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A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1note  points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment.
Description of the magic missile spell, Dungeons & Dragons

Any attack with an absolute, guaranteed 100% chance-to-hit (alternatively a skill that grants this condition to an attack). This can be a valuable tool against certain targets who are otherwise difficult to actually land a strike against, but will usually involve a tradeoff such as:

  • Lower-than-average damage compared to other attacks.
  • Requiring complete concentration and not being distracted or attacked.
  • Requiring the target to be marked first.
  • Requiring the target to be within a certain range or line of sight.
  • Requiring immobilization or becoming vulnerable to attacks.

In addition, the attack can still be blocked or neutralized before it hits the target.

See also Improbable Aiming Skills, No Saving Throw, Puppet Gun, and Homing Projectile. Contrast Projectile Spell; where a spell effect can be dodged, and Powerful, but Inaccurate.


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    Anime & Manga 
  • Chainsaw Man: When attacking automatically, the Gun Devil's bullets strike the head or heart of individuals that fit its target criteria.
  • Tou Sengyoku from Hoshin Engi has a stone-shaped Paope called Gokoseki which will always hit its target, causing the victim to make a ridiculously dramatic face. Only Yozen was once able to redirect it using an attack-repelling Paope, Kongensan.
  • In Jujutsu Kaisen, any attack launched by a competent Domain user inside of their own Domain will always hit. However, while the attacks can't be avoided, the targets can still try to mitigate the damage once they connect.
  • In Kenichi: The Mightiest Disciple, Ryuuto Asamiya has an open palm strike he refers to as "Gungnir", as it always hits its target and cannot be blocked or dodged. The reason for this is that he has the eerie ability to almost perfectly predict the movements of his opponent, thereby ensuring this strike will always hit. It's why he got the nickname "Odin".
  • In Kuroko's Basketball, Midorima's shots, if left unimpeded, will always reach the hoop with nothing but net. Even from the other side of the court. And due to the high arc of the shot and Midorima's own tall height, it's rather difficult to interfere with the shot even if you see it coming.
  • The Sharingan from Naruto grants a special eye-based attack called Amaterasu, which engulfs whatever the user looks at in black flames. Even worse, the flames last 7 days and nights, and can only be stopped with a sealing technique. It's not perfect, as the flames seem to burn fairly slowly and most of the people hit with it in the series are able to counter it before being injured too badly. You can also still dodge it if you're so fast your opponent can't even keep their eyes on you.
  • Vander Decken in One Piece has the Devil Fruit ability to "mark" a person he's touched so that any object he throws, it will always propel itself to hit the mark, and a thrown object will follow its mark indefinitely until it hits something — either its target or something big enough to block it. However, he can only have two people marked at the same time (one for each hand).
  • YuYu Hakusho: Kaname Hagiri, codenamed "Sniper", whose territory allows him to throw any object to hit its mark with lethalnote  force. Anything he throws becomes a homing missile until it either hits its target or is blocked or otherwise stopped. This effect even extends to trucks.

    Card Games 
  • In Lunch Money, you can "grab" someone, which by itself does nothing. If they play an "avoid" card, they get out of it, but if they don't have it (or for whatever other reason decide not to play that), your next attack is unblockable.

    Comic Books 
  • One of the stated properties of Darkseid's Omega Beams is that they track their targets unerringly across space and time, and always eventually hit what Darkseid intends to hit. Except when they don't, but even then they always seem to hit someone.
    • In Justice League Unlimited, Darkseid even remarks that Batman was the first person to ever dodge his Omega Beams (granted, by throwing a Mook into the way).
  • The Saint of Killers in Preacher wields supernatural six-guns that never miss, never run out of ammo, and always inflict a lethal wound. They were forged by Satan himself from the sword of the former Angel of Death, explaining their unusual properties.
  • Minor villain Kid Twist from Runaways can hit any target he's seen and his bullets follow their victims like heat-seeking missiles. He arrogantly thinks this makes him invincible... until he meets an enemy that just shrugs off bullets, and he suddenly realizes how completely screwed he is.

    Fan Works 
  • Imaginary Seas: Chiron's Noble Phantasm, Antares Snipe, acts as this. Akin to Zoe's arrows, the constellation Sagittarius fires a "comet shot" on Chiron's command with tracking abilities to always strike its target. While it's lacking in destructive power, its unerring accuracy makes it a valuable tactical asset, such as when he uses it to paralyze his Lostbelt counterpart.
  • Hellsister Trilogy: Darkseid's Omega Beams cannot be dodged. He always and automatically hits whatever he wants to hit. In the final battle he's facing several Kryptonians and speedsters, and neither of them is fast enough to even try to dodge them.
  • Kerny Kermans Journal has the pink slime. No one knows what it is, only that it can appear suddenly and strike at any time.

    Films — Animated 

    Films — Live-Action 
  • Parodied in Grindhouse Planet Terror; the hero guy never misses. As he lies dying, his girl is sobbing over him begging him not to leave her alone. He pats her belly and says she won't be; he never misses.
  • The unnamed protagonist in Hero (2002) has an attack that will not miss its mark if he is within ten paces.
  • Zorg demonstrated a variant in The Fifth Element with his special ZF-1 gun: After shooting a target once, a "replay" feature can cause every subsequent bullet to strike the same target, regardless of the direction in which it was fired.
  • Looper: Loopers use special blunderbusses because as long as you're within 10-15 feet of the target, you can't miss. This is particularly useful for them, because they simply stand at a location where they know their target is about to appear. Beyond that range, the weapons are virtually worthless.
  • In the Lethal Weapon series, while Riggs is the crazy badass ex-special forces soldier, whenever Murtaugh loosens his neck before carefully lining up a shot with his revolver, he'll have unerring accuracy.
  • Kate: The protagonist claims she hasn't missed a shot in twelve years. She does miss a handful of times across the movie; but then she is both actively dying and hopped up on stimulants to delay the same.

  • Blood Sword tests successful hits by rolling 2 six-sided dice against a hero or enemy's Fighting attribute. At sufficiently high levels, your heroes, barring the Enchanter, will reach 12 Fighting and be able automatically hit.
  • Fighting Fantasy's early days had gamebooks outside of the fantasy genre. In a few of those such as Freeway Fighter, you get a vehicle with rockets that automatically hit and kill their target. Even in a few of the fantasy-based books, your character might be able to find an explosive that they can lob at enemies and the explosion automatically hit.
  • GrailQuest Book 4 has Pip trapped in ancient Greece. There he can still meet the Poetic Fiend who's carrying a crystal-bladed knife. This knife automatically hits and kills its target but breaks with just one use.
  • Sagard the Barbarian from Gary Gygax has a similar example with th4 Fire Darts in Book 2. When thrown they hit automatically and kill the target instantly. But each can only be used once.

  • Fiamma of the Right from A Certain Magical Index has "The strike that reaches everything when swung". It reaches the target without any speed, meaning it cannot be dodged. It was even able to hit an Academy City Kill Sat, even though Fiamma had no idea where it was!
  • Downplayed in The Lion, the Witch, and the Wardrobe, where Father Christmas remarks of the bow he gives to Susan that it "will not easily miss"; indeed, she does win an impromptu archery contest in a later book, though by that time her own experience may be a greater factor.
  • In Fred Saberhagen's Book of Swords series, this is Farslayer's stated ability: Throw the sword with a target in mind and Farslayer will fly unerringly towards that target, no matter how far away, and strike him down. The drawback to this is that it's a one-way trip, leaving Farslayer there for anyone to pick up and use.
    • And yes, "the person who just killed my friend/love/relative" is an entirely legitimate target for Farslayer's power.
  • Ripple from Magical Girl Raising Project has the ability to always hit her target with anything she throws. And unless the projectile is completely destroyed, the pieces will continue chasing the target.
  • The Arabian Nights/D&D-style fantasy novel Red Sands uses this with a twist when the protagonists acquire a magical bow from an efreeti. Arrows fired from the bow will "never miss and always slay"... somebody they're not pointed at, as it turns out. This quirk actually saves one of the heroes who happens to accidentally be right in the line of fire when one arrow is loosened, and is put to creative and this time deliberate good use in the climactic last fight scene of the story.
  • In the gamebook series Blood Sword because the combat rules have your characters roll against their skill in attacking (a roll of equal or lower than your skill means a success), your characters (except the Sorcerer) can reach a high enough experience level that they will NEVER miss their attacks even without a magic weapon. Unfortunately there are quite a few enemies who are equally skilled and your character will be taking damage each round, unless you elect to dodge that turn.
  • In Sunday Without God, this is Alice's special ability, "Buzzer Beater," which allows him to hit any target with perfect accuracy, no matter how improbable.
  • In The Thebaid, the arrows of Diana never fail to strike their target, even in the hands of a boy with his bow squaring off with herds of human prey.
  • The Heartstrikers: When Julius is looking for a weapon, he finds the cursed sword Tyrfing, which never misses its mark. He's familiar with it from knife-throwing competitions when he was younger. His brother is pissed.
    Justin: That's how you beat me? I knew you cheated!

    Live-Action TV 
  • The Huntsman in The 10th Kingdom has a crossbow that, when fired, will always pierce someone's heart. The queen gave it to him in a deal — all he had to do was close his eyes, turn around a few times, and fire once at random. (He killed his own son from several miles away.) In the final battle, he tries to shoot Wolf, but the crossbow is knocked upwards, and the shot goes through a skylight. He gains the advantage during the ensuing melee, meaning he's on top of Wolf when the bolt comes right back down...

  • This ability is one of the properties of the Norse god Odin's spear Gungnir.

  • In Doom (Zen Studios), for the sake of simplicity, all of the eight weapons the Doom Slayer can wield will always have 100% accuracy and will deliver a direct hit every time a lane marked with the word "shoot" is shot.
  • In The Flintstones, if the player has the Bowling Power-Up, the next time you bowl at the Bowl-O-Rama is a guaranteed strike.
  • The Missile Attack in Spy Hunter will always spot a letter in AGENT GK when it is hit.

    Tabletop Games 
  • Dungeons & Dragons
    • 1st Edition Deities and Demigods Cyclopedia.
      • Celtic Mythos: Goibhnie, the god of blacksmithing, makes weapons that never miss. Morrigan has two spears that never miss.
      • Central American mythos. The god Xochipilli's attacks don't miss.
      • Chinese mythos. The goddess Tou Mu has a bow that never misses an opponent within 100 yards.
      • Egyptian mythos. The god Apshai's bite never misses. Bes, the god of luck, never misses with his attacks.
      • Greek mythos. The goddess Aphrodite can damage opponents just by waving her hand. The goddess Athena never misses her targets. While the goddess Tyche is looking at a creature with only her right eye, the creature will always hit any target it attacks.
      • Hindu mythos. The goddess Ratri can give an angry look that does damage automatically. The god Tvashtri has a device that fires beams that always hit their targets up to 300 yards away.
      • Melnibonean mythos: Arrows of Law will always hit a chaotic creature. The demigod Haaashastaak always hits with his bite.
      • Nonhuman deities. Corellon Larethian has a bow that never misses.
      • Norse mythos. The god Forseti's sword always hits any opponent who has lied in the last 7 days or is chaotic. Thor's hammer Mjölnir never misses when thrown. When firing his bow the god Uller's bow never misses targets less than 200 yards away.
      • Sumerian mythos. The goddess Inanna can aid warriors by making sure they never miss an attempted hit.
    • 3.X Edition Deities and Demigods: greater deities are treated as always rolling the maximum possible value on attack rolls: i.e. natural twenties every time. In D&D, if you get a natural twenty on an attack roll, you automatically hit, regardless of what your total attack roll actually is. In other words: greater deities always hit. Now throw in the fact that the "maximum roll" rule also applies to damage rolls...
    • Some spells simply always hit (Magic Missile is the poster child for this in all editions, including the 4th post-errata), and many others will still have at least a reduced effect on the target even on a nominal miss (successful saving throw in 3.x and earlier). In addition, the True Strike spell grants a massive accuracy bonus to your next attack, enough that any attack which already had a chance of hitting becomes an automatic hit (unless you roll a 1).
      • 5th edition maintains Magic Missile's perfect accuracy (that is, you don't even need to roll to hit, only for damage), instead including a Highly Specific Counterplay: The Shield spell (which primarily increases AC between turns) notes that the caster takes no damage from Magic Missile.
    • 5th Edition’s version of the Marut always hits with its slam attacks, and always does a flat amount of damage with them. It doesn’t let players save to reduce the damage they take from its Blazing Edict ability, either.
  • Flamethrowers in Warhammer 40,000: Everything under the template automatically takes a hit, the template doesn't scatter (unlike blast templates used for explosive shells) and no cover save is allowed.
    • With Flamer and Blast templates being done away with at the beginning of Warhammer 40,000's 8th Edition, Flamers and many similar weapons were changed to simply skip the hit roll step and move on to the wound roll as if every shot had rolled a successful hit. This made sufficiently powerful flamethrower-type weapons effective anti-air, among other weirdness.
  • In Warhammer, the Blade of Darting Steel causes all attacks made with it to hit automatically. Of course, this is not the same as every attack wounding or penetrating the enemy's armor or magical defenses.
  • Possible but very expensive in GURPS. "No Roll Required" causes the attack to succeed automatically (so long as doing so is logically possible) and "No Active Defense" causes any success to hit automatically. With "Ignores DR," you can just erase the target's HP.
  • Powers with the Perception modifier in Mutants & Masterminds always connect, but still allow the target to make a saving throw. The inverse is the No Save modifier, which forgoes the save, but causes it to only do Scratch Damage, or the most minimal effect possible.note  Of course, even if you have both of these modifiers on a power, your opponent can still negate your attack with a counter.
  • Exalted: Perfect attacks automatically hit unless the enemy uses a perfect defence. The best known is the Solar Archery Charm "Accuracy Without Distance". (Of course, enemies use a lot of perfect defences in Exalted, but the option is still there anyway.)
  • BattleTech
    • Streak missiles are guaranteed to score a hit with all missiles if they can lock on to a target. If they don't lock on, they don't fire at all — the weapon won't produce heat, won't expend ammo, and is considered unused that turn. Typical missiles may miss their entire salvo altogether, or only hit with part of their salvo count, so Streak launchers are extremely efficient. The downside is that they are more bulky and expensive. Like all missile weapons, Streak missiles can be shot down by an anti-missile system, potentially destroying all the missiles in a given salvo. Any unit without one, however, can do nothing but weather the damage and avoid being targeted next turn.
    • The Targeting Computer is a special weapons acquisition system that when installed, allows a Mech, vehicle, or aircraft to hit its intended target with nigh-on accuracy no matter what weapon it's equipped with. This makes it one of the most valuable pieces of equipment when obtained and has the potential to be a Game-Breaker in its own right.
  • Chess and Checkers are probably the most famous examples of games where, once one piece is in position to attack another, the attacker always wins.
  • Every attack in Sentinel Comics: The Roleplaying Game hits automatically, with the only roll needed being for damage. The one exception to this is if a player has hinders on them that cancel out their damage roll.
  • Dead of Winter: By default, attacks against zombies always kill the zombie; the only question is whether the player character is injured in the act. Special cases like Elite Zombies and Player Versus Player introduce the risk of failure.
  • Lancer: The Ushabti Omnigun, which is built into and exclusive to the Pegasus frame, cannot miss, cannot be dodged, and its damage cannot be avoided or reduced in any way, the gun explicitly overriding all other rules in the system that would say otherwise. As a balancing act, the Omnigun fires only once per turn, and only deals Scratch Damage. Also, by the game's own rules it doesn't count as an 'attack' and therefore cannot trigger any of your talents, alternate ammo, or sources of bonus damage (like the Pegasus' hunter lock ability) — essentially, the Omnigun reduces one opponent's HP by one each turn and nothing else. This makes it amazing at shutting down mooks, but less so against anything else.
  • Zero from Archangel Entertainment may eventually have your Hive Mind rebel face off against Queen Zero, the ruler. She has a number of unique abilities including one that's explicitly described as My Rules Are Not Your Rules. That is Queen Zero has every skill in the game including ones for combat and automatically succeeds because she rolls against 0 using a pair of 6-sided dice. The only reason why she tests for success rolls is to see if she can land critical successes. So in fighting her to the death, your only chance of survival is strong armor everywhere and landing massive hits on her first.

  • Der Freischütz: Caspar has a gun with magic bullets he gained from a Deal with the Devil Samiel. The bullets never miss, but the seventh one is controlled by Samiel. In an attempt to buy more time before his soul is collected, Caspar gives the gun to Max, who is entering a hunting contest as an Engagement Challenge for the right to marry Agathe. Samiel agrees to collect Max's soul instead after he makes the seventh bullet kill Agathe. However, when Max fires the seventh bullet, the powers of goodness make the bullet kill Caspar instead.


    Video Games 
  • Baldur's Gate III: Magic Missile will never miss its target as long as they are in range. Since it is a Level 1 spell that can hit multiple targets reliably in a game where health operates on Critical Existence Failure, the spell continues to live up to its reputation of being Boring, but Practical.
  • In Everhood, the second incinerator, accessible only in the New Game Plus after beating the Cat God, will repeatedly spam one in its second pattern. There's no way to avoid the walls of flame closing in, and you will die to it, which is needed to access the "Yellow Doll" and "Alone" endings.
  • Blue Archive: ** For student Skills, if the attacker's Accuracy stat exceeds the target's Evasion, said target cannot evade it unless their hitbox is outside the selected area. An inversion can happen from the fact that AOE attacks can miss even if the target's hitbox is in the skill’s radius, due to the Accuracy-Evasion difference being in favor of the latter.
  • Smackdown vs. Raw 2008: Dirty wrestlers have the ability to shove the referee into their opponent, and while it is possible to dodge this, the ref will indeed run in the same direction as the opponent, as though he wants to smack into them.
  • Plants vs. Zombies: Battle for Neighborville: The 80s Action Hero has the Can't-Miss-ile, which locks onto any enemies previously tagged by the Action Hero's shots or failing that, the closest available target.
  • Pokémon:
    • Moves such as Aura Sphere, Swift, Aerial Ace, Feint Attack, Magnet Bomb, Shadow Punch, Magical Leaf, and Shock Wave always strike the target, although they can also be negated by Elemental Rock-Paper-Scissors or the moves Protect and Detect. Since the second generation, attacks that involve moving out of range before striking (Fly, Dig, etc.) can also be used to avoid these attacks. In addition, the anime shows these moves missing like any other move when a Pokémon dodges.
    • "Lock-On" and "Mind Reader" ensure the next attack will hit, even if the target uses Fly or Dig, though the target can still defend itself.
    • The move "Vital Throw" is always accurate with the trade-off of having decreased priority, executing slower than the opponent.
    • The "No Guard" ability grants this status to any move its user performs ... and any move that gets used against them. Interestingly, this does allow it to hit (and be hit) whilst out of range during the wind-up of moves like Fly and Dig.
    • In Generation VI, Poison got a buff that makes it so if a Poison-type Pokemon uses the move Toxic, it will always land regardless of the situation, even if the target is out of range. This also caused a glitch that allowed Poison-types to have any move hit with perfect accuracy if Toxic was used in the same turn (e.g. if Oranguru uses Instruct to make the Pokémon use Toxic prior to their regular attack), though it was fixed in Pokémon Sword and Shield.
    • Roar and Whirlwind also got buffed in Generation VI, ignoring accuracy checks as well as Protect, Detect, and Spiky Shield, in exchange for lower priority.
    • Thunder and Hurricane bypass accuracy checks in the rain; likewise, Blizzard bypasses accuracy in a hailstorm.
    • Z-Moves, introduced in Generation VII, are not only extremely powerful but also bypass accuracy checks to always hit. They even hit through moves like Protect, albeit at 25% of their original damage.
    • Snipe Shot zigzags this trope; while it still has an accuracy check, it ignores any and all effects that redirect attacks like Follow Me and Storm Drain.
  • Fire Emblem:
    • Fire Emblem: The Sacred Stones: The Sniper class has the Sure Strike skill, which ensures a 100% accurate hit if it activates. Unfortunately, this skill tends to be unneeded, as your Sniper characters would have high hit chance anyways, and even worse if it activates when an enemy Sniper attacks your characters.
    • Fire Emblem: Awakening has the Hawkeye skill, which can stack with Luna+. Of course, those skills are exclusive to enemies on Lunatic+.
    • In Fire Emblem Engage, all Engage attacks are guaranteed to hit regardless of the target's Avoid, or whether or not Chain Guard or Bonded Shield are active. There's also the Surge/Elsurge tome, which has a perfect hit rate but can only be used in close combat.
  • Final Fantasy:
    • In many games in the series, magic is always successful on targets with "Invisible" status — even Useless Useful Spells. For Final Fantasy VI in particular, even Contractual Boss Immunity cannot protect against this, making it a Game-Breaker of a bug.
    • Various games have the Excalipoor weapon. On one hand, it only inflicts 1 HP worth of damage with each attack. On the other hand, it always inflicts 1 HP worth of damage with each attack. Which is pretty useful when you must hit a monster that has absurdly high defense and evasion, or when you absolutely must inflict a certain status effect (via landing a Magic Sword skill).
    • Rosa in Final Fantasy IV has Aim, which makes her bow and arrow attacks always hit.
    • Final Fantasy V brings back "Aim" as a Ranger skill that can work with any weapon. Another Ranger skill, the Rapid Fire command, grants 4 always-accurate attacks per weapon on random targets for half damage, and it ignores the target's defense.
    • Final Fantasy V also introduced the Blue Magic Goblin Punch. The spell does about as much damage as your basic attack, but never misses, can't be blocked, and strikes for the same damage from the back row. As it's free to cast it's a handy replacement for your Blue Mage's regular attack so you can keep the low-accuracy Squishy Wizard safely in the back row.
    • There's also the recurring Blue Magic Cactuar spell 1000 Needles, which always hits for 1000 damage. Great for enemies with really high defense.
    • Final Fantasy VI has the Sniper Scope artifact, which supposedly gives the Fight command 100% accuracy. However, a bug in the original SNES version causes the game to use Magic Evade in place of Physical Evade when calculating hit rate, meaning that it in fact does nothing. This bug was fixed in subsequent rereleases. Certain magic spells like Meteor and Ultima will always hit the target regardless of said target's evasion stat.
    • In Final Fantasy VII, Vincent's Sniper CR rifle has a hit rate of 255%. This can be combined with the Deathblow materia, which halves the hit rate in exchange for double damage, for a double-damage attack that always hits and can be combined with support materia that let it steal HP or MP, etc.
    • In Final Fantasy VIII, the gunblade used by the hero Squall Leonhart has maximum (255%) accuracy even for its most basic model. This means that Squall never misses with it, even while affected by the Blind status effect. Selphie's final weapon upgrade also gains this property.
  • Final Fantasy Tactics: There are a few Jobs that makes use of them, along with status effects ensuring them.
    • The Squire's Dash/Rush ability has a Success Rate of 100%, and doesn't trigger offensive Reaction abilities (like the Monk's Counter), but it comes with the downside of dealing random damage that's determined by multiplying the user's Physical Attack with a number between 1 to 4. It's particularly useful against enemies that have high Evasion - like Thieves and Ninjas - and even more so if the user's Physical Attack was also repeatedly raised via Accumulate/Focus.
    • The Archer's Support ability, Concentration, allows units to ignore their target's Evasion stat whenever they attack or use their abilities on them, although it won't always guarantee that they'll connect - Concentration doesn't actually affect the accuracy of it's users' attacks.
    • If an enemy is put to Sleep or is Stopped, all attacks made against them are pretty much guaranteed, as the afflicted enemy in question won't be able to dodge them. And in one of the game's less fair moments, a pair of assassins have entirely unique instant kill abilities and a long-ranged, Stop-inducing move with 100% Success Rate, during an escort mission.
  • Final Fantasy Tactics Advance: Featherblow and Take Aim are skills that do half the damage of a normal attack, but with 100% accuracy. Both moves are also in Final Fantasy Tactics A2, but since standard attacks are 99% accurate by default they're nearly useless.
  • Granblue Fantasy:
    • The Mirror Image buff allows enemies to dodge normal attacks, spells, and charge attacks. But the player's Summon Calls will always remove this effect (negating the enemies' 100% evasion) and deal damage to them. Additionally, the damage from Summon Calls completely ignores the enemy's dodge rate.
    • Super Ultimate Bahamut has access to a buff called "Godsight", which ensures its attacks and debuffs will always land in spite of any buffs/debuffs that would affect their chance to hit, for the latter half of the raid.
  • In Last Scenario, attack spells note  cannot miss, but can't hit critically either. As well, there is the late-game spellcard "Slap". It executes a physical attack which cannot miss and always deals 1 damage. It's useful for snapping allies out of status effects like sleep without dealing too much damage to them.
  • The default magical attack with mage staves in Dragon Age: Origins always hits the target, regardless of the defenses. The defenses do, however, affect how much damage is soaked. And the staves cannot score critical hits.
  • Breath of Fire:
    • Breath of Fire III features several teachable attacks that never miss, but do very little damage.
    • In Breath of Fire IV, Scias's "Shining Blade" is a critical hit that never misses (but can be parried)note , while the "Target" skill is a half-powered strike that cannot be parried (or miss).
  • In Runescape, Korasi's Sword and the Dark Bow have special attacks that always hit.
  • Super Robot Wars: the "Strike" buff ensures 100% accuracy for the unit that uses it for the next attack or the rest of the turn, depending on the game. "Attune" does the same thing except one unit casts it on another. Though "Alert" can allow you to dodge anyway.
  • In many Roguelikes, beam-like attacks will hit everything in their path, which often includes things like dragons breathing fire and poisonous gas.
  • Dungeon Crawl has the level 1 spell Magic Dart, which Wizards and Conjurers start with. It has great range, but with an absolute maximum of 8 physical damage, it's a waste of time against enemies with armor.
  • Etrian Odyssey IV: Legends of the Titan: The Sniper's Snipe attacks always connect, even against enemies with sky-high evasion, and inflict one of three types of binds. Leg binds, in particular, ensure that all attacks used on the inflicted are effectively Always Accurate Attacks - useful in the series in general, but especially in this game thanks to said high-evasion enemies.
  • World of Warcraft:
    • The Glyph of Divine Accuracy increases the chance to hit with Smite by 18%, high enough for it to always hit under normal circumstances. Discipline priests attack with Smite to grant themselves the Evangelism and Archangel bonuses and Smiting an enemy will heal an ally for the same amount, but they can still be primary healers. Consequently they don't care about hitting with any other spell, and don't want to waste a lot of gear on improving their hit rating for one spell.
    • As of Mists of Pandaria, a similar ability is automatically granted to all healing classes, limited to the couple damaging spells each specific class has. Since it is useful for the healer to attack in some situations, this finally allows them to do so reliably, without having to waste stats on +hit rating that is useless to healing.
    • In the Pokémon-like pet battle system there are many attacks that are marked as having 100% accuracy, although this can be reduced by status effects and other modifiers. Some units therefore have a laser attack with 200% accuracy, ensuring that it should always hit in normal circumstances. Similarly, there are some pets with abilities that should allow their next attack to always hit. However, there are plenty of shenanigans that the opponent can pull to avoid these regardless.
  • One of the SOS Cards in Toontown Online will make all of the other gags used in the same round as it hit. There's also an inversion, another SOS card which causes all of the Cogs' attacks for that round to miss.
  • Battle for Wesnoth has attacks with the Marksmanship or Magical properties. Such attacks will always have a certain accuracy rating no matter what the target's evasion value is. Very useful for enemies entrenched in terrain favorable to them (like Elves in forest tiles).
  • In Thunder Force V and VI, there is the Free Range. What it does is that it makes a green, wireframe conical shaped area from the character (that can be aimed), and if anything steps into the green area, they are fried by an instant-hit laser that never misses. (Even better if you have three Attack Drones active, as all three will fire too).
  • Arc Angle has the player character's "weapon" which is twofold. Similar to the Free Range example from Thunder Force V (which inspired it), the player projects a conical area that can be aimed. Any enemy shots within the area will start being converted into holy bullets, although it takes time depending on the size/power of the cone. Once they turn into holy bullets, they home back in on the sender with perfect accuracy.
  • Starting with Sonic Adventure, the Sonic series has the homing attack, where it will cause its user to zero in and strike a nearby enemy with a midair Spin Attack. Sonic has had this move in all of the 3D games and some of the recent 2D games.
  • Mega Man 4 has Toad Man's Rain Flush, which will hit you if he gets to use it. Emphasis on if, as one hit on him and the attack's cancelled. When you get his ability, it allows you to hit all enemies on the screen including shielded ones, making this an Always Accurate Unblockable Attack.
  • Rockman 4 Minus ∞ has the Wish Star Adapter. The attack involves Mega Man and Rush attacking various parts of the screen in a lightning-fast pace. The downsides are the low damage and that Mega Man can only use it once.
  • Disgaea 2 turned this trope into a character class, the Rifle Demon, commonly called the Baciel. Their attacks always hit, even against characters with high speed or critical HP Ninja (who get insane dodge rates when under 25% HP). Disgaea 3 possibly broke this wide open by turning this trope into an equippable item, the Naive Glasses (due to the fixed "Heat Seeker" specialist inside of it).
  • Soul Nomad & the World Eaters had this as a room, but, like the Pokemon example up top, it came with the massive drawback of being unable to dodge enemy attacks.
  • While virtually all spells in Kingdom of Loathing are guaranteed to hit, regular attacks and skills which amplify attacks can miss if the enemy has high enough defense. The exceptions to this rule are the Turtle Tamer skill Shieldbutt, which makes your attack unblockable, and the Seal Clubber skills Thrust-Smack and Lunging Thrust-Smack, which will always hit if a 2-handed club is equipped.
  • In the classic Doom series, the Arch-Vile's flame blast attack will always hit you if it maintains line of sight to you for the duration of the attack sequence. You can only avoid it by breaking line of sight before the actual attacknote  happens, or by stunning or killing the Arch-Vile first.
  • Heavy Weapon has your Nukes, which hit everything on the screen. However the enemy also has one: Havanski Atomic Bombers drop A-bombs that, if not destroyed before they hit the ground, are a One-Hit Kill on you regardless of where you are on the screen or the strength of your Deflector Shields!
  • Tales Series:
    • Tales of the Abyss features "Mystic Cage", Jade's first Mystic Arte. All enemies, regardless of their position on the battlefield, is encased in a sphere of pure magical energy, which explodes and damages all of them.
    • On a general note, the Mystic Artes throughout the series are with few exceptions, guaranteed to at least connect with the enemy that's the user's current target. Also, some spells strike the entire battlefield and/or freeze the action when they go off, which makes avoiding damage from them impossible outside of using invincibility or being immune to their element.
    • The recurring spell Photon (and its darkness-based equivalent Dark Sphere) will always hit whatever it's aimed at.
  • Many of the Navi chips and some program advances in the Mega Man Battle Network series will hit your opponent without fail and because they stop time, also require preemptive action to be defended against.
  • The Resistance series has the Bullseye weapon, where after tagging an enemy, all subsequent bullets will always hit it, even if it is behind covernote .
  • Take too long to defeat Hyperion in Einhänder and it will charge up and use a Wave-Motion Gun so huge, it turns the whole screen white. Oh, and it destroys you no matter where you are on the screen.
  • PlayStation All-Stars Battle Royale has characters with variants of this such as Heihachi, Spike and PaRappa. Regardless of any circumstances, these Level 3 Super Moves will wipe out every other character in play. Of course the drawback to this is that characters like Kratos and Sackboy can get two kills per player if they are skilled enough with their Level 3 Super.
  • In Star Wars: Knights Of The Old Republic, thrown lightsabers will always hit for full damage. When combined with their long range, fairly low Force cost, and good damage, the attack makes almost all boss fights pitifully easy - simply run in circles while constantly throwing the saber.
  • Shin Megami Tensei:
    • Shin Megami Tensei III: Nocturne has every buff and debuff skill. Dante's Rebellion and Bullet Time attacks will also always hit their targets with no way to dodge them, regardless of if it's you or your enemies.
    • Devil Survivor and Devil Survivor 2 have the auto skill Marksman, which turns all physical attacks for the user's team into this for a minimal MP cost in the initial releases and no cost in the 3DS remakes.
  • In Perfect World, magic-based attacks never miss, which makes the accuracy stat fairly useless to magic classes. This is somewhat balanced out by the presence of some monsters who are completely immune to a specific elemental magic, or even all magic.
  • The Strike Badge effects in Mario & Luigi: Dream Team. Hit the touch screen icon, blast one or more enemies with an unavoidable bolt of lightning. There are also some enemy examples...
    • Like the Robo Drilldigger's initial energy ball attack. Luigi doesn't raise his hammer in time regardless of what you do, so he gets hit anyway. It's set up so you then get taught how to heal, as well as how to block the attack correctly afterwards. Thankfully, the attack can't KO you (even if your HP is down to almost nothing) despite the fact that it normally drains about 1/3 of your HP, as it's really just a cutscene to set up the rhythm mushroom tutorial.
    • Pi'illodium's self destruct sequence is this, if you fail to defeat it before the timer runs out. The explosion that occurs on his next turn is completely unavoidable for all characters. Depending on your HP, it'll either be a Taking You W Ith Me for him or a Pyrrhic Victory for Mario & Luigi.
  • The Super Peach Castle boss in Mario & Luigi: Bowser's Inside Story has an 'unavoidable attack' that's called this by name. It's a giant laser blast that sends Bowser into a black hole behind him, and it's probably used so the player has to at least figure out how to escape said black hole at some point in the battle.
  • In ShellShock Live, Dead Weight/Riser and the Bounder line home in on an opponent after a certain point after being firednote , and Earthquake simply hits every opponent at the same time.
  • In a similar fashion to the Doom example, the Shambler's lightning attack in Quake will always hit unless the player can put something between it and them.
  • Techs in Chrono Trigger always hit. Which is why the Metal Slime enemies will always go first and always lock all techs and items immediately: otherwise they would be far too easy to kill.
  • Evil Islands: All offensive magic works that way (though it doesn't necessarily have to deal damage). That's why most enemies wielding it have less hp than other monsters in the area. It's also the reason why Kharad's spear is so powerful.
  • Path of Exile has the Resolute Technique keystone skill, which gives you 100% accuracy, but sets your crit chance to 0%.
  • Mass Effect: Charge-type attacks such as those used by the Vanguard can only be avoided by enemies who die or are thrown away by a force the attack lands. They cannot be dodged.
  • Most spells in Dominions are projectiles with varying precision, but some have a precision of 100, meaning that they never miss. Some examples include:
    • Soul Slay, which is instant death for characters that fail a saving roll.
    • Incinerate, which has No Saving Throw, ignores armor, and deals enough damage to normally kill infantry in one shot unless they're fire resistant. However, it requires 3 levels in fire magic, which means any unit that can cast it is already a Person of Mass Destruction.
    • Frozen Heart, which like Incinerate is an Armor-Piercing Attack with No Saving Throw, but only requires a single level in water magic to pull off (although the damage level is lower), making it a perfect candidate for a Spam Attack.
  • In Telepath Tactics, Mind Blast cannot be dodged. This makes it useful for dealing with assassins.
  • In Fallout 4, one can make Critical Hits occur by filling up the critical bar. When triggered, the player's attack WILL hit the enemy in the intended spot, even if the enemy ran behind cover that would otherwise block the attack.
  • The MechWarrior series of simulators set in the BattleTech universe features the Streak short range missile, a guided missile launcher that are guaranteed to hit its target - and will perform some ridiculous maneuvers to do so - at the cost of requiring a lock and weighing more than standard SRM launchers. Mechwarrior Living Legends is the only game where they are not perfectly accurate due to more realistic missile tracking limitations, but they gain the ability to be dumbfired. Streaks were particularly ridiculous when first introduced in Mechwarrior Online, where they would always hit your center torso, the most vital part of your Humongous Mecha.
  • Manafinder: The Manablast spell does medium AOE damage, but it never misses, making it useful against mobs with high evasion. The Nuke spell is an even stronger version with the same properties, but higher manastone cost.
  • Darkest Dungeon: The final form of the Final Boss has a very frustrating attack where it uses its tentacles to devour a character whole. This cannot be avoided, cannot be blocked, cannot be protected via Death's Door, and it's a One-Hit Kill. The good news? It only uses said attack twice- when it reaches 2/3 and 1/3 of its health, and you get to choose which hero to sacrifice to it.
  • Magic and Soul Breaks in Rakenzarn Tales ignore evasion points. The trade-off is they can't score a Critical Hit and any resistances the foe might have still come into play. There are a few physical attacks that can ignore evasion to a degree or altogether, which will usually be specified in the attack's description.
  • Overwatch: Solider: 76's ultimate, Tactical Visor, will always target enemies that are within line of sight. Enemies, however, can take cover behind obstacles or shields.
  • Beam weapons in FTL: Faster Than Light never miss the target. The trade-off is that shields will absorb their damage without breaking, except for the Federation Cruiser's artillery beam, which pierces through all shields.
  • In Paladins,
    • Lex's ability, In Pursuit, fires a volley of shots at the closest enemy near him with perfect aim, but each shot does lower-than-normal damage.
    • Lian's Grace ability fires a shot while she's dodging that will strike the nearest enemy.
  • Every spell type in Nexus Clash includes at least one spell that cannot miss, though these are always balanced by being less powerful and more expensive than conventional spells.
  • X-COM
    • XCOM: Enemy Unknown
      • Area of Effect attacks are usually always accurate: grenades, Blaster Launcher rockets and Collateral Damage will always hit exactly where the UI indicates. In the final mission, Rift is similarly always accurate.
      • With Mayhem at Colonel rank, Heavies turn the first salvo of Suppression into an always-accurate shot that deals reduced damage.
    • XCOM 2
      • Damaging psionic attacks like Soulfire, Null Lance and Volt will always hit, though certain non-damaging effects can be resisted, such as a mind control attempt only making the target panic or become disoriented.
      • Like in Enemy Unknown, grenades and heavy weapons always hit the exact point you call out. ADVENT forces exploit this — ADVENT MECs won't even touch their gun until they exhaust their micro-missile launcher unless they get a flanking shot or from high ground.
      • The Grenadier class skill "Hail of Bullets" will always hit, but it uses a whopping 3 ammo per shot when the default magazine size on their Cannons is 3, and it cannot crit under any circumstances.
      • "Shadowfall" is a once-per-mission action with the Shadowkeeper pistol that never misses. If it's a kill shot, it'll also put the shooter in Concealment.
  • Iron Marines: One of Nexus' attacks in his final phase is a Life Drain that hits all your units on the battlefield and cannot be avoided. This puts you on a timer as well since each phase of the fight is a glorified Escort Mission, and said escortee is affected too.
  • On account of the fact that there are no Evasion or Accuracy stats in Undertale, all of your attacks are always accurate and the only thing you can affect with the QTE when you attack is how powerful your attacks are, unless you completely neglect to press any buttons during the QTE, that is, in which case the game registers your attack as a "miss"... On the other hand, the monsters you're attacked by use Bullet Hell patterns, giving you a fair chance at dodging all of their attacks. This is all flipped on its head by the final boss of No Mercy route who exploits the lack of Accuracy and Evasion stats in order to evade all of your attacks and has one sneaky attack pattern that's completely unavoidable.
  • In Dota 2, while normal projectiles and most spells can be disjoined by evasion or some other spell like teleportation, some spells can't be disjointed at all until it either hits the target, or at least the target's last location due to either disappearing off the map or dying. Note that in the latter case, the spell may reacquire its target when he respawns (usually through buybacks) before hitting his corpse. Some good examples of such spells are Skywrath Mage's Arcane Bolt and Lich's Chain Frost.
  • The Zero/One Keyblade in Kingdom Hearts Re:coded has the Targeting Scope clock ability, which makes it so that your regular attacks will damage your locked-on target regardless of whether you actually hit or are even close to them.
  • Phantom Doctrine: In this Turn-Based Tactics game, it is a core mechanic that every attack is always accurate, and this goes for the enemy as well as for you. There is one caveat: high enough awareness can let you dodge a bullet. That is, one bullet: if the weapon is a single shot weapon like a handgun or sniper rifle, you’re fine. If it’s a sub machine gun, assault rifle or light machine gun, you technically can dodge it, but you can’t get enough awareness to dodge all the bullets, so you’re taking quite a bit of damage. The proper balance between guaranteed damage, high damage and range is very important to manage. Also, you’re probably going to get shot a few times.
  • Iratus: Lord of the Dead: The Headhunter, being an undead with heads on their belt and not on their neck, has a Mark Target skill that causes them to automatically attack the position they marked on their next turn with 100% accuracy. Note that it can still fail if the opponent has a stack of Block, which can block any single physical-based damage skill once.
    • The Skeleton can also upgrade their base Armor-Piercing Attack to never miss.
    • The werewolf can upgrade their two-hit combo to never miss.
    • Most importantly, there is a magitech eye artifact that prevents the undead using it from ever missing. The only drawback is that it takes up one of the undead's two precious artifact slots.
  • Might and Magic: The Implosion in the Ernothian trilogy. Most of other single target spells fall into Projectile Spell category that can be evaded, making you waste your mana if they miss. Implosion instead deals damage directly after targeting it and only thing that can negate it is complete immunity against air magic damage. Unusually, this spell also deals rather good damage. Mass Distortion is also an example, on top of being Percent Damage Attack.
  • Ratchet & Clank: While weapons with auto-targetting property or even lock-on mode can miss, the Tesla Claw from the first game will hit enemy without fail if it is in the weapon's range. When the enemy is killed it will automatically redirect its arc to next available target (if there is any), and its gold version can even split the electric arc to strike two enemies at the same time. The Spitting Hydra/Tempest from Ratchet & Clank: Up Your Arsenal is also guaranteed to hit the enemy it is locked on, as its locking mechanism works a bit differently from standard lock-on mode upgrade.
  • Shantae: Risky's Revenge: The Druids in Hypno Baron's lair have a long wind-up attack that will always hit Shantae no matter where she is in the room, since the attack comes from a portal right above her head.
  • Bloons Tower Defense: The Sniper Monkey's attacks will always strike their target, even if the Sniper is wielding a fully-automatic rifle. Additionally, many towers such as the Ninja Monkey and Wizard Monkey have upgrades that cause their projectiles to seek the bloons on their own, even if the bloons have moved out of the tower's range.
  • In Xenoblade Chronicles 3, the Chaotic Memory accessory allows a character's Arts to always hit regardless of the target's Agility and Block Rate, as long as it's cancelled into. However, they still don't work on enemies performing perfect evasion Arts, and the need to cancel into it means enemies with high Block Rates can interrupt your character's auto-attack, which prevents cancelling, forcing you to wait until an auto-attack isn't blocked or equip an Auto-Balancer.

    Visual Novels 
  • Fate Series:
    • Fate/stay night: Lancer's spear Gae Bolg has the ability to always pierce the heart of the enemy. "Always" meaning the result (heart pierced) is already set and the cause is created after that, even if it has to involve reality warping. It has the caveat that really lucky people can Screw Destiny and get away with merely getting hit somewhere non-fatally, which conveniently includes everyone the weapon is ever used against. It is also possible to avoid it by getting out of range before Lancer thrusts it. The thrown version, meanwhile, is more powerful but also lacks the reversed cause and effect: It cannot be dodged because it's a seeking missile, but it can be blocked. Archer employs a shield proof against all missiles against it, which fails to block it completely but allows him to survive it.
    • Fate/hollow ataraxia:
      • Archer has Hrunting, the sword of Beowulf, which he modified into an arrow. When used as a sword, it seeks the opponent's blood to find the optimal path to slash them. When fired as an arrow, it seeks the target's blood and it will continue to pursue the target, even if is parried, repulsed, or avoided, for as long as the shooter keeps aiming at them. The only way to avoid it is to break Archer's concentration or kill him before the arrow lands.
      • Bazett Fraga McRemitz has Fragarach, a flying sword similar to Gae Bolg because it reverses time to always pierce the opponent's heart. However, it only has this effect if it is used as a Counter-Attack against the opponent's strongest attack. If it is used as a regular attack, it becomes an ordinary projectile.
    • Fate/Grand Order:
      • Sir Tristan of the Round Table wields the many-stringed magical bow Failnaught, which, true to its name, fires homing arrows that hit their target without fail. It is said the only way to avoid it is to move out of its range or jump to another dimension. As a result, he rarely bothers aiming at the enemy or even firing the bow properly at all, instead playing the strings like a harp.
      • King David has Hamesh Avanim, the sling and stones he used to defeat Goliath. Drawing on his story, the first four stones he launches are warning shots, but the fifth one never misses.
      • William Tell, meanwhile, brings in his Apfel Schiessen, that "never misses" with no regard for causality in a very similar way to Gae Bolg. And if the attack does miss somehow, it lets him activate a second Noble Phantasm called Zweite Schiessen with an even stronger version of the exact same effect, as a nod to the spare bolt he was saving to murder the man who got him in the original William Telling mess. This is not a man who fails to hit his target. However, in his battle with the heroes, Lakshmi Bai weaponizes her incredible bad luck to make all his arrows hit her instead of her allies, as she is tough enough to survive them.
      • Calamity Jane's Noble Phantasm, Space Dead Man's Hand, is a recreation of her lover Wild Bill Hickock's death. No matter where she fires her bullet, even if she is standing in front of her opponent, the bullet will swerve until it hits them in the back of the head.
  • The Feint attack in Fleuret Blanc will almost always hit; the exception is if it comes up against Parry, in which case its accuracy will be determined by a difficult Quick Time Event.
  • From Dies Irae, the inescapable attack is Eleonore von Wittenburg's signature ability. However it is not something that chases its target nor is it an explosion that expands without limit. Rather, it is described as making escape impossible from the get-go like being trapped in a narrow tunnel. This is exemplified with her Beri’ah which creates an endless land of flames which scorches her opposition and leaves them completely without any chance for escape. This is also why she is able to beat Wolfgang Schreiber who would otherwise completely evade any sort of attack made against him regardless of speed or accuracy.
    Eleonore: Something can only truly be inescapable when the notion of fleeing is impossible to begin with.
  • Science Girls!: Heather's Better Slingshot deals un-reducable, unavoidable low levels of damage, to all enemies.

    Web Originals 

    Western Animation 
  • One episode of The Dragon Prince has Claudia use a spell to enchant a ballista bolt to fly unerringly into the body of a dragon that is attacking a human enclave.


Video Example(s):


Toad Man

Toad Man is one of the eight robot masters from the fourth Mega Man game. His special weapon is Rain Flush, unavoidable acid rain that is summoned when he starts dancing. Defeating him gives Mega Man his weapon. (Gameplay done by Skyward4d) (

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Example of:

Main / FrogMen

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