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* All of Fiend Hunter abilities of Gun Mage in ''Videogame/FinalFantasyX2'' are these, each of them dealing quadruple damage to specific class of enemies such as Elementals, Lizards, Canines and so on.
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Updating link for Awkward Zombie comic hyperlinked within the article (in regards to Lucario in Super Smash Bros), as the Awkward Zombie website changed its archive link system


** [[VideoGame/PokemonDiamondAndPearl Lucario's]] Aura makes attacks become stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]] Note that despite the ridiculously-high self damage shown in the comic, the damage Lucario's taken stops further bolstering his aura past 170%.

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** [[VideoGame/PokemonDiamondAndPearl Lucario's]] Aura makes attacks become stronger the more damage he takes, [[http://www.[[https://www.awkwardzombie.com/index.php?page=0&comic=042808 com/comic/sacrifice-play as illustrated here.]] Note that despite the ridiculously-high self damage shown in the comic, the damage Lucario's taken stops further bolstering his aura past 170%.
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* In ''VideoGame/PathOfExile'', the Flame Surge spell deals 50% more damage to an enemy that is affected with a burning status effect. The Bloodlust support gem causes melee attacks it is linked to to deal 40-60% more damage to bleeding enemies.

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* In ''VideoGame/PathOfExile'', ''VideoGame/PathOfExile'' has a lot of these. Some basic examples include the Flame Surge spell deals 50% more damage to an enemy that is affected with a burning status effect. The Bloodlust Hypothermia support gem causes melee attacks it is linked to to deal 40-60% more which adds extra damage against chilled enemies, Herald of Thunder zaps nearby enemies for a few seconds after killing a shocked enemy, and a multitude of effects that activate when some requirement was fulfilled within the past 4 seconds. Some more unusual ones include Ahn's Might, which grants bonus critical damage multiplier at no frenzy charges and bonus accuracy at maximum frenzy charges[[note]]If you can lower your maximum number of charges to bleeding enemies.0, you can be at no charges ''and'' max charges at the same time.[[/note]], and even some negative ones like a unique glove that prevents your hits from killing anything that ''isn't'' frozen.

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Added some more FFXIV examples.


* In ''VideoGame/FinalFantasyXIV'', the Summoner class has the Fester attack which is weak unless you have either Bio or Miasma active on the target, and even more powerful if you have both simultaneously. As of the ''Shadowbringers'' expansion, the Ruin spells are also reliant on Bio and Miasma to deal maximum damage.

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* In ''VideoGame/FinalFantasyXIV'', the ''VideoGame/FinalFantasyXIV'':
** The
Summoner class has the Fester attack which is weak unless you have either Bio or Miasma active on the target, and even more powerful if you have both simultaneously. As of the ''Shadowbringers'' expansion, the Ruin spells are also reliant on Bio and Miasma to deal maximum damage.
** The Bard’s Sidewinder and Shadowbite attacks function similarly to Fester, doing more damage if the target(s) have been afflicted with Caustic Bite and/or Stormbite.
** The Paladin’s Spirits Within attack gets stronger the closer the Paladin is to full health. Similarly, their Requiescat attack gets stronger the closer the Paladin is to having full MP.
** The Astrologian’s Essential Dignity is a healing spell which becomes significantly stronger if the target’s health is low.
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** Similarly, Heat Crash and Heavy Slam also take the target's weight into account, but compares the user's weight to them. The heavier the user is compared to the target, the more damage it deals, and both attacks' power ranges from a paltry 40 power to a huge 120 power.
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* In ''VideoGame/FinalFantasyXIV'', the Summoner class has the Fester attack which is weak unless you have either Bio or Miasma active on the target, and even more powerful if you have both simultaneously. As of the ''Shadowbringers'' expansion, the Ruin spells are also reliant on Bio and Miasma to deal maximum damage.
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-->'''Ghost Rider:''' Look into my eyes! Your soul is stained by the blood of the innocent! Feel their pain!
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* Hammers are near useless for combat under most circumstances in ''VideoGame/DragonQuestBuilders2'' (in contrast to [[VideoGame/DragonQuestBuilders the first game]], where they were a perfectly viable weapon as well as a tool), but they'll reduce stone enemies to a pile of rubble in a matter of seconds with guaranteed critical hits on every swing.

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* Hammers are near useless for combat under most circumstances in ''VideoGame/DragonQuestBuilders2'' (in contrast to [[VideoGame/DragonQuestBuilders the first game]], where they were a perfectly viable weapon as well as a tool), but ''VideoGame/DragonQuestBuilders2'', instead being used for harvesting resources. However, they'll reduce stone enemies to a pile of rubble in a matter of seconds with guaranteed critical hits on every swing.
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* Hammers are near useless for combat under most circumstances in ''VideoGame/DragonQuestBuilders2'' (in contrast to [[VideoGame/DragonQuestBuilders the first game]], where they were a perfectly viable weapon as well as a tool), but they'll reduce stone enemies to a pile of rubble in a matter of seconds with guaranteed critical hits on every swing.

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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Acrobatics (damage increases if the user is NOT holding an item), Revenge (user takes damage before attacking), or Flail and Reversal (deals more damage if the user's health is low).
** The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks. Under the right conditions, [[InTheBack Pursuit]], [[note]]target switches out[[/note]] Payback,[[note]]user attacks last[[/note]] [[KickThemWhileTheyAreDown Assurance]],[[note]]Target took damage that turn prior to the attack[[/note]] Punishment,[[note]]amount of stat boosts the target has[[/note]] Knock Off[[note]]target has a removable item[[/note]] and [[HoistByHisOwnPetard Foul Play]] [[note]]depends on target's attack stat[[/note]] will deal extra damage.

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* The ''VideoGame/{{Pokemon}}'' games have many attacks that fall to this, such as Acrobatics [[BlowYouAway Acrobatics]] (damage increases if the user is NOT holding an item), Revenge (user takes damage before attacking), or Flail and Reversal (deals more damage if the user's health is low).
** The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks. Under the right conditions, [[InTheBack [[YouWillNotEvadeMe Pursuit]], [[note]]target switches out[[/note]] Payback,[[note]]user attacks last[[/note]] [[KickThemWhileTheyAreDown Assurance]],[[note]]Target took damage that turn prior to the attack[[/note]] Punishment,[[note]]amount of stat boosts the target has[[/note]] Knock Off[[note]]target has a removable item[[/note]] and [[HoistByHisOwnPetard Foul Play]] [[note]]depends on target's attack stat[[/note]] will deal extra damage.


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** Low Kick and Grass Knot are particularly notable examples of this trope. Instead of having a base power that increases under certain non-random conditions, their damage is based on nothing but the weight of the target. Against the lightest targets, they deal a laughable 20 damage. Against the heaviest, however, they deal a terrifying 120 damage.
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* In ''VideoGame/GranblueFantasy'', many damaging spells deal greater damage against enemies in Overdrive, or in Break mode. Should the attack be cast on the wrong mode, or enemy fall into neither category (such as a having a Normal or non-existent Charge Attack bar), the damage dealt will be minimal. The Defiance and Salted Wound [[StatusBuff buffs]] also grant these multipliers to some characters.

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* Comicbook/GhostRider's Penance Stare, the effectiveness of which is dependent on the target's evil deeds or guilt, making it devastating against villains but not so effective on normal people.

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* Comicbook/GhostRider's Penance Stare, the effectiveness of which is dependent on the target's evil deeds or guilt, making it devastating against villains but not so effective on normal people.

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** [[VideoGame/PokemonDiamondAndPearl Lucario's]] Aura attack gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]

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** [[VideoGame/PokemonDiamondAndPearl Lucario's]] Aura attack gets makes attacks become stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]]] Note that despite the ridiculously-high self damage shown in the comic, the damage Lucario's taken stops further bolstering his aura past 170%.



* In ''VideoGame/DragonBallZBudokaiTenkaichi 3'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the number of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they take more damage.

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* In ''VideoGame/DragonBallZBudokaiTenkaichi 3'', while most attacks are either fixed or charged, the damage of Babidi's [[LimitBreak Ultimate Blast]] depends on [[LiquidAssets the number of successful grabs beforehand]], and Devilman's depends on the CharacterAlignment of the opponent -- if they're more evil, they good characters like Goku are almost entirely immune to it, while evil characters take more a large amount of damage.




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* {{Gatling|Good}} weapons utilized by Yuri's army in the expansion pack for ''VideoGame/CommandAndConquerRedAlert2'' work in this manner, dealing slightly less damage than equivalent units to start out with, but gradually dealing more damage faster as they continue firing and the multiple barrels reach faster speeds.
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* In ''VideoGame/DarkestDungeon'', a fair few attacks benefit from Marks: the Bounty Hunter's "Collect Bounty", Arbalest's "Sniper Shot", Shieldbreaker's "Captivate", Highwayman's "Pistol Shot", Houndmaster's "Hound's Rush" and Grave Robber's "Thrown Dagger" all gain a percentile damage bonus when directed at a marked enemy, particularly since the Bounty Hunter and Houndmaster have mark skills that also reduce the enemy's damage reduction (the Arbalest and Occultist have mark skills that reduce dodge, which isn't quite as useful). The Bounty Hunter also gets damage bonuses against stunned enemies with "Finish Him", and can gain additional damage bonuses with all attacks against enemies with stuns and/or bleeds on them with his Crimson Court trinket set. On top of that, certain attacks are more damaging against specific enemy types: the Houndmaster excels at killing Beasts, the Bounty Hunter takes down Humans quickly and violently, Eldritch enemies fear the Occultist, and undead don't like dealing with the Crusader or the Vestal much.
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* From ''VideoGame/MarvelVsCapcom'' series:
** Magneto's Magnetic Shockwave, Venom's Death Bite, Hulk's Hyper Gamma Wave and Thor's Mighty Thunder deal more damage depending on far away from the wall the opponent is and how close you are to said opponent.

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* From the ''VideoGame/MarvelVsCapcom'' series:
** Magneto's Magnetic Shockwave, Venom's Death Bite, Hulk's Hyper Gamma Wave and Thor's Mighty Thunder deal more damage depending on how far away from the wall the opponent is and how close you are to said opponent.



** [[TurnsRed X-Factor]] in ''VideoGame/MarvelVsCapcom3'' has shades of this; it can be triggered anytime, but depending on how much of your teammates you've lost, the effects and duration of the mode will be increased dramatically.

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** [[TurnsRed X-Factor]] in ''VideoGame/MarvelVsCapcom3'' has shades of this; it can be triggered anytime, but depending on how much many of your teammates you've lost, the effects and duration of the mode will be increased increase dramatically.



** MODOK's Hyper Psionic Blaster's damage depends on how much "levels of understanding" (via successful Analyze Cube attacks) he has stacked; it can do from minor damage to massive damage, even rivaling some Lv 3 Hypers.
** Nova's Gravimetric Pulse and Gravimetric Blaster will deal more damage depending on [[CastFromHitPoints the amount of the red health he has left.]]

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** MODOK's Hyper Psionic Blaster's damage depends on how much many "levels of understanding" (via successful Analyze Cube attacks) he has stacked; it can do from minor damage to massive damage, even rivaling some Lv 3 Hypers.
** Nova's Gravimetric Pulse and Gravimetric Blaster will deal more damage depending on [[CastFromHitPoints the amount of the red health he has left.]]



* GhostRider's Penance Stare, the effectiveness of which is dependent on the target's evil deeds or guilt, making it devastating against villains but not so effective on normal people.

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* GhostRider's Comicbook/GhostRider's Penance Stare, the effectiveness of which is dependent on the target's evil deeds or guilt, making it devastating against villains but not so effective on normal people.



* {{Munchkin}} has the [[WeaponOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]], such as Squidzilla.

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* {{Munchkin}} TabletopGame/{{Munchkin}} has the [[WeaponOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]], such as Squidzilla.
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* ''VideoGame/MegaManX2'': Silk Shot's attack and subsequently damage changes depending on where X is. In most stages, it's scrap metal. In Bubble Crab's and Flame Stag's stages, it's a bouncy rock projectile that explodes after the first bounce. In Crystal Snail's stage, it's a bouncy crystal projectile that explodes into shards on contact with an enemy. And in Wire Sponge's stage, it's a [[JokeWeapon weak leaf ball that floats upwards and doesn't even explode]].

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* ''VideoGame/MegaManX2'': Silk Shot's attack and subsequently damage changes depending on where X is. In most stages, it's scrap metal. metal that explodes in an X-pattern of shrapnel on contact. In Bubble Crab's and Flame Stag's stages, it's a bouncy rock projectile that explodes into similar shrapnel after the first bounce. In Crystal Snail's stage, it's a bouncy crystal projectile that explodes into shards on contact with an enemy. And in Wire Sponge's stage, it's a [[JokeWeapon weak leaf ball that floats upwards and doesn't even explode]].
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* ''VideoGame/MegaManX2'': Silk Shot's attack and subsequently damage changes depending on where X is. In most stages, it's scrap metal. In Bubble Crab's and Flame Stag's stages, it's a bouncy rock projectile that explodes after the first bounce. In Crystal Snail's stage, it's a bouncy crystal projectile that explodes into shards on contact with an enemy. And in Wire Sponge's stage, it's a [[JokeWeapon weak leaf ball that floats upwards and doesn't even explode]].
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Supertrope to DesperationAttack and SituationalSword. Compare and contrast TacticalRockPaperScissors and ElementalRockPaperScissors, which typically apply to an entire combat system as opposed to just one attack. Contrast FixedDamageAttack and PercentDamageAttack, which typically ignore variables usually taken into account, and RandomizedDamageAttack, when the damage is completely random. Compare and contrast DamageIncreasingDebuff, InjuredVulnerability, and AttackItsWeakPoint when it's a property of the ''defender'' rather than the ''attack'' that affects the amount of damage dealt, and StatusBuff where it's a property of a beneficial spell.

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Supertrope to DesperationAttack DesperationAttack, GatheringSteam, and SituationalSword. Compare and contrast TacticalRockPaperScissors and ElementalRockPaperScissors, which typically apply to an entire combat system as opposed to just one attack. Contrast FixedDamageAttack and PercentDamageAttack, which typically ignore variables usually taken into account, and RandomizedDamageAttack, when the damage is completely random. Compare and contrast DamageIncreasingDebuff, InjuredVulnerability, and AttackItsWeakPoint when it's a property of the ''defender'' rather than the ''attack'' that affects the amount of damage dealt, and StatusBuff where it's a property of a beneficial spell.
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** Some moves like Gyro Ball or Electro Ball calculate their base damage on the user's stats relative to the target's. Other moves are more powerful depending on the target's current health[[note]]such as Brine[[/note]] or debuffs[[note]]such as Venoshock[[/note]] or even whether the target has previously used a certain move such as Stomp[[note]]which is boosted when after the target uses Minimize[[/note]].

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** Some moves like Gyro Ball or Electro Ball calculate their base damage on the user's stats relative to the target's. Other moves are more powerful depending on the target's current health[[note]]such as Brine[[/note]] or debuffs[[note]]such as Venoshock[[/note]] or even whether the target has previously used a certain move such as Stomp[[note]]which Stomp.[[note]]Stomp's power is boosted when after the if target uses Minimize[[/note]].had used Minimize prior to the attack.[[/note]]
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** The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks. Under the right conditions, [[InTheBack Pursuit]] [[note]]target switches out[[/note]], Payback[[note]]user attacks last[[/note]], [[KickThemWhileTheyAreDown Assurance]][[note]]Target took damage that turn prior to the attack[[/note]], Punishment[[note]]amount of stat boosts the target has[[/note]], Knock Off[[note]]target has a removable item[[/note]] and [[HoistByHisOwnPetard Foul Play]] [[note]]depends on target's attack stat[[/note]] will deal extra damage.

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** The Dark type is particularly prone to these attacks, with them amounting to about half of all Dark-type attacks. Under the right conditions, [[InTheBack Pursuit]] Pursuit]], [[note]]target switches out[[/note]], Payback[[note]]user out[[/note]] Payback,[[note]]user attacks last[[/note]], last[[/note]] [[KickThemWhileTheyAreDown Assurance]][[note]]Target Assurance]],[[note]]Target took damage that turn prior to the attack[[/note]], Punishment[[note]]amount attack[[/note]] Punishment,[[note]]amount of stat boosts the target has[[/note]], has[[/note]] Knock Off[[note]]target has a removable item[[/note]] and [[HoistByHisOwnPetard Foul Play]] [[note]]depends on target's attack stat[[/note]] will deal extra damage.
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Redundant info, already listed above.


** The mechanic originated with ''VideoGame/GuiltyGear''[='s=] Sol Badguy in ''Accent Core'' (and its revisions), where several of his specials required Sol coming in contact with his opponent with a specific part of his hitbox depending on the move for increased damage, untechable time, and--where applicable--wallbounce/groundbounce, most notably seen with his [[ElementalPunch Sidewinder]] [[CycleOfHurting loops]]. Additionally, the damage of a Clean Hit Sidewinder and Sol's Tyrant Rave (the follow-up to his Fafnir Force Break) improves with every successful Clean Hit a player scores beforehand.

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* ''VideoGame/{{Dota 2}}'': Outworld Devourer's Arcane Orb, which deals its damage based on OD's current mana pool.

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* ''VideoGame/{{Dota 2}}'': Outworld Devourer's Arcane Orb, which deals its damage based on OD's current mana pool.pool, and stealing a bit of the target's mana pool with each attack.
** Enchantress' Impetus, which deals more damage the further away the target is.
** Necrophos' Reaper's Scythe, which deals more damage the less health the target has... let's just say there are a lot of these.
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** TargetSpotter weapons typically cause missiles to become both more accurate and more precise. A standard MissileLockOn with long range missiles will cause them to wildly scatter across the entire target and [[SubsystemDamage lightly sanding multiple armor sections]], whereas a salvo guided by a NARC Missile Beacon or a Target Acquisition Gear laser will hit precisely where the beacon or laser is pointing for more concentrated damage.
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* In ''VideoGame/PathOfExile'', the Flame Surge spell deals 50% more damage to an enemy that is affected with a burning status effect. The Bloodlust support gem causes melee attacks it is linked to to deal 40-60% more damage to bleeding enemies.

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* In ''VideoGame/WildArms3'', the ability Dark Luceid, granted when equipping the Guardian Luceid, is a highly situational move: it only deals significant damage directly proportional to the amount of elemental resistances the enemy has. Most of the time, it deals extremely little damage because most enemies do not have any elemental resistances whatsoever and most even have a weakness or two to balance any resistances it has. However, some bosses (in particular, Power Trask and the Final Boss) are resistant or even immune to every element at once. It's so effective at what it does it actually [[NotCompletelyUseless justifies it being useless for 95% of the game]].

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* ''VideoGame/TeamFortress2'': The Medic's Crusader's Crossbow does damage based on distance; the further the distance, the more damage done.

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* ''VideoGame/TeamFortress2'': ''VideoGame/TeamFortress2'':
**
The Medic's Crusader's Crossbow does damage based on distance; the further the distance, the more damage done.
** The Pyro's Axtinguisher will deal more damage to a foe that is on fire--it used to be rated at stock damage, but inflicted CriticalHit damage against burning enemies and just half against any non-ignited foe. The Homewrecker does double damage against buildings and only 75% against people, while the Neon Annihilator does only 80% damage against enemies and yet deals crits to them while they are wet.
** The Sniper's Shahanshah inflicts only 75% damage while he is over half health, but this increases to 125% damage when he has less than half his health remaining.
** The Demoman's various shields will increase their ShieldBash damage based on the number of enemies he's killed by decapitating them. Relatedly, the further along in a charge he is, the more damage he will do with a weapon swing afterwards--base damage at the start of a charge, minicrit damage partway through, and a full critical hit at the end.
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* ''VideoGame/FinalFantasyV'': The Blue Magic Spell "Goblin Punch" is normally not impressive, but its damage is multiplied by 8 if the user and target are the same level.
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* {{Munchkin}} has the [[WeaponOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]].

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* {{Munchkin}} has the [[WeaponOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]].
squid]], such as Squidzilla.
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* {{Munchkin}} has the [[SwordOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]].

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* {{Munchkin}} has the [[SwordOfXSlaying [[WeaponOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]].
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Penance Stare, squid

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[[AC:ComicBooks]]
* GhostRider's Penance Stare, the effectiveness of which is dependent on the target's evil deeds or guilt, making it devastating against villains but not so effective on normal people.

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* {{Munchkin}} has the [[SwordOfXSlaying Sword Of Slaying Everything Except Squid]], which is a highly effective weapon...[[ExactlyWhatItSaysOnTheTin except when fighting a squid]].

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