "Spirits Within" attack hits harder the closer the Paladin is to full health.
36** In ''VideoGame/FinalFantasyTacticsA2'', Gria units can learn the Unscarred ability that boosts stats when the unit is at full health.
37* ''Franchise/FireEmblem'':
38** Subaki in ''VideoGame/FireEmblemFates'' has the personal skill Perfectionist, which increases his accuracy and avoid by 15 whenever he has full HP. Inverted with Xander, as his personal skill Chivalry, grants him 2 more attack and defense against enemies if their HP is full.
39** Ferdinand in ''VideoGame/FireEmblemThreeHouses'' has the personal skill Confidence, which functions exactly like Subaki's skill. Dimitri gets an upgrade to his personal skill Royal Lineage 5 years later, increasing his avoid by 20 when he has full HP.
40* ''VideoGame/GachaWorld'': Phoenix Ami's leader skill gives 3x multiplier to any attack the player makes if and only if they are at full health. This includes her own summon skill which both attacks and heals at the same time. Sure, the heal can get you back up to full to resume the bonus effect, but it would be weakened by the effect not occuring already due to not being at full health for the heal to be required in the first place.
41* ''VideoGame/HollowKnight'' has the Grubberfly's Elegy charm, which lets your nail produce {{sword beam}}s but only as long as you are at full masks.
42* ''VideoGame/HonkaiImpact3rd'':
43** One of Mei's Valkyrie Suits has a leader skill (which is active when you put her in the lead) that grants increased critical rate if your party's average health is over 80%.
44** The individual pieces of the Elizabeth Bathory [[PowerTattoo Stigmata]] have different effects that only occur when the user's health is over 80%.
45* ''VideoGame/IntoTheBreach'': The pilot [[ArrogantKungFuGuy Kai]] has an ability called "arrogant boost" that gives them increased attack damage as long as they remain at full health. This comes at the cost of a [[InjuredVulnerability reduced movement speed while damaged]].
46* ''VideoGame/KhimeraDestroyAllMonsterGirls'': The Demon Fire upgrade:
47--> When at full health, you can shoot fire with your strong punch!
48* ''VideoGame/{{Kirby}}'':
49** In ''VideoGame/KirbySuperStar'', the Sword ability fires out a sword beam when Kirby slashes while at full health. Given that the Sword ability also gives Kirby a green hat, this may be a direct reference to ''The Legend of Zelda''.
50** Player attacks in ''VideoGame/SuperKirbyClash'' deal slightly more damage at full health.
51** In ''VideoGame/KirbyAndTheForgottenLand'', the Meta Knight Sword [[spoiler:and Morpho Knight Sword]] will fire {{Sword Beam}}s if Kirby is at full health. Having the extra healthbar power-up also counts as having full health, meaning that as long as Kirby doesn't lose this extra life bar, he's considered to be at full health even if he has taken damage.
52* In ''VideoGame/LegacyOfKainSoulReaver'', the wraith blade Soul Reaver only manifests while Raziel is at full health.
53* ''Franchise/TheLegendOfZelda'':
54** In all of the 2D games, as well as ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', Link's sword can create a SwordBeam when swung, but only if his hearts are full. In every game starting with ''VideoGame/TheLegendOfZeldaALinkToThePast'', finding a sword upgrade is required before this technique can be used.
55** ''VideoGame/TheLegendOfZeldaOracleGames'': The Noble and Master Swords can conjure sword beams at full health as usual, but there are rings that will keep the effect active while Link is missing up to three hearts.
56** ''VideoGame/TheLegendOfZeldaTheWindWaker'': The Elixir Soup obtained from Link's grandma not only [[HealthPotion fully restores health]] [[ManaPotion and magic]], it also doubles attack power until Link next takes damage.
57** ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
58*** The final sword technique is an upgrade to the basic SpinAttack that increases its range, but it only works if Link is at full health.
59*** The Great Fairy's Tears act much like ''Wind Waker'''s Elixir Soup, restoring Link to full health and doubling attack power as long as he remains so.
60** ''VideoGame/HyruleWarriors'': In addition to the Master Sword working as usual, the Heart-Strong weapon skill will increase the attack power of any weapon it's on as long as the wielder can avoid taking any damage.
61** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The Master Sword’s beam takes the place of throwing it, as you can’t get rid of the Master Sword once you’ve obtained it. The beam only works if you have full hearts or yellow extra hearts.
62* ''VideoGame/MegaManX'':
63** The Hadouken and Shoryuken secret moves from the first and second games respectively will [[OneHitKill defeat virtually any enemy in the game in a single hit]], but X must be at full health to use them.
64** In ''VideoGame/MegaManXCommandMission'', Zero's Red Lotus Sword deals damage proportionate to how much health and armor he has remaining. When his armor and shields are topped up, this is the strongest weapon he has access to. At low health, it does piddling damage. It also offers no defensive bonuses, so any hits Zero does take will hurt.
65* In ''VideoGame/MonsterHunterWorld'', the Peak Performance skill increases your attack when your health is full, whereas Maximum Might increases your affinity, the chance to land a CriticalHit when your stamina is full instead.
66* In ''VideoGame/NierAutomata'', the four "Virtuous" weapons -- the Virtuous Contract small sword, Virtuous Treaty large sword, Virtuous Dignity spear and Virtuous Grief combat bracers -- all get the "Holy Blessing" improvement when upgraded to the maximum level, which gives a 15-20% attack boost when HP is full.
67* ''VideoGame/PathOfExile'' has the Damage on Full Life Support skill gem, which increases the damage of any linked weapon attack skills by up to 49% (or more, if its level is increased beyond 20) while the skill's user is at full health. This pairs well with the Chaos Innoculation keystone, which relies purely on Energy Shield as their life pool as it sets their max life to 1, which means you'll always have 1/1 life while you're not dead.
68* In ''VideoGame/PhantasyStarOnline2'', the Gunner class's Perfectionist skill offers a whopping 20% bonus damage at maximum rank for as long as the Gunner's health stays above 75%. But given that Gunners are {{Glass Cannon}}s whose health drops like a rock after taking a single hit, it might as well be a "do not get hit at all if you want to keep this" skill. Their High Time skill also rewards them with gradually increasing damage for not getting hit while Showtime (which causes the Gunner to DrawAggro) is active.
69* ''Franchise/{{Pokemon}}'':
70** The moves Water Spout, Eruption, and Dragon Energy deal proportional damage based on the user's remaining health. At full power, they can rival the strongest moves in the game like Hyper Beam and Overheat, but they quickly fall off once the Pokémon using them takes a few hits. The move Final Gambit deals damage equal to the user's HP. Works amazingly well if the user has high HP and at full health but if the user is at low health.... Expect minuscule damage.
71** The Multiscale ability halves the damage of any hit taken at full health.
72** The ability Gale Wings grants increased [[ActionInitiative priority]] to the user's Flying-type moves. In ''VideoGame/PokemonSunAndMoon'', the ability was {{nerf}}ed to only work while the user is at full health.
73** The item Focus Sash and, starting from ''VideoGame/PokemonBlackAndWhite'', the ability Sturdy allow a Pokémon at full HP to [[LastChanceHitPoint survive an attack that would knock it out in one hit, leaving it at 1 HP]], whether through [[CurbStompBattle doing more damage than it's max HP]] or from a "OneHitKO" effect. A Focus Sash will break after the protection is used, so healing the Pokémon to full HP again will not allow it survive another hit, while Sturdy will always be in effect allowing a Mon to stay in the game as long as its HP is kept topped off. A tricky strategy involves skill swapping Sturdy onto Shedinja ([[OneHitPointWonder who always has 1 Max HP]]) to make it invulnerable to direct damage -- by always being at full health and now being one-shotted by anything that hits it, Sturdy will trigger each time.
74* ''VideoGame/PrayerOfTheFaithless'': Mia's Guiding Light passive boosts her when everyone's fully healthy:
75--> Always on the lookout for others, Mia is filled with Joy at the end of each turn that the party's HP levels are max.
76* The Exalted God's Horn in ''VideoGame/RealmOfTheMadGod'' grants the user +10 Dexterity (which determines fire rate) as long as their HP is above 90% of its maximum.
77* Enemies in ''VideoGame/SekiroShadowsDieTwice'' regenerate [[BreakMeter Posture]] faster the higher their health is. At full health, almost a full bar will dissipate in seconds if you don't keep up constant attacks. At less than 25% health, Posture won't regenerate at all.
78* ''VideoGame/ShovelKnight'' has the Drop Spark upgrade which, once bought, allows Shovel Knight to flick a long-ranged spark across the ground while at full health. Beating a boss with the spark, which would require you to take down most of its health without getting hit ([[CuttingTheKnot or downing an Ichor of Renewal before the last hit]]), nets you an achievement.
79* ''VideoGame/SlayTheSpire'' had the Runic Dodecahedron, which grants an extra Energy at the start of each turn as long as you're at full HP. This relic was eventually deprecated because it turned out to be too difficult to remain at full HP for long, especially on higher Ascensions (not only are you more likely to take damage at a higher difficulty, but by Ascension 6 you only heal 75% of your max HP and you ''start each run damaged''), so the bonus would often go to waste.
80* ''VideoGame/StarTrekOnline'' has the Superfluous Emitters ability from the Command Specialization tree which gives a 2% damage bonus per team member above 95% health or hull capacity.
81* ''VideoGame/SuperSmashBrosUltimate'':
82** Certain Support Spirits grant increased attack power, movement speed or both while at 0% damage. The [[Franchise/SonicTheHedgehog Super Shadow]] spirit is the only primary spirit to have this as a trait.
83** Much like in all the 2D games in his home series, [[Franchise/TheLegendOfZelda Link's]] forward smash creates a SwordBeam if he's at 0%.
84* In ''VideoGame/XenobladeChronicles2'', Driver Arts are {{cooldown}}-based attacks with a variety of effects. Some of them (such as Rex's ether cannon art Daring Shot, his twin knives art Wind Slicer, or Nia's megalance art Vulture Peck) gain a damage boost of up to 75% (depending on the art's level) if the Driver using them has at least 90% of their maximum health. There are a few Blade Special Attacks that have this effect as well, such as Sheba's level 1 special Dessert Bomb or any of Poppi's specials with a Vital Charge RAM chip.

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