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That is Magikarp Power. This trope is where that broken sword would by itself outclassed almost all other equipment through the game.


* In ''VideoGame/{{Starbound}}'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.

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* ''Videogame/PlantsVsZombies'' gives you the Sunflower on the Level 2 out of 50 levels. You will later get other sources of sun generation such as the [[MagikarpPower Sun-shroom]] which costs less and produces just as much sun over time, or the Twin Sunflower, which produces double the amount of sun while occupying the same space. But most players still prefer to use the regular Sunflower until the end of the game.
** The Puff-shroom is a free plant with weak damage and short range which can only attack at night. And yet, it's one of the most overpowered plants because of its fast recharge rate, allowing players to [[NotTheIntendedUse spam them]] to stall the zombies even during daytime levels.

[[folder:Survival Horror]]
* ''VideoGame/DeadSpace'': The game offers a slew of good tools and weapons for different situation but the Plasma Cutter is such a versatile and reliable weapon with enough useful vanilla stat upgrades to keep it relevant into the lategame to the point that a lot of players won't even bother even trying some the other weapons, there's even the "One Gun" achievement for playing through the whole first game using only it.

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* ''Videogame/PlantsVsZombies'' gives you the Sunflower on the Level 2 out of 50 levels. You will later get other sources of sun generation such as the [[MagikarpPower Sun-shroom]] which costs less and produces just as much sun over time, or the [[MultipleHeadCase Twin Sunflower, Sunflower]], which produces double the amount of sun while occupying the same space. But most players still prefer to use the regular Sunflower until the end of the game.
** The Puff-shroom is a free plant with weak damage and short range which can only attack at night. And yet, it's one of the most overpowered plants because of its fast recharge rate, allowing players to [[DeployableCover spam them]] to [[NotTheIntendedUse spam them]] to stall the zombies zombies]] even during daytime levels.

[[folder:Survival Horror]]
* ''VideoGame/DeadSpace'': The game offers a slew of good tools and weapons for different situation but the Plasma Cutter is such a versatile and reliable weapon with enough useful vanilla stat upgrades to keep it relevant into the lategame to the point that a lot of players won't even bother even trying some the other weapons, there's even the "One Gun" achievement for playing through the whole first game using only it.
levels.


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[[folder:Survival Horror]]
* ''VideoGame/DeadSpace'': The game offers a slew of good tools and weapons for different situation but the Plasma Cutter is such a versatile and reliable weapon with enough useful vanilla stat upgrades to keep it relevant into the lategame to the point that a lot of players won't even bother even trying some the other weapons, there's even the "One Gun" achievement for playing through the whole first game using only it.
[[/folder]]
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[[folder:Strategy Games]]
* ''Videogame/PlantsVsZombies'' gives you the Sunflower on the Level 2 out of 50 levels. You will later get other sources of sun generation such as the [[MagikarpPower Sun-shroom]] which costs less and produces just as much sun over time, or the Twin Sunflower, which produces double the amount of sun while occupying the same space. But most players still prefer to use the regular Sunflower until the end of the game.
** The Puff-shroom is a free plant with weak damage and short range which can only attack at night. And yet, it's one of the most overpowered plants because of its fast recharge rate, allowing players to [[NotTheIntendedUse spam them]] to stall the zombies even during daytime levels.
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* In ''Videogame/MiddleEarthShadowOfMordor'', all players met [[FromNobodyToNightmare Grûblik]] [[NamesToRunAwayFromReallyFast the Flogger]] as their first orc follower by [[BrainwashingForTheGreaterGood branding]] him in a tutorial mission. However, while you can brand many other, better orcs later on; some players have stuck with Grûblik and even [[OldSaveBonus carried him]] to ''Videogame/MiddleEarthShadowOfWar'' for being a decent, if not an above-average quick and aggresive captain.
** The sequel allows you to upgrade your followers and introduces a new class system for orcs. [[MadBomber Destroyer]] orcs can specialize in throwing bombs. While you can upgrade them to deal [[ElementalWeapon elemental damage]], some players prefer to leave them with basic bombs, since they stun enemies and don't have a chance to trigger any Hate traits.
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* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon of the game and the improved swordplay, along with not needing ammo for it, almost render the other weapons irrelevant.

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* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon of in the game and the improved swordplay, along with not needing ammo for it, almost render the other weapons irrelevant.
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* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon of the game and the improved swordplay almost render the other weapons irrelevant.

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* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon of the game and the improved swordplay swordplay, along with not needing ammo for it, almost render the other weapons irrelevant.

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Alphabetizing examples.


* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can have its existing stats buffed via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses added as you overhaul its rarity tier.



* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can have its existing stats buffed via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses added as you overhaul its rarity tier.



* ''Franchise/AssassinsCreed'': Newer, flashier weapons regularly show up throughout playthroughs in any of the games, but typically the hidden blade, the first weapon you get, will remain useful from start to finish.



* ''Franchise/AssassinsCreed'': Newer, flashier weapons regularly show up throughout playthroughs in any of the games, but typically the hidden blade, the first weapon you get, will remain useful from start to finish.



* In ''Videogame/RemnantFromTheAshes'', the starting Hunting Rifle, Coachgun, or Shotgun you get when picking your starting archetype can hold up all the way to the end of the game as long as you keep them upgraded.



* In ''Videogame/RemnantFromTheAshes'', the starting Hunting Rifle, Coachgun, or Shotgun you get when picking your starting archetype can hold up all the way to the end of the game as long as you keep them upgraded.
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* ''VideoGame/FinalFantasyXIII'': The game's absolute joke of a HintSystem doesn't explain Weapon Synthesis in the slightest beyond the XP Modifier. Since the game enforces an EvolvingWeapon system anyway, upgrading your starting equipment to endgame levels is not only easier but simpler (and less resource-intensive) than actually taking the time to experiment with what vendors give you.
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* ''VideoGame/Ultrakill'': The Pistol you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage and useful alternate firemodes. It can even be upgraded into an alternate, even stronger version.

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* ''VideoGame/Ultrakill'': ''VideoGame/{{Ultrakill}}'': The Pistol you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage and useful alternate firemodes. It can even be upgraded into an alternate, even stronger version.

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** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good scaling that boosts its damage output to absurd levels. They're a favorite of speed runners since on the proper build they can destroy even late-game bosses in under two minutes.

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** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good scaling that boosts its damage output to absurd levels. They're a favorite of speed runners speedrunners since on the proper build they can destroy even late-game bosses in under two minutes.



* ''VideoGame/PokemonRubyAndSapphire'': The Water-type Starter Pokemon Mudkip and its evolutionary line counts as this, given that it has a type advantage against no less than ''four'' of the Pokemon Gyms in the first half of the game, and is a relatively tough Pokemon that will be useful even against the elite four.

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* ''VideoGame/PokemonRubyAndSapphire'': The Water-type Starter Pokemon Pokémon Mudkip and its evolutionary line counts as this, given that it has a type advantage against no less than ''four'' of the Pokemon Pokémon Gyms in the first half of the game, and is a relatively tough Pokemon Pokémon that will be useful even against the elite four.Elite Four.

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The text duplicated for some odd reason. Fixed.


* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to KHIII adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.
* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to KHIII adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.

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Heavily tweaked the introductory grammar. Added some compare/contrast as well as a trope example.


In many game genres, such as RolePlayingGames, make the player replace the StarterEquipment with new weapons, armor and items as they progress through the game. As the game goes, on players will constantly swap out their gear in order to improve their stats, change to something more useful, or for whichever gear provides is most optimal for the current situation.

WellThisIsNotThatTrope in this situation is when for whatever reason be it [[SimpleYetAwesome awesom]][[EliteTweak eness]], [[BoringButPractical practicalness]], [[ComplacentGamingSyndrome easyness]], upgrade path, the other better weapons not being [[BonusFeatureFailure that]] [[PowerUpLetdown impressive]], simply being [[GameBreaker the best weapon]], or just is an item that is necessary and maintains it's usefulness for the whole game by not being specialized, the starting gear will carry you to the end of the game or even postgame content.

May be a JackOfAllStats. {{Evolving Weapon}}s are especially likely to become this.

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In many game genres, such as RolePlayingGames, make genres (like RolePlayingGames) the player replace usually replaces the StarterEquipment with new weapons, armor and items as they progress through the game. As the game goes, on players will game; constantly swap swapping out their gear in order to improve their stats, change to something more useful, or for whichever gear provides is most optimal for the current situation.

WellThisIsNotThatTrope in this situation is when for
stat boosts, abilities or whatever reason be it other perks are necessary.

[[WellThisIsNotThatTrope This is not that]].

This Trope happens when (whether it's due to
[[SimpleYetAwesome awesom]][[EliteTweak eness]], [[BoringButPractical practicalness]], [[ComplacentGamingSyndrome easyness]], upgrade path, the ease]]-[[EliteTweak of]]-[[BoringButPractical use]], an update or [[PowerUpLetDown other better weapons not being [[BonusFeatureFailure that]] [[PowerUpLetdown impressive]], simply being [[GameBreaker lacking comparative luster]]) the best weapon]], or just is an item that is necessary and maintains it's usefulness for the whole game by not being specialized, the game's starting gear will carry equipment carries you to the end of the game or even postgame content.

through post-game content.

May be a JackOfAllStats. {{Evolving Weapon}}s are especially likely to become this.
this.

Not to be confused with an EmergencyWeapon, which is a weak back-up weapon that remains in your arsenal as a last option (usually in games with BreakableWeapons) - though there is the occasional overlap.

Compare MagikarpPower, where you're saddled with something useless but can turn it into something devastating with enough use (or the right event).

Contrast VendorTrash, for when this trope isn't in-play and your starting weapon can be thrown away as soon as you get something better. Also see InfinityPlusOneSword, for when the game's (usually) ''last'' piece of equipment can carry you past everything.



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* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to KHIII adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.
* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to KHIII adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.
* ''VideoGame/KingdomHeartsIII'': The Kingdom Key is the starting weapon in nearly every installment and generally goes the way of the dinosaur. Due to KHIII adding in the ability to wield multiple Keychains as well as [[EvolvingWeapon upgrade them]], the Kingdom Key's never truly outclassed. Even with Better Keyblades out there, the Kingdom Key remains a solid option for the whole game. If anything, its innate Damage Control ability makes it invaluable for defensive builds - doubly so for a Critical/Level 1 playthrough, which will see your health chunk like flakes.
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Added example.

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* ''VideoGame/Ultrakill'': The Pistol you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage and useful alternate firemodes. It can even be upgraded into an alternate, even stronger version.
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* In the classic ''VideoGame/MegaMan'' series, the Mega Buster you start out with is usually your go-to, for its simplicity, consistency, and its lack of a need for weapon energy. Titles that include the charge shot give it even more versatility.

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* In the classic ''VideoGame/MegaMan'' ''VideoGame/MegaManClassic'' series, the Mega Buster you start out with is usually your go-to, for its simplicity, consistency, and its lack of a need for weapon energy. Titles that include the charge shot give it even more versatility.
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* In the classic ''VideoGame/MegaMan'' series, the Mega Buster you start out with is usually your go-to, for its simplicity, consistency, and its lack of a need for weapon energy. Titles that include the charge shot give it even more versatility.
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* In ''Videogame/RemnantFromTheAshes'', the starting Hunting Rifle, Coachgun, or Shotgun you get when picking your starting archetype can hold up all the way to the end of the game as long as you keep them upgraded.
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Typo fix


* ''VideoGame/BioShock'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as the Wrench given how well it synergies with abilities like Clectro Bolt. Alternatively, Electrro Bolt remains a staple in many a player's arsenal, so much that some players pretty much never spend ADAM on extra plasmids as a result, since it's fantastic for stunning enemies long enough to land a killing blow with various firearms.

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* ''VideoGame/BioShock'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as the Wrench given how well it synergies with abilities like Clectro Electro Bolt. Alternatively, Electrro Electro Bolt remains a staple in many a player's arsenal, so much that some players pretty much never spend ADAM on extra plasmids as a result, since it's fantastic for stunning enemies long enough to land a killing blow with various firearms.

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* ''VideoGame/DarkSoulsIII'': If you choose the Sellsword as a starting class the [[DualWielding Sellsword Twinblades]] has the potential to become this due to it's multi-hit attack, scaling and damage output not leaving most enemies well into the endgame time to respond.

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* ''VideoGame/DarkSoulsIII'': If you choose the Sellsword as a ''VideoGame/DarkSoulsIII'' has two examples.
** The Mercenary
starting class has the [[DualWielding Sellsword Twinblades]] has the potential to become this Twinblades]], which not only deal high damage due to it's their multi-hit attack, attacks but also have very good scaling and that boosts its damage output not leaving most enemies well into to absurd levels. They're a favorite of speed runners since on the endgame time proper build they can destroy even late-game bosses in under two minutes.
** The Knight class has a large number of advantages that allow players
to respond.beat the game without ever changing any piece of gear. The Knight armor set has protection that rivals that of heavier armor sets while remaining bearable in weight, the Long Sword is a basic but very well-rounded weapon that [[BoringButPractical isn't flashy but doesn't leave the wielder vulnerable after attacks]], and the Knight Shield blocks 100% of all incoming physical damage (which encompasses the vast majority of all damage in the game) while allowing the wielder to parry incoming attacks to inflict high-damage criticals. Even in multiplayer scenarios, a basic Knight stands a very good chance against opponents of equal skill who wields much fancier equipment.
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* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can have its existing stats via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.

to:

* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can have its existing stats buffed via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses added as you overhaul its rarity tier.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington MachinePistol machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.

to:

* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington MachinePistol machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can be upgraded have its existing stats via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington autoamtic pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.

to:

* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington autoamtic MachinePistol machine pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Overhaul it to Legendary-tier at the maximum-level stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington autoamtic pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly. Because it's the only Iconic Weapon that is given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Upgraded to Legendary-tier at the maximum-level stages and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets.

to:

* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington autoamtic pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly. quickly, given very early to [[PlayerCharacter V]] in Act 1 after the Sandra Dorsett rescue job concludes the Prologue. Because it's the only Iconic Weapon that is first given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Upgraded Overhaul it to Legendary-tier at the maximum-level stages stages, and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets.targets, helped along by ricochet damage bonuses as you overhaul its rarity tier.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/Cyberpunk2077'' has "Dying Night", a unique Militech Lexington autoamtic pistol that does extra [[BoomHeadshot headshot]] damage and reloads quickly. Because it's the only Iconic Weapon that is given to you at the lower Uncommon tier, it can be upgraded via crafting relatively cheaply for a while. Upgraded to Legendary-tier at the maximum-level stages and it is a monster when paired with deft use of [[PinballProjectile bullet ricochet effects]] that aim-snap the bullet trajectory to targets.
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In the ''Literature/GiveYourselfGoosebumps'' gamebook ''Literature/TheCurseOfTheCaveCreatures'', you're given a choice to start off as a Hunter or a Spellcaster. If you chose the latter, you'll be given a magic wand as default equipment and the option to pick three out of four spells. As it turns out, regardless the choice you make, in the FinalBattle against the Cave Spirit your wand is ''compulsory'' -- every other spell is useless and leads you to your death. Naturally, the book has several SchmuckBait to trick you into losing or destroying your wand before the final encounter.

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* In the ''Literature/GiveYourselfGoosebumps'' gamebook ''Literature/TheCurseOfTheCaveCreatures'', you're given a choice to start off as a Hunter or a Spellcaster. If you chose the latter, you'll be given a magic wand as default equipment and the option to pick three out of four spells. As it turns out, regardless the choice you make, in the FinalBattle against the Cave Spirit your wand is ''compulsory'' -- every other spell is useless and leads you to your death. Naturally, the book has several SchmuckBait to trick you into losing or destroying your wand before the final encounter.
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* In ''VideoGame/HaloCombatEvolved'', the first weapon the player receives is the [=M6D=] Pistol, which proves to be [[PunchPackingPistol one of the most powerful]] and reliable weapons in the game, having high damage, headshot capability, and plentiful ammo for it everywhere. (The pistol wasn?t intended to be so strong but a last minute change to the game?s code boosted its damage to ridiculous levels.)

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* In ''VideoGame/HaloCombatEvolved'', the first weapon the player receives is the [=M6D=] Pistol, which proves to be [[PunchPackingPistol one of the most powerful]] and reliable weapons in the game, having high damage, headshot capability, and plentiful ammo for it everywhere. (The pistol wasn?t wasn't intended to be so strong but a last minute change to the game?s game's code boosted its damage to ridiculous levels.)
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Never mind. Figured it out!


* In''VideoGame/Starbound'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.

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* In''VideoGame/Starbound'', In ''VideoGame/{{Starbound}}'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.
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I’m trying to add Starbound as an example under RPG, but I can’t get the link to the game page to show up right. I don’t know what I’m doing wrong.


* In ''VideoGame/Starbound'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.

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* In ''VideoGame/Starbound'', In''VideoGame/Starbound'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.
Is there an issue? Send a MessageReason:
None

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* In ''VideoGame/Starbound'', the Broken Broadsword is the weapon that every character starts with in their ship locker, and is often quickly tossed aside in favor of stronger weapons. However, if you hold onto it until after the Baron’s Keep, once the Baron joins the Outpost, he can fix it for you, and turn it into the Protector’s Broadsword, which is one of the most powerful swords in the game.

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* ''VideoGame/BioShock'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as the Wrench given how well it synergies with abilities like electro bolt.
* ''VideoGame/CommandAndConquerRenegade'': Many players stick to the simple, plentiful autorifle. Sure, it's the most basic weapon in the game (even the starting pistol has the unique features of being silenced and carrying infinite ammo), but its accuracy, speed, and control is such that the weapon can carry experienced players through entire levels.

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* ''VideoGame/BioShock'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as the Wrench given how well it synergies with abilities like electro bolt.
Clectro Bolt. Alternatively, Electrro Bolt remains a staple in many a player's arsenal, so much that some players pretty much never spend ADAM on extra plasmids as a result, since it's fantastic for stunning enemies long enough to land a killing blow with various firearms.
* ''VideoGame/CommandAndConquerRenegade'': Many players stick to the simple, plentiful autorifle. Sure, it's the most basic weapon in the game (even the starting pistol has the unique features of being silenced and carrying infinite ammo), but its accuracy, speed, and control is such that the weapon can carry experienced players through entire levels. This gets subverted quickly when the enemies that carry the autorifle stop appearing after several missions, which necessitates the need to use other weapons, especially after the point where all your guns get taken away and you have to start from scratch. Thankfully the laser rifle is more than enough to substitute the regular autorifle.


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* Enforced in ''Videogame/XenobladeChronicles''; the Monado is the only weapon that Shulk can equip for the vast majority of the game, scaling its damage output automatically depending on his character level (everyone else needs to update and replace their weapon on a regular basis). It's not until the WhamEpisode at the endgame that [[spoiler:Shulk has the capacity to equip variants of the Monado with different stats]].
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In many game genres, such as RolePlayingGames, make the player replace the StarterEquipment with new weapons, armor and items as they progress through the game. As the game goes, on players will constantly swap out their gear in order to improve their stats, change to something more useful, or for whichever gear provides is most optimal for the current situation.

WellThisIsNotThatTrope in this situation is when for whatever reason be it [[SimpleYetAwesome awesom]][[EliteTweak eness]], [[BoringButPractical practicalness]], [[ComplacentGamingSyndrome easyness]], upgrade path, the other better weapons not being [[BonusFeatureFailure that]] [[PowerUpLetdown impressive]], simply being [[GameBreaker the best weapon]], or just is an item that is necessary and maintains it's usefulness for the whole game by not being specialized, the starting gear will carry you to the end of the game or even postgame content.

May be a JackOfAllStats. {{Evolving Weapon}}s are especially likely to become this.

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!!Examples:

[[foldercontrol]]

[[folder:Action-Adventure]]
* ''VideoGame/CaveStory'': At the start of the game, you enter a house and pick up your first gun to defend yourself with while the owner is asleep. Over the course of the game you get the opportunity to trade the gun in for more powerful weapons, but if you decline, you can take it back to the original owner who will upgrade its abilities to become the most powerful in the game.
[[/folder]]


[[folder:First-Person Shooter]]
*''VideoGame/BioShock'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as the Wrench given how well it synergies with abilities like electro bolt.
* ''VideoGame/CommandAndConquerRenegade'': Many players stick to the simple, plentiful autorifle. Sure, it's the most basic weapon in the game (even the starting pistol has the unique features of being silenced and carrying infinite ammo), but its accuracy, speed, and control is such that the weapon can carry experienced players through entire levels.
* In ''VideoGame/HaloCombatEvolved'', the first weapon the player receives is the [=M6D=] Pistol, which proves to be [[PunchPackingPistol one of the most powerful]] and reliable weapons in the game, having high damage, headshot capability, and plentiful ammo for it everywhere. (The pistol wasn?t intended to be so strong but a last minute change to the game?s code boosted its damage to ridiculous levels.)
* ''VideoGame/HellLetLoose'': Many of the default loadouts are actually better to use than the unlockable ones, with the most notable example being the default Sniper loadout, which comes with a SniperRifle, sidearm, and two frag grenades, while the unlockable loadouts only come with the rifle, plus a handful of situational weapons such as mines and smoke grenades, or in the case of the Soviet snipers, nothing else at all.
* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon of the game and the improved swordplay almost render the other weapons irrelevant.
[[/folder]]

[[folder:Role Playing Games]]
*''VideoGame/DarkSoulsIII'': If you choose the Sellsword as a starting class the [[DualWielding Sellsword Twinblades]] has the potential to become this due to it's multi-hit attack, scaling and damage output not leaving most enemies well into the endgame time to respond.
* In ''VideoGame/FateGrandOrder'', the Mystic Code: Chaldea and the Chaldea Combat Uniform are two of the earliest Mystic Codes players acquire, but they're also two of the most popular Mystic Codes for players to use. The former is a versatile JackOfAllStats that is applicable in almost any situation. The latter has the unique and incredibly powerful Order Change, which opens up an enormous number of strategies for new and veteran players alike by allowing you to swap out one Servant in the frontline with one in the backline.
* ''VideoGame/PokemonRubyAndSapphire'': The Water-type Starter Pokemon Mudkip and its evolutionary line counts as this, given that it has a type advantage against no less than ''four'' of the Pokemon Gyms in the first half of the game, and is a relatively tough Pokemon that will be useful even against the elite four.
[[/folder]]

[[folder:Stealth Based Game]]
* ''VideoGame/MetalGearSolid2'': You can acquire assault rifles, missile launchers, sniper rifles, grenades, and many other weapons. However, the weapon you will most often use is the M9 pistol modified to shoot tranquilizer darts (especially when you are going for a 'no-kill' playthrough). The silenced weapon doesn't trigger alerts from enemies hearing the shot, and it incapacitates enemy troops in a single hit a mechanic that all games after this have in some way.
** Especially in Videogame/MetalGearSolid3SnakeEater where its even more useful, due the stamina kills being one of the main focuses of the game.
* ''Franchise/AssassinsCreed'': Newer, flashier weapons regularly show up throughout playthroughs in any of the games, but typically the hidden blade, the first weapon you get, will remain useful from start to finish.
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[[folder:Survival Horror]]
* ''VideoGame/DeadSpace'': The game offers a slew of good tools and weapons for different situation but the Plasma Cutter is such a versatile and reliable weapon with enough useful vanilla stat upgrades to keep it relevant into the lategame to the point that a lot of players won't even bother even trying some the other weapons, there's even the "One Gun" achievement for playing through the whole first game using only it.
[[/folder]]

[[folder:Third Person-Shooter]]
* ''VideoGame/{{Splatoon}}'': The Splattershot Jr. that new players start with is one of the most effective and easy to use weapons in the game. It uses very little ink per shot allowing it to be fired for a long time before needing to refill and has a fast rate of fire with a fairly wide spread so it covers turf easily. While that same wide spread combined with low damage and short range means it usually won't win in a direct firefight, one can overcome that with ambush tactics.
[[/folder]]

[[folder:Other]]
In the ''Literature/GiveYourselfGoosebumps'' gamebook ''Literature/TheCurseOfTheCaveCreatures'', you're given a choice to start off as a Hunter or a Spellcaster. If you chose the latter, you'll be given a magic wand as default equipment and the option to pick three out of four spells. As it turns out, regardless the choice you make, in the FinalBattle against the Cave Spirit your wand is ''compulsory'' -- every other spell is useless and leads you to your death. Naturally, the book has several SchmuckBait to trick you into losing or destroying your wand before the final encounter.
[[/folder]]

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