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Blue elements are actually not recommended because Weaken lowers your damage output.


* Dario in ''VideoGame/ChronoCross''. A really challenging {{superboss}}...in a straight fight. He counters every single one of your elements with an element of his own. And therein lies the exploit. He counters most elements with stat debuffs, which would be a severe pain if the counter didn't also ''count as his turn''. So just pelt him with a red, blue, or green element every turn and he'll lower your stats, but never actually attack you.

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* Dario in ''VideoGame/ChronoCross''. A really challenging {{superboss}}...in a straight fight. He counters every single one of your elements with an element of his own. And therein lies the exploit. He counters most elements with stat debuffs, which would be a severe pain if the counter didn't also ''count as his turn''. So just pelt him with a red, blue, red or green element every turn and he'll lower waste turns by lowering your stats, but evasion and defense (respectively), [[DumpStat neither of which you'll need anyway]] because he'll never actually attack you.
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* Also, the A.I. doesn't seem to grasp the concept of abilities that grant immunities to certain types other than Levitate. This can lead to, for example, using Thunder Wave (an Electric-type move that causes paralysis) against a Pokémon with Lightning Rod (cancels out Electric-type moves and makes them raise your Special Attack stat). Repeatedly. This even applies to '''Cynthia''', a powerful {{superboss}}. It becomes specifically remarkable with regards to Primal Reversion Groudon. It has double weakness to water, but its ability, Desolate Land, summons Harsh Sunlight that evaporates all water-based attacks. Naturally AI will ignore the Desolate Land part and will keep spamming water attacks with zero effect.

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* Also, the A.I. doesn't seem to grasp the concept of abilities that grant immunities to certain types other than Levitate. This can lead to, for example, using Thunder Wave (an Electric-type move that causes paralysis) against a Pokémon with Lightning Rod (cancels out Electric-type moves and makes them raise your Special Attack stat). Repeatedly. This even applies to '''Cynthia''', a powerful {{superboss}}. It becomes specifically remarkable with regards to Primal Reversion Groudon. It has double weakness to water, but its ability, Desolate Land, summons Harsh Sunlight that evaporates all water-based attacks. Naturally Naturally, the AI will ignore the Desolate Land part and will keep spamming water attacks with zero effect.attacks.
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* Starting with ''VideoGame/PokemonXAndY'', ''every'' time you battle a trainer who has a Pokémon with a Mega Evolution, the trainer saves that Pokémon for last, even if ''your'' Mega Evolved Pokémon is kicking the crud out of the rest of his team.

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* Starting with ''VideoGame/PokemonXAndY'', ''every'' time you battle a trainer who has a Pokémon with a Mega Evolution, the trainer saves that Pokémon for last, even if ''your'' Mega Evolved Pokémon is kicking the crud out of the rest of his their team.
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* ''VideoGame/{{Persona}}'':

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* ''VideoGame/{{Persona}}'':''Franchise/{{Persona}}'':



* The ''Franchise/Mass effect'' franchise:

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* The ''Franchise/Mass effect'' franchise:''Franchise/MassEffect'':
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* ''VideoGame/{{Beastieball}}'': The namesake beasties are [[Administrivia/TropesAreTools intentionally]] programmed to act mostly randomly, only occasionally showing influence by their species, to emphasize the purpose of a Beastie coach in showing them more complex strategies.
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Looked up how Barbarossa works, rewrote the entry to not suck.


* ''VideoGame/BravelyDefault'': Barbarossa's usage of Shell Split (lowers defense) and Double Damage (deals [[ExactlyWhatItSaysOnTheTin double damage]]) is very deadly, but the AI hardly ever uses it correctly; more often than not they'll use Shell Split on one party member and Double Damage on another, completely negating the usefulness of that combo.

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* ''VideoGame/BravelyDefault'': Barbarossa's usage of The boss Barbarossa has two debuffs: Shell Split (lowers (which lowers your defense) and Double Damage (deals (which causes you to [[ExactlyWhatItSaysOnTheTin take double damage]]) is very deadly, damage]]). These two debuffs are deadly when used together, but the his AI hardly ever uses it correctly; doesn't realize this; more often than not they'll not, it will use Shell Split on one party member and Double Damage on another, completely negating the usefulness of that combo.which is far less effective.
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* ''VideoGame/PiratesOfTheCaribbeanTheLegendOfJackSparrow'' is extremely glitchy and the unintelligent AI doesn't help when you're trying to save an island of natives from Black Smoke James. You're supposed to be guiding them to safety but most stand in place with their arms raised halfway and get shot at rather than follow you. This results in having to make multiple trips and walk slower than a turtle until the AI gets a clue but by the time you do that oftentimes too many of them are hurt and you have to start the mission all over again. It also brings a great deal of trouble when dealing with Madam Tang and her humongous clay warriors(they are supposed to perish the second they touch water but all too often I've seen them step brazenly into the water, walk over and hit your character with their naginata before realizing the stuff is lethal.

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* ''VideoGame/PiratesOfTheCaribbeanTheLegendOfJackSparrow'' is extremely glitchy and the unintelligent AI doesn't help when you're trying to save an island of natives from Black Smoke James. You're supposed to be guiding them to safety but most stand in place with their arms raised halfway and get shot at rather than follow you. This results in having to make multiple trips and walk slower than a turtle until the AI gets a clue but by the time you do that oftentimes too many of them are hurt and you have to start the mission all over again. It also brings a great deal of trouble when dealing with Madam Tang and her humongous clay warriors(they warriors. They are supposed to perish the second they touch water but all too often I've seen them step brazenly into the water, walk over and hit your character with their naginata before realizing the stuff is lethal.
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*** However, a fun way to kill enemies with rocket launchers (on lower difficulties, or if they are the only enemies left, is to simply walk right up to them. They fire their rocket launcher at point-blank range. The resulting backblast will kill them.

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*** However, a fun way to kill enemies with rocket launchers (on lower difficulties, difficulties), or if they are the only enemies left, is to simply walk right up to them. They fire their rocket launcher at point-blank range. The resulting backblast will kill them.

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General cleanup in the Pokémon section.


Examples from ''VideoGame/PokemonConquest'' are listed on the ArtificialStupidity/StrategyGames page.



*** It is possible to beat Lance's final Dragonite this way using a ''level 3 Weedle'', because the Dragonite will only ever use the Psychic-type status move Agility (presumably because it latches onto the fact that Psychic is super effective against Poison). Agility, for the record, only increases the user's Speed and does not deal damage. This was also shown in ''WebVideo/TwitchPlaysPokemon'', earning the team Venomoth the title of Dragonslayer.
*** Generation 2 continues this logic, but without infinite PP, allowing [[https://www.youtube.com/embed/1AYyYzzS98w?autoplay=0 this player]] to defeat [[OptionalBoss the mysterious trainer]] in Pokemon Crystal using a team of ''level 5'' mons. Note that the mysterious trainer's mons have an average level of 77, a balanced selection of types, and he has several Full Restores to use on them, too. The complete predictability of the AI's moves allowed the player to use a combination of type immunities, Protect, and Substitute to exhaust several enemy mons, eg by constantly swapping between Cubone (immune to Pikachu's Thunder and Thunderbolt attacks) and Gastly (immune to Pikachu's Quick Attack), then strike back using moves like Curse or a triple-Swords-Dance-boosted Rollout.

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*** It is possible to beat Lance's final Dragonite this way using a ''level 3 Weedle'', because the Dragonite will only ever use the Psychic-type status move Agility (presumably because it latches onto the fact that Psychic is super effective against Poison). Agility, for the record, only increases the user's Speed and does not deal damage. This was also shown in ''WebVideo/TwitchPlaysPokemon'', ''WebVideo/TwitchPlaysPokemonRed'', earning the team team's Venomoth the title of Dragonslayer.
*** Generation 2 continues this logic, but without infinite PP, allowing making it possible to defeat [[{{Superboss}} Red's level 73+ team]] using a team of ''level 5'' Pokémon, as shown in [[https://www.youtube.com/embed/1AYyYzzS98w?autoplay=0 com/watch?v=1AYyYzzS98w this player]] to defeat [[OptionalBoss the mysterious trainer]] in Pokemon Crystal using a team of ''level 5'' mons. Note that the mysterious trainer's mons have an average level of 77, a balanced selection of types, and he has several Full Restores to use on them, too. video]]. The complete predictability of the AI's moves allowed the player in the linked video to use a combination of type immunities, Protect, and Substitute to exhaust several enemy mons, eg e.g. by constantly swapping between Cubone (immune to Pikachu's Thunder and Thunderbolt attacks) and Gastly (immune to Pikachu's Quick Attack), then strike back using moves like Ghost-type Curse or a triple-Swords-Dance-boosted Rollout.



** Some opponents will use Snatch no matter if your Pokémon have stat-raising moves or not.

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** Some opponents will use Snatch no matter if your Pokémon have stat-raising moves or not. not, even if you've already shown them all four moves your Pokémon has.



* Some [=NPCs=] who think that using Explosion or Selfdestruct with their last Pokémon is a great idea. Granted, if you are also down to one, the AI will faint but win (before Gen V), but otherwise...

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* Some [=NPCs=] who think that using Explosion or Selfdestruct Self-Destruct with their last Pokémon is a great idea. Granted, if you are also down to one, the AI will faint but win (before Gen V), but otherwise...



* In VideoGame/PokemonBlack2AndWhite2's Mix Tournament, which involves your opponent and you trading one Pokemon to each other for the battle, the AI will sometimes make staggeringly idiotic decisions, such as the Gym Leaders that are competing taking the one Pokémon on your team weak against their main type in trade for a Pokémon that can one-shot it.

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* In VideoGame/PokemonBlack2AndWhite2's ''VideoGame/PokemonBlack2AndWhite2''[='s=] Mix Tournament, which involves your opponent and you trading one Pokemon to each other for the battle, the AI will sometimes make staggeringly idiotic decisions, such as the Gym Leaders that are competing taking the one Pokémon on your team weak against their main type in trade for a Pokémon that can one-shot it.



* There's an old lady in Agate Village in ''VideoGame/PokemonXD'' who will Baton Pass from Ninjask to Shedinja even if Ninjask is confused. Cue Shedinja fainting itself in confusion on its first turn.

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* There's an old lady in Agate Village in ''VideoGame/PokemonXD'' ''VideoGame/PokemonXDGaleOfDarkness'' who will Baton Pass from Ninjask to Shedinja [[OneHitPointWonder Shedinja]] even if Ninjask is confused. Cue Shedinja fainting itself in confusion on its first turn.



* Examples from ''VideoGame/PokemonConquest'' are listed on the ArtificialStupidity/StrategyGames page. Believe us, though, there are examples.
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** ''Oblivion'' at least seems to hav a direct relationship between player stealth skill level and NPC stupidity; NPC's will get filled full of arrows while making comments like 'it must have been the wind', just leveling a skill approaches GameBreaker territory, and that's before you start using 100% chameleon...

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** ''Oblivion'' at least seems to hav have a direct relationship between player stealth skill level and NPC stupidity; NPC's will get filled full of arrows while making comments like 'it must have been the wind', just leveling a skill approaches GameBreaker territory, and that's before you start using 100% chameleon...
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** ''Oblivion'' at least seems to a direct relationship between player stealth skill level and NPC stupidity, NPC's will get filled full of arrows while making comments like 'it must have been the wind', just leveling a skill approaches GameBreaker territory, and that's before you start using 100% chameleon...

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** ''Oblivion'' at least seems to hav a direct relationship between player stealth skill level and NPC stupidity, stupidity; NPC's will get filled full of arrows while making comments like 'it must have been the wind', just leveling a skill approaches GameBreaker territory, and that's before you start using 100% chameleon...

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* In ''VideoGame/BahamutLagoon'', you can feed the dragons items to power them up and give them new forms. One of Salamander's forms is called Phoenix, and it is literally invulnerable. Its Master Dragon form is just as invulnerable, if more powerful. Just give it the command Go, and it will destroy every enemy on the map for you while you sit on the sidelines. (Technically, since dragons in Bahamut Lagoon are linked to a unit of soldiers, it's still possible for Salamander's final forms to be beaten indirectly if his soldiers are all killed... but as a practical matter, you can just hide them in the corner of the map while your invincible dragon kills everything for you. And the AI isn't smart enough to take advantage of this.)

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[[folder:VideoGame/{{Fallout}}]]
* ''VideoGame/Fallout1'' will probably go down in history as the game where the main threat to your health was your party members... what with them repeatedly shooting you in the back with automatic weapons and trapping you in corners. The sequel tried to alleviate it by adding commands so you give them tactical instructions or shove them out of your way, but you should still never give your henchmen anything with a burst mode.
** Also, the friend/foe recognition was just... odd. A stray shot hitting someone who was non-hostile would convince your followers they were viable targets. For example, the quest to guard Grisham's brahmin against wild dogs: Vic takes aim at one dog, and wings a brahmin by mistake. The rest of your party immediately ignore the dogs and attack the cattle instead. You lose a hundred bucks for each cow lost. Thanks a bunch, guys. Why do I keep you around?
** The king of all this, though, is good ol' Dogmeat. The pooch may not have a weapon, but he's [[SuicidalOverconfidence so eager to defend you]] that he'll leap into melee combat against super mutants wielding gatling lasers, who will then promptly convert him into a red stain. He's also got absolutely no sense of how to avoid traps, and will happily wander onto landmines or into forcefields. Your best shot at getting Dogmeat to survive the game is to lock him in a room and leave him there. This even leaked into canon, where he was mentioned in ''2'' to have died by walking into a forcefield.
** More burst shot trouble: enemy at point blank range, no civilians in sight: single shot. Enemy at 10 meters, lots of civilian in here: burst shot.
** An enemy AI example: A hiding player can kill a mutant ''with an RPG'', causing the enemy to be ''blown into LudicrousGibs'', and the mutant's companions will sit there doing nothing, presumably because they can't see the character.
* Party members in ''VideoGame/Fallout2'' choose a target, and stick to it. When the target is unreachable, they stand in place, doing nothing, and getting shot until running away while there was another perfect target right next to them!

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[[folder:VideoGame/{{Fallout}}]]
[[folder:Fallout]]
* ''VideoGame/Fallout1'' will probably go down in history as the game where the The ''VideoGame/{{Fallout}}'' series:
** ''VideoGame/Fallout1'':
*** The
main threat to your health was your party members... what with them repeatedly shooting you in the back with automatic weapons and trapping you in corners. The sequel tried to alleviate it by adding commands so you give them tactical instructions or shove them out of your way, but you should still never give your henchmen anything with a burst mode.
** *** Also, the friend/foe recognition was just... odd. A stray shot hitting someone who was non-hostile would convince your followers they were viable targets. For example, the quest to guard Grisham's brahmin against wild dogs: Vic takes aim at one dog, and wings a brahmin by mistake. The rest of your party immediately ignore the dogs and attack the cattle instead. You lose a hundred bucks for each cow lost. Thanks a bunch, guys. Why do I keep you around?
** *** The king of all this, though, is good ol' Dogmeat. The pooch may not have a weapon, but he's [[SuicidalOverconfidence so eager to defend you]] that he'll leap into melee combat against super mutants wielding gatling lasers, who will then promptly convert him into a red stain. He's also got absolutely no sense of how to avoid traps, and will happily wander onto landmines or into forcefields. Your best shot at getting Dogmeat to survive the game is to lock him in a room and leave him there. This even leaked into canon, where he was mentioned in ''2'' to have died by walking into a forcefield.
** *** More burst shot trouble: enemy at point blank range, no civilians in sight: single shot. Enemy at 10 meters, lots of civilian in here: burst shot.
** *** An enemy AI example: A hiding player can kill a mutant ''with an RPG'', causing the enemy to be ''blown into LudicrousGibs'', and the mutant's companions will sit there doing nothing, presumably because they can't see the character.
* ** Party members in ''VideoGame/Fallout2'' choose a target, and stick to it. When the target is unreachable, they stand in place, doing nothing, and getting shot until running away while there was another perfect target right next to them!



* In ''VideoGame/Fallout4'', your trusty companion robot Codsworth will gladly burn enemies to death with his flamethrower. When they're dead, he will often immediately turn around to tell you how glad he is that the fight is over. Before the flamethrower is done throwing flames.

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* ** In ''VideoGame/Fallout4'', your trusty companion robot Codsworth will gladly burn enemies to death with his flamethrower. When they're dead, he will often immediately turn around to tell you how glad he is that the fight is over. Before the flamethrower is done throwing flames.



* ''VideoGame/{{Persona 3}}'' had some issues with what your AI teammates would or wouldn't do. One particularly loathsome example is their reaction to barrier spells. If an enemy casts a barrier that blocks all physical attacks, your allies will ''refuse'' to attack it head on, forcing the player to do it themselves to get rid of it. However, an enemy near the end casts a special barrier that goes away over time instead and attacking it usually means dropping dead on the spot, but unlike before your party doesn't stop attacking. You almost have to ''physically restrain'' your party to avoid them killing themselves.
** Have fun battling with Mitsuru if her tactic is Act Freely. She'll just spam her UselessUsefulSpell over and over, even if the enemy is weak to Bufu.
** [[ArtificialBrilliance If you scanned an enemy for its elemental strengths and weaknesses your characters would almost never use a useless attack on that enemy again]], and even if you didn't or the enemy was immune to scan (most bosses in Tartarus) they'd learn their lesson after a single failed attack. However, AI characters will never learn their lesson if someone ELSE uses an ineffectual attack, even if they logically should have seen it.
** Even when they know enemy weaknesses, the AI characters are completely oblivious to the nuances of strategy (most obviously that making enemies lose turns is a good thing, causing them to attack enemies who were already knocked down and causing them to stand up again). They may also choose to cast a mass effect spell to damage one enemy... but also heals another. Mastery of the combat system in ''Persona 3'' was determined by how well you could use the strategy system to railroad their Artificial Stupidity into achieving the desired goals without screwing up too badly. Fortunately ''VideoGame/{{Persona 4}}'' (and later ''[[UpdatedRerelease Persona 3 Portable]]'') gave you the option of controlling your entire party manually. The AI will opt to knock down enemies, but only if you give the order.

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* ''VideoGame/{{Persona 3}}'' had ''VideoGame/{{Persona}}'':
** ''VideoGame/Persona3'':
*** There's
some issues with what your AI teammates would or wouldn't do. One particularly loathsome example is their reaction to barrier spells. If an enemy casts a barrier that blocks all physical attacks, your allies will ''refuse'' to attack it head on, forcing the player to do it themselves to get rid of it. However, an enemy near the end casts a special barrier that goes away over time instead and attacking it usually means dropping dead on the spot, but unlike before your party doesn't stop attacking. You almost have to ''physically restrain'' your party to avoid them killing themselves.
** *** Have fun battling with Mitsuru if her tactic is Act Freely. She'll just spam her UselessUsefulSpell over and over, even if the enemy is weak to Bufu.
** *** [[ArtificialBrilliance If you scanned an enemy for its elemental strengths and weaknesses your characters would almost never use a useless attack on that enemy again]], and even if you didn't or the enemy was immune to scan (most bosses in Tartarus) they'd learn their lesson after a single failed attack. However, AI characters will never learn their lesson if someone ELSE uses an ineffectual attack, even if they logically should have seen it.
** *** Even when they know enemy weaknesses, the AI characters are completely oblivious to the nuances of strategy (most obviously that making enemies lose turns is a good thing, causing them to attack enemies who were already knocked down and causing them to stand up again). They may also choose to cast a mass effect spell to damage one enemy... but also heals another. Mastery of the combat system in ''Persona 3'' was determined by how well you could use the strategy system to railroad their Artificial Stupidity into achieving the desired goals without screwing up too badly. Fortunately ''VideoGame/{{Persona 4}}'' ''VideoGame/Persona4'' (and later ''[[UpdatedRerelease Persona 3 Portable]]'') gave you the option of controlling your entire party manually. The AI will opt to knock down enemies, but only if you give the order.



* In ''VideoGame/Persona5'', the last request for Mementos seems like it's going to be pretty hard, being the only mission that's ranked "S" and located at the very bottom of the 66-floor dungeon. However, repeatedly casting Dekaja or using a way to lower the boss's Attack stat will have him waste his turn trying to buff it back up, turning the fight into a joke.
** The allied AI is certainly better than previous entries, but it can sometimes still waste turns when it really shouldn't. Especially with [[MagicIsRareHealthIsCheap how rare SP-restoring items are]], a turn wasted charging or debuffing the enemy can really mess with a player's plans for a Palace. Even if an enemy would need just one more hit to take down, it'll sometimes waste their turn doing something that will cause an enemy to get a turn, causing all kinds of headaches. It's almost always more advantageous to command each party member yourself instead of letting the AI do it.
** Even when you know one weakness of an enemy, the AI will occasionally test other elements against that enemy, even when you could easily wipe out the encounter with the known weakness. It also picks who tests elements at random, meaning you may have the party member who could one-shot the enemies opting instead to throw out a weak spell that may end up absorbed or reflected.

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* In ''VideoGame/Persona5'', the ** ''VideoGame/Persona5'':
*** The
last request for Mementos seems like it's going to be pretty hard, being the only mission that's ranked "S" and located at the very bottom of the 66-floor dungeon. However, repeatedly casting Dekaja or using a way to lower the boss's Attack stat will have him waste his turn trying to buff it back up, turning the fight into a joke.
** *** The allied AI is certainly better than previous entries, but it can sometimes still waste turns when it really shouldn't. Especially with [[MagicIsRareHealthIsCheap how rare SP-restoring items are]], a turn wasted charging or debuffing the enemy can really mess with a player's plans for a Palace. Even if an enemy would need just one more hit to take down, it'll sometimes waste their turn doing something that will cause an enemy to get a turn, causing all kinds of headaches. It's almost always more advantageous to command each party member yourself instead of letting the AI do it.
** *** Even when you know one weakness of an enemy, the AI will occasionally test other elements against that enemy, even when you could easily wipe out the encounter with the known weakness. It also picks who tests elements at random, meaning you may have the party member who could one-shot the enemies opting instead to throw out a weak spell that may end up absorbed or reflected.



* ''VideoGame/{{Quest 64}}'' has some of the ''worst'' AI ever seen, to the point that bosses become easier and enemies don't even use all of their available attacks. One boss in particular uses a close range attack that won't hit you if you're ''too close''. All you need to do is stand on his feet and beat him to death with your staff.

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* ''VideoGame/{{Quest 64}}'' ''VideoGame/Quest64'' has some of the ''worst'' AI ever seen, to the point that bosses become easier and enemies don't even use all of their available attacks. One boss in particular uses a close range attack that won't hit you if you're ''too close''. All you need to do is stand on his feet and beat him to death with your staff.



* ''VideoGame/MassEffect1'' has a couple of examples of minor Artificial Stupidity. Garrus Vakarian had a strange habit of using Adrenaline Burst to re-set the cooldown on all his skills right at the beginning of battle, before he'd done anything. Squad members would try to stay near the player unless told to go elsewhere (even if they were Snipers and the player was a close-quarters fighter, or vice-versa), and sometimes, trying to tell them to go elsewhere resulted in them telling you they couldn't get there- because there was a corner (or a box, or similar) between them and there. They would also switch to weapons they were untrained (and therefore did much less damage) with after cutscenes (though Shepard did this also) and repeatedly fire into walls and other obstacles in an attempt to hit enemies that had ducked behind them.
** The faults of both enemy and ally AI can be seen if you play as a sniper and, in true sniper fashion, take out all your enemies from several hundred feet away (for example, picking off enemies from the top of a mountain while on the ground on a random planet). Actually hitting an enemy from that distance will automatically put you into combat, which can lead to allies using ''shotguns'' (the effective range of which is about twenty feet) and enemies firing wildly in your direction, landing maybe one shot in fifty. The enemies, however, will never get any closer to allow you to ventilate their heads with all the time in the world aside from occasionally dodging easily seen rockets and the energy balls Geth Armatures fire (yes, it works on them just the same - though it does take a while) by moving to one side a bit.
** Rocket troopers and geth colossi tend to focus fire on the Mako instead of the player and their squad so long as you stay close by, even if they have a perfect shot at the player. This can be exploited thoroughly to get max XP out of fights with armatures and colossi that ordinarily would be done in the Mako--cut down their health with the Mako's cannon, then get out, hide behind the Mako, and it's easy to take down otherwise near-impossible enemies. Because the Mako usually won't be destroyed unless you're inside, it can take nearly unlimited amounts of damage... just be sure to take out every enemy before getting back in!
** Anyone complaining about Thresher Maws have probably never tried taking one out on foot with a sniper rifle. Approach the Thresher's spawn point in the Mako, disembark when it pops out of the ground, and stand a fair distance away. Snipe, sidestep the painfully slow acid spit, snipe, sidestep the painfully slow acid spit, snipe... See, the difficulty with the Threshers is that they can instantly gib you in the Mako; but will forego the burrow attack for the slow acid spit if you're on foot. Plus, you get less XP if you kill something with the Mako, so farming Threshers on foot is easier and more profitable.
*** Another thing. Armature-class geth have heavy machine guns as well as the '''incredibly''' slow directed energy weapon. They almost never use them except at extreme range. Get in close, and they continue to blaze away with the snail-gun, despite the incredible ease with which it is dodged.
** ''VideoGame/MassEffect2'' usually averts this with excellent AI. However, a fun way to kill enemies with rocket launchers (on lower difficulties, or if they are the only enemies left, is to simply walk right up to them. They fire their rocket launcher at point-blank range. The resulting backblast will kill them.
*** Squadmate stupidity does happen though, usually with bad cover choices (or none at all). Questionable power usage is a big irritation though, especially since all a character's powers share a cooldown, which is much longer than Shepard's. Jacob is by far the worst offender once his Barrier skill is automatically unlocked, he will usually spam the ability as much as possible if left to the AI, effectively removing his ability to use his offensive powers. Fortunately, there's an option to turn off AI power usage.

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* ''VideoGame/MassEffect1'' has a couple of examples of minor Artificial Stupidity. The ''Franchise/Mass effect'' franchise:
** ''VideoGame/MassEffect1'':
***
Garrus Vakarian had a strange habit of using Adrenaline Burst to re-set the cooldown on all his skills right at the beginning of battle, before he'd done anything. Squad members would try to stay near the player unless told to go elsewhere (even if they were Snipers and the player was a close-quarters fighter, or vice-versa), and sometimes, trying to tell them to go elsewhere resulted in them telling you they couldn't get there- because there was a corner (or a box, or similar) between them and there. They would also switch to weapons they were untrained (and therefore did much less damage) with after cutscenes (though Shepard did this also) and repeatedly fire into walls and other obstacles in an attempt to hit enemies that had ducked behind them.
** *** The faults of both enemy and ally AI can be seen if you play as a sniper and, in true sniper fashion, take out all your enemies from several hundred feet away (for example, picking off enemies from the top of a mountain while on the ground on a random planet). Actually hitting an enemy from that distance will automatically put you into combat, which can lead to allies using ''shotguns'' (the effective range of which is about twenty feet) and enemies firing wildly in your direction, landing maybe one shot in fifty. The enemies, however, will never get any closer to allow you to ventilate their heads with all the time in the world aside from occasionally dodging easily seen rockets and the energy balls Geth Armatures fire (yes, it works on them just the same - though it does take a while) by moving to one side a bit.
** *** Rocket troopers and geth colossi tend to focus fire on the Mako instead of the player and their squad so long as you stay close by, even if they have a perfect shot at the player. This can be exploited thoroughly to get max XP out of fights with armatures and colossi that ordinarily would be done in the Mako--cut down their health with the Mako's cannon, then get out, hide behind the Mako, and it's easy to take down otherwise near-impossible enemies. Because the Mako usually won't be destroyed unless you're inside, it can take nearly unlimited amounts of damage... just be sure to take out every enemy before getting back in!
** *** Anyone complaining about Thresher Maws have probably never tried taking one out on foot with a sniper rifle. Approach the Thresher's spawn point in the Mako, disembark when it pops out of the ground, and stand a fair distance away. Snipe, sidestep the painfully slow acid spit, snipe, sidestep the painfully slow acid spit, snipe... See, the difficulty with the Threshers is that they can instantly gib you in the Mako; but will forego the burrow attack for the slow acid spit if you're on foot. Plus, you get less XP if you kill something with the Mako, so farming Threshers on foot is easier and more profitable.
*** Another thing. Armature-class geth have heavy machine guns as well as the '''incredibly''' slow directed energy weapon. They almost never use them except at extreme range. Get in close, and they continue to blaze away with the snail-gun, despite the incredible ease with which it is dodged.
** ''VideoGame/MassEffect2'' usually averts this with excellent AI. AI:
***
However, a fun way to kill enemies with rocket launchers (on lower difficulties, or if they are the only enemies left, is to simply walk right up to them. They fire their rocket launcher at point-blank range. The resulting backblast will kill them.
*** Squadmate stupidity does happen though, usually with bad cover choices (or none at all). Questionable power usage is a big irritation though, especially since all a character's powers share a cooldown, {{cooldown}}, which is much longer than Shepard's. Jacob is by far the worst offender once his Barrier skill is automatically unlocked, he will usually spam the ability as much as possible if left to the AI, effectively removing his ability to use his offensive powers. Fortunately, there's an option to turn off AI power usage.



*** The AI is especially stupid against a Shepard with Tactical Cloak. Use it, and the enemy will immediately turn its back and seem to forget you were ever there, and will not be able to see you until it wears off, even though there's clearly a flickering outline of a person walking around. By Mass Effect 3, however they've improved. Cloak now, and the enemies will continue to fire at the last spot they saw you at, and they will eventually notice the obviously cloaked person standing nearby if you get too close to them.

to:

*** The AI is especially stupid against a Shepard with Tactical Cloak. Use it, and the enemy will immediately turn its back and seem to forget you were ever there, and will not be able to see you until it wears off, even though there's clearly a flickering outline of a person walking around. By Mass Effect 3, ''VideoGame/MassEffect3'', however they've improved. Cloak now, and the enemies will continue to fire at the last spot they saw you at, and they will eventually notice the obviously cloaked person standing nearby if you get too close to them.



** The Rannoch Reaper in ''VideoGame/MassEffect3'' also suffers from this, for obvious balancing reasons. Its one threat was Shepard standing on an open cliff using a machine to help the quarian fleet target it. But instead of simply horizontally sweeping the cliff with its one hit kill beam, it slowly vertically sweeps the beam forward and up, giving Shepard ample time to scurry to the other side of the cliff and continue giving the quarians targeting data. Or, since the Reaper is only vulnerable when trying to shoot, why doesn't it just walk over to Shepard and ''smash'' the cliff they're on.
* Because of ''VideoGame/VandalHearts 2'''s unique turn-based system - where moving each friendly unit is accompanied by the AI opponent moving one of theirs simultaneously - a considerable portion of the strategy involves outsmarting the predictable [=AI=], such as moving a character to attack an empty region safe in the knowledge that the computer will move an enemy unit straight into it.

to:

** The Rannoch Reaper in ''VideoGame/MassEffect3'' also suffers from this, for obvious balancing reasons. Its one threat was Shepard standing on an open cliff using a machine to help the quarian fleet Quarian Fleet target it. But instead of simply horizontally sweeping the cliff with its one hit kill beam, it slowly vertically sweeps the beam forward and up, giving Shepard ample time to scurry to the other side of the cliff and continue giving the quarians targeting data. Or, since the Reaper is only vulnerable when trying to shoot, why doesn't it just walk over to Shepard and ''smash'' the cliff they're on.
* Because of ''VideoGame/VandalHearts 2'''s ''VideoGame/VandalHearts2'''s unique turn-based system - where moving each friendly unit is accompanied by the AI opponent moving one of theirs simultaneously - a considerable portion of the strategy involves outsmarting the predictable [=AI=], such as moving a character to attack an empty region safe in the knowledge that the computer will move an enemy unit straight into it.

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[[folder:VideoGame/{{Fallout}}]]
* ''VideoGame/Fallout1'' will probably go down in history as the game where the main threat to your health was your party members... what with them repeatedly shooting you in the back with automatic weapons and trapping you in corners. The sequel tried to alleviate it by adding commands so you give them tactical instructions or shove them out of your way, but you should still never give your henchmen anything with a burst mode.
** Also, the friend/foe recognition was just... odd. A stray shot hitting someone who was non-hostile would convince your followers they were viable targets. For example, the quest to guard Grisham's brahmin against wild dogs: Vic takes aim at one dog, and wings a brahmin by mistake. The rest of your party immediately ignore the dogs and attack the cattle instead. You lose a hundred bucks for each cow lost. Thanks a bunch, guys. Why do I keep you around?
** The king of all this, though, is good ol' Dogmeat. The pooch may not have a weapon, but he's [[SuicidalOverconfidence so eager to defend you]] that he'll leap into melee combat against super mutants wielding gatling lasers, who will then promptly convert him into a red stain. He's also got absolutely no sense of how to avoid traps, and will happily wander onto landmines or into forcefields. Your best shot at getting Dogmeat to survive the game is to lock him in a room and leave him there. This even leaked into canon, where he was mentioned in ''2'' to have died by walking into a forcefield.
** More burst shot trouble: enemy at point blank range, no civilians in sight: single shot. Enemy at 10 meters, lots of civilian in here: burst shot.
** An enemy AI example: A hiding player can kill a mutant ''with an RPG'', causing the enemy to be ''blown into LudicrousGibs'', and the mutant's companions will sit there doing nothing, presumably because they can't see the character.
* Party members in ''VideoGame/Fallout2'' choose a target, and stick to it. When the target is unreachable, they stand in place, doing nothing, and getting shot until running away while there was another perfect target right next to them!
* ''VideoGame/Fallout3'' still carries that torch -- charging in ahead of your follower often gets you shot in the back ("Can I have a better weapon?" "What, the better ''to kill me with''?") On the other hand, your more perceptive allies will bellow battle cries while you're moving in stealthily, sometimes when they're directly behind you so as to alert the target you're approaching, and sometimes while weaving directly across your line of fire.
*** The AI also carries over the ''Oblivion'' tradition of being unable to climb up rocks. Doesn't mean much if the opponent has a gun, but if they're melee, they'll just run up against the wall or try a non-existent way around to get to you.
*** A final offense is that the AI charges at you in a straight line, meaning that the player can lay down mines on the ground as they fall back and the enemy will cripple itself running over them.
*** Dogmeat in Fallout 3 is a loyal guard dog. So loyal he'll defend you in battles that will obviously kill him nearly instantly. Dauntless in courage, but rushing at a Deathclaw with no armor and only melee attacks isn't brave. It's totally stupid. The ''Broken Steel'' DLC makes things so that when Dogmeat scales to level 30, he's nigh-unkillable. Still dumb as a rock, but he doesn't die constantly. And on the off chance he does, a perk named "Puppies!" will mean a new Dogmeat is waiting for you.
*** It fixed many annoying things from ''Oblivion'', but there are still some issues. After the game release, there were reports that Megaton citizens had been reportedly turning up dead. Was it unscripted murder? No, ''[[GoodBadBugs They fell off the walkways.]]''
*** After leveling your stealth skill enough and obtaining the Chinese Stealth Armour from the Operation Anchorage, you have officially won the game. Equip the stealth armour and a melee weapon. Enemies will go into alert for all of two seconds after being hit before deciding that they must have imagined the knife wound, allowing you to hit them again. Rinse, repeat. Most egregiously, the above even works with the Ripper and the Auto Axe in full-auto. These weapons are, respectively, a [[ChainsawGood mini-chainsword]] and a ''concrete saw''.
* ''VideoGame/FalloutNewVegas'' improved the AI for party members...for the most part. You still frequently get treated to the sight of your melee-oriented companion dashing valiantly off cliffs and breaking their legs to chase down a Bloatfly, or rushing headlong off the road to attack a swarm of [[DemonicSpiders Cazadores or Deathclaws.]] At least most of them aren't likely to shoot you in the back. Their habit to run into enemies when you've equipped them with damn weapons is just frustratingly annoying. That power armour may as well be for naught by now.
** Never, ever give a ranged specific companion like Boone a high DPS melee weapon. Nothing ruins your nicely planned trap for the boss like Boone running past you, stabbing one of the mobs and dying in bullets while he is ''the best sniper in the world!''
** In the same vein as the above enemies with a both a ranged weapon and higher dps melee weapon will often pick rushing you with the melee weapon no matter how far off and unreachable you are. Even at relatively short distances it stands to reason they would at least try to shoot you while they close the distance before pulling out a knife.
** In the scripted Viper ambush in the canyon outside of Nipton one of the Vipers will usually spawn with a grenade rifle ... which they will promptly fire directly into the ground at their feet as soon as the fight starts because the AI doesn't know how to handle the combination of the arcing trajectory of the grenade rifle and elevated terrain. Since the player usually encounters this ambush rather early in the game the enemies are only leveled to level 5 or so and one grenade can kill a couple of them.
** In the Camp Guardian caves, if you tell Private Halford that the way out of the caves is clear, he goes LeeroyJenkins into the Lakelurks' lair instead of leaving through the nearest exit.
** Though there is code that is supposed to prevent this, AIs will still often throw a grenade in front of them and run directly into the blast and kill themselves or severely injure themselves.
*** Speaking of the AI killing itself with explosives, the Fiends' hideout is filled with tripwire traps that will drop grenades. The Fiends are liable to set off most of their own traps if you attract their attention or even just wait for them to wander over the wire.
* In ''VideoGame/FalloutTacticsBrotherhoodOfSteel'', Load Lifter robots do not seem to understand that they're too wide to fit through certain tight spaces. This results in them getting stuck, as they fruitlessly keep trying to move through the gap. The player can exploit this by positioning their squad on the other side of said gap and shooting the robot with impunity.
* In ''VideoGame/Fallout4'', your trusty companion robot Codsworth will gladly burn enemies to death with his flamethrower. When they're dead, he will often immediately turn around to tell you how glad he is that the fight is over. Before the flamethrower is done throwing flames.
[[/folder]]



* ''VideoGame/{{Fallout}}'' will probably go down in history as the game where the main threat to your health was your party members... what with them repeatedly shooting you in the back with automatic weapons and trapping you in corners. The sequel tried to alleviate it by adding commands so you give them tactical instructions or shove them out of your way, but you should still never give your henchmen anything with a burst mode.
** Also, the friend/foe recognition was just... odd. A stray shot hitting someone who was non-hostile would convince your followers they were viable targets. For example, the quest to guard Grisham's brahmin against wild dogs: Vic takes aim at one dog, and wings a brahmin by mistake. The rest of your party immediately ignore the dogs and attack the cattle instead. You lose a hundred bucks for each cow lost. Thanks a bunch, guys. Why do I keep you around?
** The king of all this, though, is good ol' Dogmeat. The pooch may not have a weapon, but he's [[SuicidalOverconfidence so eager to defend you]] that he'll leap into melee combat against super mutants wielding gatling lasers, who will then promptly convert him into a red stain. He's also got absolutely no sense of how to avoid traps, and will happily wander onto landmines or into forcefields. Your best shot at getting Dogmeat to survive the game is to lock him in a room and leave him there. This even leaked into canon, where he was mentioned in ''2'' to have died by walking into a forcefield.
** More burst shot trouble: enemy at point blank range, no civilians in sight: single shot. Enemy at 10 meters, lots of civilian in here: burst shot.
** An enemy AI example: A hiding player can kill a mutant ''with an RPG'', causing the enemy to be ''blown into LudicrousGibs'', and the mutant's companions will sit there doing nothing, presumably because they can't see the character.
** Party members in VideoGame/{{Fallout 2}} choose a target, and stick to it. When the target is unreachable, they stand in place, doing nothing, and getting shot until running away while there was another perfect target right next to them!
** ''VideoGame/{{Fallout 3}}'' still carries that torch -- charging in ahead of your follower often gets you shot in the back ("Can I have a better weapon?" "What, the better ''to kill me with''?") On the other hand, your more perceptive allies will bellow battle cries while you're moving in stealthily, sometimes when they're directly behind you so as to alert the target you're approaching, and sometimes while weaving directly across your line of fire.
*** The AI also carries over the ''Oblivion'' tradition of being unable to climb up rocks. Doesn't mean much if the opponent has a gun, but if they're melee, they'll just run up against the wall or try a non-existent way around to get to you.
*** A final offense is that the AI charges at you in a straight line, meaning that the player can lay down mines on the ground as they fall back and the enemy will cripple itself running over them.
*** Dogmeat in Fallout 3 is a loyal guard dog. So loyal he'll defend you in battles that will obviously kill him nearly instantly. Dauntless in courage, but rushing at a Deathclaw with no armor and only melee attacks isn't brave. It's totally stupid. The ''Broken Steel'' DLC so that Dogmeat scales to level 30, he's nigh-unkillable. Still dumb as a rock, but he doesn't die constantly. And on the off chance he does, a perk named "Puppies!" will mean a new Dogmeat is waiting for you.
*** It fixed many annoying things from ''Oblivion'', but there are still some issues. After the game release, there were reports that Megaton citizens had been reportedly turning up dead. Was it unscripted murder? No, ''[[GoodBadBugs They fell off the walkways.]]''
*** After leveling your stealth skill enough and obtaining the Chinese Stealth Armour from the Operation Anchorage, you have officially won the game. Equip the stealth armour and a melee weapon. Enemies will go into alert for all of two seconds after being hit before deciding that they must have imagined the knife wound, allowing you to hit them again. Rinse, repeat. Most egregiously, the above even works with the Ripper and the Auto Axe in full-auto. These weapons are, respectively, a [[ChainsawGood mini-chainsword]] and a ''concrete saw''.
* ''VideoGame/FalloutNewVegas'' improved the AI for party members...for the most part. You still frequently get treated to the sight of your melee-oriented companion dashing valiantly off cliffs and breaking their legs to chase down a Bloatfly, or rushing headlong off the road to attack a swarm of [[DemonicSpiders Cazadores or Deathclaws.]] At least most of them aren't likely to shoot you in the back. Their habit to run into enemies when you've equipped them with damn weapons is just frustratingly annoying. That power armour may as well be for naught by now.
** Never, ever give a ranged specific companion like Boone a high DPS melee weapon. Nothing ruins your nicely planned trap for the boss like Boone running past you, stabbing one of the mobs and dying in bullets while he is ''the best sniper in the world!''
** In the same vein as the above enemies with a both a ranged weapon and higher dps melee weapon will often pick rushing you with the melee weapon no matter how far off and unreachable you are. Even at relatively short distances it stands to reason they would at least try to shoot you while they close the distance before pulling out a knife.
** In the scripted Viper ambush in the canyon outside of Nipton one of the Vipers will usually spawn with a grenade rifle ... which they will promptly fire directly into the ground at their feet as soon as the fight starts because the AI doesn't know how to handle the combination of the arcing trajectory of the grenade rifle and elevated terrain. Since the player usually encounters this ambush rather early in the game the enemies are only leveled to level 5 or so and one grenade can kill a couple of them.
** In the Camp Guardian caves, if you tell Private Halford that the way out of the caves is clear, he goes LeeroyJenkins into the Lakelurks' lair instead of leaving through the nearest exit.
** Though there is code that is supposed to prevent this, AIs will still often throw a grenade in front of them and run directly into the blast and kill themselves or severely injure themselves.
*** Speaking of the AI killing itself with explosives, the Fiend's hideout is filled with tripwire traps that will drop grenades. The Fiends are liable to set off most of their own traps if you attract their attention or even just wait for them to wander over the wire.
* In ''VideoGame/FalloutTacticsBrotherhoodOfSteel'', Load Lifter robots do not seem to understand that they're too wide to fit through certain tight spaces. This results in them getting stuck, as they fruitlessly keep trying to move through the gap. The player can exploit this by positioning their squad on the other side of said gap and shooting the robot with impunity.
* In ''VideoGame/{{Fallout 4}}'', your trusty companion robot Codsworth will gladly burn enemies to death with his flamethrower. When they're dead, he will often immediately turn around to tell you how glad he is that the fight is over. Before the flamethrower is done throwing flames.

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* In ''VideoGame/DeusEx'', and a number of similar games, the AI is usually pretty good...but will ignore the dead or unconscious body of an ally unless he was killed within sight of it.
** One of the designers of ''Deus Ex'' said the AI had to be reined in a bit because players were rounding corners and getting shot in the head by entrenched guards, which obviously put a damper on the fun.
** Another fun fact: enemies on patrol always turn left. Which, in essence, means you're up against the cloned army of a MirrorUniverse's Derek Film/{{Zoolander}}.
** People in this game do not take well to friendly fire. Normally, this is bad for you, because if you shoot a friend a few times they will turn on you and kill you. However, if you dodge between enemies, they will sometimes get overzealous and shoot each other. This can be hilariously exploited to [[http://www.it-he.org/deus3.htm drive everyone in UNATCO insane]] (2/3rds of the way down the page), or it can be used to get Nicolette to single-handedly kill a pair of [=MJ12=] commandos.
* The most viable way to avoid the enemies in ''VideoGame/SystemShock 2'' wasn't sneaking but ... jumping on the nearest table or otherwise elevated position, because the AI only checked the floor for targets. While this can be {{handwave}}d with performance reasons considering all the objects on the tables this can be quite immersion breaking in a SurvivalHorror game with BreakableWeapons and scarce ammo.

to:

* ''Franchise/DeusExUniverse'':
**
In ''VideoGame/DeusEx'', and a number of similar games, the ''VideoGame/DeusEx'':
*** The
AI is usually pretty good...but will ignore the dead or unconscious body of an ally unless he was killed within sight of it.
** *** One of the designers of ''Deus Ex'' said the AI had to be reined in a bit because players were rounding corners and getting shot in the head by entrenched guards, which obviously put a damper on the fun.
** Another fun fact: enemies *** Enemies on patrol always turn left. Which, in essence, means you're up against the cloned army of a MirrorUniverse's Derek Film/{{Zoolander}}.
** *** People in this game do not take well to friendly fire. Normally, this is bad for you, because if you shoot a friend a few times they will turn on you and kill you. However, if you dodge between enemies, they will sometimes get overzealous and shoot each other. This can be hilariously exploited to [[http://www.it-he.org/deus3.htm drive everyone in UNATCO insane]] (2/3rds of the way down the page), or it can be used to get Nicolette to single-handedly kill a pair of [=MJ12=] commandos.
** ''VideoGame/DeusExHumanRevolution'' has a similar bug to the Skyrim "basket-head" glitch: you can hack almost anything in an area with non-hostiles (like the Detroit Police Station) or even hostiles (like the [[spoiler:Highland Park FEMA facility]]) if you simply surround yourself with boxes, crates, vending machines, etc. so no guards or cameras can see you.
* In ''VideoGame/{{Summoner}}'', this is almost essential to win in some random encounters. Simply lay down a wall of fire and observe as the AI monsters barbecue to death, staring serenely at the horizon...
** There is also a {{Good Bad Bug|s}} which allows you to cast offensive spells on certain ally [=NPCs=], who don't seem to notice or care that you're attacking them and, if there are no nearby enemies, may well stand around doing nothing while you kill them.
* The most viable way to avoid the enemies in ''VideoGame/SystemShock 2'' ''VideoGame/SystemShock2'' wasn't sneaking but ... jumping on the nearest table or otherwise elevated position, because the AI only checked the floor for targets. While this can be {{handwave}}d with performance reasons considering all the objects on the tables this can be quite immersion breaking in a SurvivalHorror game with BreakableWeapons and scarce ammo.



* ''VideoGame/DeusExHumanRevolution'' has a similar bug to the Skyrim "basket-head" glitch: you can hack almost anything in an area with non-hostiles (like the Detroit Police Station) or even hostiles (like the [[spoiler:Highland Park FEMA facility]]) if you simply surround yourself with boxes, crates, vending machines, etc. so no guards or cameras can see you.
* In ''VideoGame/{{Summoner}}'', this is almost essential to win in some random encounters. Simply lay down a wall of fire and observe as the AI monsters barbecue to death, staring serenely at the horizon...
** There is also a {{Good Bad Bug|s}} which allows you to cast offensive spells on certain ally [=NPCs=], who don't seem to notice or care that you're attacking them and, if there are no nearby enemies, may well stand around doing nothing while you kill them.
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this trope cannot apply with AI Roulette.


* In ''VideoGame/TalesOfLegendia'', the casters seem to run off of an AIRoulette and their spells seem to be picked by RandomNumberGenerator. This leads to some annoying instances where Will or Norma will use a fire-aligned spell only to have it absorbed, remark "that didn't work"... and then use ''another'' fire-elemental spell. Or even worse, use the same spell ''a second time''. Grune and Shirley at ''least'' have a nice excuse for spamming the same eres attacks because for awhile, Grune doesn't really ''have'' any and Shirley learns hers throughout the character quests.



* The iOS[=/=]Android game ''VideoGame/SummonersWarSkyArena'', if you choose to automate the combat courtesy of AIRoulette. If you're in a battle that counts, might want to take direct control instead.
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** In ''Red'', ''Blue'', and ''Yellow'', the Zeroth Law of the AI is to always use super effective attacks, no matter what... without taking into account whether the "super effective" move actually does damage. This is also where TheComputerIsACheatingBastard actually plays against it — in Red, Blue, and Yellow, the AI's moves had infinite PP — meaning that they could use them as many times as they wanted. If they had a usage limit, they would actually have to stop this stupid strategy at some point simply because they couldn't carry on. Some examples of this law in action:

to:

** In ''Red'', ''Blue'', and ''Yellow'', the Zeroth Law of the AI is to always use a move whose type is super effective attacks, no matter what... against your Pokémon if they have one... without taking into account whether or not the "super effective" move actually ''actually does damage. damage''. This is also where TheComputerIsACheatingBastard actually plays backfires against it — in Red, Blue, and Yellow, it, since the AI's moves had AI has infinite PP — meaning for all of its moves, and thus will keep using that they same non-damaging move forever. If it wasn't cheating and could use them as many times as they wanted. If they had a usage limit, they run out of PP, it would actually have eventually be forced to stop abandon this stupid strategy at some point simply because and actually attack you. [[ObviousRulePatch Which is probably the reason why they couldn't carry on.didn't give the AI infinite PP in future generations]]. Some examples of this law in action:
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** This can be done for hilarity as well. Feel like entering the Mages Guild Well (when you unlock it via progression on the Mages Guild questline) with some quest-related [=NPCs=] following you into it? You can simply equip an item that has the "Breate in Water" effect or an alteration spell that allows one to breathe in water, and reapply it every now and then to keep it from expiring. You can watch your following [=NPCs=] get KO'ed/killed, and it'll be completely indirectly, as [[https://www.youtube.com/watch?v=zAXqGOnHxVQ hilariously shown here.]]

to:

** This can be done for hilarity as well. Feel like entering the Mages Guild Well (when you unlock it via progression on the Mages Guild questline) with some quest-related [=NPCs=] following you into it? You can simply equip an item that has the "Breate "Breathe in Water" effect or an alteration spell that allows one to breathe in water, and reapply it every now and then to keep it from expiring. You can watch your following [=NPCs=] get KO'ed/killed, and it'll be completely indirectly, as [[https://www.youtube.com/watch?v=zAXqGOnHxVQ hilariously shown here.]]

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* ''VideoGame/MonsterHunter'' has the monsters set up like {{Mooks}} that will beat the crap out of each other because they're too close to one another to get at you, or you're on a ledge, or something similar. Sure, it's [[JustifiedTrope easily explained]] by the monsters in question being only up to the level of intelligence of wild animals, but it makes things easier for you if you use patience and proper positioning, [[RuleOfFunny plus it's just fun to watch.]]
** The Felynes and Shakalaka allies try to be helpful to the player, but have an annoying tendency to run right up to and stand in front of the monster while attempting to perform a healing dance, which just gets them smacked around and the dance interrupted. The False Felyne mask in Tri/3U also tends to result in your AI ally tossing bombs at the downed, vulnerable monster.. which would be nice if they didn't also blast the player back, wasting the window of vulnerability.

to:

* ''VideoGame/MonsterHunter'' ''VideoGame/MonsterHunter'':
** The series
has the monsters set up like {{Mooks}} that will beat the crap out of each other because they're too close to one another to get at you, or you're on a ledge, or something similar. Sure, it's [[JustifiedTrope easily explained]] by the monsters in question being only up to the level of intelligence of wild animals, but it makes things easier for you if you use patience and proper positioning, [[RuleOfFunny plus it's just fun to watch.]]
** The Felynes and Shakalaka allies try to be helpful to the player, but have an annoying tendency to run right up to and stand in front of the monster while attempting to perform a healing dance, which just gets them smacked around and the dance interrupted. The False Felyne mask in Tri/3U also tends to result in your AI ally tossing bombs at the downed, vulnerable monster..monster... which would be nice if they didn't also blast the player back, wasting the window of vulnerability.
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Redundant.


* Most {{Roguelike}} games avoid using path-finding algorithms for the monster AI since doing so would make the game very slow, meaning that monsters will head for you in a straight line and then stop as soon as soon as they hit an obstacle. If the obstruction is not a wall but something like deep water or a chasm then you can use distance attacks to kill the monster while it just sits there.

to:

* Most {{Roguelike}} games avoid using path-finding algorithms for the monster AI since doing so would make the game very slow, meaning that monsters will head for you in a straight line and then stop as soon as soon as they hit an obstacle. If the obstruction is not a wall but something like deep water or a chasm then you can use distance attacks to kill the monster while it just sits there.
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*** Generation 2 continues this logic, but without infinite PP, allowing [[https://www.youtube.com/embed/1AYyYzzS98w?autoplay=0 this player]] to defeat [[BonusBoss the mysterious trainer]] in Pokemon Crystal using a team of ''level 5'' mons. Note that the mysterious trainer's mons have an average level of 77, a balanced selection of types, and he has several Full Restores to use on them, too. The complete predictability of the AI's moves allowed the player to use a combination of type immunities, Protect, and Substitute to exhaust several enemy mons, eg by constantly swapping between Cubone (immune to Pikachu's Thunder and Thunderbolt attacks) and Gastly (immune to Pikachu's Quick Attack), then strike back using moves like Curse or a triple-Swords-Dance-boosted Rollout.

to:

*** Generation 2 continues this logic, but without infinite PP, allowing [[https://www.youtube.com/embed/1AYyYzzS98w?autoplay=0 this player]] to defeat [[BonusBoss [[OptionalBoss the mysterious trainer]] in Pokemon Crystal using a team of ''level 5'' mons. Note that the mysterious trainer's mons have an average level of 77, a balanced selection of types, and he has several Full Restores to use on them, too. The complete predictability of the AI's moves allowed the player to use a combination of type immunities, Protect, and Substitute to exhaust several enemy mons, eg by constantly swapping between Cubone (immune to Pikachu's Thunder and Thunderbolt attacks) and Gastly (immune to Pikachu's Quick Attack), then strike back using moves like Curse or a triple-Swords-Dance-boosted Rollout.



* Also, the A.I. doesn't seem to grasp the concept of abilities that grant immunities to certain types other than Levitate. This can lead to, for example, using Thunder Wave (an Electric-type move that causes paralysis) against a Pokémon with Lightning Rod (cancels out Electric-type moves and makes them raise your Special Attack stat). Repeatedly. This even applies to '''Cynthia''', a powerful BonusBoss. It becomes specifically remarkable with regards to Primal Reversion Groudon. It has double weakness to water, but its ability, Desolate Land, summons Harsh Sunlight that evaporates all water-based attacks. Naturally AI will ignore the Desolate Land part and will keep spamming water attacks with zero effect.

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* Also, the A.I. doesn't seem to grasp the concept of abilities that grant immunities to certain types other than Levitate. This can lead to, for example, using Thunder Wave (an Electric-type move that causes paralysis) against a Pokémon with Lightning Rod (cancels out Electric-type moves and makes them raise your Special Attack stat). Repeatedly. This even applies to '''Cynthia''', a powerful BonusBoss.{{superboss}}. It becomes specifically remarkable with regards to Primal Reversion Groudon. It has double weakness to water, but its ability, Desolate Land, summons Harsh Sunlight that evaporates all water-based attacks. Naturally AI will ignore the Desolate Land part and will keep spamming water attacks with zero effect.



* ''VideoGame/KingdomHeartsBirthBySleep'' gives BonusBoss Vanitas Remnant an incredibly hard pattern to learn, making him a brutal enemy to beat... Unless you take advantage of the completely pathetic running AI that [[AIBreaker breaks his scripting]]. If the player runs behind the largest boulder with the crack in the wall, not only will they be safe from virtually all of Vanitas Remnant's attacks, but their weapons can be thrown through the boulder and injure him. He just keeps running headfirst into the wall, never moving out of the way.

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* ''VideoGame/KingdomHeartsBirthBySleep'' gives BonusBoss {{superboss}} Vanitas Remnant an incredibly hard pattern to learn, making him a brutal enemy to beat... Unless you take advantage of the completely pathetic running AI that [[AIBreaker breaks his scripting]]. If the player runs behind the largest boulder with the crack in the wall, not only will they be safe from virtually all of Vanitas Remnant's attacks, but their weapons can be thrown through the boulder and injure him. He just keeps running headfirst into the wall, never moving out of the way.



** The enemy AI in general seems utterly unable to deal with the Balloon series of spells. The spells create large, floating spheres which act like hovering mines. And for some reason, every opponent in the game doesn't even react to their presence. This is especially bad with Balloonga, which makes the mines auto-track to an enemy if they get anywhere near them. It's quite amusing to see what's supposed to be a ClimaxBoss or a brutally-hard BonusBoss get taken out by popping balloons.

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** The enemy AI in general seems utterly unable to deal with the Balloon series of spells. The spells create large, floating spheres which act like hovering mines. And for some reason, every opponent in the game doesn't even react to their presence. This is especially bad with Balloonga, which makes the mines auto-track to an enemy if they get anywhere near them. It's quite amusing to see what's supposed to be a ClimaxBoss or a brutally-hard BonusBoss {{superboss}} get taken out by popping balloons.



* Dario in ''VideoGame/ChronoCross''. A really challenging BonusBoss...in a straight fight. He counters every single one of your elements with an element of his own. And therein lies the exploit. He counters most elements with stat debuffs, which would be a severe pain if the counter didn't also ''count as his turn''. So just pelt him with a red, blue, or green element every turn and he'll lower your stats, but never actually attack you.

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* Dario in ''VideoGame/ChronoCross''. A really challenging BonusBoss...{{superboss}}...in a straight fight. He counters every single one of your elements with an element of his own. And therein lies the exploit. He counters most elements with stat debuffs, which would be a severe pain if the counter didn't also ''count as his turn''. So just pelt him with a red, blue, or green element every turn and he'll lower your stats, but never actually attack you.
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* In ''VideoGame/PokemonScarletAndViolet'', boss Trainers always save their ace for last and Terastalize it for the climactic finish. However, the Champion Geeta's ace is Glimmora, whose Ability is ''specifically for setting up'' as it leaves Toxic Spikes every time it's hit by a Physical attack.
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*** It is possible to beat Lance's final Dragonite this way using a ''level 3 Weedle'', because the Dragonite will only ever use the Psychic-type status move Agility (presumably because it latches onto the fact that Psychic is super effective against Poison). Agility, for the record, only increases the user's Speed and does not deal damage. This was also shown in LetsPlay/TwitchPlaysPokemon, earning the team Venomoth the title of Dragonslayer.

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*** It is possible to beat Lance's final Dragonite this way using a ''level 3 Weedle'', because the Dragonite will only ever use the Psychic-type status move Agility (presumably because it latches onto the fact that Psychic is super effective against Poison). Agility, for the record, only increases the user's Speed and does not deal damage. This was also shown in LetsPlay/TwitchPlaysPokemon, ''WebVideo/TwitchPlaysPokemon'', earning the team Venomoth the title of Dragonslayer.

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** The AI trainers may bring Pokémon that are terrible against the enemy Pokémon, such as a Torkal with the Drought ability (which summons harsh sunlight that increases the power of Fire-type attacks) to a battle with a Fire-type enemy. They're also prone to sending Pokémon with a type disadvantage against the enemy Pokémon.

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** The AI trainers may bring Pokémon that are terrible against the enemy Pokémon, such as a Torkal Torkoal with the Drought ability (which summons harsh sunlight that increases the power of Fire-type attacks) to a battle with a Fire-type enemy. They're also prone to sending Pokémon with a type disadvantage against the enemy Pokémon.


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* If a Ghost-type Pokémon opponent has Curse, it will try to curse the opponent at the cost of 50% of its maximum HP. It does not factor in the latter part, [[HoistByHisOwnPetard often taking itself out instead of your Pokémon]].
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Add Fallout example: failure to react to hiding player obviously killing an enemy.

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** An enemy AI example: A hiding player can kill a mutant ''with an RPG'', causing the enemy to be ''blown into LudicrousGibs'', and the mutant's companions will sit there doing nothing, presumably because they can't see the character.
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* ''VideoGame/BravelyDefault'': Barbarossa's usage of Shell Split (lowers defense) and Double Damage (deals [[ExactlyWhatItSaysOnTheTin double damage]]) is very deadly, but the AI hardly ever uses it correctly; more often than not they'll use Shell Split on one party member and Double Damage on another, completing negating the usefulness of that combo.

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* ''VideoGame/BravelyDefault'': Barbarossa's usage of Shell Split (lowers defense) and Double Damage (deals [[ExactlyWhatItSaysOnTheTin double damage]]) is very deadly, but the AI hardly ever uses it correctly; more often than not they'll use Shell Split on one party member and Double Damage on another, completing completely negating the usefulness of that combo.
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*** Enemies in ''VideoGame/DragonQuestI'' have a tendency to waste turns when they're silenced by Stopspell to try to cast spells. This also holds true in the UsefulNotes/NitendoEntertainmentSystem original, where they will try to cast Stopspell on you if you have Erdrick's Armor equipped.[[note]]The armor gives the wearer full immunity to silence; the remakes do not have this property[[/note]]

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*** ** Enemies in ''VideoGame/DragonQuestI'' have a tendency to waste turns when they're silenced by Stopspell to try to cast spells. This also holds true in the UsefulNotes/NitendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem original, where they will try to cast Stopspell on you if you have Erdrick's Armor equipped.[[note]]The armor gives the wearer full immunity to silence; the remakes do not have this property[[/note]]
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*** Enemies in ''VideoGame/DragonQuestI'' have a tendency to waste turns when they're silenced by Stopspell to try to cast spells. This also holds true in the UsefulNotes/NitendoEntertainmentSystem original, where they will try to cast Stopspell on you if you have Erdrick's Armor equipped.[[note]]The armor gives the wearer full immunity to silence; the remakes do not have this property[[/note]]
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** The AI spamming Recover and other move variants of Recover could be this. Spamming Recover is unlikely to change the outcome of the battle and [[HealingLoop will instead just prolong it until the AI runs out of PP or you critical hit/vary your strategy]]. However, by spamming Recover as a stall tactic, the AI could be trying to force you into Struggle, which could be seen as ArtificialBrilliance. Similarly, they will waste turns using Recover, even if they are already at full HP.

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** The AI spamming Recover and other move variants of Recover could be this. Spamming Recover is unlikely to change the outcome of the battle and [[HealingLoop will instead just prolong it until the AI runs out of PP or you critical hit/vary your strategy]]. However, by spamming Recover as a stall tactic, the AI could be trying to force you into Struggle, which could be seen as ArtificialBrilliance.ArtificialBrilliance[[note]]Special mention goes to [[VideoGame/PokemonRedAndBlue Gen I]], where [[TheComputerIsACheatingBastard AI-controlled Pokémon have infinite PP]][[/note]]. Similarly, they will waste turns using Recover, even if they are already at full HP.
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** Argath is a guest character you get early on and must keep alive. You may as well toss any strategy out the window, because he rushes into danger head first, often leading to a quick game over.

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** Argath Algus is a guest character you get early on and must keep alive. You may as well toss any strategy out the window, because he rushes into danger head first, often leading to a quick game over.

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