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** ''[[VideoGame/Splatoon3]] Side Order'' has this come up with certain color chips, particularly the Lucky and Drone chips. Sure, loading up on them can result in the player able to clear floors without attacking, as the Pearl Drone spams attacks while enemies drop items left and right... but hit a Danger floor where item drops are cut off, the Pearl Drone isn't allowed in, or [[BreadEggsBreadedEggs items drops are cut off and the Pearl Drone isn't allowed in]], and you'll have to clear the floor with what's basically a default build and whatever hacks you have. Depending on the floor and what hacks are active, this can go beyond crippling and become a run-ender.
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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better once he gets into a Gear himself, but not by much [[spoiler:at least until he makes a deal with the devil to gain absurd powers, but that doesn't end well for him either.]]

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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better once he gets into a Gear himself, but not by much [[spoiler:at least until he makes a deal with the devil DealWithTheDevil to gain absurd powers, but that doesn't end well for him either.]]
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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better once he gets into a Gear himself, but not by much [spoiler: at least until he makes a deal with the devil to gain absurd powers, but that doesn't end well for him either.]

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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better once he gets into a Gear himself, but not by much [spoiler: at [[spoiler:at least until he makes a deal with the devil to gain absurd powers, but that doesn't end well for him either.]]]
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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship.

to:

* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better once he gets into a Gear himself, but not by much [spoiler: at least until he makes a deal with the devil to gain absurd powers, but that doesn't end well for him either.]

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* ''VideoGame/{{Palworld}}'' has the [[{{mon}} Pal]] Shadowbeak, a BioweaponBeast with high attack, high defense, high HP and a bevy of attacks, including a particularly powerful SecretArt. It's also nearly useless as a worker at your base with only a gathering skill of 1.

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* ''VideoGame/{{Palworld}}'' has the ''VideoGame/{{Palworld}}'':
** The
[[{{mon}} Pal]] Shadowbeak, a BioweaponBeast with high attack, high defense, high HP and a bevy of attacks, including a particularly powerful SecretArt. It's also nearly useless as a worker at your base with only a gathering skill of 1.
** Tocotoco has the devastating Implode and Megaton Implode skills as well as a powerful partner skill that lets you use it as a GrenadeLauncher. It's not great at using other attacks thanks to their low base attack of 75 and it's also pretty much useless at base with a gathering skill of
1.
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** Also averted with the Undead Hunter Paladin kit. While it sounds very niche at a glance, undead enemies are extremely common throughout the series, and their bonuses apply to all of them, as opposed to the Ranger only getting bonuses against a very specific sub-type. They also get complete immunity to two very nasty status effects regardless of source (Hold and Level Drain). The only thing they lose in exchange is the ability to Lay on Hands, but that's a very small tradeoff for all the benefits you get.

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** Also averted with the Undead Hunter Paladin kit. While it sounds very niche at a glance, undead enemies are extremely common throughout the series, series (and the sister game ''VideoGame/IcewindDale''), and their the hit/damage bonuses apply to all of them, as opposed to the Ranger only getting bonuses against a very specific sub-type. They also get complete immunity to two very nasty status effects regardless of source (Hold and Level Drain). The only thing they lose in exchange is the ability to Lay on Hands, but that's a very small tradeoff for all the benefits you get.
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* In most ''Creator/NipponIchi'' games, thief units balance their powerful thieving skills with being absolutely awful at most other things, such as fighting.
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** A number of civs have abilities that are basically designed to exploit specific tricks and crumble without them. The classic example is a civilization with strong ship units, which can dominate maps with lots of islands but are limited to raiding trade routes on Pangaea-style maps. This is allayed a bit by giving most civs a "start bias" -- a naval-focused civ will always start on the coast, for instance. Venice in ''V'' is the king of this, though; [[LandOfOneCity it cannot found or annex other cities,]] but it can buy city-states as {{Puppet State}}s to steal the allies of other civs, can purchase in puppets to make them difficult to conquer, and receives twice as many trade routes, allowing it to be rolling in gold and bribe the allegiance of the puppets they haven't bought. This makes it the king of diplomatic victories, which are achieved by having as many city-state allies as possible, but near-useless at anything else (inability to annex means conquering is not as profitable, only being able to build in the capitol means the Wonders and Archaeologists needed for a cultural win aren't practical, and the reduced science yield of puppets makes scientific victories difficult), on top of being [[GlassCannon incredibly vulnerable to conquest themselves.]] This also makes Venice into the game's most notorious SkillGateCharacter; the fairly passive AI is likely to not consider Venice a threat until it snowballs out of control, while human players will recognize its potential and ruin its chances by raiding its caravans, declaring embargos against it, or just conquering the city itself.

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** A number of civs have abilities that are basically designed to exploit specific tricks and crumble without them. The classic example is a civilization with strong ship units, which can dominate maps with lots of islands but are limited to raiding trade routes on Pangaea-style maps. This is allayed a bit by giving most civs a "start bias" -- a naval-focused civ will always start on the coast, for instance. Venice in ''V'' is the king of this, though; [[LandOfOneCity it cannot found or annex other cities,]] but it can buy city-states as {{Puppet State}}s to steal the allies of other civs, can purchase in puppets to make them difficult to conquer, and receives twice as many trade routes, allowing it to be rolling in gold and bribe the allegiance of the puppets they haven't bought. This makes it the king of diplomatic victories, which are achieved by having as many city-state allies as possible, but near-useless at anything else (inability to annex means conquering is not as profitable, only being able to build in the capitol means the Wonders and Archaeologists needed for a cultural win aren't practical, and the reduced science yield of puppets makes scientific victories difficult), on top of being [[GlassCannon incredibly vulnerable to conquest themselves.]] This also makes Venice into the game's most notorious SkillGateCharacter; {{Skill Gate Character|s}}; the fairly passive AI is likely to not consider Venice a threat until it snowballs out of control, while human players will recognize its potential and ruin its chances by raiding its caravans, declaring embargos against it, or just conquering the city itself.
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** Also averted with the Undead Hunter Paladin kit. While it sounds very niche, undead enemies are extremely common throughout the series, and their bonuses apply to all of them, as opposed to the Ranger only getting bonuses against a very specific sub-type. They also get complete immunity to two very nasty status effects regardless of source (Hold and Level Drain). The only thing they lose in exchange is the ability to Lay on Hands, but that's a very small tradeoff for all the benefits you get.

to:

** Also averted with the Undead Hunter Paladin kit. While it sounds very niche, niche at a glance, undead enemies are extremely common throughout the series, and their bonuses apply to all of them, as opposed to the Ranger only getting bonuses against a very specific sub-type. They also get complete immunity to two very nasty status effects regardless of source (Hold and Level Drain). The only thing they lose in exchange is the ability to Lay on Hands, but that's a very small tradeoff for all the benefits you get.
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** Also averted with the Undead Hunter Paladin kit. While it sounds very niche, undead enemies are extremely common throughout the series, and their bonuses apply to all of them, as opposed to the Ranger only getting bonuses against a very specific sub-type. They also get complete immunity to two very nasty status effects regardless of source (Hold and Level Drain). The only thing they lose in exchange is the ability to Lay on Hands, but that's a very small tradeoff for all the benefits you get.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but big, stationary targets (curiously they inflict no splash damage either, unlike grenades or mortars), and they have very low movement meters; only Snipers are slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.

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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and infantry, their lances are too inaccurate to be effective against anything but big, stationary targets (curiously they inflict no splash damage either, unlike grenades or mortars), and they have very low movement meters; only Snipers are slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but big, stationary targets (and curiously they inflict no splash damage either, unlike grenades), and they have very low movement meters; only Snipers are slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.

to:

* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but big, stationary targets (and curiously (curiously they inflict no splash damage either, unlike grenades), grenades or mortars), and they have very low movement meters; only Snipers are slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
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None


* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better when he gets into a Gear himself, but not by much.

to:

* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship. He fares a little better when he gets into a Gear himself, but not by much.
Is there an issue? Send a MessageReason:
None


* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship.

to:

* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large, clumsy naval cannons in combat, which prove almost entirely useless against the speedy mobile Gears that have become standard in warfare since his heyday. He persists in this tactic despite having anti-gear anti-Gear weapons ready to deploy, causing Fei and company to easily pick apart his fleet and destroy his flagship.flagship. He fares a little better when he gets into a Gear himself, but not by much.
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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite killing more of his own men than his enemies and constantly losing battles. How he remains a military commander is anyone's guess.

to:

* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large large, clumsy naval guns cannons in combat, which prove almost entirely useless against the speedy mobile Gears the party use. that have become standard in warfare since his heyday. He persists in this tactic despite killing more of having anti-gear weapons ready to deploy, causing Fei and company to easily pick apart his own men than fleet and destroy his enemies and constantly losing battles. How he remains a military commander is anyone's guess.flagship.
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* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite the fact that he gets more of his own men killed than his enemies and constantly loses battles. How he remains a military commander is anyone's guess.

to:

* Vanderkaum in ''VideoGame/XenoGears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite the fact that he gets killing more of his own men killed than his enemies and constantly loses losing battles. How he remains a military commander is anyone's guess.
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*** Skirmishers are [[MoreDakka all about attacking]]. They can attack twice per turn naturally (if they don't move), and all of their abilities are either a form of attack or a movement ability to better position them for an attack. Their [[BladeBelowTheShoulder Ripjack]] is as strong as a Ranger's sword, and they get two abilities that either pull them to an enemy to attack, or pull an enemy to them to attack. Additionally, a lot of their attack abilities are free actions, allowing Skirmishers to [[AttackAttackAttack put out a lot of damage]]. However, their Bullpup Rifle has mediocre damage[[note]]Better than a Reaper's rifle, but less powerful than an equivalent XCOM rifle]] and a small magazine size, meaning their endless attacks are hampered by having to stop and reload constantly, and while they have excellent attack abilities, that's ''all'' they have: with the exception of the Whiplash attack, they have no crowd control abilities and their multi-enemy damage is restricted to grenades. Finally, their high mobility encourages flanking tactics, but that has a tendency to put them in harm's way, where they have nothing that helps them survive more effectively. They combine the high-mobility and flanking of the shotgun-armed Ranger with the strong single-target damage of the Sharpshooter, but their range is limited and they're vulnerable frequently due to their ammunition concerns.

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*** Skirmishers are [[MoreDakka all about attacking]]. They can attack twice per turn naturally (if they don't move), and all of their abilities are either a form of attack or a movement ability to better position them for an attack. Their [[BladeBelowTheShoulder Ripjack]] is as strong as a Ranger's sword, and they get two abilities that either pull them to an enemy to attack, or pull an enemy to them to attack. Additionally, a lot of their attack abilities are free actions, allowing Skirmishers to [[AttackAttackAttack put out a lot of damage]]. However, their Bullpup Rifle has mediocre damage[[note]]Better than a Reaper's rifle, but less powerful than an equivalent XCOM rifle]] rifle[[/note]] and a small magazine size, meaning their endless attacks are hampered by having to stop and reload constantly, and while they have excellent attack abilities, that's ''all'' they have: with the exception of the Whiplash attack, they have no crowd control abilities and their multi-enemy damage is restricted to grenades. Finally, their high mobility encourages flanking tactics, but that has a tendency to put them in harm's way, where they have nothing that helps them survive more effectively. They combine the high-mobility and flanking of the shotgun-armed Ranger with the strong single-target damage of the Sharpshooter, but their range is limited and they're vulnerable frequently due to their ammunition concerns.

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** ''VideoGame/XCOM2'' has two examples in the faction soldiers introduced in ''War of the Chosen'':
*** Reapers are [[ArmyScout brilliant scouts]] and can net decisive blows while never revealing themselves, but if their Shadow concealment is busted and cannot be re-entered, their Vektor rifles are no more powerful than assault rifles and their lack of item slots severely diminishes their utility. This is especially glaring compared to the other stealth-oriented class, the Ranger, who can bring the pain with their [[ShotgunsAreJustBetter deadly shotgun]] and a [[TheMusketeer machete-like sword]].
*** Templars are ''monsters'' in melee combat, but if forced to engage in ranged combat without Focus, their only weapon is an autopistol that has long-range penalties and [[ATeamFiring their aim is abhorrent even by XCOM standards]].

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** ''VideoGame/XCOM2'' has two examples in the new faction soldiers introduced in ''War of specifically designed to evoke this, focusing the Chosen'':
abilities of your more generalized soldiers to a razor tip.
*** Reapers are [[ArmyScout brilliant scouts]] and that can net decisive blows while never revealing themselves, but if their Shadow move in concealment is busted far better than they can move in the open. They specialize in ambush tactics, with explosives and cannot be re-entered, abilities that let them do bonus damage or hide after specific actions. They can shoot without being detected as well. However, their Vektor rifles weapons are underpowered and have small magazines, all but forcing them to stay in the shadows or risk death. Their one truly devastating skill, Banish, allows them to fire until a target is killed or their run out of ammunition, but this is hampered by their small magazine size and damage output, and guarantees they'll be detected. They combine the sneaky benefits of the Stealth-focused Ranger class with the range and ''potential'' damage output of a Sniper-focused Sharpshooter, but they end up very vulnerable when out of concealment and have no more close combat abilities whatsoever.
*** Skirmishers are [[MoreDakka all about attacking]]. They can attack twice per turn naturally (if they don't move), and all of their abilities are either a form of attack or a movement ability to better position them for an attack. Their [[BladeBelowTheShoulder Ripjack]] is as strong as a Ranger's sword, and they get two abilities that either pull them to an enemy to attack, or pull an enemy to them to attack. Additionally, a lot of their attack abilities are free actions, allowing Skirmishers to [[AttackAttackAttack put out a lot of damage]]. However, their Bullpup Rifle has mediocre damage[[note]]Better than a Reaper's rifle, but less
powerful than assault rifles an equivalent XCOM rifle]] and a small magazine size, meaning their endless attacks are hampered by having to stop and reload constantly, and while they have excellent attack abilities, that's ''all'' they have: with the exception of the Whiplash attack, they have no crowd control abilities and their lack of item slots severely diminishes multi-enemy damage is restricted to grenades. Finally, their utility. This is especially glaring compared high mobility encourages flanking tactics, but that has a tendency to put them in harm's way, where they have nothing that helps them survive more effectively. They combine the other stealth-oriented class, high-mobility and flanking of the Ranger, who can bring the pain shotgun-armed Ranger with the strong single-target damage of the Sharpshooter, but their [[ShotgunsAreJustBetter deadly shotgun]] range is limited and a [[TheMusketeer machete-like sword]].
they're vulnerable frequently due to their ammunition concerns.
*** Templars are ''monsters'' ''the best'' melee combatants bar none, and every ability they get is designed to make them even more ferocious in melee combat. Their Shard Gauntlets are ''more'' powerful than the equivalent Ranger sword, and every kill they make gives them Focus, which increases their melee damage even further while also fueling their abilities. Unlike the Ranger's blade attack or the Skirmisher's Ripjack, when a Templar attacks in melee, they get a free movement point to scramble back to cover, preventing them from being left vulnerable by striking an enemy in the open. Outside of melee combat, but if forced to engage in however, the Templar is horrifically underpowered: their Autopistol is as weak as a Sharpshooter's basic sidearm, has terrible range and accuracy, and cannot accept modifications; their ranged combat options are limited to the aforementioned Autopistol and a few Focus-powered psi abilities, which require that the Templar kill a target in melee[[note]]An upgrade allows them to collect Focus from any killed target, but requires Sergeant rank to unlock[[/note]]. A Templar on the move and able to kill targets is a force to be reckoned with, potentially capable of sweeping an entire enemy squad without Focus, taking any damage, but a Templar that can't close to strike their only weapon is an autopistol targets or that has long-range penalties and [[ATeamFiring lacks the power to finish them off is a severely underpowered liability. They combine the high-risk, high-reward power of Ranger melee with the utility of the Psi Soldier, but their aim effective range is abhorrent even by XCOM standards]].point-blank, and if they can't deal enough damage, you're better off taking ''anyone'' else.
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[[folder: Survival Games]]
* The Paddle Tires in ''VideoGame/PacificDrive'' are the absolute best tires for going through water, with an AA rating. However, they have a B rating off road, and a C rating on pavement, making them terrible for anything else. There's only one junction zone, the Mires, that has water, and it's generally avoidable or not a nuisance, and the Off-Road Tires, which are available earlier, have an A rating in water, a B rating on pavement, and an AA rating for off road. The Paddle Tires utility is completely irrelevant because the Off-Road Tires are almost as good in water, and are better everywhere else.
[[/folder]]
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but big, stationary targets (and curiously they inflict no splash damage either, unlike grenades), and they have very low movement meters; only the Sniper is slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.

to:

* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but big, stationary targets (and curiously they inflict no splash damage either, unlike grenades), and they have very low movement meters; only the Sniper is Snipers are slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
Is there an issue? Send a MessageReason:
None


* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, stationary target (and curiously inflict no splash damage either, unlike grenades). Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.

to:

* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof blast-proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, stationary target targets (and curiously they inflict no splash damage either, unlike grenades).grenades), and they have very low movement meters; only the Sniper is slower than they are. Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
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* ''VideoGame/PhantasyStarII'' gives us Hugh Thompson, a biologist who comes armed with the ability to learn techniques which are especially effective against biological enemies. The problem is that few biologics have high defense that would require techniques to bypass, plus other characters will likely have techniques which are just as effective, if not ''more'', than anything Hugh can throw out, save for his instant death spells which [[UselessUsefulSpell tend to miss often, anyway]].

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* ''VideoGame/PhantasyStarII'' gives us Hugh Thompson, a biologist who comes armed with the ability to learn techniques which are especially effective against biological enemies. The problem is that few biologics have high defense that would require techniques to bypass, plus other characters will likely have techniques which are just as effective, if not ''more'', than anything Hugh can throw out, save for his instant death spells which [[UselessUsefulSpell tend to miss often, anyway]]. Not to mention the primary enemy type for the latter half of the game is mechanical enemies, which his skills are largely useless against. His skills are effective against the demonic critters in the final area, though, which may give him some merit.
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* Vanderkaum in ''VideoGame/Xenogears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite the fact that he gets more of his own men killed than his enemies and constantly loses battles. How he remains a military commander is anyone's guess.

to:

* Vanderkaum in ''VideoGame/Xenogears'' ''VideoGame/XenoGears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite the fact that he gets more of his own men killed than his enemies and constantly loses battles. How he remains a military commander is anyone's guess.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Vanderkaum in ''VideoGame/Xenogears'' over-relies on large naval guns in combat, which prove almost entirely useless against the speedy mobile Gears the party use. He persists in this tactic despite the fact that he gets more of his own men killed than his enemies and constantly loses battles. How he remains a military commander is anyone's guess.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Palworld}}'' has the [[{{mon}} Pal]] Shadowbeak, a BioweaponBeast with high attack, high defense, high HP and a bevy of attacks, including a particularly powerful SecretArt. It's also nearly useless as a worker at your base with only a gathering skill of 1.
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** In ''VideoGame/SuperSmashBros64'', the 1P-only bosses could historically only be used through the [[DebugRoom Debug Menu]], but they have started to see more use through the GameMod ''Video/ making them fully PromotedToPlayable. However, they're [[CrutchCharacter not nearly as effective as they look]].
*** [[ChromeChampion Metal Mario]] has [[StoneWall absurdly high damage resistance]] due to his weight. Unfortunately for him, it also makes him the fastest-falling character in the entire series to such an extreme degree that it prevents him from having any functional recovery capability; it may take a bit longer to send him off of the edge of the stage, but if you manage to even once, [[ArmoredButFrail he isn't coming back]]. On top of that, while most aerial combos don't work on him because he falls too fast for the opponent to follow up, he can't perform many aerial combos of his own eithWer.

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** In ''VideoGame/SuperSmashBros64'', the 1P-only bosses could historically only be used through the [[DebugRoom Debug Menu]], but they have started to see more use through the GameMod ''Video/ {{Game Mod}}s like ''VideoGame/SmashRemix'' making them fully PromotedToPlayable. However, they're [[CrutchCharacter not nearly as effective as they look]].
*** [[ChromeChampion Metal Mario]] has [[StoneWall absurdly high damage resistance]] due to his weight. Unfortunately for him, it also makes him the fastest-falling character in the entire series to such an extreme degree that it prevents him from having any functional recovery capability; it may take a bit longer to send him off of the edge of the stage, but if you manage to even once, [[ArmoredButFrail he isn't coming back]]. On top of that, while most aerial combos don't work on him because he falls too fast for the opponent to follow up, he can't perform many aerial combos of his own eithWer.either.
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Trope was cut/disambiguated due to cleanup


* ''VideoGame/{{Underrail}}'': A lot of character builds suffer from this effect. There's no such thing as a perfect character, and everybody is going to have a weakspot. As an example a [[SquishyWizard full Psionic build]] will have a plethora of PsychicPowers to deal with most enemies in the game - they can electrify you, melt you with beams of burning energy, skewer you on icicles, freeze you solid, blast you into gibs, strangle you ''with your own shadow'', drive you violently insane or into despair so soul-crushing that you become an ExtremeDoormat who doesn't react to ''anything''... but full Psionics can do hardly anything against robotic enemies. Robots can outright NoSell most forms of direct energy damage and all thought control abilities, and are immune to most forms of crowd control too. Conversely playing as a [[BoringButPractical Tin Can Assault Tank]], basically an assault rifle-toting MightyGlacier clad in PoweredArmor, could see you being effortlessly torn apart by Psi Beetles, as psionic powers can ignore armour. Energy shields work fantastically well against plasma blasts and provide good protection against shrapnel and bullets as well, [[RockBeatsLaser but a guy with a]] [[DropTheHammer sledgehammer]] [[RockBeatsLaser is going to do a number on your spine]]. A StealthExpert with a crossbow can also negate energy shields and also be a bitch to fight against by cleverly using poison, traps, the environment and stalking and ambush tactics... but good luck ever winning a direct firefight against guys with guns, or any kind of protracted melee. The game does however provide you with some wiggle room; [[BoringButPractical bear traps, caltrops, throwing nets and flashbang grenades are handy devices that almost any kind of character can use against any kind of foe, and they are fairly cheap and easy to get hold of too]].

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* ''VideoGame/{{Underrail}}'': A lot of character builds suffer from this effect. There's no such thing as a perfect character, and everybody is going to have a weakspot. As an example a [[SquishyWizard full Psionic build]] will have a plethora of PsychicPowers to deal with most enemies in the game - they can electrify you, melt you with beams of burning energy, skewer you on icicles, freeze you solid, blast you into gibs, strangle you ''with your own shadow'', drive you violently insane or into despair so soul-crushing that you become an ExtremeDoormat who doesn't react to ''anything''... but full Psionics can do hardly anything against robotic enemies. Robots can outright NoSell most forms of direct energy damage and all thought control abilities, and are immune to most forms of crowd control too. Conversely playing as a [[BoringButPractical Tin Can Assault Tank]], basically an assault rifle-toting MightyGlacier clad in PoweredArmor, could see you being effortlessly torn apart by Psi Beetles, as psionic powers can ignore armour. Energy shields work fantastically well against plasma blasts and provide good protection against shrapnel and bullets as well, [[RockBeatsLaser but a guy with a]] [[DropTheHammer sledgehammer]] sledgehammer [[RockBeatsLaser is going to do a number on your spine]]. A StealthExpert with a crossbow can also negate energy shields and also be a bitch to fight against by cleverly using poison, traps, the environment and stalking and ambush tactics... but good luck ever winning a direct firefight against guys with guns, or any kind of protracted melee. The game does however provide you with some wiggle room; [[BoringButPractical bear traps, caltrops, throwing nets and flashbang grenades are handy devices that almost any kind of character can use against any kind of foe, and they are fairly cheap and easy to get hold of too]].

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* ''Franchise/{{Gundam}}'':
** ''VideoGame/GihrensGreed'': The biggest flaw of most of Zeon's Mobile Suits and Mobile Armours is that they are designed for a particular niche and barely functional outside of it. They normally begin the game with the Zaku II C-type, which can then be further refined into the F-type and the J-type. The F-type is geared for space combat but barely functional on Earth, while the J-type is designed for terrestrial combat but can't even be deployed in space. Most of their later machines still have this issue, with the Doms being highly capable machines on Earth and Rick Doms in space, but they cannot be used outside of their particular environments. In comparison, [[VanillaUnit the basic GM]] utilised by the Earth Federation can fight both on Earth and in space without any modification, meaning that it's fully possible for [=GMs=] to take a base on Earth and then immediately be transported into space to join a battle in orbit. In comparison, a force of Doms that takes a base on Earth would first have to be converted into Rick Doms (thus eating up valuable money and resources) before they can join a battle in space.
** ''VideoGame/SDGundamGGeneration'' does this with the [[Anime/MobileSuitGundamThe08thMSTeam RX-79 [G] Ez-8 Gundam Ez8]]. In ''Gather Beat'' and its UpdatedRerelease ''Advance'', the Ez-8 starts out as a normal ground-only unit. When Shiro gets his ass kicked by Ghinias Sahalin and the Aspalas III, [[Anime/MobileSuitGundamWing Doctor J]] upgrades it to be space capable, the Ez-8 Kai. J later creates two specialty packs for the Ez-8 Kai, the Heavy Armed Custom and the High Mobility Custom. The Heavy Armed Custom gives him a powerful ''Salamis''-class beam cannon, but it draws too much power and he's stuck with a normal 100mm machinegun as a basic range weapon. The High Mobility Custom slaps on a lot of thrusters but is so powerful speed wise that only aces can control it. Even more, it uses so much power that the Mobile Suit can only use a modified beam spray gun.



* ''VideoGame/SDGundamGGeneration'' does this with the [[Anime/MobileSuitGundamThe08thMSTeam RX-79 [G] Ez-8 Gundam Ez8]]. In ''Gather Beat'' and its UpdatedRerelease ''Advance'', the Ez-8 starts out as a normal ground-only unit. When Shiro gets his ass kicked by Ghinias Sahalin and the Aspalaus III, [[Anime/MobileSuitGundamWing Doctor J]] upgrades it to be space capable, the Ez-8 Kai. J later creates two specialty packs for the Ez-8 Kai, the Heavy Armed Custom and the High Mobility Custom. The Heavy Armed Custom gives him a powerful ''Salamis''-class beam cannon, but it draws too much power and he's stuck with a normal 100mm machinegun as a basic range weapon. The High Mobility Custom slaps on a lot of thrusters but is so powerful speed wise that only aces can control it. Even more, it uses so much power that the Mobile Suit can only use a modified beam spray gun.
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* As a Gacha Game with a large variety of characters and skillsets, it was inevitable that ''VideoGame/Reverse1999'' would have some characters that excel at ''one'' specific aspect, to the detriment of their capabilities everywhere else. One good example is the Sotheby/Jessica duo, who, respectively, specialize in inflicting Poison stacks and Healing-Over-Time, and whose attacks both inflict Poison stacks as well and inflict bonus Reality Damage the more Poison stacks an enemy has. They can quickly wear down even the most durable of enemies in a few turns... provided they aren't of Beast Afflatus and have a damage bonus against them and could kill them more easily, don't have incredibly high burst damage that Sotheby's purely over-time-healing can fail to compensate for, don't have a strong Reality defense that renders Jessica's attacks much less effective (such as robotic enemies), or worst of all, they have some way of cleansing Poison stacks from themselves, rending their most effective strategy moot.
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Avoiding usage of "Naoto" as a de facto pronoun, especially considering the example already refers to her as female once.


** ''VideoGame/Persona4'': Naoto, the final party member, specialises in the [[LightEmUp Light]], [[CastingAShadow Dark]] and [[InfinityPlusOneElement Almighty]] spells, which are all things that only the protagonist can normally use. Unfortunately, Light and Dark are instant-kill attacks that don't hit often ''and'' are entirely useless against bosses. Almighty can't be blocked or resisted, but it uses up a massive amount of SP, meaning that if Naoto wants to hit anything reliably she's not going to be doing it for long. She's almost totally useless in boss fights and doesn't have much extended usability in normal dungeon play. Fortunately, the UpdatedRerelease ''Persona 4 Golden'' solved this problem by giving Naoto access to the highest-level single-target spells of the other four elements, meaning that Naoto now has a way to harm bosses and avoid running out of SP.

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** ''VideoGame/Persona4'': Naoto, the final party member, specialises in the [[LightEmUp Light]], [[CastingAShadow Dark]] and [[InfinityPlusOneElement Almighty]] spells, which are all things that only the protagonist can normally use. Unfortunately, Light and Dark are instant-kill attacks that don't hit often ''and'' are entirely useless against bosses. Almighty can't be blocked or resisted, but it uses up a massive amount of SP, meaning that if Naoto wants to hit anything reliably she's not going to be doing it for long. She's almost totally useless in boss fights and doesn't have much extended usability in normal dungeon play. Fortunately, the UpdatedRerelease ''Persona 4 Golden'' solved this problem by giving Naoto access to the highest-level single-target spells of the other four elements, meaning that Naoto she now has a way to harm bosses and avoid running out of SP.

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