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* In ''VideoGame/EnterTheGungeon'', players have Blanks, which clear the screen of enemy bullets and stop them firing for a moment, like a shmup SmartBomb without the damage. [[AvertedTrope Bosses will also use Blanks]] when their health reaches certain thresholds, clearing out player attacks and setting themselves up for their next phase.
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* In ''VideoGame/NeedForSpeedCarbon'', crew members are exclusive to you only. AI-controlled crews on the other hand don't potentially have members with blocking, drafting or scout abilities.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. In this racing [[ObviousBeta "game",]] ''moving'' is a Player Exclusive Mechanic. Corrected in a patch, where the [=AI=] can now move, but actually crossing the finish line is still firmly in the player-only domain.

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* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. In this racing [[ObviousBeta "game",]] "game", ''moving'' is a Player Exclusive Mechanic. Corrected in a patch, where the [=AI=] can now move, but actually crossing the finish line is still firmly in the player-only domain.

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* ''VideoGame/DawnOfWar'': Several moves/upgrades are never used by the AI, such as ork Burna Bombs, various morale-reducing abilities, or Tau commander weapons. That last one is particularly stupid, as it deprives them of both a short-range anti-infantry and long-range anti-armor.

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* ''VideoGame/DawnOfWar'': ''VideoGame/DawnOfWar'':
**
Several moves/upgrades are never used by the (skirmish) AI, such as ork Burna Bombs, Imperial Guard bunkers, various morale-reducing abilities, or Tau commander weapons. That last one is particularly stupid, as it deprives them of both a short-range anti-infantry and long-range anti-armor. anti-armor weapons.
** Campaign missions do feature these special abilities, but as part of a script rather than the AI actually being smart (such as a Burna Bomb trap, Imperial Guard missions where every building is pre-garrisoned with a squad...).
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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', and ''VideoGame/FireEmblemThreeHouses'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]]'', ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.

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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', and ''VideoGame/FireEmblemThreeHouses'', and ''VideoGame/FireEmblemEngage'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]]'', ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.
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* ''VideoGame/HyruleWarriors'' has an ElementalPowers system which the player can use to their advantage, by hitting enemy officers with a weapon of the element they’re weak to, they’ll take extra damage. Noticeably, this only applies to the player, the AI can never deal extra damage through an elemental advantage.
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Crosswicking

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[[folder:Party Games]]
* ''VideoGame/MarioPartyStarRush'': Only the player that lands on a Boss Space will be in the boss minigame at first; the others have to wait until their character reaches the boss space before they can join, with the length they must wait depending on how many spaces away they were. Players can mash the A button to reach the boss space sooner, but the computer players will never make use of this, so players can easily reach the boss first, even if their computer rivals were technically closer.
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* In ''VideoGame/GuiltyGearTheMissingLink'', AI-controlled opponents can use most of the mechanics available to human players, including some fairly obscure ones. The one exception is teching -- even the bosses will never do it, allowing the player to get away with things that would be completely suicidal against other humans.

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* In ''VideoGame/GuiltyGearTheMissingLink'', AI-controlled opponents can use most of the mechanics available to human players, including some fairly obscure ones. The one exception is teching -- even the bosses will never do it, allowing the player to get away with things that would be either impossible or completely suicidal against other humans.
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* In ''VideoGame/GuiltyGearTheMissingLink'', AI-controlled opponents can use most of the mechanics available to human players, including some fairly obscure ones. The one exception is teching -- even the bosses will never do it, allowing the player to get away with things that would be completely suicidal against other humans.
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** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.

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** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss {{superboss}} of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, {{superboss}}, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.
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* ''VideoGame/BaldursGate'': resting heals your party and [[VancianMagic recharges your spells]], but injured enemies won't recover. (the game does not allow you to rest while enemies are in sight, but you can escape outside an area or in a closed room and return later to finish the battle)
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*** Rocket Grunts, team leaders, and event [=NPCs=] will never use their shields like the player can. Only Team Rocket leaders, Giovanni, and team leaders on the master league will use their shields. Likewise, AI trainers will never swap out their Pokémon, even if they have one that could take advantage of the player Pokémon's type.
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Dewicking disambig


* In ''VideoGame/DynastyWarriors 7'', players with a character's [[WeaponOfChoice EX Weapon]] equipped gains access to the [[SignatureMove Ex Attack]] when a player performs a certain charge attack. Which the computer doesn't use.

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* In ''VideoGame/DynastyWarriors 7'', players with a character's [[WeaponOfChoice EX Weapon]] Weapon equipped gains access to the [[SignatureMove Ex Attack]] when a player performs a certain charge attack. Which the computer doesn't use.
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* Similarly ''TabletopGame/WarhammerFantasyRoleplay'' gives the player characters Fate Points to prevent certain death, something that NPCs don't have (GameMaster can optionally give certain high-end named opponents a Fate Point to make them a major nemesis for the players).

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* Similarly ''TabletopGame/WarhammerFantasyRoleplay'' gives the player characters Fate Points to prevent certain death, something that NPCs {{NPC}}s don't have (GameMaster can optionally give certain high-end named opponents a Fate Point to make them a major nemesis for the players).
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* Similarly ''TabletopGame/WarhammerFantasyRoleplay'' gives the player characters Fate Points to prevent certain death, something that NPCs don't have (GameMaster can optionally give certain high-end named opponents a Fate Point to make them a major nemesis for the players).

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* In ''VideoGame/SuperMarioKart,'' opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]].

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* ''VideoGame/MarioKart'':
**
In ''VideoGame/SuperMarioKart,'' opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]]. ways]].
** Computer opponents in ''VideoGame/MarioKart8'' cannot obtain the Crazy 8 item.
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** It truly becomes a challenge in the TimeTrial mode against Oxide's ghost when he's able to use shortcuts in the track.

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** It truly becomes a challenge Averted in the TimeTrial mode against Oxide's ghost when ghost, as he's able to use shortcuts in the track.
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* Bots in ''VideoGame/TeamFortress2'' cannot use unlockable weapons. Even with just stock, Engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/Demomen cannot RocketJump.

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* Bots in ''VideoGame/TeamFortress2'' cannot use unlockable weapons.weapons (though this can be averted with mods). Even with just stock, Engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/Demomen cannot RocketJump.

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* The ''Videogame/TheLegendOfHeroesTrailsOfColdSteel'' games both play this straight and [[SubvertedTrope subvert]] it. The first game in series introduces Link attacks via the Arcus unit which can only be performed by members of your party who are "linked" via the Arcus units which also give them ability to use MagicFromTechnology. Beginning from the second game in the series you begin encountering with increasing frequency opponents which can use this as well. ''Cold Steel III'' introduces the Brave Order system, which allows your characters to use special buffing moves, such as decreasing the delay between turns in the game's TurnBasedCombat system or greatly increasing the rate of critical hits while also buffing the party. In ''Cold Steel IV'', you encounter select opponents ([[spoiler:specifically members of the Ironbloods or Ouroboros]]) who have the power to use "Dis Orders," such as Frozen Prison which delays your party's turns by 200%, cancels any order you may have issued previously, and locks you out from issuing any order of your own until the Dis Order wears off.
** Played straight in ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'' where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.

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* The ''Videogame/TheLegendOfHeroesTrailsOfColdSteel'' games both play this straight and [[SubvertedTrope subvert]] it. it.
**
The first game in series introduces Link attacks via the Arcus unit which can only be performed by members of your party who are "linked" via the Arcus units which also give them ability to use MagicFromTechnology. Beginning from the second game in the series you begin encountering with increasing frequency opponents which can use this as well. well.
**
''Cold Steel III'' introduces the Brave Order system, which allows your characters to use special buffing moves, such as decreasing the delay between turns in the game's TurnBasedCombat system or greatly increasing the rate of critical hits while also buffing the party. In ''Cold Steel IV'', you encounter select opponents ([[spoiler:specifically members of the Ironbloods or Ouroboros]]) who have the power to use "Dis Orders," such as Frozen Prison which delays your party's turns by 200%, cancels any order you may have issued previously, and locks you out from issuing any order of your own until the Dis Order wears off.
**
off. Played straight in ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'' where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.
** Overdrive is a purely straight example. It appears only in ''Cold Steel II'', perhaps due to being considered rather overpowered. Overdrive can be used with two linke characters, initially Rean and other characters, but later with most characters if you fight the Trial Chest monsters. During Overdrive, the two linked characters get three turns that are completely interrupted. Overdrive also restores 30% of HP, EP and CP and clears all status ailments upon being activated. All normal attacks and crafts unbalance enemies in Overdrive, and casting of all arts is instant, including the extremely powerful Lost Arts.
** Break is a mechanic that appears beginning in ''Cold Steel III''. Only enemies can be broken, never your characters. All enemies have a break gauge, with certain types of attacks dealing greater "Break Damage." Most strategies recommend breaking enemies as quickly as possible due to the benefits that come with it. Enemies that are broken are entirely unable to act. Normal attacks and crafts will always unbalance them, allowing your characters to build Brave Points to use Orders or activate Rush or Burst attacks. Additionally, the player can use moves that manipulate the turn order to keep enemies broken indefinitely, though this becomes harder to do in ''Cold Steel IV''. There are a couple of things that balance this - powerful enemies can go into an "Enhanced" status after you knock off a certain amount of their HP, which generally both restores HP and seriously buffs them up. Their break gauge restores completely but then depletes faster at this point, but they become much tougher to deal with. Also, particularly in ''Cold Steel IV'', some enemies have the ability to completely reset their break gauge upon reaching a certain HP threshold, even before going into Enhanced.
** S-Break is a mechanic that returns from previous installments. While some players incorrectly use the terms "S-Break" and "S-Craft" interchangably, they are actually two different but related things. S-Break is a mechanic that allows a player to instantly use their S-Craft (a powerful attack that depletes all CP [Craft Points]), stealing the opponent's turn. It is often best used to steal a way a turn effect that would be beneficial to the opponent, such as a guaranteed Critical or Deathblow. Additionally, a valid and often-used strategy is to have the player character attack or use an item to restore CP or cure a status ailment, then activate S-Break while the animation for this is happening. It is also possible to spam this to activate multiple S-Breaks, allowing some or all of your characters to act before the opponent can, to finish them off or break them.
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** Played straight in ''VideoGame/TheLegendOfHeroesHajimariNoKiseki'' where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.

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** Played straight in ''VideoGame/TheLegendOfHeroesHajimariNoKiseki'' ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'' where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.
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** Played straight in ''VideoGame/TheLegendOfHeroesHajimariNoKiseki'' where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''Videogame/TheLegendOfHeroesTrailsOfColdSteel'' games both play this straight and [[SubvertedTrope subvert]] it. The first game in series introduces Link attacks via the Arcus unit which can only be performed by members of your party who are "linked" via the Arcus units which also give them ability to use MagicFromTechnology. Beginning from the second game in the series you begin encountering with increasing frequency opponents which can use this as well. ''Cold Steel III'' introduces the Brave Order system, which allows your characters to use special buffing moves, such as decreasing the delay between turns in the game's TurnBasedCombat system or greatly increasing the rate of critical hits while also buffing the party. In ''Cold Steel IV'', you encounter select opponents ([[spoiler:specifically members of the Ironbloods or Ouroboros]]) who have the power to use "Dis Orders," such as Frozen Prison which delays your party's turns by 200%, cancels any order you may have issued previously, and locks you out from issuing any order of your own until the Dis Order wears off.
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* Almost all of the classes in ''VideoGame/StreetsOfRogue'' can show up as [=NPCs=] (and if you include custom content, literally all of them as well as custom characters can), but in spite of having identical stats there are many things the [=NPCs=] can't do. Special abilities are a major example, even though they technically still have them you will never see things like bouncers stomping, cops arresting criminals or shapeshifters jumping into a new body (although a few are implemented, like thieves pickpocketing people and cannibals eating bodies to heal). Items are also an example since [=NPCs=] can carry anything and use consumables when given them, but aside from wielding basic weapons they will never choose to use anything they're carrying or see sitting on the ground even if it would obviously be in their best interest to do so.
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** The computer-generated racers will never use shortcuts (when there is any), not using certain weapons normally available for players (turbo boosts, warp balls, bubble barriers, etc) nor will they leave trap weapons when they're offscreen.
** The beakers (normally a trap weapon) is able to be thrown forward, and the roller bombs (normally a forward-fire weapon) can be rolled backward. None of the computer characters do this.
** The boss racers in the Adventure Mode works differently; they still leave trap weapons ([[TheComputerIsACheatingBastard constantly]]) even when they're far behind or in front of you (and in Pinstripe's case, he also rolls the bombs backwards) but the other limitations above apply.

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** The computer-generated racers will never use shortcuts (when there is are any), not using certain weapons normally available for players (turbo boosts, warp balls, bubble barriers, etc) nor will they leave trap weapons when they're offscreen.
** The beakers beaker (normally a trap weapon) is able to be thrown forward, and the roller bombs (normally a forward-fire weapon) can be rolled backward. None of the computer characters do this.
** The boss racers in the Adventure Mode works differently; they differently. They still leave trap weapons ([[TheComputerIsACheatingBastard constantly]]) even when they're far behind or in front of you (and in Pinstripe's case, he also rolls the bombs backwards) but the other limitations above apply.



* In ''VideoGame/LEGORacers'' the AI opponents never achieve the level two turbo start, never power-slide when turning, and with one exception never use track shortcuts. The exception is [[ThatOneBoss Veronica Voltage]], opponent in the TimeTrial mode, who is also [[MyRulesAreNotYourRules immune to track edge friction]] (rendering beating her NintendoHard).
* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. In this racing [[ObviousBeta "game"]], ''moving'' is a Player Exclusive Mechanic. Corrected in a patch, where the [=AI=] can now move, but actually crossing the finish line is still firmly in the player-only domain.

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* In ''VideoGame/LEGORacers'' ''VideoGame/LEGORacers'', the AI opponents never achieve the level two turbo start, never power-slide when turning, and with one exception never use track shortcuts. The exception is [[ThatOneBoss Veronica Voltage]], Voltage,]] an opponent in the TimeTrial mode, who is also [[MyRulesAreNotYourRules immune to track edge friction]] (rendering beating her NintendoHard).
* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. In this racing [[ObviousBeta "game"]], "game",]] ''moving'' is a Player Exclusive Mechanic. Corrected in a patch, where the [=AI=] can now move, but actually crossing the finish line is still firmly in the player-only domain.
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[[folder:Beat'Em Up]]

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[[folder:Beat'Em [[folder:Beat 'Em Up]]
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[[folder:BeatEmUp]]

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[[folder:BeatEmUp]] [[folder:Beat'Em Up]]
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The supertrope to some forms of TacticalDoorUse. Compare ArtificialStupidity (aka "Player Exclusive Tactics") and AIRoulette (the latter when the AI chooses not to use the action randomly). Contrast ArtificialBrilliance, MyRulesAreNotYourRules, and SecretAIMoves. This can potentially result in GameplayDerailment.

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The supertrope to some forms of TacticalDoorUse. Compare ArtificialStupidity (aka "Player Exclusive Tactics") and AIRoulette (the latter when the AI chooses not to use the action randomly). Contrast ArtificialBrilliance, MyRulesAreNotYourRules, and SecretAIMoves. This can potentially result in GameplayDerailment. May overlap with UniqueProtagonistAsset.
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This work is already on the page.


* In ''VideoGame/FTLFasterThanLight'', the AI is unable to manually open its doors to vent the atmosphere and attempt to suffocate the player's boarding party (although note that many AI-flown ships lack exterior doors altogether), or funnel them into the Medbay where its own crew is at an advantage.
** They are also unable to synchronise their weapons into a single deadly AlphaStrike. The already-hair-rippingly difficult game would be HarderThanHard if they could.
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Dead link.


** And more broadly, the player is able to switch out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, [[http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/Yellow_Trainer_AI#Special_AI it's limited to only certain trainer types and driven by probability]] meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.

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** And more broadly, the player is able to switch out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, [[http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/Yellow_Trainer_AI#Special_AI it's limited to only certain trainer types and driven by probability]] probability, meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.
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The supertrope to some forms of TacticalDoorUse. Compare ArtificialStupidity (aka "Player Exclusive Tactics") and AIRoulette (the latter when the AI chooses not to use the action randomly). Contrast ArtificialBrilliance, MyRulesAreNotYourRules, and SecretAIMoves. This can potentially result in a GameBreaker.

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The supertrope to some forms of TacticalDoorUse. Compare ArtificialStupidity (aka "Player Exclusive Tactics") and AIRoulette (the latter when the AI chooses not to use the action randomly). Contrast ArtificialBrilliance, MyRulesAreNotYourRules, and SecretAIMoves. This can potentially result in a GameBreaker.GameplayDerailment.

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