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** Your starter equipment can also serve as this, so long as you're okay with forever looking like a scrub. The game gives you headgear, clothing, and shoes that grant Quick Respawn, Ink Recovery Up, and Special Saver (respectively) as their main abilities: while not the optimal combination for every weapon kit out there, especially if you're an experienced player who doesn't necessarily need the safety net that these abilities provide, they are still solid perks that are worth having. And if you like the rookie look but want different main abilities, then ''VideoGame/Splatoon3'' allows you to swap them out for different ones ''do'' fit your preferred play style if you have enough ability chunks to do so.

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** Your starter equipment can also serve as this, so long as you're okay with forever looking like a scrub. The game gives you headgear, clothing, and shoes that grant Quick Respawn, Ink Recovery Up, and Special Saver (respectively) as their main abilities: while not the optimal combination for every weapon kit out there, especially if you're an experienced player who doesn't necessarily need the safety net that these abilities provide, they are still solid perks that are worth having. And if you like the rookie look but want different main abilities, then ''VideoGame/Splatoon3'' allows you to swap them out for different ones that ''do'' fit your preferred play style if you have enough ability chunks to do so.

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* ''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.

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* ''VideoGame/{{Splatoon}}'': ''Franchise/{{Splatoon}}'':
**
The Splattershot Jr. that new players start with is one of the most effective and easy to use easy-to-use weapons in the game; it game. The main weapon uses very little ink per shot allowing it to be fired for a long time before needing to refill refill, and has a fast rate of fire with a fairly wide spread so it covers turf easily. Meanwhile, its loadout always includes the Splat Bomb as a sub weapon (giving it a bit of a ranged option) and a team-wide defensive option as a special. While that same the main weapon's wide spread combined with low damage and short range means it usually won't win in a direct firefight, one thus making it a poor choice in ranked modes, it is nonetheless a regular sight in Turf War matches.
** Your starter equipment
can overcome also serve as this, so long as you're okay with forever looking like a scrub. The game gives you headgear, clothing, and shoes that with ambush tactics.grant Quick Respawn, Ink Recovery Up, and Special Saver (respectively) as their main abilities: while not the optimal combination for every weapon kit out there, especially if you're an experienced player who doesn't necessarily need the safety net that these abilities provide, they are still solid perks that are worth having. And if you like the rookie look but want different main abilities, then ''VideoGame/Splatoon3'' allows you to swap them out for different ones ''do'' fit your preferred play style if you have enough ability chunks to do so.
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** In most games, iron weapons are available at the beginning and have the lowest damage output, but are surprisingly effective later on. Granted, this depends on enemy resilience, which varies by game, but overall they often gets the job done if they're in the hands of a reasonably strong character. More powerful gear weighs down the user (lowering their speed) and has lower accuracy. Later games would add bronze weapons, which are even weaker than iron and available even earlier, but these don't fare so well as the game progresses, acting more as the typical noob equipment.

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** In most games, iron weapons are available at the beginning and have the lowest damage output, but are surprisingly effective later on. Granted, this depends on enemy resilience, which varies by game, but overall they often gets get the job done if they're in the hands of a reasonably strong character. More powerful gear weighs down the user (lowering their speed) and has lower accuracy. Later games would add bronze weapons, which are even weaker than iron and available even earlier, but these don't fare so well as the game progresses, acting more as the typical noob equipment.
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** In most games, iron weapons are available at the beginning and have the lowest damage output, but are surprisingly effective later on. Granted, this depends on enemy resilience, which varies by game, but overall it often gets the job done if it's in the hands of a reasonably strong character. More powerful gear weighs down the user (lowering their speed) and has lower accuracy. Later games would add bronze weapons, which are even weaker than iron and available even earlier, but these don't fare so well as the game progresses, acting more as the typical noob equipment.

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** In most games, iron weapons are available at the beginning and have the lowest damage output, but are surprisingly effective later on. Granted, this depends on enemy resilience, which varies by game, but overall it they often gets the job done if it's they're in the hands of a reasonably strong character. More powerful gear weighs down the user (lowering their speed) and has lower accuracy. Later games would add bronze weapons, which are even weaker than iron and available even earlier, but these don't fare so well as the game progresses, acting more as the typical noob equipment.

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* ''VideoGame/FireEmblemTheSacredStones'': Has a character example in Seth who is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike other characters of his archetype, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. He puts in a fairly strong argument for being the franchise's best character.

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* ''VideoGame/FireEmblemTheSacredStones'': Has ''Franchise/FireEmblem'':
** In most games, iron weapons are available at the beginning and have the lowest damage output, but are surprisingly effective later on. Granted, this depends on enemy resilience, which varies by game, but overall it often gets the job done if it's in the hands of a reasonably strong character. More powerful gear weighs down the user (lowering their speed) and has lower accuracy. Later games would add bronze weapons, which are even weaker than iron and available even earlier, but these don't fare so well as the game progresses, acting more as the typical noob equipment.
** ''VideoGame/FireEmblemTheSacredStones'' has
a character example in Seth Seth, who is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike other characters of his archetype, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. He puts in a fairly strong argument for being the franchise's best character.

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Repair Dont Respond. Not like we need more praise for Seth anyway.


* ''VideoGame/FireEmblemTheSacredStones'': Has a character example in Seth who is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike other characters of his archetype, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier than if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. He puts in a fairly strong argument for being the franchise's best character.
** Seth is so good that top-efficiency run Tier Lists base the placement of all other characters f the game on what they can actually do to support Seth, or whatever minor thing they can chime in.

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* ''VideoGame/FireEmblemTheSacredStones'': Has a character example in Seth who is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike other characters of his archetype, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier than if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. He puts in a fairly strong argument for being the franchise's best character.
** Seth is so good that top-efficiency run Tier Lists base the placement of all other characters f the game on what they can actually do to support Seth, or whatever minor thing they can chime in.
character.

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The trope is about Starter Equipment, these are about characters/units.


* ''Franchise/{{Pokemon}}'':
** ''VideoGame/PokemonRubyAndSapphire'': The Water-type Starter Pokémon Mudkip and its evolutionary line has a type advantage against no less than ''four'' of the Pokémon Gyms in the first half of the game, and it's a relatively tough Pokémon that will be useful even against the Elite Four.
** ''VideoGame/PokemonSunAndMoon'': The Water-type Starter Pokémon Popplio and its evolutionary line has a type advantage against most of the Trials, and the ones where they don't can be beaten with powerful early TM moves like Acrobatics and Scald. Popplio gets its Z-Move first in Waterium-Z, which is far stronger than the other starter's Z-Moves. Its final evolution, Primarina, can solo the Elite Four, thanks to its solid stats, Water/Fairy typing, and wide movepool. While [[VideoGame/PokemonUltraSunAndMoon the sequel]] moved Scald and Acrobatics later in the game, Popplio learns Icy Wind as an early level-up move, giving it an advantage against Grass-types and fast Pokemon. Like the previous game, Primarina can still solo the Elite Four.



[[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 [[MultipleHeadCase 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 [[DeployableCover spam them]] to [[NotTheIntendedUse stall the zombies]] even during daytime levels.
* ''VideoGame/{{Starcraft}}'':
** The humble Zergling is a feared Zerg unit throughout the game against a wide variety of tactics; its upgrades ultimately make it three to four times as effective as the initial version, and they still only cost 50 minerals for two. Ten Zerglings can eat the enemy Nexus in less than six seconds, and unless the enemy has some area damage, will be rather difficult to stop. To top this off, the titular ZergRush can be performed so early (six Zergling rush) that the enemy will have only workers at their base by that time.
** While the Terran Marine isn't quite as valued, it is an indispensable tool against the Zerg when paired with Medics and is the only basic unit that can take on air. When protected by narrow corridors (which can be conveniently built with Supply Depots) twelve upgraded Marines can kill an unlimited amount of Zerglings or Zealots that blindly rush them.
** But the true winner for this trope is the humble Terran SCV. A worker unit with enough HitPoints to actually be used in combat offensively in rush strategies. There's nothing more humiliating than getting killed by an RTS worker unit. The Emperor Slayers_Boxer's infamous [[https://www.youtube.com/watch?v=Jen46qkZVNI SCV Rush.]]
[[/folder]]
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* ''VideoGame/VersusUmbra'': The Quick-Sphere, your starting weapon in First Strike. It doesn't deal much damage and isn't as flashy as the other weapons, but it's fast, has infinite ammo, and even gets knockback and better criticals with version ups.



[[folder:Adventure Game]]
* ''VideoGame/IndianaJonesAndHisDesktopAdventures'' has the whip as a starting weapon. Though the characters tend to stress that it's merely a temporary weapon and that you should find something more potent instead, it turns out that the whip is really useful thanks to having a range of two tiles--even if there is an obstacle one tile in front of you. Which means that you can whip enemies to death through walls or impassable rivers, which makes combat a great deal safer.
[[/folder]]



[[folder:Mecha Game]]
* Creator/{{Dynamix}} created ''Earthsiege'' and ''VideoGame/{{Starsiege}}'', and provided us with impressive weapons like the Electron Flux Whip, a LightningGun that carves enemies to pieces, or the Plasma Cannon, a HomingProjectile-firing energy gun. At the end of the day, though, a combination of a simple EMP to bring down shields followed by basic autocannons are some of the most useful weapons in the first game, handily chewing even larger Cybrids to pieces without taxing your energy reserves, and often with plenty of ammunition so that even a few misses aren't so detrimental, unlike missiles. ''Starsiege'' diversified its weapons further, but it accidentally gave us another simple starting weapon that can still carry players through much of the game -- the Blaster, a small, basic energy gun that has a frightening ability to wreck anything it hits by damaging both shields and armor equally well with respectable power at long range.
[[/folder]]





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* ''VideoGame/{{Starcraft}}'':
** The humble Zergling is a feared Zerg unit throughout the game against a wide variety of tactics; its upgrades ultimately make it three to four times as effective as the initial version, and they still only cost 50 minerals for two. Ten Zerglings can eat the enemy Nexus in less than six seconds, and unless the enemy has some area damage, will be rather difficult to stop. To top this off, the titular ZergRush can be performed so early (six Zergling rush) that the enemy will have only workers at their base by that time.
** While the Terran Marine isn't quite as valued, it is an indispensable tool against the Zerg when paired with Medics and is the only basic unit that can take on air. When protected by narrow corridors (which can be conveniently built with Supply Depots) twelve upgraded Marines can kill an unlimited amount of Zerglings or Zealots that blindly rush them.
** But the true winner for this trope is the humble Terran SCV. A worker unit with enough HitPoints to actually be used in combat offensively in rush strategies. There's nothing more humiliating than getting killed by an RTS worker unit. The Emperor Slayers_Boxer's infamous [[https://www.youtube.com/watch?v=Jen46qkZVNI SCV Rush.]]
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* ''VideoGame/EscapeFromTarkov'': the mosin rifle for snipers, due to the requirement on sniper skills necesary to get kappa ammo and the relative cheapness of the rifle the weapon keeps being relativelly useful for most of the situations.

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* ''VideoGame/EscapeFromTarkov'': the mosin The Mosin rifle for snipers, due to the requirement on sniper skills necesary to get kappa ammo and effective at any range, easy to use, the relative cheapness of the rifle rifle, the weapon keeps being relativelly useful for most of the situations.situations and can make the early game much easier.
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* ''VideoGame/EscapeFromTarkov'': the mosin rifle for snipers, due to the requirement on sniper skills necesary to get kappa ammo and the relative cheapness of the rifle the weapon keeps being relativelly useful for most of the situations.
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* ''VideoGame/JediKnightJediAcademy'': The lightsaber is the best weapon 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 Though you start the game with the lightsaber is for the first time in the series, it remains the best weapon in the game game, and the improved swordplay, along with not needing ammo for it, almost render renders the other weapons irrelevant.
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* ''VideoGame/CommandAndConquerRenegade'': Many players stick to the simple, plentiful autorifle and the starting gun. Sure, it's one of the most basic weapons in the game but its accuracy, speed, and control is such that the weapon can carry experienced players through entire levels and the starting pistol has the unique features of being silenced and carrying infinite ammo something that keeps its usefulness through the whole game specially on base sections.
* ''VideoGame/GoldenEye(1997)'': The silenced PP7 will be your most common pistol to use. It doesn't alert enemies, that louder weapons either cause Respawning Enemies or an accidental mission failure(i.e. alert a guard to make it accidentally shoot or throw a grenade against an innocent victim), has an insane range capable of making pixel perfect kills and start with 100 ammo that is plentiful for missions. Its silenced properties make it esential in the harder dificulties where waves of enemies are way harder to deal with. Enjoy this throughout the game.

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* ''VideoGame/CommandAndConquerRenegade'': Many Though the game for the most part subscribes to the SortingAlgorithmOfWeaponEffectiveness, many players stick to the simple, plentiful autorifle and the starting gun. pistol you start with. Sure, it's one of the most basic weapons in the game but its accuracy, speed, and control is such that the weapon can carry experienced players through entire levels and until you eventually reach the starting pistol point where it's outright replaced with the chaingun. The pistol, meanwhile, has the unique features of being silenced and carrying infinite ammo reserve ammo, something that keeps its usefulness through the whole game specially on base sections.
game, especially when infiltrating buildings.
* ''VideoGame/GoldenEye(1997)'': ''VideoGame/GoldenEye1997'': The silenced PP7 [=PP7=] will be your most common pistol to use. It doesn't alert enemies, that where louder weapons either cause Respawning Enemies RespawningEnemies or an accidental mission failure(i.e. failure (e.g. alert a guard to make it him accidentally shoot or throw a grenade against at an innocent victim), has an insane range capable of making pixel perfect kills [[SniperPistol pixel-perfect kills]] and start starts with 100 ammo that is plentiful for missions. Its silenced properties make it esential essential in the harder dificulties difficulties, where waves of enemies are way harder to deal with. Enjoy this throughout the game.with.



* 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 The pistol wasn't intended to be so strong strong, but a last minute change to the game's code boosted its damage to ridiculous levels.)



* The pistols in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' are weak and boring compared to the more powerful guns like an automatic shotgun or an assault rifle, but the pistols are the only weapons that have BottomlessMagazines and are also the only weapons that can dual wielded for extra firepower.

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* The pistols in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' are weak and boring compared to the more powerful guns like an automatic shotgun or an assault rifle, but the pistols are the only weapons that have BottomlessMagazines and are also the only weapons that can dual wielded be used GunsAkimbo for extra firepower.firepower. There's even an achievement in the first game for completing a full campaign using nothing but the pistols.



* ''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.
** In ''VideoGame/MetalGearSolid3SnakeEater'' where its even more useful, due to stamina kills being one of the focuses of the gameplay.

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* ''VideoGame/MetalGearSolid2'': ''VideoGame/MetalGearSolid2SonsOfLiberty'': 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, hit to the head, a mechanic that all games after this have in some way.
** In ''VideoGame/MetalGearSolid3SnakeEater'' where its the tranquilizer Mk 22 is even more useful, due to stamina kills being one of the focuses of the gameplay.gameplay, though in return the suppressors can degrade with use and you don't get an easy-to-use LaserSight with it.
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* ''VideoGame/SystemShock2'', with its RPGElements, had one or two, especially if you were playing [[PsychicPowers the OSA]]. Cryokinesis is one of the starting powers and though you get amazing, highly destructive [[strike:spells]] abilities at higher tiers, this is still the most-used due to its low Psi-point cost, robot-damaging ability, and scaling of its damage with your PSI stat. The wrench you pick up at the very beginning? Still useful right up to the endgame for whittling down immobilized enemies before you deliver the ''coup de grace''. With Adrenaline Overproduction and the right OS upgrade, it becomes a killer.
** The wrench is also the only weapon not to suffer from wear and so requires no maintenance, in addition to needing no ammunition. It's also a silent killer that won't attract enemies in nearby rooms. Did we mention it requires no skill training whatsoever, unlike the resonating crystal mace that requires SIX points in exotic weapons for equivalent performance?
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* The pistols in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' are weak and boring compared to the more powerful guns like an automatic shotgun or an assault rifle, but the pistols are the only weapons that have BottomlessMagazines and are also the only weapons that can dual wielded for extra firepower.
* ''Videogame/Prey2006'' has an impressive amount of ''very'' original weapons of creepily biological construction, like an acid-spraying shotgun, explosive crabs used as grenades, a gun that launches those same crabs (no, really) and a bow made of spiritual energy that can kill the soul of enemies. And yet, the weapon you'll be using most of the time is the humble energy rifle with sniper attachment you begin with, because of its good mix of damage, fire rate, and precision. The fact that it [[BottomlessMagazines regenerates a small amount of ammo if the reserves are low]] doesn't hurt either.

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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.
* In the ''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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[[folder:Platformers]]
* The ''Franchise/{{Kirby}}'' series plays with this by having a lack-of-starting-gear staying power. While [[PowerCopying Copy Abilities]] are almost always more fun to use and are by no means useless (barring Sleep), if you don't have one, Kirby's ability to [[SuperSpit turn nearly anything he inhales into a projectile]] is much more powerful than newcomers might think.
* In the ''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.
[[/folder]]


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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.

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* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' will give you some starting equipment based on the choices you made during character generation. If you answered one particular question a certain way, you'll receive an Ebony Dagger as part of your starting equipment. [[DiscOneNuke Ebony is the second best crafting material in the entire game]].

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* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''
''VideoGame/TheElderScrollsIIDaggerfall'' will give you some starting equipment based on the choices you made during character generation. If you answered one particular question a certain way, you'll receive an Ebony Dagger as part of your starting equipment. [[DiscOneNuke Ebony is the second best crafting material in the entire game]].
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* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' will give you some starting equipment based on the choices you made during character generation. If you answered one particular question a certain way, you'll receive an Ebony Dagger as part of your starting equipment. [[DiscOneNuke Ebony is the second best crafting material in the entire game]].
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* ''VideoGame/AmidEvil'' has the Axe of the Black Labyrinth, a melee option and the only one of your weapons that doesn't use mana. One swing does more damage than many of your early ranged weapons, and it has the ability to pull enemies towards you at close range. It also deals double damage against Claws of Evil, and triple damage against Hands of Evil and Crysharks. It's more than capable of dealing with most of the basic mooks you'll see in each chapter and is a viable option for when you need to save mana.

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* ''VideoGame/AmidEvil'' has the Axe of the Black Labyrinth, a melee option and the only one of your weapons that doesn't use mana. One swing does more damage than many of your early ranged weapons, and it has the ability to pull enemies towards you at close range. It also deals double damage against Claws of Evil, and triple damage against Hands of Evil and Crysharks. It's more than capable of dealing with most of the basic mooks you'll see in each chapter chapter, dealing double damage against Claws of Evil, and is triple damage against Hands of Evil and Crysharks, making it a viable option for when you need to save mana.
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* ''VideoGame/ThunderForce VI'': The starting ship, the Phoenix, counts, it starts with all of its weapons and both Craws, and never loses them on dying like ships from past games.

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* ''VideoGame/ThunderForce VI'': The starting ship, the Phoenix, counts, it starts with all of its weapons and both Craws, and never loses them on dying like ships from past games. This isn't so much that the ship is better than the others but that almost all ships on this game are broken, just go to the [[GameBreaker/ShootEmUps Game Breaker's page]].
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[[folder:Roguelikes]]
* ''VideoGame/EntertheGungeon'': Has Blasphemy, the starting weapon of The Bullet, is a sword that doesn't require any ammo and can erase any bullets or special attacks flying at you with a single swing - in a game where dodging bullets is the primary challenge. That, and the fact that it also shoots relatively powerful projectiles when your character has full health. At worst, it's a simple way to rack up heart containers on easy master rounds; at best, it can turn even the end-game boss fights into a cakewalk when used properly.
[[/folder]]

[[folder:Shoot 'em Ups]]
* ''VideoGame/ThunderForce VI'': The starting ship, the Phoenix, counts, it starts with all of its weapons and both Craws, and never loses them on dying like ships from past games.
[[/folder]]


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[[folder:Turn-Based Strategy]]
* ''VideoGame/FireEmblemTheSacredStones'': Has a character example in Seth who is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike other characters of his archetype, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier than if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. He puts in a fairly strong argument for being the franchise's best character.
** Seth is so good that top-efficiency run Tier Lists base the placement of all other characters f the game on what they can actually do to support Seth, or whatever minor thing they can chime in.
[[/folder]]

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* ''VideoGame/ResidentEvilCodeVeronica'': Has the knife. Yes, THE KNIFE. In this game, the knife has the interesting property of detecting multiple hits. This allows you to easily attack anything too slow to put you in a Cycle of Hurting. Even Hunters can be easily taken down this way. This means that you can save your ammo for nastier enemies. It's a piece of cake to beat the game this way with handgun or even shotgun ammo in the triple digits.
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** ''VideoGame/PokemonSunAndMoon'': The Water-type Starter Pokémon Popplio and its evolutionary line can learn powerful early TM moves like Acrobatics and Scald, and gets its Z-Move first in Waterium-Z, which is far stronger than the other starter's Z-Moves. Its final evolution, Primarina, can solo the Elite Four, thanks to its solid stats, Water/Fairy typing, and wide movepool. While [[VideoGame/PokemonUltraSunAndMoon the sequel]] moved Scald and Acrobatics later in the game, Popplio learns Icy Wind as an early level-up move, giving it an advantage against Grass-types and fast Pokemon. Like the previous game, Primarina can still solo the Elite Four.

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** ''VideoGame/PokemonSunAndMoon'': The Water-type Starter Pokémon Popplio and its evolutionary line has a type advantage against most of the Trials, and the ones where they don't can learn be beaten with powerful early TM moves like Acrobatics and Scald, and Scald. Popplio gets its Z-Move first in Waterium-Z, which is far stronger than the other starter's Z-Moves. Its final evolution, Primarina, can solo the Elite Four, thanks to its solid stats, Water/Fairy typing, and wide movepool. While [[VideoGame/PokemonUltraSunAndMoon the sequel]] moved Scald and Acrobatics later in the game, Popplio learns Icy Wind as an early level-up move, giving it an advantage against Grass-types and fast Pokemon. Like the previous game, Primarina can still solo the Elite Four.
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Source: Pokemon (correctly formatted this time).


* Franchise/{{Pokemon}}:

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* Franchise/{{Pokemon}}:''Franchise/{{Pokemon}}'':
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Sources: Gamebreaker/Pokemon, https://amidevil.fandom.com/wiki/Axe_of_the_Black_Labyrinth. I'm surprised that Popplio isn't mentioned in this page, since it's a Game Breaker example.

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Sources: Gamebreaker/Pokemon, https://amidevil.fandom.com/wiki/Axe_of_the_Black_Labyrinth. I'm surprised that Popplio isn't mentioned in this page, since it's a Game Breaker example.


* ''VideoGame/AmidEvil'' has the Axe of the Black Labyrinth, a melee option and the only one of your weapons that doesn't use mana. One swing does more damage than many of your early ranged weapons, and it has the ability to pull enemies towards you at close range. It's more than capable of dealing with most of the basic mooks you'll see in each chapter and is a viable option for when you need to save mana.

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* ''VideoGame/AmidEvil'' has the Axe of the Black Labyrinth, a melee option and the only one of your weapons that doesn't use mana. One swing does more damage than many of your early ranged weapons, and it has the ability to pull enemies towards you at close range. It also deals double damage against Claws of Evil, and triple damage against Hands of Evil and Crysharks. It's more than capable of dealing with most of the basic mooks you'll see in each chapter and is a viable option for when you need to save mana.



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

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* Franchise/{{Pokemon}}:
**
''VideoGame/PokemonRubyAndSapphire'': The Water-type Starter Pokémon Mudkip and its evolutionary line counts as this, given that it has a type advantage against no less than ''four'' of the Pokémon Gyms in the first half of the game, and is it's a relatively tough Pokémon that will be useful even against the Elite Four.
** ''VideoGame/PokemonSunAndMoon'': The Water-type Starter Pokémon Popplio and its evolutionary line can learn powerful early TM moves like Acrobatics and Scald, and gets its Z-Move first in Waterium-Z, which is far stronger than the other starter's Z-Moves. Its final evolution, Primarina, can solo the Elite Four, thanks to its solid stats, Water/Fairy typing, and wide movepool. While [[VideoGame/PokemonUltraSunAndMoon the sequel]] moved Scald and Acrobatics later in the game, Popplio learns Icy Wind as an early level-up move, giving it an advantage against Grass-types and fast Pokemon. Like the previous game, Primarina can still solo the Elite
Four.

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tentative



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%%[[folder:Hack and Slash]]
%%*''Videogame/NinjaGaiden(2004)'':It has an AwesomeButImpractical in the wooden sword. When its upgraded 7 times (other weapons peak at 3 or 4) it has no discernable change until it becomes a giant wooden paddle. It's a surprisingly powerful weapon, able to wreak havoc at about the same power as the upgraded War Hammer, but its high upgrade cost and very restrictive secret to its power (when you're low on health it becomes more powerful) makes it difficult to use.
%%[[/folder]]
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* ''VideoGame/AmidEvil'' has the Axe of the Black Labyrinth, a melee option and the only one of your weapons that doesn't use mana. One swing does more damage than many of your early ranged weapons, and it has the ability to pull enemies towards you at close range. It's more than capable of dealing with most of the basic mooks you'll see in each chapter and is a viable option for when you need to save mana.
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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 at the first shop. Also see InfinityPlusOneSword, for when the game's (usually) ''last'' piece of equipment can carry you past everything.

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



* Enforced in ''VideoGame/{{Tyranny}}'': Barik's armor is fused so tightly that he can't remove it for any reason, although it can be upgraded at the Forge. So if you're using him as the party tank, any other heavy armor you loot becomes VendorTrash.

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* Enforced in ''VideoGame/{{Tyranny}}'': Barik's armor is fused so tightly that he can't remove it for any reason, although it can be upgraded at the Forge. So if you're using him as the party tank, any other heavy armor you loot becomes VendorTrash.something to sell off.
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** ''VideoGame/BioShock1'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as [[WrenchWhack the Wrench]] given how well it synergies with abilities like Electro Bolt, along with the Tonic upgrades that offer the Wrench extra damage, faster attack speed, and the ability to [[LifeDrain steal health and EVE]]. Alternatively, 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/BioShock1'': You can collect a stunning array of weapons with special ammo, but nothing is ever so useful as [[WrenchWhack the Wrench]] given how well it synergies with abilities like Electro Bolt, along with the Tonic upgrades that offer the Wrench extra damage, faster attack speed, and the ability to [[LifeDrain steal health and EVE]]. Alternatively, 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. Then there are the Wrench Lurker tonics, which causes the Wrench to deal massive damage against unaware enemies. They're clearly ''intended'' for stealthy players going for a BackStab, but it just so happens that an enemy that is currently being stunned by Electro Bolt counts as "unaware"...

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