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** The Gemini Laser's gimmick is meant to be that it's a ReflectingLaser; if it hits a surface, it bounces, causing it to ricochet around the room until it hits something. It's certainly fun to watch, but you can't fire another shot or pause to switch weapons while one laser is bouncing around, and it's a PainfullySlowProjectile, effectively turning its intended strength into a weakness. This means that, ironically, the best way to use the weapon is to try to make sure its gimmick never activates and fire it exclusively at point-blank range, unless you're trying to hit an enemy at a very specific angle that the Shadow Blade or Magnet Missile would hit better.



* ''VideoGame/MegaMan5'' is generally seen as one of the lowest points for weapons in the classic series. Not helping the problem is that the game's version of the charged Mega Buster is generally seen as one of its strongest incarnations, with great damage, a fast charge, a big hitbox, and piercing properties, all of which make it infinitely preferable for dealing with most threats. The only weapon to escape it is the Gyro Attack, which deals similar damage to a charge shot to standard enemies, but is spammable and can change its trajectory with the right input.

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* ''VideoGame/MegaMan5'' is generally seen as one of the lowest points for weapons in the classic series. Not helping the problem is that the game's version of the charged Mega Buster is generally seen as one of its strongest incarnations, with great damage, a fast charge, a big hitbox, and piercing properties, all of which make it infinitely preferable for dealing with most threats. The only weapon to completely escape it is the Gyro Attack, which deals similar damage to a charge shot to standard enemies, but is spammable and can change its trajectory with the right input.
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** The game lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that only has two practical uses:, against the Robot Master it's effective against, Tengu Man, who is constantly flying, and to freeze lava in Sword Man's stage) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).

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** The game lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that only has two practical uses:, against the Robot Master it's effective against, Tengu Man, who is constantly flying, whose constant flight also makes the weapon hard to use on him, and to freeze lava in Sword Man's stage) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does let you move with it, unlike the Leaf Shield, and has a lot of uses, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does let you move with it, unlike the Leaf Shield, and has a lot of uses, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.battle--Dive Man can be caught in a pattern fairly easily by keeping your distance and out-shooting him, but the Skull Barrier requires you to get up in his face, at which he tries to ram you.

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while everything said is true, "game breaker" is kind of the opposite of what the trope is


** The Metal Blade. Unlike most other examples on this page, it's disliked for being too much of a GameBreaker, sucking the fun and challenge out. Most enemies and even a good portion of the bosses can be easily killed with it.
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I have seen a couple of lists of weapons in games disliked for being too overpowered which include the Metal Blade.

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** The Metal Blade. Unlike most other examples on this page, it's disliked for being too much of a GameBreaker, sucking the fun and challenge out. Most enemies and even a good portion of the bosses can be easily killed with it.
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** The Crystal Eye fires off a large crystal ball that, when it strikes a wall, shatters into three tiny balls that bounce around to cause damage. But the large ball does damage on par with an uncharged buster shot, and the small balls do the same damage. Filling the screen with tiny projectiles ricocheting all over the place sounds useful (the same idea was executed much better with ''Mega Man 11'''s Bounce Ball), but the Crystal Eye [[OneBulletAtATime doesn't let you fire a second shot]] or switch weapons while any of the projectiles are onscreen, so most of the time you just have two tiny balls bouncing far away from your target while you frantically wait for them to vanish.

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** The Crystal Eye fires off a large crystal ball that, when it strikes a wall, shatters into three tiny balls that bounce around to cause damage. But the large ball does damage on par with an uncharged buster shot, and the small balls do the same damage. Filling the screen with tiny projectiles ricocheting all over the place sounds useful (the same idea was executed much better with ''Mega Man 11'''s Bounce Ball), but the Crystal Eye [[OneBulletAtATime doesn't let you fire a second shot]] or switch weapons while any of the projectiles are onscreen, so most of the time you just have two tiny balls bouncing far away from your target while you frantically wait for them to vanish.vanish or sigh and switch to a better weapon.

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does let you move with it, unlike the Leaf Shield, has a lot of uses, and can block projectiles, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.
* ''VideoGame/MegaMan5'':
** The Power Stone creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until either the first one had run its course or you pause the game to despawn it. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does let you move with it, unlike the Leaf Shield, and has a lot of uses, and can block projectiles, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.
* ''VideoGame/MegaMan5'':
''VideoGame/MegaMan5'' is generally seen as one of the lowest points for weapons in the classic series. Not helping the problem is that the game's version of the charged Mega Buster is generally seen as one of its strongest incarnations, with great damage, a fast charge, a big hitbox, and piercing properties, all of which make it infinitely preferable for dealing with most threats. The only weapon to escape it is the Gyro Attack, which deals similar damage to a charge shot to standard enemies, but is spammable and can change its trajectory with the right input.
** The Power Stone creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired fire one, you couldn't can't fire another until either the first one had has run its course or you pause the game to despawn it. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.


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** The Crystal Eye fires off a large crystal ball that, when it strikes a wall, shatters into three tiny balls that bounce around to cause damage. But the large ball does damage on par with an uncharged buster shot, and the small balls do the same damage. Filling the screen with tiny projectiles ricocheting all over the place sounds useful (the same idea was executed much better with ''Mega Man 11'''s Bounce Ball), but the Crystal Eye [[OneBulletAtATime doesn't let you fire a second shot]] or switch weapons while any of the projectiles are onscreen, so most of the time you just have two tiny balls bouncing far away from your target while you frantically wait for them to vanish.
** The Gravity Hold, being [[SmartBomb a screen-nuke]], certainly seems like it would be impressive, but it compensates for it with terrible damage (it only kills enemies that die in one hit), extremely high ammo consumption, and since it doesn't technically kill enemies but rather drags them offscreen, you can't get power-ups from them.
** The Napalm Bomb is slow, short-ranged, generally clunky, and doesn't do as much damage as you'd think. The bombs also don't actually detonate if they hit their target. A number of enemies in ''V'' have some kind of MercyInvincibility, making the explosions less powerful in general.

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** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, ''VideoGame/MegaManIII'' for the Game Boy fixed the weapon entirely by simply letting it function like ''VideoGame/MegaMan1'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).

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** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It doesn't even work on a lot of enemies! It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico Nico, who attempted to do [[https://www.youtube.com/watch?v=yYWSpsvOuUo a run of the game]] solely using the Spark Shock, [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, ''VideoGame/MegaManIII'' for the Game Boy fixed the weapon entirely by simply letting it function like ''VideoGame/MegaMan1'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does fix the drainage problem from Leaf Shield and can block projectiles, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.

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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does fix let you move with it, unlike the drainage problem from Leaf Shield Shield, has a lot of uses, and can block projectiles, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.

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** The Leaf Shield started the sad trend in the series of shield weapons that fail to function as such. While it does do a decent job of warding off standard enemies and can serve as a tolerable projectile, it doesn't block enemy projectiles, and more pointedly, ''flies off when Mega Man moves.'' Combine that with its relatively small number of uses, and you have a weapon that's really only helpful for item farming in areas with RespawningEnemies. Even against Air Man, it can be surprisingly frustrating to use, because the thrown version of the shield is so large that it just bounces off Air Man's own projectiles, requiring you to get behind him and deliberately crash into him.


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* ''VideoGame/MegaMan4'''s Skull Barrier is generally seen as the one real dud among its weapon roster. While it does fix the drainage problem from Leaf Shield and can block projectiles, it takes a massive hit in durability due to breaking after taking any damage at all, and it also can't be used as a projectile. Its very poor offensive capabilities also, similarly, make it difficult to use in its designated boss battle.


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** The Star Crash does solve the Skull Barrier's problem of being unable to be used offensively (regaining the Leaf Shield's ability to be thrown but at the press of a button instead of when moving), but it also expends a lot more energy, while maintaining the terrible durability.
* The Plant Barrier in ''VideoGame/MegaMan6'' takes the Skull Barrier's problems of bad offense and fragility and then doubles its energy consumption, removing what was previously one of the Skull Barrier's few redeeming qualities. Needless to say, it can be drained to nothing in seconds. Gratefully, it was the last of the bad shields in the series, with the future ones (Junk Shield, Jewel Satellite, Water Shield, and Acid Barrier) all managing to earn their place.

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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. It doesn't look good when one of the few genuine uses for it is essentially an exploit (it interrupts the arrival animation of the Frienders in Wood Man's stage, letting you bypass them). Pretty much no matter what, you have a weapon you'll fire off at most twice in your entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).

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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one famous part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. It doesn't look good when one of the few genuine other uses for it is essentially an exploit (it interrupts the arrival animation of the Frienders in Wood Man's stage, letting you bypass them). Pretty But pretty much no matter what, you have a weapon you'll fire off at most twice in your entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).

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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. Pretty much no matter what, you have a weapon you'll fire off at most twice in your entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).

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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. It doesn't look good when one of the few genuine uses for it is essentially an exploit (it interrupts the arrival animation of the Frienders in Wood Man's stage, letting you bypass them). Pretty much no matter what, you have a weapon you'll fire off at most twice in your entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).
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** The Water Wave has good damage, and is meant to travel along the ground to take on enemies on lower platforms--but it can't be used while jumping, near edges, or on moving platforms, and unlike the Search Snake or Plug Ball, it can't travel uphill. In the time it takes to switch to it, fire it off, and hope it's decided to work today, you could just charge up the Mega Buster two or three times.

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** The Top Spin, whose only notable use is [[spoiler:destroying bosses that lack MercyInvincibility, including the final, in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of both Shadow Man and Doc Heat Man; the former who is seen as one of the most frustrating fights in the classic series, and both are very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.

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** The Top Spin, whose only notable use is [[spoiler:destroying bosses that lack MercyInvincibility, including the final, in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of both Shadow Man and Doc Heat Man; the former who is already being seen as one of the most frustrating fights in the classic series, series due to his [[ConfusionFu poorly-telegraphed attack patterns]], and both are very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.

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Additions, adjustments, and removing violations of Examples Are Not General


* ''VideoGame/MegaMan1''

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* ''VideoGame/MegaMan1'' ''VideoGame/MegaMan1'':



* ''VideoGame/MegaMan2''
** The Bubble Lead gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Even against Wily, it tends to be a chore to use, as its attack pattern makes it terrible at handling a flying opponent. Admittedly, it does have another use in detecting the occasional fake floors.
** The Atomic Fire is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The Crash Bomber does nowhere near as much damage as you'd expect a weapon with its name to do. Directly hitting an enemy does almost nothing, while missing them and waiting for the explosion has the same problem as the Hyper Bomb. It's also pretty slow, and a glutton for energy (seven shots and you're out), which makes using it in boss fights a major pain: most infamously, the Boobeam Trap, which requires ''exactly'' seven shots to defeat (fire even one shot that you didn't need to and the fight is unwinnable). Pretty much the only thing it's useful against is walls. The Chain Blast in ''11'' is seen as a general improvement for sticking to enemies and detonating on command.

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* ''VideoGame/MegaMan2''
''VideoGame/MegaMan2'':
** The Bubble Lead gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It Due to a glitch in the game's damage tables, it bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Even against Wily, it tends to be a chore to use, as its attack pattern makes it terrible at handling a flying opponent. Admittedly, it does have another use in detecting the occasional fake floors.
floors in Wily 4.
** The Atomic Fire is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over replenish between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
cases, unless you're playing on Normal in the English versions, then it only takes one).
** The Crash Bomber does nowhere near as much damage as you'd expect a weapon with its name to do. Directly hitting an enemy does almost nothing, while missing them and waiting for the explosion has the same problem as the Hyper Bomb. [[note]]It's slightly better in ''[[VideoGame/MegaManTheWilyWars Wily Wars]]'', due to the explosion's hitbox being increased slightly.[[/note]] It's also pretty slow, and a glutton for energy (seven shots and you're out), which makes using it in boss fights a major pain: most infamously, the Boobeam Trap, which requires ''exactly'' seven shots to defeat (fire even one shot that you didn't need to and the fight is unwinnable). unwinnable).[[note]]Through various tricks, it's possible to use less than seven shots, but they're very precise and easy to fail.[[/note]] Pretty much the only thing it's useful against is walls. The Chain Blast in ''11'' is seen as a general improvement for sticking to enemies and detonating on command.



* ''VideoGame/MegaMan3''
** The Top Spin, whose only notable use is [[spoiler:destroying the final boss in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of Shadow Man, who is ''also'' seen as one of the buggiest and most frustrating fights in the classic series and whose fight is very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.
** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, the Gameboy version fixed the weapon entirely by simply letting it function like ''VideoGame/MegaMan1'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).
* ''VideoGame/MegaMan5''
** The Power Stone may well be the worst special weapon ever created in any game. It creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until the first one had run its course. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.
** Charge Man's own weapon, the Charge Kick, has its own problems. It makes Mega Man's slide invincible and allows it to do damage, but it has the same problem as the Top Spin of being an attack that requires you to hit opponents with your own body in a game where you take damage when touching enemies normally. Most of the time, you'll undershoot your target and come to a stop either right before them or inside of them. On top of that, Wave Man (the boss who's weak to it) is also probably the worst boss to be weak to it, as he loves calling up water walls that block your slide. These flaws were eventually ironed out with the Pile Driver in ''VideoGame/MegaMan11'', another charging melee attack, only this time you can use it in the air as a makeshift air dash, and hitting an opponent without killing them throws Mega Man backwards to mitigate the risk of CollisionDamage.
** Really, all of the weapons in ''Mega Man 5'' could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.
* The Deep Digger in ''VideoGame/MegaManV'' is just like the Super Arm without the slightest change, and Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].

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* ''VideoGame/MegaMan3''
''VideoGame/MegaMan3'':
** The Top Spin, whose only notable use is [[spoiler:destroying bosses that lack MercyInvincibility, including the final boss final, in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of both Shadow Man, Man and Doc Heat Man; the former who is ''also'' seen as one of the buggiest and most frustrating fights in the classic series series, and whose fight is both are very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.
** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, ''VideoGame/MegaManIII'' for the Gameboy version Game Boy fixed the weapon entirely by simply letting it function like ''VideoGame/MegaMan1'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).
** ''[[VideoGame/MegaManTheWilyWars Wily Wars]]'' manages to make Magnet Missile, a fairly decent weapon in the NES original, into one. Due to an error in its programming, Magnet Missile gains a nasty tendency to try and hit enemy projectiles, usually resulting in it uselessly flying off into space when you're trying to hit an actual enemy/boss with it. This makes fighting bosses that are weak to it, like Hard Man and Doc Magnet Man, exercises in frustration as you constantly try to fire at them only for the shots to careen into nothingness; especially damming since Magnet Missile only gets a maximum of 14 shots until it's fully depleted.
* ''VideoGame/MegaMan5''
''VideoGame/MegaMan5'':
** The Power Stone may well be the worst special weapon ever created in any game. It creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until either the first one had run its course.course or you pause the game to despawn it. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.
** Charge Man's own weapon, the Charge Kick, has its own problems. It makes Mega Man's slide invincible and allows it to do damage, but it has the same problem as the Top Spin of being an attack that requires you to hit opponents with your own body in a game where you take damage when touching enemies normally. Most of the time, you'll undershoot your target and come to a stop either right before them or inside of them. On top of that, Wave Man (the boss who's weak to it) is also probably the worst boss to be weak to it, as he loves calling up water walls Water Waves that block your slide. These flaws were eventually ironed out with the Pile Driver in ''VideoGame/MegaMan11'', another charging melee attack, only this time you can use it in the air as a makeshift air dash, and hitting an opponent without killing them throws Mega Man backwards to mitigate the risk of CollisionDamage.
** Really, all of the weapons in ''Mega Man 5'' could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.
* The Deep Digger in ''VideoGame/MegaManV'' is just like the remarkably similar to Super Arm without and suffers from many of the slightest change, same issues. Despite it being more powerful and shooting a spread of damaging debris in the opposite direction of the block thrown, it still requires blocks to be found in stages, and only one boss in the entire game, Terra, is weak to it. Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].



** Scorch Wheel gets a lot of grief, due to how slowly it comes out and the awkward angle it fires at. The Noise Crush much better fills the role of a large-hitbox powerhouse, and the Junk Shield is much better for warding off enemies. And on top of that, every boss who's weak to it has at least one other weakness, usually one that's easier to use against them. It does have the ability to burn certain objects in certain stages, but that's about all it can do.
** The Wild Coil is the obligatory "ineffective against anything not the final boss" weapon, and dang if it doesn't show. It creates two springs on either side, which proceed to bounce around, hopefully damaging enemies. Most of the time, they just bounce into a BottomlessPit, and when they don't, it's usually to hit an enemy at such close range that the Slash Claw would hit them. The weapon's damage is also quite low, and using it requires Mega Man to stand still for about half a second.
* ''VideoGame/MegaMan8''
** The game lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; the only other use for it is to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
** The Mega Ball is a special weapon separate from the Robot Master weapons, and is given to you in the tutorial. Unfortunately, its specialty does not reflect into its viability. The ball is horrendously hard and slow to aim, especially since you have to drop it and then move into it to kick it in a direction that may not even possibly hit anyone. Its power does not make up for it in the slightest, as even unloading all 20 balls onto a Robot Master doesn't even kill them. Any of them. None of them are even weak to the ball anyway, so it's just better to use the Mega Buster anyway. There's a good reason that the boss who can only be damaged by the Mega Ball is ThatOneBoss. [=Gamechamp3000=] of WebVideo/VGMyths fame did a SelfImposedChallenge where they ''only'' [[https://www.youtube.com/watch?v=xurNjWulIo0 used the Mega Ball]] (Except on bosses immune to it), and it should say something that they couldn't even beat the first few bosses without a rare RNG roll.
* ''VideoGame/MegaMan10'' has Thunder Wool, which conjures up a cloud in front of you that floats up for a few seconds, then drops a lightning bolt. It's nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Thankfully, it at least works on Pump Man, since his habit of standing still and moving to predictable locations means you can drop clouds on him fairly reliably.
* Shield weapons in general have a pretty scattershot history. You lose the Leaf Shield in ''VideoGame/MegaMan2'' as soon as you moved, making it only useful in the section in the fourth Wily stage with platforms and Tellies (and beating Air Man, of course). Most other shield weapons (the Skull Barrier, Star Crash, and Plant Barrier) ''did'' allow you to move, but were ineffective due to vanishing as soon as they took a hit or, in worse cases, being ineffective altogether. That said, most of the shield weapons after the incredibly tough Junk Shield in ''7'' managed to pull their weight, especially ''9'''s Jewel Satellite.

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** Scorch Wheel/Burning Wheel gets a lot of grief, due to how slowly it comes out and the awkward angle it fires at. The Noise Crush much better fills the role of a large-hitbox powerhouse, and the Junk Shield is much better for warding off enemies. And on top of that, every boss who's weak to it has at least one other weakness, usually one that's easier to use against them. It does have the ability to burn certain objects in certain stages, but that's about all it can do.
** The Wild Coil is the obligatory "ineffective against anything not the final boss" weapon, and dang if it doesn't show. It creates two springs on either side, which proceed to bounce around, hopefully damaging enemies. Most of the time, they just bounce into a BottomlessPit, and when they don't, it's usually to hit an enemy at such close range that the Slash Claw would hit them.be better suited for the job. The weapon's damage is also quite low, and using it requires Mega Man to stand still for about half a second.
* ''VideoGame/MegaMan8''
''VideoGame/MegaMan8'':
** The game lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where that only has two practical uses:, against the Robot Master it's effective against against, Tengu Man, who is constantly flying; the only other use for it is flying, and to freeze lava) lava in Sword Man's stage) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
** The Mega Ball is a special weapon separate from the Robot Master weapons, and is given to you in the tutorial. Unfortunately, intro stage. Though it can be used to do mid-air jumps with the right timing, its specialty does not reflect into its viability.viability anywhere else. The ball is horrendously hard and slow to aim, especially since you have to drop it and then move into it to kick it in a direction that may not even possibly hit anyone. Its power does not make up for it in the slightest, as even unloading all 20 balls onto a Robot Master doesn't even kill them. Any of them. None of them are even weak to the ball anyway, so it's just better to use the Mega Buster anyway. Buster. There's a good reason that the boss who can only be damaged by the Mega Ball is ThatOneBoss.[[GoddamnedBoss Atetemino, the Wily 1 boss]]. [=Gamechamp3000=] of WebVideo/VGMyths fame did a SelfImposedChallenge where they ''only'' [[https://www.youtube.com/watch?v=xurNjWulIo0 used the Mega Ball]] (Except (except on bosses immune to it), and it should say something that they couldn't even beat the first few bosses without a rare RNG roll.
* ''VideoGame/MegaMan10'' has ''VideoGame/MegaMan10'':
**
Thunder Wool, which Wool conjures up a cloud in front of you that floats up for a few seconds, then drops a lightning bolt. It's nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Thankfully, it at least works on Pump Man, since his habit of standing still and moving to predictable locations means you can drop clouds on him fairly reliably.
* Shield weapons in general have ** Chill Spike fires a pretty scattershot history. You lose blob of freezing liquid that sails downward until it hits the Leaf Shield ground or a wall, where it then turns into a set of icy spikes. Though the blob freezes enemies in ''VideoGame/MegaMan2'' as soon as you moved, place for a short amount of time, only the spike strip can actually damage them, which is much easier said than done, and several enemies are capable of destroying the spike strip. This has the side effect of making it nearly useless against airborne enemies. Even the boss that's weak to it, Nitro Man, only useful in recieves significant damage by running over the section spikes while in motorcycle form, and the fourth Wily stage many Wheel Cutters he throws during the fight can easily destroy it and waste ammo.
** Commando Bomb fires a flying bomb that can be controlled
with platforms and Tellies (and beating Air Man, the D-Pad until it hits a surface, in which case it explodes into a spread of course). Most other shield weapons (the Skull Barrier, Star Crash, and Plant Barrier) ''did'' allow you two shockwaves. Though the explosion is very powerful, Commando Bomb suffers from two major issues - the bomb itself is pitifully weak (it does little to move, but were ineffective due to vanishing as soon as they took a hit or, in worse cases, being ineffective altogether. That said, most no damage if it hits its target instead of the shield weapons after explosion), and since you need to use the incredibly tough Junk Shield D-Pad to control its flight, you'll move while doing so, making it ''extremely'' dangerous to use in ''7'' managed to pull their weight, especially ''9'''s Jewel Satellite.areas with lots of {{Bottomless Pit}}s or SpikesOfDoom.

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* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; the only other use for it is to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).

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* ''VideoGame/MegaMan8'' ''VideoGame/MegaMan8''
** The game
lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; the only other use for it is to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
** The Mega Ball is a special weapon separate from the Robot Master weapons, and is given to you in the tutorial. Unfortunately, its specialty does not reflect into its viability. The ball is horrendously hard and slow to aim, especially since you have to drop it and then move into it to kick it in a direction that may not even possibly hit anyone. Its power does not make up for it in the slightest, as even unloading all 20 balls onto a Robot Master doesn't even kill them. Any of them. None of them are even weak to the ball anyway, so it's just better to use the Mega Buster anyway. There's a good reason that the boss who can only be damaged by the Mega Ball is ThatOneBoss. [=Gamechamp3000=] of WebVideo/VGMyths fame did a SelfImposedChallenge where they ''only'' [[https://www.youtube.com/watch?v=xurNjWulIo0 used the Mega Ball]] (Except on bosses immune to it), and it should say something that they couldn't even beat the first few bosses without a rare RNG roll.

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** The Bubble Lead gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Admittedly, it does have another use in detecting the occasional fake floors.

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** The Bubble Lead gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Even against Wily, it tends to be a chore to use, as its attack pattern makes it terrible at handling a flying opponent. Admittedly, it does have another use in detecting the occasional fake floors.



* ''VideoGame/MegaMan7'''s Scorch Wheel gets a lot of grief, due to how slowly it comes out and the awkward angle it fires at. The Noise Crush much better fills the role of a large-hitbox powerhouse, and the Junk Shield is much better for warding off enemies. And on top of that, every boss who's weak to it has at least one other weakness, usually one that's easier to use against them. It does have the ability to burn certain objects in certain stages, but that's about all it can do.

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* ''VideoGame/MegaMan7'''s ''VideoGame/MegaMan7'':
**
Scorch Wheel gets a lot of grief, due to how slowly it comes out and the awkward angle it fires at. The Noise Crush much better fills the role of a large-hitbox powerhouse, and the Junk Shield is much better for warding off enemies. And on top of that, every boss who's weak to it has at least one other weakness, usually one that's easier to use against them. It does have the ability to burn certain objects in certain stages, but that's about all it can do.do.
** The Wild Coil is the obligatory "ineffective against anything not the final boss" weapon, and dang if it doesn't show. It creates two springs on either side, which proceed to bounce around, hopefully damaging enemies. Most of the time, they just bounce into a BottomlessPit, and when they don't, it's usually to hit an enemy at such close range that the Slash Claw would hit them. The weapon's damage is also quite low, and using it requires Mega Man to stand still for about half a second.

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** Really, all of the weapons in Mega Man 5 could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.

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** Really, all of the weapons in Mega ''Mega Man 5 5'' could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.


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* ''VideoGame/MegaMan7'''s Scorch Wheel gets a lot of grief, due to how slowly it comes out and the awkward angle it fires at. The Noise Crush much better fills the role of a large-hitbox powerhouse, and the Junk Shield is much better for warding off enemies. And on top of that, every boss who's weak to it has at least one other weakness, usually one that's easier to use against them. It does have the ability to burn certain objects in certain stages, but that's about all it can do.
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* Really, all of the weapons in Mega Man 5 could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.

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* ** Really, all of the weapons in Mega Man 5 could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.
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* Really, all of the weapons in Mega Man 5 could qualify for one simple reason: the charged Mega Buster is ''obscenely'' powerful in this game. So much so that it one shots many enemies that special weapons would need two or three hits to kill. What's worse, the only weapon that has any real utility is the Gyro Attack due to its ability to reliably hit enemies that aren't directly horizontal to you.

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** Guts Man's own Super Arm picked up blocks and tossed them around, but most levels had only a few blocks to toss. Most notably, the refight against Cut Man has no blocks whatsoever in his arena, meaning you can't use his weakness against him.

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** Guts Man's own Super Arm picked picks up blocks and tossed tosses them around, around. The blocks do good damage, but most levels had have only a few blocks to toss. Most notably, the refight against Cut Man has no blocks whatsoever in his arena, meaning you can't use his weakness against him. Even in the first fight, he dies in two hits, but you have only two blocks to work with and they don't come back, so if you miss, you can't defeat him with his weakness.
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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. Pretty much no matter what, you have a weapon you'll fire off at most twice in yoir entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).

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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. Pretty much no matter what, you have a weapon you'll fire off at most twice in yoir your entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).
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** The Time Stopper grants an awesome ability in stopping time, but it's overbalanced to the point of uselessness. Once the Time Stopper gets triggered, it can't be turned off, and it just keeps draining until you lose the whole charge, making it effectively a one-shot weapon. Worse, you also have no means of attack while the Stopper is active and you can't switch weapons, so if you run into an enemy you can't jump over, that's an entire charge wasted. There is one part in the game where it's useful (it stops the lasers in Quick Man's stage), but doing so means you also can't use the Time Stopper against the one enemy in the game who's weak to it. Pretty much no matter what, you have a weapon you'll fire off at most twice in yoir entire playthrough. Notably, the Flash Stopper in ''VideoGame/MegaMan4'' is often seen as a "fixed" version--it doesn't drain in one go, and you can use the Buster while it's active (though you can't charge it).

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* ''VideoGame/MegaManX5'': W-Shredder (Spiral Pegasus's attack for Zero), for not only having low utility, but to an extent outright crippling Zero by making a far stronger attack "technique" (alternately hit dash and Attack rapidly to hit obnoxiously fast) unusable, since it is executed the same way. It's so bad, if you can get away with it you should just skip Pegasus entirely and launch the Shuttle without beating him if you're using Zero. This also means losing the Wing Spiral for X (Dynamo's weakness), by the way.

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* ''VideoGame/MegaManX5'': ''VideoGame/MegaManX5'':
** Zero's Z-Buster. It's nowhere near as powerful (or useful) as it was in ''[[VideoGame/MegaManX3 X3]]''. Zero could only use it on the ground while stationary and its damage output is nothing to write home about. It also has slow startup, because there's a short charging animation Zero performs just before he fires it. And as if the Z-Buster wasn't already pointless, it only travels a short distance before vanishing. From ''[[VideoGame/MegaManX4 X4]]'' onward, [[DivergentCharacterEvolution Zero has become the close-ranged, melee specialist as opposed to X's long-ranged gameplay]], so giving him a long-ranged weapon that's so ridiculously flawed adds nothing to his arsenal. Obtaining the Buster by picking Zero for the intro stage also locks X out of the vastly more useful [[SpellMyNameWithAnS Fourth/Force]] Armor. [[VideoGame/MegaManX6 The next game]] would address this by giving the Z-Buster to Zero once he joins you, ratcheting up its rate of fire, and making Zero's Buster shots noticeably more powerful to balance out the drawbacks, thus making it more of a DifficultButAwesome weapon.
**
W-Shredder (Spiral Pegasus's attack for Zero), for not only having low utility, but to an extent outright crippling Zero by making a far stronger attack "technique" (alternately hit dash and Attack rapidly to hit obnoxiously fast) unusable, since it is executed the same way. It's so bad, if you can get away with it you should just skip Pegasus entirely and launch the Shuttle without beating him if you're using Zero. This also means losing the Wing Spiral for X (Dynamo's weakness), by the way.
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** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, the Gameboy version fixed the weapon entirely by simply letting it function like ''MMI'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).

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** Spark Shock creates a cloud of electricity that freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can't have more than two clouds active nor switch to another weapon until its effect wears off, and touching a frozen enemy still damages Mega Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, the Gameboy version fixed the weapon entirely by simply letting it function like ''MMI'''s ''VideoGame/MegaMan1'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).
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** Spark Shock also sees very limited use (in the NES version, that is; it works exactly like Ice Slasher would in the Game Boy version), as - besides almost no normal enemies being damaged by it - while it freezes whichever enemy it hits, the player can neither fire another one nor switch to another weapon until its effect wears off on the afflicted enemy, and touching a frozen enemy still damages Mega Man.

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** Spark Shock also sees very limited use (in the NES version, creates a cloud of electricity that is; it works exactly like Ice Slasher would in the Game Boy version), as - besides almost no normal enemies being damaged by it - while it freezes whichever enemy it hits, but it deals no damage to anything besides certain bosses, and the player can neither fire another one can't have more than two clouds active nor switch to another weapon until its effect wears off on the afflicted enemy, off, and touching a frozen enemy still damages Mega Man.Man. Because of this, the freezing merely briefly turns an enemy into a static damaging obstacle that you can't get rid of, and chances are that if you could get around them in that form, you could probably just jump over them without the Spark Shock. It does have twenty-eight uses, but when you're as ineffective as this, twenty-eight times zero is still zero. Nico [[https://youtu.be/ODDViuDmVDM considered it]] the worst weapon in the entire series. Notably, the Gameboy version fixed the weapon entirely by simply letting it function like ''MMI'''s Ice Slasher (that is, you can freeze any number of enemies at once and switch to damaging weapons to finish them off).

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* The original ''VideoGame/MegaMan1'' has the Hyper Bomb, which, while powerful, is far too slow to be of any use (it doesn't explode until roughly three seconds after you threw it) against anything other than the mostly immobile Guts Man. Guts Man's own Super Arm picked up blocks and tossed them around, but most levels had only a few blocks to toss. Most notably, the refight against Cut Man has no blocks whatsoever in his arena, meaning you can't use his weakness against him. The Deep Digger in ''VideoGame/MegaManV'' is just like the Super Arm without the slightest change, and Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].
* The Bubble Lead in ''VideoGame/MegaMan2'' also gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Admittedly, it does have another use in detecting the occasional fake floors.
** The Atomic Fire in ''2'' is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The Crash Bomber of ''2'' does nowhere near as much damage as you'd expect a weapon with its name to do. Directly hitting an enemy does almost nothing, while missing them and waiting for the explosion has the same problem as the Hyper Bomb. It's also pretty slow, and a glutton for energy (seven shots and you're out), which makes using it in boss fights a major pain: most infamously, the Boobeam Trap, which requires ''exactly'' seven shots to defeat (fire even one shot that you didn't need to and the fight is unwinnable). Pretty much the only thing it's useful against is walls. The Chain Blast in ''11'' is seen as a general improvement for sticking to enemies and detonating on command.
* The Top Spin from ''VideoGame/MegaMan3'', whose only notable use is [[spoiler:destroying the final boss in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of Shadow Man, who is ''also'' seen as one of the buggiest and most frustrating fights in the classic series and whose fight is very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.

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* ''VideoGame/MegaMan1''
**
The original ''VideoGame/MegaMan1'' has the Hyper Bomb, which, while powerful, is far too slow to be of any use (it doesn't explode until roughly three seconds after you threw it) against anything other than the mostly immobile Guts Man. Man.
**
Guts Man's own Super Arm picked up blocks and tossed them around, but most levels had only a few blocks to toss. Most notably, the refight against Cut Man has no blocks whatsoever in his arena, meaning you can't use his weakness against him. The Deep Digger in ''VideoGame/MegaManV'' is just like the Super Arm without the slightest change, and Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].
him.
* ''VideoGame/MegaMan2''
**
The Bubble Lead in ''VideoGame/MegaMan2'' also gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Admittedly, it does have another use in detecting the occasional fake floors.
** The Atomic Fire in ''2'' is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The Crash Bomber of ''2'' does nowhere near as much damage as you'd expect a weapon with its name to do. Directly hitting an enemy does almost nothing, while missing them and waiting for the explosion has the same problem as the Hyper Bomb. It's also pretty slow, and a glutton for energy (seven shots and you're out), which makes using it in boss fights a major pain: most infamously, the Boobeam Trap, which requires ''exactly'' seven shots to defeat (fire even one shot that you didn't need to and the fight is unwinnable). Pretty much the only thing it's useful against is walls. The Chain Blast in ''11'' is seen as a general improvement for sticking to enemies and detonating on command.
* ''VideoGame/MegaMan3''
**
The Top Spin from ''VideoGame/MegaMan3'', Spin, whose only notable use is [[spoiler:destroying the final boss in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of Shadow Man, who is ''also'' seen as one of the buggiest and most frustrating fights in the classic series and whose fight is very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.



* The Power Stone from ''VideoGame/MegaMan5'' may well be the worst special weapon ever created in any game. It creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until the first one had run its course. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.
* Charge Man's own weapon, the Charge Kick, has its own problems. It makes Mega Man's slide invincible and allows it to do damage, but it has the same problem as the Top Spin of being an attack that requires you to hit opponents with your own body in a game where you take damage when touching enemies normally. Most of the time, you'll undershoot your target and come to a stop either right before them or inside of them. On top of that, Wave Man (the boss who's weak to it) is also probably the worst boss to be weak to it, as he loves calling up water walls that block your slide. These flaws were eventually ironed out with the Pile Driver in ''VideoGame/MegaMan11'', another charging melee attack, only this time you can use it in the air as a makeshift air dash, and hitting an opponent without killing them throws Mega Man backwards to mitigate the risk of CollisionDamage.
* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the two ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; you'll only use it to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).

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* The ''VideoGame/MegaMan5''
**The
Power Stone from ''VideoGame/MegaMan5'' may well be the worst special weapon ever created in any game. It creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until the first one had run its course. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.
* ** Charge Man's own weapon, the Charge Kick, has its own problems. It makes Mega Man's slide invincible and allows it to do damage, but it has the same problem as the Top Spin of being an attack that requires you to hit opponents with your own body in a game where you take damage when touching enemies normally. Most of the time, you'll undershoot your target and come to a stop either right before them or inside of them. On top of that, Wave Man (the boss who's weak to it) is also probably the worst boss to be weak to it, as he loves calling up water walls that block your slide. These flaws were eventually ironed out with the Pile Driver in ''VideoGame/MegaMan11'', another charging melee attack, only this time you can use it in the air as a makeshift air dash, and hitting an opponent without killing them throws Mega Man backwards to mitigate the risk of CollisionDamage.
* The Deep Digger in ''VideoGame/MegaManV'' is just like the Super Arm without the slightest change, and Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].
* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the two ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; you'll the only other use for it is to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).



* Shield weapons in general have a pretty scattershot history. You lost the Leaf Shield in ''VideoGame/MegaMan2'' as soon as you moved, making it only useful in the section in the fourth Wily stage with platforms and Tellies (and beating Air Man, of course). Most other shield weapons (the Skull Barrier, Star Crash, and Plant Barrier) ''did'' allow you to move, but were ineffective due to vanishing as soon as they took a hit or, in worse cases, being ineffective altogether. That said, most of the shield weapons after the incredibly tough Junk Shield in ''7'' managed to pull their weight, especially ''9'''s Jewel Satellite.

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* Shield weapons in general have a pretty scattershot history. You lost lose the Leaf Shield in ''VideoGame/MegaMan2'' as soon as you moved, making it only useful in the section in the fourth Wily stage with platforms and Tellies (and beating Air Man, of course). Most other shield weapons (the Skull Barrier, Star Crash, and Plant Barrier) ''did'' allow you to move, but were ineffective due to vanishing as soon as they took a hit or, in worse cases, being ineffective altogether. That said, most of the shield weapons after the incredibly tough Junk Shield in ''7'' managed to pull their weight, especially ''9'''s Jewel Satellite.



* The Rolling Shield in ''VideoGame/MegaManX1'' is the worst boss weapon in the game. The boss who is meant to be vulnerable to it, Launch Octopus, is more vulnerable to the Boomerang Cutter, which severs his tentacles, reducing his firepower and preventing him from [[ThatOneAttack drawing you in]]; the Rolling Shield has no special effect on the boss, and though it does more damage than the Cutter, it's too cumbersome to be used effectively. Surprisingly enough, though, the Rolling Shield works well on Sigma's OneWingedAngel form and, when its full charge is used, for farming health and weapon energy (especially before Sigma).
* While the charged versions vary on effectiveness, there are two stand-outs that make this list: Shotgun Ice and Fire Wave. Shotgun Ice just creates a rolling platform that seems to only exist so the player can get to the Heart Tank in Boomer Kuwanger's stage. Fire Wave, which due to the way the normal weapon works, requires you to burn ammo just to charge the damn thing[[note]]although you can get around this if you know the trick of charging up your X-Buster then toggling to the Fire Wave before releasing the charged attack[[/note]], can disrupt you if you're trying to use the normal fire in long bursts, and the payoff - a ground-hugging fire projectile — isn't particularly impressive enough to make up for it.

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* The ''VideoGame/MegaManX1''
**
Rolling Shield in ''VideoGame/MegaManX1'' is the worst boss weapon in the game. The boss who is meant to be vulnerable to it, Launch Octopus, is more vulnerable to the Boomerang Cutter, which severs his tentacles, reducing his firepower and preventing him from [[ThatOneAttack drawing you in]]; the Rolling Shield has no special effect on the boss, and though it does more damage than the Cutter, it's too cumbersome to be used effectively. Surprisingly enough, though, the Rolling Shield works well on Sigma's OneWingedAngel form and, when its full charge is used, for farming health and weapon energy (especially before Sigma).
* ** While the charged versions vary on effectiveness, there are two stand-outs that make this list: Shotgun Ice and Fire Wave. Shotgun Ice just creates a rolling platform that seems to only exist so the player can get to the Heart Tank in Boomer Kuwanger's stage. stage; Fire Wave, which due to the way the normal weapon works, requires you to burn ammo just to charge the damn thing[[note]]although you can get around this if you know the trick of charging up your X-Buster then toggling to the Fire Wave before releasing the charged attack[[/note]], can disrupt you if you're trying to use the normal fire in long bursts, and the payoff - a ground-hugging fire projectile — isn't particularly impressive enough to make up for it.



* ''VideoGame/MegaManX6'': The Guard Shell barely defends from a specific sort of shots. Also, it is supposed to be Infinity Mijinion's weakness, but it barely does any damage to him and forces the player to rely on the boss doing specific moves to even work at all. Because of this, many consider the Yammark Option to be a better "weakness" to Mijinion than the actual weakness. However, it has a decent charged version and it [[GoodBadBugs somehow empowers Zero]].

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* ''VideoGame/MegaManX6'': ''VideoGame/MegaManX6'':
**
The Guard Shell barely defends from a specific sort of shots. Also, it is supposed to be Infinity Mijinion's weakness, but it barely does any damage to him and forces the player to rely on the boss doing specific moves to even work at all. Because of this, many consider the Yammark Option to be a better "weakness" to Mijinion than the actual weakness. However, it has a decent charged version and it [[GoodBadBugs somehow empowers Zero]].Zero]].
** The Sentsuizan gets a lot of flak for one reason: its input Up+Attack can prove fatal for the player if they actually meant for Zero to grab on to a rope above a bed of spikes/bottomless pit...



* ''VideoGame/MegaManZero 4'' has this in the form of the Ex Skill Tractor Shot, obtained from Mino Magnus. While ammunition is not a problem, the real problem comes in finding a proper use for this Ex Skill, because it can only charge by absorbing (specific) shots, while charging you cannot use any other weapon and has mediocre melee range while charging. And you can only have one Buster Ex Skill equipped at a time, with all other being more effective at picking off enemies from distance, and the stolen weapons or Saber causing more damage per second than this one would. Its only real use is against Randam Bandam (the boss of the third to last stage), who has an attack where it disappears and shoots at you from every single one of the panels in the background. By holding out the Tractor Shot you can absorb every shot, then send them back at it to chunk about an entire bar of life from it in one hit. Nice, but doesn't really compensate for being so useless as a Thunder attack, though.

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* ''VideoGame/MegaManZero 4'' ''VideoGame/MegaManZero4'' has this in the form of the Ex Skill Tractor Shot, obtained from Mino Magnus. While ammunition is not a problem, the real problem comes in finding a proper use for this Ex Skill, because it can only charge by absorbing (specific) shots, while charging you cannot use any other weapon and has mediocre melee range while charging. And you can only have one Buster Ex Skill equipped at a time, with all the other options being more effective at picking off enemies from a distance, and the stolen weapons or Saber causing more damage per second than this one would. Its only real use is against Randam Bandam (the boss of the third to last stage), who has an attack where it disappears and shoots at you from every single one of the panels in the background. By holding out the Tractor Shot you can absorb every shot, then send them back at it to chunk about an entire bar of life from it in one hit. Nice, but doesn't really compensate for being so useless as a Thunder attack, though.

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* The Rolling Shield in ''VideoGame/MegaManX1'' is the worst boss weapon in the game. The boss who is meant to be vulnerable to it, Launch Octopus, is more vulnerable to the Boomerang Cutter, which severs his tentacles, reducing his firepower and preventing him from [[ThatOneAttack drawing you in]]; the Rolling Shield has no special effect on the boss and isn't effective at doing damage. Surprisingly enough, though, the Rolling Shield works well on Sigma's OneWingedAngel form and, when its full charge is used, for farming health and weapon energy (especially before Sigma).

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* The Rolling Shield in ''VideoGame/MegaManX1'' is the worst boss weapon in the game. The boss who is meant to be vulnerable to it, Launch Octopus, is more vulnerable to the Boomerang Cutter, which severs his tentacles, reducing his firepower and preventing him from [[ThatOneAttack drawing you in]]; the Rolling Shield has no special effect on the boss boss, and isn't effective at doing damage.though it does more damage than the Cutter, it's too cumbersome to be used effectively. Surprisingly enough, though, the Rolling Shield works well on Sigma's OneWingedAngel form and, when its full charge is used, for farming health and weapon energy (especially before Sigma).

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* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the two ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; you'll only use it to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
* ''VideoGame/MegaMan10'' has Thunder Wool, which is nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. To quote one Gamefaqs poster, "Anything the Thunder Wool does, another weapon does better and for less ammo cost."

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* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the charged Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the two ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; you'll only use it to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
* ''VideoGame/MegaMan10'' has Thunder Wool, which is conjures up a cloud in front of you that floats up for a few seconds, then drops a lightning bolt. It's nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. To quote one Gamefaqs poster, "Anything the Thunder Wool does, another weapon does better Thankfully, it at least works on Pump Man, since his habit of standing still and for less ammo cost."moving to predictable locations means you can drop clouds on him fairly reliably.
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The ''Franchise/MegaMan'' franchise is famous for the titular robot's ability to amass tons of weapons after defeating Robot Masters and they can feel so satisfying to use. However, with at least 8 boss weapons per game, there's bound to be a few duds every now and then.
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[[foldercontrol]]

[[folder:Mega Man]]
* The original ''VideoGame/MegaMan1'' has the Hyper Bomb, which, while powerful, is far too slow to be of any use (it doesn't explode until roughly three seconds after you threw it) against anything other than the mostly immobile Guts Man. Guts Man's own Super Arm picked up blocks and tossed them around, but most levels had only a few blocks to toss. Most notably, the refight against Cut Man has no blocks whatsoever in his arena, meaning you can't use his weakness against him. The Deep Digger in ''VideoGame/MegaManV'' is just like the Super Arm without the slightest change, and Creator/TheQuarterGuy refers to it as [[https://www.youtube.com/watch?v=hQZ7NQDDFcA the bottom of the barrel]].
* The Bubble Lead in ''VideoGame/MegaMan2'' also gets a lot of this, with its effectiveness against the final boss being one of the more infamous gags in the series. It bounces off the majority of enemies, especially ones you'd want to use it on, and does less damage than any other "ground-bound" weapon in the series. Admittedly, it does have another use in detecting the occasional fake floors.
** The Atomic Fire in ''2'' is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The Crash Bomber of ''2'' does nowhere near as much damage as you'd expect a weapon with its name to do. Directly hitting an enemy does almost nothing, while missing them and waiting for the explosion has the same problem as the Hyper Bomb. It's also pretty slow, and a glutton for energy (seven shots and you're out), which makes using it in boss fights a major pain: most infamously, the Boobeam Trap, which requires ''exactly'' seven shots to defeat (fire even one shot that you didn't need to and the fight is unwinnable). Pretty much the only thing it's useful against is walls. The Chain Blast in ''11'' is seen as a general improvement for sticking to enemies and detonating on command.
* The Top Spin from ''VideoGame/MegaMan3'', whose only notable use is [[spoiler:destroying the final boss in one hit]]. Not only does it require Mega Man to touch opponents while using it in a game where CollisionDamage is the norm, and not only can it only be used while jumping, but its damage mechanics are bugged; due to the fact that it counts striking an enemy in MercyInvincibility to be a hit, it can drain in a single second while doing only a single hit of damage. On top of that, it's the weakness of Shadow Man, who is ''also'' seen as one of the buggiest and most frustrating fights in the classic series and whose fight is very susceptible to the above draining problem. It can see greater effect [[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run), but it's so buggy and clumsy that most don't bother.
** Spark Shock also sees very limited use (in the NES version, that is; it works exactly like Ice Slasher would in the Game Boy version), as - besides almost no normal enemies being damaged by it - while it freezes whichever enemy it hits, the player can neither fire another one nor switch to another weapon until its effect wears off on the afflicted enemy, and touching a frozen enemy still damages Mega Man.
* The Power Stone from ''VideoGame/MegaMan5'' may well be the worst special weapon ever created in any game. It creates a trio of boulders that circles outward from Mega Man's position. Unfortunately, they are notoriously hard to aim correctly and move very slowly, to boot. Worst of all, once you fired one, you couldn't fire another until the first one had run its course. It says something when it's generally less of a hassle to kill Charge Man (who is weak to the Power Stone) with the Mega Buster.
* Charge Man's own weapon, the Charge Kick, has its own problems. It makes Mega Man's slide invincible and allows it to do damage, but it has the same problem as the Top Spin of being an attack that requires you to hit opponents with your own body in a game where you take damage when touching enemies normally. Most of the time, you'll undershoot your target and come to a stop either right before them or inside of them. On top of that, Wave Man (the boss who's weak to it) is also probably the worst boss to be weak to it, as he loves calling up water walls that block your slide. These flaws were eventually ironed out with the Pile Driver in ''VideoGame/MegaMan11'', another charging melee attack, only this time you can use it in the air as a makeshift air dash, and hitting an opponent without killing them throws Mega Man backwards to mitigate the risk of CollisionDamage.
* ''VideoGame/MegaMan8'' lacks weaknesses for normal enemies, meaning that all but two of its weapons deal the same damage or less compared to the Mega Buster. This makes them largely identical outside of boss battles, stage gimmicks, and their hitboxes. Of the group, the two ones to draw the shortest straw seem to be the Ice Wave (a ground-crawling weapon in a game where that's very rarely useful, and where the Robot Master it's effective against is constantly flying; you'll only use it to freeze lava) and the Water Balloon (completely unremarkable hitbox and doesn't interact with any stage gimmicks; it's effective against Wily's first form but the Flash Bomb actually outperforms it).
* ''VideoGame/MegaMan10'' has Thunder Wool, which is nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. To quote one Gamefaqs poster, "Anything the Thunder Wool does, another weapon does better and for less ammo cost."
* Shield weapons in general have a pretty scattershot history. You lost the Leaf Shield in ''VideoGame/MegaMan2'' as soon as you moved, making it only useful in the section in the fourth Wily stage with platforms and Tellies (and beating Air Man, of course). Most other shield weapons (the Skull Barrier, Star Crash, and Plant Barrier) ''did'' allow you to move, but were ineffective due to vanishing as soon as they took a hit or, in worse cases, being ineffective altogether. That said, most of the shield weapons after the incredibly tough Junk Shield in ''7'' managed to pull their weight, especially ''9'''s Jewel Satellite.
[[/folder]]

[[folder:Mega Man X]]
* The Rolling Shield in ''VideoGame/MegaManX1'' is the worst boss weapon in the game. The boss who is meant to be vulnerable to it, Launch Octopus, is more vulnerable to the Boomerang Cutter, which severs his tentacles, reducing his firepower and preventing him from [[ThatOneAttack drawing you in]]; the Rolling Shield has no special effect on the boss and isn't effective at doing damage. Surprisingly enough, though, the Rolling Shield works well on Sigma's OneWingedAngel form and, when its full charge is used, for farming health and weapon energy (especially before Sigma).
* While the charged versions vary on effectiveness, there are two stand-outs that make this list: Shotgun Ice and Fire Wave. Shotgun Ice just creates a rolling platform that seems to only exist so the player can get to the Heart Tank in Boomer Kuwanger's stage. Fire Wave, which due to the way the normal weapon works, requires you to burn ammo just to charge the damn thing[[note]]although you can get around this if you know the trick of charging up your X-Buster then toggling to the Fire Wave before releasing the charged attack[[/note]], can disrupt you if you're trying to use the normal fire in long bursts, and the payoff - a ground-hugging fire projectile — isn't particularly impressive enough to make up for it.
* ''VideoGame/MegaManX5'': W-Shredder (Spiral Pegasus's attack for Zero), for not only having low utility, but to an extent outright crippling Zero by making a far stronger attack "technique" (alternately hit dash and Attack rapidly to hit obnoxiously fast) unusable, since it is executed the same way. It's so bad, if you can get away with it you should just skip Pegasus entirely and launch the Shuttle without beating him if you're using Zero. This also means losing the Wing Spiral for X (Dynamo's weakness), by the way.
* ''VideoGame/MegaManX6'': The Guard Shell barely defends from a specific sort of shots. Also, it is supposed to be Infinity Mijinion's weakness, but it barely does any damage to him and forces the player to rely on the boss doing specific moves to even work at all. Because of this, many consider the Yammark Option to be a better "weakness" to Mijinion than the actual weakness. However, it has a decent charged version and it [[GoodBadBugs somehow empowers Zero]].
* Moving Wheel in ''VideoGame/MegaManX7''. It's basically Spin Wheel from ''VideoGame/MegaManX2'', but the 3D gameplay makes it much harder to actually hit anything with it. ''Technically'' it's the weakness of Snipe Anteator, but it's very difficult to hit him with it, and when it actually does hit you'll find that it barely does more damage than a normal Buster shot.
[[/folder]]

[[folder:Other]]
* ''VideoGame/MegaManZero 4'' has this in the form of the Ex Skill Tractor Shot, obtained from Mino Magnus. While ammunition is not a problem, the real problem comes in finding a proper use for this Ex Skill, because it can only charge by absorbing (specific) shots, while charging you cannot use any other weapon and has mediocre melee range while charging. And you can only have one Buster Ex Skill equipped at a time, with all other being more effective at picking off enemies from distance, and the stolen weapons or Saber causing more damage per second than this one would. Its only real use is against Randam Bandam (the boss of the third to last stage), who has an attack where it disappears and shoots at you from every single one of the panels in the background. By holding out the Tractor Shot you can absorb every shot, then send them back at it to chunk about an entire bar of life from it in one hit. Nice, but doesn't really compensate for being so useless as a Thunder attack, though.
** Aside from that, the Ice Fang and Thunder Stab are notable for being grossly incompetent against the bosses they have an elemental advantage over. Ice Fang fails because Mino Magnus is poised such that he will passively block it completely, and Pegasolta Eclair is constantly flying, so an attack which skims over the ground is of no practical use against him. Thunder Stab fails for pretty much identical reasons, Heat Genblem is invincible from the neck down (and leaves himself vulnerable for so long during his laser spin attack that it's pointless anyway) and Sol Titanion is constantly flying, rendering it moot. Even when the latter drops close to the ground to plant bombs, it's still grossly impractical because of its execution. It is a dashing stab, meaning that you're very liable to crash into anything you're trying to hit with it unless spaced perfectly. It can create electric balls that skim both forward and backward against terrain if you run it into a wall, but the fact still stands that it and Ice Fang are completely pointless against the bosses they should be effective against, making the loss of the Elemental Chips all the more painful and the brutally powerful Junk Set all the more appealing. The Flame Fang does not sit with its elemental peers, as it is capable of actually hitting Fenri Lunaedge and Tech Kraken competently (if you can get around the former's [[HitBoxDissonance awkward body collision]]) and doing nasty damage when it does.
* The Shield Arm in ''VideoGame/MegaManLegends'' and its sequel is a contender for worst weapon ''in the entire franchise'' as it is not reliably able to defend you. It tends to only work on the smallest and least damaging of enemy attacks, meaning that at the cost of a useful secondary weapon you can now defend against attacks you could just as easily dodge and don't harm you that much even if they connect. [[SarcasmMode Cool...?]] Adding insult to injury is you get the Shield Arm very late in each game, where if it was one of the first available in early parts of the game when health is low and the shots it can block are actually a threat it would be quite useful.
* In ''VideoGame/MegaManBattleNetwork'', despite being more RPG than anything else, there is one answer to this trope: mini-bombs. Short of the platformer spinoff, ''Network Transmission'', those things were the most useless things ever. They did poor damage compared to other options (only barely more than the much easier to use Cannon chip), any enemy past the starting area would generally be hard to hit because of the slow time from release to impact, getting only harder as the game went on, and they were always, always, in your starting folder. They don't even qualify as a [[CrutchCharacter crutch chip]] because the only enemy they could one-hit-kill, another chip that was much more useful could do as well. The chip had no reason to be kept as soon as you got better chips.
[[/folder]]
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