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* ''VideoGame/NobodySavesTheWorld'': Some of your skills can inflict various StatusEffects, such as Rat's Gnaw that inflicts Poison. There are also passive skills that add StatusEffects to ''all'' your attacks, like Stun Powder. Possible effects include [[DamageOverTime Poison, Burn]], [[TheParalyzer Stun]], [[TheVirus Infected]], Slow, and [[SupernaturalFearInducer Fear]]. All of them (aside from Infected) need several attacks to build up before they can take effect and they dissipate with time.
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* ''VideoGame/PrayerOfTheFaithless'': Mia's combat style has a high focus on applying Brand, a status only she can inflict, on her enemies, so they'll take more damage with her StatusEffectPoweredAbility-s that are powered by Brand.
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* ''VideoGame/DemonHunterTheReturnOfTheWings'': There are many attacks that inflict various status ailments like Weak, Poisoned or Slow, the latter of which makes very hard to dodge attacks, including another Slow.
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* ''VideoGame/{{Transistor}}'': Switch() as an upgrade applies CharmPerson, usually:
** Most Attacking Functions that are upgraded with Switch() gain its CharmPerson effect, turning enemies to Red's side for a duration. Flood is an exception, turning it into a NonDamagingStatusInflictionAttack.
** Upgrading Switch() with Switch() turns it from non-damaging, into dealing 100 damage on hit, as well as charming them.
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* ''VideoGame/{{Chantelise}}'': The Icicle Edge spell both damages and freezes enemies on hit.
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* ''VideoGame/TitanQuest'': The Lightning Bolt skill deals Lightning damage and stuns enemies at the same time.
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': All status infliction weapons and some skills, deal damage alongside trying to inflict status effects. For example:
** Weapons:
---> '''Sam's Pickaxe:''' Confuses the enemy.
** Skills:
---> '''EMP Generator:''' Electrocutes and paralyses all enemies.
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* ''VideoGame/ZanZarahTheHiddenPortal'': Most offensive spells can inflict various effects on critical hit: slowing down your movements, slowing down the charging time of your spells, blocking your ability to fly, inflicting DamageOverTime status ailments, or causing InterfaceScrew for the player.
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** "[[BeeBeeGun Insect Swarm]]" acts as a cross between Electrobolt (stuns enemies for a while) and Incinerate" (damage over time).

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** *** "[[BeeBeeGun Insect Swarm]]" acts as a cross between Electrobolt (stuns enemies for a while) and Incinerate" (damage over time).
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** "[[BeeBeeGun Insect Swarm]]" acts as a cross between Electrobolt (stuns enemies for a while) and Incinerate" (damage over time).
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You can Google "than" and find it right there.


** The first game, ''VideoGame/BioShock1'': Every attack plasmid other then [[MindOverMatter Telekinesis]], which deals physical damage by hitting enemies with objects, and there's some Gene Tonics that affect other attacks as well:

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** The first game, ''VideoGame/BioShock1'': Every attack plasmid other then than [[MindOverMatter Telekinesis]], which deals physical damage by hitting enemies with objects, and there's some Gene Tonics that affect other attacks as well:



** Special mention goes to Tri Attack, a move that has an equal chance to burn, paralyze, or freeze, the only attack that can potentially afflict more then one status condition, though [[OneCurseLimit never more then one at once.]]

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** Special mention goes to Tri Attack, a move that has an equal chance to burn, paralyze, or freeze, freeze. It's the only attack that can potentially afflict more then than one status condition, though [[OneCurseLimit never more then than one at once.]]
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saw a trope oppurtuntiy also than is not a word


** The first game, ''VideoGame/BioShock1'': Every attack plasmid other than [[MindOverMatter Telekinesis]], which deals physical damage by hitting enemies with objects, and there's some Gene Tonics that affect other attacks as well:

to:

** The first game, ''VideoGame/BioShock1'': Every attack plasmid other than then [[MindOverMatter Telekinesis]], which deals physical damage by hitting enemies with objects, and there's some Gene Tonics that affect other attacks as well:



** Special mention goes to Tri Attack, a move that has an equal chance to burn, paralyze, or freeze, the only attack that can potentially afflict more than one status condition, though never more than one at once.

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** Special mention goes to Tri Attack, a move that has an equal chance to burn, paralyze, or freeze, the only attack that can potentially afflict more than then one status condition, though [[OneCurseLimit never more than then one at once.]]
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* Many attacks in ''VideoGame/DiceyDungeons'' do damage and inflict Status Effects at a certain value (usually 6) such as Whip for Burn[[note]]which burns your dice, which hurt you if you pick them up[[/note]], Hammer for Shock[[note]]which disables random equipment, and they need dice in order to be unshocked[[/note]], Toxic Ooze for Poison[[note]]which causes DamageOverTime[[/note]], Shovel for Weaken[[note]]which downgrades random equipment[[/note]], etc.

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* Many attacks in ''VideoGame/DiceyDungeons'' do damage and inflict Status Effects StatusEffects at a certain value (usually 6) such as Whip for Burn[[note]]which burns your dice, which hurt you if you pick them up[[/note]], Hammer for Shock[[note]]which disables random equipment, and they need dice in order to be unshocked[[/note]], Toxic Ooze for Poison[[note]]which causes DamageOverTime[[/note]], Shovel for Weaken[[note]]which downgrades random equipment[[/note]], etc.
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* Many attacks in ''VideoGame/DiceyDungeons'' do damage and inflict Status Effects at a certain value (usually 6) such as Whip for Burn[[note]]which burns your dice, which hurt you if you pick them up[[/note]], Hammer for Shock[[note]]which disables random equipment, and they need dice in order to be unshocked[[/note]], Toxic Ooze for Poison[[note]]which causes DamageOverTime[[/note]], Shovel for Weaken[[note]]which downgrades random equipment[[/note]], etc.
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* ''VideoGame/{{Minecraft}}'': A number of mob enemies can inflict various negative status effects on top of normal damage on higher difficulty levels.
** The cave spiders (a smaller, blue, mineshaft-dwelling variant of the normal GiantSpider) and bees can inflict poison, which will rapidly deplete your health over several seconds, but cannot kill you directly, leaving you as a OneHitPointWonder at worst. Pufferfish will also inflict poison if touched when puffed up, but the effect is much more short-lived.
** The wither skeletons and Wither can inflict the "wither" effect, which works the same as poison except it turns your hearts black and can actually kill you.
** The husks (a desert-dwelling zombie variant) inflict the hunger status effect when they hit you, which causes your hunger meter to deplete more quickly (if the hunger goes below 8/10 your health no longer regenerates on its own).
** The strays (a snowy-dwelling skeleton variant) inflict the slowness effect when their arrows hit, which, [[ExactlyWhatItSaysOnTheTin as you might expect]], makes you slower.
** The shulkers (a stationary, turret-like enemy in the End Cities) inflict the levitation effect when their projectiles hit you, which causes you to float up into the air for several seconds, leaving you open to FallingDamage when the effect wears off. This can actually be [[HelpfulMook helpful]] for navigating the tangled interior of the End City however.
** You yourself can inflict status effects on other players or mobs using "tipped arrows", which are imbued with a specific potion effect (this can be both a positive effect and a negative effect) that it applies to the target on top of normal damage (with the exception of "harming", which is only additive if the arrows do below six hearts of damage).
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* ''VideoGame/BountyOfOne'': A few items are capable of inflicting statuses on the enemies
** "Warning Shots" makes your attacks grant a hefty 70% slowdown that lasts for 1 second, but can be reapplied.
** [[PoisonedWeapons "Fanged Arrows"]] poisons enemies, dealing 10% of your damage every 0.3 seconds at base. When a poisoned enemy dies, they explode, [[DisasterDominoes poisoning all enemies in range]].
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** ''VideoGame/RatchetAndClankGoingCommando'' had upgrades for some weapons costing with 4 Platimu Bolts apiece that would count as this. There would be Acid Mod (a DamageOverTime effect) and Shock Mod, which is also [=DoT=] with added bonus of jumping on nearby enemies and damaging them. These would be inflicted in addition to damage done by attack itself.
** These return in ''VideoGame/RatchetAndClankApYourArsenal'' and are now obtained by leveling up weapons instead of by buying. There is also Infector which doesn't do a whole lot of damage but brainwashes targets to attack your enemies.

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** ''VideoGame/RatchetAndClankGoingCommando'' had upgrades for some weapons costing with 4 Platimu Platinum Bolts apiece that would count as this. There would be Acid Mod (a DamageOverTime effect) and Shock Mod, which is also [=DoT=] with added bonus of jumping on nearby enemies and damaging them. These would be inflicted in addition to damage done by attack itself.
** These return in ''VideoGame/RatchetAndClankApYourArsenal'' ''VideoGame/RatchetAndClankUpYourArsenal'' and are now obtained by leveling up weapons instead of by buying. There is also Infector which doesn't do a whole lot of damage but brainwashes targets to attack your enemies.
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* ''Franchise/RatchetAndClank'' has some weapons able to do this starting with ''VideoGame/RatchetAndClankGoingCommando'':
** ''VideoGame/RatchetAndClankGoingCommando'' had upgrades for some weapons costing with 4 Platimu Bolts apiece that would count as this. There would be Acid Mod (a DamageOverTime effect) and Shock Mod, which is also [=DoT=] with added bonus of jumping on nearby enemies and damaging them. These would be inflicted in addition to damage done by attack itself.
** These return in ''VideoGame/RatchetAndClankApYourArsenal'' and are now obtained by leveling up weapons instead of by buying. There is also Infector which doesn't do a whole lot of damage but brainwashes targets to attack your enemies.
** Every weapon can potentially do this in ''VideoGame/RatchetDeadlocked'', courtesy of Omega Mods that can be attached to a weapon. Acid Mod and Shock Mod are now joined by Freeze Mod (slows and eventually freezes the enemies) and brainwashing is available as a separate Omega Mod as well.
** Each game including ''VideoGame/RatchetAndClank2002'' has a weapon turning enemies into various animals (or corresponding Omega Mod in ''Deadlocked'').
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* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state: now, the ball merely slows opponents, with distance only determining how long the single effect lasts.

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* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state: now, the ball merely slows opponents, with distance only determining how long the this single effect lasts.
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* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; now, the ball merely slows opponents, with distance only determining how long the single effect lasts.

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* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; state: now, the ball merely slows opponents, with distance only determining how long the single effect lasts.
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None


* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; now, the ball merely slows opponents, with distance only determining how long the effect lasts.

to:

* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; now, the ball merely slows opponents, with distance only determining how long the single effect lasts.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, at a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; now, the ball merely slows opponents, with distance only determining how long the effect lasts.

to:

* ''VideoGame/TeamFortress2'': When equipped with the Sandman bat, the Scout can hit a mildly damaging baseball at enemies as a secondary function. For its first few iterations, the baseball could [[ControllableHelplessness stun, slow, and disable weaponry for opponents for a brief period, effectively forcing the victim to act as they would when they lose a match]]. However, at if hit from a long enough distance, a Sandman ball could force a victim to stop in place entirely for the duration of the effect. [[https://www.teamfortress.com/post.php?id=33661 The Jungle Inferno Update]] changed the Sandman to its present-day state; now, the ball merely slows opponents, with distance only determining how long the effect lasts.
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Direct link.


* ''VideoGame/FinalFantasyX'': Wakka's side of the [[SkillTree Sphere Grid]] contain various special skills that deals an attack with a {{Status Effect|s}} added to them. Auron has the quickest access to Break-type attack skills, which debuff enemy stats.

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* ''VideoGame/FinalFantasyX'': Wakka's side of the [[SkillTree [[SkillScoresAndPerks Sphere Grid]] contain various special skills that deals an attack with a {{Status Effect|s}} added to them. Auron has the quickest access to Break-type attack skills, which debuff enemy stats.
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[[quoteright:275:[[Franchise/{{Pokemon}} https://static.tvtropes.org/pmwiki/pub/images/poison_0.png]]]]

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[[quoteright:275:[[Franchise/{{Pokemon}} [[quoteright:275:[[VideoGame/PokemonGoldAndSilver https://static.tvtropes.org/pmwiki/pub/images/poison_0.png]]]]

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