No-Selling in video games.
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- The Doomwood saga of AdventureQuest Worlds features super-badass undead abomination Vordred, whose main schtick is being immune to light-based magic, the main means of Paladins and others to destroy the undead, rendering them utterly screwed — for this reason, he is known as the "Paladin Slayer". It is learned during the final showdown that Vordred's armor of skulls is how he can No Sell light-based magic, and when Artix blasts the armor apart with the spirit power of his entire undead army, defeating him finally becomes possible by means of pinning down his Shadow form using Artix's own Shadow so that he can no longer regenerate.
- The Xenomorph in Alien: Isolation is almost completely unaffected by most weapons at Amanda's disposal. Even a shotgun blast to the face only stuns it for about a second. The only truly reliable weapon against it is the flamethrower. However, use it too much, and it eventually starts to become more prone to just power through it for the One-Hit Kill, or outsmart you.
- Assassin's Creed: Revelations has a rare heroic example: When the Assassins under Abbas try to use Assassinations on Altaïr, it only hurts him, but doesn't One-Hit Kill him like when he does it to others.
- Asura's Wrath uses this often when a new enemy is first introduced; expect the first punch to the face to always do nothing. The second massive punch, usually coming after Asura becomes even more pissed off, usually causes some damage, much to the shock of the enemy. And then you unlock the Obliterator Gauge.
- In Batman: Arkham City, in the "Joker's Carnival" special challenge, the Joker participates. He's immune to your takedown moves.
- The Battle Cats has some units that have the ability to be immune to some abilities such as Knockback, Slow and Freeze. This is also Downplayed with [Ability] Resist, which can only be found in Talents, which only decrease the effect of the ability on the cat (reduced distance travelled for Knockback, reduced duration for everything else).
- In BlazBlue, any being that exists outside of the logic can No Sell any attack that isn't from Magic, Sorcery, Ars Magus, Ars Armagus or Nox Nyctores. This was how the Black Beast was close to invincible, as not even nuclear weapons could dent its hide, and weapons created outside of logic had to be made as a result just to defeat it.
- Castlevania games: Castlevania: Symphony of the Night has the Iron Shield, which grants the player small times of invincibility upon the said shield getting hit. Also, the Alucard Shield when it's ability is activated. It damages enemies at a fixed amount, heals the player at the same time, and grants the player 3 seconds invincibility for each enemy or projectiles that hits the shield until the MP runs out.
- In CAVE games with a True Final Boss, if you fire a Smart Bomb while fighting said TFB or otherwise gain invincibility, it will raise a shield to protect itself from any and all damage until your bomb's effect ends.
- Characters in City of Heroes with high enough defense can no sell anything, making a "soft capped" defensive build extremely valuable. Negating attacks is also the hallmark of several endgame Destiny powers, which (in addition to serving as a massive Status Buff) also allows you to no sell an attack for the entire league. (Clarion negates controls, Rebirth can heal through almost anything, Ageless can counteract slow and endurance drain effects, and Barrier just makes you Nigh Invulnerable). The rarely seen "Phase Shift" effect also allows you to become completely immune to everything, but prevents you from affecting anyone but yourself.
- In Company of Heroes, under the game's in-built penetration rules, there is a percent chance for a shell to bounce harmlessly off the armor of a vehicle, dependent on the gun's penetration value (a separate thing from it's power) and the target's armor. Infantry weapons such as rifles and machine guns are, as you'd expect, harmless against armored vehicles.British Infantry: We can't hurt that!
German Grenadiers: Okay! Wasting ammo!
American Rangers: Fire your rifles! We can distract them at least!
- Dark Souls has Poise, which if high enough, allows the player to fight with less of a chance of recoiling from heavy damage. Havel's armor is renowned for ensuring it's wearer not give a single shit about taking a Greatsword +15 to the face.
- Deus Ex: Human Revolution:
- The player can pull one of these by not getting the biochip "upgrade". When the game's resident Dragon Lady tries to shut you down using the backdoor installed, you can just stand there and grin as she has a very small Oh, Crap! moment.
- Several individuals are unaffected by the CASIE Aug, or at least savvy enough to figure out when it's being used on them. Specifically, "Quinn" of the Missing Link DLC, who -immediately on your choosing a persuasion option- will chide you and say he knew you had a CASIE mod as soon as it was activated. If you persuaded him earlier in the DLC, he'll even go so far as to say he was entertained by making you think your "clumsy" attempts at persuasion had been effective.
- In the sequel Deus Ex: Mankind Divided, as in Human Revolution, some characters are immune to the CASIE aug.Det. Montag: Turn that shit off! I've been a cop for thirty-five years. You don't think I can spot someone trying to pull that social augmentation crap on me? I swear to God, another false move like that and I will shoot you!
- In addition, heavy enemies in mech suits are immune to Adam's takedowns, and will punch him silly if he tries. You have to hit them with an EMP to disable their suits first.
- In Dishonored:
- Daud is Marked by the Outsider in the same way as the player character, which renders him immune to most of your abilities (and vice versa). Even upgraded sleep darts, which drop anything else in the game in under a second, don't even make him blink. This has the side effect of meaning that his is easily the most awesome fight in the game.
- The Torturer is a lesser example; he doesn't have the Outsider's Mark, but is an Outsider-worshipper and thus practices a form of magic that grants him resistances to quite a few of Corvo's powers and abilities (though not to the same extent as Daud).
- Daud himself has to contend with this when battling other Outsider-empowered individuals in the game's two DLC campaigns (namely Billie Lurk (who isn't Marked but apparently gets Mark-level powers and Contractual Boss Immunity due to being simultaneously empowered by both Daud and Delilah), a dream version of Corvo, and Big Bad Delilah).
- Granny Rags also has the Outsider's Mark, but she's not immune to sleep darts, Bend Time, or Possession. However, she is immune to Rat Swarm. The rats won't even try to attack her, and then she'll command them to attack you.
- Emily can't be harmed by anything Corvo does. The only time the game Hand Waves this is by telling you she's immune to Possession if you try to use it on her.
- Dishonored 2:
- The Crown Killer is immune to anything that knocks normal enemies unconscious. You can try as much sleep darts, chokeholds, stun mines, and nonlethal aerial assassinations as you want, and she'll just get right back up each time.
- Breanna Ashworth can't be choked or possessed, and can dispel Mesmerize.
- The hero Bristleback in Dota 2 basically works on this principle, albeit only for damage done to his back/sides. He gets massive damage reduction to all damage not taken by his front, which, combined with his high HP pool and items increasing his armor and strength, make a farmed Bristleback almost impossible to kill. He also has the best turn rate in the game, making it easy for him to block damage.
- Dragon Age:
- In Dragon Age: Origins Awakening, a number of talents permit temporary invulnerability, most notably the sword-and-shield warrior's Carapace and the Legionary of the Dead rogue specialisation's Strength of Stone (which can be upgraded to also make you immune to magic). With sufficient stacking of powerful equipment you can even arrange total invulnerability to one or both without using those talents, but that's generally considered a little excessive.
- In Dragon Age II, a blood mage during Act I tries to mind-control Hawke. If Hawke is a mage him-/herself or has the Templar specialization, s/he promptly no-sells her spell (otherwise, another mage in the party must intervene). Also, siding with Janeka during Legacy will result in her trying to bind Corypheus to her will. He blocks the spell before he's even fully awake.
- In Dragon Quest VIII, the hero character is completely immune to curses of any kind. Because he's already cursed.
- In the series, the Kaclang spell turns the user into a steel statue, making it unable to act but also immune to any attacknote . Among monsters, it's mostly used by gargoyles.
- The Elder Scrolls
- Throughout the series, this is a power of Atronachs, a type of unaligned lesser Daedra which are essentially the Elemental Embodiments of the elements they represent. The most common are the Flame (also known as "Fire"), Frost, and Storm varieties. Others include Air, Flesh, Iron, and Stone. They are completely immune to magic of their respective associated element and, in some cases, can even absorb it to increase their health/power.
- The Thu'um shout "Become Ethereal". It's meant to make you temporarily invulnerable (and also harmless) so you can escape, but if you just don't wanna deal with a hostile crowd and rush through you can use it too. It will negate all harm to you, including fall damage. This gives it the added Mundane Utility of being able to easily get down from high places.
- The ultimate armor perks Deft Movement and Reflect Blows, requiring a 100 skill level in light and heavy armor respectively. Deft Movement is a traditional no sell giving you a 10% chance to ignore a melee strike. Reflect blows is exactly what it says on the tin, a 10% chance to return melee damage back to sender. It's hilarious to see a giant or dragon die from trying to hit you.
- Some bosses in Elemental Story can outright nullify any damage if the player fails to string up combos more than a specified amount.
- In the Fallout universe, power armor is supposed to imbue to the wearer against lighter small arms, and does so in the first two games. In other games it only gives Armor Class (makes you harder to hit), high damage resistance and Strength (more HTH damage, can wield heavier guns and carry more weight). It gives nothing specific when it comes to critical hits. With the right perk, you can do a lethal critical hit with a thrown flare. Which could normally deal only one HP damage. Even without this perk, you could still do a lucky hit, and blind your opponent. Same for various robotic enemies (or party members), especially in Tactics, but also in essentially all of the other games in series. Small, non-AP rounds will generally do nothing to robots... and certain organic enemies, unless you hit their weak spots.
- An endgame craftable syringe, "Unstoppable", in Far Cry 3 lets you temporarily No Sell everything. It lets you walk through machinegun fire, tank RPG missiles to the face, and shrug off tiger claws like they're nothing. Considering all the other possibly-supernatural stuff going on with Rook Island...
- In Fell Seal: Arbiter's Mark, several classes learn counter abilities that allow them to dodge all attacks of a certain type without fail. Templars get "Evade Attack", Fellblades get "Evade Magic", and Duelists get "Evade Skill". Theres also the "Mirage" buff, which lets the character infallibly dodge the next attack to target them, and the "Barrier" buff, which negates the next status ailment they would suffer.
- In terms of actual gameplay, Final Fantasy has this all over the place.
- Due to the Elemental RockPaperScissors mechanic that the game has, occasionally an enemy will be straight-up immune to attacks with a given elemental affinity. In some circumstances, this will allow enemies to ignore even Limit Breaks from either magic casters or Summons, occasionally to the surprise of the player.
- In almost every game, mid-top tier equipment and accessories will grant full immunity to different elements or status effects (the most notable being the recurring Ribbon accessory, which nullifies most - if not all - status effects in most iterations), allowing a player with careful planning to pull this on bosses.
- Final Fantasy IX: Characters learn Equip-abilities, which remain active through every battle. Several of these are status-effect related (Body Temp, Antibody, Locomotion), and grant perpetual, permanent immunity to their respective status effects (Heat/Freeze, Poison/Venom and Slow/Stop, respectively), allowing you to render many of the game's nastier status effects ineffective. Knowing which ones to equip is essential for late-game bosses.
- Final Fantasy X: The Nul-(Element) spells learnt by Yuna grant (current) party-wide immunity to attacks of that element, until hit by such an attack. And they stack (in the sense that you can be immune to all 4 elements at once). Needless to say, they're a tactical boon in several boss battles (most notably, Seymour Omnis).
- Final Fantasy Tactics - The Golem summon blocks physical attacks for three rounds and the Samurai's Blade Grasp reaction ability negates physical attacks (and makes the character virtually untouchable at high Brave levels).
- Fire Emblem:
- Several installments feature the Nihil skill, which when equipped on a unit disables the combat skills of any opposing unit. Seeing as later bosses tend to wield the really quite broken mastery skills, it's virtually a mandatory skill for those characters whom you intend to use to kill bosses near the end of the ninth and tenth, especially the Black Knight (who himself has it in Radiant Dawn). There's also the Parity skill, which disables skills and nullifies terrain bonuses on both participants in a fight.
- Fire Emblem: The Sacred Stones has Great Shield, which is given to Generals whose high defense means they'll no sell anything that isn't strong against them. Great Shield takes care of them.
- If you do zero damage with an attack, you get the words "No Damage!" In the 7th, 8th, 10th, 11th, 13th, and 14th installments, this is accompanied by a little *clink* sound. 6 and 12 have a much more satisfying *clang!*.
- In Forsaken Chronicle, Gage Novus completely ignores everything Kierryn throws at him in their showdown. Then he does the same thing to Exie. It takes a cheap shot Kamehame Hadoken from Connor to finally bring Gage down. In 5, Shinya does this to Connor in Connor's chapter of the story. However, one power up from Bluebird's love for Connor and the situation gets reversed.
- Galactic Civilizations: A common tactic during a war is to raid enemy freighter runs, thereby cutting off their economies. The Galactic Privateer building renders you totally immune to this, so when someone grabs the Conflict Ball the only trade routes you risk losing are the ones that are already directed towards that civilization.
- Gears of War's Lambent Berserkers magnify the already extreme toughness the regular Berserkers possess to the point of No Selling any attack. The balance this, however, they take the same amount of damage as a regular Berserker on fire if any attacks are aimed at the chest cavity, and only when it's exposed (which can only happen when it's charging, which already is dangerous).
- In Granblue Fantasy, the "Unchallenged" buff serves as this, it nullifies all the next amounts damage dealt by an opponent to your characters once.
- In the Grow games:
- In Grow RPG if the hero find both part of the panda suit he will have 999 points of defence and resist every attack, too bad he fall asleep just before he fight the final boss.
- In Grow Maze, the kid will attempt to fight a hairy cyclop with a sword, but it won't hurt him at all and he will just gets mad.
- On Legendary with the right skulls turned on in Halo (particularly from Halo: Reach onward), the stronger enemies will be practically invincible. Sniper rounds? Rocket launchers? Please.
- In the first Heavy Gear adaptation, armor penetration was actually one of the things considered by the game's damage engine (a modification of the MechWarrior 2 engine, which lacked it). This meant that a suitably large, heavily armored Gear could bounce weaker shots reliably. Unfortunately this made machine guns effectively worthless after the first tier of upgrades, since the player could shoot at a medium Gear all day and come no closer to damaging its armor even after several dozen direct hits. Up at the heavy weight class, even the head armor of a Gear could deflect machine gun fire. This ultimately made the massively armored, slab-sided Mammoth invulnerable to anything less than a heavy autocannon burst—its armor was so stupidly thick that it could afford to ignore any weapon without at least 140 millimeters of penetration, meaning otherwise reliable standbys like the medium autocannon or light rocket pack couldn't penetrate the Mammoth's thick armor to damage it. This was changed for Heavy Gear 2, where a machine gun, given enough time and ammo, would eventually nibble even the mightiest Gear to death.
- You can invoke this in Iji. When you press the use button right as you get hit you still get damaged, and you get flung the normal distance, but you look like you are ready to drink a cup of tea once the explosions wear off. It's called "Teching", and is sometimes used for accessing hidden areas.
- In Chapter 17 of Kid Icarus: Uprising once Pyrrhon takes control of the Aurum, Viridi decides that the Godzilla Threshold has been crossed and drops a Reset Bomb on the Aurum control ship. In an earlier chapter, a Reset Bomb was shown to be powerful enough to wipe out several warring nations at once by causing a magical forest to explode from ground zero. This time, the Incendiary Exponent granted to the Aurum by Pyrrhon just burns away the forest before it can grow.
- In Kirby: Squeak Squad, the Ghost ability allows Kirby to take control of most minor enemies. One exception is the Squeakers, the bomb-throwing mooks that spawn along with members of the Squeaks, as they instinctively jump out of the way if Kirby tries to overshadow them.
- The Legend of Zelda:
- The Legend of Zelda: Oracle of Ages has the three "Holy Rings", which grant immunity to different types of hazards. The green one in particular, if sent over to Oracle of Seasons, can be used to ignore the Final Boss' Human Shield.
- In Breath of the Wild, wearing the Thunder Helm gives you complete immunity to lightning-based damage. This means that you can wear as much metal as you want in a thunderstorm and walk right out of being struck by a bolt from on high, giving God the proverbial middle finger. In less dramatic examples, upgrading the Flamebreaker, Rubber, and Snowquill armor sets twice give you immunity to being burned, shocked, or frozen while wearing all three parts. If nothing else, it makes fighting Keese and Chus cathartic.
- Upgraded Rubber armor also grants immunity to lightning, not just electrical attacks.
- Perfect parry lets Link do this to any attack, with any shield (even the pot lid). It requires precise timing but if you can pull it off consistently you are invulnerable to attacks (including guardian lasers). In the case of guardian lasers it reflects it back at them. Also, if you successfully parry, the shield is not damaged.
- Mana Khemia: Alchemists of Al-Revis gives us Pamela Ibis, a ghostly schoolgirl whose Physical Immunity skill lets her do this with any physical attack. Her defensive support is even better; it makes her immune to everything. Both combine nicely with her other skills.
- In Marvel Super Heroes:
- Using the Space Gem with either Juggernaut or Magneto will give them special armor that will allow them to take zero damage at all. Magneto's less useful, though, as people can wear it down.
- Marvel vs. Capcom gives us Golden War Machine, who doesn't flinch when struck. However, he can't block either, so he will be struck down quickly if you're not quick with your attacks.
- It also has Mecha Zangief. A separate character in Marvel Super Heroes Vs Street Fighter, but a transform in Marvel Vs Capcom. And deadly against then-popular button-mashers addicted to Spider-Man and Wolverine—nothing like rushing claws-first into a Spinning Piledriver.
- Used to show off the Reapers' superiority over, and contempt for, the Citadel races in Mass Effect. In the Battle of the Citadel, Sovereign is completely unaffected by the massed firepower of the Citadel fleet and makes a beeline for its objective, not even bothering to deviate for an entire turian cruiser, which it rams out of the way casually. It's also suggested that this is the usual effect of trying to attack mass relays or the arms of the Citadel, since they are also Reaper technology.
- Played for laughs during the attack on the Cerberus base in Mass Effect 3. According to video logs after Shepard left Cerberus the Illusive Man tried to have his people get the Normandy back using remote control commands. EDI No Selled the commands and, adding insult to injury, responded by uploading seven zettabytesnote of porn to Cerberus's servers. She jokes that most of it was Joker's.
- By maxing out Energy Drain and Tech Armor on low to moderate difficulties, a Sentinel Shepard in 3 can virtually ignore geth smallarms on Rannoch. Pyros and Rocket Troopers will still be threats, but you can stand in front of a Geth Prime and not even notice any shield decrease; just make sure you keep using Energy Drain, otherwise the buff will wear off...
- Also in 3, the Dominate ability from the Leviathan DLC isn't even remotely useful when aimed at Banshees, Harvesters or Adjutants.
- In the video game adaptation of Meet the Robinsons, one of Wilbur's gadgets is the Disassembler, which causes things to fall apart. Attempting to use it on Carl, who is a robot and you would expect to be affected by it, will have no effect other than causing him to briefly spasm and he'll sometimes mock you for it by saying "You can't disassemble me! I'm undisassembleable!"
- Megaman 8 Bit Deathmatch: Unlike it's classic 2D-game counterpart, the Skull Barrier now grants the user total invincibility for a short time. The Leaf Shield also does this, but it's more of an Attack Deflector shield.
- In Metal Gear Rising: Revengeance, the end of the second phase of the fight with Senator Armstrong ends with Raiden attempting two consecutive rounds of Rapid-Fire Fisticuffs. After the first round, the boss simply brushes off his chest and adjusts his glasses. The second round at least manages to push him back a few feet, with Raiden shouting in a mix of rage and horror "Why Won't You Die?!" This was after Raiden broke his high-frequency blade- a sword that previously cleaved through Humongous Mecha with ease -against Armstrong's skin. Armstrong's answer? "NANOMACHINES, SON!"
- In Minecraft, skeletons and zombies catch on fire when exposed to sunlight unless they are in the water or in the shade. Sometimes the undead monsters can spawn in wearing a helmet, which makes them completely immune to the sun and they'll happily keep attacking you in broad daylight.
- One of the things which makes Shao Kahn (and to a lesser extent Goro and Kintaro) an SNK Boss in Mortal Kombat is that he can turn off hitstun at random, allowing him to attack while the player is in the middle of a combo. Combined with his very high attack power and downright brutal special moves, it makes him very difficult to defeat.
- Mutant Year Zero: Road to Eden:
- Some helmets and pieces of armour great the wearer immunity to specific attacks, e.g. fire, charging, critical hits, mind control.
- Enemies that use special attacks are immune to those attacks, e.g. Pyros cannot be hurt by flame.
- One "Game-Breaker" in NFL Street has the running back become so powerful that he can take hits from the opposing team unfazed.
- In Nippon Ichi titles, you can no-sell enemy attacks by having sufficient levels of DEF or SPD, or by standing on a Geo Panel that grants invincibility. Irritatingly, so can your opponents.
- Disgaea 3: Absence of Justice turned this into an evility. DLC Bonus Boss Tyrant Baal has Tyrant Guard, which allows him to become immune to the first attack thrown at him. He also has Tyrant Cult, which makes Tyrant Guard work a number of times equal to the number of Baals on the field. He starts with three right off the bat, and can summon more from the Enemy Base Panels if you take too long. Pringer X in Disgaea 4: A Promise Unforgotten has this same evility the first time you battle him, later switching to Special Skill Solved.
- Disgaea 4: A Promise Unforgotten has the "Daruma" accessory, which allows the person equipped with it be immune to physical damage on even rounds and magic damage on odd rounds.
- Paladins has several characters that have some way of completely avoiding damage and[/]or crowd control.
- Ash's ultimate plants a flag that makes her completely invulnerable to damage as long as she stays within the flag's radius, but is still susceptible to crowd-control effects.
- Fernando's ultimate gives him and nearby allies near-invincibilitynote for a few seconds.
- Inara's legendary card, "Mother's Grace", grants her crowd control immunity during her Earthen Guard skill.
- Grohk turns intangible during his Ghost Walk ability, making attacks pass right through him. His legendary card, "Totemic Ward", gives him and his allies a few seconds of crowd control immunity when they're within radius of his healing totem.
- Seris' Shadow Travel ability makes her intangible and invisible, keeping her out of sight and out of harm's way during it.
- Paper Mario and the sequel make frequent use of this:
- Attack power minus defense power decides how much damage is done, and if defense is higher the attack will have absolutely no effect. Mario can block to increase defense by one, and most high-defense enemies can be weakened (typically by flipping them on their back). In The Thousand-Year Door a patient player willing to burn through a lot of BP can farm Defense Plus badges and make Mario do a Superman and stand tall while attacks bounce harmlessly off of him.
- Superguarding can block any enemy attack in the game except for two, one from the brutally difficult Bonus Boss and one from the Final Boss, provided the player is able to pull off frame-perfect timing. A skilled player can Low-Level Run the whole game and only ever have to worry about items or random stage effects.
- In the Pokémon games, a couple Pokémon have an ability called Mold Breaker (or its variations Turboblaze or Teravolt) which essentially lets them ignore the defensive effects of their target's ability and damage them anyway (for example, something with Levitate, like Rotom, could be hit by Earthquake).
- A Pokémon being a specific type will allow it to no sell statuses. Poison and Steel note types are immune to the poison status, Fire types are immune to the burn status, Ice types are immune to being frozen, Grass types cannot be hit by Leech Seed, powder or spore moves, and as of X and Y, Electric types can no longer be paralyzed. Ghost-types as of X and Y also are immune to trapping moves, Shadow Tag, and Arena Trap.
- Rayquaza's Air Lock (or its variation, Cloud Nine) ability, which negates all weather effects caused by abilities or attacks.
- Bibarel and Quagsire's Unaware, which lets them ignore all stat changes in opponents (except for Speed, as that would be mechanically problematic in group battles). Unless the opponent has the aforementioned Mold Breaker, in which case, they will No Sell your No Sell.
- Clear Body, which prevents negative stat changes inflicted by the opponent, or Soundproof (and the unused Cacophony), which makes sound-based attacks useless, or Levitate, which makes the Pokémon immune to Ground-type attacks, etc, etc... really, the list of Pokémon abilities like this could go on forever.
- The ability Keen Eye, which acts as an immunity to accuracy reduction.
- The ability Scrappy, which lets Normal and Fighting-type moves pummel the Ghost-types that they are usually unable to hurt. As well as the moves Foresight and Odor Sleuth, which is this in move form. Miracle Eye is an equivalent that removes Dark-types' immunity to Psychic.
- Type resistances/immunities. Just how does a mole take no damage from a lion ramming into it while covered in electricity?
- The Fairy type's immunity to the Dragon type is particularly baffling. Don't try to comprehend how something like Jigglypuff is now capable of being clawed, sucked into twisters, having meteors dropped on it, or even being subjected to the time-space warping powers of the god-like Palkia and Dialga without suffering so much as a scratch.
- Also, because of how type effectiveness is calculated, type immunities override all other type-vs-type relationships. For example, Electric-type attacks are normally super-effective against Water-type Pokémon, but completely helpless against dual-Water/Ground.
- And then, in the move category, we have Gastro Acid (functions similar to Mold Breaker, above, but with all abilities) and Haze (functions similar to Unaware, above). Clever application of the moves Mimic, Role Play, Camouflage, Skill Swap, Worry Seed, Conversion, and Conversion 2 also could result in this (depending on what move/ability/type is imitated/replaced).
- The ability Wonder Guard takes this up a notch. Unless the attack that would deal damage is super effective, it does no damage at all. Unsurprisingly this ability is often found illegitimately on online battles.
- The Pokémon Spiritomb and Sableye have the type Ghost/Dark, which gave them zero weaknesses at all until Fairy was introduced in Generation VI. This means that, if you hacked Wonder Guard onto Spiritomb or Sableye, they would be immune to all normal damage - only passive damage like poison or sandstorms would hurt them. And Fire Fang, which for some reason always hits through Wonder Guard. This might be a glitch, but it could be an anti-Wondereye/Wondertomb measure, as Fire Fang would hit the only legal user of Wonder Guard anyway.
- Tsareena's ability Queenly Majesty and Bruxish's ability Dazzling nullify priority moves (e.g. Quick Attack, Aqua Jet, Extreme Speed, moves boosted by Prankster or Gale Wings) used against them. Likewise, the move Psychic Terrain protects Pokémon that are on the ground (i.e. not currently affected by Levitate, Telekinesis, Magnet Rise, or the passive effect of the Flying type, or had the effect of one of those negated by Smack Down or Thousand Arrows) from priority moves and Dark-types as of Gen VII are passively immune to Prankster-boosted moves.
- Like Psychic Terrain, Electric Terrain protects Pokémon on the ground from Sleep and Misty Terrain protects them from Sleep, Poison, Paralysis, Freeze, and Burn.
- Sunsteel Strike and Moongeist Beam, the signature moves of Solgaleo and Lunala respectively, have a built-in Mold Breaker effect.
- On the subject of Solgaleo and Lunala, their abilities, Full Metal Body and Shadow Shield, No Sell abilities like Mold Breaker. The former is otherwise functionally identical to the aforementioned Clear Body, making it a No Sell that can't be No Sold.
- In Pokémon Red and Blue, Legendary Pokémon often simply evade Poké Balls. This is because they have very low catch rates, and in the first games only, failing to catch a Pokémon on a very low chance of doing so will cause the ball to miss entirely.
- Mimikyu has the unique ability of Disguise. Unless it's up against something that ignores Abilities, it takes no damage from the first directly damaging attack that hits it. This includes Z-Moves, meaning that you can drop a continent on a Mimikyu and all you'll do is make its fake head fall over. On top of that, it has three immunities (Normal, Fighting, and Dragon) due to its type.
- Project X Zone lets you choose three things when an enemy attacks you: counterattack, defend, or No Sell the attack. The No Sell costs a whopping 60-point Cross Gauge which sadly is an Awesome, but Impractical way to drain your gauge (as every ally shares that same gauge). Worse, if your enemies have a 100% Cross Point gauge, bosses and sub-bosses will just use their Limit Break, that will just bypass the entire thing and deal full damage against you.
- Hunters in [PROTOTYPE] occasionally no-sell direct hits from a tank - They still take damage, but it won't slow them down or otherwise impede their trying to kill you. You can shoot them with assault rifles and machine guns right up until they die without them pausing their attacks.
- Record Of Agarest War 2 has an Extend Skill called "No Fear" that completely nullifies all damage to the base HP of the person activating the passive skill. Because of this, players found that if you let Eva, Jainus, and Fiona pump up their vitality stat when they first join you then learn this skill, you are practically guaranteed to bulldoze through any damage and come out unscathed.
- The Bohr Waveform Device used by the Allies in Red Alert 3: Paradox is a machine designed to set up No Sell situations by reversing the traditional counter system, making tanks immune to cannons and infantry Immune to Bullets.
- Normally during the final battle of the Resident Evil remake, once you fire the rocket launcher the Tyrant is blown to bits and the battle is over. On harder difficulties, however, the Tyrant will effortlessly swat your first shot away instead. Notably this is the first time ever in a Resident Evil game where the rocket launcher doesn't one-shot the boss: just one final Meta Twist for the game's pile.
- Runescape: At the end of The World Wakes, Saradomin shows up and tries to teleport you away. Nothing interesting happens. This serves to prove that Guthix's last gift to you, immunity to the power of gods, does in fact work.
- Trying to punch Killbane during the big fight with him in Saints Row: The Third results in Killbane doing just this. (You have to whack him with a weapon for a bit first.)
- In SD Gundam Capsule Fighter, there's the anti-flinch ability. Inherent in Mobile Armors and a select set of Mobile Suits, such as the Wing Zero Custom and Heavyarms Custom, this allows units to be struck with attacks and keep going. Where attacks would usually cause a unit to flail when struck with bullets or melee attacks, these units can take these hits and keep going. Yes, they can still be knocked down and destroyed, but it makes the difference when you can smack them around and won't fall and they smack you around and drop you like a sack of potatoes.
- In Shadowverse, Heavenly Aegis cannot be damaged by followers nor spells, and it cannot be affected by cards giving Wards, and Ambush, nor can be destroyed using Bane. As such, only effects that modify the Attack and Defense status of a card can affect it. If you are up against a Heavenly Aegis, the only way to weaken it is to use cards that reduce its attack.
- Par for the course for the strategy for Shin Megami Tensei games.
- Demons have very wide resistance variations, so some demons may come off as counters for other, more troublesome demons. Though the games permit enough skill customization so that enough effort can effectively render any glaring weakness moot, the games being Nintendo Hard means that, of course, some of the bosses will still make your life hell unless you completely and utterly overpower them, and sometimes even that is not enough. A prime example is the final boss of Persona 3, who has an action that will completely No Sell literally everything you can throw at it until it decides it has had enough fun staring at you with that Slasher Smile.
- The scripted fight that ends the game, however, has our voiceless protagonist gain enough power to No Sell death itself.
- Even worse with this, however, is Beldr from Devil Survivor. Even on a New Game+, everything you throw at him will fail, all the time, except his lone Weaksauce Weakness, getting punched in the face with a cellphone strap. This essentially makes every single spell and every single character in your entire team useless, except for the main character's skill exclusive for the fight "Devil's Fuge", which replaces his regular attack. Good luck. Mercifully, it calculates damage solely based on the main character's level to prevent situations where the main character can't deal enough damage due to having a magic-based stat build. A lesser example from the same game is the Battle Aura auto skill, which nullifies all attacks that deal less than 50 damage.
- Devil Survivor 2's Benetnasch possesses the passive skill "Pacify Human", which completely nullifies any and all attacks made by human characters. It also has the power to prevent you from summoning any demons against it...
- Shin Megami Tensei III: Nocturne has the Masakados Magatama, which not only gives a massive bonus to all stats, it will even include immunities allowing the Main Character to literally No Sell everything except for Almighty-type moves. This gets carried over to Digital Devil Saga, in which he appears as an excruciatingly difficult Bonus Boss - still having the same immunities. And in Digital Devil Saga you can have the Null Attack passive skill, which has the same effect as the Masakados mentioned above. Not like it's gonna help you against said Bonus Boss, though. There's also the Void/Repel/Drain series of skills, which work as a one turn No Sell against a specific element.
- Persona 3 has the Omnipotent Orb, an accessory that has that very same effect. Don't try to use it against the Bonus Bosses from 3, 4 or Q, though. They will not be happy with you for cheating, and they happen to have a buffed-up version of the highest-level Almighty attack which always does 9999 damage, which is unsurvivable for longer than a couple of turns.
- As a rule of thumb, several types Demonic Spiders in the series have a very nasty tendency to No Sell most conventional attacks. At best, they will be nulled. At worst, they will be repelled. Of course, given enough investment, you can have your private team of Olympus Mons capable of No Selling most enemy attacks as well. Rangda is a particularly common offender- in almost every game she appears (which is most of them), she repels physical attacks, as well as gun if they're available. There's a Shin Megami Tensei: Strange Journey password floating around the 'net for a gloriously game-breaking version of her someone fused to reflect everything except Curse, Expel, and Almighty.
- Nocturne also gives an example of overcoming No Sells - in the True Demon Ending, you can get a rare skill named Pierce. This skill, which is Exactly What It Says on the Tin, allows your physical attacks to slice past an enemy's defenses, hitting them full on instead of being lessened, nulled, or absorbed. Doesn't work when the enemy Repels Phys, though. Devil Survivor also has this skill, though it's much easier to get.
- In Sid Meiers Alpha Centauri, the Secret Project The Hunter-Seeker Algorithm renders all your bases and units completely immune to all Probe Team activity (i.e. espionage) whatsoever. Naturally this makes it a must-have for the University, whose emphasis on transparency, freedom of speech, and freedom of inquiry (For Science!!) means that their government leaks like a sieve. The same is true for any faction running the University's preferred Social Engineering choice, the Value of Knowledge (same reasons, same effect). It is also a bane for the Data Angels, who rely on their probe teams to sabotage the other factions and steal their technology and energy. On the other hand, since There Can Only Be One of each Secret Project, the Angels won't face this problem if they just build it themselves.
- In the MOBA Smite, many tank-type gods are capable of this, most notably Hades, the Greek god of the Underworld, who already has high defense in addition to the copious amounts of defensive items players stack on him. He REALLY No-sells, though, when he activates his ultimate move - saying "Your soul is mine!" as he pulls all enemy gods toward him while damaging them. The kicker? He is completely immune to knockbacks, stuns, taunts, and even gets a large defense buff while doing this. No matter what you throw at him, he won't sell it.
- Hercules is notable in that he has an ability that, when leveled up enough, will heal him for 120% of the damage he takes for the next 4 seconds. Meaning that, unless his health is very low, he's practically invincible. It's not uncommon to see an entire 3-man Joust team beating on Hercules with little effect.
- The Aegis Amulet item freezes you in place for up to 3 seconds, and makes you completely invincible to everything. Stuns, taunts, knockbacks, damage, you name it, and the user won't sell it.
- The Purification Beads item will allow you to do this to any crowd control abilities such as stuns, slowdowns, and the like. It also allows players to do this to Ares' ultimate move, where he yanks all enemies toward him with chains. Use the beads when he nabs you, and the chain will simply fall off.
- Aphrodite is definitely not a tank, but can induce this with her Ultimate, Undying Love, which will give her invulnerability and shoves off all crowd controls towards her... for a split second. And if she has a Soulmate... her Soulmate also gets this bonus.
- In South Park: The Fractured but Whole, the boss battle against Stephen Stotch exaggerates his Abusive Parent status by giving him the power to ground the New Kid's teammates, taking them out of the fight. The New Kid themself is immune to this ability and has the power to free their teammates.
- SPV3 has the Elite Honour Guards. While their behavior is mostly consistent with other high-ranking Elites, their energy shields are unique in that they are completely immune to all forms of ballistic weaponry. This can create many a nightmare scenario, where a player attempts backpedals away from a sword-wielding Honour Guard, only for it to tank several shotgun blasts before skewering their hapless victim. Thankfully, these shields can still be disabled by plasma, explosives, fire and melee attacks, leaving the now-unshielded Honour Guard vulnerable to ballistic weapons.
- Star Wars Legends:
- Knights of the Old Republic II: The Sith Lords has a Call-Back to the Phantom Menace scene, where you can attempt to mind trick a Toydarian dock owner. He plays along for a second, with even the dialogue subtitles indicating "Success", before he tears you a new one.
- Star Wars: The Old Republic, the MMO sequel, which includes non-Force-sensitive characters, demonstrates that both the Bounty Hunter and Smuggler characters are not "weak minded" when a Force User attempts to use a mind trick on them. This gives both characters a priceless opportunity for snark.
- In Street Fighter III, parrying an attack with most characters has the character take a defensive pose. Hugo, however, seems content with puffing his chest and No Selling the attack. Q, likewise, just sticks out his torso, dusting off afterward.
- Hugo is a professional wrestler, so it seems to be an intentional example.
- Muscle Power (another wrestler) in World Heroes did this too.
- In Scenario 49 of Third Super Robot Wars Z: Jigoku-hen, Heero is able to resist the effects of Gadlight's Sphere of the Quarreling Twins due to his affections for Relena. Although impressed, Gadlight states he is Just One Man and alone, while the rest of Z-BLUE are affected. Fortunately, Heero covers Setsuna long enough for the latter to acquire the 00 Qan[T] and activate its "TRANS-AM Burst" effect, restoring Z-BLUE to normal.
- In Super Robot Wars Impact, Getter Robo G is stolen and the Getter Team races in with the original Getter to confront it. Getter G is incredibly powerful, to the point where Ryouma's able to get behind Getter G and fire a Getter Beam at it. All it does is light up its eyes, turn around and fire its own Getter Beam, forcing the Getter to dodge.
- In the Super Smash Bros. series:
- Brawl introduces Super Armor for its heavier characters: during certain moves (like Ike's Aether), while you still take damage, you No Sell the knockback from all but the heaviest hits.
- Little Mac in the fourth game will ignore knockback during smash attacks.
- For most games in the Super Mario Bros. games, undead enemies like Dry Bones and Boos cannot be stomped on nor will fireballs affect them.
- In Tales of Symphonia, Presea Combatir can get an ability where she essentially no-sells any attack that doesn't do enough damage. Seen here: https://www.youtube.com/watch?v=lLjWa7GAGL8 This is of course, relying in a special ability that only suppresses relatively low damage. With the proper equipment set-up (done on Presea, Raine, or Collete), you can make her No Sell all forms of elemental attacks and spells save Physical and Darkness.
- In Tales of the Abyss Tear's Force Field spell makes anyone effected by it invulnerable for five seconds. Not quite as easy to pull off (it's a limited area spell) but well timed and placed and it can let you have a character tank Mystic Artes. Spiritual Successor Tales of Vesperia has Estelle gain her own version through a sidequest; that one lasts ten seconds but has the same difficulty of getting someone effected by it. Also, Repede has the self targetting "Gale Dog". It's been used to come out of a boss fight with Barbotos with Scratch Damage. Observe.
- In Thief: Deadly Shadows, the Golems are totally immune to your puny weapons (except explosives) until you get the Rune of Unmaking (for your blackjack, no less). When first running into them, it was rather disheartening to hide in the shadows, line up a perfect arrow right between the golem's shoulder blades, and not only have it deal no damage with a pathetic "donk" noise, but the golem doesn't even notice.
- Touhou: Giant beam of death that blows away everything from gods to vampires? Flandre Scarlet doesn't so much as develop a cough from it.
- The final spellcard of the final boss, as well as all extra stage bosses are immune to bomb damage. except in Fairy Wars - Perfect Freeze works as well on the 3 fairies and Marisa as it does on anything else in the game. Kanako's final spellcard is particularly unfair in this manner since against her final spellcard, bombs even lose most of their bullet clearing ability. And she's the stage 6 boss. In addition to these situations, there are survival spellcards, which render the user literally invincible, the only way forward is to time it out. All Extra bosses from Flandre onwards have at least one.
- And then there is of course Reimu's final spellcard, Fantasy Nature (Fantasy Heaven in earlier translations), which allows her fly... away from reality, essentially making her immune to everything, up to and including all forms of Reality Warping. Word of God has it that if she didn't put a time limit on it in accordance with the spellcard rules, she'd be completely invincible.
- Selvaria from Valkyria Chronicles, is completely invincible during her first two appearances. Even explosives will only stun her and make her waste her first action next turn recovering. Certain units can also unlock the Invincible potential, which occasionally renders them immune to all damage for the remainder of their current action.
- A Very Long Rope to the Top of the Sky: It's possible to get enough Defense or Spirit to make an attack or spell do 0 damage. And some enemies are immune to certain elements, like wind spirits being immune to wind magic.
- Virtua Fighter's wrestler character Wolf has a specific No Sell move where he throws himself forward slightly and shrugs off lighter punches and kicks. He still takes damage, but doesn't flinch and has several follow-up moves to belt the opponent or grab them.
- Warcraft III: Spell Immunity, as its name implies, makes the unit entirely impervious to magic. Even moreso in the expansion, where certain attack types are now "Magic" in nature, and subverted in that some positive spells can go through.
- The inverse is also found with ethereal units, who can only be targeted with magic attacks and spells at the cost of being unable to attack. Needless to say, there is not a single unit that combines these traits.
- The Amulet of Spell Shield blocks the effect of a single spell, but takes a while to recharge. Savvier enemies will "waste" it by casting a weak spell on the hero, then unloading all manner of curses on it.
- The Divine armor type found on certain powerful characters reduces all incoming damage to 5%. This generally translates to even heavy infantry only doing 1-2 points of damage against a unit that has several thousand HP. It does, however, have a weakness against Chaos-type attacks, which deal full damage to everything.
- Rhino's second ability, Iron Skin, allows him to casually absorb incoming damage. As a very useful side effect, the ability also allows him to ignore the knockback, knockdown, and stagger effects of any attack that would knock any other frame off their feet. Scorpion harpoons? Might as well be a mosquito bite. Shockwave MOA stomps? Just walk right on through. A backhand across the face from an Infested Ancient? Like a warm summer's breeze.
- Likewise, Nezha's Warding Halo functions in much the same way. It isn't as tough, but it also inflicts damage on enemies that touch you.
- On the other side of the coin is the Stalker - a rogue assassin who avenges bosses killed by the player. Outright immune to most Warframe abilities, and able to use his unique Dispel ability to cancel out buffs on player frames, such as the aforementioned Iron Skin. Oh, and don't try to run. He is everywhere.
- The Sentients encountered on the Moon (and the Shadow Stalker) possess an extremely strong degree of Adaptive Ability - eventually, they will take barely any damage from any type you've thrown at them. You can either mix up your damage types to get around this (they can only resist a maximum of four of five types at a time, out of around a dozen) or you can enter Operator mode and use the Void Beam, which resets their resistances.
- Rhino's second ability, Iron Skin, allows him to casually absorb incoming damage. As a very useful side effect, the ability also allows him to ignore the knockback, knockdown, and stagger effects of any attack that would knock any other frame off their feet. Scorpion harpoons? Might as well be a mosquito bite. Shockwave MOA stomps? Just walk right on through. A backhand across the face from an Infested Ancient? Like a warm summer's breeze.
- Power characters in Warriors Orochi, while taking damage from them, don't flinch from weak attacks which, more often than not, results in the character taking massive damage or even getting killed as a result.
- Characters in hyper mode, most notably Lu Bu, can do this too.
- Wild Arms XF has the skill Force Field which can be used by the Sentinel class. It negates all kinds of attacks and status effects until the character who used it gets its next turn.
- World of Tanks: Any time your target has more armor than your gun has penetration. Some large ham examples follow.
- KV-1. Frequently top-tier, this is one of the early kings of no-sell to prewar tanks and anything with an autocannon.
- AMX-40. Sloped armor just as thick as the above, at one matchmaker tier lower. Can frequently be seen waltzing through a blizzard of shells to stop, fire, and laugh loudly. Only when it is top tier, though.
- Matilda. Mean, English, and prone to cherry-tapping targets down.
- Hetzer. To quote their drivers, "Hetzers gonna Hetz." To add insult to injury, it is also very sneaky.
- The IS line in general. They may be thin-skinned, but severe angled armor makes up for it in spades.
- Maus. One of,if not the king of no-sell tactics. Watch the last two episodes of Girls und Panzer to see it in action- it is top tier in this game, and this makes it a long wait before you see them.
- T95 tank destroyer. Mighty Glacier bar none; slower at top speed than a Maus in reverse gear, but its low profile and roughly 1'-thick layer of armor arranged with good rounding and extreme sloping means that it effectively no-sells 99% of the things that dare to hit it from the front.
- Several WWE games have a special "token" which, when unlocked, could allow a player to temporarily (usually for one match) be invincible to an opponent's attacks.
- Xenoblade Chronicles:
- Mechon are incredibly resistant to regular attacks; besides Ether-related attacks (which don't become available until later), and weapons forged from Mechon armor itself, the only weapon capable of hurting them for anything beyond Scratch Damage is the Monado. Faced Mechon, however are completely immune to the Monado's attacks, at least until it gets upgraded to circumvent that immunity.
- The Monado can't hurt any sapient life born from the Bionis. This, incidentally is why it can't hurt Faced Mechon.
- Xenoblade Chronicles 2: Malos is an Aegis, one of the master Blades that is superior to all others. The last time an Aegis fought at full power, three entire continents were killed. When Malos attacks the Architect, the Architect neutralizes the attack without a blink.
- In Yakuza 2, Kiryu has a beer bottle broken over his head by one of Ryuji Goda's men. He's unfazed.
- In Ys II, attempting to use time magic will not work on bosses, since Adol cannot use two magics at the same time (Most attempts at hurting bosses with your sword will only result in Adol getting hurt). Attempting to use it on Dallas who can only be hurt with a sword will be met with Dallas stopping time himself and unleashing a barrage of bullets with you at the center.