Follow TV Tropes

Following

History Main / HealingLoop

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* A notorious glitch during the boss fight with [[ThatOneBoss Silver]] in ''VideoGame/SonicTheHedgehog2006'' forces this trope upon the player. If Sonic is thrown against a wall by Silver while he’s still within range, Silver will attack Sonic again before the player can get away, trapping Sonic in a loop of losing and picking up the same ring over and over again. This can potentially softlock the game depending on the angle Sonic is standing against the wall at.
Is there an issue? Send a MessageReason:
None


This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from [[HealingBoss healing themselves]]. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]]. All you can do is hope you can keep on damaging it faster than it can heal itself long enough for it to finally die.

to:

This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from [[HealingBoss healing themselves]]. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]]. All you can do is hope you can keep on damaging it faster than it can [[HealingBoss heal itself itself]] long enough for it to finally die.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek.]] This is one loop you don't want to get stuck in.

to:

** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek.]] This is one loop you don't want to get stuck in. The Switch version, meanwhile, just knocks Link out of the room.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EarthBound'' has the Clumsy Robot boss fight, where the robot every so often heals itself to full. [[spoiler:Except it's a lie: Despite the message, its actual HP don't go up, and the cutscene where you're saved by the Runaway Five is triggered by its HP dropping down to zero.]]

to:

* ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' has the Clumsy Robot boss fight, where the robot every so often heals itself to full. [[spoiler:Except it's a lie: Despite the message, its actual HP don't go up, and the cutscene where you're saved by the Runaway Five is triggered by its HP dropping down to zero.]]
Is there an issue? Send a MessageReason:
Removed false information.


** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other Pokémon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1, AI trainers did not have PP, so they could repeat the same move indefinitely.) Healing items are also restricted — AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbuffet holding Leftovers (which restores 1/16 of the holder's health every turn) will never be able to attack one another as the species' entire gimmick is only being able to CounterAttack, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0, the desperation move Struggle wouldn't be able to do enough damage to overcome the healing effects of the Leftovers due to Wobbuffet's humongous HP and miserable Attack stat, even with critical hits factored in. This was fixed by making Struggle's recoil damage equal to 1/4 of the user's HP, which is far more than Leftovers recovers per turn; however, during the first generation where this was possible, Wobbuffet had to be banned from holding Leftovers in official events [[ObviousRulePatch specifically to prevent this from happening]].

to:

** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other Pokémon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1, AI trainers did not have PP, so they could repeat the same move indefinitely.) Healing items are also restricted — AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles.many. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbuffet holding Leftovers (which restores 1/16 of the holder's health every turn) will never be able to attack one another as the species' entire gimmick is only being able to CounterAttack, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0, the desperation move Struggle wouldn't be able to do enough damage to overcome the healing effects of the Leftovers due to Wobbuffet's humongous HP and miserable Attack stat, even with critical hits factored in. This was fixed by making Struggle's recoil damage equal to 1/4 of the user's HP, which is far more than Leftovers recovers per turn; however, during the first generation where this was possible, Wobbuffet had to be banned from holding Leftovers in official events [[ObviousRulePatch specifically to prevent this from happening]].
Is there an issue? Send a MessageReason:
None


** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other Pokémon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1, AI trainers did not have PP, so they could repeat the same move indefinitely.) Healing items are also restricted — AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbuffet holding Leftovers will never be able to attack one another, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0, the desperation move Struggle (which can neither critical hit nor miss) wouldn't be able to do enough damage to overcome the healing effects of the leftovers. This was fixed by making Struggle's recoil damage equal to 1/4 of the user's HP, which is far more than Leftovers recovers per turn.

to:

** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other Pokémon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1, AI trainers did not have PP, so they could repeat the same move indefinitely.) Healing items are also restricted — AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbuffet holding Leftovers (which restores 1/16 of the holder's health every turn) will never be able to attack one another, another as the species' entire gimmick is only being able to CounterAttack, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0, the desperation move Struggle (which can neither critical hit nor miss) wouldn't be able to do enough damage to overcome the healing effects of the leftovers. Leftovers due to Wobbuffet's humongous HP and miserable Attack stat, even with critical hits factored in. This was fixed by making Struggle's recoil damage equal to 1/4 of the user's HP, which is far more than Leftovers recovers per turn.turn; however, during the first generation where this was possible, Wobbuffet had to be banned from holding Leftovers in official events [[ObviousRulePatch specifically to prevent this from happening]].



to:

* ''VideoGame/TheBriefAndMeaninglessAdventureOfHeroMan'': At low enough levels and if there's only manaless mages left, the PlayerParty can't hit Medic Oozies hard enough and/or consistently enough to stop them from surviving 40-ish turns by healing themselvesband impairing the accuracy of the party. The loop ends at that point because then their own mana runs out and they're a HarmlessEnemy by themselves.
Is there an issue? Send a MessageReason:
Bonus Boss was renamed by TRS


* ''VideoGame/{{Elsword}}'': The fight with the [[BonusBoss Alterasia Type-H]] can be this, especially on harder difficulty. Aside from having loads of HP, the boss can regenerate his health by touching any of the Alterasia Spores spawned in the boss room. So unless the player party consistently does damage on him (using upgraded late-game equipment is pretty much a requisite here) and can prevent him from touching the spores, the fight will take forever and you will have to burn through your potions just to survive and/or quickly deal damage. The fact that the stage has a "time limit" and your HP will drain once you go past that limit only makes it more urgent to come to the boss room and defeat him quicker.

to:

* ''VideoGame/{{Elsword}}'': The fight with the [[BonusBoss [[OptionalBoss Alterasia Type-H]] can be this, especially on harder difficulty. Aside from having loads of HP, the boss can regenerate his health by touching any of the Alterasia Spores spawned in the boss room. So unless the player party consistently does damage on him (using upgraded late-game equipment is pretty much a requisite here) and can prevent him from touching the spores, the fight will take forever and you will have to burn through your potions just to survive and/or quickly deal damage. The fact that the stage has a "time limit" and your HP will drain once you go past that limit only makes it more urgent to come to the boss room and defeat him quicker.



** ''VideoGame/ShinMegamiTenseiIIINocturne'': This is the gimmick of Mara's BonusBoss fight. He has a rather pathetic amount of HP, but will fully heal himself with Diarahan if he's taken any damage at all. The solution is just to buff yourself, debuff him, and annihilate him in one round.

to:

** ''VideoGame/ShinMegamiTenseiIIINocturne'': This is the gimmick of Mara's BonusBoss OptionalBoss fight. He has a rather pathetic amount of HP, but will fully heal himself with Diarahan if he's taken any damage at all. The solution is just to buff yourself, debuff him, and annihilate him in one round.
Is there an issue? Send a MessageReason:
None


* ''{{VideoGame/Bloodborne}}'' has 'Vicar Amelia' a monster who heal loops the battle again and again, [[WakeUpCallBoss giving some players a lot of trouble trying to shut her down]]. This is the point where many find themselves under-leveled or under-geared, because if they don't have the proper Damage Per Second, or a weapon that can stun lock her... ''she will heal indefinitely''. Nothing else you do in the fight matters, because once she gets into her healing loop the fight will just '''go on and on'''.
* The Bonus Boss ''VideoGame/BravelyDefault'' is a DualBoss against [[spoiler:Adventurer and Comrade]]. While they don't generally heal, killing [[spoiler:Comrade]] (who only has the HP of a common enemy at that point) simply causes [[spoiler:Adventurer]] to bring him back next turn, forcing you to focus on Adventurer instead lest you get caught in this. [[spoiler:As it turns out though, blowing through Adventurer's massive HP pool simply causes Comrade to bring Adventurer back, meaning you have to kill them both on the same turn to avoid this.]]

to:

* ''{{VideoGame/Bloodborne}}'' has 'Vicar Amelia' Vicar Amelia, a monster who heal loops the battle again and again, [[WakeUpCallBoss giving some players a lot of trouble trying to shut her down]]. This is the point where many find themselves under-leveled or under-geared, because if they don't have the proper Damage Per Second, or a weapon that can stun lock her... ''she will heal indefinitely''. Nothing else you do in the fight matters, because once she gets into her healing loop the fight will just '''go on and on'''.
* The Bonus Boss in ''VideoGame/BravelyDefault'' is a DualBoss against [[spoiler:Adventurer and Comrade]]. While they don't generally heal, killing [[spoiler:Comrade]] (who only has the HP of a common enemy at that point) simply causes [[spoiler:Adventurer]] to bring him back next turn, forcing you to focus on Adventurer instead lest you get caught in this. [[spoiler:As it turns out out, though, blowing through Adventurer's massive HP pool simply causes Comrade to bring Adventurer back, meaning you have to kill them both on the same turn to avoid this.]]



* ''VideoGame/EldenRing'': Fighting Malenia with a shield is generally unviable because of her ability to heal herself whenever she lands a hit. Even if you can block her flurry of attacks without having your guard broken, you won't be able to deal much damage in-between her attacks because you spent your stamina blocking them. The only way to reasonably beat Malenia with a shield build is to go all in: get the heaviest shield in the game, bulk up your stamina, and use a weapon that can attack while guarding.
* ''{{VideoGame/Elsword}}'': The fight with the [[BonusBoss Bonus Boss Alterasia Type-H]] can be this, especially on harder difficulty. Aside from having loads of HP, he boss can regenerate his health by touching any of the Alterasia Spore spawned in the boss room. So unless the player party consistently does damage on him (using upgraded late-game equipment is pretty much a requisite here) and can prevent him from touching the spores, the fight will take forever and you gotta burn through your potions just to survive and/or quickly deal damage. The fact that the stage has a "time limit" and your HP will drain once you go past that limit only makes it urgent to come to the boss room and defeat him quicker.
* Tech Mages from ''VideoGame/EpicDuel'' were this. One of their skills was 'reroute', together with 'assimilation' causes a healing loop taken from any damage sustained. Combined with their other formidable abilities in the skill tree, gamers kept on complaining [[GameBreaker that Tech Mages were simply overpowered]], until a recent patch removed the reroute skill.

to:

* ''VideoGame/EldenRing'': Fighting Malenia with a shield is generally unviable because of her ability to heal herself whenever she lands a hit. ''This includes hits that are blocked.'' Even if you can block her flurry of attacks without having your guard broken, you won't be able to deal much damage in-between her attacks because you spent your stamina blocking them. The only way to reasonably beat Malenia with a shield build is to go all in: get the heaviest shield in the game, bulk up your stamina, and use a weapon that can attack while guarding.
* ''{{VideoGame/Elsword}}'': ''VideoGame/{{Elsword}}'': The fight with the [[BonusBoss Bonus Boss Alterasia Type-H]] can be this, especially on harder difficulty. Aside from having loads of HP, he the boss can regenerate his health by touching any of the Alterasia Spore Spores spawned in the boss room. So unless the player party consistently does damage on him (using upgraded late-game equipment is pretty much a requisite here) and can prevent him from touching the spores, the fight will take forever and you gotta will have to burn through your potions just to survive and/or quickly deal damage. The fact that the stage has a "time limit" and your HP will drain once you go past that limit only makes it more urgent to come to the boss room and defeat him quicker.
* Tech Mages from ''VideoGame/EpicDuel'' were this. One of their skills was 'reroute', which together with 'assimilation' 'assimilation', causes a healing loop taken from any damage sustained. Combined with their other formidable abilities in the skill tree, gamers kept on complaining [[GameBreaker that Tech Mages were simply overpowered]], until a recent patch removed the reroute skill.



* ''VideoGame/GoldenSunTheLostAge'' has one with the Serpent boss around midgame. The Serpent is very easy to find, but if you fight it right there, it regenerates 200 HP per turn (only the nightmarish Bonus Boss Dullahan gets that much, and it's fought at the endgame), far more than the party can hope to inflict without concentrating on healing or defense. The solution to the loop is to explore the dungeon and let light into the Serpent's lair, [[GuideDangIt weakening it until it recovers a much more reasonable 30 HP per turn]].
* The [[{{Franchise/TheLegendOfZelda}} Zelda]] games:

to:

* ''VideoGame/GoldenSunTheLostAge'' has one with the Serpent boss around midgame. The Serpent is very easy to find, but if you fight it right there, it regenerates 200 HP per turn (only the nightmarish Bonus Boss Dullahan gets that much, and it's fought at the endgame), far more than the party can hope to inflict without concentrating on completely neglecting healing or defense. The solution to the loop is to explore the dungeon and let light into the Serpent's lair, [[GuideDangIt weakening it until it recovers a much more reasonable 30 HP per turn]].
* The [[{{Franchise/TheLegendOfZelda}} [[Franchise/TheLegendOfZelda Zelda]] games:



** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.

to:

** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. trek.]] This is one loop you don't want to get stuck in.



** The Mario & Luigi [[BattleInTheCenterOfTheMind fight between Bowser's memories of the brothers]], ''requires you'' to defeat Memory L first, otherwise Memory L will simply revive Memory M over and over again. The fight drags on forever though because Memory L often runs off-screen, ''where you can't attack him'', and will likely not return until Memory M is defeated. Get ready for the pain.
** Facing off Bowser X in the Challenge Node in Bowser's body is '''gruelling''', he's the [[SelfImposedChallenge hardest optional boss in the game]], but you can't even challenge him until you defeat all the other X bosses ''in a row'' before finally confronting him. And when you do, getting yourself in a healing loop is just the pits - ''you need both brothers standing'' to pull off those special attacks, but all of Bowser X's attacks hit like a train, so be prepared to have Mario taking hits while he revives a fainted Luigi... and then Luigi getting pummeled while reviving a KO-ed Mario.
* This is pretty much ''all you can do'' against the final boss of ''{{VideoGame/Mother 3}}'', you can't attack him, so you've got to keep healing yourself again and again [[IKnowYouAreInThereSomewhereFight until the story kicks in]]. Pray to God, he doesn't use [[ThatOneAttack PK Love]] against you too many times or your HP will nosedive.
* In ''VideoGame/PathOfExile'', regular Rare monsters can be even harder to kill than bosses if it gets the right set of mods. Mods that give regen scale with maximum life, so combining that with other mods that gives boatloads of life will make it regenerate much more health and if it also gets other defensive mods like block chance or resistance or immunity to damage types or debuffs, killing it becomes almost impossible if you don't have enough DPS for it. This problem is more noticable early game when characters don't have their build properly set up yet. Anti-regen exists, but the only easy source of it is a spell, and only cuts it down by 75%.
* ''VideoGame/PaperMarioColorSplash'' has its loop with the Larry boss fight on the Sunset Express. No skill is required to win here, but if you haven't equipped enough of the right cards, you'll get trapped in a loop. Your ally in the battle, is the Toad engineer trying to prevent a Shy Guy giving Larry an endless supply of healing items. But the train's engineer can be taken out by Larry's minions. You need to have multiple-enemy-hitting attack cards to KO Larry's minions in one turn. You can't even run away from the fight if you run out of cards, forcing the player to reset.
* ''[[{{VideoGame/PlanetSide}} Planet Side 2]]'': A stubborn concentration of medics healing and reviving their fellow medics can be ''very difficult'' to uproot. Under heavy enough fire and lacking the sense to redeploy elsewhere, they could theoretically constantly revive each other, but be unable to make any progress in the fight due to being stuck using their medigun on one another.

to:

** The Mario & Luigi [[BattleInTheCenterOfTheMind fight between Bowser's memories of the brothers]], ''requires you'' to defeat Memory L first, otherwise Memory L will simply revive Memory M over and over again. The fight drags on forever though forever, though, because Memory L often runs off-screen, ''where you can't attack him'', and will likely not return until Memory M is defeated. Get ready for the pain.
** Facing off Bowser X in the Challenge Node in Bowser's body is '''gruelling''', '''grueling'''; he's the [[SelfImposedChallenge hardest optional boss in the game]], but you can't even challenge him until you defeat all the other X bosses ''in a row'' before finally confronting him. And when you do, getting yourself in a healing loop is just the pits - ''you need both brothers standing'' to pull off those special attacks, but all of Bowser X's attacks hit like a train, so be prepared to have Mario taking hits while he revives a fainted Luigi... and then Luigi getting pummeled while reviving a KO-ed Mario.
* This is pretty much ''all you can do'' against the final boss of ''{{VideoGame/Mother 3}}'', ''VideoGame/{{Mother 3}}''; you can't attack him, so you've got to keep healing yourself again and again [[IKnowYouAreInThereSomewhereFight until the story kicks in]]. Pray to God, God he doesn't use [[ThatOneAttack PK Love]] against you too many times or your HP will nosedive.
* In ''VideoGame/PathOfExile'', regular Rare monsters can be even harder to kill than bosses if it gets the right set of mods. Mods that give regen scale with maximum life, so combining that with other mods that gives boatloads of life will make it regenerate much more health health, and if it also gets other defensive mods like block chance or resistance or immunity to damage types or debuffs, killing it becomes almost impossible if you don't have enough DPS for it. This problem is more noticable early game when characters don't have their build properly set up yet. Anti-regen exists, but the only easy source of it is a spell, and only cuts it down by 75%.
* ''VideoGame/PaperMarioColorSplash'' has its loop with the Larry boss fight on the Sunset Express. No skill is required to win here, but if you haven't equipped enough of the right cards, you'll get trapped in a loop. Your ally in the battle, battle is the Toad engineer trying to prevent a Shy Guy giving Larry an endless supply of healing items. But the train's engineer can be taken out by Larry's minions. You need to have multiple-enemy-hitting attack cards to KO Larry's minions in one turn. You can't even run away from the fight if you run out of cards, forcing the player to reset.
* ''[[{{VideoGame/PlanetSide}} ''[[VideoGame/{{PlanetSide}} Planet Side 2]]'': A stubborn concentration of medics healing and reviving their fellow medics can be ''very difficult'' to uproot. Under heavy enough fire and lacking the sense to redeploy elsewhere, they could theoretically constantly revive each other, but be unable to make any progress in the fight due to being stuck using their medigun on one another.



** Generation I features [[ThatOneLevel Mt. Moon]], a large cave [[RandomEncounters with many floors and connectors]]. A common [[DemonicSpiders recurring enemy here is Zubat]] which spams its Supersonic move causing your monsters to become confused. You're trying your best to [[{{Panacea}} cure these ailments]], only for Zubat to follow it up with another Supersonic. So in frustration, you have your Pokemon simply attack Zubat, only for your creature to hurt itself in the confusion. You heal it, so it can hurt itself in the confusion. And it goes on and on, ''and on''.

to:

** Generation I features [[ThatOneLevel Mt. Moon]], a large cave [[RandomEncounters with many floors and connectors]]. A common [[DemonicSpiders recurring enemy here is Zubat]] which spams its Supersonic move causing your monsters to become confused. You're trying your best to [[{{Panacea}} cure these ailments]], only for Zubat to follow it up with another Supersonic. So in frustration, you have your Pokemon Pokémon simply attack Zubat, only for your creature to hurt itself in the confusion. You heal it, so it can hurt itself in the confusion. And it goes on and on, ''and on''.



** An especially unfortunate loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage. If the opponent's AI becomes convinced that the healing move is its best option, it will use it every turn it can. In the original games, not only was the AI easily convinced to spam such moves when they appeared to have elemental advantages (as the AI couldn't tell the difference between attacks and status moves), but Rage also locked the user into using Rage until it or its opponent fainted, and the AI had no limit on how many times it could use its moves; thus, this results in an ''endless fight'' you can't stop unless you reset the game. Making things worse, this can happen with the Elite Four member Lorelei, whose Dewgong knows Rest, and if you save the game in her room while your only Pokémon are weak to Psychic and are only able to use Rage, [[UnintentionallyUnwinnable your entire save file will be ruined]] because you can't leave the room without fighting her and attempting to to fight her will lead to this healing loop. In Yellow, the game uses different AI for Lorelei's Dewgong which prevents it from spamming Rest endlessly, specifically to avert this situation.

to:

** An especially unfortunate loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage. If the opponent's AI becomes convinced that the healing move is its best option, it will use it every turn it can. In the original games, not only was the AI easily convinced to spam such moves when they appeared to have elemental advantages (as the AI couldn't tell the difference between attacks and status moves), but Rage also locked the user into using Rage until it or its opponent fainted, and the AI had no limit on how many times it could use its moves; thus, this results in an ''endless fight'' you can't stop unless you reset the game. Making things worse, this can happen with the Elite Four member Lorelei, whose Dewgong knows Rest, and if you save the game in her room while your only Pokémon are weak to Psychic and are only able to use Rage, [[UnintentionallyUnwinnable your entire save file will be ruined]] because you can't leave the room without fighting her and attempting to to fight her will lead to this healing loop. In Yellow, ''Yellow'', the game uses different AI for Lorelei's Dewgong which prevents it from spamming Rest endlessly, specifically to avert this situation.



** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other pokemon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1 AI trainers did not have PP, so they could repeat the same move indefinitely). Healing items are also restricted - AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbaffets holding leftovers will never be able to attack one another, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0 the desperation move Struggle (which can neither critical hit nor miss) wouldn't be able to do enough damage to overcome the healing effects of the leftovers.
* In ''{{VideoGame/Spectromancer}}'', only one card is played per turn, allowing skilled players to deduce the opponent's maximum damage potential on any given turn from the few direct-damage spells like Lightning Bolt and Armageddon. Since those two spells also get stronger with each additional point of hoarded mana, a player can easily be caught in a "heal or die" state for several turns in a row. [[https://youtu.be/5HSMyFVT20M?t=264 Here's a video of a player using a healing spell five turns in a row]], but it's not entirely rare for loops to go even longer.
* ''{{VideoGame/Spore}}'' for its strategies, can be a complicated game. Colonizing planets, getting that sought-after spice, to the point where it can all get horribly imbalanced. Setting up trade routes, amassing the necessary funds for upgrading, the list goes on. But ''Spore'' has a beginner's trap, and that's own your home-world. It's a useless dead-weight that'll never yield much spice production. It cannot be taken over by hostiles. Many don't realize it can be ignored to start with. Devoting time and resources to it, results in a vicious circle of invading, defending, spending, and rebuilding... over and over until bankruptcy.

to:

** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other pokemon Pokémon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1 1, AI trainers did not have PP, so they could repeat the same move indefinitely). indefinitely.) Healing items are also restricted - AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbaffets Wobbuffet holding leftovers Leftovers will never be able to attack one another, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0 0, the desperation move Struggle (which can neither critical hit nor miss) wouldn't be able to do enough damage to overcome the healing effects of the leftovers.
leftovers. This was fixed by making Struggle's recoil damage equal to 1/4 of the user's HP, which is far more than Leftovers recovers per turn.
* In ''{{VideoGame/Spectromancer}}'', ''VideoGame/{{Spectromancer}}'', only one card is played per turn, allowing skilled players to deduce the opponent's maximum damage potential on any given turn from the few direct-damage spells like Lightning Bolt and Armageddon. Since those two spells also get stronger with each additional point of hoarded mana, a player can easily be caught in a "heal or die" state for several turns in a row. [[https://youtu.be/5HSMyFVT20M?t=264 Here's a video of a player using a healing spell five turns in a row]], but it's not entirely rare for loops to go even longer.
* ''{{VideoGame/Spore}}'' ''VideoGame/{{Spore}}'', for its strategies, can be a complicated game. Colonizing planets, getting that sought-after spice, to the point where it can all get horribly imbalanced. Setting up trade routes, amassing the necessary funds for upgrading, the list goes on. But ''Spore'' has a beginner's trap, and that's own your home-world.own homeworld. It's a useless dead-weight that'll never yield much spice production. It cannot be taken over by hostiles. Many don't realize it can be ignored to start with. Devoting time and resources to it, it results in a vicious circle of invading, defending, spending, and rebuilding... over and over until bankruptcy.



* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.
* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AreaOfEffect attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]
* ''Videogame/{{Undertale}}''. The final boss [[TheDreaded of the Genocide Route]] has some all-round insane attacks that'll force you to heal yourself to avoid death. But as you soon discover, the battle ''cannot'' progress unless you actually ''attack and miss'' him. Unfortunately he's a magnitude stronger than any other enemy in the game, requiring you to heal yourself often in order to just survive. According to WordOfGod, this is intentional.

to:

* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.
them from dying.
* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AreaOfEffect attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- healing — otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it It should be noted he's the only boss with a healing move to exhibit this issue.]]
* ''Videogame/{{Undertale}}''. The final boss [[TheDreaded of the Genocide Route]] has some all-round insane attacks that'll force you to heal yourself to avoid death. But as you soon discover, the battle ''cannot'' progress unless you actually ''attack and miss'' him. Unfortunately Unfortunately, he's a magnitude stronger than any other enemy in the game, requiring you to heal yourself often in order to just survive. According to WordOfGod, this is intentional.
Is there an issue? Send a MessageReason:


* This is fairly common in the earlier ''Franchise/FinalFantasy'' games (most notably ''VideoGame/FinalFantasyVI''), where [[DifficultySpike sudden difficulty spikes]] can leave players stuck in these loops, if they didn't prepare heavily before moving into a new area of the game.

to:

* This is fairly common in the earlier ''Franchise/FinalFantasy'' games (most notably ''VideoGame/FinalFantasyVI''), where [[DifficultySpike sudden difficulty spikes]] spikes can leave players stuck in these loops, if they didn't prepare heavily before moving into a new area of the game.
Is there an issue? Send a MessageReason:
None


This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from [[HealingBoss healing themselves]]. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]].

to:

This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from [[HealingBoss healing themselves]]. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]]. \n All you can do is hope you can keep on damaging it faster than it can heal itself long enough for it to finally die.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EldenRing'': Fighting Malenia with a shield is generally unviable because of her ability to heal herself whenever she lands a hit. Even if you can block her flurry of attacks without having your guard broken, you won't be able to deal much damage in-between her attacks because you spent your stamina to block them. The only way to reasonably beat Malenia with a shield build is to take the heaviest shield in the game, bulk up your stamina, and use a weapon that can attack while guarding.

to:

* ''VideoGame/EldenRing'': Fighting Malenia with a shield is generally unviable because of her ability to heal herself whenever she lands a hit. Even if you can block her flurry of attacks without having your guard broken, you won't be able to deal much damage in-between her attacks because you spent your stamina to block blocking them. The only way to reasonably beat Malenia with a shield build is to take go all in: get the heaviest shield in the game, bulk up your stamina, and use a weapon that can attack while guarding.
Is there an issue? Send a MessageReason:
None

Added DiffLines:


Compare PaddedSumoGameplay.
Is there an issue? Send a MessageReason:
None


This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from healing themselves. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]].

to:

This can work both ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from [[HealingBoss healing themselves.themselves]]. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]].
Is there an issue? Send a MessageReason:
grammar


This can work both ways, often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from healing themselves. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]].

A healing loop is usually not eternal however. More often than not, it's actually a miserable downward spiral into a slower, agonizing, more ''humiliating'' defeat, whereupon you run out of health items, reaching CriticalExistenceFailure. The brawl has now become an arduous cycle, your only alternative is [[RageQuit to switch the game off]], or allow the enemy to defeat you.

to:

This can work both ways, ways; often you find the battle is stuck in a loop because your enemy [[HealingFactor has the ability to recover and bring themselves back from the brink]]. You can't stop them from healing themselves. No matter what strategy you employ, [[PullingThemselvesTogether you can't seem to stop them from returning]].

A healing loop is usually not eternal eternal, however. More often than not, it's actually a miserable downward spiral into a slower, agonizing, more ''humiliating'' defeat, whereupon you run out of health items, reaching CriticalExistenceFailure. The brawl has now become an arduous cycle, cycle; your only alternative is [[RageQuit to switch the game off]], or allow the enemy to defeat you.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/PathOfExile'', regular Rare monsters can be even harder to kill than bosses if it gets the right set of mods. Mods that give regen scale with maximum life, so combining that with other mods that gives boatloads of life will make it regenerate much more health and if it also gets other defensive mods like block chance or resistance or immunity to damage types or debuffs, killing it becomes almost impossible if you don't have enough DPS for it. This problem is more noticable early game when characters don't have their build properly set up yet. Anti-regen exists, but the only easy source of it is a spell, and only cuts it down by 75%.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/EldenRing'': Fighting Malenia with a shield is generally unviable because of her ability to heal herself whenever she lands a hit. Even if you can block her flurry of attacks without having your guard broken, you won't be able to deal much damage in-between her attacks because you spent your stamina to block them. The only way to reasonably beat Malenia with a shield build is to take the heaviest shield in the game, bulk up your stamina, and use a weapon that can attack while guarding.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AoE attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]

to:

* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AoE AreaOfEffect attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]
Is there an issue? Send a MessageReason:
None


* The ''Franchise/{{Pokemon}}'' games

to:

* The ''Franchise/{{Pokemon}}'' gamesgames:
Is there an issue? Send a MessageReason:
None


-->-- '''Jim Sterling''', Jesus Christ RPG

to:

-->-- '''Jim Sterling''', '''[[WebVideo/{{Jimquisition}} Jim Sterling]]''', Jesus Christ RPG

Added: 4216

Changed: 53

Removed: 3505

Is there an issue? Send a MessageReason:
Fixed alphabetization and added examples.


* The Bonus Boss ''VideoGame/BravelyDefault'' is a DualBoss against [[spoiler:Adventurer and Comrade]]. While they don't generally heal, killing [[spoiler:Comrade]] (who only has the HP of a common enemy at that point) simply causes [[spoiler:Adventurer]] to bring him back next turn, forcing you to focus on Adventurer instead lest you get caught in this. [[spoiler:As it turns out though, blowing through Adventurer's massive HP pool simply causes Comrade to bring Adventurer back, meaning you have to kill them both on the same turn to avoid this.]]



* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is more merciful than the English one, and instead sends the player to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.



* The [[{{Franchise/TheLegendOfZelda}} Zelda]] games:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The boss Moldorm can knock Link out of the raised arena. Link then needs to climb back up from the floor below (or ''two'' floors if he kicked Link down the center hole in his platform); but he also ''regains his full health'' in the process, effectively resetting the match. There's no strategy to break this cycle, either, other than fighting him over and over until one gets enough reflexes (or enough luck) to dodge him for the whole fight.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.



* ''VideoGame/PaperMarioColorSplash'' has its loop with the Larry boss fight on the Sunset Express. No skill is required to win here, but if you haven't equipped enough of the right cards, you'll get trapped in a loop. Your ally in the battle, is the Toad engineer trying to prevent a Shy Guy giving Larry an endless supply of healing items. But the train's engineer can be taken out by Larry's minions. You need to have multiple-enemy-hitting attack cards to KO Larry's minions in one turn. You can't even run away from the fight if you run out of cards, forcing the player to reset.



* ''Franchise/ShinMegamiTensei'':
** Generally speaking, these situations are de-emphasized by the various subseries' ExtraTurn mechanics. Striking a weakness allows getting an attack in for free before healing, while healing first just consumes the turn without getting anywhere. [[NintendoHard The games are balanced on the assumption the player will exploit this.]]
** ''VideoGame/ShinMegamiTenseiIIINocturne'': This is the gimmick of Mara's BonusBoss fight. He has a rather pathetic amount of HP, but will fully heal himself with Diarahan if he's taken any damage at all. The solution is just to buff yourself, debuff him, and annihilate him in one round.
* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.
* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AoE attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]



* The [[{{Franchise/TheLegendOfZelda}} Zelda]] games:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The boss Moldorm can knock Link out of the raised arena. Link then needs to climb back up from the floor below (or ''two'' floors if he kicked Link down the center hole in his platform); but he also ''regains his full health'' in the process, effectively resetting the match. There's no strategy to break this cycle, either, other than fighting him over and over until one gets enough reflexes (or enough luck) to dodge him for the whole fight.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.
* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is more merciful than the English one, and instead sends the player to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.
* ''VideoGame/PaperMarioColorSplash'' has its loop with the Larry boss fight on the Sunset Express. No skill is required to win here, but if you haven't equipped enough of the right cards, you'll get trapped in a loop. Your ally in the battle, is the Toad engineer trying to prevent a Shy Guy giving Larry an endless supply of healing items. But the train's engineer can be taken out by Larry's minions. You need to have multiple-enemy-hitting attack cards to KO Larry's minions in one turn. You can't even run away from the fight if you run out of cards, forcing the player to reset.
* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AoE attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]
* The Bonus Boss ''VideoGame/BravelyDefault'' is a DualBoss against [[spoiler:Adventurer and Comrade]]. While they don't generally heal, killing [[spoiler:Comrade]] (who only has the HP of a common enemy at that point) simply causes [[spoiler:Adventurer]] to bring him back next turn, forcing you to focus on Adventurer instead lest you get caught in this. [[spoiler:As it turns out though, blowing through Adventurer's massive HP pool simply causes Comrade to bring Adventurer back, meaning you have to kill them both on the same turn to avoid this.]]
* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.

to:

* The [[{{Franchise/TheLegendOfZelda}} Zelda]] games:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The boss Moldorm can knock Link out of the raised arena. Link then needs to climb back up from the floor below (or ''two'' floors if he kicked Link down the center hole in his platform); but he also ''regains his full health'' in the process, effectively resetting the match. There's no strategy to break this cycle, either, other than fighting him over and over until one gets enough reflexes (or enough luck) to dodge him for the whole fight.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.
* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is more merciful than the English one, and instead sends the player to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.
* ''VideoGame/PaperMarioColorSplash'' has its loop with the Larry boss fight on the Sunset Express. No skill is required to win here, but if you haven't equipped enough of the right cards, you'll get trapped in a loop. Your ally in the battle, is the Toad engineer trying to prevent a Shy Guy giving Larry an endless supply of healing items. But the train's engineer can be taken out by Larry's minions. You need to have multiple-enemy-hitting attack cards to KO Larry's minions in one turn. You can't even run away from the fight if you run out of cards, forcing the player to reset.
* ''VideoGame/TalesOfVesperia'' has the fight with Alexei. Around half HP he'll begin to absolutely spam Guardian Frost, which heals him quite a bit. However, the move is *also* an AoE attack that hits around him, making it impossible to get close, and another problem with the fight is him randomly ignoring hitstun, making it virtually impossible to actually stop him from using the move with projectiles or spells (or your own Iron Stance). Your only hope is outdamaging his pace of healing- otherwise, you might as well load your save and equip damage boosting skills before trying again. [[ThatOneBoss it should be noted he's the only boss with a healing move to exhibit this issue.]]
* The Bonus Boss ''VideoGame/BravelyDefault'' is a DualBoss against [[spoiler:Adventurer and Comrade]]. While they don't generally heal, killing [[spoiler:Comrade]] (who only has the HP of a common enemy at that point) simply causes [[spoiler:Adventurer]] to bring him back next turn, forcing you to focus on Adventurer instead lest you get caught in this. [[spoiler:As it turns out though, blowing through Adventurer's massive HP pool simply causes Comrade to bring Adventurer back, meaning you have to kill them both on the same turn to avoid this.]]
* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/DragonQuestII'' has this with its final two bosses, Hargon and Malroth, but only in the original NES version. Hargon casts Fullheal to get himself to full health if it ever gets low, and can keep doing this until you do enough damage to finish him off before he can get to that point. Malroth is much worse, as he uses Fullheal ''completely at random'', turning the fight into a LuckBasedMission.
Is there an issue? Send a MessageReason:
None


** Any opponent trainer, in a long drawn-out battle where neither Pokemon is dealing anything super effective to the other, using a Max/Hyper Potion or Full Restore at the very end, is a cheap enough tactic to make a gamer's blood boil. ''And they can do this several times in a row''.
** An especially unfortunate loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage. If the opponent's AI becomes convinced that the healing move is its best option, it will use it every turn it can. In the original games, not only was the AI easily convinced to spam such moves when they appeared to have elemental advantages (as the AI couldn't tell the difference between attacks and status moves), but Rage also locked the user into using Rage until it or its opponent fainted, and the AI had no limit on how many times it could use its moves; thus, this results in an ''endless fight'' you can't stop unless you reset the game. Making things worse, this can happen with the Elite Four member Lorelei, whose Dewgong knows Rest, and if you save the game in her room (which you can't exit without fighting her) while your only Pokemon are weak Fighting-types with Rage (which don't do enough damage to knock Dewgong out, and are weak to Rest's Psychic typing), your entire save file is ruined because you can no longer leave the room as any attempt to fight her will lead to a healing loop. In Yellow, the game uses different AI for Lorelei's Dewgong which prevents it from spamming Rest endlessly, specifically to avert this situation.
** You're in for a [[https://www.youtube.com/watch?v=OiJUP-rkwe0 miserable battle]] against any same-level Pokemon that knows the move Roost, allowing it to recover HP over and over. Photosynthesis and Moonlight aren't much better, but are at least influenced by weather conditions, so you can force them to become less effective... if you have weather-changing moves, which is unlikely since they're only situationally useful.

to:

** Any opponent trainer, in a long drawn-out battle where neither Pokemon Pokémon is dealing anything super effective to the other, using a Max/Hyper Potion or Full Restore at the very end, is a cheap enough tactic to make a gamer's blood boil. ''And they can do this several times in a row''.
** An especially unfortunate loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage. If the opponent's AI becomes convinced that the healing move is its best option, it will use it every turn it can. In the original games, not only was the AI easily convinced to spam such moves when they appeared to have elemental advantages (as the AI couldn't tell the difference between attacks and status moves), but Rage also locked the user into using Rage until it or its opponent fainted, and the AI had no limit on how many times it could use its moves; thus, this results in an ''endless fight'' you can't stop unless you reset the game. Making things worse, this can happen with the Elite Four member Lorelei, whose Dewgong knows Rest, and if you save the game in her room (which you can't exit without fighting her) while your only Pokemon are weak Fighting-types with Rage (which don't do enough damage to knock Dewgong out, and Pokémon are weak to Rest's Psychic typing), and are only able to use Rage, [[UnintentionallyUnwinnable your entire save file is ruined will be ruined]] because you can no longer can't leave the room as any attempt without fighting her and attempting to to fight her will lead to a this healing loop. In Yellow, the game uses different AI for Lorelei's Dewgong which prevents it from spamming Rest endlessly, specifically to avert this situation.
** You're in for a [[https://www.youtube.com/watch?v=OiJUP-rkwe0 miserable battle]] against any same-level Pokemon Pokémon that knows the move Roost, allowing it to recover HP over and over. Photosynthesis and Moonlight aren't much better, but are at least influenced by weather conditions, so you can force them to become less effective... if you have weather-changing moves, which is unlikely since they're only situationally useful.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is slightly kinder to the player, and instead sends them to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.

to:

* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is slightly kinder to more merciful than the player, English one, and instead sends them the player to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]].

to:

* ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]]. The later Japanese version of the game is slightly kinder to the player, and instead sends them to an easier level called The Stomach which is unique to that version; the healing loop still exists, but is slightly less brutal.
Is there an issue? Send a MessageReason:
None


** Another loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage (if the Rage user's type and the recovery user's moveset render the recovery move the only "viable" option), which results in an ''endless fight'' you can't stop unless you reset the game.
** You're in for a [[https://www.youtube.com/watch?v=OiJUP-rkwe0 miserable battle]] against any same-level Pokemon that knows the move Roost to recover HP over and over.

to:

** Another An especially unfortunate loop is triggered by using Rage against an NPC opponent who keeps using Rest or Recover over and over again to negate any and all damage done by Rage. If the opponent's AI becomes convinced that the healing move is its best option, it will use it every turn it can. In the original games, not only was the AI easily convinced to spam such moves when they appeared to have elemental advantages (as the AI couldn't tell the difference between attacks and status moves), but Rage (if also locked the user into using Rage user's type until it or its opponent fainted, and the recovery user's moveset render the recovery move the only "viable" option), which AI had no limit on how many times it could use its moves; thus, this results in an ''endless fight'' you can't stop unless you reset the game.
game. Making things worse, this can happen with the Elite Four member Lorelei, whose Dewgong knows Rest, and if you save the game in her room (which you can't exit without fighting her) while your only Pokemon are weak Fighting-types with Rage (which don't do enough damage to knock Dewgong out, and are weak to Rest's Psychic typing), your entire save file is ruined because you can no longer leave the room as any attempt to fight her will lead to a healing loop. In Yellow, the game uses different AI for Lorelei's Dewgong which prevents it from spamming Rest endlessly, specifically to avert this situation.
** You're in for a [[https://www.youtube.com/watch?v=OiJUP-rkwe0 miserable battle]] against any same-level Pokemon that knows the move Roost Roost, allowing it to recover HP over and over.over. Photosynthesis and Moonlight aren't much better, but are at least influenced by weather conditions, so you can force them to become less effective... if you have weather-changing moves, which is unlikely since they're only situationally useful.
Is there an issue? Send a MessageReason:
None


** The Mario & Luigi [[BattleInTheCenterOfTheMind fight between Bowser's memories of the brothers]], ''requires you'' to defeat Memory L first, otherwise Memory L will simply revive Memory M over and over again. The fight drags on forever though because Memory L often runs off-screen, ''where you can't attack him'', and will likely not return until Memory M if defeated. Get ready for the pain.

to:

** The Mario & Luigi [[BattleInTheCenterOfTheMind fight between Bowser's memories of the brothers]], ''requires you'' to defeat Memory L first, otherwise Memory L will simply revive Memory M over and over again. The fight drags on forever though because Memory L often runs off-screen, ''where you can't attack him'', and will likely not return until Memory M if is defeated. Get ready for the pain.
Is there an issue? Send a MessageReason:


** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The boss Moldrom is a ''[[ThatOneBoss pain in the ass]]'' to defeat for this reason. It's bad enough that if he manages to kick Link out of the arena, Link needs to climb back up from the floor below (or ''two'' floors if he kicked Link down the hole in his platform); but he also ''regains his full health'' in the process, effectively resetting the match. There's no strategy to break this cycle, either, other than fighting him over and over until one gets enough reflexes (or enough luck) to dodge him for the whole fight.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino, is ''even worse than Moldrom'': Aside for resetting the combat, his uppercut knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.
* In the same vein as Zelda, ''VideoGame/EccoTheDolphin'' also has its looping frustration with its final boss, the Vortex Queen in the American Version. If you get consumed by the alien Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]].

to:

** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The boss Moldrom is a ''[[ThatOneBoss pain in the ass]]'' to defeat for this reason. It's bad enough that if he manages to kick Moldorm can knock Link out of the arena, raised arena. Link then needs to climb back up from the floor below (or ''two'' floors if he kicked Link down the center hole in his platform); but he also ''regains his full health'' in the process, effectively resetting the match. There's no strategy to break this cycle, either, other than fighting him over and over until one gets enough reflexes (or enough luck) to dodge him for the whole fight.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': The boxing mini boss Blaino, is ''even worse than Moldrom'': Aside for resetting the combat, his Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. [[ThatOneLevel Turtle Rock is not a fun trek]]. This is one loop you don't want to get stuck in.
* In the same vein as Zelda, ''VideoGame/EccoTheDolphin'' also has its looping frustration with its final boss, the Vortex Queen in the American Version. ''VideoGame/EccoTheDolphin'': If you get consumed by the alien Vortex Queen, [[NintendoHard which can easily happen]], you are forced to play through the previous level, The Machine, just to return to the fight, where her health resets. You don't want or need this loop, as The Machine is a [[MarathonLevel five-minute-long autoscrolling monstrosity of a level]].
Is there an issue? Send a MessageReason:
None



to:

* A popular [[{{Troll}} troll level]] choice of an Anti-softlock in ''VideoGame/SuperMarioMaker'' is to trap the player in an otherwise inescapable room where death is the only way out, except power-ups keep spawning in the room with the player, preventing them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** There are three ways the game prevents this from happening (usually): the existence of {{Critical Hit}}s, which will usually take their victim down [[CriticalExistenceFailure below healing level]]; misses, which will allow the other pokemon to do something else; and PP, so players can only use a move a certain number of times before they have to pick something else. (However, in Generation 1 AI trainers did not have PP, so they could repeat the same move indefinitely). Healing items are also restricted - AI trainers almost never have more than two, and while a player ''could'' stock up on enough Full Restores to keep this going for hours, there's no in-game reason to buy this many, and single-use healing items aren't allowed in trainer battles. There is one perfect situation which bypasses ''all'' of these restrictions and allows two players to be locked in battle eternally: two Wobbaffets holding leftovers will never be able to attack one another, in early generations would also prevent one another from switching, and once all of their PP was reduced to 0 the desperation move Struggle (which can neither critical hit nor miss) wouldn't be able to do enough damage to overcome the healing effects of the leftovers.

Top