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* For awhile, combat with firearms was essentially this. By the 17th century, armor powerful enough to deflect bullets was also too heavy to be practical to wear on a battlefield. A single musket ball could easily disable or kill whoever it managed to hit. Even with the advent of modern kevlar, battlefield tactics work under the assumption that enemy bullets are immediately lethal, and the best defense is doing everything possible to avoid being shot in the first place.

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* For awhile, combat with firearms was essentially this. By the 17th century, armor powerful enough to deflect bullets was also too heavy to be practical to wear on a battlefield. A single musket ball could easily disable or kill whoever it managed to hit. Even with the advent of modern kevlar, kevlar fiber and ceramic plate armor, battlefield tactics work under the assumption that enemy bullets are immediately lethal, and the best defense is doing everything possible to avoid being shot in the first place.
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* For awhile, combat with firearms was essentially this. By the 16th century, armor powerful enough to deflect bullets was also too heavy to be practical to wear on a battlefield. A single musket ball could easily disable or kill whoever it managed to hit. Even with the advent of modern kevlar, battlefield tactics work under the assumption that enemy bullets are immediately lethal, and the best defense is doing everything possible to avoid being shot in the first place.

to:

* For awhile, combat with firearms was essentially this. By the 16th 17th century, armor powerful enough to deflect bullets was also too heavy to be practical to wear on a battlefield. A single musket ball could easily disable or kill whoever it managed to hit. Even with the advent of modern kevlar, battlefield tactics work under the assumption that enemy bullets are immediately lethal, and the best defense is doing everything possible to avoid being shot in the first place.
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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.

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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer. The [[GoodBadBugs rather twitchy]] damage system can also cause attacks to be ridiculously overpowered (there's a documented incident where a player in Adventure Mode killed a Bronze Colussus by throwing a [[RidiculouslyCuteCritter Fluffy Wambler]] at it, blowing its head clean off) and [[ArmorIsUseless armor useless]], rendering the best strategy 'wear no armor and dodge like you mean it' (and really hoping your dwarves don't dodge [[ArtificialStupidity straight off cliffs]]...).
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* Very common in ''VideoGame/{{Onmyoji}}'' [=PvP=], where the team whose accelerator (usually Yamausagi or Kamaitachi) is faster will speed boost the rest of their shikigami, meaning their ''entire team'' gets to act before their opponents, usually resulting in the slower team being seriously crippled, or even [[CurbStompBattle completely wiped out without even getting a single action]].

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* Very common in ''VideoGame/{{Onmyoji}}'' [=PvP=], where the team whose accelerator or "puller" (usually Yamausagi or Kamaitachi) is faster will speed boost the rest of their shikigami, meaning their ''entire team'' gets to act before their opponents, usually resulting in the slower team being seriously crippled, or even [[CurbStompBattle completely wiped out without even getting a single action]].action]]. If both player's pullers are similar in speed the enemy puller may be able to cancel out (or at least minimise) the lead gained by their enemy, but it's double down on with the popularity of using a ''second'' high speed puller, or combining pullers with high speed "pushers" (most commonly SP Shuten Doji) which push the enemy team back down the action bar, meaning that even if the enemy team survives the first round of attacks, they ''still'' might not get a single action before the attackers get pulled up to hit them again.
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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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* ''VideoGame/FireEmblemRadiantDawn'', at least compared to the rest of the ''Franchise/FireEmblem'' series. Due to the addition of a third tier of character classes, ''most'' stat {{cap}}s are higher in this game than in any other game in the series save for ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemAwakening Awakening]]''. The [[HitPoints HP]] cap, however, is class-based and goes up with promotion for the first time, so the {{Squishy Wizard}}s and {{Fragile Speedster}}s actually cap out lower than a first-tier unit in the rest of the series even at third tier. Defensive stats being higher as well mitigates this somewhat, but physical units' resistance and magic units' defense aren't terribly impressive either.

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* ''Franchise/FireEmblem'':
**
''VideoGame/FireEmblemRadiantDawn'', at least compared to the rest of the ''Franchise/FireEmblem'' the series. Due to the addition of a third tier of character classes, ''most'' stat {{cap}}s are higher in this game than in any other game in the series save for ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemAwakening Awakening]]''. The [[HitPoints HP]] cap, however, is class-based and goes up with promotion for the first time, so the {{Squishy Wizard}}s and {{Fragile Speedster}}s actually cap out lower than a first-tier unit in the rest of the series even at third tier. Defensive stats being higher as well mitigates this somewhat, but physical units' resistance and magic units' defense aren't terribly impressive either.either.
** ''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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* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault. Especially notable is ''VideoGame/{{Persona 5}}'''s Merciless difficulty level: critical hits and weaknesses do three times as much damage as normal, meaning that they're extremely likely to be one hit kills against everything but bosses.

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* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' ''Franchise/{{Persona}}'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault. Especially notable is ''VideoGame/{{Persona 5}}'''s Merciless difficulty level: critical hits and weaknesses do three times as much damage as normal, meaning that they're extremely likely to be one hit kills against everything but bosses.

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General editing and cleanup. Also integrating duplicate entries into a single one.


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 Type 2 MutualDisadvantage. Contrast the inversion, PaddedSumoGameplay, where instead of mutually ineffectual defenses as this trope, there are instead mutually ineffective weapons.



[[folder: Film ]]

* In ''Film/TronLegacy'', [[DeadlyDisc disc hits]] are generally {{One Hit Kill}}s.

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[[folder: Film ]]

[[folder:Film]]
* In ''Film/TronLegacy'', [[DeadlyDisc disc hits]] are generally {{One Hit Kill}}s.
[[OneHitKill One-Hit Kills]].



[[folder: Tabletop Games ]]

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[[folder: Tabletop Games ]]
[[folder:Tabletop Games]]



[[folder: Video Games ]]

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* ''Franchise/{{Halo}}''

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* ''Franchise/{{Halo}}''''Franchise/{{Halo}}'':



* This was the competitive play of the original ''VideoGame/SuperSmashBros''; the game had extremely high hitstun that allowed for easy, frequent very long combos, that often ended in a KO. Additionally, the entire cast had terrible and easily edge-guarded recoveries outside the GameBreaker Pikachu, and most moves dealt high damage while [=KOing=] early, especially throws. Then on top of that heavy offense, defensive options were very limited, and the only two dedicated defensive options in the game, shielding and rolling, were terrible (shields had such immense shieldstun when attacked that a competent player could keep a shielding opponent stuck in their shield through a flurry of attacks until their shield broke, and rolls were slow and very easily punished). This all resulted in a game where the entire cast dies ridiculously quickly and is heavily based on who can get the first hit, and is the reason why competitive Smash 64 runs more stocks in their matches than all the subsequent Smash games do in tournaments.
** The subsequent Smash games has this as an optional feature. If the damage ratio is set higher than the default, characters will be sent flying even with a low damage percentage. Heavy characters like Bowser can also be sent flying easily with this set up, making power hitting attacks like smash attacks or throws become the major appeal to the fights instead of juggling.
** Sudden Death sets character damage to 300% and eventually starts dropping random bob-ombs in the area if the stalemate keeps dragging on. The first person hit will almost certainly lose. Super Sudden Death in Melee and the 300% option in Special Brawl are both exactly like Sudden Death, sans the Bob-ombs.

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* ''VideoGame/SuperSmashBros'':
**
This was the competitive play of the original ''VideoGame/SuperSmashBros''; ''VideoGame/{{Super Smash Bros|64}}''; the game had extremely high hitstun that allowed for easy, frequent very long combos, that often ended in a KO. Additionally, the entire cast had terrible and easily edge-guarded recoveries outside the GameBreaker Pikachu, and most moves dealt high damage while [=KOing=] early, especially throws. Then on top of that heavy offense, defensive options were very limited, and the only two dedicated defensive options in the game, shielding and rolling, were terrible (shields had such immense shieldstun when attacked that a competent player could keep a shielding opponent stuck in their shield through a flurry of attacks until their shield broke, and rolls were slow and very easily punished). This all resulted in a game where the entire cast dies ridiculously quickly and is heavily based on who can get the first hit, and is the reason why competitive Smash 64 ''Smash 64'' runs more stocks in their matches than all the subsequent Smash ''Smash'' games do in tournaments.
** The subsequent Smash ''Smash'' games has this as an optional feature. If the damage ratio is set higher than the default, characters will be sent flying even with a low damage percentage. Heavy characters like Bowser can also be sent flying easily with this set up, making power hitting attacks like smash attacks or throws become the major appeal to the fights instead of juggling.
** Sudden Death sets character damage to 300% and eventually starts dropping random bob-ombs Bob-ombs in the area if the stalemate keeps dragging on. The first person hit will almost certainly lose. Super Sudden Death in Melee ''[[VideoGame/SuperSmashBrosMelee Melee]]'' and the 300% option in [[VideoGame/SuperSmashBrosBrawl Special Brawl Brawl]] are both exactly like Sudden Death, sans the Bob-ombs.



** Generation V in particular seems to encourage this, as nearly any Pokémon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as its new ability to transform as it enters the battlefield instead of spending a move, combined with a Choice Scarf, means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.
** Generation V's double battles were also like this, due to the prevalence of TakingYouWithMe moves like Explosion, Destiny Bond, and Final Gambit: Official tournament battles, which were all double battles, frequently ended in fewer turns than there were Pokémon. By contrast, Generation V's ''single battles'' often turned into PaddedSumoGameplay, with the ubiquitous presence of walls like Reuniclus, Slowbro, Dusknoir, and Scrafty with battles consisting largely of both players switching from Pokémon to Pokémon to take hits (until one of the aforementioned Sweepers shows up). Self-Destruct and Explosion got {{Nerf}}ed in Generation VI, though double battles continue to progress much faster than their single-battle cousins to this day.
* In high-level ''VideoGame/FinalFantasyTacticsAdvance'' play, especially in multiplayer, there is really only one stat: speed. Thanks to a series of [[GameBreaker balance-annihilating skills,]] first strike generally wins. The amount of damage a character can take or deal is irrelevant with Viera Assassins covering half the battlefield in a single turn and instantly killing their target 85% of the time or more, or Moogle Gunners blasting insanely powerful Ultima Shots at ludicrous ranges.

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** Generation V [[VideoGame/PokemonBlackAndWhite Generation]] [[VideoGame/PokemonBlack2AndWhite2 V]] in particular seems to encourage this, as nearly any Pokémon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as its new ability to transform as it enters the battlefield instead of spending a move, combined with a Choice Scarf, means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.
** Generation V's double battles Double Battles were also like this, due to the prevalence of TakingYouWithMe moves like Explosion, Destiny Bond, and Final Gambit: Official tournament battles, which were all double battles, Double Battles, frequently ended in fewer turns than there were Pokémon. By contrast, Generation V's ''single battles'' ''Single Battles'' often turned into PaddedSumoGameplay, with the ubiquitous presence of walls like Reuniclus, Slowbro, Dusknoir, and Scrafty with battles consisting largely of both players switching from Pokémon to Pokémon to take hits (until one of the aforementioned Sweepers shows up). Self-Destruct and Explosion got {{Nerf}}ed in [[VideoGame/PokemonXAndY Generation VI, VI]], though double battles Double Battles continue to progress much faster than their single-battle Single Battle cousins to this day.
* In high-level ''VideoGame/FinalFantasyTacticsAdvance'' play, especially in multiplayer, there is really only one stat: speed. Thanks to a series of [[GameBreaker balance-annihilating skills,]] skills]], first strike generally wins. The amount of damage a character can take or deal is irrelevant with Viera Assassins covering half the battlefield in a single turn and instantly killing their target 85% of the time or more, or Moogle Gunners blasting insanely powerful Ultima Shots at ludicrous ranges.



* ''VideoGame/HotlineMiami''. The protagonist is a OneHitpointWonder (though there are a few masks that change this), but very few enemies can endure more than a single armed hit.
* Destroyer-on-destroyer battles in the ''[[VideoGame/{{X}} X-Universe]]'' are basically this. Their guns are powerful enough that if both ships are AI-controlled, the one that gets off the first salvo usually wins. Averted in ''Albion Prelude'' (and in many {{Game Mod}}s for earlier titles) due to a significant buff in the hull strength of all ships.

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* ''VideoGame/HotlineMiami''. The protagonist is a OneHitpointWonder OneHitPointWonder (though there are a few masks that change this), but very few enemies can endure more than a single armed hit.
* Destroyer-on-destroyer battles in the ''[[VideoGame/{{X}} X-Universe]]'' are basically this. Their guns are powerful enough that if both ships are AI-controlled, A.I.-controlled, the one that gets off the first salvo usually wins. Averted in ''Albion Prelude'' (and in many {{Game Mod}}s for earlier titles) due to a significant buff in the hull strength of all ships.



** ''Videogame/XRebirth'': Fighters are capable of blowing each other to bits pretty quickly, but [[PaddedSumoGameplay capital ship combat is slow]].

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** ''Videogame/XRebirth'': ''VideoGame/XRebirth'': Fighters are capable of blowing each other to bits pretty quickly, but [[PaddedSumoGameplay capital ship combat is slow]].



* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault. Especially notable is ''VideoGame/{{Persona 5}}'''s Merciless difficulty level - critical hits and weaknesses do three times as much damage as normal, meaning that they're extremely likely to be one hit kills against everything but bosses.

to:

* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault. Especially notable is ''VideoGame/{{Persona 5}}'''s Merciless difficulty level - level: critical hits and weaknesses do three times as much damage as normal, meaning that they're extremely likely to be one hit kills against everything but bosses.



* In ''Videogame/StarRuler'', ships can often annihilate each other in their opening salvos, especially at higher tech levels. The speediness of annihilation is often accelerated by [[DesignItYourselfEquipment some ships mounting subsystems]] that [[MadeOfExplodium explode when destroyed]], like AntiMatter reactors. However, larger ships (such as the MileLongShip or PlanetSpaceship designs favored by many players) are generally very resistant to being instagibbed.

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* In ''Videogame/StarRuler'', ''VideoGame/StarRuler'', ships can often annihilate each other in their opening salvos, especially at higher tech levels. The speediness of annihilation is often accelerated by [[DesignItYourselfEquipment some ships mounting subsystems]] that [[MadeOfExplodium explode when destroyed]], like AntiMatter reactors. However, larger ships (such as the MileLongShip or PlanetSpaceship designs favored by many players) are generally very resistant to being instagibbed.



* Early versions of ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' had [[HumongousMecha Battlemechs]] and tanks killing each other with alarming speed; a Heavy Gauss slug could OneHitKill any light mech and cripple anything else, for example. Version 0.3 buffed all land vehicles to have more armor to increase the duration of fights. [[SpacePlane Aerospace Fighters]], however, were frequently capable of instagibbing each other with LB-X shotguns and Heavy Gauss Rifles, and was only partially alleviated in the [[ScrewedByTheLawyers final update]] with the infamous [[GameBreaker Shiva "E"]] being [[{{Nerf}} gimped]] and other variants being tweaked for more tradition dogfights rather than rocket-tag.

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* Early versions of ''[[Videogame/MechWarrior ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' had [[HumongousMecha Battlemechs]] and tanks killing each other with alarming speed; a Heavy Gauss slug could OneHitKill any light mech and cripple anything else, for example. Version 0.3 buffed all land vehicles to have more armor to increase the duration of fights. [[SpacePlane Aerospace Fighters]], however, were frequently capable of instagibbing each other with LB-X shotguns and Heavy Gauss Rifles, and was only partially alleviated in the [[ScrewedByTheLawyers final update]] with the infamous [[GameBreaker Shiva "E"]] being [[{{Nerf}} gimped]] and other variants being tweaked for more tradition dogfights rather than rocket-tag.



* ''Videogame/PlanetSide 2'', unlike its predecessor, has extremely fast time-to-kill for almost all its weapons, with sniper rifle [[BoomHeadshot headshots]] and point-blank pump action shotguns being able to OneHitKill. Soldiers pretty much melt under enemy fire, and even the MAX PoweredArmor can only sustain two direct hits from rockets.

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* ''Videogame/PlanetSide ''VideoGame/PlanetSide 2'', unlike its predecessor, has extremely fast time-to-kill for almost all its weapons, with sniper rifle [[BoomHeadshot headshots]] and point-blank pump action shotguns being able to OneHitKill. Soldiers pretty much melt under enemy fire, and even the MAX PoweredArmor can only sustain two direct hits from rockets.



* ''VideoGame/FireEmblemRadiantDawn'', at least compared to the rest of the ''Franchise/FireEmblem'' series. Due to the addition of a third tier of character classes, ''most'' stat {{cap}}s are higher in this game than in any other game in the series save for ''Genealogy of the Holy War'' and ''Awakening''. The [[HitPoints HP]] cap, however, is class-based and goes up with promotion for the first time, so the {{Squishy Wizard}}s and {{Fragile Speedster}}s actually cap out lower than a first-tier unit in the rest of the series even at third tier. Defensive stats being higher as well mitigates this somewhat, but physical units' resistance and magic units' defense aren't terribly impressive either.
* ''VideoGame/HyruleWarriors'': The "All Attacks are Devastating!" maps in Adventure mode makes everybody a OneHitPointWonder. Technically, the player has two hit points due to their LastChanceHitPoint, but the only way to get an A-rank on those missions is to never get hit.
* 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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* ''VideoGame/FireEmblemRadiantDawn'', at least compared to the rest of the ''Franchise/FireEmblem'' series. Due to the addition of a third tier of character classes, ''most'' stat {{cap}}s are higher in this game than in any other game in the series save for ''Genealogy ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War'' War]]'' and ''Awakening''.''[[VideoGame/FireEmblemAwakening Awakening]]''. The [[HitPoints HP]] cap, however, is class-based and goes up with promotion for the first time, so the {{Squishy Wizard}}s and {{Fragile Speedster}}s actually cap out lower than a first-tier unit in the rest of the series even at third tier. Defensive stats being higher as well mitigates this somewhat, but physical units' resistance and magic units' defense aren't terribly impressive either.
* ''Franchise/TheLegendOfZelda'':
** The ''Champions' Ballad'' DLC of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' starts with Link being granted a four-pronged sai-like weapon called the [[ExactlyWhatItSaysOnTheTin One-Hit Obliterator]], which reduces his health to [[OneHitPointWonder a quarter-heart]], but has infinite attack strength [[BreakableWeapons for two hits at a time]] (albeit with a quick recharge period). Its use is restricted to the Great Plateau, where he's tasked to defeat all of the monsters in set areas with it to unlock new shrines and the path forward to learning more about the history of the Champions, his old allies.
**
''VideoGame/HyruleWarriors'': The "All Attacks "Watch out! All attacks are Devastating!" devastating!" maps in Adventure mode makes everybody Mode, where everything on the battlefield is a OneHitPointWonder. OneHitPointWonder, both the player and the enemies alike. Technically, the player has two hit points due to their LastChanceHitPoint, but the only way to get an A-rank on those missions in any version of the game barring ''[[UpdatedRerelease Definitive Edition]]'' is to never get hit.
* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds[[note]]Most 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.



* ''Franchise/TheLegendOfZelda'':
** The ''Champions' Ballad'' DLC of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' starts with Link being granted a four-pronged sai-like weapon called the [[ExactlyWhatItSaysOnTheTin One-Hit Obliterator]], which reduces his health to [[OneHitpointWonder a quarter-heart]], but has infinite attack strength [[BreakableWeapons for two hits at a time]] (albeit with a quick recharge period). Its use is restricted to the Great Plateau, where he's tasked to defeat all of the monsters in set areas with it to unlock new shrines and the path forward to learning more about the history of the Champions, his old allies.
** ''VideoGame/HyruleWarriors'': "Watch out! All Attacks are Devastating!" missions in Adventure Mode, where everything on the battlefield is a One-Hit-Point Wonder, both you and the enemies (well, technically you're a Two-Hit-Point Wonder due to having a Last Chance Hit Point, but the point still stands, especially since in every version of the game except Definitive Edition, you still need to finish those missions without getting hit to A-rank them).



* In ''VideoGame/KatanaZero'', which draws a lot of inspiration from ''VideoGame/HotlineMiami'' (see above), you play as a katana-wielding GlassCannon that cuts through {{Mooks}} as if they were hot butter. Most hits end up with ''someone'' dying in a ludicrously bloody fashion, with a few exceptions (Some enemies can block attacks and need to be hit twice, although this can be averted by ambushing them or hitting them with the right timing. On the enemy's side, some gun-wielding enemies can knock the protagonist to the floor if he gets too close. It's not lethal, but it might as well be, because it stuns him, and in a game as fast paced as this one...). To get a bit of an edge, the player can slow down time to dodge blows and deflect bullets, but still, prepare to die a lot.
* Most games in the Franchise/KingdomHearts series have the option to play in [[NintendoHard critical mode]] which halves the health of the player and makes enemies significantly more powerful in exchange for bonuses that vary between games but are always incredibly powerful including the critical-exclusive [[LowLevelRun No Experience/EXP Zero]] abilities that sacrifice the player's ability to gain experience or level up in exchange for [[LowLevelAdvantage a significant damage boost that scales to the current world's difficulty]] and usually results in the player dealing significantly more damage than a properly leveled player without the ability or on a lower difficulty and getting [[OneHitKill one-shot]] or two-shot if they have [[LastChanceHitPoint second chance and once more]] equipped.
* ''VideoGame/YuGiOhDuelLinks'' has the same problem its parent does in that duels are fast, though this is more intended as life points start at 4000 (as opposed to 8000) and has no Main Phase 2 that lets you take actions after battling. Ironically, battles are ''longer'' than the normal card game, due to the PowerCreep not being as terrible and having cards to balance it out. Most of the time, anyway; sometimes archetypes slip through that are simply too good for the game and can end things as early as the player's second turn like normal[=YuGiOh=].

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* In ''VideoGame/KatanaZero'', which draws a lot of inspiration from ''VideoGame/HotlineMiami'' (see above), you play as a katana-wielding GlassCannon that cuts through {{Mooks}} as if they were hot butter. Most hits end up with ''someone'' dying in a ludicrously bloody fashion, with a few exceptions exceptions. (Some enemies can block attacks and need to be hit twice, although this can be averted by ambushing them or hitting them with the right timing. On the enemy's side, some gun-wielding enemies can knock the protagonist to the floor if he gets too close. It's not lethal, but it might as well be, because it stuns him, and in a game as fast paced as this one...). ) To get a bit of an edge, the player can slow down time to dodge blows and deflect bullets, but still, prepare to die a lot.
* Most games in the Franchise/KingdomHearts ''Franchise/KingdomHearts'' series have the option to play in [[NintendoHard critical mode]] Critical Mode]], which halves the health of the player and makes enemies significantly more powerful in exchange for bonuses that vary between games but are always incredibly powerful including the critical-exclusive Critical-exclusive [[LowLevelRun No Experience/EXP Zero]] abilities that sacrifice the player's ability to gain experience or level up in exchange for [[LowLevelAdvantage a significant damage boost that scales to the current world's difficulty]] and usually results in the player dealing significantly more damage than a properly leveled player without the ability or on a lower difficulty and getting [[OneHitKill one-shot]] or two-shot if they have [[LastChanceHitPoint second chance Second Chance and once more]] Once More]] equipped.
* ''VideoGame/YuGiOhDuelLinks'' has the same problem its parent does in that duels are fast, though this is more intended as life points start at 4000 (as opposed to 8000) and has no Main Phase 2 that lets you take actions after battling. Ironically, battles are ''longer'' than the normal card game, due to the PowerCreep not being as terrible and having cards to balance it out. Most of the time, anyway; sometimes archetypes slip through that are simply too good for the game and can end things as early as the player's second turn like normal[=YuGiOh=].normal ''Yu-Gi-Oh!''



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* ''TabletopGame/DungeonsAndDragons''. In 1st Edition ''Advanced D&D'', there was no limit on spell damage, so (for example) a 20th level magic-user's Fireball did 20d6 (20-120) HitPoints of damage. This meant that at higher levels of play, whichever side gained initiative would probably win the fight. The designers of 2nd Edition decided to put level caps on most of the damaging spells to prevent one-round wipeouts. This also happened between two editions of ''Basic D&D''.

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* ''TabletopGame/DungeonsAndDragons''. In 1st Edition ''Advanced D&D'', there was no limit on spell damage, so (for example) a 20th level magic-user's Fireball did 20d6 (20-120) HitPoints of damage. This meant that at higher levels of play, whichever side gained initiative would probably win the fight. The designers of 2nd Edition decided to put level caps on most of the damaging spells to prevent one-round wipeouts. This also happened between two editions of ''Basic D&D''. In general, D&D is this at very low levels (when characters can be potentially killed with a single high-damage hit) and very high levels (when save-or-die effects become prevalent).
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*For awhile, combat with firearms was essentially this. By the 16th century, armor powerful enough to deflect bullets was also too heavy to be practical to wear on a battlefield. A single musket ball could easily disable or kill whoever it managed to hit. Even with the advent of modern kevlar, battlefield tactics work under the assumption that enemy bullets are immediately lethal, and the best defense is doing everything possible to avoid being shot in the first place.
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* ''VideoGame/LethalLeague'', like the aforementioned ''Divekick'', has every attack be a one-hit knockout. This rendered some characters near useless though, particularly MightyGlacier types who had no real advantage in this format. The sequel, ''Lethal League Blaze'', turned it down by actually giving everyone health bars but is still thoroughly in this trope, as it only takes a few seconds for attacks to build up enough power to inflict one-hit knockouts anyway. It's just that said Mighty Glacier characters can get there sooner and, for the most part, have longer range to keep the FragileSpeedster characters at bay.

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* ''VideoGame/LethalLeague'', like the aforementioned ''Divekick'', has every attack be a one-hit knockout. This rendered some characters near useless though, particularly MightyGlacier types who had no real advantage in this format. The sequel, ''Lethal League Blaze'', turned it down by actually giving everyone health bars but is still thoroughly in this trope, as it only takes a few seconds into the match for attacks to build up enough power to inflict one-hit knockouts anyway. It's just that said Mighty Glacier characters can get there sooner and, for the most part, have longer range to keep and aren't that much slower than the FragileSpeedster characters at bay.characters.
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* ''VideoGame/LethalLeague'', like the aforementioned ''Divekick'', has every attack be a one-hit knockout. This rendered some characters near useless though, particularly MightyGlacier types who had no real advantage in this format. The sequel, ''Lethal League Blaze'', turned it down by actually giving everyone health bars but is still thoroughly in this trope, as it only takes a few seconds for attacks to build up enough power to inflict one-hit knockouts anyway. It's just that said Mighty Glacier characters can get there sooner and, for the most part, have longer range to keep the FragileSpeedster characters at bay.
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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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* PowerCreep turned ''TabletopGame/YuGiOh'' into this at higher levels of play. Even assuming your opponent is nice and isn't playing a OneHitKill Deck, the speed of the game is so absurd that, given the chance, a well-built Deck will effortlessly pull out three 2000+ attackers and devastate you. Unless one player is ''very'' [[StoneWall defensively-minded,]] you won't find any multi-episode Duels in the real world.

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* PowerCreep turned ''TabletopGame/YuGiOh'' into this at higher levels of play. Even assuming your The ability for newer cards to give free advantage, search for options, or facilitate more Special Summons, allows for longer combos that make a board full of 2000+ ATK monsters that either destroy the opponent is nice in one turn or disrupt the opponent when they try to set up ''their'' own powerful board for a counterattack. The combos are so long and isn't playing are sometimes hinged on a OneHitKill Deck, single card such that negating a single search can cause the speed of the whole game is so absurd that, given the chance, a well-built Deck will effortlessly pull out three 2000+ attackers plan to fall apart and devastate you. Unless one player is ''very'' [[StoneWall defensively-minded,]] you won't find any multi-episode Duels in the real world.may even lead to a concede.
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* ''VideoGame/StreetsOfRogue'' can be played like this thanks to the mutators. Turning on Low-Health For All [[ExactlyWhatItSaysOnTheTin lowers the health of every character]] to the point where both you and the enemies will die in just a couple of bullets or even a single swing of a melee weapon. Turning on Rocket Chaos makes it a very literal example of this trope by having everyone spawn with a rocket launcher, which even with normal health values is strong enough to drop anyone in just a couple hits. Due to the already fast-paced and occasionally hectic nature of the game these optional rules can make combat very, very brief.
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** 5th edition's armor class incorporates both missing and the attack doing no damage, so while attacks that do hit won't necessarily kill in one shot, even a min-maxed StoneWall won't last long against multiple enemies, while a SquishyWizard might well go down in a single round.
*** Some spells automatically deal damage, but the target can roll a save to reduce the damage taken.
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* Because there's no actual stats system in ''VideoGame/AIDungeon2'', battles tend to be quick and brutal, with either the player [[CurbStompBattle curb stomping enemies]] or the enemies [[HeroKiller doing the same in toll]]
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* Battles in ''Videogame/{{Fortnite}}'' are very frequently decided by whoever has the element of surprise, as it doesn't take much to shred a player's health even with [[BodyArmorAsHitPoints shields]]. Add in powerful legendary weapons, which depending on the season can include such things as [[GatlingGood miniguns]], [[SniperRifle sniper rifles]], or actual rocket launchers, and the trope becomes even more apparent.
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* [[UsefulNotes/HistoryOfNavalWarfare Modern naval warfare]] between [[UsefulNotes/TypesOfNavalShips major surface combatants]] is basically playing tag with [[UsefulNotes/NavalWeapons transonic/supersonic missiles packing half-ton warheads]]. For a variety of reasons, modern naval ships are not heavily armored and so the first ship that [[PointDefenseless fails to stop]] or decoy away an incoming missile is likely out of the fight, if not sunk outright. [[HotSubOnSubAction Submarines]] likewise; modern heavyweight torpedoes are massively powerful and the first sub in a fight to get hit is probably never going to be heard from again.
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** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and -- of course -- ''VideoGame/MarvelVsCapcom2''.

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** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever ''[[VideoGame/CapcomVs Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and -- of course -- ''VideoGame/MarvelVsCapcom2''.
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** TabletopGame/{{Pathfinder}} eliminated most of the damage loops and frank abuses of 3.5, buffed melee and ranged physical damage so the warrior classes do most of the damage, and still results in this trope due to the prevalence of "Save or Suck" spells. In short, casters can shut down the enemy with spells that inflict status ailments so severe the warriors simply cut down the enemy like butter. For example, fail a save versus Blindness and your life expectancy can be measured in seconds.

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** TabletopGame/{{Pathfinder}} eliminated most of the damage loops and frank abuses of 3.5, buffed melee and ranged physical damage so the warrior classes do most of the damage, and still results in this trope due to the prevalence of "Save or Suck" spells. In short, casters can shut down the enemy with spells that inflict status ailments so severe the warriors simply cut down the enemy like butter. For example, fail failing a save versus Blindness and seems like an inconvenience by itself, but if it happens while a Barbarian is in the room, your life expectancy can be measured in seconds.
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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10, and games are rarely ever won by exhausting the opponent's options if they aren't aggro.

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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. To top it all off, all of them are made consistent with copious amounts of selective card draw and flexible keywords like Choose and Enhance, so it's much harder to get "dead draws". In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10, and games are rarely ever won by exhausting the opponent's options if they aren't aggro.through attrition alone.
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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, some sort of scaling direct damage, or extremely hard to remove followers, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage the opponent just played. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10.

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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling direct damage, or are extremely hard to remove followers, remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage the opponent just played. damage. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10.10, and games are rarely ever won by exhausting the opponent's options if they aren't aggro.
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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, some sort of scaling direct damage, or extremely hard to remove followers, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage the opponent just played. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10.
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* The ''VideoGame/GearsOfWar'' series suffered from GameplayDerailment resulting in this. It was intended to be a cover-based shooter and used paintball as its main inspiration. Instead, the only thing anyone uses the cover for is to "wallbounce" around the map quickly while attempting to OneHitKill each other with the [[ShotgunsAreJustBetter shotgun]]. Absolutely everything else in the game is considered by the vast majority of the community to be cheap, overpowered bullshit that only idiot noobs with no skill need to rely on to win. ''Especially'' the game's iconic weapon, the [[ChainsawGood Chainsaw Bayonet]].

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* The ''VideoGame/GearsOfWar'' series suffered from GameplayDerailment resulting in this. It was intended to be a cover-based shooter and used paintball as its main inspiration. Instead, the player base latched onto the fact that sliding into cover is faster than running, leading to everyone only thing anyone uses using the cover for is "wallbouncing" (taking cover for fractions of a second at a time in order to "wallbounce" move around the map quickly quickly) while attempting to OneHitKill each other with the hipfiring [[ShotgunsAreJustBetter shotgun]]. Absolutely everything else in shotguns]] at each other hoping for a OneHitKill, since it is by far the game is considered by the vast majority most effective way to play 90% of the community to be cheap, overpowered bullshit time (the other 10% is when you have something that only idiot noobs with no skill need can either [[StuffBlowingUp blow people up]] or [[BoomHeadshot pop heads off]], ie. an ''easier'' way to rely on to win. ''Especially'' the game's iconic weapon, the [[ChainsawGood Chainsaw Bayonet]].kill in one hit).
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* Many FirstPersonShooters have "[=InstaGib=]", "One Shot One Kill" or "Hardcore" modes where all players are given an overkilling weapon, making everyone effectively a OneHitPointWonder, or where everyone is reduced to minimum health and will die to almost any form of damage.
** Most [=FPSs=] that tout themselves as realistic use this trope. One lucky shot can kill you, and in some games even if you survive you might as well be dead due to wounds.
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* ''TabletopGame/{{Cyberpunk}} 2020'' is this in spades too. Solos have combat sense, that adds an extra bonus to initiative depending to its level, meaning they're very likely to start a fight before. Since in that game even with protective gear[[note]]Useless against AP ammo[[/note]] a single bullet, especially if is in the head[[note]]Head damage is doubled[[/note]], can kill your character you can guess why solos mean ''trouble'' for non ones.

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* ''TabletopGame/{{Cyberpunk}} 2020'' is this in spades too. Solos have combat sense, that adds an extra bonus to initiative depending to its level, meaning they're very likely to start a fight before. Since in that game even with protective gear[[note]]Useless against AP ammo[[/note]] a single bullet, especially if is in the head[[note]]Head head,[[note]]Head damage is doubled[[/note]], doubled[[/note]] can kill your character you can guess why solos mean ''trouble'' for non ones.
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[[TropesAreNotBad This trope doesn't]] ''[[TropesAreNotBad have]]'' [[TropesAreNotBad to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.

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[[TropesAreNotBad [[Administrivia/TropesAreTools This trope doesn't]] ''[[TropesAreNotBad ''[[Administrivia/TropesAreTools have]]'' [[TropesAreNotBad [[Administrivia/TropesAreTools to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.



** [[TropesAreNotBad There is a significant upside to this, though]]: Rocket Tag Gameplay for most of the ''Disgaea'' games only happens at levels considerably higher than needed to enter the post-game, wherein you spend the vast, ''vast'' majority of your time LevelGrinding or going through [[BonusDungeon Item Dungeons]] which have dozens and dozens of floors. If battles didn't get shorter as levels increased, getting the InfinityPlusOneSword or defeating the BonusBoss would take an even more unbearably long time.

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** [[TropesAreNotBad [[Administrivia/TropesAreTools There is a significant upside to this, though]]: Rocket Tag Gameplay for most of the ''Disgaea'' games only happens at levels considerably higher than needed to enter the post-game, wherein you spend the vast, ''vast'' majority of your time LevelGrinding or going through [[BonusDungeon Item Dungeons]] which have dozens and dozens of floors. If battles didn't get shorter as levels increased, getting the InfinityPlusOneSword or defeating the BonusBoss would take an even more unbearably long time.

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* The ''Champions' Ballad'' DLC of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' starts with Link being granted a four-pronged sai-like weapon called the [[ExactlyWhatItSaysOnTheTin One-Hit Obliterator]], which reduces his health to [[OneHitpointWonder a quarter-heart]], but has infinite attack strength [[BreakableWeapons for two hits at a time]] (albeit with a quick recharge period). Its use is restricted to the Great Plateau, where he's tasked to defeat all of the monsters in set areas with it to unlock new shrines and the path forward to learning more about the history of the Champions, his old allies.

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* ''Franchise/TheLegendOfZelda'':
**
The ''Champions' Ballad'' DLC of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' starts with Link being granted a four-pronged sai-like weapon called the [[ExactlyWhatItSaysOnTheTin One-Hit Obliterator]], which reduces his health to [[OneHitpointWonder a quarter-heart]], but has infinite attack strength [[BreakableWeapons for two hits at a time]] (albeit with a quick recharge period). Its use is restricted to the Great Plateau, where he's tasked to defeat all of the monsters in set areas with it to unlock new shrines and the path forward to learning more about the history of the Champions, his old allies.allies.
** ''VideoGame/HyruleWarriors'': "Watch out! All Attacks are Devastating!" missions in Adventure Mode, where everything on the battlefield is a One-Hit-Point Wonder, both you and the enemies (well, technically you're a Two-Hit-Point Wonder due to having a Last Chance Hit Point, but the point still stands, especially since in every version of the game except Definitive Edition, you still need to finish those missions without getting hit to A-rank them).
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* With the exception of bosses, all enemies in the stealth game ''VideoGame/{{Aragami}}'' go down in one hit. Since the player character is a [[DarkIsNotEvil shadow-powered spirit of vengeance]] and the enemies all use light-based weapons, they'll happily return the favor should the player break stealth.

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