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Homing Attack

Background
Homing Attack is the ability for an attack, projectile, or effect to track and pursue its target after being launched. Once initiated, the attack adjusts its trajectory in response to the target's movements, ensuring that it follows the target regardless of evasion attempts.
This ability is distinct from Lock-On, which is the targeting mechanism that designates a target before an attack. Homing Attack specifically refers to the attack's behavior after it has been launched; its ability to change course, redirect itself, and pursue the target even as the target moves.
The mechanism behind Homing Attack varies by setting. It may be technological (guided missiles, heat-seeking projectiles), magical (enchanted arrows, spells that follow their target), supernatural (psychic control of the attack's path), or abstract (attacks that simply cannot miss due to a rule or property).
Also Called
- Tracking Attack
- Guided Projectile
- Seeking Attack
- Pursuing Attack
- Auto-Targeting
- Chase Attack
Possible Applications
- Projectiles that curve or change direction to follow a moving target
- Attacks that bypass cover or obstacles to reach the target
- Attacks that continue pursuing even after the target teleports or moves beyond line of sight
- Multiple simultaneous homing attacks that pursue multiple targets
- Homing effects that persist until they hit or are destroyed
Practical Uses
- Accuracy: The attack ensures that it will hit the target as long as it is capable of following them, removing the need for precise aim.
- Countering Evasion: Opponents who rely on dodging, speed, or agility cannot simply avoid the attack by moving out of the way.
- Pursuit: The attack can chase the target over a distance, forcing the target to either deal with it or be constantly pursued.
- Multi-Targeting: Multiple homing attacks can be launched at once to pursue different targets simultaneously.
- Persistent Threat: A homing attack that does not dissipate upon missing can continue to chase the target indefinitely.
Example Variations
- Guided Projectiles: Physical projectiles (missiles, arrows, bullets) that alter their trajectory to follow the target.
- Seeking Spells: Magical attacks that track the target magically, following them regardless of physical obstruction.
- Homing Energy: Energy-based attacks (beams, bolts, blasts) that can curve and redirect mid-flight.
- Persistent Pursuit: The attack does not stop tracking the target until it hits, is destroyed, or runs out of energy.
- Automatic Homing: The attack homes in on targets automatically without requiring the user to designate a target first.
- Manual Guidance: The user actively controls the attack's path after launching it, rather than it tracking automatically.
Possible Limitations
- The attack may run out of energy, fuel, or range before reaching the target
- The attack can be intercepted, blocked, or destroyed before it hits
- Some targets may be able to outrun or outmaneuver the attack
- Homing attacks may be limited to specific types of targets (living beings, heat signatures, magical signatures, etc.)
- The user may need to maintain focus on the target for the homing effect to work
- Defenses like anti-homing fields, jamming, or magical wards may interfere with tracking
- The attack may only track based on specific properties that can be spoofed or hidden
Known Users
- Sonic the Hedgehog (Sonic the Hedgehog): Officially appearing first in Sonic 3D Blast as a power up and then becoming a natural part of his arsenal in Sonic Adventure, the homing attack allows Sonic to home into targets through curling into a ball and ramming into the enemy.
- Hat Kid (A Hat in Time): Hat Kid when in the air can shift her momentum to ram into an enemy at high speeds, being able to damage her with attacks that she can't normally do with hand to hand attacks.