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Right Makes Might

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So The Hero and some opponent (usually the Big Bad or The Rival), adherents of two opposite ends of any given scale of ideology, duke it out. Whether they are fighting over their difference in opinion or something else, it is immediately apparent to the viewer that there is supposed to be much more than life, death or the fate of the world at stake here: The outcome of this battle decides whose personal philosophy is correct.
But you can always count on the Hero to win. Why? Because Right Makes Might, and the hero is right.
This is obviously intended to be An Aesop on how The Good Guys Always Win and Justice Will Prevail. In these cases, the implication that Right Makes Might comes off as an equivalence, which is most likely not what the writers intended. Often, the writers will make the opponent Kick the Dog by fighting like a Heel, which will result in either the hero winning anyway through brute force, or the enemy's Karmic Death. Other times they'll make an opponent want revenge rather than justice, taking away from whatever righteousness their cause had. That being said, it's still a slightly more acceptable philosophy than the inverse: Might Makes Right.
This trope can be more or less justified by the story showing just why the Right philosophy is better (even for winning in combat) in the end. One possibility is that the good guys rely on character-building virtues like dedication and teamwork while the villains bluster and bully their way through life, leaving the latter unready to face a real test. If nothing else, the belief that Right Makes Might could make it happen by encouraging the heroes or demoralizing the villains. It could also be that the hero's resolve and dedication to an idea that they hold to be greater than their self interest, allows them to go past limits the villains wouldn't dare, even to making the ultimate sacrifice. After all, the villains tend to value their lives above all and see defeat as failure whereas the heroes see stopping the villain as victory itself and surviving in one piece as a luxury.
Other times this trope is taken more literally as it might be the righteousness of the hero that allows them to use resources not available to the bad guys in the form of Only the Chosen May Wield, Only the Worthy May Pass, Only the Chosen May Ride or they are chosen by the Empathic Weapon or a Living Weapon. The hero's virtuous heart may also make them a candidate by a The Chooser of the One, especially in instances where the story has The Chosen Many.
Very prevalent in shounen anime and western comic books, but really, this has been used to deliver morals throughout history. It was even assumed in ancient times in Western civilization to work in real life, on the logic that God or gods would help them win. It is still often considered true for more nuanced reasons, which essentially amount to the fact that Evil is easy but self-destructive, while Good is Difficult, but Awesome.
If the defeated party acknowledges the wrong of his/her/their ways, this may also include Defeat Means Friendship. If the meaning of the battle is supposed to be particularly obvious, the characters will actually engage in a "No More Holding Back" Speech or "The Reason You Suck" Speech before or during the battle, explaining their particular beliefs, the lessons they've learned and why they have faith that they will carry them through this battle successfully.
Though usually done with a hero and somebody darker, this can also be done in a A Lighter Shade of Grey or A Lighter Shade of Black scenario, to show that, while their ideas and worldviews might still be rather flawed, the winning side at least has a better understanding of how the world should be or at least has more points right than the enemy. Eg: While a A Lighter Shade of Black villain might not exactly believe in the powers of truth, justice or honor, he might still be a firm believer in Pragmatic Villainy and consider the Stupid Evil behaviour of his opponent pathetic and disgusting.
Not to be confused with Might Makes Right, which is where one side gets to make the rules because they are stronger.
This is one of the main components of Japanese Spirit. See also: Heroic Resolve, As Long as There Is One Man. Contrast Written by the Winners, which deconstructs this belief by pointing out that due to Values Dissonance, every side of a conflict will always believe they prevailed over the other because their cause is the right cause.
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There's a kind of complicated example in Tower of God, on the Hell Train, when Khun challenges Rachel to a contest with big stakes, and the contest is a coin toss. Khun explicitly frames it as a competition over "who god likes more," like it's about karma or something. Khun is an Anti-Hero in the moral sense himself, it's just that Rachel's even worse — and he wants to rub it in how nobody likes her, not even god. They end up doing best of three rounds, even though it was supposed to be one, and Khun wins the first and last ones. An observant spectator analyses the situation like this: Khun probably cheated on the first round, though it would have been too risky to try it again. But on the third round, he just trusted that god wouldn't let Rachel win. So basically, in this scene, Khun is thinking of himself as a bad person who's still going to win in righteousness by comparison. It looks as though he's even going to handle it by cheating, but then willingly switches to Right Makes Might because he wants to see that happen.
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The eponymous Samurai Jack is a firm believer in (in his words) "the might of righteousness".
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In the fourth game, Sanctus demands to know why he's losing even though he's wielding the Sword of Sparda and has gained Sparda's power. Nero explains it's because he lacks Sparda's compassion and ability to love.
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In the climax of Devil May Cry 5, even after fully awakening to the blood of Sparda, Nero should clearly be no match for the stronger and more skilled Vergil, and yet he manages to defeat him. It should be noted though that Vergil had been fighting Dante earlier and was most likely exhausted from it.
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The Teeth of Naros expansion of Kingdoms of Amalur: Reckoning takes this literally. The Kollossae are a Grecian-styled race, complete with a forum for philosophical debates. The format of these debates, however, is a bit different than our usual definition: one debater poses a question, both participants offer an answer, then they fight. Whoever wins was obviously empowered by the gods, thus his answer must be the correct one. Amusingly, one of the debate topics is "Does might make right?" You can agree, reply with this trope, or assert that power and morality are unrelated... and then proceed to beat your opponent senseless.
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In T. H. White's The Once and Future King: played straight when King Arthur explains to Merlin that, while might doesn't make right, one ought to try to use might for right, and subverted, when Lancelot repeatedly defends Guinevere against accusations of unfaithfulness despite the fact that she really is unfaithful to her husband. With him.
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Downright inverted in Justice League, where a battle between Batman and Justice Lord Batman, his Fascist Evil Twin from another dimension, is interlaced with a debate between the virtues of the Justice Lords' fascist utopia and the free — but chaotic — world of the Justice League. Lord Batman wins through argument, just when Batman has gotten the upper hand. Batman wins round two — completely nonviolently this time.
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A key element of Tengen Toppa Gurren Lagann: Spiral Power is based on the ability of organic life to adapt to and ultimately overcome adversity. Though any strong emotion can produce it, more Spiral Power can be derived from Love, Friendship, and Protective Instinct than mere Unstoppable Rage.
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Naruto's Might Guy actually believes in this, but its impact on the show is questionable, as his apprentice, Rock Lee, is forbidden from using his most powerful techniques except for when it's to protect a friend or loved one. Also questionable in the fact that Rock Lee loses a lot. In Naruto, there's one sure-fire way to win which even works for Lee. Promise someone important that you will win. Naturally, you can't break your promise, so you'll just have to win instead. Guy, however, plays it straight, never having lost one fight on-screen. Even his supposed failure to defeat Madara counts as a victory as he stalled Madara long enough for Naruto to arrive, thus successfully protecting the people he cared about.
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This also applies to the DmC: Devil May Cry continuity, where Dante is Unskilled, but Strong while Vergil is about as strong, yet also has superior skill. As expected, during their duel, Dante's Chaotic Good triumphs over Vergil's mix of Lawful Neutral and Lawful Evil.
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Fist of the North Star: This might as well be tattooed on Kenshiro's knuckles so it's the last thing a mook sees before his fist goes right through his face. Kenshiro's fighting prowess comes from Hokuto Shinken. Kenshiro's STRENGTH comes from the righteousness of his cause and his unwillingness to ever give up.
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Discussed several times in Medaka Box, in the sense of deconstructing it. "I will lose because I was weak, not because I was wrong" is used by both heroes and villains at various points in the series, and Born Loser Kumagawa has variations of "I am not wrong" as one of his catchphrases.
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The Galahad quote above is referenced and mocked in Discworld:
Given what Carrot has been shown to be capable of (he once took on the entire crowd at the Drum, including a troll, and WON) it is possible this is true in his case.
Plus, on the Discworld, belief is a very powerful force. In The Last Hero, the most experienced heroes on the Disc, who have conquered monsters and armies, are very worried about facing Carrot:
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In The Mahabharata a servant of Dritharashtra given the power to report all the events of the war to the blind king tells him that even though the Kauravas have a much larger army with more skilled warriors, the Pandavas' victory is inevitable because they are in the right. For the same reason, Arjuna defeats Karna despite being less skilled than him since Krishna is on his side. Even then, Karna's charity protects him from Arjuna's arrows until their karma was used up.
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Bionic-1 uses this exact phrase in a Bionic Six episode.
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Subverted and mocked in the Protector of the Small books, first when Kel and Raoul note that knights who lose always blame things other than the gods' disfavor, and then tragically when a now-deceased officer in the King's Own claimed that one Tortallan horseman was the equal of ten northern savages.
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In EarthBound (1994), one of your party members has a Prayer ability that sometimes has random, minor effects on a battle, but it's also the only thing that's strong enough to defeat the final boss.
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True to the source material, the Star Wars d20 game makes Dark-side Force users advance in power more quickly than Light-siders, but have a lower cap, meaning that a high-level Light-sider has an edge.
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Doctor Abraham Erskine chose the sickly but kind and gentle boy Steve Rogers to be the prototype candidate for the Super Soldier Project because he adamantly believes that it takes a kind-heart to create the Ultimate Warrior, not strength or obedience. He is of course laughed off by the cynics in charge of the US Military, who believe violent and obedient bullies are what it takes to win wars, not kindness. But when Steve Rogers finally becomes Captain America, he proved them all wrong with flying colors.
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Super Robot Wars has an ability, called "Valor" or "Hot Blood", that doubles the damage of the next attack. Its use is balanced by its price: most pilots can use it two or three times a stage at high levels. Every Super Robot Wars seishin spell is something like this, from Courage and Love (essentially Last Disc Magic) to Trust (healing) to Hard Work and Luck (doubled rewards for killing). Which can produce interesting in-jokes — Noriko's first two seishin were, true to the spirit of Coach Oota, Hard Work and Guts!
Narrative-wise, this is very much used in any games. How do you think that the good guys always wins against impossible odds? Because they are fueled with positive emotions and being Hot-Blooded in refusal to give up the fight for goodness. Even characters from cynical series would end up being less cynical, start believing in righteousness (in as much as they can muster) and then end up prevailing along with the optimistic good guys.
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Marvel Cinematic Universe.
In order to teach Thor a lesson in humility and compassion, Odin casts a curse/geas on the Divine Hammer Mjölnir that allows only those with a kind and noble heart to wield, much less lift it, before casting his hot-headed and violent firstborn son to Earth for re-igniting a bloody war with the Frost Giants of Jotunheim. Only through the three days he spent as a mortal man did Thor learn the value of selflessness, love and kindness, and only then was he deemed worthy of wielding Mjölnir once more.
Doctor Abraham Erskine chose the sickly but kind and gentle boy Steve Rogers to be the prototype candidate for the Super Soldier Project because he adamantly believes that it takes a kind-heart to create the Ultimate Warrior, not strength or obedience. He is of course laughed off by the cynics in charge of the US Military, who believe violent and obedient bullies are what it takes to win wars, not kindness. But when Steve Rogers finally becomes Captain America, he proved them all wrong with flying colors.
In The Avengers, Phil Caulson alludes to this trope. He confidently tells Loki that he has no chance of winning, because evil has "no conviction". Tony echoes this when he points out that Loki is going to have to keep fighting even if his ploy to conquer the world succeeds. Something Loki doesn't seem to have considered.
In the Darkest Hour of Avengers: Endgame, Stark is knocked unconscious by Thanos and Thor a breath away from having his heart carved out by the Mad Titan. Captain Steve Rogers, gentle and kind of heart, is deemed worthy by Mjölnir to wiled it in defiance of the tyrant, becoming the Ultimate Warrior that Dr. Henry Erskine always believed he could be. The Good Doctor would be proud of Captain Rogers.
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In Dungeons & Dragons, Paladins (in 3.5 and earlier editions) have their powers directly tied to their Character Alignment. That is, if a Lawful Good Paladin strays from the path of righteousness and becomes neutral or evil, she loses a good number of her abilities until she manages to atone for her sins and go back to her original Lawful Good alignment. Fourth Edition lessened the effect of this and Fifth Edition eliminated the the alignment requirements entirely.
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In the computer game Freedom Force, the main hero, The Minuteman, actually says "Right Makes Might!" He's also your most damaging melee fighter (if not the sturdiest), so he is apparently right on that.
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In Madame Web (2024), Sebastian inverts the old "with great power there must come great responsibility" line. He tells Cassie that taking up the responsibility of protecting the girls will grant her power.
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In Planescape: Torment, the character Vhailor embodies this trope. A "Mercykiller" who died long before the beginning of the game, he is now held together solely by his burning hunger for justice, and it is stated that his strength is equivalent to the degree of injustice that he's facing at the time — as can be seen if you choose him to resurrect at the final battle, where he'll gain ludicrous stat bonuses and utterly trample the final boss.
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The fight between Marco and Luchist in the Shaman King republications. Although Marco's clothes (or lack of), and his Bishōnen looks led many fangirls to think that true justice is the one that's hotter and uses the less clothing pieces as possible.
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In Tamora Pierce's Tortall Universe, this is a common belief. The most notable example would be in the end of the second book of Song of the Lioness, "In The Hand of The Goddess". Alanna has evidence that the King's uncle is out for the throne; since she's a newly made knight, nobody really believes her. She's challenged to a duel, saying the winner will show who's the right one. While she wins by a mix of luck and genuine talent, its also because she is favoured by the Goddess.
In a short-story, this also seems to be the belief of an African-like tribe; when settling a dispute about a broken marriage vow, they feel the gods will let whoever was right win. In this case, the young girl who fought the older man won because she really had been practicing hard.
Subverted and mocked in the Protector of the Small books, first when Kel and Raoul note that knights who lose always blame things other than the gods' disfavor, and then tragically when a now-deceased officer in the King's Own claimed that one Tortallan horseman was the equal of ten northern savages.
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This is essentially how Lion-O is able to harness the power of the Sword of Omens in both ThunderCats (1985) and Thunder Cats 2011. It repels evil, and does not work in the hands of the selfish or misguided, but it does not hold back when Lion-O is fighting for the good of others.
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In the Double Dragon (1993) cartoon, the power of the Dragon was literally drawn on the strength of their belief that good was stronger than evil. They even had the phrase "For Right" "For Might" and they received armor that was tempered in the fire of Hope.
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In the Child Ballad Sir Aldingar, the queen's innocence is vindicated by a beautiful little boy who defends her in Trial by Combat against a grown knight.
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In The Wheel of Time, the White Cloaks have a Trial Beneath the Light, in which judgement is dispensed by the accuser and accused fighting to the death. The White Cloaks, being Knight Templar, haven't used this particular trial in 400 years. And just to make sure the reader knows who's going to win: Eamon Valda, the accused, goes up to the Galad Damodred, the accuser, and mentions that Galad's stepmother was healthy when he last saw her and that "she was the best ride I ever had, and I hope to ride her again one day."
Though this is ultimately subverted in that it's not superior strength or skill on Galad's part that wins the duel but a trick capitalizing on Valda's overconfidence.
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De Rode Ridder ("The Red Knight") is canonically unbeatable in a straight fight for justice, as is stated in-universe by an Evil Sorcerer doing a mystical examination on his sword. The only way the villains can ever get at him is by treachery or hostages.
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In Dragon Mango, Flan cites three reaons why he will win. The first is that his cause is fair and just.
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The fantasy-medieval-Europe civilization of A Song of Ice and Fire has the "trial by combat" legend too. Most of the characters are too cynical to believe in it, but they're willing to play along with superstition when it's useful. Most 'trial by combat' so far has had "accurate" results, however, when Tyrion is on trial for killing King Joffrey, his sociopathic nephew, his champion faces off against the prosecution's champion, the Card-Carrying Villain Gregor Clegane. Clegane dies the slow, Karmic Death of a poisoned spear — but manages to bludgeon Tyrion's champion before dying, sentencing an innocent man to death.
The degree of "accuracy" is debatable. Aside from Tyrion's successful escape, Dunk has avoided punishment for the 'crime' of kicking the prince who deserved it, and we never find out if the Red Widow from the Sworn Sword was actually guilty, only that she loses the trial.
It's hard to say whether Dunk's case is playing this trope straight or not. He got in trouble because he wasn't familiar enough with the court or knightly etiquette. However, the trial by combat turned out the way it did for the same reason: he was losing badly until he started to fight dirty.
Littlefinger counted on this trope when he challenged Brandon Stark for the hand of Catelyn Tully, thinking that he would triumph like the underdogs of the stories he read as a child. He was wrong and would have died had Catelyn not asked Brandon to spare his life.
The trope is given a Title Drop by house Wydman, whose words are "Right Conquerors Might."
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Devil May Cry:
It was stated several times in the original continuity that the two sons of Sparda are perfectly equal or evenly-matched in every way; power, ability, face, etc. to the point where some of their battles are tied; their physical differences are only due to circumstances or preference. Naturally, Dante beats Vergil in their final clash in Devil May Cry 3: Dante's Awakening after having just awoken to justice or having realized what he's fighting for. This trope is a decisive factor in favor of Dante, as the original continuity also stated several times that Vergil has a much stronger control over his demonic powers (specifically the Devil Trigger form, which Vergil acquired first before Dante) and takes his training more seriously.
In the fourth game, Sanctus demands to know why he's losing even though he's wielding the Sword of Sparda and has gained Sparda's power. Nero explains it's because he lacks Sparda's compassion and ability to love.
This also applies to the DmC: Devil May Cry continuity, where Dante is Unskilled, but Strong while Vergil is about as strong, yet also has superior skill. As expected, during their duel, Dante's Chaotic Good triumphs over Vergil's mix of Lawful Neutral and Lawful Evil.
In the climax of Devil May Cry 5, even after fully awakening to the blood of Sparda, Nero should clearly be no match for the stronger and more skilled Vergil, and yet he manages to defeat him. It should be noted though that Vergil had been fighting Dante earlier and was most likely exhausted from it.
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By the author's own admission, all of One Piece is built on this idea. In fact, breaking someone's dreams is so traumatic that the author cites it as the reason characters don't kill their foes. To little surprise, the author was an assistant on Rurouni Kenshin before starting One Piece.
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Twisted in The Brightest Shadow. The Hero's power operates by this logic even when what he's doing is horrifying. It's effectively about how horrifying this trope is if you don't agree with the "right" side.
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The Bible — Played with — Gideon has an army of 22,000 that God says is too many because then Israel might think they won with their own strength rather than God's support, averting a possible Might Makes Right. There are only 10,000 left, and then God gives them ultimate Hebrew test of righteousness — ritual physical cleanliness. If they lap water from a stream like dogs instead of cupping it with their hands, they go home. There are only 300 men left and they triumph.
Straight up Averted with the passion of Jesus: despite being the Son of God, He suffered and died like a low criminal in the cross, humilliated and abandoned by everyone but St. Mary and St. John; while His death was necessary to bring salvation to mankind, it must be mentioned that the way he died further divorces the correlation between might and right. This also became ingrained in the tradition of the Martyrs, as they were sentenced to death for their faith and choose to remain with Christ, even if it meant a horrible end.
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A recurring theme in white creature-boosting cards and effects in Magic: The Gathering. Of course, the player still pays for them with plain old mana and other resources as usual, so it's mostly just a matter of flavor; but it's there.
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Knights of the Old Republic II: The Sith Lords, despite its deconstructionist tendencies, still gave stat bonuses for filling your Karma Meter to one side or the other. The bonus for a full light side Jedi Guardian? +3 to your Strength score. Meaning that right literally makes might.
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Princess: The Hopeful: The titular Hopeful draw their powers from the Light, the embodiment of virtue and beneficence in the universe, and they are chosen by virtue of being the examplars of human virtue.
More mechanically, Princesses use Belief (their Karma Meter stat) as part of the dice pool for Clash of Wills, certain Wisp rolls, and other Charms, meaning that their powers literally get stronger as their morality improves.
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In order to teach Thor a lesson in humility and compassion, Odin casts a curse/geas on the Divine Hammer Mjölnir that allows only those with a kind and noble heart to wield, much less lift it, before casting his hot-headed and violent firstborn son to Earth for re-igniting a bloody war with the Frost Giants of Jotunheim. Only through the three days he spent as a mortal man did Thor learn the value of selflessness, love and kindness, and only then was he deemed worthy of wielding Mjölnir once more.
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Virtually every installment of Super Sentai, and a lot of Power Rangers, use this, especially in the finale: The Rangers are overpowered, their base invaded, and the villains have all but won. But the Rangers believe so much in the rightness of their cause that they pull through anyway.
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The final fight between Shirou and Kotomine in Fate/stay night is a mild example of this, pitting the former's ideal against a person who is the antithesis of that ideal and considers it idiotic. The Shirou/Archer fight in Unlimited Blade Works is a sheer endurance match for Shirou to try and defend his ideals against a man who was betrayed by the very same ideal and wants Shirou to give up on it. Finally, the trope is defied in Heaven's Feel where Shirou once again fights Kotomine but recognizes that he has long since lost any moral high ground and that the battle is merely that of two equally selfish wishes clashing against each other.
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In Devil May Cry: The Animated Series, the low level demon grunt Sid manages a ritual to grant him the power of the demon lord Abigail. Though he curb-stomps Dante the first time they fight, Dante defeats him in a rematch. When Sid asks how he could have possibly been defeated, Dante claims a rotten soul like Sid's can never truly defeat a virtuous soul, no matter how much power he gets.
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In Yu-Gi-Oh! the outcome of a card duel is decided by who has stronger convictions, rather than by random chance. They call it "The Heart of the Cards". Yugi (or Yami) always pull out the card they need to reverse the otherwise impossible situation.
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In The Avengers, Phil Caulson alludes to this trope. He confidently tells Loki that he has no chance of winning, because evil has "no conviction". Tony echoes this when he points out that Loki is going to have to keep fighting even if his ploy to conquer the world succeeds. Something Loki doesn't seem to have considered.
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Superman justifies this trope to his evil opposite Ultraman. Superman fights his opponents over and over again. Ultraman kills them and thus has less fighting experience against challenging opponents.
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In The Karate Kid movie series, the protagonists often overcome stronger, more experienced adversaries through the strength of conviction and self-respect.
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A rare villainous example in The Legend of Korra — Zaheer, Book 3's Big Bad, believes that his new airbending abilities are due to this trope. He had, apparently coincidentally, been studying Airbender lore for years beforehand; this meant that unlike the other new benders he was a master from the moment he gained the power. He takes this as a sign from the universe that his cause is a righteous one.
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In the Astro City series "Tarnished Angel" we follow Steeljack, a Supervillain who wants to simply retire, but has a hard time because A: he is a well known supervillain, B: is completely covered in shiny metal skin which kills his chances of getting a normal job and C: the deck is stacked against him. One of the things that has always dogged him is that he could never make it as hero because he always came up short for some reason, but at the end of the story when he is facing off against the Big Bad who happens to be in a top of the line Power Armor suit in EPIC COMBAT, he thinks something like:
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Used a lot in Rurouni Kenshin, especially during the Kyoto Arc, after which most of the surviving bad guys shrug and start using their powers for good (or the government, anyway). But also subverted with the Kenshin vs. Soujiro battle (where Soujiro's philosophy is Might Makes Right, if not necessarily the reverse); when Kenshin wins, he is quick to state that this does not mean he has the right philosophy either, just that he's a better swordsman.
What makes this interesting is the fact, that Soujiro was clearly head and shoulders above Kenshin in skill until losing his cool due to being startled by Kenshin's selfless philosophy... So, right still made might.
This trope also comes into play in Sanosuke's fight against Anji; Anji is clearly the stronger opponent with a greater mastery of the technique he taught Sanosuke. However, Sanosuke convinces Anji that his way of atoning for his dead adoptive children won't solve anything.
Kenshin points out the same to Kid Samurai Sidekick Yahiko, who asks at the end of the Kyoto arc "We won, doesn't that mean we were right?" that this outlook is essentially a reflection of Big Bad Shishio's belief that might makes right.
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A recurring bit in the Mega Man series, both games and other media, is Proto Man telling Bass that his obsessive desire to be the strongest robot is what keeps him from defeating Mega Man, who fights for the greater cause of protecting everyone. Bass never gets it.
Duo also tells Bass that acknowledging and fighting for justice will make him stronger. Coming from someone who is one of the strongest characters in the entire franchise because of his 'Justice Energy,' you'd think Bass would get the hint.
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The story of Metal Gear Rising: Revengeance has a running commentary on this trope. Raiden believes that his sword is a tool of justice, where he kills evil people to save society. Conversely, the boss characters Raiden fights mock him for believing in that ideal and claim that he's a monster just like they are. Raiden's actions are placed through the lens of a Cowboy Cop, doing what he thinks is right, no matter the cost and regardless of who objects; all on account of thinking he's in the right. But if Raiden's strength gives him the responsibility to protect the weak, then who will he ever answer to if no one is strong enough to tell him no? The climax of the story comes when Senator Armstrong commends Raiden for being his worthy successor, because Raiden used his power to fight against everyone that got in his way and established his own justice through force. Raiden looks deeply troubled upon defeating Armstrong, and muses over what he should do next, but Raiden's friends show faith in his ability to do the right thing even if he does have a dark side — which gives Raiden hope as he ventures off towards his next fight. The conclusion that can be drawn from the story isn't necessarily that Raiden became Might Makes Right by defeating foes who believed in that mindset, but that by sacrificing so much to become stronger it speaks of how justice requires power in order to enforce. A weak person can't fend off those who would abuse him, so in order to enforce what is right you need to become stronger.
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The Kingdom Hearts series is built on this trope and The Power of Friendship.
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Sgt. Frog: Generally Failure Is the Only Option for the Keronians when they try to take over the world, but when they turn around and try to defend it from far worse threats, they seem to become noticeably tougher.
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The titular character from Saint Seiya is driven by justice, The Power of Friendship, and his love for Saori (that is, the Goddess Athena.) He's a Bronze Saint — the lowest class of guardian, beneath Silver and Gold Saints, Specters, Marine Shoguns, and God Warriors — and he's arguably the least naturally powerful of the Five-Man Band. And yet, his all-encompassing determination to defeat evil has allowed him to awaken the Seventh Sense and fight actual Gods to a standstill. At least, hold them back long enough for Athena herself to finish the job.
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Whenever Captain America throws His Mighty Shield, you can see this written on it in six-inch letters. His Nigh Invulnerable Unobtainium shield is literally reinforced with American Righteous Might — not Self-Righteous Might. America is the Greatest Country in the World — but only when it maintains its idealism.
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The following is a list of statements referring to the current page from other pages.

 Right Makes Might
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Goodness Tropes
 Right Makes Might
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Hero Tropes
 Right Makes Might
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Idealism Tropes
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Older Than Dirt
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Stock Aesops
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Sublime Rhyme
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The Power of Index
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Wish-Fulfillment
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
 Captain America: Civil War / int_f4cc3a09
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Right Makes Might
 Captain America: The First Avenger / int_f4cc3a09
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Right Makes Might
 Madame Web (2024) / int_f4cc3a09
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Right Makes Might
 Book of Judges / int_f4cc3a09
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
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Right Makes Might
 Marvel: Avengers Alliance (Video Game) / int_f4cc3a09
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Right Makes Might
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Right Makes Might
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Right Makes Might
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