Fake Ultimate Mook: Difference between revisions

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== Strategy ==
* In ''[[Fire Emblem]]: [[Fire Emblem: theThe Sacred Stones|The Sacred Stones]]'', the Cyclopses are really huge, but do <s>relatively small amounts of damage</s> quite a bit less damage than you'd expect... and to add insult to injury, their attacks are easily evaded. Add their low resistance or vulnerability to a [[Infinity+1 Sword|Sacred Twin]] weapon, and they go down like rocks.
** The fact that they can only use axes also means that they're easy prey for a sword user, especially a blademaster with over 30% crit. (Oh, and if you thought they had trouble hitting most of your units, just wait until you send a sword-user at them.)
*** The fact that they use axes also contributes to that whole "easily evaded attacks" thing, as axes are the strongest, but heaviest and least accurate (physical) weapons in the game.<ref>The hierarchy of power/accuracy for the physical weapons goes in order from axes to lances to bows to swords, with swords being the weakest but lightest and most accurate.</ref> Too bad for the Cyclopses that the power of axes is insufficient to compensate for their surprisingly low Strength... though they do have high Constitution, so it's not like even the bigger axes slow them down much. (But they're already plenty slow and inaccurate without being weighed down by their weapons.)
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** Similarly, in the original ''Doom'' the Spider Mastermind (Episode 3 endboss) was far easier to defeat than the Cyberdemon (Episode 2 endboss) not least because Episode 3 allowed the player to use the original [[BFG]]. In addition, the Cyberdemon has more hitpoints (4000 vs. the Spider Mastermind's 3000). 3000 hit points, incidentally, is ''less'' than the maximum possible damage done on a close-range BFG shot, so unlike the Cyberdemon, the Spider Mastermind can be a [[One-Hit Kill]] for a lucky space marine.
 
== [[Role -Playing Game]] ==
* [[Mons|Onix]] from ''[[Pokémon]]'' can usually be fought and captured early on in the games. Though they're towering snakes made out of stone, they have low stats in everything but physical Defense (and, to a lesser extent, Speed, which is only relevant to the extent that one Pokemon is faster than another - the actual difference doesn't matter). Further hurting Onix is its Rock/Ground typing; while this type combination is beastly at offense, Onix doesn't have the power to take advantage of that. Even worse, it's absolutely ''horrible'' at special defense, granting poor Onix [[Elemental Rock-Paper-Scissors|crippling weaknesses to two common elements]]; a Grass- or Water-Type attack will usually take it down ''in one hit''. As described above, there is a stronger version who's ability matches its appearance though, [[Magikarp Power|Steelix.]]
** Brock's Onix, in particular, used to be a particularly glaring example in Red & Blue. Level 14, stats just high enough to make it a challenging fight... But a Pidgey spamming Sand attack can make all that negligible due to the fact that its only offensive moves are Tackle and Bide. In fact, a Pidgey at level 5 could conceivably solo the entire fight.
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== [[Tabletop Games]] ==
* in [[Mortasheen]], [http://www.bogleech.com/mortasheen/doomboros.htm Doomboros] may look intimidating, but they're really cowardly, and their only real power is to transfer this fear to its opponents. [[Not So Harmless|But try to hurt its master...]]
* In ''[[Dungeons and& Dragons]]'', being bigger is only a nominal advantage at best, and can also be a notable disadvantage. While many very difficult monsters (dragons, for example) ''are'' large, oversized zombies are not really any harder than regular ones.
** Weirdly, no rule explicitly states that larger beings are inherently stronger. Almost every size-increasing effect ''also'' explicitly increases Strength, and adding hit dice to animals and animal-like monsters will increase size and Strength simultaneously. Being larger ''does'' grant automatic bonuses to other things—notably, it increases the difficulty of most combat maneuvers (grappling, tripping, etc.), improves Intimidate checks, grants access to larger size categories of weapons (which are ''slightly'' more expensive but typically have noticeably increased damage), and extra reach (which is ''priceless''). It also carries some built-in ''penalties''—the most noteworthy are penalties to Hide checks, attack rolls (since everything is, relatively speaking, smaller to you), and Armor Class (since you're a bigger target to everyone else). Small characters get all of this in reverse. The end result is that a 10 foot tall Orge berserker is typically easier to deal with than a 3 foot gnome assassin as the Ogre is typically reduced to swinging wildly and destroying anything it actually manages to hit.
*** From 3rd edition on up, size categories carry strength modifiers, which ''does'' matter in melee combat, increasing both damage and accuracy. [[Instant Death Radius|And let's not discuss what happens when the DM uses the reach rules for large creatures...]]
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[[Category:Video Game Characters]]
[[Category:Mooks]]
[[Category:Fake Ultimate Mook]]
[[Category:CRPG Tropes]]
[[Category:Fake Ultimate Mook{{PAGENAME}}]]