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Fixed Damage Attack

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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.

While this is called an "attack" trope, the main idea is the dealing of fixed changes to combat-relevant stats, so healing counts too.

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.


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    Anime and Manga 
  • In the Nasuverse, Leonardo da Vinci's Noble Phantasm does this in lore. In part by her own brilliance and in part with the help of her glasses and mechanical arm, she instantly picks apart the mechanism of any defense and recompiles her own Noble Phantasm to bypass it, forcefully dealing a fixed set damage that ignores Magic Resistance, defensive Skills and *even defensive Noble Phantasms*. In a setting with as much Conceptual Magic and weird idiosyncratic abilities as the Nasuverse, dealing absolute constant damage is a hell of an achievement. Sadly, in gameplay her NP isn't quite that good, but even there it ignores all "normal" (i.e. not Plot Armor) defense boosts and even outright invulnerability.

    Tabletop Games 
  • 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.
  • Dungeons & Dragons, Deities & Demigods Cyclopedia.
    • American Indian (Native American Mythology) mythos
      • The deity Shakak does 20 Hit Points of cold damage per minute to any creature within 30 yards of him.
      • The thunder bird can cast a lightning bolt up to 300 yards away that does 30 Hit Points of damage.
    • Central American (Aztec Mythology) mythos
      • The deity Huhueteotl can fire a beam of light up to 2 miles that does 50 Hit Points of damage.
      • The deity Tlaloc can use a bolt of lightning as a weapon. It does 40 Hit Points of damage to opponents wearing armor, 30 Hit Points of damage to anyone wearing clothes, and 20 Hit Points of damage to bare flesh.
    • Babylonian mythos (Mesopotamian Mythology)
      • The mace of the deity Druaga does 35 Hit Points of damage per hit.
      • The deity Anshar can fire a beam of darkness up to 300 yards that does 40 Hit Points of damage.
      • Any creature within 10 feet of the deity Girru takes 10 Hit Points of damage per minute.
      • When the deity Ramman is struck sparks will fly, doing 30 Hit Points of damage to any creature within 30 feet. Ramman can cast lightning bolts that 30 Hit Points of damage. Any creature struck by the deity's 10 foot long mallet takes 30 Hit Points of damage.
    • Celtic Mythology
      • In battle, the deity Brigit does 30 Hit Points of fire damage to any creature within 30 feet of her.
      • If anyone abuses a weapon created by the deity Goibhnie, they will be hit by a thunderbolt causing 50 Hit Points of damage.
    • Chinese Mythology
      • The Dancing Sword of Lightning fires a lightning bolt that does 30 Hit Points of damage.
      • The deity No Cha has a spear that does 30 Hit Points of damage per hit.
    • Egyptian Mythology
      • The deity Shu has a fiery aura that causes 25 Hit Points of damage to any creature who touches him (or if he grabs them).
      • The deity Tefnut can throw lightning bolts up to 1,000 yards that do 24 Hit Points of damage.
      • For healing, Geb has a staff that gives Gradual Regeneration of Regenerating Health of 25 Hit Points of damage on its wielder per minute.
    • Finnish mythology (The Kalevala). The deity Kiputytto can cast a sickness that causes 5 Hit Points of damage per minute on the target.
    • Greek Mythology. When the goddess Hera is angry, hearing her harsh voice causes 20 Hit Points of damage to every creature within 50 yards.
    • Japanese Mythology
      • The deity Ama-Tsu-Mara has a 12 foot long axe that does 45 Hit Points of damage per hit.
      • The deity Daikoku's mallet does 20 Hit Points of damage.
      • The deity Susanowo can cast lightning bolts that do 30 Hit Points of damage and his armor does 20 Hit Points of heat damage to anyone within 10 feet.
      • The deity Sukiyomi's pike hits for 40 Hit Points of damage.
    • Newhon mythos (Fafhrd and the Gray Mouser)
      • The deity Kos's broadsword does 50 Hit Points of damage to anyone but him who touches it.
      • The leviathan does 30 points of hull damage per minute to any ship it attacks.
    • Norse Mythology
      • The deity Odin's Rune Wand drains 100 Hit Points from anyone who touches it.
      • The deity Hel can cause 5 Hit Points of damage to any creature just by looking at them. There is an aura of withering withing 90 yards of her that causes 20 Hit Points of damage.
      • The deity Modi has a vorpal blade that inflicts 25 Hit Points of damage per hit.
      • Norse Mythology. Eating one of the apples of Idun cures 50 Hit Points of damage per bite.
    • Sumerian mythos (Mesopotamian Mythology)
      • The deity Enlil can throw lightning bolts that do 40 Hit Points of damage up to a mile away and has a stone axe that does 50 Hit Points of damage per hit.
      • The deity Enki has a small green jade mace that does 35 Hit Points of damage on a hit.
      • The goddess Inanna possesses a small brass axe that does 25 Hit Points of damage.
      • The deity Nanna-Sin has a black axe that does 30 Hit Points of damage per hit.
      • The sun deity Utu can fire beams of light that do 20 Hit Points of damage.
    • 3rd Edition: In regards to healing, the bottom-level "Cure Minor Wounds" spell heals a single Hit Point - a small fraction of any starting PC's hit points, except an unusually Squishy Wizard, but the minimum needed to keep someone from going into a nearly-dying state when applied at 0 HP. Its secondary effect, to stabilize a dying character with no need for a Heal skill test, remains useful for longer, before Rocket-Tag Gameplay sets in.
    • 3.0 and 3.5 Edition had the Metamagic feat Maximize Spell. You cast a spell using a slot three levels higher than the spell's normal level (so, for example, Fireball, which was a 3rd level spell normally required a 6th level spell slot), but in return you automatically get the maximum die-variable numeric effect of the spell. So the previously mentioned Fireball normally dealt 10d6 damage but Maximized automatically dealt 60. There was also Maximize Spell's epic level big brother: Intensify Spell, which caused the spell to automatically get double the normal die-variable maximum effect, so an Intensified Fireball would automatically inflict 120 damage. By the time you could use it, it was no longer relevant.
    • 4th Edition's magic missile was an unusual case: in all previous editions, it was an Always Accurate Attack with no saving throw. In 4th Edition, they made it target the enemy's reflex defense like most spells. Most players didn't like this one bit, so much that they eventually changed it to always hit (no attack roll required) but only do either 2,3 or 5 damage (depending on level) +any relevant modifiers, rather than rolling damage every time like almost every other spell. It was still very useful on minions, as unless they had some force resistance they would always get killed in one hit.
    • 5th Edition’s version of the Marut has an Unerring Slam attack which always does 60 points of force damage, and a Herd-Hitting Attack which inflicts 45 points of radiant damage to everything within a 60-foot cube.
    • The Guardian of Faith spell summons a Guardian Entity which lashes out at any hostile creature that comes within its reach. If the creature fails its save against the spell, it takes 20 radiant damage; otherwise, it takes 10 radiant damage.
    • The Cleric and Paladin can get Beacon of Hope, a buff makes healing spells into this. Under the effects of the Beacon of Hope, any time a healing spell affects something, it heals the maximum amount that the dice could potentially heal with it (a 3d8 healing spell would always heal 24 hit points, 5d8 would always heal 40 hit points, etc). If a Cleric takes the Life Domain, when they reach Cleric Level 17, they get the Supreme Healing passive which always causes their healing spells to do this.
  • The One Ring: Attacks deal a fixed amount of damage that's determined by the weapon, while a Great or Extraordinary success on an attack roll also adds one or two times the attacker's Body score to the damage.

    Video Games 
  • 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 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.
  • 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.
      • Enemies are also affected by this; if on 7777 health they don't go into rage mode, but every action they make hits for 7777 damage. Including area effect attacks (instant party wipe!) and poison affliction (poison is classed as self-inflicted damage, resulting in the enemy One-Hit KO-ing themselves. You'd better believe Speed Running uses this...).
    • 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" and Lady Luck's "Dice" skills in the original release, with almost Game-Breaker results; the International and HD re-releases also caused the accessory to inflict Berserk so that strategy won't work) Another, secret and more obscure attack is Finale, which deals 99,999 damage. One Boss has Lightfall, which inflicts 5,000 to the entire party.
    • 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.
  • Hades: Each weapon has two attacks, a regular and special attack. These always do the same amount of damage without any random elements. The game has buffs from Boons and gifts, but these either add a flat damage bonus or increase all damage by a percentage, ensuring that the amount of damage per attack remains entirely predictable. Subverted if Zagreus takes boons from Artemis, as her Critical Hit mechanic occurs at random.
  • 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: It comes in attacks, and healing:
    • There's a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, Elemental Rock–Paper–Scissors:
      • "Sonic Boom" inflicts a fixed 20 points of damage on anything but Ghosts, who are immune to Normal-type attacks.
      • "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies, who are immune to Dragon-type attacks. Notably, Dragon Rage was the only damage-dealing Dragon-type move in Generation I, making its Elemental Rock–Paper–Scissors effects completely meaningless.
      • "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's Level. Normal-types are immune to Night Shade, while Ghosts are immune to Seismic Toss (after Gen I).
      • "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. Despite being introduced in Gen I, no Pokémon could actually learn the move naturally until the following generation.
      • "Counter" inflicts damage to the opponent equal to double the physical damage the user just took, while "Mirror Coat" does the same thing for special damage. A third move, "Metal Burst", can counter any type of attack but inflicts only 1.5x damage.
      • Gen II introduced "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 (ideally the user). Until Gen IV, it was exclusive to Misdreavus.
      • "Endeavor" is a move introduced in Gen III that reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP). It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon (usually a Rattata) gets struck by an enemy attack, survives with 1 hit point because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HP to 1. Then on the next turn, it uses an Action Initiative move like Quick Attack, defeating its opponent through Cherry Tapping.
      • Gen V brought us "Final Gambit", which causes the user to faint, but inflicts damage equal to however much HP the user had remaining before using it. Funnily enough, it's possible via breeding to have One-Hit Point Wonder Shedinja know this move.
      • When Pyukumuku is KO'd, its ability "Innards Out" inflicts damage to the attacker equal to its previous Hit Points.
    • On the healing side:
      • All games have levels of potion that heal a certain number of HP, so you have to buy larger potions. regular Potion=20 HP, Super Potion=50 HP, Hyper Potion=200 HP, then there's the final Max Potion, which uses Percent-Based Values and heals 100% of the HP.
      • Pokémon Crystal: With the Berries. A regular Berry, restores 10 Hit Points, while the GoldBerry, restores 30 Hit Points.
  • 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 One-Hit Kill 9999-damage Megidolaon hitting the Hit Points Cap, 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 Fire Emblem: The 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 Binding Blade, it automatically took a unit down to 1 HP when it hit. Fire Emblem: The Blazing Blade and Fire Emblem: The Sacred Stones 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 Fire Emblem: 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.
    • The first game in the series, Fire Emblem: Shadow Dragon and the Blade of Light, had no "Magic" stat, and magic attacks didn't take Strength into account. Combined with the fact that the Resistance stat (which reduced damage taken from magic) was practically nonexistent for both enemies and allies, it effectively made all magic into fixed-damage attacks.
  • 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.
    • There are also a couple items that inflict fixed damage to all enemies when used. The Rock Candy, which deals 200 damage; and the Star Egg, which deals 100 damage. (but is reusable)
  • 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.
  • Science Girls!: Multiple, all from Heather.
    • Her Better Slingshot deals a small, fixed amount of damage that can't be block and isn't affected by Damage Reduction.
    • Her Exponential Explosion deals damage based on the Powers Of Two, going up by a power with each successive use, but can have its Damage Reduced, but that DR only does up to blocking around 3 points of damage, for bosses.
  • In Fell Seal: Arbiter's Mark, the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to difference between the Reaver’s maximum and current HP.
  • In Sonic Shuffle, when Amy draws a Special card in battle, she will recieve a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.
  • In Crying Suns, squadrons inflict a fixed amount of damage with every attack. The amount doubles when they attack something that is weak to them in the squadron triangle, or when attacking a Cruiser at close range. Some battleship weapons also inflict fixed damage, while others have variable damage outputs.
  • Transistor: It's the nature of all Functions, a.k.a attacks, such as Breach's base 100 damage, which can be improved by using other functions to upgrade them, but game progression gives enemies improvements to their health and abilities, making the route of progression the exploitation of synergies between functions, instead of just the functions themselves getting stronger.
  • Overwatch: Inverted, such that instead of damage, it's healing, with health packs, which differ from most FPS's packs in that they restore flat values of health, meaning they're more useful for low-max-health heroes than their tankier counterparts because they restore a higher percentage of their health.
  • The Epic Battle Fantasy series: In multiple games from the third game onwards, since the first two had fixed maximum Hit Points for the Player Party of 9999:
    • Epic Battle Fantasy 3: All of the healing items' effects:
      • Kiwi: "Heals an ally for 300 HP."
    • Epic Battle Fantasy 4: After the Battle Mountain update, most healing items' effects:
      • Kiwi: "Heals an ally for 300 HP."
      • Crisps was, "Heals all living party members for 500 HP and 50 MP.", but, post update, was the Percent-Based Values, "Heals all living party members for 25% of their max HP."
      • Chips was, "Heals all living party members for 3000 HP and 300 MP.", but, post update, was the Percent-Based Values, "Heals all living party members for 50% of their max HP."
  • Fable I: Health Potions and Will Potions restore a fixed number of Hit Points and Mana Points, respectively. The Hero has ample opportunity to raise his Health and Will maximums, so, while one potion is enough to top him up at the beginning of the game, he'll be chugging them rapid-fire by the end.

Alternative Title(s): One Thousand Needles


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