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* The Doomerang in ''{{Ty The Tasmanian Tiger}}'', a remote-controlled boomerang, that can pretty much one-hit kill any enemy. The downside? It leaves Ty standing there defenceless, prime for attacking.
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** Many of the units you can build in Starcraft 2's campaign follow this trope. While they may be useful in the mission in which they're introduced, later on you'll have no need for them.
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* The Planet Buster in Spore, which [[http://www.youtube.com/watch?v=e2BpW8TQWS4&feature=related destroys a planet]], but makes all nearby empires hate you. If you're going to use it, be ready for war. Many. many wars.

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* The Planet Buster in Spore, which [[http://www.youtube.com/watch?v=e2BpW8TQWS4&feature=related destroys a planet]], but makes all nearby empires hate you. If you're going to use it, be ready for war. Many. Many, many wars.
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* The Planet Buster in Spore, which [[http://www.youtube.com/watch?v=e2BpW8TQWS4&feature=related destroys a planet]], but makes all nearby empires hate you. If you're going to use it, be ready for war. Many. many wars.
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* ''{{Gradius}} [=ReBirth=]'s'' Type E powerup configuration has the Vector Laser, which pierces through any object, even structures, is as wide as the Ripple laser, and looks cool. Unfortunately, not only is it weaker than the other lasers, but it cannot destroy the regenerating walls in Stage 2 or the destructable dot walls in the bonus stages. Which means if you enter a bonus stage or get caught behind a solid regenerating wall in Stage 2-2 or 3-2, you're [[{{Unwinnable}} fucked]]. The only way to circumvent this once you've gotten the Vector Laser? Switch to the Vertical Shot, which is probably the [[SoBadItsHorrible worst Gradius]] [[PowerUpLetdown powerup ever]]: it shoots upwards and downwards, but not ''forwards''.

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* ''{{Gradius}} [=ReBirth=]'s'' Type E powerup configuration has the Vector Laser, which pierces through any object, even structures, is as wide as the Ripple laser, and looks cool. Unfortunately, not only is it weaker than the other lasers, but it cannot destroy the regenerating walls in Stage 2 or the destructable dot walls in the bonus stages. Which means if you enter a bonus stage or get caught behind a solid regenerating wall in Stage 2-2 or 3-2, you're [[{{Unwinnable}} fucked]]. The only way to circumvent this once you've gotten the Vector Laser? Switch to the Vertical Shot, which is probably the [[SoBadItsHorrible worst Gradius]] [[PowerUpLetdown worst Gradius powerup ever]]: it shoots upwards and downwards, but not ''forwards''.
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** That's actually intended. In every single one of the newer M&M-games (except maybe 9, didn't play it) relics do have drawbacks. Artifacts are the ones that are AwesomeButPractical, relics do nearly always hinder you in a certain way. To be able to fully utilize them, you have to take precautions.

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** An item in Episode III called Seven Moons brings the character back with full HP and EP. Unfortunately it can sometimes crystalize the character you use it on. At that point, they're out for the rest of the battle.

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*** Heck, the entire Erde Kaiser line is like this in all three games. Insane damage, but insane ether cost too.
** An item in Episode III called Seven Moons brings the character back with full HP and EP. Unfortunately it can sometimes crystalize the character you use it on. At on, meaning if you don't have the item that point, cures crystallization, they're out for the rest of the battle.in three anyway. And to upgrade this to its better form (no crystallization), you have to go through a GuideDangIt sidequest in a limited-time area.
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* The Nintendo Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, it hurt their eyes and head like hell.
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** Last I checked, Earth Tremor did 6 damage to everything compared to Supernova's ''[[LimitBreak 15]]''. Are you hitting the action commands right?
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** Well, strictly speaking, it's *having* the bugbaid that lets all those other things happen automatically. Antlions will happily tear you into little kibbles if you don't at least own the bugbait. It's only the weapon aspect of the bugbait that's useless.
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*** In one of the only selections from the Starcraft series (Which are notoriously balanced games), the Terran Battlecruiser sees almost no competitive use whatsoever in Starcraft II. It's speed relative to other flyers (Slow), damage per second (Much, much, much worse than 3 Hydralisks, which you can get for cheaper), being the only Tier 4 unit in the game (Requires one extra building than Protoss Mothership), and extreme expense (300/300) cause it to see little use anywhere. Their redeeming factors include flight and extreme health/armor. Still, if you're rushing to Tier 4, you'll get a bang of them out fast once they become availible, if only because you'll have a thousand Gas or so. Make sure to grab the Weapon Refit so it can fire Lasers of Doom on top of it all.
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* The Kinect. Looks really great in demos. Absolutely useless in an actual bedroom or living room, unless it's approximately the size of an aircraft hangar.

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** In ''TwilightPrincess'', you can eventually purchase 3 different varieties of bombs, the third of which is bombchus, which crawl along the ground and then explode. However, they're more expensive per-bomb and you can carry fewer of them than of the other varieties, and there aren't really any situations in which they're actually any better than regular or water bombs. Most players will fill a single bomb bag with bombchus just for variety, and then never end up using any of them.

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** In ''TwilightPrincess'', you can eventually purchase 3 different varieties of bombs, the third of which is bombchus, bomblings, which crawl along the ground and then explode.explode (exactly like the Bombchus of previous games). However, they're more expensive per-bomb and you can carry fewer of them than of the other varieties, and there aren't really any situations in which they're actually any better than regular or water bombs. Most players will fill a single bomb bag with bombchus bombling just for variety, and then never end up using any of them.



**** Farore's Wind is actually very useful in some places. See, it lays the portal at the last door you passed through. Know that room in the Fire Temple with the very narrow bridge that drops you way too far back? Two shots and your back at the bridge, without having to pass through the dungeon. And that part where you have to push the block onto the lava spout and then jump onto the block gets old fast.

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**** *** Farore's Wind is actually very useful in some places. See, it lays the portal at the last door you passed through. Know that room in the Fire Temple with the very narrow bridge that drops you way too far back? Two shots and your back at the bridge, without having to pass through the dungeon. And that part where you have to push the block onto the lava spout and then jump onto the block gets old fast.fast.
*** Farore's Wind is also useful for saving your place in the dungeon if you need to stop playing. Set your checkpoint, save, and quit. When you start up again, you can teleport yourself to wherever you were, rather than having to traipse through the whole dungeon.
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** There's also the move "Horn Drill", which won't affect your target if your Pokemon's speed is lower than your target's. And since the move can only be learned by a few Pokemon (most of them big and not very fast) there's a good chance that all it will be doing is taking up space that could be used for a more useful attack, and that's not even counting its low hit percentage.
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* ''[[TheLegendOfZeldaMajorasMask The Legend of Zelda: Majora's Mask]]''. The Fierce Deity Mask requires you to get all the masks in the game, and then beat the boss. The boss is made incredibly easy with the FD mask, and then its only usable in boss rooms after the end. And the Giant's Mask, incredibly awesome concept (giant Link!), but only usable against one boss. Which could have been shrunken. And to top it off, considering it didn't even have to be there, it slowly drains your magic! It's necessary for the boss, but COME ON.

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* ''[[TheLegendOfZeldaMajorasMask The Legend of Zelda: Majora's Mask]]''. The Fierce Deity Mask requires you to get all the masks in the game, and then beat the boss. The boss is made incredibly easy with the FD mask, and then its only usable in boss rooms after the end. And the Giant's Mask, incredibly awesome concept (giant Link!), but only usable against one boss. Which could have been shrunken. And to top it off, considering it didn't even have to be there, it slowly drains your magic! It's necessary for the boss, but COME ON.
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** Actually the Great knife has another use, James is able to scare off enemies with this weapon. To achieve this, James must turn off his flashlight and radio, then equip the knife. Monsters, particularly Lying Figures, will start to run away from James. Note that this only works in dark places.
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* ''SecretOfMana'' featured a ton of great moves you could unlock as you leveled up your weapon skills. Unfortunately their long charging times meant you were better off using regular attacks or stunlocking enemies to death with magic
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* ''TheLegendOfZeldaMajorasMask''. The Fierce Deity Mask requires you to get all the masks in the game, and then beat the boss. The boss is made incredibly easy with the FD mask, and then its only usable in boss rooms after the end. And the Giant's Mask, incredibly awesome concept (giant Link!), but only usable against one boss. Which could have been shrunken. And to top it off, considering it didn't even have to be there, it slowly drains your magic! It's necessary for the boss, but COME ON.

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* ''TheLegendOfZeldaMajorasMask''.''[[TheLegendOfZeldaMajorasMask The Legend of Zelda: Majora's Mask]]''. The Fierce Deity Mask requires you to get all the masks in the game, and then beat the boss. The boss is made incredibly easy with the FD mask, and then its only usable in boss rooms after the end. And the Giant's Mask, incredibly awesome concept (giant Link!), but only usable against one boss. Which could have been shrunken. And to top it off, considering it didn't even have to be there, it slowly drains your magic! It's necessary for the boss, but COME ON.



** Nayru's Love In ''OcarinaOfTime'', while theoretically would have been the MOST useful of the three spells, comes so late in the game that chances are you'll never actually use it.

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** Nayru's Love In in ''OcarinaOfTime'', while theoretically would have been the MOST ''most'' useful of the three spells, comes so late in the game that chances are you'll never actually use it.



* MachinesWiredForWar gives us the eradicator, a small unit that can wipe out entire sqauds with a controled gravity collopse. Unfortantly its slow, weak and could wipe out severalof your own units(and the units itself)if it tries to defend itself. See also, the Bee bomber, nuclear missle and spy.

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* MachinesWiredForWar ''[[MachinesWiredForWar Machines: Wired for War]]'' gives us the eradicator, a small unit that can wipe out entire sqauds with a controled gravity collopse. Unfortantly its slow, weak and could wipe out severalof your own units(and the units itself)if it tries to defend itself. See also, the Bee bomber, nuclear missle and spy.



* Emperor Doviculus of BrutalLegend fights with a guitar with ''four necks''.

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* Emperor Doviculus of BrutalLegend ''[[BrutalLegend Brütal Legend]]'' fights with a guitar with ''four necks''.



* SuperMetroid has (arguably) two of these, one of which is [[AllThereInTheManual only shown in a demo upon completion of the game]]:

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* SuperMetroid ''SuperMetroid'' has (arguably) two of these, one of which is [[AllThereInTheManual only shown in a demo upon completion of the game]]:



* The lightning in Medievil. Powerful (if slow) distance attack, but when you're out of ammo, it's gone forever; it can't be wasted at all.

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* The lightning in Medievil.''{{Medievil}}''. Powerful (if slow) distance attack, but when you're out of ammo, it's gone forever; it can't be wasted at all.



* In many {{Bleach}} fighting games, Soi Fon has an attack in which she can use her Suzumebachi to, as in the anime, get a two hit KO - if she hits an opponent with the attack twice in one round, they instantly die. The impractical part comes from the fact that the attack is usually slow and hard to hit with, uses up a ton of spirit pressure, or both; and that the first hit usually does no damage. At best, using this attack can serve as a sort of alternate fighting style, as using it can be an [[DeathOrGloryAttack all-or-nothing strategy.]]
* Nukes in ''Cyber Nations''. Using one on another nation inflicts massive damage to its military (including the loss of all defending soldiers), destroys massive amounts of land, tech, and infrastructure, and inflicts instant [[NonLethalKO Anarchy]] (citizens take a massive drop in happiness, resulting in far lower collected taxes) for 5 days. Unfortunately, they're very expensive (and get even more so with each purchased nuke) and have strict requirements, one of which is having your nation be ranked in the 95th percentile or better. On top of that, every nuke launch is reported onto a publicly available page for all players to see, so if, outside of an inter-alliance war, you nuke a nation that's in an alliance, or are part of an alliance and fire a nuke without permission from superiors, you will be in ''very'' deep trouble.
* Red Ivan, the trigger-happy explosives expert henchman in Game/EvilGenius. His bazooka attack is one of the deadliest weapons in the game, but unless you micro-manage him during an attack, he'll probably end up doing as much damage to your base and your minions as to the forces of justice. Arming your mercenaries with flamethrowers is ill-advised for the same reason.
* Pirates: Legend of the Black Buccaneer likes to play with the player's idea of the usefulness of certain abilities. One ability that you receive after the first dungeon is the ability to summon zombies that fight for you. The problem? They drain your health, can only be summoned at certain spots (justified, as they're probably graves or voodoo ritual spots. They can be found nearly everywhere, so thats good), can only be summoned one at a time, and move so slowly, that by the time they can actually be useful, you will have lost half of your health to the enemy, and half your health as price for the slow moving zombie. The exact opposite happens when you fight through a huge hell-like arena, killing demons, and your reward is the ability to cut down plants. Seriously, except its an extremely useful ability, due to the amount of plants around the early parts of the game.
* 'Spore' has the [[EarthShatteringKaboom Planet Buster]], which is [[ExactlyWhatItSaysOnTheTin Exactly What It Says On The Tin]]. However, buying even one of them is ridiculously expensive, and actually using it - even on an uninhabited planet - is against the Galactic Code and can instantly spark a war with every empire within several hundred parsecs. Besides, it deprives you of a planet to conquer, which is usually the reason you'll be attacking the planet in the first place. It's pretty pointless, really, unless your objective is to get certain Acheivements or to make a YouTube video with an epic conclusion.
* In the Facebook flash game King of Kung Fu, the skill "Pet Charm" is quickly becoming this. It allows you to control one of your opponent's pets (many of which are quite powerful). However, the three most commonly used pets are immune to it, and most of the others are simply not worth the use of it taking up one of your 18 skill slots.

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* In many {{Bleach}} ''{{Bleach}}'' fighting games, Soi Fon has an attack in which she can use her Suzumebachi to, as in the anime, get a two hit KO - if she hits an opponent with the attack twice in one round, they instantly die. The impractical part comes from the fact that the attack is usually slow and hard to hit with, uses up a ton of spirit pressure, or both; and that the first hit usually does no damage. At best, using this attack can serve as a sort of alternate fighting style, as using it can be an [[DeathOrGloryAttack all-or-nothing strategy.]]
* Nukes in ''Cyber Nations''.''CyberNations''. Using one on another nation inflicts massive damage to its military (including the loss of all defending soldiers), destroys massive amounts of land, tech, and infrastructure, and inflicts instant [[NonLethalKO Anarchy]] (citizens take a massive drop in happiness, resulting in far lower collected taxes) for 5 days. Unfortunately, they're very expensive (and get even more so with each purchased nuke) and have strict requirements, one of which is having your nation be ranked in the 95th percentile or better. On top of that, every nuke launch is reported onto a publicly available page for all players to see, so if, outside of an inter-alliance war, you nuke a nation that's in an alliance, or are part of an alliance and fire a nuke without permission from superiors, you will be in ''very'' deep trouble.
* Red Ivan, the trigger-happy explosives expert henchman in Game/EvilGenius.''Game/EvilGenius''. His bazooka attack is one of the deadliest weapons in the game, but unless you micro-manage him during an attack, he'll probably end up doing as much damage to your base and your minions as to the forces of justice. Arming your mercenaries with flamethrowers is ill-advised for the same reason.
* Pirates: ''Pirates: Legend of the Black Buccaneer Buccaneer'' likes to play with the player's idea of the usefulness of certain abilities. One ability that you receive after the first dungeon is the ability to summon zombies that fight for you. The problem? They drain your health, can only be summoned at certain spots (justified, as they're probably graves or voodoo ritual spots. They can be found nearly everywhere, so thats good), can only be summoned one at a time, and move so slowly, that by the time they can actually be useful, you will have lost half of your health to the enemy, and half your health as price for the slow moving zombie. The exact opposite happens when you fight through a huge hell-like arena, killing demons, and your reward is the ability to cut down plants. Seriously, except its an extremely useful ability, due to the amount of plants around the early parts of the game.
* 'Spore' ''{{Spore}}'' has the [[EarthShatteringKaboom Planet Buster]], which is [[ExactlyWhatItSaysOnTheTin Exactly What It Says On The Tin]]. However, buying even one of them is ridiculously expensive, and actually using it - even on an uninhabited planet - is against the Galactic Code and can instantly spark a war with every empire within several hundred parsecs. Besides, it deprives you of a planet to conquer, which is usually the reason you'll be attacking the planet in the first place. It's pretty pointless, really, unless your objective is to get certain Acheivements or to make a YouTube video with an epic conclusion.
* In the Facebook flash game King game, ''King of Kung Fu, Fu'', the skill "Pet Charm" is quickly becoming this. It allows you to control one of your opponent's pets (many of which are quite powerful). However, the three most commonly used pets are immune to it, and most of the others are simply not worth the use of it taking up one of your 18 skill slots.



* The Tricobalt torpedo in StarTrekOnline is the most powerful torpedo weapon in the game. Fully skilled up and with weapon consoles that boots its damage, the torpedo can hit for 30,000-40,000 damage in a single shot; most fully skilled Cruisers(tanking class) only have 40,000+ hull hitpoints and 8000 shield points. The drawback? The torpedo takes 30 seconds to reload, compared with 6 seconds for a Photon Torpedo and 8 Seconds for a Quantum Torpedo, it cannot be overloaded with special weapon powers that can be done with other torpedoes, and unlike most other torps, it's incredibly slow flying and you can shoot it down with beam weapons, making it useless against a player with a good eye and fast reflexes. [=NPCs=] shoot them down fairly regularly too. Another problem is that torpedoes do about 10% of their normal damage on shields, so if the shields are up, you may do 3000 damage with it if you're lucky, and that's less than half the shield strength of a target ship.

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* The Tricobalt torpedo in StarTrekOnline ''StarTrekOnline'' is the most powerful torpedo weapon in the game. Fully skilled up and with weapon consoles that boots its damage, the torpedo can hit for 30,000-40,000 damage in a single shot; most fully skilled Cruisers(tanking class) only have 40,000+ hull hitpoints and 8000 shield points. The drawback? The torpedo takes 30 seconds to reload, compared with 6 seconds for a Photon Torpedo and 8 Seconds for a Quantum Torpedo, it cannot be overloaded with special weapon powers that can be done with other torpedoes, and unlike most other torps, it's incredibly slow flying and you can shoot it down with beam weapons, making it useless against a player with a good eye and fast reflexes. [=NPCs=] shoot them down fairly regularly too. Another problem is that torpedoes do about 10% of their normal damage on shields, so if the shields are up, you may do 3000 damage with it if you're lucky, and that's less than half the shield strength of a target ship.



* DeadRising - The Megabuster and Z-Saber both count, as getting the Megabuster required you to basically spend an entire playthrough killing zombies while the Z-Saber could only be acquired by going through survival mode and lasting five days.

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* DeadRising ''DeadRising'' - The Megabuster and Z-Saber both count, as getting the Megabuster required you to basically spend an entire playthrough killing zombies while the Z-Saber could only be acquired by going through survival mode and lasting five days.



* ''PlantsVsZombies'' has the Chomper, a plant which can OneHitKill any zombie that enters its range. The only problem? After it eats a zombie, it takes [[{{Understatement}} forever]] to chew it, leaving it open to attack during that time. You could put some Wall Nuts in front of it, but because of the Chomper's short range, any more than one will render the Chomper unable to attack. Thus, it'll likely only be able to eat one zombie before it's dead [[strike:meat]]vegetable matter.

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* ''PlantsVsZombies'' ''[[PlantsVsZombies Plants vs. Zombies]]'' has the Chomper, a plant which can OneHitKill any zombie that enters its range. The only problem? After it eats a zombie, it takes [[{{Understatement}} forever]] to chew it, leaving it open to attack during that time. You could put some Wall Nuts in front of it, but because of the Chomper's short range, any more than one will render the Chomper unable to attack. Thus, it'll likely only be able to eat one zombie before it's dead [[strike:meat]]vegetable matter.
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* The Flamethrower in ''[SaintsRow Saint's Row] 2''. Sure, it sets your opponents [[KillItWithFire on fire]], which will normally kill them, but it has limited range, when combined with the fact that enemies [[CollisionDamage running into you]] while blazing will catch you as well, maybe torching that bastard isn't the best idea.

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* The Flamethrower in ''[SaintsRow ''[[SaintsRow Saint's Row] 2''. Row 2]]''. Sure, it sets your opponents [[KillItWithFire on fire]], which will normally kill them, but them. But it has limited range, when combined with the fact that enemies [[CollisionDamage running into you]] while blazing will catch you as well, maybe torching that bastard isn't the best idea.
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** Put a second Chomper behind the first, though, and even if the zombies eat your Wall-Nut, the Chomper behind the chewing Chomper will take out the first zombie to come at it.
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*** However, the Vortex[=/=]Nuke Combo requires an allied Protoss[=/=]Terran team, someone to tech up to Mothership (itself AwesomeButImpractical), and then pull off the timing and coordination to place the nuke just as the Vortex begins. However, it is ''[[http://www.youtube.com/watch?v=FU49HRZDz0k glorious]]'' to see.
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* {{Daikatana}}'s[[IncrediblyLamePun Daikatana]]. Yes, you know the game is SoBadItsHorrible when the '''TITLE WEAPON''' sucks. The sword Always leaves your opponent on 1hp. In theory, this would allow you to deliver the finishing blow, but in practice, the opponent would often slice you to pieces before you could deliver a second strike. Not to mention that it blocks the screen, and, when fully leveled up, starts sparkling simply to block the screen more.

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* {{Daikatana}}'s[[IncrediblyLamePun Daikatana]]. Yes, you know the game is SoBadItsHorrible when the '''TITLE WEAPON''' sucks. {{Daikatana}}'s Daikatana. The sword Always always leaves your opponent on 1hp. In theory, this would allow you to deliver the finishing blow, but blow; in practice, the opponent would often slice you to pieces before you could deliver a second strike. Not to mention that it It also blocks a third of the screen, and, minimum; when fully leveled up, it starts sparkling simply to block sparkling, which blocks the screen more.
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[[folder:VideoGames - First-Person Shooter]]
* ''CallOfDuty 4: Modern Warfare'' lets you unlock two additional scopes for most guns, the red dot sight and the ACOG scope. However, the ACOG scope, which provides 4x zoom, is unlockable even for weapons on which it does more bad than good; putting an ACOG [[DepartmentOfRedundancyDepartment scope]] on the SVD Dragunov sniper rifle not only reduces its accuracy (the default scope is easier to aim with), but it also makes aiming at nearby targets harder, and you can't hold your breath when using it, so there is always breathing sway. In addition, the 4x zoom is largely wasted as most maps do not have open spaces big enough to make it useful.
** The ACOG [[DepartmentOfRedundancyDepartment scope]] could be useful to sniper rifle in closer combat since you don't need to steady to pull off a shot, but the golden gun camouflages are very much AwesomeButImpractical in most of the criteria for the trope - most of them require you kill 175 enemies with headshots to equip it, which is out of the reach of players who wish to use Prestige mode, which causes you to wipe your levels and challenges (which also means progress towards the golden camouflages is wiped) to get a new icon, and this can be done ten times. As you might have guessed, the gold camouflages also make it easier to see you, being gold and all.
** The ACOG is noticeably more useful on the fully-automatic weapons like the M4 Carbine, though, because the additional breathing sway is negated by the zoom helping you put more of the target in the center of your screen, which is all you need when you let the automatic fire rip.
** In ModernWarfare 2, you can get a tactical nuke, which is basically a "Game Over, I Win" button. The Impractical Part? It requires a 25-kill streak. This is easier said than done, and even if you do kill 25 people in a row without dying, you're probably going to win anyway unless it's a big game or a long game.
* In ''{{Turok}}: Dinosaur Hunter,'' the two final weapons are perhaps the most useless. The Fusion Cannon and Chronosceptor (the latter of which whose [[PlotCoupon pieces]] the game [[GottaCatchThemAll revolves around finding]]) are extremely powerful, but also slow to fire. You're a sitting duck taking damage as the guns charge up, and if the enemy isn't stationary, it'll probably get out of the weapon's blast radius. Furthermore, the Cannon only holds two Fusion Charges without a Backpack, and they're ''extremely'' hard to find. The Chronosceptor holds three shots and can't be reloaded at all.
** The Fusion Cannon shoots a small slow-moving red flare that explodes after two seconds or so, filling the screen with orange smoke, and several shockwaves afterward. The Chronosceptor shoots a semi-homing laser that explodes not once but twice on contact.
*** The Chronoscepter is actually very useful against the final boss, as it will reduce him to about a third of his health (which takes a ''lot'' of time to wear down using normal weapons) if you manage to connect with all the shots. Likewise, the Fusion Cannon is a good thing to have against the penultimate boss, though it's a lot clumsier to use than the Chronoscepter.
** Additionally, there's also the Nuke in ''Turok 2'', which takes a moment to charge, then shoots a laser, gathering energy at the target, finally exploding after 4 seconds, turning enemies into charcoal. Ten seconds later, any enemy affected by the initial blast [[StuffBlowingUp suddenly explodes]].
*** Except for the final boss. Despite the fact that you can only obtain the last Nuke piece just before fighting him, the weapon does ''absolutely nothing'' to him in the game's final battle.
*** That being said, said final boss will sometimes call on [[GoddamnBats a swarm of nasty, fast-moving, hard to hit enemies]] to attack you during the battle. While the Nuke doesn't affect the boss himself, it really comes in handy dealing with these, as it will take out all of them at once with a single shot, and hey, it's not like it can be used for anything else . . .
*** Actually, you obtain it before the penultimate boss (The Mother), and it doesn't work on her either.
* Pretty much any beam-missile combo except the Super Missile in ''{{Metroid}} Prime'' games. They tend to cost far too much [[TooAwesomeToUse ammo]] to use in order to be effective. Although, each combination comes with its own [[PowerGlows pretty effects]].
** The Wavebuster can be used to make Meta Ridley absurdly easy (only in the original version, though. The bug was fixed in PAL release and the Player's Choice version) as well as the cloaked drone in the Phazon Mines. And other than the Flamethrower, they're all useful on Prime itself.
** The Sonic Boom from ''Prime 2'' can do an ungodly amount of damage to the Emperor Ing's eye-form (up to a third of his energy bar per hit, depending on difficulty). However, it costs 30 rounds of each ammo to fire, and you're trying to hit an extremely narrow moving target while dodging all the boss's regular attacks. It does have some use against large mobs, since enemies taken out by it can drop both Light and Dark ammo.
*** Annihilator beam in ''Prime 2'' (of which beamcombo the sonicboom is) in general. No enemy is resistant to it, it homes, and it has a very high rate of fire. On the other hand, each shot doesn't do a lot of damage, and it uses up both kinds of ammo.
*** The Sunburst and Darkburst are awesome (they fire ''miniature stars and black holes'', respectively) but impractical too, they cost too much ammo for not enough damage. There is one Dark Ingsmasher in Ing Hive you will use them on consistently, because there is a recharge room next door so you go postal for the lolz.
* The Gravity Hammer and Energy Sword in ''{{Halo}} 3''. The Energy Sword is only good for killing one specific species of Flood, and the Gravity Hammer is fairly useless. They look pretty cool, but most other weapon combos are more efficient and safer to use.
** The Gravity Hammer gets a bit more love in ''Halo: [=ODST=]'', where it has a bigger impact area, allowing you to maul multiple grunts and jackals with one swing. However, it has ''less'' love as well, because it's much harder to use (you're not the superstrong Master Chief, after all), and it's strangely not as good against shields as it used to be.
* In ''TeamFortress2'', all classes have a taunt that can one-shot an opponent in melee range. All of them are impractically slow, and quite awesome to get a kill with during a match. Notable contenders include the Pyro, who was the first to be able to kill with his Hadouken taunt, the Scouts' enemy-launching baseball bat taunt, the Soldier's suicide-grenade taunt, and the Spy's knife-fencing which alerts otherwise oblivious opponents to their presence before the fatal blow.
* The ''Urban Terror'' mod for ''QuakeIIIArena'' introduces quite possibly ''the'' most Awesome But Impractical method of killing in a FirstPersonShooter - the GoombaStomp. Yeah. It's even ''called'' the Goomba Stomp. And it's a OneHitKill. Thing is, you can't just jump on someone, you have to have some... [[NotTheFallThatKillsYou distance...]]
** The ''TeamFortress2'' server 2Fort2Furious has this as a unique server mod. The code for the mod is not public, thus only that server has the feature. Amusingly enough, a message pops up on everyone's screen telling who killed whom with the technique. It can even kill Ubercharged (otherwise invincible) opponents. Otherwise, it sounds as if it is nearly identical to the Urban Terror version.
* In ''Left4Dead'', at certain points players will come across [[GatlingGood a mounted minigun]] that can, predictably, wipe out hordes of zombies in seconds. The trouble is, the weapon is almost never mounted in such a position as to effectively cover more than a few of the many directions attacks can come from. Using it effectively requires the 3 PlayerCharacters who aren't using the minigun to watch the gunner's back, and on higher difficulties where the risk of friendly fire damage becomes a very real threat, most players find it far more prudent to simply ignore the minigun, put their backs to the wall, and fight off the incoming zombies with small arms fire.
** The Tank's rock throw ability in VS mode is also awesome but useless. It takes the Tank about 3 seconds to lift up a huge chunk of slab and throw it, which by then the Survivor players have either taken cover or [[KillItWithFire set you on fire.]]
** The Grenade Launcher can wipe the floor with the gibs, gore and unidentifiable bodyparts of any infected in the game (minus the Tank) with a single shot, stun the Tank (being the only primary weapon capable of doing so) and just plain awesome (it's a grenade launcher). However, due to its arcing trajectory, the fact that you cannot refill its ammunition, its ridiculous friendly fire damage, and how long it takes to reload it (which has to be done after every shot) makes it anything but practical to use, unless you happen to find one right before a crescendo or the finale (and even then, its usability is questionable due to the aforementioned friendly fire).
*** Likewise the Chainsaw. It does the most damage per second of any weapon in the game, as well as being able to tear apart a tank in under 10 seconds flat. It's also a goddamn chainsaw. The problem? It draws every infected within earshot to you, and it only has 1 minute of fuel (which, like the Grenade launcher, cannot be refueled despite you having gas tanks lying around).
**** However, the limitations with the Chainsaw can be mitigated and even utilized to advantage. Tucked in a doorway or such, a Chainsaw drawing the horde will provide unsurpassed protection.
* The bugbait in ''HalfLife 2''. It lets you summon Antlions and manipulate them to attack the Combine soldiers, but the bugs only appear for a few levels, making this item completely useless for the rest of the game.
** To add more insult to injury, Antlions will go after nearby Combine and sentry guns unprovoked, leaving you with few opportunities to actually ''use'' the bugbait, except to make them run out as a distraction or into a tripmine. The alternate fire, which draws them to you, is ''completely'' useless, because any nearby Antlions will come to you automatically unless there are enemies around to fight, and if there are, that's probably what you want them doing anyway.
*** It does ONE thing once you no longer get antlions. If thrown on a Combine soldier(any combine soldier), it briefly stuns them. If you keep hitting one with it, he'll just stand there waving his arms around his head.
** Also, the Revolver pretty much packs the second biggest punch in the entire game, but it carries so little ammo (and it's so rare to find) that you end up using your Sniper Rifle (actually a crossbow) more often.
* Half the weapons in {{Duke Nukem 3D}} fall in this trope, by either eating ammo(Devastator), only being useful at close range(Shrink Ray), or only being useful in specific situations(Laser Trip Bomb).
* A rare in-universe example, ''{{Bioshock}}'s Big Daddy Prototype was able to dual-wield the power drill and rivet gun, as well as use plasmids. This was too expensive a build to mass-produce (and too difficult to pacify if they should hulk out), so they decided to divide the weapon types into ''Rosie'' (gun) and ''Bouncer'' (drill) types, neither of which could use plasmids. The pair-bond for the original also worked too well; those who didn't go into a coma went insane when their Little sister got harvested/rescued.
* ''CounterStrike'' has a wide variety of weapons to choose from, some of these include the [[GunsAkimbo dual Elites]], the famed Kevlar-piercing Five-seveN; the assault rifle with a scope; Steyr AUG; and a machine gun with a 100-round belt. All of them suck. "Duelies" are unreliable, take long to load, and cost more than a simple SMG, Five-Seven has been {{nerf}}ed for balance, Steyr AUG is overpriced, and the machine gun is heavy and inaccurate. Few players really venture outside the tested and approved Colt/AK line.
* ''SoldierOfFortune 2'' has the OICW; a scoped assault rifle with a 20 mm grenade launcher. The main problem is that you ''have'' to use the laser system to check the range before firing a grenade, which simply takes far too long in a firefight. If you have time to sit and muck about with the scope, it's easier to just use the rifle component to snipe them in the head. The huge size (it takes up a ridiculous amount of screen real estate when equipped) and lack of ammo (being an experimental weapon, your enemies don't carry it, so you can't scavenge ammo from corpses) don't help either.
** The Rocket Launcher, Flamethrower, and Microwave Pulse Gun in the original. All take up three spaces in your inventory, eat up hard-to-find ammo quickly, and are rather unwieldy in firefights.
* From ''PerfectDark'': try tossing a Grenade on Proximity Pinball in any place that's not a straight narrow hallway, especially in the campaign. Chances are it'll end up bouncing straight back into you (killing you instantly) or into an important mission objective (failing the mission, of course).
** Even in a narrow hallway you could get screwed. Throw it straight down and if you don't get out in time, it's back. Even throwing it at an angle from outside can possibly bounce back to you several seconds later if you're still nearby.
* {{Daikatana}}'s[[IncrediblyLamePun Daikatana]]. Yes, you know the game is SoBadItsHorrible when the '''TITLE WEAPON''' sucks. The sword Always leaves your opponent on 1hp. In theory, this would allow you to deliver the finishing blow, but in practice, the opponent would often slice you to pieces before you could deliver a second strike. Not to mention that it blocks the screen, and, when fully leveled up, starts sparkling simply to block the screen more.
* A meta version of this trope was why the version of BFG 9000 in ''{{Doom}}'''s [[http://doom.wikia.com/wiki/Doom_press_release_beta press release beta]], which [[http://doom.wikia.com/wiki/File:BFG2704.png rapidly launched a lot of fireballs]], was cut in favor of the version in the final game which simply launches a single powerful plasma ball; not only it "looked like Christmas", but it slowed the computer down to a crawl.
* The Power Bomb in Metroid Other M somewhat qualifies for this. It's the strongest weapon in the game, and you can only use it for one fricking battle. And that's after being devoured by a Metroid Queen. After beating the game, however, it is freely available, though it has a recharge time of just about two minutes, which renders it kind of useless in battle, as most fights against regular enemies take less than a minute.
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doesn\'t explain why it\'s \"impractical\", just why it\'s \"Not gamebreaking\". removing unless someone can clarify


* Newbies to ''FinalFantasyVI'' like to proclaim Locke as the best character in the game, as he is the only character who can hit the damage [[{{Cap}} cap]]. With a Valiant Knife, an Atma/Ultima Weapon, a [[DualWielding Genji Glove]], and a Master's Scroll/Offering (quadruples the number of attacks), Locke can attack for 9999 damage eight times in a single turn. What the newbies ignore is that this is only possible at extremely high levels (at which point enemies have long since ceased to pose a threat), and is therefore more of a parlor trick than anything.

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* Newbies to ''FinalFantasyVI'' like to proclaim Locke as the best character in the game, as he is the only character who can hit the damage [[{{Cap}} cap]]. With a Valiant Knife, an Atma/Ultima Weapon, a [[DualWielding Genji Glove]], and a Master's Scroll/Offering (quadruples the number of attacks), Locke can attack for 9999 damage eight times in a single turn. What the newbies ignore is that this is only possible at extremely high levels (at which point enemies have long since ceased to pose a threat), and is therefore more of a parlor trick than anything.''FinalFantasyVI'':
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** This troper actually made good use of the Ornithopter back then, and increased its chances of survival by building them in pairs at a time (by having two Hi-Tech factories built at once). This resulted in the enemy turrets having a hard time aiming because they had to decide which of the two to hit. There's a good reason why in RealLife combat aircraft fly missions at least in pairs.
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* Two types of this occur in ''FossilFighters''. The first involves mons like T-Rex, which are incredibly powerful, but which also have very damaging support effects-if one's in a support zone, your main fighter is worthless. The second involves two specific mons, Zino and Centro, who ALWAYS score critical hits-but have such appalling accuracy that the rest of the team needs to be focused around altering stats to get them to hit. While powerful, knocking out even one of the supporting mons causes the entire strategy to fall apart.
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* ''GoldenSun: The Lost Age'''s best Djinn Summon can only be acquired after confronting the strongest BonusBoss in the game, and that can only happen after you get halfway through the final dungeon. And using the summon costs a full complement of Mars Djinni and half of your Mercury Djinni -- a hefty cost that, depending on your class setup, can deprive you of your best healing for a few critical rounds.

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* ''GoldenSun: The Lost Age'''s best Djinn Summon can only be acquired after confronting the strongest BonusBoss in the game, and that can only happen after you get halfway through the final dungeon. And using the summon costs a full complement of Mars Djinni and half of your Mercury Djinni -- a hefty cost that, depending on your class setup, can deprive you of your best healing for a few critical rounds. However, since it revives and fully heals everyone in the party, active or inactive, it's great to have your backup line able to pull it out and make the final boss substantially easier.
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** And like its predecessor, many of the Techs look pretty cool, but are just too much trouble to set up for their average payoff.
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"A flashy feature that has limited usability for victory."

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