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* ''VideoGame/StarcraftII'' lets you reduce unit HP as with WC3, but this also applies to custom maps like like RTS or zombie survival games.

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* ''VideoGame/StarcraftII'' lets you reduce unit HP as with WC3, but this also applies to custom maps like like RTS or zombie survival games.
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* ''VideoGame/WarcraftIII''' skirmish mode lets you set all of a player's units' health to 50%, making GlassCannon units and casters far more powerful. It's a good AIBreaker as the computer will send its forces out against creeps as normal... except the creeps are now essentially dealing double damage.
* ''VideoGame/StarcraftII'' lets you reduce unit HP as with WC3, but this also applies to custom maps like like RTS or zombie survival games.
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[[folder:Literature]]
* The Borg Invasion in the ''Literature/StarTrekDestiny'' trilogy boils down to this. Borg cubes have enough firepower to shred any Federation ship in a matter of seconds, but the Federation has transphasic torpedoes, which are specifically designed to OneHitKill the normally NighInvulnerable Borg ships. [[spoiler:Unfortunately, this proves to be an UnstableEquilibrium; the torpedoes are used so much that eventually the Borg adapt to it and NoSell the Federation's only effective weapon, turning the invasion into a CurbStompBattle.]]
[[/folder]]
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* In ''VideoGame/NintendoWars'', attacking first is crucial. Not only do good match-ups leave victims with 20-0% health left, but [[UnstableEquilibrium the more injured a unit is, the less firepower it has]]. So the strategy is to never let yourself get attacked to ensure you do max damage and reduce the enemy's firepower considerably before they do that to you. Medium tanks and its heavier counterparts have higher defense, but even those have [[TacticalRockPaperScissors counters]] who can chop off 40% or more of their health/firepower.

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* In ''VideoGame/NintendoWars'', attacking first is crucial. Not only do good match-ups leave victims with 20-0% health left, but [[UnstableEquilibrium the more injured a unit is, the less firepower it has]]. So the strategy is to never let yourself get attacked to ensure you do max damage and reduce the enemy's firepower considerably before they do that to you. Medium tanks and its their heavier counterparts have higher defense, but even those have [[TacticalRockPaperScissors counters]] who can chop off 40% or more of their health/firepower.
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* In ''VideoGame/NintendoWars'', attacking first is crucial. Not only do good match-ups leave victims with 20-0% health left, but [[UnstableEquilibrium the more injured a unit is, the less firepower it has]]. So the strategy is to never let yourself get attacked to ensure you do max damage and reduce the enemy's firepower considerably before they do that to you. Medium tanks and its heavier counterparts have higher defense, but even those have [[TacticalRockPaperScissors counters]] who can chop off 40% or more of their health/firepower.
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Defense Up was only in Splatoon 1, as it's replaced by the one that only reduces sub and special weapon damage.


* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds before one side or the other is wiped out. Most [[ArtAttacker roller]], [[ChargedAttack charger]], and [[SplashDamage blaster]]-type weapons (as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapon) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that unless you stack defense buffs, any weapon in the game can kill you in a second or so. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.

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* Open combat in ''VideoGame/{{Splatoon}}'' (and [[VideoGame/Splatoon2 its sequel]]) rarely lasts more than a few seconds before one side or the other is wiped out. Most [[ArtAttacker roller]], [[ChargedAttack charger]], [[DropTheHammer rollers]], [[SniperRifle chargers]], and [[SplashDamage blaster]]-type weapons [[GrenadeLauncher blasters]] (as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapon) weapons) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that unless you stack defense buffs, almost any weapon in the game can kill you in a second or so. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.
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* ''VideoGame/{{Ghostrunner}}'' can be seen as a 3D version of ''Katana Zero'': the titular character destroys nearly every opponent [[OneHitKill in one hit]], but can be killed [[OneHitPointWonder the same way]]. Like the example above, there are exceptions, like ninjas who know how to parry and stay on their positions before striking, requiring to attack them in the operation, other enemies simply carrying a shield, or the three bosses who actually have a health bar. This game also has a BulletTime to dodge bullets, but it doesn't mean you won't [[NintendoHard die and retry]].

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* ''VideoGame/{{Judgment}} has this. Enemies, even story bosses have the ability to rip huge chunks off of your health bar in the blink of an eye, and Yagami has access to special attacks that can deplete entire health bars or more with a single use (for reference, the FinalBoss of the game has 4 health bars).

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* ''VideoGame/{{Judgment}} ''VideoGame/{{Judgment}}'' has this. Enemies, even story bosses have the ability to rip huge chunks off of your health bar in the blink of an eye, and Yagami has access to special attacks that can deplete entire health bars or more with a single use (for reference, the FinalBoss of the game has 4 health bars).bars).
* ''VideoGame/SniperGhostWarrior3:'' Enemy mooks will usually go down after one or two pistol shots, but you will usually go down after one or two bursts from an assault rifle, so getting that close is very risky. It's much safer to camp out and snipe them from long range. The clue is in the title.
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** [[Franchise/TeenageMutantNinjaTurtles The Shredder]] vs [[Franchise/{{Wolverine}} Silver Samurai]] ultimately goes down to who would be the first to land a lethal hit due to Oroku Saki's ninja precision and Kenuichio Harada's Tachyon Blade. [[spoiler:The Shredder is deemed the winner since the hosts shown that Saki [[SuperSpeed can strike faster]] than Harada [[SuperReflexes can react to protect himself]]. That, and Oroku could always [[CuttingTheKnot just chug some Mutagen]] to become [[SuperMode Super Shredder]], whose strength far outclasses Harada's defensive abilities.]]

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** [[Franchise/TeenageMutantNinjaTurtles The Shredder]] vs [[Franchise/{{Wolverine}} [[ComicBook/{{Wolverine}} Silver Samurai]] ultimately goes down to who would be the first to land a lethal hit due to Oroku Saki's ninja precision and Kenuichio Harada's Tachyon Blade. [[spoiler:The Shredder is deemed the winner since the hosts shown that Saki [[SuperSpeed can strike faster]] than Harada [[SuperReflexes can react to protect himself]]. That, and Oroku could always [[CuttingTheKnot just chug some Mutagen]] to become [[SuperMode Super Shredder]], whose strength far outclasses Harada's defensive abilities.]]
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* ''VideoGame/{{Judgment}} has this. Enemies, even story bosses have the ability to rip huge chunks off of your health bar in the blink of an eye, and Yagami has access to special attacks that can deplete entire health bars or more with a single use (for reference, the FinalBoss of the game has 4 health bars).
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* The fan-made system ''TableTopGame/PokeRole'' was largely designed to emulate the [[Franchise/{{Pokemon}} actual video games]], where fast sweepers are largely dominant. This is especially true with multiple actions, with combat rarely lasting one or two rounds.

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** ''VideoGame/FireEmblemThracia776'' is often joked among fans to be a game where the broken abilities of the enemy are counteracted by the broken abilities of the player. One-rounding enemies is trivially easy for most units, but enemy accuracy and critical rates are noticeably high, and magic enemies hit very hard. Staves that inflict StandardStatusEffects are at their most powerful, with infinite range and duration, but are also fairly trivial for the player to obtain. Map designs gleefully abuse all these aspects. In the lategame, a common strategy is to Sleep, Silence, and Berserk as many enemies on the map as possible on the first turn before they can do the same to you.


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** ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' is as rocket-taggy as its predecessor, though effective damage is not quite as overpowered due to a boost in enemy variety. It becomes particularly obvious on the highest difficulty, Lunatic Reverse, which causes enemies to always get in the first hit--combat quickly becomes a game of finding characters who can either attack at range and chip down the opponent without taking a counter, or characters who are strong enough to survive the enemy attack and annihilate them in return.
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* ''VideoGame/KantaiCollection'': Night battles in Kantai Collection are essentially a double-edged sword case of this, as the firepower cap is drastically increased and certain ships (such as destroyers and cruisers) on both sides gains a significant boost in firepower, and may perform attacks that are capable of inflicting significant damage, if not outright obliterating the enemy target altogether. While it is useful or even essential for defeating enemy bosses as you may chose to enter it voluntarily, there are certain maps that features night battle nodes. Though night battles only have one round of shelling, the enemy cut-in attack could heavily damage even your battleships and force you to make a costly retreat. For this reason, forced night battle nodes are loathed by most players.

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* ''VideoGame/KantaiCollection'': ''VideoGame/KanColle'': Night battles in Kantai Collection are essentially a double-edged sword case of this, as the firepower cap is drastically increased and certain ships (such as destroyers and cruisers) on both sides gains a significant boost in firepower, and may perform attacks that are capable of inflicting significant damage, if not outright obliterating the enemy target altogether. While it is useful or even essential for defeating enemy bosses as you may chose to enter it voluntarily, there are certain maps that features night battle nodes. Though night battles only have one round of shelling, the enemy cut-in attack could heavily damage even your battleships and force you to make a costly retreat. For this reason, forced night battle nodes are loathed by most players.
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** [[Franchise/SonicTheHedgehog Shadow the Hedgehog]] vs [[Anime/KillLaKill Ryuko Matoi]] has it noted that both fighters had the ability to end each other rather swiftly, with Shadow's sheer speed and [[TimeStandsStill Chaos Control]] allowing him to slice through Ryuko's Life Fibers [[HealingFactor faster than they could regenerate]] while Ryuko has enough raw power to one-shot Shadow's base form. [[spoiler:The hosts determine that Shadow is many times faster than Ryuko's best reactive feats even without factoring in TimeStandsStill, meaning her chances of actually landing that fatal one hit were rather nil. Plus Shadow can match Ryuko's raw power output simply by removing his [[PowerLimiter Inhibitor Rings]], to say nothing of how his raw power and speed so utterly eclipse her as [[GoldenSuperMode Super Shadow]] that he would have no issue ending her before his HourOfPower wears off.]]
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* The arcade versions of ''VideoGame/PuyoPuyo Tsu'' and ''Sun'' use a different damage formula in single-player than in multiplayer, one in which way more garbage is generated on average. This is especially noticable in ''Sun'', where the higher damage formula, series-low 48-second margin time, and Sun Puyos combine to make it possible to have your day ruined by a couple of lowly 2-chains.
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[[quoteright:350:[[VideoGame/StarFoxAssault https://static.tvtropes.org/pmwiki/pub/images/star_fox_assault_sure_shot_scuffle_mode.png]]]]

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[[quoteright:350:[[VideoGame/StarFoxAssault [[quoteright:349:[[VideoGame/StarFoxAssault https://static.tvtropes.org/pmwiki/pub/images/star_fox_assault_sure_shot_scuffle_mode.png]]]]
Willbyr MOD

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%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1610846574034505300
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[[quoteright:350:[[VideoGame/StarFoxAssault https://static.tvtropes.org/pmwiki/pub/images/star_fox_assault_sure_shot_scuffle_mode.png]]]]
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-->Description of the '''One Hit Obliterator''', ''VideoGame/TheLegendOfZeldaBreathOfTheWild''

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-->Description -->-- Description of the '''One Hit Obliterator''', ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
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Fixing grammar and removing unnecessary spoilers on an example.


** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]] [[spoiler:Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ causes extra damage to horse riders the Death Knight included. On the other hand, the Death Knight is a very powerful warrior though so if he attacks her first, Lysithea [[SquishyWizard isn't going to survive]].

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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]] [[spoiler:Jeritza]]. Knight]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes extra damage to horse riders riders, the Death Knight included. On the other hand, the Death Knight is a very powerful warrior though strong enough that even the beefiest party members aren't expected to be able to take him head on, so if he attacks her first, Lysithea [[SquishyWizard isn't going to survive]].
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* Matches in ''VideoGame/BlazblueCrossTagBattle'' end extremely fast, for much of the same reasons ''VideoGame/CapcomVs'' games do.
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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]] [[spoiler:Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ causes extra damage to horse riders the Death Knight included. On the other hand, the Death Knight is a very powerful warrior though so if he attacks her first, Lysithea [[SquishyWizard isn't going to survive]].

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[[/note]]

[[folder:Fan Fiction]]
* In ''[[https://www.fanfiction.net/s/12913821/20/Game-and-Bleach Game and Bleach]]'', Yoruichi's spar against Tatsuki works this way. Yoruichi's hits each take out a full third of Tatsuki's health while Tatsuki's one successful attack leaves Yoruichi unconscious with zero health. To take things further, Yoruichi was deliberately striking Tatsuki's armor while pulling her punches as well.


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[[folder:Fan Fiction]]
* In ''[[https://www.fanfiction.net/s/12913821/20/Game-and-Bleach Game and Bleach]]'', Yoruichi's spar against Tatsuki works this way. Yoruichi's hits each take out a full third of Tatsuki's health while Tatsuki's one successful attack leaves Yoruichi unconscious with zero health. To take things further, Yoruichi was deliberately striking Tatsuki's armor while pulling her punches as well.
[[/folder]]

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[[folder:Anime/Manga]]
* With the Advent of Beam weaponry in the [[Anime/MobileSuitGundam One Year War]], [[HumongousMecha Mobile Suit]] battles in Universal Century ''Franchise/{{Gundam}}'' turned into this. Most armor couldn't stand up to even a single hit with a beam weapon, and shields maybe saved you from one. So Mobile Suits were designed with only the most necessary armor, as the best defense against a beam weapon was not to get hit at all.
[[/note]]
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->''A weapon that defeats foes with one hit and causes the user to die from one hit. It loses its sheen and power after two consecutive uses, but will eventually regain both.''
-->Description of the '''One Hit Obliterator''', ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
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** ''VideoGame/FireEmblemShadowDragon'' becomes this on high difficulties. Most enemy stat gains are centered on offense, meaning they become very, very dangerous, to the point of being able to kill pretty much any unit (barring a trained Wolf or Sedgar) in two hits at most. However, the existence of the Forge mechanic in combination with effective weapon damage means that the player can ''also'' kill most enemies in one or two hits right back. Accuracy on both sides is also very high, to the point that you'll rarely see hit rates below 70%, so most hits are going to be taken on the chin. This is especially pronounced in the case of killing the FinalBoss, Medeus: Tiki (and her counterpart Nagi) can blast off about two-thirds of his health in one shot at base level, but in exchange, he will pretty much always kill her in one hit no matter how much she's been raised. Because of this, the most popular way to kill him is to use the Aum Staff to revive her after she's been killed so that she can get in a second hit.

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** ''VideoGame/FireEmblemShadowDragon'' becomes this on high difficulties. Most enemy stat gains are centered on offense, meaning they become very, very dangerous, to the point of being able to kill pretty much any unit (barring a trained Wolf or Sedgar) in two hits at most. However, the existence of the Forge mechanic in combination with effective weapon damage means that the player can ''also'' kill most enemies in one or two hits right back. Accuracy on both sides is also very high, to the point that you'll rarely see hit rates below 70%, so most hits are going to be taken on the chin. This is especially pronounced in the case of killing the FinalBoss, Medeus: Tiki (and her counterpart Nagi) can blast off about two-thirds of his health in one shot at base level, but in exchange, he will pretty much always kill her in one hit round no matter how much she's been raised. Because of this, the most popular way to kill him is to use the Aum Staff to revive her after she's been killed so that she can get in a second hit.
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** 4th Edition was the one edition to [[InvertedTrope invert]] this with its PaddedSumoGameplay. While enemies ''did'' have some attacks that could take a PC down if focused fired, these were generally once per fight skills, and the easy access to quick healing would mean that PCs would be back up on their feet within a round (Monsters seldom got healing or regeneration because it unnecessarily prolonged an already long slog). A typical 4th Edition fight would start with the monsters unleashing some fairly strong attacks against the party that could make them concerned for a minute, the party quickly healing everyone back up, some exchanges of blows where one or two enemy combatants would eventually be defeated making victory pretty uncertain, and then another 30-60 minutes of mop up by the players. The rules tried to fix this slightly with the second Monster Manual toning down HitPoints and defenses while buffing up an enemy's attack once they [[TurnsRed were "bloodied"]], but combat still took a long time. Probably one of the reasons why 5th Edition below reverted back to quicker combat mechanics.

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** 4th Edition was the one edition to [[InvertedTrope invert]] this with its PaddedSumoGameplay. While enemies ''did'' have some attacks that could take a PC down if focused focus fired, these were generally once per fight skills, and the easy access to quick healing would mean that PCs would be back up on their feet within a round (Monsters seldom got healing or regeneration because it unnecessarily prolonged an already long slog). A typical 4th Edition fight would start with the monsters unleashing some fairly strong attacks against the party that could make them concerned for a minute, the party quickly healing everyone back up, some exchanges of blows where one or two enemy combatants would eventually be defeated making victory pretty uncertain, and then another 30-60 minutes of mop up by the players. The rules tried to fix this slightly with the second Monster Manual toning down HitPoints and defenses while buffing up an enemy's attack once they [[TurnsRed were "bloodied"]], but combat still took a long time. Probably one of the reasons why 5th Edition below reverted back to quicker combat mechanics.
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*** Of course, the inverse is also true in these servers, as "everything" includes damage debuffs. Since nearly every weapon in Team Fortress 2 is not and upgrade, but a sidegrade by way of a SituationalSword, you'll either be decimating the opposition or be doing jack crap to any of them.

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*** Of course, the inverse is also true in these servers, as "everything" includes damage debuffs. Since nearly every weapon in Team Fortress 2 is not and an upgrade, but a sidegrade by way of a SituationalSword, you'll either be decimating the opposition or be doing jack crap to any of them.

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Adding reference to Begin With A Finisher.


An InstakillMook with low health will always result in this. When this happens in a BossBattle, you have a RushBoss. Compare GlassCannon, OneHitKill, OneHitPointWonder and Type 2 MutualDisadvantage. Contrast the inversion, PaddedSumoGameplay, where instead of mutually ineffectual defenses as this trope, there are instead mutually ineffective weapons.

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An InstakillMook with low health will always result in this. When this happens in a BossBattle, you have a RushBoss. Compare GlassCannon, OneHitKill, OneHitPointWonder and Type 2 MutualDisadvantage. Contrast the inversion, Related to BeginWithAFinisher, where a character opens a fight with their most powerful attack.

The {{Opposite Trope|s}} is
PaddedSumoGameplay, where there are mutually ineffective weapons instead of mutually ineffectual defenses as this trope, there are instead mutually ineffective weapons.
defenses.
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* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds [[note]]Most roller, charger, and blaster-type weapons (as well as nearly every offensive sub and special weapon) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that unless you stack defense buffs, any weapon in the game can kill you in a second or so.[[/note]], with one side or the other wiped out. Thus, sneak attacks, hit-and-run tactics, and more become very useful and important. This is also true of single-player, though armor mitigates it a bit, with distracting, sneaking, or maneuvering so that you can actually squash the enemies before they wipe you out being one of the most important tactics of the game.

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* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds [[note]]Most roller, charger, before one side or the other is wiped out. Most [[ArtAttacker roller]], [[ChargedAttack charger]], and blaster-type [[SplashDamage blaster]]-type weapons (as well as nearly every offensive sub [[SpecialAttack sub]] and special [[LimitBreak special]] weapon) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that unless you stack defense buffs, any weapon in the game can kill you in a second or so.[[/note]], with one side or the other wiped out. Thus, sneak attacks, attacks and hit-and-run tactics, and more tactics become very useful and important. This is also true of single-player, though armor mitigates it a bit, with distracting, sneaking, or maneuvering so that you can actually squash the enemies before they wipe you out being one of the most an important tactics of the game.and highly effective strategy.
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* Tanks in the 1960s had the benefit of increased firepower but were very vulnerable to each other's guns, as well as anti-tank guided missiles which could be launched by either other vehicles or enemy infantry; HEAT warhead technology had advanced to the point where no practical thickness of homogeneous steel armor could protect against it most of the time. The 70s and 80s saw the development of explosive reactive armor and composite armor that could provide some real protection against HEAT and APFSDS.

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