Follow TV Tropes


Fixed Damage Attack

Go To

Many games (especially RPGs) feature complex systems for determining how much damage is meted out in combat; the attacker's strength and/or skill, the defender's armor, Elemental Rock–Paper–Scissors... even the Luck Stat may play a part to determine what happens when a character is hit.

But a Fixed Damage Attack ignores all this, and instead causes a fixed, predictable amount of damage each time it is used, regardless of all the normal rules.


The amount of damage is often a very specific, exact number — for example, an Eldritch Abomination might prefer a spell causing exactly 666 points of damage to whomever it is used against. (This is obviously a dire threat to a Squishy Wizard with a maximum of only 700 HP, whereas a Stone Wall with a maximum of 3,000 HP would no doubt brush it off as Only a Flesh Wound.)

Unfortunately, if the player can acquire one of these skills themselves, it will usually become a Useless Useful Spell because many RPG systems give monsters more HP than the players, and the fixed amount of damage ceases to remain useful as the player progresses to stronger monsters — though if acquired very early on, it could also double as a Disc-One Nuke. (It could also provide a One-Hit Kill against the Metal Slime's low HP and impenetrable defense).


As a means of averting this, some systems may link the amount of damage to the user's experience level in some way, allowing the attack to grow stronger as they do. However, it is still exempt from the normal damage mechanics (including Standard Status Effects that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.

Compare and contrast Percent Damage Attack, which is also exempt from normal damage rules. Contrast Randomized Damage Attack, the total inverse of this, where you can't control how much damage a particular attack deals (or have very little control; it also tends to be exempt from normal damage rules), as well as Situational Damage Attack, when you can make an attack stronger by manipulating a certain variable.

See also Scratch Damage and Cap, when a fixed amount of damage occurs for different reasons. Can lead to a Death of a Thousand Cuts.



  • Brave Hero Yuusha: the Mettle Strike "always deals 2 damage."
  • A Very Long Rope to the Top of the Sky: The final boss of the Nightmare Dimension has an attack that does 9999 damage if unblocked, and 4999 damage if blocked.
  • The Dragon Quest series has most spells and abilities working like this, dealing damage in a fixed range regardless of level or the Wisdom stat (though it may be altered by Elemental Rock–Paper–Scissors). All games starting with Dragon Quest VIII factor in a character's magical stats into spell damage, but there are still abilities that work like this.
    • Many old RPGs in general, such as Video Game/Wizardry, had spells deal fixed damage.
  • In Castlevania: Circle of the Moon, the Diana card gives your whip projectiles, but the strength of their attack is unaffected by leveling up. This makes them one hit kills for early enemies and the first boss, but by the end of the game, your normal whip attack will inflict more damage than most of them, although they are still very useful.
  • In many RPGs, characters suffering from the "Poison" status will often receive a fixed amount of damage at regular intervals; this may be a specific number, or a fixed percentage of their maximum HP. In either case, damage from Poison is exempt from the rules governing attacks and defense.
    • Final Fantasy X probably had the strongest Poison, removing 25 percent of a character's maximum HP per turn, guaranteed to kill him in four turns unless healed.
  • The Final Fantasy series is replete with examples, not the least of which is "One Thousand Needles", a Flechette Storm that inflicts exactly 1,000 points of damage every time it is used; it is the signature move of the "Cactaur" (anthropomorphic cacti) species. Often, the player can acquire this as a Blue Magic skill. Stronger versions exist, such as "10,000 Needles" and "100,000 Needles", able to inflict more damage than the player's maximum HP cap.
    • In Final Fantasy VI, "10,000 Needles" is executed as "1000 Needles" 10 times in a row, each usage targeting a random standing party member.
    • Cactrot Rapido in Final Fantasy XI also has the above version of 10000 Needles. 1000 damage per hit is still a heavy amount, but players can band together in large groups (up to eighteen players, in fact; and that's not counting whatever pets, NPCs, or summons that each player can bring alongside them to soak up damage while the humans keep their distance).
    • Final Fantasy IX has several of these attacks usable by the player:
      • Freya's Dragon Crest, which does damage dependent on the number of dragons the player has killed throughout the game;
      • Zidane's Thievery, doing damage based on the number of successful steals, and his Lucky Seven, which does either 7, 77, 777, or 7777 damage if Zidane's HP currently ends in 7;
      • Quina's Frog Drop, which does damage according to how many frogs you've caught, and his/her Limit Glove, which does 9999 damage if s/he has exactly 1 HP remaining.
    • Final Fantasy VI also features the "Step Mine" / "Traveller" Blue Magic for Strago, which inflicts one point of damage for every 32 steps the player has walked from the beginning of the game. (To balance this, its cost is proportional to the player's gameplay hours.)
    • In Final Fantasy VIII, the Bonus Boss Omega Weapon has two attacks that do a set amount of damage. One deals 9998 damage to your entire party, bringing everyone down to 1 HP if they have 9999 health, and KO'ing them otherwise. Another always deals 9999 damage, but fortunately only hits a single target.
    • The Jumbo Cactuar adds insult to injury when performing 10,000 Needles, leaning over the victim before clogging that part of the screen with a thousand "10"s.
    • Similar to the Thievery example above, Final Fantasy VII had a rare status effect (for lack of a better term) called "All Lucky 7s" where any character with exactly 7777 HP would fly into an Unstoppable Rage and unleash a series of attacks that always cause 7777 damage per hit. However, it reduces the player's HP to one after battle. (But if the player is lucky enough to build one character with a maximum of 7777 HP....)
      • Bonus Boss Emerald Weapon had a special attack that hit each party member for 1111 HP for each Materia that character had equipped. With a normal setup, this would be devastating. However, by equipping sufficiently-levelled characters with two HP Plus Materia, they could reach the cap of 9999 HP. And then get hit for exactly 2222 HP. Which leaves them on 7777 HP. Bingo.
    • In Final Fantasy X, two of Rikku's Mixes give this to your party; the Quartet of 9 makes one ally always hit for a minimum of 9999 damage or healing, and the Trio of 9999 does this to everyone currently battling. It won't reduce your power, so if you have a Break Damage Limit weapon equipped, its wielder will continue to hit above 9999. The best uses of this are with Yuna's Pray to fully heal everyone and any attack that hits multiple times, particularly ones like Rikku's elemental gems that are normally pretty weak.
    • In Final Fantasy X-2, the "Cat Nip" accessory caused the user's attacks to inflict a fixed 9999 points damage any time time their HP dropped below half. (It could also combine with the Gunner's multi-hit "Trigger Happy" skill, with almost Game-Breaker results.)
    • The Gil Toss move used by Jugglers in Final Fantasy Tactics Advance. You use 30 gil to attack, and as long as it hits, it'll always to 30 damage, no matter the enemy.
    • The Tonberry's Karma/Grudge move does damage proportional to number of enemies that the target killed (or the number of Tonberries the party killed). The damage tends to scale up to OHKO levels quickly.
    • Multiple Final Fantasy games, starting with Final Fantasy V, feature an ability called Revenge, which does damage equal to the difference between your maximum hit points and your current hit points.
    • The Bomb Summon Magic, a rare drop from Bomb-type enemies in Final Fantasy IV, would deal damage equal to Rydia's current hit points to one random enemy. While somewhat hampered by the fact that Rydia is a Squishy Wizard (thus having low maximum HP and poor defenses, even on the back row), its low cost make it potentially the most cost-effective damage spell in the game.
    • Final Fantasy Tactics has the Drain and Osmose spells work like this, doing a percentage of the target's maximum hit points or magic points respectively as damage (and healing the same amount). These spells work on anything not undead. This includes the final boss.
    • Final Fantasy XII lets you use 1000 Needles. It also has the Esper Zodiark, whose ultimate attack does exactly 50,000 damage and is (oddly) Non-Elemental.
      • The gun weapons from the same game deal damage directly dependent on the user's attack stat, which depends on the gun equipped as well as the ammunition. Measures function the same way, though their attack is low and they give beneficial statuses to whoever they hit, so they're supposed to be used on party members, instead.
    • In addition to regular Cactuars that do the expected moves, Freemium game Final Fantasy Brave Exvius will sometimes have a showcase mission (to show off new units with storyline importance) that pits the player against a high-HP Cactuar that repeatedly only uses 10 Needles. Yes, it only does 10 damage, and the absolute weakest character in the game has over 100 at base. It's Played for Laughs, and said fight is meant to let the player try out the newly released unit for free and thus encourage them to spend resources trying to get it from the gacha.
  • Granblue Fantasy: The Poison status effect, including Damage-Over-Time debuffs act like this trope in the game. Poisoned characters or enemies take a fixed Non-Elemental damage per turn until the debuff expires.
    • Bravely Default has attack items that do exactly this. Their base damage is 500 full-party damage for the weaker variants, 1500 for the stronger, and 5000 single-target damage for one particular item, but certain things can be equipped that will boost them and elemental weaknesses still apply, so one can potentially get them up to 1125, 3375, or 9999 damage (possibly more with additional element-boosting skills).
  • Chrono Trigger has an enemy that does either an attack that does exactly 1 hp of damage, or an attack that sets HP to 1. Especially fun when you face a group of those enemies, each of them either battering you to near-death or flicking you hoping to snatch that last HP.
    • The DS remake adds a bow for Marle that always does 777 damage.
  • The MOTHER series features Psychic Powers (which are the series's magic). These powers are a cross between this trope and Random Number God: they do a fixed amount of damage between a range of numbers, regardless of stats.
    • There's also the Bottle rockets from EarthBound, which do about 120 HP of damage.
  • Pokémon has a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or Elemental Rock–Paper–Scissors.
    • "Sonic Boom" inflicts a fixed 20 points of damage (on anything but Ghosts, who are immune to Normal-type attacks), while "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies.
      • Many a Nuzlocke run has been ruined by the Axew in an early cave in X and Y that comes equipped with Dragon Rage. Many mons the player will have at this point will be unable to take more than one hit from Dragon Rage (if any).
    • "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's Level, although Normal types are immune to Night Shade and Ghosts are immune to Seismic Toss.
    • "Psywave" is a strange one: It inflicts a randomly selected amount of damage ranging from 50% to 150% of the user's level, regardless of all other factors, against anything but Dark types who are immune to its element.
    • "Super Fang" is a Percent Damage Attack.
    • "Nature's Madness", the Signature Move of the Alola guardians, acts like the aforementioned Super Fang. However, using the Tapu's Z-Crystal, the move is upgraded from doing 50% of remaining health as damage to 75%.
    • "Shadow Half" from Pokémon XD: Gale of Darkness acts like Super Fang, but it hits everyone on the battlefield, even the user.
    • "Pain Split" divides the user's and opponent's HP equally between them, thus functioning as a Life Drain for whichever Pokemon has the lower HP (hopefully the user).
    • "Endeavor" reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP).
    • The Fifth generation adds "Final Gambit", which causes the user to faint but inflicts damage equal to however much HP the user had remaining before using it. If you teach this move to Shedinja, you're a freaking idiot.
  • Persona 3 has a Fusion Spell, available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the only way, that one can even beat the Bonus Boss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
    • There's also Bonus Boss Elizabeth's 9999-damage Megidolaon, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)
  • Shin Megami Tensei IV has Michael of the Four Archangels as a DLC demon and he has one of the nastiest skills in the game, Fallen Grace. This move deals exactly 666 points of almighty damage to all enemies!
  • Digital Devil Saga 2 has Seth and his Desert Wind attack, which leaves its target with 150 HP before forcing them out of the fight.
  • The Lightning Sword in Fire Emblem Gaiden and its remake Echoes is effectively this, with a massive 15 Mt... but it doesn't take its user's own Attack into consideration at all. It's fantastic in the early game, but loses value as you gain more Attack and your enemies gain more Resistance, which reduces the Lightning Sword's damage.
    • The Light Brand in Binding Blade works this way, dealing a fixed 10 damage when used as a ranged attack. This was hardly useful, but it was the only way for the player to have a sword user deal ranged damage.
    • The long-range dark magic attack, Eclipse, has a fixed damage rate. In the sixth game, it automatically took a unit down to 1 HP when it hit. Later games toned it down so that it dealt damage equal to half the unit's current HP (rounded up if it was an odd number).
    • Crossbows in Radiant Dawn have Might values far surpassing any other weapon, but deal damage equal to that without taking the user's Strength into account. This makes them somewhat shaky choices overall, but incredibly potent against enemies weak to bows, as weapon effectiveness bonuses triple a weapon's effective Might, not its total damage.
  • In RuneScape, Nomad posesses one attack that inflicts damage equal to your maximum HP - 1. So if you're at full health, you survive with just one HP; anything less and it's an instant kill.
  • Super Mario RPG contains an attack called "Geno Whirl" which, if properly executed, will always cause 9999 damage to all non-boss (plus Exor) enemies in the game. Oddly enough, the highest HP user in the game only has 8000 HP, making this attack almost humorously over the top.
  • The rarity-5 enemy yari in Touken Ranbu always deals fixed damage regardless of your sword's level or leadership stat. Add to that its ridiculously high speed, which allows it to almost always attack first, and the yari class's ability to bypass troops and you have a nightmare on your hands.
  • Xenosaga uses this in Episode III, against Citrine, Jr's "sister", a boss you fight on the Durandal. One attack dropped all targets' HP to exactly 666. The next attack does - you guessed it - 666 damage exactly. If the enemy boosted after the first attack, well, kiss your ass goodbye.
  • In Lufia: The Legend Returns, there are several of these attacks:
    • Amon uses an attack that deals 666 damage. It's highly unlikely that you'll have that much HP at this point of the game.
    • Several opponents use attacks that will leave you at one HP. One of these will also poison you. And no, you don't have enough equipment at that point of the game to protect everyone against poison.
    • Your characters can learn several attacks that remove a percentage of the opponent current HP. One of these halve the opponent HP. And those attacks works on any boss as well.
  • Jade Cocoon 2: A particular tree of Earth attacks, while intended to break a specific Earth shield spell, will do a set amount of damage to unshielded targets. The higher the rank of the attack, the greater its damage. This is useful against Divine Beasts with very high Defence stats, since it guarantees consistent damage output, but is much less so in situations where any other attacks, which have the potential for critical hits or would do more damage anyway, are more effective.
  • Last Scenario has a mushroom Palette Swap with a "One Thousand Spores" attack, a clear Final Fantasy series Shout-Out.
    • There's also the Slap spellcard attack, which hits for 1 damage. Useless in combat, but great for snapping allies out of Sleep or Berserk without doing too much damage to them.
  • In its Spiritual Sequel Exit Fate, a certain boss has the spell "Annihilation Ray", which always deals 5000 damage (which is more than your characters are expected to have at any point of the game), regardless of defense or buffs, and can be avoided only by the Status Buff 'Blink'.
  • In Breath of Fire I, all spells and dragon transformations deal a fixed amount of damage, though this amount can be modified by elemental weaknesses and critical hits. An item you get early on in the game, the Earth Key (E. Key), always deals 30 damage to a group of enemies.
  • In Breath of Fire II, the special attack "Chop Chop" always does 25 damage. It's gained late in the game, but since it ignores enemy defense enemies that normally only receive 1 or 2 damage from any other attack are all instantly killed by it since the ones with the highest health only have 20 health.
  • In Tales of Vesperia, Patty's Card The Gamble and Janpai spells do a varying amount of fixed damage based on what cards or mahjong tiles come up, the most painful being the combinations with the highest point value.
  • Wild Arms 3 has this in form of Dark Luceid, a spell that does a fixed amount of damage for every elemental resistance the enemy has. Usually deals pitiful damage given that enemies rarely have more than one elemental resistance (there are eight in total), but then, some Bosses just pile on Resistances...
  • XCOM: Enemy Unknown gives the psychic soldiers under your command the starting ability "Mindfray", which deals a meager 5 points damage—but it always deals them (unless the enemy is immune or practically immune to psychic powers), which in a game where the Random Number God hates your guts is a godsend when you absolutely must finish off an enemy before the end of your turn. Grenades and rockets also do fixed damage in their area of effect.
  • XCOM 2 has very few weapons that deal guaranteed damage, making explosives much more devastating: grenades and rockets do variable damage to targets, but always do the maximum amount of damage at the center of their area-of-effect.
  • In World of Tanks, a tank that is set on fire starts rapidly losing a fixed amount of health based on its maximum health. Fire damage is the same no matter how the fire was started, but the damage slowly lessens as the fire is put out, and quickly using a consumable fire extinguisher stops any further damage.
  • The Harry Potter and the Chamber of Secrets Game Boy Color game gives us Aragog (or rather his fangs as Aragog himself is part of the background) who has an attack that deals exactly 80 damage regardless of your defense.
  • Metal Gear Ac!d's Cyborg Ninja card deals exactly 50 damage to any target. This is instant death to any enemy in the early game, but still very handy for taking out cameras later on.
  • Mega Man X: Command Mission has the Bonus Boss, Ninetails, who has a move called Nine Fragments which does 999 damages per hit nine times, adding up to 8991 damage.
    • The game's attack items work like this as well; Mega [element] items deal 500 elemental damage to one enemy, while Ultra [element] items deal 750 to all enemies. Strangely, the version of these items used by enemies don't follow this and can potentially hit for higher damage.
  • Bog in Elemental Story has a skill which deals exactly 77 damage to its target and upon evolving, gaining another skill which deals exactly 777 damage.
  • In Sushi Striker: The Way Of Sushido, Hohten's Stick Chop always deals 500 HP of damage, with it increasing by 100 each time Stick Chop is improved. The way this game scales HP with progress through the game, Stick Chop's damage becomes increasingly weak, and would be rendered ineffective by mid-game, if not for the fact that Stick Chop will deal its assigned damage regardless of any defensive or disruptive effects in play (even Stealth Striker, which causes all other attacks to pass through the user).
  • Wargroove: Sedge's groove always deals 35% damage to all targets no matter how damaged the target or Sedge is.
  • Weapons in Apocalypse World and most RPGs Powered by the Apocalypse have fixed harm ratings, meaning that they do a deterministic amount of damage each time they are used. That said, dice rolls can affect the damage output, since good rolls let players increase their damage output or decrease damage taken, but this is not a direct consequence of the dice roll itself, but rather something the players pick themselves from a list of available additional effects.

Alternative Title(s): One Thousand Needles


Example of: