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* This is rather common in ''Franchise/FinalFantasy'', with an example from ''VideoGame/FinalFantasyVI'' pictured above. Depending the game, your party members can have a maximum of 999 or 9,999 HP, whereas bosses and even some enemies will have thousands or tens of thousands of HP, if not more. For this reason, a FixedDamageAttack like 1,000 Needles is generally more lethal when an enemy uses it, since 1,000 HP is worth more to a player than a monster.

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* This is rather common in ''Franchise/FinalFantasy'', with an example from ''VideoGame/FinalFantasyVI'' pictured above.''Franchise/FinalFantasy''. Depending the game, your party members can have a maximum of 999 or 9,999 HP, whereas bosses and even some enemies will have thousands or tens of thousands of HP, if not more. For this reason, a FixedDamageAttack like 1,000 Needles is generally more lethal when an enemy uses it, since 1,000 HP is worth more to a player than a monster.
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[[caption-width-right:350:An eye for an eyelash.]]
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[[quoteright:340:[[VideoGame/FinalFantasyVI https://static.tvtropes.org/pmwiki/pub/images/playervsmonsterHP.jpg]]]]
[[caption-width-right:340:A fairly balanced fight in the world of [=RPGs=].]]

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[[caption-width-right:340:A fairly balanced fight in the world of [=RPGs=].]]
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* ''VideoGame/EtrianOdyssey'' starts off averting this trope, as except for the toughest {{bonus boss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when the Curse {{Status Effect|s}} is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.
* ''VideoGame/FateGrandOrder'' is a fairly straight example. The tankiest Servants in the game tend to max out at 20,000 HP (though some can go higher through buffs), and most others have half that or less. You start encountering standard enemies with that much HP around the fourth or fifth chapter, and bosses in the later part of the game can have HP stats in the millions. The game's TacticalRockPaperScissors mechanic also ensures that even if the player and the enemy have the same offense, the player still usually does more damage and takes less. Lastly, player teams have the ability to stack buffs much more easily, along with generally stronger skills and attacks. Those bosses with HP in the millions? They ended up going down so fast to the more twinked-out team compositions that the game had to essentially institute a form of MercyInvincibility to stop players from simply crushing them in one turn.
** This also contributes to Angra Mainyu's JokeCharacter status. His ability to send back two or three-fold all damage he's taken that turn is less than impressive when his maximum HP reaches maybe 10% of the average midboss's. It only ever helps in ''very'' specific situations where the enemy has defenses so massive that a FixedDamageAttack like that is the best way to damage it.

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* ''VideoGame/EtrianOdyssey'' starts ''VideoGame/EtrianOdyssey'': The games start off averting this trope, as except for the toughest {{bonus boss}}es, {{Superboss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, ''VideoGame/EtrianOdysseyIIITheDrownedCity'', however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when the Curse {{Status Effect|s}} is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.
* ''VideoGame/FateGrandOrder'' is a fairly straight example. The tankiest Servants in the game tend to max out at 20,000 HP (though some can go higher through buffs), and most others have half that or less. You start encountering standard enemies with that much HP around the fourth or fifth chapter, and bosses in the later part of the game can have HP stats in the millions. The game's TacticalRockPaperScissors mechanic also ensures that even if the player and the enemy have the same offense, the player still usually does more damage and takes less. Lastly, player teams have the ability to stack buffs much more easily, along with generally stronger skills and attacks. Those bosses with HP in the millions? They ended up going down so fast to the more twinked-out team compositions that the game had to essentially institute a form of MercyInvincibility to stop players from simply crushing them in one turn.
**
turn. This also contributes to Angra Mainyu's JokeCharacter status. His ability to send back two or three-fold all damage he's taken that turn is less than impressive when his maximum HP reaches maybe 10% of the average midboss's. It only ever helps in ''very'' specific situations where the enemy has defenses so massive that a FixedDamageAttack like that is the best way to damage it.

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* ''VideoGame/SuperRobotWars''. You fight against bosses (and even some mooks) with 5 to 6-digit HP figures; while it isn't very difficult to deal 5-digit damage figures yourself, it may take some time to bring down some bosses. Fortunately, even with majority of your units having 4-digit HP figures, it usually takes more than a hit from enemies to bring down a Real Robot on your team, though one-hit kills do happen.
** Adding to this, while your enemies do outnumber you, in general you have better dodge or health stats, and you can use Spirit Commands to make up for any weaknesses (i.e. dodging all attacks for one turn, having 100% accuracy for the next turn, taking only 10 damage for the next turn etc.). And in the end, most bosses only have powerful moves that target only one of your mechs, while after whittling down the enemy army you have an entire roster of your own mechs to beat them down.

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* ''VideoGame/SuperRobotWars''. You fight against bosses (and even some mooks) with 5 to 6-digit HP figures; while it isn't very difficult to deal ''VideoGame/SuperRobotWars'': Player units have 4 or 5-digit damage figures yourself, it may take some time to bring down some bosses. Fortunately, HP values, with even with majority of your the toughest units having 4-digit HP figures, almost never reaching 20,000. Even early bosses often have at least this much, and endgame bosses may get close to 1,000,000. However, it usually takes more than a hit from enemies to bring down a Real Robot on your team, though one-hit kills do happen.
** Adding to this, while your enemies do outnumber you, in general you have better dodge or health stats, and you can use Spirit Commands to make up for any weaknesses (i.e. dodging all
at least two enemy attacks for one turn, having 100% accuracy for the next turn, taking only 10 to down even your relatively fragile units, while player units can do 5 or even 6-digit damage for the next turn etc.). And in the end, most bosses only have powerful moves when fully upgraded. Units that target only one of your mechs, while after whittling down switch sides usually get their stats changed to match player values, with some exceptions such as ''VideoGame/SuperRobotWarsJudgment'' where the player gets a former boss on the last stage with all of his enemy army you have an entire roster of your own mechs stats, meaning he has massively inflated HP but no ability to beat them down.deal damage.
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* To an extent in ''TabletopGames/SentinelsOfTheMultiverse''. Heroes mostly have HP in the 25-30 range, while a typical boss villain will have more like 90, with the highest hitting 200 (except OblivAeon, who has forms with 180, 130, and 10,000 - although that last one is supposed to be handled in other ways). Villains very rarely do more than 5 damage in a hit, and even that once per round. Sufficiently prepared heroes, on the other hand, will be doing that kind of damage each turn, and in the right circumstances can do upwards of 50 damage a turn. In perfect circumstances, some characters can hit past 100.

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* Missions in ''VideoGame/TeamFortress2'''s Mann Vs. Machine mode play this straighter the further in the mission you go. At the beginning you fight robot versions of the playable classes who are greater in number than you, but have much more limited sources of healing and fewer weapon choices (often only being able to use their primary or even just their melee weapon). Later waves have [[BossInMookClothing giant robots]] with massively larger amounts of health, medics, and more powerful weapons, but instead of upgrades giving you more health, you instead have ones that reduction certain types of damage, and more importantly weapon upgrades. In exchange, the player characters, aside from these upgrades, also have respawns, power up canteens and several abilities to their weapons which can be added. The Scout also gets an extra ability where he gets extra health after he gets money, often to the point of Overheal, leading the FragileSpeedster GlassCannon scout to suddenly become a LightningBruiser who can run quickly, soak up tons of damage and, with the right items, slow down waves while dealing out tons more.

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* Missions in ''VideoGame/TeamFortress2'''s Mann Vs. Machine mode play this straighter the further in the mission you go. At the beginning you fight robot versions of the playable classes who are greater in number than you, but have much more limited sources of healing and fewer weapon choices (often only being able to use their primary or even just their melee weapon). Later waves have [[BossInMookClothing giant robots]] with massively larger amounts of health, medics, and more powerful weapons, but instead of upgrades giving you more health, you instead have ones that grant reduction to certain types of damage, and and, more importantly importantly, weapon upgrades. In exchange, the player characters, aside from these upgrades, also have respawns, power up canteens and several abilities to their weapons which can be added. The Scout also gets an extra ability where he gets extra health after he gets money, often to the point of Overheal, leading the FragileSpeedster GlassCannon scout to suddenly become a LightningBruiser who can run quickly, soak up tons of damage and, with the right items, slow down waves while dealing out tons more.


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* ''VideoGame/HoloCure'': Most playable characters have difficulty reaching 100 HP. Meanwhile, stage bosses have HP in the tens of thousands, and the game expects you to kill them within two minutes.
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* Highly exaggerated in ''[[http://armorgames.com/play/15607/arcane-weapon Arcane Weapon]]. The player character only has a few hundred health points, but can deal out thousands of hit points worth of damage with his most powerful attacks, while the enemy faced in "Survival" has 2,000,000 health points but at most only deals about a hundred points worth of damage with every attack.

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* Highly exaggerated in ''[[http://armorgames.com/play/15607/arcane-weapon Arcane Weapon]].Weapon]]''. The player character only has a few hundred health points, but can deal out thousands of hit points worth of damage with his most powerful attacks, while the enemy faced in "Survival" has 2,000,000 health points but at most only deals about a hundred points worth of damage with every attack.
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* ''VideoGame/MapleStory'', in spades. In the endgame, it's not unheard of for players to deal billions of damage per second, with the hardest endgame bosses having HP totals well into the tens of trillions. Meanwhile, the maximum HP for player characters is a comparatively scant 500,000, and very few enemies outside of bosses can even deal 5 digits worth of damage.
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* ''VideoGame/PathOfExile'': A fully decked out endgame build (even ones that aren't exorbitantly expensive) can reach DPS numbers in the millions, even tens of millions. Players consider the bare minimum amount of Life you need to survive most random one-shots is about 5,000, and with damage mitigation, about 10-15k effective HP. Getting any more than that without sacrificing too much damage will require investing in increasingly expensive gear and only essential in extremely high-scaled areas (or [[FinalDeathMode Hardcore]]).

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* ''VideoGame/PathOfExile'': A fully decked out endgame build (even ones that aren't exorbitantly expensive) can reach is expected to have DPS numbers in the millions, even tens of millions. Players consider the bare minimum amount of Life you need to survive most random one-shots is about 5,000, and with damage mitigation, about 10-15k effective HP. Getting any more than that without sacrificing too much damage will require investing in increasingly expensive gear and only essential in extremely high-scaled areas (or [[FinalDeathMode Hardcore]]).
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* ''VideoGame/PathOfExile'': A fully decked out endgame build (even ones that aren't exorbitantly expensive) can reach DPS numbers in the millions, even tens of millions. Players consider the bare minimum amount of Life you need to survive most random one-shots is about 5,000, and with damage mitigation, about 10-15k effective HP. Getting any more than that without sacrificing too much damage will require investing in increasingly expensive gear and only essential in extremely high-scaled areas.

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* ''VideoGame/PathOfExile'': A fully decked out endgame build (even ones that aren't exorbitantly expensive) can reach DPS numbers in the millions, even tens of millions. Players consider the bare minimum amount of Life you need to survive most random one-shots is about 5,000, and with damage mitigation, about 10-15k effective HP. Getting any more than that without sacrificing too much damage will require investing in increasingly expensive gear and only essential in extremely high-scaled areas.areas (or [[FinalDeathMode Hardcore]]).
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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbitantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.

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* ''VideoGame/PathOfExile'': A fully decked out endgame build (even ones that aren't exorbitantly expensive) can reach DPS numbers in the millions, even tens of millions. Players consider the bare minimum amount of Health Life you need to survive most random hard-hitting attacks without damage mitigation one-shots is about 5,000. Even the healthiest builds struggle to break 7,000, 5,000, and pure Energy Shield builds need insanely powerful with damage mitigation, about 10-15k effective HP. Getting any more than that without sacrificing too much damage will require investing in increasingly expensive gear to reach 10,000 ES.and only essential in extremely high-scaled areas.
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* Brutally {{Exploited|Trope}} in ''VideoGame/BravelyDefault''. Two of the available classes have skills that deal fixed damage equals to the amount of HP the user is missing. The problem is that Qada and Alternis, the bosses whom you have to defeat to unlock these classes, ''also'' have these skills. This eventually results in repeated [[{{Cap}} 9999 damage]] attacks (which, at the point you fight them [[spoiler:for the first time]]), is almost certainly a OneHitKill.

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* Brutally {{Exploited|Trope}} in ''VideoGame/BravelyDefault''. Two of The Salve-Maker ability "Dark Breath" and the available classes have skills that Dark Knight ability "Minus Strike" both deal fixed damage equals equal to the amount of HP the user is missing. The problem is that Qada and Alternis, Problem is, the bosses whom you have to defeat to unlock these classes, jobmasters of those jobs ''also'' have these skills. This eventually results access to those abilities, and since the majority of bosses in the game have many times more health than the player characters are even ''capable'' of having, this will result in repeated [[{{Cap}} 9999 damage]] attacks (which, at the point before you fight get even halfway through taking them [[spoiler:for down, which is also the first time]]), maximum amount of health a player character can have, and reaching it requires many hours of farming randomly-dropping stat-boosting items from incredibly difficult repeatable {{Superboss}}es, so any time they use these attacks will be a guaranteed OneHitKill. You ''can'' double a player character's max health for the duration of the current battle (or until they die, whichever comes first), which ignores the 9999 cap, but this is almost certainly also a OneHitKill.Salve-Maker ability, so you still need to defeat that jobmaster first. Thankfully, the game developers were merciful enough to not give him the health-doubling ability.
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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbidantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.

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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbidantly exorbitantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.



* ''VideoGame/ValkyriaChronicles'' is an interesting case. In the main campaign, your forces are much more capable, and the enemy much more numerous as you'd expect, with only enemy bosses having the stats to go toe-to-toe and needing much more firepower to defeat. The DLC pace ''Behind her Blue Flame'', which puts you in control of [[TheDragon Selvaria Bles]], faithfully maintains this status quo: your Empire soldiers are inaccurate with cardboard armour, while the Gallians have all the accuracy, power, and evasion of a high-level player squad. Selvaria remains PurposefullyOverpowered and ends up doing most of the heavy lifting.

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* ''VideoGame/ValkyriaChronicles'' is an interesting case. In the main campaign, your forces are much more capable, and the enemy much more numerous as you'd expect, with only enemy bosses having the stats to go toe-to-toe and needing much more firepower to defeat. The DLC pace ''Behind her Blue Flame'', which puts you in control of [[TheDragon Selvaria Bles]], faithfully maintains this status quo: your Empire soldiers are inaccurate with cardboard armour, armor, while the Gallians have all the accuracy, power, and evasion of a high-level player squad. Selvaria remains PurposefullyOverpowered and ends up doing most of the heavy lifting.



* ''VideoGame/RuneScape'' averts this by giving enemies the same combat levels that players have to show how powerful they are. As combat levels are made out of the six combat stats (two of which the enemy cannot use), the stats are properly distributed to a monster until it reaches the combat level it is given. However, Defence is rarely an invested stat due to being the stat that makes attacks miss (which would make battles frustrating for players if it were invested in enough), leading to HP levels being put through the roof as a result. A slightly different formula is used for magi and rangers, meaning they're subversions instead.

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* ''VideoGame/RuneScape'' averts this by giving enemies the same combat levels that players have to show how powerful they are. As combat levels are made out of the six combat stats (two of which the enemy cannot use), the stats are properly distributed to a monster until it reaches the combat level it is given. However, Defence Defense is rarely an invested stat due to being the stat that makes attacks miss (which would make battles frustrating for players if it were invested in enough), leading to HP levels being put through the roof as a result. A slightly different formula is used for magi and rangers, meaning they're subversions instead.



* Most [=RPGs=] based on existing role-playing systems, like ''VideoGame/BaldursGate'', ''VideoGame/{{Fallout}}'' and ''Videogame/PlanescapeTorment''. Enemies tend to be made up of the same races and classes as you (ok, in ''Torment'', [[FantasyKitchenSink not so much]]) and follow the same HP, attack and damage rules. While bosses may have higher HP, that is because they are higher level -- on a NewGamePlus you may have characters with equal levels to them who can match them blow for blow in HP and damage.

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* Most [=RPGs=] based on existing role-playing systems, like ''VideoGame/BaldursGate'', ''VideoGame/{{Fallout}}'' and ''Videogame/PlanescapeTorment''. Enemies tend to be made up of the same races and classes as you (ok, (OK, in ''Torment'', [[FantasyKitchenSink not so much]]) and follow the same HP, attack and damage rules. While bosses may have higher HP, that is because they are higher level -- on a NewGamePlus you may have characters with equal levels to them who can match them blow for blow in HP and damage.



* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original ''[[VideoGame/PaperMario64 Paper Mario]]'', the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence and healing adequately.

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* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original ''[[VideoGame/PaperMario64 Paper Mario]]'', the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence defense and healing adequately.
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* Not completely averted in ''VideoGame/{{Bonfire}}'', but heavily downplayed. Every hero has the exact same HP (100), which never changes over the course of the game. Standard enemies have the exact same amount. Stronger enemies do outpace heroes, but not to the absurd degree seen in most [=RPGs=]: minibosses have 200 HP and bosses have 500. Damage scales in the same way, with standard enemies having comparable Attack to heroes and bosses often having more. So while it's possible to beat enemies with only a few hits, they can do the same to you -- as many a player has discovered after receiving a max-charge Blast from a Mournfolk Mage, which, just like yours, almost always does [[ThereIsNoKillLikeOverkill over 100 damage]].
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* ''VideoGame/{{Deltarune}}'': While normally played straight (See above), this is averted specifically for Susie in Chapter 1, when you fight her and Lancer. Just like a party member, she still has 120 HP, but hitting her also deals much less damage. Furthermore, she retains the party member ability to get back up a few turns after her HP is reduced to zero, which means you can't permanently put her down. To end the encounter violently, you have to target Lancer, who works like a normal enemy.
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* Missions in ''VideoGame/TeamFortress2'''s Mann Vs. Machine mode play this straighter the further in the mission you go. At the beginning you fight robot versions of the playable classes who are greater in number than you, but have much more limited sources of healing and fewer weapon choices (often only being able to use their primary or even just their melee weapon). Later waves have [[BossInMooksClothing giant robots]] with massively larger amounts of health, medics, and more powerful weapons, but instead of upgrades giving you more health, you instead have ones that reduction certain types of damage, and more importantly weapon upgrades. In exchange, the player characters, aside from these upgrades, also have respawns, power up canteens and several abilities to their weapons which can be added. The Scout also gets an extra ability where he gets extra health after he gets money, often to the point of Overheal, leading the FragileSpeedster GlassCannon scout to suddenly become a LightningBruiser who can run quickly, soak up tons of damage and, with the right items, slow down waves while dealing out tons more.

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* Missions in ''VideoGame/TeamFortress2'''s Mann Vs. Machine mode play this straighter the further in the mission you go. At the beginning you fight robot versions of the playable classes who are greater in number than you, but have much more limited sources of healing and fewer weapon choices (often only being able to use their primary or even just their melee weapon). Later waves have [[BossInMooksClothing [[BossInMookClothing giant robots]] with massively larger amounts of health, medics, and more powerful weapons, but instead of upgrades giving you more health, you instead have ones that reduction certain types of damage, and more importantly weapon upgrades. In exchange, the player characters, aside from these upgrades, also have respawns, power up canteens and several abilities to their weapons which can be added. The Scout also gets an extra ability where he gets extra health after he gets money, often to the point of Overheal, leading the FragileSpeedster GlassCannon scout to suddenly become a LightningBruiser who can run quickly, soak up tons of damage and, with the right items, slow down waves while dealing out tons more.
Is there an issue? Send a MessageReason:
None


* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original Paper Mario, the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence and healing adequately.

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* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original ''[[VideoGame/PaperMario64 Paper Mario, Mario]]'', the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence and healing adequately.
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* ''VideoGame/EtrianOdyssey'' starts off averting this trope, as except for the toughest {{bonus boss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when Curse StatusEffect is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.

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* ''VideoGame/EtrianOdyssey'' starts off averting this trope, as except for the toughest {{bonus boss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when the Curse StatusEffect {{Status Effect|s}} is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.
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* ''[[VideoGame/SagaRPG [=SaGa=]]]'' has this on spades, with ''[[VideoGame/SagaFrontier [=SaGa=] Frontier]]'' being the best example: with the correct setup, your character can easily deal damage in the five digit range whereas their max HP is capped at 999 while endgame bosses can easily have up to 100000 HP but their damage output rarely goes above 800.
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Beware any StandardStatusEffects such as Confusion, charm, mind control, etc., which thanks to this trope are much more dangerous when used on the player due to the damage a confused PC can inflict.

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Beware any StandardStatusEffects StatusEffects such as Confusion, charm, mind control, etc., which thanks to this trope are much more dangerous when used on the player due to the damage a confused PC can inflict.



* ''VideoGame/EtrianOdyssey'' starts off averting this trope, as except for the toughest {{bonus boss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when Curse StandardStatusEffect is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.

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* ''VideoGame/EtrianOdyssey'' starts off averting this trope, as except for the toughest {{bonus boss}}es, the toughest enemies only have a few thousands of HP and deal about hundreds on HP on average, and your party members who are capped at 999 HP each can also do usually only a few hundred of damage on average. Starting from the third game, however, bosses start having jacked up HP, with your party's damage potential following suit: It's no longer uncommon for your party to deal thousands or maybe ''tens of thousands'' of damage quite easily to bosses who have easily tens of thousands of HP. This becomes a problem when Curse StandardStatusEffect StatusEffect is also introduced at the same time; since the status punishes its bearer with retaliatory damage every time they damage an enemy, the hardest bosses can [[TotalPartyKill wipe out your team]] while taking relatively mild counterattack, while your party members can kill themselves by using their stronger attacks.
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* ''VideoGame/{{Deltarune}}'': The amount of health that the player characters have ranges from 70 to 110 at the very beginning, while the damage they deal starts at around 60, and quickly gets higher. Bosses, on the other hand, have at lowest 1000 HP, but only deal around 20 damage.

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* ''VideoGame/{{Deltarune}}'': The amount of health that the player characters have ranges from 70 to 110 at the very beginning, while the damage they deal starts at around 60, and quickly gets higher. Bosses, on the other hand, have at lowest 1000 HP, but only deal around 20 damage.damage, though the BulletHell-based defense minigame makes it possible for them to hit you far more times a turn.
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* ''VideoGame/{{Deltarune}}'': The amount of health that the player characters have ranges from 70 to 110 at the very beginning, while the damage they deal starts at around 60, and quickly gets higher. Bosses, on the other hand, have at lowest 1000 HP, but only deal around 20 damage.
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# '''Player Rewards:''' One of the most rewarding things a player can get is a stronger weapon or a more powerful attack. This makes it much easier to kill all the enemies you've previously faced, but to avoid making things too easy as the game progresses, the monsters in later areas need to have their HP ramped up quickly, so that the new weapon becomes par for the course, and the player has to seek a newer, better weapon. Also, players tend to like seeing big numbers, which means seeing those numbers be bigger than the enemies is similarly satisfying.

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# '''Player Rewards:''' One of the most rewarding things a player can get is a stronger weapon or a more powerful attack. This makes it much easier to kill all the enemies you've previously faced, but to avoid making things too easy as the game progresses, the monsters in later areas [[SortingAlgorithmOfEvil need to have their HP ramped up quickly, quickly]], so that the new weapon [[SoLastSeason becomes par for the course, course]], and the player has to seek a newer, better weapon. Also, players tend to like seeing big numbers, which means seeing those numbers be bigger than the enemies is similarly satisfying.
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* This is rather common in ''Franchise/FinalFantasy'', with an example from ''VideoGame/FinalFantasyVI'' pictured above. Depending the game, your party members can have a maximum of 999 or 9,999 HP, whereas bosses and even some enemies will have thousands or tens of thousands of HP, if not more. For this reason, a FixedDamageAttack like 1,000 Needles is generally more lethal when an enemy uses it, since 1,000 HP is worth more to a player than a monster.

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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbidantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.[[/folder]]

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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbidantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.ES.
[[/folder]]



* ''VideoGame/WorldOfWarcraft'' bosses, particularly raid bosses, deal only a tiny fraction of their health as damage. However, since they're supposed to be fought by groups of 10, 25, or in the past ''40'' players to one, this tiny fraction is still enough to OneHitKill anyone not [[StoneWall built to take it]], and even they can expect take many, many times their total health in damage over the course of a fight. From the player perspective a respectable end-game damage output would enable many damage-focused players to kill themselves, on average, in about 5 seconds. Indeed, some of the most consistently dangerous abilities in the game are variations on the theme of reflecting players' attacks back at themselves or their allies.
** This was a huge problem in [=PvP=] until the introduction of the resilience stat, whose sole purpose is to decrease the damage taken by other players. Prior to ''Mists of Pandaria'', this came almost purely from specialized gear, so a player without such equipment can still die ''very'' quickly; ''Pandaria'' changed this so that all players get a base [=PvP=] resilience of 40% with gear adding more resilience to that.



** Blue Mage's White Wind spell heals you and any nearby party members for an amount of HP equivalent to how much HP you currently have. This means that, while it's an incredibly convenient spell to have overall - it's the first actual healing spell you can be reasonably expected to get with Blue Mage, and the only one you can get to heal yourself with until level 50 - and very good for healing as part of a team where someone else is taking hits for you, effective use of it while playing solo requires casting it when you least ''need'' healing, since going below half health before casting it will result in diminishing returns that, depending on how long you wait or how much damage you're taking, could ultimately end with you dying before you can heal up anyway. For comparison, a regular healer's basic Cure/Physick/what have you has a static potency that's slightly boosted by the user's Mind stat, and up until you start reaching the endgame of the 2.0 content, they grant enough HP to a target that another healer or DPS of equivalent level can often go from single-digit HP to fully or near-fully healed with one cast.

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** Blue Mage's White Wind spell heals you and any nearby party members for an amount of HP equivalent to how much HP you currently have. This means that, while it's an incredibly convenient spell to have overall - -- it's the first actual healing spell you can be reasonably expected to get with Blue Mage, and the only one you can get to heal yourself with until level 50 - -- and very good for healing as part of a team where someone else is taking hits for you, effective use of it while playing solo requires casting it when you least ''need'' healing, since going below half health before casting it will result in diminishing returns that, depending on how long you wait or how much damage you're taking, could ultimately end with you dying before you can heal up anyway. For comparison, a regular healer's basic Cure/Physick/what have you has a static potency that's slightly boosted by the user's Mind stat, and up until you start reaching the endgame of the 2.0 content, they grant enough HP to a target that another healer or DPS of equivalent level can often go from single-digit HP to fully or near-fully healed with one cast.cast.
* ''VideoGame/WorldOfWarcraft'' bosses, particularly raid bosses, deal only a tiny fraction of their health as damage. However, since they're supposed to be fought by groups of 10, 25, or in the past ''40'' players to one, this tiny fraction is still enough to OneHitKill anyone not [[StoneWall built to take it]], and even they can expect take many, many times their total health in damage over the course of a fight. From the player perspective a respectable end-game damage output would enable many damage-focused players to kill themselves, on average, in about 5 seconds. Indeed, some of the most consistently dangerous abilities in the game are variations on the theme of reflecting players' attacks back at themselves or their allies.
** This was a huge problem in [=PvP=] until the introduction of the resilience stat, whose sole purpose is to decrease the damage taken by other players. Prior to ''Mists of Pandaria'', this came almost purely from specialized gear, so a player without such equipment can still die ''very'' quickly; ''Pandaria'' changed this so that all players get a base [=PvP=] resilience of 40% with gear adding more resilience to that.



* Brutally {{Exploited|Trope}} in ''VideoGame/BravelyDefault''. Two of the available classes have skills that deal fixed damage equals to the amount of HP the user is missing. The problem is that Qada and Alternis, the bosses whom you have to defeat to unlock these classes, ''also'' have these skills. This eventually results in repeated [[{{Cap}} 9999 damage]] attacks (which, at the point you fight them [[spoiler:for the first time]]), is almost certainly a OneHitKill.



* The flash game ''Monsters' Den: Book of Dread'' makes this obvious with the "end" boss that [[spoiler: summons copies of you to his side. You can score a kill in 1-2 swings if you've been playing right -- but so can they]].



* ''VideoGame/LunarTheSilverStar'' has bosses whose stats are based on TheHero Alex's level. The FinalBoss's HP, for example, is 260 times Alex's level. At level 40, that would put his HP at 10,400. Alex's HP at that level? Somewhere around ''250''.
* In the ''VideoGame/PokemonMysteryDungeon'' games, the bosses have much higher HP when you battle them than when you recruit them.
* On foot, the HP of the playable characters in ''VideoGame/{{Xenogears}}'' tops out in the hundreds. Most of the bosses towards the end of the game have HP in the thousands (the human boss with the highest HP, Graf, has [[SixHundredSixtySix 6666]] HP), and per this trope, the characters are more than capable of dealing that much damage. This is less noticeable in Gear battles, where both the player gears and the enemies can have 10,000+ HP.
* In the Normal Mode of ''VideoGame/MarioAndLuigiDreamTeam'', enemies have a ridiculous amount of health and high defenses but do less damage, whereas the Mario bros are the opposite. However, Hard Mode is another story...



* In ''VideoGame/EndlessFrontier,'' the protagonists all carry around [[MoreDakka enough firepower to make a mob of Flash Gitz cry overkill and do upwards of 5k HP per turn]], while starting out with around 1,000 HP themselves. Somewhat crosses over with PaddedSumoGameplay, although you're supposed to look through the Turn Order list to squish the enemy coming up next.



* Brutally {{Exploited|Trope}} in ''VideoGame/BravelyDefault''. Two of the available classes have skills that deal fixed damage equals to the amount of HP the user is missing. The problem is that Qada and Alternis, the bosses whom you have to defeat to unlock these classes, ''also'' have these skills. This eventually results in repeated [[{{Cap}} 9999 damage]] attacks (which, at the point you fight them [[spoiler:for the first time]]), is almost certainly a OneHitKill.
* Much laxer in the ''VideoGame/StarOcean'' series, as characters can go up to 99999 in HP and MP. However, in exchange, your skills use up your HP, and in ''[[VideoGame/StarOceanTillTheEndOfTime Star Ocean 3]]'' both players and monsters can get KO'ed by running out of the MP they use for spells. Especially powerful moves drain both, so battle wisely.
* ''VideoGame/GoldenSun'':
** The Summon system allows you to deal hilariously enormous damage, as it deals both regular damage based on stats and resistance but also acts as a PercentDamageAttack as well, which is why they hurt bosses a lot more.
** Can be used against you in ''VideoGame/GoldenSunDarkDawn'': The Ancient Devil BonusBoss can mind control one of your party members. While this would be a problem in any case, it's downright horrifying if he takes Sveta, who has an attack that hits ''all'' targets, for free, with no cooldown.



* In ''VideoGame/EndlessFrontier,'' the protagonists all carry around [[MoreDakka enough firepower to make a mob of Flash Gitz cry overkill and do upwards of 5k HP per turn]], while starting out with around 1,000 HP themselves. Somewhat crosses over with PaddedSumoGameplay, although you're supposed to look through the Turn Order list to squish the enemy coming up next.
* ''Monster Girl Quest: Paradox'' plays this very straight, and it's especially noticeable since you can recruit every enemy (though not necessarily when you first fight them). A boss with six digits of HP will only have four digits when recruited, while their damage goes in the opposite direction.



* ''VideoGame/GoldenSun'':
** The Summon system allows you to deal hilariously enormous damage, as it deals both regular damage based on stats and resistance but also acts as a PercentDamageAttack as well, which is why they hurt bosses a lot more.
** Can be used against you in ''VideoGame/GoldenSunDarkDawn'': The Ancient Devil BonusBoss can mind control one of your party members. While this would be a problem in any case, it's downright horrifying if he takes Sveta, who has an attack that hits ''all'' targets, for free, with no cooldown.
* ''VideoGame/LunarTheSilverStar'' has bosses whose stats are based on TheHero Alex's level. The FinalBoss's HP, for example, is 260 times Alex's level. At level 40, that would put his HP at 10,400. Alex's HP at that level? Somewhere around ''250''.
* In the Normal Mode of ''VideoGame/MarioAndLuigiDreamTeam'', enemies have a ridiculous amount of health and high defenses but do less damage, whereas the Mario bros are the opposite. However, Hard Mode is another story...



* ''Monster Girl Quest: Paradox'' plays this very straight, and it's especially noticeable since you can recruit every enemy (though not necessarily when you first fight them). A boss with six digits of HP will only have four digits when recruited, while their damage goes in the opposite direction.
* The flash game ''Monsters' Den: Book of Dread'' makes this obvious with the "end" boss that [[spoiler: summons copies of you to his side. You can score a kill in 1-2 swings if you've been playing right -- but so can they]].
* In the ''VideoGame/PokemonMysteryDungeon'' games, the bosses have much higher HP when you battle them than when you recruit them.
* Much laxer in the ''VideoGame/StarOcean'' series, as characters can go up to 99999 in HP and MP. However, in exchange, your skills use up your HP, and in ''[[VideoGame/StarOceanTillTheEndOfTime Star Ocean 3]]'' both players and monsters can get KO'ed by running out of the MP they use for spells. Especially powerful moves drain both, so battle wisely.
* On foot, the HP of the playable characters in ''VideoGame/{{Xenogears}}'' tops out in the hundreds. Most of the bosses towards the end of the game have HP in the thousands (the human boss with the highest HP, Graf, has [[SixHundredSixtySix 6666]] HP), and per this trope, the characters are more than capable of dealing that much damage. This is less noticeable in Gear battles, where both the player gears and the enemies can have 10,000+ HP.



* ''VideoGame/{{Warframe}}'': Players and enemies use fundamentally different scaling and leveling mechanisms to compensate for the fact that players can enhance their power with mods while enemies can increase in level indefinitely. Players can stack a wide variety of large multipliers to increase their DPS to absurd heights, but health is fundamentally capped and can only scale linearly. Meanwhile, enemy damage grows fairly slowly, but health and shields scale quadratically while armor scaling is better than linear. The result is that enemies are barely tickled by their own weapons while players one-shot each other so badly it's not even funny. The original incarnation of the game's [=PvP=] mode suffered badly from RocketTagGameplay thanks to this disparity, but Update 16 balanced things by restricting the available mods and separating [=PvP=] stats from [=PvE=] stats. In [=PvE=], this is what makes enemies with Radiation damage so dangerous. The Radiation status effect simulates confusion by removing FriendlyFireproof--which means that the first sign one squad member has been afflicted by it is when everyone else in the squad instantly goes down from the ridiculously powerful attacks they've been throwing around.

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* ''VideoGame/{{Warframe}}'': Players and enemies use fundamentally different scaling and leveling mechanisms to compensate for the fact that players can enhance their power with mods while enemies can increase in level indefinitely. Players can stack a wide variety of large multipliers to increase their DPS to absurd heights, but health is fundamentally capped and can only scale linearly. Meanwhile, enemy damage grows fairly slowly, but health and shields scale quadratically while armor scaling is better than linear. The result is that enemies are barely tickled by their own weapons while players one-shot each other so badly it's not even funny. The original incarnation of the game's [=PvP=] mode suffered badly from RocketTagGameplay thanks to this disparity, but Update 16 balanced things by restricting the available mods and separating [=PvP=] stats from [=PvE=] stats. In [=PvE=], this is what makes enemies with Radiation damage so dangerous. The Radiation status effect simulates confusion by removing FriendlyFireproof--which FriendlyFireproof -- which means that the first sign one squad member has been afflicted by it is when everyone else in the squad instantly goes down from the ridiculously powerful attacks they've been throwing around.



* In ''VideoGame/WorldOfWarcraft'', player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [=PvP=] until they introduced a defensive stat called resilience, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.



* ''VideoGame/AtlanticaOnline'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and tougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.
* ''VideoGame/CityOfHeroes'' mostly averts this: the class most popular for solo play, scrappers, have about 1800 hitpoints at the level cap and strong attacks hit for about 400 HP. Bosses, the strongest rank of generic enemy, have about 2500 hitpoints and strong attacks hit for about 600 HP. Hitpoints, attacks, and, most importantly, in-combat HP regeneration scale with rank, so a minion (the weakest rank) does only minor damage to a scrapper and goes down in about three blows, while a giant monster (the strongest rank, comparable to a raid boss in other [=MMOs=]) can one-shot an unsupported scrapper and regenerate its massive HP reserve faster than a scrapper can damage it.
** This disparity was more apparent with Archvillains (and 'Heroes', the villainside equivalent) COH's 'raid boss' equivalent; these could readily be huge sacks of hit points. One extreme example was Reichsman, the Archvillain from the Kahn Task Force, who had more than 250,000 hitpoints -- and the process of defeating him involved defeating four other Archvillains that he released, one at a time, to attack your team as you wore him down.



* ''VideoGame/AtlanticaOnline'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and thougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.



* ''VideoGame/CityOfHeroes'' mostly averts this: the class most popular for solo play, scrappers, have about 1800 hitpoints at the level cap and strong attacks hit for about 400 HP. Bosses, the strongest rank of generic enemy, have about 2500 hitpoints and strong attacks hit for about 600 HP. Hitpoints, attacks, and, most importantly, in-combat HP regeneration scale with rank, so a minion (the weakest rank) does only minor damage to a scrapper and goes down in about three blows, while a giant monster (the strongest rank, comparable to a raid boss in other [=MMOs=]) can one-shot an unsupported scrapper and regenerate its massive HP reserve faster than a scrapper can damage it.
** This disparity was more apparent with Archvillains (and 'Heroes', the villainside equivalent) COH's 'raid boss' equivalent; these could readily be huge sacks of hit points. One extreme example was Reichsman, the Archvillain from the Kahn Task Force, who had more than 250,000 hitpoints -- and the process of defeating him involved defeating four other Archvillains that he released, one at a time, to attack your team as you wore him down.



* In ''VideoGame/WorldOfWarcraft'', player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [=PvP=] until they introduced a defensive stat called resilience, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.



* The BonusBoss of ''VideoGame/KingdomHeartsBirthBySleep'' has only about a single bar worth of HP, in a game where the harder bosses can frequently have over a dozen. The catch is that, unlike every other enemy, he can use Curaga, and only casts it when the player does. This forces the player to both play more defensively and rely on items, while at the same time avoiding and/or blocking some of the most punishing attacks in the game. For these reasons, the boss is frequently cited as one of the most difficult fights to win across the entire ''Kingdom Hearts'' series.

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* The BonusBoss of ''VideoGame/KingdomHeartsBirthBySleep'' has only about a single bar worth of HP, in a game where the harder bosses can frequently have over a dozen. The catch is that, unlike every other enemy, he can use Curaga, and only casts it when the player does. This forces the player to both play more defensively and rely on items, while at the same time avoiding and/or blocking some of the most punishing attacks in the game. For these reasons, the boss is frequently cited as one of the most difficult fights to win across the entire ''Kingdom Hearts'' series.



* Generally averted in the ''VideoGame/DragonQuest'' series, where an end-game character can expect to do up to 100 damage to an end-game Mook. While the player gains strength, HP and better weapons as the games go on, the scaling is very slow, such that you're not getting new equipment to destroy your enemies, but to keep doing consistent damage to new enemies. There are some high-powered spells and abilities that will do much more damage than a normal attack, but for an equally high cost, making them AwesomeButImpractical.
** The original NES version of the original ''VideoGame/DragonQuest'' actually has a potential inversion: the final boss has 140 HP, while the main character can have close to 200 HP at max level. However, while the final boss's main attack always does 40-50 HP of damage, he will rarely receive more than ScratchDamage in return due to having a high defense.
** In ''Dragon Quest 3'', the end-game boss has a little more than 1000 HP, but the battle can drag on for quite some time because you're only going to be doing, at most, 75 points of damage a round.



* Played with in ''VideoGame/LegendOfLegaia'': assuming no LevelGrinding, regular enemies have slightly less HP than that of the three playable characters and except for their special attacks, deal less damage. Bosses on the other hand have significantly more HP and do significantly '''more''' damage.



* The BonusBoss of ''VideoGame/KingdomHeartsBirthBySleep'' has only about a single bar worth of HP, in a game where the harder bosses can frequently have over a dozen. The catch is that, unlike every other enemy, he can use Curaga, and only casts it when the player does. This forces the player to both play more defensively and rely on items, while at the same time avoiding and/or blocking some of the most punishing attacks in the game. For these reasons, the boss is frequently cited as one of the most difficult fights to win across the entire ''Kingdom Hearts'' series.
* Played with in ''VideoGame/LegendOfLegaia'': assuming no LevelGrinding, regular enemies have slightly less HP than that of the three playable characters and except for their special attacks, deal less damage. Bosses on the other hand have significantly more HP and do significantly '''more''' damage.
* Averted in Hard Mode in ''VideoGame/MarioAndLuigiDreamTeam''. Here, not only do the enemies still have high health, high defenses and whatever else, but they also do about ten times more damage than the player (at least at the beginning). Kind of brutal to see the first bosses not only match you in health, but also do enough damage to kill you in two hits. Also averted in the giant battles, where your opponent has about the same amount of health, but takes less damage than you and does more in return.
* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original Paper Mario, the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence and healing adequately.
* The first two ''VideoGame/ShiningForce'' games on the Sega Genesis/Mega Drive avert this. Both games have few characters' HP surpass 100, and the characters and enemies's stats and damage dealt are generally comparable. [[spoiler:And then there's the final boss with an HP of 500, but he's insanely powerful, anyway.]]



* The ''VideoGame/TrailsSeries'' averts this by giving bosses high enough stats to deal equal or higher damage than the player characters while having more HP. This gets ridiculous on Nightmare difficulty, where their normal attacks are stronger than the player characters' [[LimitBreak S-Crafts]]. The Normal difficulty on the other hand, is fairly good about making plausible human bosses that you could get close to in terms of stats, albeit with 1.5 times more HP than you can have. In Sky when twice fighting [[spoiler:Renne]] for example, her health is at 14000 and 20000 HP respectively, her attacks while being pretty strong and having a chance of a OneHitKO does damage you could do yourself with the right Quartz setup, and in spite of her tricks and mooks, has pitiful defense. Her first form at least is definitely a build you could make at late game. Even monsters and mechs that tend to have tons of health are justified as singularly being stronger than you are.
* ''VideoGame/TrialsOfMana'' normally plays this fairly straight, but near the end of the game, the [[BossInMookClothing Shadow Zero]] enemy turns the tables back on the player by [[MirrorBoss copying their party members]], right down to the last stat point. The end result is that the Zeroes can inflict the same boss-killing damage as your own attacks, on your party's still-PC-level hit points. And it only gets worse [[NoFairCheating if you cheated to make your party members stronger/more intelligent than their class and level would normally allow]] at that point.
* ''VideoGame/TrillionGodOfDestruction'' averts it, and the results are something special. The eponymous BigBad has one trillion -- yes, '''1,000,000,000,000''' -- HitPoints, and deals damage numbers on the scale you would expect from a dimension-eating monstrosity. On the other hand, your Overlords would be FinalBoss material in any other game, and even before training their HP and MP are displayed rounded off to the nearest thousand. The result? Some truly incredible numbers popping up on screen during battle.



* The first two ''VideoGame/ShiningForce'' games on the Sega Genesis/Mega Drive avert this. Both games have few characters' HP surpass 100, and the characters and enemies's stats and damage dealt are generally comparable. [[spoiler:And then there's the final boss with an HP of 500, but he's insanely powerful, anyway.]]
* Averted in Hard Mode in ''VideoGame/MarioAndLuigiDreamTeam''. Here, not only do the enemies still have high health, high defenses and whatever else, but they also do about ten times more damage than the player (at least at the beginning). Kind of brutal to see the first bosses not only match you in health, but also do enough damage to kill you in two hits. Also averted in the giant battles, where your opponent has about the same amount of health, but takes less damage than you and does more in return.
* Generally averted in the ''VideoGame/DragonQuest'' series, where an end-game character can expect to do up to 100 damage to an end-game Mook. While the player gains strength, HP and better weapons as the games go on, the scaling is very slow, such that you're not getting new equipment to destroy your enemies, but to keep doing consistent damage to new enemies. There are some high-powered spells and abilities that will do much more damage than a normal attack, but for an equally high cost, making them AwesomeButImpractical.
** The original NES version of the original ''VideoGame/DragonQuest'' actually has a potential inversion: the final boss has 140 HP, while the main character can have close to 200 HP at max level. However, while the final boss's main attack always does 40-50 HP of damage, he will rarely receive more than ScratchDamage in return due to having a high defense.
** In ''Dragon Quest 3'', the end-game boss has a little more than 1000 HP, but the battle can drag on for quite some time because you're only going to be doing, at most, 75 points of damage a round.
* The ''Videogame/PaperMario'' series has lots of enemies with less health than you, and even several bosses have less health points than what you can possibly get by the end of the game. In the original Paper Mario, the first form of the final boss has the whooping amount of 50 HP (equal to Mario's total HP cap without HP-increasing badges) and his final form just hits 99. In turn, of course, his attacks are stronger than yours, so you have to balance your attack, defence and healing adequately.
* ''VideoGame/TrialsOfMana'' normally plays this fairly straight, but near the end of the game, the [[BossInMookClothing Shadow Zero]] enemy turns the tables back on the player by [[MirrorBoss copying their party members]], right down to the last stat point. The end result is that the Zeroes can inflict the same boss-killing damage as your own attacks, on your party's still-PC-level hit points. And it only gets worse [[NoFairCheating if you cheated to make your party members stronger/more intelligent than their class and level would normally allow]] at that point.
* ''VideoGame/TrillionGodOfDestruction'' averts it, and the results are something special. The eponymous BigBad has one trillion - yes, '''1,000,000,000,000''' - HitPoints, and deals damage numbers on the scale you would expect from a dimension-eating monstrosity. On the other hand, your Overlords would be FinalBoss material in any other game, and even before training their HP and MP are displayed rounded off to the nearest thousand. The result? Some truly incredible numbers popping up on screen during battle.
* The ''VideoGame/TrailsSeries'' averts this by giving bosses high enough stats to deal equal or higher damage than the player characters while having more HP. This gets ridiculous on Nightmare difficulty, where their normal attacks are stronger than the player characters' [[LimitBreak S-Crafts]]. The Normal difficulty on the other hand, is fairly good about making plausible human bosses that you could get close to in terms of stats, albeit with 1.5 times more HP than you can have. In Sky when twice fighting [[spoiler:Renne]] for example, her health is at 14000 and 20000 HP respectively, her attacks while being pretty strong and having a chance of a OneHitKO does damage you could do yourself with the right Quartz setup, and in spite of her tricks and mooks, has pitiful defense. Her first form at least is definitely a build you could make at late game. Even monsters and mechs that tend to have tons of health are justified as singularly being stronger than you are.


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** This also contributes to Angra Mainyu's JokeCharacter status. His ability to send back two or three-fold all damage he's taken that turn is less than impressive when his maximum HP reaches maybe 10% of the average midboss's. It only ever helps in ''very'' specific situations where the enemy has defenses so massive that a FixedDamageAttack like that is the best way to damage it.
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** The Summon system allows you to deal hilariously enormous damage, as it deals both regular damage based on stats and resistance but PercentageBasedDamage as well, which is why they hurt bosses a lot more.

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** The Summon system allows you to deal hilariously enormous damage, as it deals both regular damage based on stats and resistance but PercentageBasedDamage also acts as a PercentDamageAttack as well, which is why they hurt bosses a lot more.
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* ''VideoGame/PathOfExile'': A fully decked out build (even ones that aren't exorbidantly expensive) can reach DPS numbers in the millions. Players consider the bare minimum amount of Health you need to survive random hard-hitting attacks without damage mitigation is about 5,000. Even the healthiest builds struggle to break 7,000, and pure Energy Shield builds need insanely powerful gear to reach 10,000 ES.[[/folder]]
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* ''VideoGame/GrimDawn'': The disparity between player character and monster health ranges from a factor of 2 to a few orders of magnitude. At [[{{Cap}} level 100]] PC health will average around 15,000. Common Mook enemies will have something around 40,000 HP and barely slow you down, EliteMooks will have HP in the hundreds of thousands, and bosses will be in the low millions.

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