Kung Fu-Proof Mook: Difference between revisions

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{{trope}}
{{quote|'''Jabba:''' You weak minded fool! He's using an old Jedi mind trick.<br />
'''Luke:''' You will bring Captain Solo and the Wookiee to me.<br />
'''Jabba:''' [[Evil Laugh|*laughs*]] Your mind powers will not work on me, boy.|''[[Star Wars]]: [[Return of the Jedi]]''}}
|''[[Star Wars]]: [[Return of the Jedi]]''}}
 
{{quote|"''Your powers are useless on me, you silly billy.''"|'''Dr. Killinger''', ''[[The Venture Brothers]]''}}
|'''Dr. Killinger''', ''[[The Venture Brothers]]''}}
 
Some baddies aren't particularly dangerous, but they are [[Goddamned Bats|annoying to deal with]], because the usual tricks used by our heroes [[Kryptonite-Proof Suit|don't work on them]]. This kind of opponent proves difficult to be overcome by a hero who is used to fighting using a [[When All You Have Is a Hammer|small repertoire of techniques]]. As such, these encounters force our heroes to think outside of the box. Mostly because it's [[Rule of Cool|cooler]] than showing them win fights the same way all of the time.
 
Runs on the same principle as [[Kryptonite Is Everywhere]], as an attempt to avert [[Boring Invincible Hero]]. May be overcome with attacks [[For Massive Damage]]. May be part of an [[Elemental Rock-Paper-Scissors]] system. [[Back Stab]] and [[One-Hit Kill]] are popular abilities to be immunised against. See also [[NoWon't SellWork On Me]], [[The Spiny]], [[Immune to Bullets]], [[Heavily Armored Mook]] and [[Giant Mook]]. May invoke [[Anti-Magic]], [[Balls of Steel]] or [[Punch-Punch-Punch Uh-Oh]]. Related to [[Invincible Minor Minion]]. When bosses do this, [[Contractual Boss Immunity]] is involved.
{{examples}}
 
{{examples}}
== [[Anime]] and [[Manga]] ==
* The Anti-Magic Field Drones in the third season of ''[[Magical Girl Lyrical Nanoha]]''. ...which just means you have to use [[More Dakka]] or [[Magic Knight]] tactics.
** Although, once the [[Power Limiter|Power Limiters]]s are removed, the AMFs really don't stop Nanoha and Fate from bringing down the whoop-ass on Jail Scagletti, Quattro, {{spoiler|and Sankt Kaiser-mode Vivio}}.
** Eclipse shown in ''Force'' is a much better example, since it seems to make those who have it [[Nigh Invulnerability|Nigh Invulnerable]] to magic.
* In the first ''[[Ranma ½]]'' movie, our hero encounters a ''giant'' (and I do mean '''giant''') man. Of course, all that fat makes him feel no pain from kicks or punches.
** Ryoga's [[Training Fromfrom Hell]] gives him iron-like skin, making Ranma's [[Flurry Of Blows]] style fighting completely useless.
* [[Hokuto no Ken]] subverted it twice. The first time, Kenshiro had to fight Heart, an enemy so fat he couldn't hit his pressure points, at least until Kenshiro ''moved'' the fat away [[Crazy Prepared|with a move created to do just that]] ([[Wild Mass Guessing|probably it hadn't been the first time someone attempted that on an Hokuto Shinken master]]). In a later story arc, arc [[Big Bad]] Souther is apparently immune to Hokuto Shinken, at least until Kenshiro discovers his pressure points are inverted due a rare [[wikipedia:Dextrocardia|cardiovascular condition]], right after Toki declaring he knew about it caused the until then smug Souther to get an [[Oh Crap]] face.
** Another (anime only) subversion is Balkom, one of Shin's main henchmen. Upon rebelling he boasted that his technique made his muscles hard as steel and immune to Shin's Nanto moves, and in fact he actually survived Shin's initial attacks, including the one that had actually felled Kenshiro in their first fight, with nothing more than a bloody nose. Then Shin decided it was the moment to actually fight seriously, and used a move that destroyed Balkom's muscles. [[Oh Crap]] and [[Ludicrous Gibs]] ensued.
** A subversion similar to what happened to Balkom is the fate of the King of Kiba, who not only was normally though enough to shrug off being hit on the head with a pillar of concrete, but could make his muscles [[Up to Eleven|even harder]], as shown when Kenshiro checked his claim by hitting him with an I-beam (the beam was bent, and the King didn't feel anything). At that point the reader already knows that such a trick is useless against Hokuto Shinken due it not defending the pressure points, but Kenshiro, being a sadistic bastard, used a move that made him less though than the ones of a normal human. [[Oh Crap]] ensued.
** Mercilessly parodied with Dù Tiān-Fēng from the spin-off [[Souten no Ken]]. Knowing that Liú Zōng-Wǔ (an Hokuto Ryuu Ken practitioner) is after his head, he decided to defend himself from his pressure point attacks by procuring a [[Exactly What It Says on the Tin|Pressure Point Defense Suit]], that not only defends his pressure points but electrocutes anyone trying to hit them. When he finally found him on a ship, Liú Zōng-Wǔ simply kicked him in the ocean with his rubber-soiled boots.
 
== [[Card Games]] ==
* Good luck countering something with split second in ''[[Magic: The Gathering]]''; you can't respond to it. Or something [[Exactly What It Says on the Tin|uncounterable]], for that matter. Once in play, we have several other options, including:
** Indestructable. This does not stop zero-toughness and other state-based effects.
** Protection from X. Whatever X is, they can't be damaged, enchanted, equipped, blocked, or targeted by it, leading to the anagram DEBT. Note that there are still ways to destroy them, such as with [[The End of the World as We Know It|global spells]]. Even then, you can simply change its type from (say) land creature to land to avoid this. Or return it to your hand with another spell.
** Unblockable. As long as this creature's attacking, your creatures can't block it.
 
== [[Comic Books]] ==
* Yellow enemies for the old [[Green Lantern]].
** Or enemies armed with wooden weapons (e.g. Sportsmaster with his bats and hockey sticks) for the ''original'' Green Lantern.
* Various [[X-Men]], for various reasons, are, or have been [[Retcon|retconnedretcon]]ned to be, immune to telepathy due to government experiments ([[Wolverine]]), messed up heads with way too much going on in them (Wolverine, Rogue), powers ([[Magneto]] in some continuities), equipment (Magneto again, [[The Juggernaut]]). Others are specifically immune to each others' powers, usually in the case of siblings like the Summers brothers or the Frost sisters.
** Because telepathy can stop most fights before they start, either being conveniently immune or knocking the telepath out before the fights starts are frequent strategies, especially when you have a solo villain.
** You also have villains like the Blob, the Juggernaut, or Sinister who are immune to everything. This requires either clever, out-of-the-box thinking, or a stupid [[Deus Ex Machina]], depending on the writing quality.
** Syndicate in the Ultimate continuity was immune to telepathy. Which was convenient, since Professor X had to deal with him solo.
* One of the first enemies [[Fantastic Four|the Human Torch]] ever fought was the Asbestos Man, a guy with a suit and net made out of, well, asbestos.
 
== [[Film]] ==
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* In [[Larry Niven]]'s ''Known Space'' setting, the thrint conquered the galaxy by using telepathy to enslave everyone. Then they [[Too Dumb to Live|didn't watch their slaves closely]] and some of them engineered immunity to telepathy. The telepathy-immunes started a revolt. Then the thrint [[Taking You with Me|killed themselves and every slave in the galaxy]], leaving the rebels to (mostly) starve to death.
 
== [[Live -Action TelevisionTV]] ==
* In ''[[Star Trek]]'', Ferengi are telepath-proof.
** One ''[[Star Trek]]'' novel features a character who is "esper-blind." They are utterly incapable of sending or receiving any telepathic signal. Of course this turns out to be very useful in solving the problem of the week.
* In the ''[[Doctor Who]]'' serial ''The Time Monster'', the Master tries his usual trick of hypnosis--"You will obey me. You--will--obey--ME!"--on—on the 500-year-old king of Atlantis, who laughs and says that he's much too old (and learned in the sacred mysteries) for that to work on him.
** There are also various beings on whom the Psychic Paper is ineffective.
 
== [[Tabletop RPGGames]] ==
=== [[Card Games]] ===
* Elves in most incarnations of [[Dungeons and Dragons]] are immune to ''sleep'' spells. Bummer.
* Good luck countering something with split second in ''[[Magic: The Gathering]]''; you can't respond to it. Or something [[Exactly What It Says on the Tin|uncounterable]], for that matter. Once in play, we have several other options, including:
** In both 3rd editions, a staggering variety of other creature types are immune to one thing or another-- critical hits, flanking, mind-affecting effects, energy drain, magic in general, nonmagical weapons, or more commonly several categories at once. Listing all the creature types and immunities takes up multiple pages of the rulebook.
** Indestructable. This does not stop zero-toughness and other state-based effects.
** Golems in particular have magic resistance as their major schtick. In earlier editions (1st/2nd and Pathfinder) they were entirely immune to magic, with extremely limited and specific exceptions. If the party could not fool a golem or sneak past it, physical brute force was the only option. (Though the 3rd and 3.5 editions tried to stick with the same theme, the immunity is significantly narrowed in scope, and rules loopholes mean that golems are particularly ''weak'' to certain kinds of spells.)
** Protection from X. Whatever X is, they can't be damaged, enchanted, equipped, blocked, or targeted by it, leading to the anagram DEBT. Note that there are still ways to destroy them, such as with [[The End of the World as We Know It|global spells]]. Even then, you can simply change its type from (say) land creature to land to avoid this. Or return it to your hand with another spell.
** Unblockable. As long as this creature's attacking, your creatures can't block it.
 
=== [[Tabletop RPG]] ===
* Elves in most incarnations of ''[[Dungeons and& Dragons]]'' are immune to ''sleep'' spells. Bummer.
** In both 3rd editions, a staggering variety of other creature types are immune to one thing or another-- criticalanother—critical hits, flanking, mind-affecting effects, energy drain, magic in general, nonmagical weapons, or more commonly several categories at once. Listing all the creature types and immunities takes up multiple pages of the rulebook.
** Golems in particular have magic resistance as their major schtickshtick. In earlier editions (1st/2nd and Pathfinder) they were entirely immune to magic, with extremely limited and specific exceptions. If the party could not fool a golem or sneak past it, physical brute force was the only option. (Though the 3rd and 3.5 editions tried to stick with the same theme, the immunity is significantly narrowed in scope, and rules loopholes mean that golems are particularly ''weak'' to certain kinds of spells.)
** This is the bane of the Rogue class- their main advantage in combat is that when they flank an opponent or catch them unaware, they can sneak attack them [[For Massive Damage]]. Unfortunately for them, anything that's immune to critical hits is also immune to sneak attacks, so they effectively lose their main trick against undead, elementals, oozes, golems and a whole host of other monster types.
* Blanks from ''[[Warhammer 4000040,000]]'' continuity are immune to, and nullify, psychic and [[Hell|Warp]] powers.
** Also known as Pariahs, they are soulless psychic voids whose mere presence makes normal humans deeply uncomfortable. The Culexus Assassin school recruits exclusively from these people, resulting in assassins who are effectively invisible as no normal human mind wants to notice them. Specialists in slaying pskyers, for whom the Culexus represent [[Nightmare Fuel]]. Even ''daemons'' probably find them disturbing- in fact, the rules for them in ''Inquisitor'' explain that daemons can't even ''see'' them.
** [http://wh40k.lexicanum.com/wiki/Blank Blanks and Pariahs] may not be exactly the same thing, necessarily. [[Depending on the Writer]], sometimes. To elaborate, Blanks nullify psychic powers in a certain radius around them, the same field causing revulsion and discomfort in normal people, and enormous discomfort in psykers. [[Ravenor|Sometimes]] they can have their blankness negated to allow psychics to operate near them. Pariahs additionally lack any presence in the Warp, and can become Culexus assassins, using this fact to power their anti-psychic weaponry.
 
== [[Video Games]] ==
* Generic example: Many, many, many RPG-style games have enemies for whom magic is completely ineffective, and only physical attacks will work, or the inverse--physicalinverse—physical attacks are a [[NoWon't SellWork On Me]], but magic attacks take them out fast.
* This is the schtick of the bosboss Red Giant from ''[[Final Fantasy VIII]]''. He will respond with gloats and snarks each time your attacks have little to no effect on him. Tip: [[Percent Damage Attack|Gravity]] is his [[Achilles' Heel]].
* There are certain [[Mooks]] in the Nintendo 64 ''[[Bomberman]]'' games who are invulnerable to various elemental-type bombs. The most annoying? Without a doubt, the ones impervious to Fire Bombs--theBombs—the basic, and most versatile, bombs.
* The Power Troopers in ''[[Metroid Prime]]'' are the most difficult of the reverse-engineered space pirates for this reason. All your fancy new upgrades won't do squat to them. The Chozo Ghosts are also immune to your stronger weapons. Both are vulnerable to Super Missiles, however.
** In Zero Mission, there are these black space pirates which are only weak to your beam, which are annoying as hell to kill. All the missiles, super missiles, power bombs, screw attack? All completely useless. The two in the escape sequence can give players grief, aside from an [[AI Breaker]].
** [[Hilarious in Hindsight|Amusingly]], aone [[Kung Fu-Proof Mook]] in ''[[Super Metroid]]'' is a Space Pirate that uses kung fu-like moves. It is only briefly vulnerable after it jump-kicks.
* In many ''[[Kirby]]'' games, Scarfys cannot be inhaled. If Kirby tries to inhale them, they'll go crazy and start to chase him down before exploding - they can be defeated using other projectiles or copy abilities easily.
** Mumbies and some of the larger enemies in certain games are also impossible to inhale (requiring Kirby to spit something at them or use a [[Mega Manning|Copy Ability]]) or at least take much longer to do so, though they don't get mad like Scarfys do. Interestingly, [[All Cavemen Were Neanderthals|Dogons]] in ''Kirby's Dream Land 3'' invert this; they ''can'' be inhaled, but most of the more advanced attacks don't work against them as they [[Attack Reflector|knock all projectiles back]] at Kirby.
* In ''most [[Super Mario Bros.]](franchise)|''Mario'' games]], [[The Spiny|Spinies]] [[Exactly What It Says on the Tin|are spiny]], immune to [[Goomba Stomp|stomping]] and must be killed by fireballs, while Buzzy Beetles are immune to fireballs. ''[[Super Mario World (video game)|Super Mario World]]'' puts them together with Spike Top (spiny ''and'' fireproof); thankfully, though you stillare also given haveother ways around that combination.
** ''[[Paper Mario: The Thousand-Year Door]]'' has flying Spiky Parabuzzies, who are immune to both your standard attacks; they can't be jumped on because they're spiky, and can't be hammered because they fly. The solution is to either equip the Spike Shield badge (which enables you to jump on them without getting hurt) or use a non-jump attack that hits theairborne airfoes (like Hammer Throw).
** Spiked Paragoombas have the same abilities (wings and a spiked helmet), but appearsappear much earlier in the game. The same goes for Bristles, which are ground-based but have spikes all over. Just getting close to one means you get a poke and your attack fails. Since you most likely have neither Spike Shield or Hammer Throw at this point, it means breaking out the consumable item attacks.
* The ''[[Shin Megami Tensei]]'' series lives on this trope. You'll be in a dungeon doing some grinding, and suddenly X enemy comes up. You do check its Hit Points and it's not much, you could ''easily'' rip it a new one. Then you hit him with a physical attack: it does ''one'' hit point of damage. Throw fire magic? Immune. Ice magic? ''[[Attack Reflector|Bounces back]]''. Electric magic? [[Feed It with Fire|It drains and recharges its hit points]]. Argh!
* Shedinja from ''[[Pokémon]]'', depending on what kind of Pokemon you have in your team. Shedinja's ability makes it immune to everything that it's not [[Elemental Rock-Paper-Scissors|weak]] against. It's a Bug/Ghost, so it can only be harmed by Fire, Dark, Rock, Ghost, and Flying. But since it's a [[One-Hit-Point Wonder]] and those elements are pretty common it usually ends up [[Awesome but Impractical]].
** Hackers are known to make a Spiritomb with that ability, since its type combination gives it [[Superpower Lottery|no elemental weaknesses whatsoever]] and thus [[Game Breaker|it shouldn't be harmed by anything at all]]. Unless you have thean ability that [[Anti-Magic|cancels the other's ability]].
** Or a Pokémon with both Foresight/Odor Sleuth (or the "Scrappy" ability) and a Fighting-type move, because once the Ghost-type's immunity to Fighting is removed, the Dark-type's weakness is still present.
** Or a Pokémon that can deal [[Non-Elemental]] damage at the end of each turn via weather effects (like Sandstorm, Hail or [[The Corruption|Shadow Sky]]) or poison. Yeah, Wonder Guard isn't very wonderful.
** In [[Tournament Play|competitive play]], Shedinja's viability among the [[Character Tiers|tiers]] is rather interesting. In the Standard tier it tends to drop fast to the frequently-in-play weather effects/Stealth Rock/[[Crazy Prepared|specially prepared moves]], but in the Uber tier, which contains [[Olympus Mons|the nastiest Pokemon in the game]], such effects are rarely used and most rely on raw power - thus, a Shedinja played late in the match (when your opponent's consciousactive Pokemon, and thus variety of attacks, are limited) can be a nasty surprise.
*** Indeed, some Legendaries are completely helpless against Shedinja under normal circumstances (- Kyogre is the biggest example, and many players keep Ancient Power (a somewhat weak Rock-type attack) on their God of the Sea specifically to deal with the ghost bug).
* In ''[[Iji]]'', Komato Assassins can dodge a lot of weapons, including the [[Infinity-1 Sword|Plasma Cannon]]. They therefore need quite a bit more effort to defeat than most mooks.
** Nukes still work though.
** The [[Bonus Boss|hacker Yukabacera]] will also dodge kicks and projectiles, despite [[Boss in Mooks Clothing|resembling the second-weakest mooks in the game]].
* The ghosts in ''[[Jade Empire]]'' can't be hit with weapons (but can be punched). [[Tactical Rock-Paper-Scissors|The reverse applies to Golems, while demons are immune to chi magic styles]].
* In ''[[Prince of Persia]] Sands of Time'', enemies can be broadly divided into three categories. Those who die instantly to the vault attack. [[Demonic Spiders|Those who put you in a world of hurt every time you try.]] And a single boss who just blocks it.
* In ''[[Batman: Arkham Asylum]]'', throughout the game but especially in the challenges, there are the regular mooks, and then there are the mooks with knives, who are block/counter proof and will screw up your combo if you use a basic attack on them without stunning them first. Then there are the mooks with stun batons...
* In ''[[Psi-Ops: The Mindgate Conspiracy]]'', the [[Elite Mooks]] are equipped with special armor that makes them immune to your psi powers. If you set them on fire with pyrokinesis, though, they become vulnerable for a split-second before they extinguish themselves.
* The [[Elite Mooks|Spetznaz Elite]] in ''[[Singularity]]'' are equipped with special armor that renders them immune to the age-people-into-dust ability of the TMD. [[Game Breaker|Deadlock stasis bubbles]] still work on them, however.
* In the 360 game ''[[Wet]]'' there are two versions, the leaders who can not be hit with a sword,and the sword wielding ones who can not be killed by bullets, unless you stun them.
* In the ''[[Assassin's Creed]]'' games, some mooks can break free of your grabs or block assassination attempts that aren't done [[In the Back]]. The [[Praetorian Guard|Papal Guards]] in ''[[Assassin's Creed: Brotherhood|Brotherhood]]'' can outright block counters (or "counter" you during this -- thoughthis—though you take no damage), unlike in ''2'' where the [[Elite Mooks]] were still hurt by non-fatal counters, and the Papal Guards are immune to Smoke Bombs deployed in open combat. They however are vulnerable to the kill streak mechanic, which actually makes them tougher by themselves than with a weaker, non-Kung Fu Proof Mook for you to start a kill streak with. The Papal Guards' Ottoman counterparts, the Janissaries, in ''[[Assassin's Creed: Revelations|Revelations]]'' take this [[Up to Eleven]]; they can block kill streaks too!
* ''[[Dwarf Fortress]]'' averts [[Annoying Arrows]], as bolts and arrows are capable of piercing organs to do fatal or debilitating injuries, making them quite a useful weapon. However, certain monsters, like iron men, bronze colossi, [[Dem Bones|skeletal]] anything, and many {{spoiler|[[Legions of Hell|demons]]}} ''don't have organs'' or blood and thus have to be torn apart to be killed, which arrows and bolts are very bad at.<br />This applies to a lesser extent to whips (which are currently [[Game Breaker|horrendously overpowered]] for their ability to causes immense pain and enormous injuries through armor), since they also don't feel pain and whips rare destroy whole limbs, but they're still able to [[Gradual Grinder|chip them into pieces]].
* Pursuit Cops from ''[[Mirror's Edge]]'' will dodge away from your usual running attacks and are immune to counters. You're best off avoiding them, but they are vulnerable to disarms from behind.
** Just to clarify: ''ME'' is built around running away, melee combat and stealing guns. Pursuit cops are immune to melee combat 90% of the time, run pretty much as fast as you, and don't have guns. Killing one can easily become a personal [[Crowning Moment of Awesome|CMoA]].
* The ''[[Plants vs. Zombies|]]'': The Screen Door Zombies]] carry [[Exactly What It Says on the Tin|Screen Doors]] that protect them from most frontal attacks. [[Anti Frustration Feature|Fume Shrooms]] can hurt them, though.
* In the ''[[Dark Forces Saga|Jedi Knight]]'' sequels, humanoids with disruptor rifles. They go down the same way as anyone else, but the trick is that you can't block their shots with a lightsaber, so you can't just charge straight ahead at them without taking hits, and if the disruptor rifle is charged up enough, it's a [[One-Hit Kill]].
** There's also the occasional [[Elite Mook|Reborn]] in ''[[Jedi Academy]]'' that can't be affected by Force Push and Pull at all - because the game doesn't want to give you an opportunity to automatically win so many battles by throwing someone into the abyss they're jumping over to get to you. In other cases, it's clearly intended that you do so, or the opportunity may or may not present itself as the fight goes on.
* ''[[The Force Unleashed]]'' has the Stormtrooper Commanders, which are pretty much your average [[Mooks]], except that they have a Force-proof bubble around them. The usual Force Lightning or Force Push don't work, but your lightsaber and hurled debris still does...
* In the ''[[Elder Scrolls]]'' games, ghosts can't be harmed by weapons unless they're magic, silver or Daedric. Magic also works fine. Fists usually work on ghosts.
* The third and fourth bosses in ''[[Descent]] II'', which are both [[That One Boss]], are impervious to energy weapons, while the fifth is immune to mass weapons, and the [[Final Boss]] can only be damaged on its hard-to-hit backside. The Diamond Claw fires homing plasma balls back when hit with energy weapons.
* In ''[[Dante's Inferno (video game)|Dante's Inferno]]'' the Heretical Priests are immune to the cross. This combined with their [[Teleport Spam]] would be enough to make them [[Goddamned Bats]], but what makes them all-up [[Demonic Spiders]] is their ability to confer that immunity ''on other enemies''.
* The Zuul from ''[[Sword of the Stars]]'' are immune to plagues without needing vaccine research, though they can't use plagues against others either. Spectres can only be hurt by energy weapons. High-end shield techs can outright nullify certain weapon types.
* Ceph Heavies/Devastators and Grunt Commanders from ''[[Crysis (series)|Crysis 2]] 2'' are immune to [[Back Stab|Back Stabs]]s whereas even {{spoiler|Ceph Guardians}} are not. Grunt Commanders also need to be weakened before Alcatraz can do the [[One-Hit Kill]] [[Neck Lift]]-and-throw, while Heavies by their large size are understandably completely immune to this.
* Pretty much every non-starter enemy in ''[[God of War (series)|God of War]]'' needs to be softened up before Kratos can grab it.
* ''[[Plok]]'' gives us Shprouts, which become shocked and jump into the air when hit for the first time and need to be hit a second time ''immediately'' afterwards in order to defeat them; taking too long "resets" them, forcing you to start over. It becomes worse when they begin to carry shields in later stages, requiring Plok to hit them in the back by deliberately missing them with a [[Raymanian Limbs|limb]] he throws at them, [[Boomerang Comeback|making it hit them on its way back]]; sneaking up behind them won't work well, as they turn around after the first hit.
* ''[[Devil May Cry]] 3'': Hell Envies are functionally identical to Hell Prides, except that they are almost impossible to launch or knock back.
* In the reboot of ''[[Syndicate]]'' higher-ranking enemies are initially immune to Breaches and must be softened up first.
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** Which becomes unfortunate when he's damaged by non-magical methods and is immune to magical healing.
** Dex Garritt of [[Dominic Deegan]] has the exact same condition.
* Black Belt of ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'' more or less spells this out when White Mage calls him out on his inability to defend himself against giant spiders. He says he was specifically trained to fight humans and humanoids, so his fighting training (for example, attacking pressure points) is useless against the spiders.
* ''[[Kid Radd]]'' has a few examples where the game physics used by our heroes and the game physics used by their opponents is different enough that problems will ensue. Perhaps the most potent example is the [[Big Bad]] itself, {{spoiler|the Seer}}. It has absorbed the "any attack just takes away one hit point" trick of the Kid Radd style of platformer; thus no matter {{spoiler|how much Radd charges up}}, it'll still be only 1 HP damage. Kind of a bummer after an adventure of overwhelming opponents with {{spoiler|the sheer power granted by his programming glitch}}, huh?
** {{spoiler|Radd can charge up to the point where he could utterly destroy The Seer regardless of its programming, but he's not sure how far he should charge up to do so without affecting the rest of the Internet. It's probably a good thing he didn't, though, since The Seer's conflicting death programs caused it to crash upon its defeat}}.
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{{reflist}}
[[Category:Kung Fu-Proof Mook{{PAGENAME}}]]
[[Category:Just for Pun]]
[[Category:This Index Knows Kung Fu]]
[[Category:Mooks]]
[[Category:Villains]]
[[Category:Kung Fu-Proof Mook]]
[[Category:Esoteric Trope Names]]