So you've been in a long and tedious battle withThat One Boss, and it finally looks like things are going your way and that you have the upper hand. You breathe a sigh of relief: you think you've gotten the boss's pattern down pat, you've learned how to effectively deal damage to it and dodge all of its attacks at the same time. A wave of relief washes over you as you finally get its health meter down to half—now, you just have to do it all over again once more, and you're the winner.You got this, man! You got this by the ass!
Also known as "pissy boss mode", turningred is a form of Difficulty Ramp applied to enemies and bosses alike. It's kind of a second wind that enemies get when they've been damaged too much, or when they're the last enemies on the screen. Almost always accompanied by a color change and an increase in speed, attack rate, or difficulty in general. Sometimes, a boss will say something to the effect of "No more Mr. Nice Guy," or "I've underestimated you," and begin using the more powerful attacks in his arsenal. One wonders why he didn't just use them from the beginning.
Has nothing to do with defecting to Communism, or the 2022 Pixar movieTurning Red. Maybe.
Examples of Turns Red include:
Enemy Examples
One of the earliest examples of this isSpace Invaders, where the very last enemy ship suddenly gains an enormous speed boost and descends upon the player in mere seconds! Apparently this was originally due to aGood Bad Bug: due to severe lack of processing power back in the day, the movement of enemy sprites sped up as there were less and less of them, but the programmers liked the effect and decided to keep it in.
InPac-Man, Blinky isalreadyred, and already slightly faster than the othermonsters. When you get close to clearing a level, he gets faster, and pursues you even when the scatter timer is on. He does this in sequels, too, at least up through Pac-Mania (1988).
Famously, the Wigglers inSuper Mario World turnred when you stomp on them once. Their face turns from happy to angry, their walking speed increases, and they chase the player.
Bowser's clown car also does this in theFinal Boss battle.
Enemies inBubble Bobble,Symphony/II, andMemories will turnred when they are the last on the screen. Their movement speed increases. They also Turn Red when time starts to run out in a level, or if you trap them in a bubble and don't burst it in time. It gets very annoying when Super Drunk does this...
Rainbow Islands does the same thing - leave them on the screen too long, or trap them under a rainbow without killing them, and they'll red up. In the unlockable world that is aShout-Out toBubble Bobble itself, the original enemies arealreadyred. Most have their attacks expanded, albeit ultimatelycanonically discontinuous.
Ditto withMario Bros, except that the last enemy on the level turnedblue. Thus, killing ablue enemy completes the level. This also happens if you leave an enemy stunned long enough for it to wake up... except they turngreen and get even faster when this happens.
Given aShout-Out inGolden Sun: Turtles and crabs moving around the field in a coin-tossing game would progressively Turn Red (in the same colors, even) and move faster if hit by the coin.
This also happens more directly with theSidesteppers, who get angry and move faster the first time they're bumped.
Most of the enemies inGod Hand, including the bosses, go allred in the face and become more aggressive if you hit them hard enough. Or if you taunt them. Why would you want to taunt them? Because it helps build theLimit Break bar (and theDynamic Difficulty).
Legend of Dragoon color-codes the player's targeting icon according to an enemy's remaining HP;every enemy in the game will unveil at least one new attack when it's reduced to half its maximum HP (when the targeting marker turnsyellow).
InShin Megami Tensei gamesNocturne andDigital Devil Saga, some enemies have a type of move that effectively gives them two to four free actions. Random encounter enemies will often use it when they are the last one remaining, and bosses use it at certain points to power up and kick your ass. That being said, not all enemies have the courtesy to wait turning red before using that kind of move.
Oh, and don't think that they'll be courteous and use the moves only once per attack phase. There are times where they will attack until they have one turn left, get more moves and repeat.You can predict what happens because of this.
Ratton viruses inMega Man Battle Network became angry if struck once and not killed, increasing their movement speed and dodging rate and firing off two homing bombs instead of just one. They didn't turnred, but they put on little angry eyes. If you happened to hit them again, they'd become nigh-impossible to track, fire faster, and in some cases fire off their bombs in groups ofthree. Of course, they also had significantly less HP than their peers in the area, so it was mainly just to punish careless players.
While more minibosses than anything else, Darknuts in the recentZelda games routinely do this. It's somewhat justified because the player's attacks at first only damages theirarmor. When they lose it, they get faster. InThe Legend of Zelda Twilight Princess, they also throw their heavy sword or mace at Link and then draw a rapier, adjusting their combat tactic to a more agile approach.
InDevil May Cry, on the hardest difficulty level, every enemy can Devil Trigger if not killed fast enough. This makes them tougher, faster, much more aggressive and sometimes grants them new moves. Not only that, but in3 they will also devil trigger if you kill two other enemies while they're present, on the highest difficulty level, that is. On easier difficulty levels they'd just get scared. ( Which is just as awesome. )
Lots of melee enemies inWorld of Warcraft are prone to this. Most of them will actually turnred and grow larger when it happens. The effect is generally called "Enrage", "Frenzy", "Berserk" and other similar words, and generally has the effect of increasing the enemy's damage and attack speed. Some variations of it are more sophisticated: some Ogres, for instance, will have their damage increased by a LOT, but their attack and movement severely decreased. Caster mobs generally don't turnred. Bosses have more complicated examples, see below.
It's always amusing to playWorld of Warcraft and see 'Enraged Hellboar Enrages!' appear on the screen. Obviousand redundant...
It was less funny back when one was grinding Netherwing rep at level 70, and the Flayers would enrage and beat the hell out of you.
InChrono Trigger, the Gold Eaglets in 65,000,000 BC do this literally. There's also Mother Brain, who will go berserk if you destroy her healing monitors. She gradually gains boosts to her attack and defense, meaning she'll become literally impossible to kill if you let the battle drag on too long. These aren't the only examples, of course, but they're the most notable.
In one of the last updates to theRoguelikeADOM, most opponents gained the ability to occasionally "fight to the death in a blind rage". A bug in the first iteration of this trait sometimes made them commit suicide instead.
InMonster Hunter, most large monsters have a "rage" mode that they go into when they receive a certain amount of damage. However, unlike most of the examples on this page, the monsters inMonster Hunter will eventually calm down over time. A couple of bosses actually become reckless when they get enraged, leaving them vulnerable to abilities which otherwise don't work on them.
Trouble is, the more health they lose, the easier it is to knock them back into rage mode. (i.e. the monster goes into rage the first time after 5 minutes of a beating and calms down. He goes into rage a second time after only 2 minutes.) This continues until a single hit will put them into rage mode. This is usually a sign that the monster is about to die.
One mission in the Challenge Tower mode ofMortal Kombat 9 has the player, as Noob Saibot, fighting a version of Smoke whose uniform and hair periodically becomered. When that happens, Smoke gains a status buff, doing extra damage for about five seconds. This is handwaved by the game as an effect of Shao Kahn's brainwashing.
The Berserker enemies inNinja Gaiden Black werewhite, skeletal knights carrying a BFS around like it was nothing, and were generallyDemonic Spiders normally. When pissed off, they turn black, and ramp up their ridiculousness even further. Definitely aBoss in Mook Clothing.
Also, Ogres were freaky monsters wearing triceratops skulls as masks. Break 'em, and they flip the hell out. Like the berserkers, they were tough as nailsbefore flipping out, and only get tougher.
InPlants vs. Zombies, the newspaper zombies will get angry and start to move faster once you've shot at them enough to knock the newspaper out of their hands.
Dark Chronicle/Dark Cloud 2 has this with the "Rage counters". On each enemy, there is a series ofred tokens over it's health bar, and it's a different amount for each enemy (usually, the lower the count, the lower the relative defense). Every time you hit it or, if you are using a machine gun, shoot it a certain number of times (it's somewhere between 5 and 10), one of the counters goes away. If all the counters go away, then you better start fighting smarter or run, cause its attack level will effectivelyQUADRUPLE!
InKingdom Hearts II, the Hot Rod heartless will charge in a berserker rage once their HP is low. Most times they strike you from where you're not looking. (This is a real pain at higher difficulties if you're at a lower level).
The Large Body heartless similarly go berserk at low HP and start bellysliding after you at an astonishing speed, but can be stopped by blocking and/or using a reaction command on them, unlike the previous example.
The aptly named Berserker Nobodies also do this, repeatedly using an annoyingly long, unstoppable combo on you that renders them nigh impossible to hit with anything but magic while they're performing it, and only giving you a few seconds to land a combo of your own between each assault.
Some of the Dream Eaters inKingdom Hearts 3D like the Needle Lion and Snake Lizard will occasionally fly into a rage, literally turning red and using stronger attacks temporarily, but becoming briefly stunned after they calm down. This goes for both enemy and ally Dream Eaters, the latter of which can have their battle style adjusted to increase or decrease the frequency with which it occurs.
TheKirby franchise has included Scarfy, an enemy that looks like a floating ball with wiggling cat ears. If you try to inhale it, it will turn and start pursuing you. Previously it was stationary, if harmful. It can be defeated only bycopy abilities, sliding, or throwing something at it.
They were featured inKirby: Right Back at Ya! as well, except Kirby could use his inhale power against them.
It also has a penchant for blowing up after chasing you for a certain length of time.Whut indeed.
There's also another enemy inKirby's Dreamland 2 and3 that would remain dormant unless Kirby was riding on one of his friends, in which after getting too close would put up thescariest face ever and chase after Kirby. Oh, and it's aOne-Hit Kill to the animal friend.
InKirby and the Amazing Mirrorthere's an enemy called the Snooter that literally turns red if you don't kill it in one hit.
InHalo 3, if a Brute squad leader is killed, the Grunts sometimesturn kamikaze. Similarly, Ultra Elites rush you with an energy sword when angered, and Brutes goBerserk when their armor is destroyed or their leader is killed.
Super Crate Box strives to be the best example of this trope by making any enemy that reaches the bottom of the screen drop from the top with a new (red colored) sprite. You can see it in action inthis video
Happens literally inKilling Floor with the Flesh Pound. All his lights turn from yellow to red when you piss it off which means his life support just started pumping him full of adrenaline and stimulants, causing him to go berserk and live up to his name.
InSerious Sam 3, major biomechanoids start to fire volley of rockets when heavily damaged.
InSpace Panic, if an enemy is trapped in a hole but the player doesn't fill the hole in, the enemy will eventually climb out and turn into a stronger type (unless it already was the strongest type, of course). Ironically, the red enemy type is the weakest.
InMr. Do's Castle, by the same company asSpace Panic, the enemy unicorns could get stronger if hit too many times, turning from red to green to blue.
Boss Examples
More or less all bosses in theWario Land series of games do this. These bosses don't all change shape, but it's a universal rule that the closer they are to death, the more furiously they'll attack and the faster they'll move. The page picture is of the very first boss ofWario Land 4, a harmless eggplant-shaped critter who suddenly turns berserk once you've hit him enough times.
All bosses inYs 3: The Oath in Felghana do this at half health. They gain new attacks which deal even more damage and are usually even harder to dodge than their standard attacks they begin with. Harder difficulties of the game give themanother Turn Even Redder mode at 25% health left, giving themmore attacks.
InYs IV (The Dawn of Ys), after depleting Arem's first health bar (which istoughand long enough), he gainsPowered Armor and becomes even faster, tougher and deadlier. Fortunately, for his final form he isreduced to aneasy-to-beatBlob Monster. InMask of the Sun, after depleting the Centaur's HP half way, he separates from his lower body and goesThat One Boss on you. Also inMask, after depleting Gruda's first HP bar, he turnsOne-Winged Angel and also becomesThat One Boss.
Zava does this in the remake ofYs II after you destroy the bat-like things.
TheMetroid series, namelySuper Metroid,Metroid Fusion, andMetroid Zero Mission are famous for bosses that gradually change in color, appearance, and difficulty the closer they get to death.
Bunches of bosses in theMetroid Prime series do this too. Ridley is one notorious example, as are the guardian bosses from Prime 2 (Jump Guardian, Bomb Guardian, Spider Guardian...) and the final bosses of all three games (Metroid Prime, Emperor Ing/Dark Samus, and DS/AU 313).
Many regular enemies inPrime 3 would enterHypermode at random intervals. The bosses would also alternate hypermode after sustaining enough damage.
InTekken 6, all characters will enter Rage mode at low health, but the boss will actually begin toglow cherryred when he's losing, and can pretty muchkill you with one hit you at that point.
Speaking of Tekken, Heihachi will do this inStreet Fighter X Tekken, should he activate Pandora mode. Usually, the character who you're sacrificing to get Pandora mode will crumple up on the floor and the character receiving Pandora will become a purple/black mix. However, when giving Heihachi Pandora, he simplythrows his partner out of the ring and turns red.
Every boss fromFinal Fantasy XII will do at least one of: unlocking more powerful attacks, doubling their power and toughness (effectively meaning their lifebar is 150% long) or turning invincible(!) The only practical way to defeat some is to damage them to just above the threshold, and then unleash the characters'one-use-only ultimate combo attacks and pray. When applied to some of the game'swicked optional bosses, things just get ridiculous.
Several Marks gain the hidden ability "CT=0" which allows them to throw attacks at you ridiculously quickly, once they hit critical HP. (It sets the Charge Time of all of their actions to zero, meaning attacks are repeated just as often as their animation allows. Oh, and Haste doubles the animation framerate.)
The player can also turnred if you've unlocked certain augments, with characters having a better chance to unleash a devastating combo when on low health or suffering various status ailments.
The status "Berserk" cloaks the affected character in shadowy-red with glowing eyes (with the standard loss of direct control but greatly enhanced auto-attack damage) in a literal example of this trope in effect.
By end-game, every single enemy can Turn Red. If their hits can combo, critical health makes their combo rate skyrocket. No exceptions. Most of the beefier enemies (Bunes, Behemoths) have their attack and defense ratings jump by fifty percent. Some (Reavers, Behemoths) unlock powerful moves, and even if you kill them the attack (usually magical and area-of-effect) will still execute. Other scrappers (Abaddon, Crusader) ignore evasion while their combo rate and attack go up. Entites have, at half health,zero MP cost, and then they get more abilities when they reach critical. This all isnot counting what powerups theBonus Dungeon versions of theseregular monsters get—and let's not even start with theRare Game monsters.
Almost every single boss inFinal Fantasy III DS has extra moves that aren't used until they lose a certain amount of their health.
Final Fantasy IV had the Calco and Brena dolls, which unless you manage to wipe out the last few of them at once, merge into the giantPerverse Puppet Calcobrena. Even worse, the dolls have a nasty habit of usingSelf Destruct when there are only a few of either kind left, which triggers the transformation into Calcabrina by reducing their numbers.
Enuo from the Gameboy Advance remake ofFinal Fantasy V does a somewhat subtle version of this when he reaches roughly half health; all damage dealt to him is halved and he begins using dangerous counter attacks. This isn't a visual change, but is rather indicated by the message "The power of the Void is increasing!"
In fact, most Final Fantasy bosses tend to have complex scripts that dictates the boss to do different (and usually more nasty) things at lower HP. The ones listed above are just the tip of the iceberg, really (though for most of them, the powerup aren't as obvious).
In the secondGolden Sun, theFinal Boss is a three-headed dragon. Whenever a head is killed, the boss gains access to more powerful attacks. On the other hand, it loses actions with each head, so that by the time it is down to the last head, it only has 2 actions (like every other boss.) It's also using both turns toBeam Spam you, so it's not like the fight is subtly getting easier.
In many games of theShin Megami Tensei franchise, bosses tend to turn red. Some start using stronger or different moves, some call for help and so on.Persona 2'sBig Bad also changes his dialogue when you talk to him in battle. If a boss starts talking in the midst of battle, it's usually a bad sign.
Persona 3:Nyx Avatar does this, first by having you fight him through several relatively weak patterns until you get to the Death arcana, when his defense and attack power go through the roof. He takes it even further when he breaks out Moonless Gown. And don't even mention Night Queen to some of the people who've beaten the game... Of course, you can just bust outArmageddon after heshifts to Death, scoring aOne-Hit Kill andskipping the second half of the fight.
In the premiere gameplay video ofDiablo 3, the Barbarian fights the Thousand Pounder mini-boss. At half health, he turns black with glowing tattoos and becomes much faster.
InUnlimited Saga, thesequentialFinal Boss loses parts as you advance through the battle, losing the attacks related to those parts and starting to use new stronger ones. It also starts to get more attacks per turn. Then, at the final stage, it loses part of its...hmm,head?, and also its weapons whichwere power limiters and turns bright red. He gets a HP refill as well which means you'll have to hit him a bit before he start losing more LPs again. At this point, all of his attacks are strong and/or painful, the strongest onebeing calledOverkill.
The final boss ofSaGa II starts the battle by firing laser beams at you, upgrades to an atom smasher after taking a bit of damage, and then eventually just startslaunching the atom smasher at you.
The final boss ofRomancing SaGa 3 puts an eclipse in the background, gains wings, and draws power from one of the four Devil Lords. If you didn't kill at least one of the four Devil Lords before this fight,you were guaranteed to lose at this point. Victory would still be possible given that you use theGame BreakerZo with Dragon God Descent and all the characters max out their WP and JP, or near maxed out.
Cerberus fromDevil May Cry 3 gets bonus points for literally turning red.
Phantom fromDevil May Cry turned a brighter shade of red and moved noticeably faster right around when you had him at about a fifth of his lifebar.
Nightmare chooses to Turn Redafter you deplete its life bar for the last time. The formerly slow and predictable (and controllable) machine suddenly regenerates about a quarter of its health, breaking apart into a pulsing half-solid, half-goo mass that pelts Dante with lasers, missiles, and slugs while sucking away his power gauge and trying to eat him.
In fact, almost all of theDevil May Cry 3 bosses change their attack pattern or add to it after a certain amount of health is lost, usually 1/3, 1/2 and 2/3 of the life bar. Nevan's attack power is directly linked to her health, she summons more bats and lightning bolts in the same move if her health is lower. She also gets the normal pattern changes, including one that introduces a potential insta-kill life draining attack.
Most of the bosses inDevil May Cry 4 are examples of this, and do so again when playing on the hardest mode. For example Echidna the She-Viper; After hacking her lifebar down past the half-way point, not only does her attack pattern change, but the scenery turns noticeably stormier and Echidna herself starts glowing menacingly.Sanctus also visibly changes halfway through the first major battle with him when he includes the involvement of the incomplete Savior.
Devil May Cry 3's final fight against Vergil... "You're going down. AAARRGGHHHH!" Cue utter decimation of the player.
Solidus Snake fromMetal Gear Solid 2. He's relatively easy at first, but once half of his health bar has been depleted, he says, "Very good, Jack, but this is where it gets interesting." He proceeds to shed his armor and begins using a lunging blade attack that leaves behind a trail of fire.
The Rays, once damaged enough, start using homing missiles and laser cutters.
The Pain fromMetal Gear Solid 3. Once down to about half health, he takes off his mask, revealing his disfigured face. He then becomes more aggressive and unleashes his "Bullet Bees,"poisonous bees that he shoots like bullets.... from his mouth. It's a long story.
"Or what, you'll unleash the dogs? Or the bees? Or the dogs with bees in their mouth and when they bark they shoot bees at you?"
VulcanRaven fromMetal Gear Solid originally starts out stomping around the Alaskan permafrost. Shirtless. Carrying a giant vulcan cannon. After taking a bit of damage, he stops playing around andHauls Ass.
Metal Gear Pythagoras ofMetal Gear Ac!d literally turns red afterlosing both wings. Which signals the introduction of its almost-unavoidable giant laser.
Played with inRogue Galaxy: one boss literally turns red and attacks again immediately, being twice as hard to defeat. The game evenlampshades this.
"Does he think turning red is going to help?"
The challenge of the High Priestess in thePuzzle GameThe Fool's Errand comes in the form of 99 flashing buttons that need to be pressed in order. Now, you would think that this would get easier once you'd taken out enough of them that they don't overlap and jump in front of each other so often. But when the number of buttons goes below a certain number, they start jumping randomly about the screen, making thisUnexpected Gameplay Change to reflex-based play that much more annoying. And when you're down to just one, it moves so fast that it isphysically impossible to react to it in time, forcing you tothink outside the box.
Most of the monkey bosses inDonkey Kong Jungle Beat (Except ironically the last one) trigger a cutscene at half-health of them yelling. After that point the boss gets slightly faster/harder and sometimes uses a different tactic.
Kruncha inDonkey Kong Country 2: Diddy's Kong Quest. Pretty much every boss in any of theDonkey Kong Country games adjusts attack pattern progressively harder aftereach hit. King Zing Sting in 2 can't be hurt while colored red.
Both Mugly and Thugly inDonkey Kong Country Returns progress throughthree stages as you fight them; both turn red and crank up their attacks in the third stage.
The "Pinch" mode of the more recent handheldSonic the Hedgehog games, where the boss music changes, the attacks get harder, and, inAdvance 2, rings stop appearing.
Continued in theSonic Rush Series games, where this is known as Allegro in the music changes. The Ghost Titan from Sonic Rush Adventure will start the event mode against him in Allegro mode. It'snot fun.
Johnny Jones, the boss of the Sunken Ship inSuper Mario RPG literally turns red, becomes much stronger, andchallenges Mario to a duel when close to defeat (if you kill all his henchmen first).
Mega Man Powered Up gave every boss a special attack that turned the boss invincible, did huge damage unless dodged, and would be used on the player any time the boss was under half health.
In general, not too many bosses from Mega Man did this, but for the arcade games, they all did.
Starting withMega Man 7 andMega Man X series, bosses reacted differently to their weakness. Some of them would appear to enter a special invulnerable animation, then unleash their special attack.
InRockman 4 Minus Infinity andRockman 6: Unique Harassment, the Robot Masters changed their palettes and changed their patterns at certain points in their boss fights. In the hard mode for Minus Infinity, the fortress bosses initiates a unique attack pattern before blowing up. In Unique Harassment, the fortress bosses followed suit.
The Twin Freaks fight inDynamite Headdy has an interesting take on this. You're running through a maze, Twin Freak chasing you. Normally he's green, smiling, and relatively slow (although he does shoot projectiles). But there are switches in the maze that flip the screen. And in the flipped version of the maze, Twin Freak is red with an angry scowl, invincible, and movingmuch faster. You have to avoid him until you can flip the maze again and turn him back to green.
InTreasure of the Rudras All bosses gain shades of red/dark red/purple to show how much life they have left. The darker the shade the closer they are to death.
As if it wasn't difficult enough to get and fight it, the TzTok-Jad monster inRuneScape calls a slew of healers the moment he hits halfHit Points. And if the player can't take him or them fast enough, they will heal him to max health, and reappear when he is at half HP again.
The bosses in the firstBreath of Fire game will recharge a sliver of life, which takes more time and effort than the previous entire life bar to get rid of. The later games 'solved' this by hiding life bars of enemies you haven't beaten before.
There are probably a number of of MMORPG examples. InWorld of Warcraft, for example, most instance and raid bosses will have some variant on this, whethersummoning more minions at various health levels, going berserk or pulling out an especially nasty one-time move. Most raid bosses have a time limit, after which they simplygo nuts and kill everyone, no exceptions. Others get more and more powerful as time passes, eventually overwhelming their enemies (sometimes called a Soft Enrage, while the strict time-limit variant is called Hard Enrage).
The earliest one encountered is probably Herod, he is otherwise a straightforward tank and spank with occasional "avoid the whirlwind", but things gets interesting once he is brought down to 50% hit points.
An interesting variant is a boss that simply becomes immune to all damage with a shield. The shield can only be broken by luring him into special fires.Then he Turns Red.
To clarify, bosses have in the past hadthree different types of this effect, which used toall be called Enrage, but have since been clarified and distinguished from each other. Throughout the fight, you might see the boss Enrage ("Boss becomes enraged!"), which can be dispelled by your friendly neighborhood hunter before the boss renders the tank into fine paste or exhausts the healers. The classicFrenzy ("Boss goes into a frenzy!") happens when some bosses are at low health, and must be powered through and the fight ended quickly. Other bosses have a hard timer that cause them to Berserk ("Boss goes into a berserker rage") if you take too long, which usually makes themmash the tank for 3x his HP bar, then move ontoclothies and...yeah.
Jan'alai in the 10-man Zul'aman raid has a two-stage version of this. Five minutes into the fight, his damage and attack speed increase by 50%, making things harder but not necessarily unmanageable. Ten minutes into the fight, he goes berserk and his damage increases to the point where he can wipe the raid in seconds.
Not just that, but some bosses are specifically scripted to use othereleventh-hour abilities when their health drops to dangerously low levels. Some of these abilities are soEgregious that they define the boss fight in question (e.g. summoning hordes of mooks or changing into a morebadass form, requiring your party to"nuke it down" before the inevitable happens). It is genuinely rare for aWoW boss tonot be at his most powerful just prior to hisCritical Existence Failure. Fortunately this is generally VERY physically impressive, and makes for a very entertaining watch (Malygos blasts the chamber under you into nothingness, Kael'thas' power shatters Tempest Keep around him). Just don't get hypnotized by the awesome, or you'll end up dead.
A rare case of a boss becomingweaker later on is Magmadar in the Molten Core. Throughout the fight he repeatedly goes into a "killing frenzy" but after a certain period of time has passed, the game states "Magmadar becomes exhausted!" and his attack speed is reduced.
Warlord Kalithresh is an interesting example. He will enrage only if players fail to destroy the water tank he is channeling from in time.
Ulduar introduced another form of this, bosses that become much harder when certain conditions are fulfilled. This also grants the players better rewards... if they can handle the challenge.
Dual Boss encounters (or more) also tend to do this when one of the bosses die. The Iron Council trio gain new abilities when one of them dies, to the point that the last remaining member can be more dangerous than the original trio. AnotherDual Boss, a pair of giant worms, have a similar mechanic in that both use a nastyStatus Effect that can be cured by standing near a player with the effect from the other worm. The surviving worm also enrages.
Shannox is the most recent example of this. Kill one of his dogs and he enrages, gaining attack power. Kill his second dog and he does it *again*. Get his to 30% health and his dogs go berserk and 1hitko the whole raid (on normal mode, on heroic mode they somehow lose the ability to care).
All monsters, bosses included, inFinal Fantasy XI will begin to use their special attacks more frequently (every time their TP hits 100, as opposed to randomly between 100TP and 300TP) when their HP is below 25%. Bosses frequently use their job's2-hour ability at specific HP points, sometimes more than once or for more than one job, and may begin using more dangerous special attacks at low HP. Certain notorious monsters in particular will increase dramatically in strength and defense after a time, but this is determined by actual time elapsed and not HP loss, and is meant to make it difficult for players to hold a monster to relocate its respawn time into their own time zone. This isn't intended as difficulty increase, as more often than not they become impossible to defeat when this happens until they kill all attacking players and regenerate to full health.
A lot of bosses inCity of Heroes.Every Praetorian and Arachnos Archvillain, every Freedom Phalanx Hero will, at 15% health, pop out a new fancy power, usually related to their tier 9 primary power. Most of the more memorable ones involve turning on green/rainbow/blue/red backlights and being near-invulnerable for the next three minutes. Then there are the ones who can self-resurrect and force you to defeat them again.
Bloody Stunner Chiefs. Bloody Juicer Chiefs. Bloody Tanks. Bloody Clockwork Princes. Bloody explosive enemies. (Mages, I'm looking at you. Embalmed Vahzilok zombies, I'm also looking at you.) Quite a lot of the stuff I like fighting does this...
InRune Factory: A FantasyHarvest Moon, the bosses literally become a reddish tint and attack faster and stronger after certain HP depletion. Especially lethal since it's really easy to forget that this happens, and it throws off the timing you've established that far. It's the same inRune Factory 2. InRune Factory 3, the bosses begin to flicker black and gain an extra-powerful attack.
Rune Factory: Frontier takes that up a notch during post-main story rematches against dungeon bosses if they have already been beaten at least twice. They will go through the entire match in "tinted" mode and can easilycurb stomp your character if unprepared.
Zero fromSonic Adventure does this if Amy hits him too many times when it's chasing her. When you fight it for the last time, it will also turn red every time it takes damage.
The Biolizard fromSonic Adventure 2 does this by changing it's attack pattern 1/2 the way through AND 3/4 the way through.
InCastlevania: Aria of Sorrow,about halfway into the battle with Julius Belmont he unleashes his Grand Cross attack which causes towers to collapse in the background and tries to suck you into it for massive damage, and from then he on uses subweapons--though he's quite difficult already even without them, such is his badassery. but before that battle you face Balore, who midway through, uncovers his right eye and starts firing LASER VISION AT YOU, constantly!
Gaibon fromSuper Castlevania 4literally Turns Red and breaths more fire when you halve his life bar; even his partner-for-life Slogra, the Dinosaur Knight, attacked faster when you break his spear. Even more interesting when you consider they both retained this traitafter they became normal high-leveled mooks in later games.
Order of Ecclecia has the crab boss Brachyura that pursues you up a shaft. You need to deliberately anger it so that it will break the ceilings that are blocking your way; making it turn red is not an indication of how much health it has left (though it is an indication that you're making progress).
From the same game, Dracula himself will adopt a different strategy later on, replacing his traditional attacks with summoning wolves and bats, draining your life and actually walking after you.
Blackmore also does this. He's insanely hard already, but then he says "That was quite entertaining!" and attacks more erratically and more dangerously. In hard mode, he never says the quote and starts the fight in that mode. It's not actually that much harder as he is so difficult anyway.
Circle of the Moon hasHugh, who half way through the battle, turns on the power of evil and gets an ex skill for each of the sub weapons.
In bothSymphony of the Night andPortrait of Ruin, thezombiedoppelgängers imitatingTrevor, Grant, and Sypha fromDracula's Curse all gain new or stronger attacks when one of their allies fall in battle.Sypha even gains the ability to re-reviveTrevor, albeit as a shambling, mostly-dead shell.
In the battle with Richter Belmont, once his HP is halved, he'll immediatly use Hydro Storm, and become stronger and more aggresive.
Death inAria and Dawn will change slightly, with new and deadlier attacks. Then again, Death does this in other games too.
About 80 percent of the Minotaur boss fight inGod of War is a simple matter of pattern recognition, blocking and successfully executing the necessary mini-games. Once you get to that final 20 percent, however, the damn beast loses its armor and starts launching unblockable super-attacks.
Every single boss inSuper Mario Galaxy does this.Bowser runs faster,King Kalienteshoots more projectiles andsummons more Flameys,Bugaboom turns red and starts flying while tossing bombs, even that friggin'Major Burrows burrows around faster and actively chases the player. And worst of all,Fiery Dino Piranha runs faster, turns more sharply, ignites his tail much fasterand leaves a trail of fire behind, and starts spraying exploding fireballs all over the place.Yeesh.
InSuper Mario Galaxy 2, nearly as many bosses do this as well. Gobblegut actually does the whole train whistle with steam coming out of it thing, King Lakitu and Prince Pikante get visibly angry and turn red, Peewee Piranha turns red,[1] Squizzard brings out twogigantic bomb shooting cannons, Sorbetti generates red steam when annoyed and gets quicker etc.
The fourth edition ofDungeons & Dragons has the "bloodied" status applied to anyone under half health. A few creatures become stronger in this state: For instance, the Angel of Valor can turn his swords into armor-ignoringenergy blades when bloodied. Conversely, however, the players can gain special abilities that make them stronger against bloodied foes, so it may be a wash.
Done a few times inStar Fox 64. The perhaps most surprising example is the robo boss at the end ofSector X, which suddenly comes back to life (even fooling the shield bar). Then again, the fact that he didn't explode like any other boss might be quite a giveaway. The second fight is however fairly easy, but you need to kill him fast or he'll hit Slippy, forcing you to play on the easy route.
"I admit defeat. IF THIS DOES NOT WORK!" (Meteor boss)
Gorgon, the Area 6 boss, activates its RainbowWave Motion Gun.
Smash TV was all about this trope, with the big boss of each stage covered in ablative amour, and progressing through several stages of aggro as the players unleashed gobs of firepower. The excesses could even be considered a parody.
This is Kracko's schtick in theKirby franchise. You'll fight him as a weird eye thing, eventually empty his life meter... and then (mid-fightTaking You with Me fake-out optional) face a whole 'nother life meter's worth of battle against him, now with his trademark cloud and lightning attacks.
Kracko's hardly the only one. In at least three games,Whispy Woods becomes more aggressive after halving his lifebar- in one instance, he actually uproots himself and starts to chase you.Acro also does it in his two appearances in the franchise.
In 'Return to Dreamland, all of the bosses get serious and start using new attacks at half health, with a change in size and/or appearance often accompanying it. Some are more notable than others. TheGrand Doomer Turns Red twice: once normally, and a second time at low health that makes himNigh Invulnerable. Only Super Abilities could damage him. TheFinal Boss,Magolor, Turns Red FOUR TIMES for a five phase final boss fight after the traditionalUnexpected Shmup Level. However, these phases are generally divided into two forms: The first three phases that work like the Grand Doomer, then a normal boss fight for the second form. TheBonus Bosses,HR-D3 and Galacta Knight, both have very memorable Turning Red sequences.HR-D3 in the main Extra story mode is actually a giant Turning Red scenario:The Egg Engines Boss, Metal General, summons this robot after defeat in Extra Mode. HR-D3 does not have any Turn Red scenarios in its health bar.Because it partially aCall Back toKirby 64 The Crystal Shards, meaning it has TWO WHOLE healthbars. Then, we haveGalacta Knight, who is even MORE of aBonus Boss thanHR-D3, as he isn't even fought in the Extra story mode, but only inTheTrueArena. He is fought EXACTLY like a normal boss, but instead of his theme fromKirby Super Star Ultra playing, he getsLandia's theme. Until he actually Turns Red. THEN his own theme music kicks in, he unleashes a combo, and starts using more deadly attacks.
I Wanna Be the Guy bosses love doing this. Kraidgief and Mecha Birdo are especially notorious for Turning Red, the former first trying to bash you and then throwing fireballs (along with a Kenshiro Spinning Piledriver if he gets too close), and then throws Blankas at you for the final phase; and the latter shooting egg platforms and Shyguys at you for the first phase, firing lasers at you for the second phase, and then going back to the Shyguy phase for the last leg, only the tips of the egg platforms in the last half kill you if you touch them.
Dracula summons two giant invincible minions that follow you around once he gets damaged enough. These minions turn red themselves and speed up.
TheMega Man X series tends to like this. Starting fromMega Man X2, you can pretty much expect bosses to do something nastier/cooler if they're more than half down on their health. Possibly another upgrade when they're down to a quarter.
TheBig Bad get bonus points for gradually turning red. And then, there's that boss who turns blue instead.
X8 takes this even further by giving the bosses aDesperation Attack, during which they are completely invincible.
Special notice to the true final boss who will gain a desperation attack that ends the fight in 30 seconds unless you kill him. To do so requires breaking 3 shields and removing the last of his health, no small feat ordinarily but doing it without the combo attack is truly impressive.
The trend to modify bosses' attack patterns once they're down to 1/2 or 1/4th of their hitpoints continues in the sequel seriesMega Man Zero. Special mention goes to the guardians, who not only change patterns, but gain an attack that makes them invincible until they complete it. Moreover, they are covered in flame which makes it impossible to jump them without climbing a wall, which none of their areas have.
Zakum inMaple Story goes through this twice. He has three health bars, and his sprite looks more and more damaged as each bar is emptied. The more damaged he is, the more he uses an attack that reduces everyone's HP and MP to 1. When he's down to his last health bar, he uses the attack constantly.
Papulatus also Turns Red, although he only does it once. Although the second health bar has very little health and lacks his room-filling magic, hemoves extremely fast and flies all over the room. Very deadly considering hisCollision Damage is enough to kill anyone in 1 to 3 hits.
There are many bosses who do this inFinal Fantasy X. There wasSeymour Flux, who ushered in the devastating "Total Annihilation" attack after whittling his HP down to 35,000. There was alsoBraska's Final Aeon, whopulled a giant sword out of his stomach after doing enough damage.
The penultimate boss(Seymour Omnis, the form Inside Sin) takes this trope literally when it's about to castUltima (which could be seen as its "desperation move")
Many of the already-Nintendo Hard bosses inTheHouse of the Dead series will unleash their stronger attacks after losing enough life. For example:
The Hanged Man becomes more evasive and starts attacking withDeadly Lunges.
TheHermit does this twice; first it retreats down the pipe and fires web balls at you, then it guards its face until it gets up in your face to attack.
The Magician employs his hard-to-counterFlash Step attack in his second and fourth phases.
InThe House of the Dead 2, Hierophant starts using its jumping stab attack after losing enough life, and uses this attack exclusively when at critical health.
The Wheel of Fate inThe House of the Dead 3 has three phases: one in which he randomly decides one of three attacks, one in which he throws snowball-like balls of electricity at you, and one in which his health seems to refill completely (though it goes down at the same rate as his cancel gauge) and he shoots sparks to the back of the room that reflect back and, unless shot, will hit you.
Chariot, the first boss ofThe House of the Dead, is a subversion. Ordinarily, he is only damageable via a chink in his armor. Hurt him enough, however, and the armor falls off... allowing the players to literally shoot him to pieces.
The Emperor turns into a floating conglomeration of spheres and his weak point become much more difficult to hit. HisHOD 4 counterpart, The World, hastwo desperation attacks, one for each phase, both of them used only when his health is down to 15% or less. In his first form, his desperation attack consists of him creating four ice crystals into the sky, and after a time any crystals left intact mergers into a larger, sturdier,faster crystal that goes straight for your face. In his second form (where heliterally Turns Red), he creates a fast-moving ice dragon that spirals high into the sky then quickly descends and bite you. Have fun with that.
InRistar, most bosses change color multiple times as you damage them, sometimes speeding up gradually as this happens, but the boss of Planet Undertow, a shark that you fight in a water-filled cave, features an interesting twist on this trope. Each time you damage it, it knocks out a plug in the floor of the cave and some of the water drains out, leaving you with a progressively smaller space to fight in.
InNinja Gaiden II the giant turtles turn glowing red and constantly rain flaming rocks once they reach 1/2 hp.
A great number of bosses inAquaria fit this trope to a T. Nautilus Primeliterally turns red and gets faster; Mithala shoots bigger and faster shots; the Sun Worm moves faster and messes with the water level more; and the Sunken City boss gets really, really mad.
In fact, this trope is exaggerated: when the bosses go berserk,the wholescreenturnsred!
InThe Twisted Tales of Spike McFang, Felina the first Boss Turns Red when you have her down to her last sliver of HP. When this happens, she suddenly fully heals herself, moves faster and gets a new attack.
The Giant Sandworm inTales of Hearts effectively clones itself at 1/4 health by adding its tail to the field. The tail has all the same attacks as the head and shares HP. Later in the game, another boss splits itself twice, once at half health and once at a quarter if memory serves.
InXenosaga Episode III, as an option you could fightOmega Universitas in a simulation, he's no more powerful than he is in the mandatory confrontation meaning you could take him down in one turn, but after doing so he transforms intoOmega Id and becomes easily capable of killing any one of your characters in a single attack.
Kingdom of Loathing: all of the bosses in the Hobopolis clan dungeon can "flip out" halfway through the fight. However, players can learn skills that let them calm a flipped out boss down.
Starting with the 6th installment of theTouhou series, most bosses will use one or more Spell Cards, usually when their current health bar is down to less than a half. (Starting with the 7th game, Perfect Cherry Blossom, the portion of the health bar where the boss will activate a Spell Card is in red.) When a boss uses a Spell Card, the background changes, and the boss's portrait is flashed on the screen. Spell Card attacks tend to be harder than regular attacks and usually make the boss's health bar drain much slower. However, defeating a Spell Card attack by draining the red portion of the boss's health bar before time runs out (or simply surviving the countdown, for Spell Cards that make the boss temporarily invincible) without getting hit by a single bullet or using a bomb awards the player a considerable score bonus.
Some bosses will also do this in the middle of a Spell Card, too. Ran Yakumo's Illusion God "Descent of Izuna Gongen" and Yukari Yakumo's Bounded Field "Boundary of Life and Death" both start out deceptively easy but fire progressively more bullets as the user's health bar decreases, and Suwako Moriya's Scourge Sign "Mishaguji-sama" decreases the pause between waves as Suwako's health bar decreases. Don't think you can just sit there without firing and time out the Spell Card to avoid the boss Turning Red, either - when the timer hits 30 seconds left, the Spell Card automatically goes to its hardest difficulty regardless of remaining health.
This is actually a common trait of the last spellcard for extra bosses, which get harder as their HP lowers by either doingThe Same but More or in Mokou's case, adding more patterns to avoid. Utsuho also pulls this off, despite just being a final boss.
Jason in the NES gameFriday the 13 th does this. You have to defeat him several times over the course of three days/nights. In the second day he alternates between moving normal and fast, and does a bit more damage than in day one. In the third day he stays fast the entire time and does even more damage than he did on day two.
Baal fromDisgaea already has utterly ridiculous stats. However, if you kill off all the mooks in his stage before him, his stats (except for HP) double.
All of the bosses from the spinoffPlatform Game[[Prinny: Can I Really Be the Hero?]] do this when you whittle them down to 25% HP. Regular enemies do this as you damage them, but their tactics don't change.
Fraxy allows an event to check the HP of the weakpoint. If HP of weakpoint is less than 50%, play (Insert all the nasty attacks here.)
Some designers make the boss Turn Red more than once, leading to aSequential Boss (sort of: the boss's multiple forms all have the same health bar). Often involvesOne-Winged Angel as well.
And now, there's two new types of bosses that turn red: "Hard Mode /What If" Bosses and "Death Label" bosses. Hard mode bosses have secret forms/attack patterns that activate after the player does something, such as not dying or shooting the boss's tail. "Death Label" bosses are just the regular boss, just faster, deadlier, and maybe possessing more forms.
Bonus points for the fact that the health meters turn to a garish hot pink when itturns red.
Also, in the firstKlonoa game,Door To Phantomile (and its Wiimake), the third boss, Gelg Bolm, Turns Red when you damage it enough. It becomes a lot faster and aggressive in this state, and the weapon it sends after you (a giant peach... thing) is a lot bigger than the first one it sends out earlier in the fight.
Can be averted by blowing their heads off or by immolating them. Theterror factor of the Crimson Heads will lead to an obsessive compulsion to ensure all zombies either die from headshots or are immolated afterwards.
The last boss ofDragon Quest IV/Dragon Warrior IV,Necrosaro, does thisseven times during the battle. In the original NES version, it's the only enemy sprite in the entire game with animation. After you destroy its arms and head, another face emerges from its torso. As you damage it further, it sprouts new arms, bigger legs, and to top it all off, a second head with three eyes. In the Playstation/DS remake, it has extremely detailed animations for each transformation.
Hwa Jai from the originalFatal Fury literally turns red by chugging down a drink after losing over a quarter of his health. When juiced, he gets faster, stronger, and gains a nasty flying knee move known as the "Rocket."
Xenogears hasGrahf doing this for the enemies. He will turn up, boost the current boss' power to oblivion and leaves, to the point where his entrance line seriously annoys or freaks out the player. "Does thou desire the power?"
InMario & Luigi: Superstar Saga the last time Popple attacks you he teams up with Birdo, if you take Popple out first, Birdo loses it and says "You may have defeated my darling butthat is as far as you go!" then literally turns red and begins firing off her exploding eggs in a more random pattern .
Most opponents in Punch Out for the NES, and all of them for the Wii version, get more difficult the more times you knock them down.
Don't Star Punch Soda Popinski unless it's to finish him off. Especially if you have low health.
He also does it when he gets up after being knocked down, as well as if you knock the soda bottle out of his hands.
Bald Bull turns red before unleashing a Bull Charge in the Wii version.
During the fight withBelius inTales of Vesperia, sheduplicates herself after taking a good chunk of damage, making an already hard boss battle into a controller-smasher. You can at least get rid of the Shadow version of the boss by relighting all the torches in the arena.
Practically all of the bosses in the game and throughout the series in general start using new attacks as their HP lowers.
Every boss inLa-Mulana does this. EvenAmphisbaena becomes faster once you've racked up some damage on him.
The last GUILT,Savato, that you have to fight in Trauma Center: Under the Knife does this after you've separated it once. However, given that the game forces you into The Healing Touch at this point, this could possibly be a subversion.
Also, in Trauma Center: Under the Knife 2,Pempti, the mutated version, has two cores, destroying one quite literally causes the other one to turn red and go berserk with relentless attacks on the patient until it, or the patient, is dead. As well as this,Aletheia, the final boss, has one last desperate move when you're almost done, blood vessels around the core flash red at a rate faster than the eye can keep up with, if you haven't got the Healing Touch ready to slow things down to a regular version of cut-all-8-blood-vessels-while-they-are-not-red, then you are screwed.
Ace suits inDynasty Warriors: Gundam will receive a reddish/pinkish/purplish glow (depending on the state) glow when they go into rage and receive quite a power up when doing so. Also your own suit will start radiating when your SP gauge is full.
Dynasty Warriors andSamurai Warriors will sometimes have enemy generals, usually ones with unique models (IE, playable characters or at least important NPCs). When knocked down or in a defensive position, they may glow for a moment and suddenly buff themselves. They will also often glow for a few seconds before unleashing aMusou attack.
Subverted and lampshaded inTerranigma. After fighting aHumongous Mecha, and getting him down to a single hit, he launches a special attack. This attack is easy to dodge, and barely hurts at all if you are hit. After launching it (and dying), the robot says "that last attack was not very impressive."
The last boss ofMadWorld does this after you finish hisAction Command, which lowers his health to half.
The final boss ofStreet Fighter IV, Seth,handicaps himself in the first round by not using any of his special moves. If you beat him, he'll flash black on the ground, then stand up, levitate, and shout, "WITNESS MY LIMITLESS POWER!" In the second round, he'll go into totalSNK Boss mode.
Speaking of Street Fighter, in III, if final boss Gill was defeated with a full Super Bar, he would sometimesresurrect himself to full health.
Gaoh, the boss ofSamurai Shodown V, transforms into a hulking armored beast when his POW gauge fills. In this form, he is invincible and spams a lunging headbutt attack until the meter drains and he changes back.
While quite a few bosses in theMOTHER series do this,Lil Miss Marshmallow fromMother 3 literally goes into a Pissy Boss Mode when you do enough damage to her, changing appearance from mildly agitated to downright infuriated.
Also in Mother 3, whenBoney sniffs the Steel Mechorilla, it claims that it smells "weak against thunder!" Unfortunately, using PK Thunder on the Mechorilla makes itgo berserk, at which point you're screwed.
The Carbon Dog fromEarthBound transforms into Diamond Dog after he has taken some damage.
Terra inKingdom Hearts II FM+ goes off with a nasty limit break style attack when he turns red. AndSPAMS it.
Also inKingdom Hearts II isXaldin, who, once you've knocked off a health bar, begins to use longer combos with a larger range and less recovery time in between, spending about 90% of this time in an invincible green glow unless you use a special command on him.
Most bosses in the Kingdom Hearts series do this. They do everything from split up into multiple enemies, to cloak themselves in Darkness, to lighting on fire, to increasing their attack rate... you get the idea
The Manta Ray Boss inSuper Mario Sunshine splits into smaller and faster parts when sprayed with enough water - Getting every part down to its smallest level makes the manta rays turn Red-ish Pink and chase you instead of just floating about.
Emperor Sun does a version of this inJade Empire- however, instead of getting pissed, he gets desperate (complete with a cut scene showing his waning powers) and starts switching around his defences faster than before (ensuring the player has to change attack style with EVERY HIT in order to get around his immunities.)
Additionally, Master Smiling Hawk will magically drain the life of one of his followers when he hits half health, getting a couple of new fighting styles- and all his health back. (But he's not exactly hard to beat anyway!)
The Gigantic Burner inParasite Eve 2 plays this straight. However, the first phase of the battle is also on a hiddentimer, which can alter the fate of an NPC.
Most boss fights inA Link to the Past have multiple stages (the boss might become faster and more aggressive after taking a certain amount of damage, or Link might have to kill a group of smaller enemies before he can attack the main boss), but the one which adheres most closely to this trope is the fight against the six Armos Knights.[2] At first, they jump around the room in fixed patterns, but when you have killed five of them, the last one turns from blue to red and actively tries to stomp Link.
The wight-lord Vathar heals fully when almost dead, and starts spawning lots of worms.
Mordirith, who is also undead, heals fully when half dead, and announces that what you were fighting before was just an illusion, then demonstrates a few new tricks.
The Blind One starts spawning clones of itself, all at full health and hitting just as hard as the original.
InNo More Heroes, every boss becomes more aggressive with depleted health. Some learn new attacks, while others employ new tactics. The first boss from the first game, for example, triplicates himself.
These "new attacks" are, in a couple of cases, unblockable insta-kill attacks which can only be avoided if the player has memorised the pose the boss takes, and knows they have to run away as fast as possible whenever they see this boss doing this.
In the arcade version ofFinal Fight, Rolento, the fourth boss, starts dashing around the arena rapidly andspamming grenades when his health bar gets low.
InGuild Wars Factions,Shiro Tagachi will use Meditation of the Reaper, which makes him immune to damage and lasts 30 seconds or until 500 damage has been absorbed. And when it ends, Shiro steals 20 health from each player for every second he was meditating... making it imperative to end the meditation as quickly as possible to avoid a party wipe.
Non videogame example:Dark Master Zorc does this near the end of the Monster World arc after Yugi separates Bakura from the Spirit of the Ring.
Every boss inAn Untitled Story is like this. The StoneCastle face boss literally turns red as well.
Pretty much every boss in the videogame adaptation ofScott Pilgrim start flashing gold once their health has been depleted past a certain point—mimicking the players' own Hyper Mode. They then get much faster and start spamming their strongest attacks.
ManyBullet Hell shooters such as the above have evolving bosses. One unique example isESP. Ra De (from Cave, the same company that madeDo Don Pachi). There were two types of bosses: mechs andESPers. Mechs "turned red" in pretty standard fashion like most shooters of the type.ESPers were worse: they buffed significantlymultiple times. They had multiple life gauges, and each one you emptied out turned them "redder" and "redder".
If you beat Golden Disaster with Strong Style without dying, you face Zatsuza, aneven tougher literal red version of Hibachi.
TheBonus Boss of Etrian Odyssey 3: The Drowned City.It starts as a massive, screen-hoggingEldritch Abomination, which only turns out to be itsbottom half. And midway in the fight against its top part, it suddenlyflares up with a roar, changes shape, and starts the next phase of the fight withplenty of beatings which can easily one-shot your entire party if you're unlucky.
TheGradius games have several examples, such as Big Core MK III, which rapid-fireBeam Spams you after you destroy two of its cores, and theBerserk Core.
Sou-Banchou inTokimeki Memorial 1 and2. After you've depleted his health to around half of it, he throws away /tears upHokuto no Ken-style his upper coat (depending on the game) andbecomes giant. Upon this transformation, he gains extremely powerful attacks, and inTokimeki Memorial 2, aPower Nullifier ability that negates yourLimit Break if you have one.
The Lion Keeper inKarnov. Kill the keeper first, and the lion goes berserk. Kill the lion first, and the keeper throws a stream of knives.
Most bosses in theTime Crisis series have multiple shades of red.
SeveralIkaruga bosses. The third boss spins faster and fireswave motion cannons, the fourth boss also activates a laser after you destroy the hatches guarding its core, and Tageri's third form has itsbeam spams become faster and itsBullet Hell denser as you damage it.
Grimgrin. When you get his health down significantly, he turns orange and starts churning out projectiles like crazy, creating somewhat of aBullet Hell situation.
When Clawbot takes enough damage, the claws first turn red and then detach from the base, which starts firing its laser more rapidly.
ManyRaiden bosses. Some, such as theBase on Wheels boss in the first game, up their firepower when you destroy their optional parts. In the fourth game, several of the bosses turn red multiple times.Raiden II's fifth boss (That One Boss to many players) literally turns red in its third form.
All bosses inRay Crisis, excluding that of the starting stage, go apeshit when critically damaged.
InHalo 2, each time you score a hit on the Heretic Leader, he retreats into the ventilation ducts, then comes back with a larger number ofattack drones.
In theMSF High Forum, Kim does this when she's hit in a game of dodgeball. The effect? Twice as powerful as before.
Dragon Age has numerous examples, including the Broodmother (who's a real pushover until turning red and summoning lots of mooks) andthe Archdemon, who also summons mooks after getting down to about half health.
Every boss does this inSonic the Hedgehog 4. Subverted with the final level, which has aBoss Rush of all of the more vicious forms, before piting the player against theFinal Boss.
Most bosses inBlaster Master, particularly Stage 3 (speeds up) and Stage 5 (fires ever-denser bubble spams).
In the original Rayman game, Mr. Dark starts turning into some of the previous bosses mashed together as he gets lower on health
Rayman 2 has you punching bombs back at the Golgroth, the final boss. Then the roof falls in and you have to fly around shooting it into lava, whilst missiles chase you and said lava rises. Frustrating is an understatement.
In Rayman 3, the final boss is incredibly hard to fight at the start. He then destroys half the arena, and things just start getting worse from there....
Abyss fromMarvel vs. Capcom 2 shows his true powers once you destroy his armor, then turns into a literal red demon after you beat the second phase.
Sho Minamimoto does this after about 1/3 of his health is gone, gaining quicker attacks and permanently staying in his noise form for the rest of the battle.
Vespertillo Canor (the second giant bat) turns into a single golden bat similar to the one Beat and Rhyme defeated a while back. It can only attack you once on each screen for each time it pops up, and has almost no health.
White Knight Chronicles. Every boss. Every single boss has an enrage mode where they turn red and do far more damage after you dare to hit them a few times. Because this is based on how many times you damaged them and not their overall health they can enrage multiple times in one fight, making them some of the pissiest bosses in any game ever. To add to the effect many bosses will throw visible tantrums when entering enrage mode.
Fighting boss characters inMario Party 9 uses this trope when their health gets below half. They'll either attack/move faster or have new attacks. They'll also throw a tantrum as well.
TheSilent Hill series does this a number of times. For example, in1, the Split-Head utilizes itsOne-Hit Kill vertical jaws after you blast it a few times with the shotgun, and the God in3 throws faster and deadlier fire waves when its HP is low.
InAlpha Protocol, Brayko takes cocaine once you get his health down to 50% (and after that as a regular part of his attack pattern), which temporarily turns him into a knife-swinging, immune-to-stun-and-knockdown madman (well, moreso than usual) who runs supernaturally fast and will hunt you down and shank you. He turns into a subversion if you have Steven Heck on your contact list, as he will spike Brayko's drug stash which means Brayko doesn't get the speed bonuses and damages himself slightly every time he does it.
Similarly, if you kill his bodyguards Conrad Marburgwill flip out and hunt you down for a good round of fistcuffs until you damage him sufficiently again. Despite being a 50-year old man using his bare hands, he's almost as nasty as Brayko in melee.
The majority of bosses inTerraria do this. In many cases, this is accompanied by the revealing/gaining of one or more body parts the monster didn't have in its first form - for instance,the Brain of Cthulhu opens a previously unseen mouth to reveal a heart inside it. Oh, and the heart has an eye.
Subversions and Inversions
The cyborg ninja from the firstMetal Gear Solid inverted this trope. He was incredibly impressive in combat up until you depleted most of his health, at which point he stuck to one feinting punch attack while crying desperately,"That's it! Hurt me more! More! More!"
Injury causes the main character to transform into an invincible, superpowered (and red) dragon during a boss fight inBreath of Fire: Dragon Quarter.
For reasons fans of the game aren't clear on, if you take a moderate amount of time to beat Xagor, the final boss ofFinal Fantasy Legend 3 (aSaGa game), several mouths will open on his demonic form, but he doesn't seem to get any stronger - in fact, he starts to be vulnerable to certain elemental attacks.
A few of the big bosses inCity of Heroes invert this trope, although probably not intentionally. Diabolique would be the most memorable, as her new ability at low health is to pop up a force field bubble that prevents her from attacking or being attacked, giving players a nice breather to regain endurance and health at the cost of being a little irritating. Marauder and Bobcat have a more conventional glow power that reduces incoming damage at low health while still letting them attack. That'd be a conventional use of the trope, except that they lack long-range attacks, and when the glow wears off in three minutes, the power's crash means they'd end up with less health than before they used the power.
Romulus, on the other hand, comes back to life no less then three times. And every rebirth brings reinforcements and a nice healthy serving of stun. Not sure if he himself actually gets any more powerful, though.
Romulus eats one of hisNictus helpers every time he resurrects, taking their special power out of the fight and making things easier.
Ed the Undying inKingdom of Loathing. He fights you no less than seven times in a row (the game won't let you enter his chamber unless you have at least seven adventures to spare.) He gets more and more beat up with each fight—each form has less health than the one before, to the point where you can easily beat the sixth and seventh in about one or two hits depending on level, and each form's portrait shows him in worse and worse condition. Eventually his unwillingness to give up despite how badly he's been beaten approaches levels reminiscent of the Black Knight scene from Monty Python and the Holy Grail. The pre-battle narration for his fifth form even includes the dialogue "C'mon, dude. This is ridiculous." "UNDYING!" "sigh."
However, though hisHit Points are halved each fight, his attack power does not change. And you can't heal between battles.
Fortunately, your familiar effect still has a normal chance of going off- including those that heal you after battles.
TheNaughty Sorceress plays this both ways - she has three forms; the second is stronger than the first, but the third isa literal one hit kill if you have the right item in your inventory. And a one hit kill foryou if you don't.
Gilgamesh inFinal Fantasy V, when you fight at Exdeath's/X-death's castle halfway through his health he transforms into a more menacing form, wielding what he believes to be the ultimate sword, Excalibur. But in reality the sword is the fake,significantly underpowered Excalipoor, causing very little damage. Then he isbanished to another dimension. Instant win.
InThe Legend of Zelda:Twilight Princess, the giant spider boss makes a comeback after you've seemingly defeated it. However, this "second form" just consists of a group of small spiders carrying its eye around, trying to escape you.
InPikmin 2, the Waterwraith, a humanoid blob of water attached to steamroller-like wheels, does this when you finally get a fair battle against it. When its health hits zero the wheels explode into dust and the "Boss Defeated" music begins to play, but then cuts itself off and flows into an eerie-yet-comical version of the boss theme while the Waterwraith, alive but disarmed, begins panicking and running around the arena, trying to get away from you. It can't even hurt you at this point, and chasing it down and killing it ishighlysatisfying.
All of the bosses inArdy Lightfoot (except Beecroft) do this, though only as an indication that they're one hit point away from defeat. The most ridiculous example by far is theFinal Boss, Visconti. After dealing with the apparent final blow while he is red, he suddenly turns blue and changes the strategy of the fight. Dealing enough damage to him in this form turns him back to red, though when you hit him like this this time, he turns grey and changes tacticsagain! It's not until you hit him when he's red for thethird time when he'sKilled Off for Real.
In the indie gameBattleships Forever, ships go gradually weaker when armor plates, modules and gun turrets are chipped while not upgrading their remaining ones, sometimes resulting ships unable to attack the opponent after all.
The game it was based on,Warning Forever, didn't behave the same. Some otherwise empty sections (including the core) would fire bullets in a spread pattern if nothing is attached to them.
Bosses inOne PieceUnlimited Adventure does this, butEneru takes this a step further: after his HP is depleated, he restarts his heart (something he does in the original series), making you fight himall over again this time with more bolts of lightning falling from the sky.
Rob Lucci does pretty much the same thing he did in series. After beating down his unassuming-looking human form, he uses the Cat-Cat Fruit (Model Leopard) and turns into a super-dangerous leopard-man.
InrRootage, once you reduce a boss's HP to a specified amount on its life meter, it will get stunned for a few seconds, then take on a second form with different, often more difficult attacks.
Abigail from the firstFinal Fight would occasionally turn red and charge at the player with a running punch, roaring as he powers it up. Subversion seeing as this charge is actually easier to stop than some of his others where he retains his normal skin colour and goes for a grab or a tackle instead..
Dracula inI Wanna Be the Guy parodies this. Normally when he shouts "Behold my true form and despair!", he becomes a hulking behemoth of a final boss. In this, he becomesA Waddle-Doo that can be taken out with one shot.
The Bosses inG-Darius turn brighter and brighter red as they take more damage, but that's just a way of letting you know how close they are to death. They tend to be a rather sickly, bright reddish-pink colour before they die
Other Darius games play this straight with later bosses and sometimes change patterns.
Although technically not in the same boss battle,Darth Vader inThe Force Unleashed becomes excessively more aggressive and powerful once his armour has been severely damagedincluding the life support helmet the removal of which hastened his death inReturn of the Jedi.
Every boss inMuramasa the Demon Blade does this multiple times, partially because they cansoak up a LOT of damage before being defeated. Each time you knock a boss' primary health bar down to zero, it gets angrier and its attack pattern changes.
A weird example isIppondatara: You start with fighting his foot from the sky, then after a while you're carried up where you're confronted with his torso (which has more dangerous attacks). However during this phase you can turn him in the harmlessInosasao and deal a lot of damage to him.
In tomba 2, after you throw a evil pig into the pig bag at least two times, they lose their staff and do a different attack.
InWorld of Warcraft when fighting Arthas when he gets down to about 5% health he kills the entire raid in one move. Except that then everyone is resurrected and gets to wail on Arthas while he's held defenseless.
WhenNihilanth fromHalf Life is fully powered and healthy, it can either send a homing teleporter orb that summons some mooks into the battle and will teleport you into theSealed Room in the Middle of Nowhere if it cathes you, or unleash a devastating bunch of ball-lightnings which can obliterate you and is hard to dodge. But, when you drain its energy and health, it opens its head, starts to moan and now can only fire a single pathetic ball-lightning at time, making it easier to get to its brain.
Two bosses inTyrian implement this. The first boss plays this as mixed, where its armaments are destroyed but it still has anEmergency Weapon. The Savara V's boss has all its armaments destroyed . when low on health, making it impossible for him to attack you. (You can still die if you push yourself into him.)
Player Example
Players who equip Dharok's Platelegs, Platebody, Axe, and Helmet inRuneScape will have the ability to hit harder and hit more accurately the lower their health is. If players have onlyone HP left, then they can inflict ridiculously high amounts of damage, even being able to hit over 1300 points of damage in 1 hit, (For comparison, the absolute highest amount of HP any one player can have is 1100, and that's with the support of potions and augmentations).
Lucario becomes gradually stronger inSuper Smash Bros.. Brawl the more and more damaged he becomes. This is not an example of developers pitying your crappy playing, it's part of his strategy.
His power build up does cap at 200% so he won't become totally overpowered.
Auron inFinal Fantasy X gains this ability when equipped with hisInfinity+1 Sword. The boost is substantial enough that he's able to hit the damage limit much much earlier than other characters.
InMega Man Battle Network/Rockman.EXE (the fourth through sixth games, at least), Rockman.EXE does exactly this when he is hit by an attack that does more than 300 damage at once or when he is completely paralyzed (as in, the directional pad is not repeatedly mashed in order to escape paralysis early). This angry/serious mode doubles the attack power of his next battlechip. Some of the later bosses in the fifth and sixth games have attacks that are so strong that they will cause Rockman to enter this state repeatedly.
In 4th edition DnD players who choose the right powers can become more powerful after taking enough damage to become "bloodied".
InFallout 3, the Nerd Rage perk raises your Strength to 10 and your damage resistance 50% when your health falls below twenty percent.
Fallout 2 andFallout: Tactics also had the Adrenaline Rush perk which added 1 point of Strength when your health drops below half.
If that wasn't enough there is alsonuclear anomaly, which makes youexplode when your health is low, damaging enemies and allies alike.
The Will Power ability inSoul Calibur IV boosts a character's stats when their HP is low. Its intention is to serve as a last gasp for the player, but with the right moveset it can help turn the battle around in their favor. Bonus points for actually turning themred.
InTekken 6 when a character's health is reduced to around 10%, they enter the Rage state, in which their limbs glow red and they domuch more damage.
InSamurai Shodown, getting hit repeatedly powers up your POW gauge. When it's full, your character becomes faster and stronger and, yes, Turns Red.
The Fei-Yen series inVirtual On games have a "Hyper Mode" that activates when down to a third of their energy. This makes them faster and more powerful. Some games will allow you to activate Hyper Mode at will, but doing so knocks your life meter down to a third.
A variation isSpecineff, who has aSuper Mode that makes him invisible to all attacks. There is a down side, however: If Specineff fails to kill the enemy in thirteen seconds, it dies instead. In fact, it's Leitmotif inOratorio Tangram is titled "13 second warning".
Happens toAkiha's hair inTsukihime.Her hairwill turn from black to red when her demon blood is strong or if she's especially pissed off. This is generally a bad sign due to the high range, instant activation/transmission, high lethality of her power, willingness to kill if she has to and the only requirement being that she can see what she's attacking. She's actually not a very skilled fighter, however.
Paper Mario andPaper Mario: The Thousand-Year Door have badges that give Mario (and his allies) extra power or defense when their HP dips to 5 or below. Towards the start of the game, this is very useful since 5 HP is about half your max total.
NumerousPokémon have abilities that activate either when they're low on health or suffering fromStandard Status Effects, many of them being the starters, which may have Blaze, Torrent, or Overgrow.
There are also berries which are activated when low on health, such as the Salac, Petaya, and Lansat berries.
Two attacks, Reversal and Flail, increase in power as the user's health lowers, capping at an astounding 200 base power when health is below 4%. To put that in perspective, the top moves for almost every type (including Solarbeam, Fire Blast, Close Combat, etc) have a base power of 120, the few types who have an attack beyond that never going past 150, and the starter-only elemental beams Frenzy Plant, Blast Burn and Hydro Cannon cap at 150.
Also, almost all these attacks have side-effects, such as having to rest for a turn after using them, lowering the user's stats, having sub-par accuracy and so on. Reversal and Flail can be spammed with no side-effects whatsoever if the Pokémon who uses them goes first.
InPokémon Black and White, Darmanitan, with the secret ability Zen Mode, change form when their health drops below half. In Zen form they turn blue, change into the Fire/Psychic typing and increase their special attack and defensive stats at the expense of attack and speed.
Also inPokémon Black and White, Archen and its evolution, Archeops have only one ability, Defeatist. This ability inverts the trope, as when the two birds are below half HP, they actually get lowered Attack and Special Attack.
In Prototype, Alex Mercer gets aDevastator attack if he has the adrenaline rush upgrade when his health falls to zero.
Mario & Luigi: Bowser's Inside Story has Bowser get a status effect called 'Rage' when he gets hit too much (although chance can be increased by gear/badges), which makes him turnred and do about twice as much damage to enemies at the cost of lowering his defense.
InAdventure Quest,Berserker Armor gives you more strength the lower your HP is. SinceChanging Clothes Is a Free Action, it can be advantageous to wear better armor for most of the battle and then switch once you're low enough that one or two attacks in Berserker Armor will finish off your enemy. Of course, if you time it wrong, you'll die... but that'susually no big deal.
WhileGundam series isn't a game in the first place, once it's inSuper Robot Wars or other similar games,Super Mode tends to be this, as it's required getting hit a lot or get to kill a lot of enemies to trigger. Gundam Exia follows it's anime story and turns red in one of the cutscene in SD Gundam G Generation Wars.
Heck, many things inSuper Robot Wars can be considered Turning Red—not the least of which is Eva-01's berserk mode, which activates when its HP is lowered to 0.
EnterSD Gundam Capsule Fighter: many of the playable mobile suits has their own ways of turning red, such as fortress mode that greatly increases one's defense.
AMUGEN version ofIchigo pulls this off when his health falls below 25% and hisHollow takes over. Also triggers a temporary fadeout and plays the appropriate clip from the anime. The screen continues to flash black, and the BGM changes as well. In this form, he becomes twice as fast and much more deadly, at the cost of his health dropping. He also gets a creepier voice and black smoke coming out of him, making him terrifying.
Jin Saotome inMarvel vs. Capcom would start to glow if he was the last member of his team standing and was down to a third of his health. This naturally made him a little tougher and his attacks hit a whole lot harder.
InThe Incredible Hulk: Ultimate Destruction, the Hulk goes into an "Adrenaline Burst" when his health meter is depleted, during which he becomes stronger and has a few seconds to beat enemies and gain health orbs to save himself from death.
InMarvel vs. Capcom 3, if Phoenix is reduced to zero health (a rather trivial task since she has less the half the HP of the rest of the game's cast) with the maximum number of super meters stored, she heals to full, loses controlled of herSuper-Powered Evil Side, and becomes Dark Phoenix, complete with red costume and blazing aura.
X-Factor, which actually makes your entire team glow with a red aura. You whole team has temporary increased power, speed, andRegenerating Health.
This can also be asubversion, as you are able to use it as soon a you start a match. It still powers you up, but not as much as it would if you waited until you had one character left on your team of three.
League of Legends has several examples of characters who gain stats when their health lowers. The most notable is Tryndamere, who gains Damage as his health gets low (formerly critical strike chance). This combines with a move called Undying Rage, which turns him red and makes him unable to die for 5 seconds, for a really nasty comeback.
In Street Figther X Tekken, there exists a special desperation mechanic called "Pandora" where the user sacrifices their partner when health is low and end up getting a power boost as well as infinite Super meter (the story being that it's literally Pandora's box affecting warriors worldwide). It's signified by a power crazed animation at the start, followed by a transformation which induces jet black skin, glowing teeth and tongues, white markings and white hair and clothes and fur gain a purple glow followed by red eyes. The drawback is that it only lasts for eight seconds, and the timer doesn't ever stop and when it runs up, the user dies on the spot, regardless of remaining health.
The sub boss characters, Jin, Xiaoyu, Bison and Juri are in permanent Pandora mode but don't get any of the benefits.
Trope is played straight with Heihachi in where he literally turns beet red after chucking away his partner.
Mixed Examples
InDungeons & Dragons 4e, all creatures have a "Bloodied" threshold, normally equal to half the creature's normal maximum HP. For many creatures this means little. For others, they will gain new attacks, a powerup, or special attribute modifiers when they hit this. However, others will become LESS powerful, losing auras or switching to substandard attacks. Also, some PCs have such abilities, and some powers from both sides can cause extra pain to creatures that are already bloodied.
The same applies in reverse, too: Monsters can do nasty things to Bloodied players, but Bloodied players can Turn Red in various ways themselves.
InDwarf Fortress, dwarves in big trouble during a fight can enter a "martial trance", granting them that much more of a chance to survive. While rage increases attack strength, going into a trance does...other things. Other species can also become "enraged".
A number of the evilities in theDisgaea series activate either when a character is in critical health or when allies are defeated, granting benefits like increased attack power or evasion, or immunity to certain attack types. The most powerful of them is One-Man Army, which doubles a character's stats if they're the last one alive on their side, which can make them extremely difficult, if not impossible to kill depending how high their stats were to begin with.
Super Punch-Out!!: Narcis Prince is avain British boxer who fights very defensively. Punching him in the face angers him, making him fight more aggressively (and his punches cause more damage). But he fights carelessly, leaving himself open for more punishment.
The Dark Ascension expansion inMagic: The Gathering introduces a new ability called Fateful Hour. Cards with this ability become more powerful than normal provided you have less than five life.