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** Breeding in any game, if you aren't an RNGer. You can control inherited moves easily as long as your breeders don't level up too much in the daycare and getting the right ability is easy with one parent holding an everstone, but good luck getting the right nature. Even two parents with the desired mature may not up your luck. And good stat parents help your IV chances but do not guarantee good stat offspring. Even worse is trying for shiny Pokemon. The Masuda method of using one parent from a foreign language game helps, as does Gen V's shiny charm,but the chance is still low. Arceus help you if you're breeding for shiny, good stats and correct nature all at once.

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** Breeding in any game, if you aren't an RNGer. You can control inherited moves easily as long as your breeders don't level up too much in the daycare and getting the right ability nature is easy with one parent holding an everstone, but good luck and with only one or two abilities, it isn't hard getting the right nature. Even two parents with the desired mature may not up your luck.one, but getting all at once can be aggravating.. And good stat parents help your IV chances but do not guarantee good stat offspring. Even worse is trying for shiny Pokemon. The Masuda method of using one parent from a foreign language game helps, as does Gen V's shiny charm,but the chance is still low. Arceus help you if you're breeding for shiny, good stats and correct nature all at once.
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** So can trying to get certain rare Pokemon from Hidden Hollows in the sequels. Half the time it's an item you find, or a Pokemon you have/don't want.
** Breeding in any game, if you aren't an RNGer. You can control inherited moves easily as long as your breeders don't level up too much in the daycare and getting the right ability is easy with one parent holding an everstone, but good luck getting the right nature. Even two parents with the desired mature may not up your luck. And good stat parents help your IV chances but do not guarantee good stat offspring. Even worse is trying for shiny Pokemon. The Masuda method of using one parent from a foreign language game helps, as does Gen V's shiny charm,but the chance is still low. Arceus help you if you're breeding for shiny, good stats and correct nature all at once.
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** And on the topic of Pokémon, Battle Revolution has a few luck-based coliseums. In the first, you have a roulette wheel to determine whether you get to use one of your own Pokemon, or one of your opponent's far less useful ones. In the second, it's a 100-battle endurance match, where the roulette is used to determine if any of your Pokemon get healed.
*** Not to mention that the 100 battle match has fog on most of its stages, which makes all pokemon's accuracy drop. Sure it's totally fair, as it affects both sides, but over 100 battles, the probability approaches 100% that you will eventually be horribly screwed while the computer is unaffected.

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** And on the topic of Pokémon, Battle Revolution has a few luck-based coliseums. In the first, you have a roulette wheel to determine whether you get to use one of your own Pokemon, or one of your opponent's far less useful ones. In the second, it's a 100-battle endurance match, where the roulette is used to determine if any of your Pokemon get healed.
***
healed. The roulette can actually be controlled with good timing, though, since it decelerates at a fixed rate rather than randomly, but learning the timing will require a few spins of it.
*
Not to mention that the 100 battle match has fog on most of its stages, which makes all pokemon's accuracy drop. Sure it's totally fair, ''fair'', as it affects both sides, sides equally, but over 100 battles, the probability approaches 100% that you will eventually be horribly screwed while the computer is unaffected.unaffected. Remember that you need to win 100 battles with no losses, while the computer can lose 99 battles and still beat you at the 100th.



** In ''[[VideoGame/PokemonColosseum Pokémon XD]]'', there is the "Metronome Cup." You fight two Pokémon with two of your own. All of the Pokémon have only one move - metronome, a move that summons any other move at random. Winning or losing is literally and entirely based on luck. There is no strategy involved in the least.

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** In ''[[VideoGame/PokemonColosseum Pokémon XD]]'', there is the "Metronome Cup." You fight two Pokémon with two of your own. All of the Pokémon have only one move - metronome, a move that summons any other move at random. Winning or losing is literally and entirely based on luck. There is no strategy involved in the least. [[HilarityEnsues It's rather fun, however]].



*** Like RealLife Casinos, Game Corners in general are a LuckBasedMission. Compared to the outrageously rigged slots in the other generations, Voltorb Flip is downright forgiving.

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*** Like RealLife Casinos, Game Corners in general are a LuckBasedMission. Compared to the outrageously rigged slots in the other generations, Voltorb Flip is downright forgiving. Some actually preferred the luck-based slots, though, since it was much faster-paced and you could just buy casino coins if you were rich and impatient.



** The very battle system itself is luck based to an extent. You can plan and strategize as much as you possibly can, but if the game decides it doesn't want a move/item/ability/side effect with a less than 100% chance of working to succeed, there's absolutely nothing you can do about it. Then there are critical hits, which are possible for almost every move but are also almost always random. Some moves choose targets at random in double and triple battles and others (and a hold item) force the opponent's to switch out at random. There are still some other luck based factors not yet mentioned here.

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** The very battle system itself is luck based to an extent. You can plan and strategize as much as you possibly can, but if the game decides it doesn't want a move/item/ability/side effect with a less than 100% chance of working to succeed, there's absolutely nothing you can do about it. Then there are critical hits, which are possible for almost every move but are also almost always random. Some moves choose targets at random in double and triple battles and others (and a hold item) force the opponent's to switch out at random. Even damage itself has a random variance range rather than being entirely fixed by stats. There are still some other luck based factors not yet mentioned here.
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* Completing all objectives in par time on the second Belarus mission in ''SyphonFilter: The Omega Strain'' is a coin toss, since Ivankov's papers are in one of three randomly chosen locations.

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* Completing all objectives in par time on the second Belarus mission in ''SyphonFilter: The Omega Strain'' is a coin toss, since Ivankov's papers are in one of three randomly chosen locations. Sometimes, the guard with the papers can [[GameBreakingBug completely fail to spawn]].
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* Completing all objectives in par time on the second Belarus mission in ''SyphonFilter: The Omega Strain'' is a coin toss, since Ivankov's papers are in one of three randomly chosen locations.
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[[folder:Pinball]]
* {{Pinball}} as a genre was actually banned in America for two decades for this reason, as people believed it was a form of gambling. The ban was lifted after writer Roger Sharpe managed to demonstrate ''in court'' that pinball required actual skill to play.
[[/folder]]
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** While the game is overall more forgiving than past SMT games, Demon Negotiations in ''VideoGame/ShinMegamiTenseiIV'' are almost entirely luck-based as the Demons give no indication as to what the correct response is, and even if you do everything correct they may choose to leave with your items anyway. Additionally, enemy reinforcements can show up after any battle, and may automatically have priority. Given the game's RocketTagGameplay, this can be a very, very bad thing.
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* In ''VideoGame/HarvestMoon:The Tale of Two Towns,'' triggering date events (called "flower events" here) reaches this level. Whereas in previous games, triggering date events could come down to being [[GuideDangIt in the right place, at the right time, under the right conditions]], ''Two Towns'' adds the modifier of having a choice of locations for your "dates." There's a chance the proper option to trigger the flower event, rather than a regular date, won't come up.

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* In ''VideoGame/HarvestMoon:The Tale of Two Towns,'' triggering date events (called "flower events" here) reaches this level. Whereas in previous games, triggering date events could come down to being [[GuideDangIt in the right place, at the right time, under the right conditions]], ''Two Towns'' adds the modifier of having a choice of locations for your "dates." There's a chance the proper option to trigger the flower event, rather than a regular date, won't come up. (Though since dates are the best way to improve your relation with a bachelor/ette, it's feasible to brute-force the events.)
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* ''VideoGame/{{Touhou}}'' has a mild example of this, in that the exact layout of the danmaku during certain attacks depends on the whim of the RNG, though due to the way they work, there is always an opening somewhere. Early title ''Lotus Land Story'' is particularly bad about this, though - not only does it not have the limit of later games that ensures there is always an opening (thus potentially giving you completely unavoidable waves), it has an entire Luck Based ''Boss'' in the form of Marisa in stage 4 - she has a ton of attack patterns, and which one she uses at any given time is entirely up to the whims of the RNG. She's the only boss in any Touhou game apart from the spinoffs that is completely impossible to memorize. Marisa can either be a pushover or a brutal, brutal fight - and if you think you can just avoid her by playing as Marisa instead, the game responds by giving you a straight-up ThatOneBoss.
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* ''OdellLake'' has the insects and insect larvae and the chub, if you can eat that. There is always a small chance that one of those items will conceal a hook. Fillet of mackinaw trout, anyone?
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* ''VideoGame/{{RAGE}}'' gives the achievement [[ThatOneAchievement "JACKPOT!"]] for rolling four kills on your first roll in the Tombstones MiniGame. Yeah, an achievement for getting a particular result on a dice roll. The odds are 16:1 against.

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* ''VideoGame/{{RAGE}}'' gives the achievement [[ThatOneAchievement "JACKPOT!"]] for rolling four kills on your first roll in the Tombstones MiniGame. Yeah, an achievement for getting a particular result on a dice roll. The odds are 16:1 against.against on the face of it, and that's assuming Creator/IdSoftware didn't weight particular rolls. Likewise the achievements for completing the other minigames (e.g. an in-universe trading card game).
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A subtrope of FakeDifficulty. Sister trope to TimedMission and EscortMission. Cousin trope of TrialAndErrorGameplay. Has a very high chance of being ThatOneSidequest.

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A subtrope of FakeDifficulty. Sister trope to TimedMission and EscortMission. Cousin trope of TrialAndErrorGameplay. Has a very high chance of being ThatOneSidequest.ThatOneSidequest, and might be rewarded with ThatOneAchievement.
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*** This was actually so bad that the improved AI scripts of the Sword Coast Stratagems II mod by default [[MercyMode do not allow enemy mages to use Disintegrate or Imprisonment on the main character]]. These scripts otherwise make enemy mages brutally efficient, but the mod's author thought the potential for an instant GameOver was just too unfair.
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* ''VideoGame/GearsOfWar'' and its first Berserker fight. Berserker is faster than you and has charge instant kill to start with. In one third of playthroughs, she'll immediately charge over Dom after cutscene, leading to Game Over. If this doesn't happen, you have to lure her to run into the doors, opening them for you. Repeat again, ''not'' dodging the charge leads to instant death. You have to do this three times. Then you get her on the graveyard, where you have to kill her using satellite. Kill ''charging'' enemy with satellite which takes five seconds to align and fire (at least, it stunlocks her). You have to do this three times as well. And, I've almost forgot... ''whole mission has [[{{RaceAgainstTheClock}} time limit]]''. Well, it is the hardest segment of the game, not counting the final boss.
** And if you haven't already, there are three Dog Tags scattered around. Good luck getting them with that monster breathing on yer back.
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* [[DeadSpace Those. DAMNED. Asteroids.]]

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* The Dream World from VideoGame/PokemonBlackAndWhite was intended as a successor to [[VideoGame/PokemonGoldAndSilver Heart Gold and Soul Silver's]] Pokewalker in that it's an alternative means to obtain Pokémon and items for your game. While it does do that, it prefers to send players to random locations rather than letting the player pick the location to explore for themselves. Add the fact that you can only take ten steps each visit before leaving and that Pokémon will stop coming to you after so many visits in a day, [[ScrappyMechanic and it can be pretty aggravating]].

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* ** The Vermilion City Gym could also count. In order to deactivate the electric gates blocking your path to Lt. Surge, you need to flip a pair of switches. Said switches are randomly located in two of the 15 trash cans in the room, but they would always be next to each other; if you pick the wrong can after hitting the first switch, they would reset. The problem with this is that guessing incorrectly would, for whatever reason, ''change which trash cans the switches were in''. You could spend hours trying to get to Surge, since the absolute "best" you can do is a 50/50 chance of finding the second switch.
*** Technically, there are 3 trash cans which are surrounded by 4 trash cans, giving 1 in 4. 8 which are surrounded by 3 other, giving 1 in 3 And 4 with 2 surrounding, ie. 1 in 2. That would give a total of (54/15)/12*100%=(3.6/0.12)%=30%; yes, about 30% of success.
** The very battle system itself is luck based to an extent. You can plan and strategize as much as you possibly can, but if the game decides it doesn't want a move/item/ability/side effect with a less than 100% chance of working to succeed, there's absolutely nothing you can do about it. Then there are critical hits, which are possible for almost every move but are also almost always random. Some moves choose targets at random in double and triple battles and others (and a hold item) force the opponent's to switch out at random. There are still some other luck based factors not yet mentioned here.
**
The Dream World from VideoGame/PokemonBlackAndWhite was intended as a successor to [[VideoGame/PokemonGoldAndSilver Heart Gold and Soul Silver's]] Pokewalker in that it's an alternative means to obtain Pokémon and items for your game. While it does do that, it prefers to send players to random locations rather than letting the player pick the location to explore for themselves. Add the fact that you can only take ten steps each visit before leaving and that Pokémon will stop coming to you after so many visits in a day, [[ScrappyMechanic and it can be pretty aggravating]].
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** Thankfully averted in ''New Leaf'', where fakes have subtle differences separating them from the real ones. However, it makes an old one stand out far more, namely having the piece you need be the real one. To make matters worse, only one out of Redd's four pieces of art are real, making the chances even lower.
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[[quoteright:170:[[VideoGame/{{Minesweeper}} http://static.tvtropes.org/pmwiki/pub/images/minesweeper.jpg]]]]

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[[quoteright:170:[[VideoGame/{{Minesweeper}} http://static.tvtropes.org/pmwiki/pub/images/minesweeper.jpg]]]]JPG]]]]
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* In ''ClueFinders: Search and Solve'' Adventures, one mini-game you find early on involves TrialAndErrorGameplay, since that is after all, the entire ''point'' of the minigame. You have to guess the rows and columns, represented by colours and shapes. (The points on the grid are coloured shapes) And you have to get certain points so you can get past the game and get a reward to continue on. Problem? All it's randomized...all the spaces on the grid you have to hit could be all clustered in one corner, and the first choice you pick happens to be right on the other side, in a row and column that won't help you. You'd also be surprised how ''hard'' the 9-guess levels can be.

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* In ''ClueFinders: ''VideoGame/TheClueFinders Search and Solve'' Adventures, Solve Adventures'', one mini-game you find early on involves TrialAndErrorGameplay, since that is after all, the entire ''point'' of the minigame. You have to guess the rows and columns, represented by colours and shapes. (The points on the grid are coloured shapes) And you have to get certain points so you can get past the game and get a reward to continue on. Problem? All it's randomized...all the spaces on the grid you have to hit could be all clustered in one corner, and the first choice you pick happens to be right on the other side, in a row and column that won't help you. You'd also be surprised how ''hard'' the 9-guess levels can be.
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* In the primitive strategy game ''Bokosuka Wars'', combat wins and losses are based on what is essentially a dice roll.

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* The Dream World from VideoGame/PokemonBlackAndWhite was intended as a successor to [[VideoGame/PokemonGoldAndSilver Heart Gold and Soul Silver's]] Pokewalker in that it's an alternative means to obtain Pokémon and items for your game. While it does do that, it prefers to send players to random locations rather than letting the player pick the location to explore for themselves. Add the fact that you can only take ten steps each visit before leaving and that Pokémon will stop coming to you after so many visits in a day, [[ScrappyMechanic and it can be pretty aggravating]].



*** Even navigating a map or a dungeon without losing much HP is a chore per se. EncounterRepellants like Holy Water or certain abilities are highly unreliable, monsters always have a chance of doing the first attack and devastate you before you can act, and what's worse, failing to run away (which is entirely luck-based, and harder to do against stronger monsters, which '''are''' the ones you want to run away from) gives the whole enemy party a free turn, leaving your party in an worse shape that's even less likely to win a battle, forcing you to keep trying to run away until you either succeed or die.And because of the above-mentioned flaw in resurrecting spells, your healers will burn through their MP like nothing after few such encounters, barring succeeding at every resurrection at the first or second attempt.

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*** Even navigating a map or a dungeon without losing much HP is a chore per se. EncounterRepellants [[EncounterRepellant Encounter Repellants]] like Holy Water or certain abilities are highly unreliable, monsters always have a chance of doing the first attack and devastate you before you can act, and what's worse, failing to run away (which is entirely luck-based, and harder to do against stronger monsters, which '''are''' the ones you want to run away from) gives the whole enemy party a free turn, leaving your party in an worse shape that's even less likely to win a battle, forcing you to keep trying to run away until you either succeed or die.And because of the above-mentioned flaw in resurrecting spells, your healers will burn through their MP like nothing after few such encounters, barring succeeding at every resurrection at the first or second attempt.



*** You think 8 is bad? Try ''VideoGame/DragonQuestIX'. Oh, the main game doesn't invoke this trope. And neither does most of the post game. But high level Legacy bosses get 3 turns. Even with a maxed out party if they attack the same person twice or critically hit them once they will die. One character can use an item that will protect against the latter, but the other three have no recourse except to rely on an evade rate that caps around 20-25%. Most of them also have an [=AoE=] move that will do about 300-350 to you. Your max HP is in the 810-900 range if you don't farm 1/256 drops repeatedly and 999 if you do. Either way if they do that move three times in a round, instant Game Over. They also have the dreaded Disruptive Wave. However there is another side to them being luck based fights. The easier Legacy bosses can be soloed with sufficient farming, provided they don't Disruptive Wave too often.

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*** You think 8 is bad? Try ''VideoGame/DragonQuestIX'.''VideoGame/DragonQuestIX''. Oh, the main game doesn't invoke this trope. And neither does most of the post game. But high level Legacy bosses get 3 turns. Even with a maxed out party if they attack the same person twice or critically hit them once they will die. One character can use an item that will protect against the latter, but the other three have no recourse except to rely on an evade rate that caps around 20-25%. Most of them also have an [=AoE=] move that will do about 300-350 to you. Your max HP is in the 810-900 range if you don't farm 1/256 drops repeatedly and 999 if you do. Either way if they do that move three times in a round, instant Game Over. They also have the dreaded Disruptive Wave. However there is another side to them being luck based fights. The easier Legacy bosses can be soloed with sufficient farming, provided they don't Disruptive Wave too often.



** While we're at it, catching pretty much any legendary. Sure, you can give it status effects, whittle its health down to a sliver, etc., but ultimately it boils down to "Will the game decide that I've caught the legendary before I run out of Ultra Balls?" (it helps that the catch rate is subject to [[http://bulbapedia.bulbagarden.net/wiki/Catch_rate a lot of variants]]; [[http://veekun.com/dex/gadgets/pokeballs calculating them is possible]], but not guaranteed to suceed)
*** This is because the games give almost every legendary a catch rate of 3. This means that, at most (using the most appropriate Poke Balls for the situation, getting them to a sliver of health, and putting them to sleep), you have about an 18% chance of bagging them.
*** Or, even worse, "Will the game decided that I've caught the legendary before it Struggles itself to [[NeverSayDie unconsciousness]]?" Basically, if you drag out the battle with a legendary long enough, it will use up all its moves and resort to "Struggle" a technique that inflicts damage on both you and the legendary, hence meaning a half hour of tossing ultra balls (or stronger ones, like Timer or Dusk Balls) just went down the drain because the legendary just made itself faint. Beldum also falls into this category; it also has the ridiculously low catch rate, but it's trying to take itself out from the word go...its only attack is the recoil-inducing Take Down.
**** Beldum may possibly be even worse to catch than the [[OlympusMons Legendaries]], at least in Platinum. As if the incredibly low catch rate AND [[CastFromHitPoints Take Down]] weren't bad enough, you have to wait for a swarm of them to appear, which could take days, possibly even weeks, so you'd have to be patient to even get the opportunity to confront one. This also means that if you miss out on the swarm day, or simply fail to catch one in time, you're boned and have to wait ''again''. That aside, they only appear in the one route that's always plagued by a sand storm. While this ''thankfully'' doesn't hurt Beldum due to its type, your own Pokémon will be worn down, so you'll have to waste parts of the battle constantly healing. And there's little you can do about Take Down, either; even if its PP runs out, there's still [[LastStand Struggle]] to worry about. Unless you can exploit ElementalRockPaperScissors and render yourself immune to Take Down (0 damage dealt means 0 recoil received), the best option you have is to delay Beldum by inflicting [[StandardStatusEffects Sleep or Paralysis]] long enough for your god-sent [[ChargedAttack Timer Balls]] to reach full effect. If you ''do'' have a Ghost-type handy and can keep it alive against the sandstorm, you still need to worry about Take Down running out of PP - unlike recoil moves, Struggle really is CastFromHitPoints and type immunities won't help in the slightest.

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** While we're at it, catching pretty much any legendary. Sure, you can give it status effects, whittle its health down to a sliver, etc., but ultimately it boils down to "Will the game decide that I've caught the legendary before I run out of Ultra Balls?" (it helps that the catch rate is subject to [[http://bulbapedia.bulbagarden.net/wiki/Catch_rate a lot of variants]]; [[http://veekun.com/dex/gadgets/pokeballs calculating them is possible]], but not guaranteed to suceed)
*** This is because
suceed). Even in the games give almost every legendary optimal situation for catching one, most have a catch success rate of 3. This means that, at most (using the most appropriate Poke Balls for the situation, getting them to a sliver of health, and putting them to sleep), you have about an 18% chance of bagging them.
18%.
*** Or, even worse, "Will the game decided that I've caught the legendary before it Struggles itself to [[NeverSayDie unconsciousness]]?" Basically, if you drag out the battle with a legendary long enough, it will use up all its moves and resort to "Struggle" a technique that inflicts damage on both you and the legendary, hence meaning a half hour of tossing ultra balls (or stronger ones, like Timer or Dusk Balls) just went down the drain because the legendary just made itself faint. Beldum also falls into this category; it also has the ridiculously low catch rate, but it's trying to take itself out from the word go...its only attack is the recoil-inducing Take Down.
****
Beldum may possibly be even worse to catch than the [[OlympusMons Legendaries]], at least in Platinum. As if the incredibly low catch rate AND [[CastFromHitPoints Take Down]] weren't bad enough, you have to wait for a swarm of them to appear, which could take days, possibly even weeks, so you'd have to be patient to even get the opportunity to confront one. This also means that if you miss out on the swarm day, or simply fail to catch one in time, you're boned and have to wait ''again''. That aside, Then they only appear in on the one route that's always plagued by a sand storm. While this ''thankfully'' doesn't hurt Beldum due to its type, your own Pokémon will be worn down, so you'll have to waste parts of the battle constantly healing. And there's little you can do about Take Down, either; even if its PP runs out, there's still [[LastStand Struggle]] to worry about. Unless you can exploit ElementalRockPaperScissors and render yourself immune to Take Down (0 that causes constant sandstorm damage dealt means 0 recoil received), the best option you have is to delay Beldum by inflicting [[StandardStatusEffects Sleep or Paralysis]] long enough for most of your god-sent [[ChargedAttack Timer Balls]] to reach full effect. If pokemon. ''And'' Beldum's only attack inflicts damage on itself, so you ''do'' have a Ghost-type handy could do everything right and can keep it alive against the sandstorm, you could still need to worry about Take Down running out of PP - unlike recoil moves, Struggle really is CastFromHitPoints and type immunities won't help in the slightest.kill itself.



** A good chunk of the dungeons in the Mystery Dungeon games qualify as well. Purity Forest and Zero Isle South, for example. Not only did they have 99 floors, but you could not take any items, money or teammates with you, you could not recruit anything inside, your level was reduced to one and you were forced to save before going in, meaning that essentially whether you made it through or not depended on how quickly you could locate the stairs and what items you could find.
** Although Pokèmon retain their IQ skills and have their basic moveset when they start these dungeons.Get a Pokèmon with IQ abilities to avoid traps and Monster Houses and locate the general direction of stairs, other than a satisfying moveset, and you have an eligible candidate for a still hard, but not frustratingly impossible run.

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** A good chunk of the dungeons in the Mystery Dungeon VideoGame/PokemonMysteryDungeon games qualify as well. Purity Forest and Zero Isle South, for example. Not only did they have 99 floors, but you could not take any items, money or teammates with you, you could not recruit anything inside, your level was reduced to one and you were forced to save before going in, meaning that essentially whether you made it through or not depended on how quickly you could locate the stairs and what items you could find.
** Although Pokèmon retain their IQ skills and have their basic moveset when they start these dungeons.Get a Pokèmon with IQ abilities to avoid traps and Monster Houses and locate the general direction of stairs, other than a satisfying moveset, and you have an eligible candidate for a still hard, but not frustratingly impossible run.
find.



*** Painted over Great Balls actually. Still not what you'd call reliable if you toss them at an unstatused full-health Pokemon.



** Voltorb Flip in the HeartGold/SoulSilver games is basically Minesweeper with much more random guessing. The higher levels especially so.

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** Voltorb Flip in the HeartGold/SoulSilver Heart Gold/Soul Silver games is basically Minesweeper with much more random guessing. The higher levels especially so.



** The Vermilion City Gym could also count. In order to deactivate the electric gates blocking your path to Lt. Surge, you need to flip a pair of switches. Said switches are randomly located in two of the 15 trash cans in the room, but they would always be next to each other; if you pick the wrong can after hitting the first switch, they would reset. The problem with this is that guessing incorrectly would, for whatever reason, ''change which trash cans the switches were in''. You could spend hours trying to get to Surge, since the absolute "best" you can do is a 50/50 chance of finding the second switch.
*** Technically, there are 3 trash cans which are surrounded by 4 trash cans, giving 1 in 4. 8 which are surrounded by 3 other, giving 1 in 3 And 4 with 2 surrounding, ie. 1 in 2. That would give a total of (54/15)/12*100%=(3.6/0.12)%=30%; yes, about 30% of success.
** The very battle system itself is luck based to an extent. You can plan and strategize as much as you possibly can, but if the game decides it doesn't want a move/item/ability/side effect with a less than 100% chance of working to succeed, there's absolutely nothing you can do about it. Then there are critical hits, which are possible for almost every move but are also almost always random. Some moves choose targets at random in double and triple battles and others (and a hold item) force the opponent's to switch out at random. There are still some other luck based factors not yet mentioned here.

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** * The Vermilion City Gym could also count. In order Dream World from VideoGame/PokemonBlackAndWhite was intended as a successor to deactivate the electric gates blocking [[VideoGame/PokemonGoldAndSilver Heart Gold and Soul Silver's]] Pokewalker in that it's an alternative means to obtain Pokémon and items for your path game. While it does do that, it prefers to Lt. Surge, you need send players to flip a pair of switches. Said switches are randomly located in two of random locations rather than letting the 15 trash cans in the room, but they would always be next to each other; if you player pick the wrong can after hitting location to explore for themselves. Add the first switch, they would reset. The problem with this is fact that guessing incorrectly would, for whatever reason, ''change which trash cans the switches were in''. You could spend hours trying to get to Surge, since the absolute "best" you can do is a 50/50 chance of finding the second switch.
*** Technically, there are 3 trash cans which are surrounded by 4 trash cans, giving 1
only take ten steps each visit before leaving and that Pokémon will stop coming to you after so many visits in 4. 8 which are surrounded by 3 other, giving 1 in 3 And 4 with 2 surrounding, ie. 1 in 2. That would give a total of (54/15)/12*100%=(3.6/0.12)%=30%; yes, about 30% of success.
** The very battle system itself is luck based to an extent. You
day, [[ScrappyMechanic and it can plan and strategize as much as you possibly can, but if the game decides it doesn't want a move/item/ability/side effect with a less than 100% chance of working to succeed, there's absolutely nothing you can do about it. Then there are critical hits, which are possible for almost every move but are also almost always random. Some moves choose targets at random in double and triple battles and others (and a hold item) force the opponent's to switch out at random. There are still some other luck based factors not yet mentioned here.be pretty aggravating]].



*** This is mitigated slightly by the PSP version, allowing you to jump back into the dungeon at the highest floor you've reached by going to the door instead of the teleporter. If, however, you're looking for a specific [[RandomlyDrops drop]] from a [[MetalSlime specific]] [[DemonicSpiders Shadow]], trying to rescue someone, or [[FetchQuest looking for some other inane item that Elizabeth/Theodore has sent you after]], then the pit-stop mechanic returns in full force.



** And long before having a chance of fighting Ozma, you had to go thought a looong treasure chase all around the world. It wasn't so bad per se BUT to get hints on where to search you had to endure the "Chocobo Digging" minigame.
** Let's face it, most of ''VideoGame/FinalFantasyIX'' falls into this trope. Just about every enemy has at least one overpowered attack that they use "randomly" (ie. [[FinaglesLaw any time it's least convenient for you]]), random encounters can happen anywhere from every step to not one battle during an entire trek of a 10-screen dungeon, and of course there's the CardBattleGame and its any-card-can-win nonsense...



*** [[FromBadToWorse And then there's the fact that there's a Camera magnus hidden in there.]] And you need to at least take one picture for OneHundredPercentCompletion. It's ''entirely'' possible to easiy win the battle but ''not'' take the picture, which is just as, if not more, frustrating for people seeking to achieve perfection in this game (which is a very hard task, given this game doesn't have a NewGamePlus and there's ''plenty'' of items that can be LostForever, including Boss pictures). [[OhCrap And then it repeats all over again for the Wizard Shadow battle...]]

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*** [[FromBadToWorse And then there's the fact that there's a Camera magnus hidden in there.]] And you need to at least take one picture for OneHundredPercentCompletion. It's ''entirely'' possible to easiy easily win the battle but ''not'' take the picture, which is just as, if not more, frustrating for people seeking to achieve perfection in this game (which is a very hard task, given this game doesn't have a NewGamePlus and there's ''plenty'' of items that can be LostForever, including Boss pictures). [[OhCrap And then it repeats all over again for the Wizard Shadow battle...]]



* Some bosses in ''DarkSouls'' such as the Hellkite Dragon can be this, your survival dependent on whether or not they choose to use their large, damaging nuke attacks.
** The Hellkite Dragon's actually pretty straightforward: it uses its fire attack any chance it gets. A better example would be the Capra Demon, which you fight in extremely close quarters. It can (and will) rush you the second you enter the boss arena, and proceed to stunlock you with machete strikes while its two skinless dog {{Mooks}} block any chance of escape.

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* Some bosses in ''DarkSouls'' such as the Hellkite Dragon can be this, your survival dependent on whether or not they choose to use their large, damaging nuke attacks.
** The Hellkite Dragon's actually pretty straightforward: it uses its fire attack any chance it gets. A better example would be the Capra Demon, which you fight in extremely close quarters. It can (and will) rush you the second you enter the boss arena, and proceed to stunlock you with machete strikes while its two skinless dog {{Mooks}} block any chance of escape.
attacks.
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* The toughest dungeons in the ''VideoGame/PokemonMysteryDungeon'' series qualify. They allow only a single party member, reduce your level to 1 (Or 5 in Gates To Infinity), prevent you from bringing money or items, and deny the use of IQ/Team skills. Your success thus tends to be heavily dependent on whether or not you're able to locate the right items to help you stay alive, plus you also need to worry about the ever present threat of traps and monster houses, which can occasionally appear in positions that make it completely impossible avoid them if you want to reach the next floor.
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* In ''VideoGame/SuperSmashBros. Brawl'', getting all the trophies requires you to use trophy stands on every kind of enemy in the adventure mode, including bosses. Of course, these stands are rare, and (just like Pokémon) you have to weaken the enemy in order to catch it, so it doesn't always work. Raising the difficulty level and using certain stickers will raise the chance of getting a stand, but it's still annoying when you hit a boss too hard, kill it, and you have to go through the whole level again for another chance, not to mention if the stupid bastards hit a conveniently-spawning Koopa Shell or a Blast Box with a stray attack of their own and thus end up suiciding without you being able to do a goddamn thing about it. Playing with a friend can greatly help: one keeps the trophy stand and keeps distractions away, while the other whittles down the boss's health.

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* In ''VideoGame/SuperSmashBros. Brawl'', getting all the trophies requires you to use trophy stands on every kind of enemy in the adventure mode, including bosses. Of course, these stands are rare, and (just like Pokémon) you have to weaken the enemy in order to catch it, so it doesn't always work. Raising the difficulty level and using certain stickers will raise the chance of getting a stand, but it's still annoying when you hit a boss too hard, kill it, and you have to go through the whole level again for another chance, not to mention if the stupid bastards hit a conveniently-spawning Koopa Shell or a Blast Box with a stray attack of their own and thus end up suiciding without you being able to do a goddamn Goddamn thing about it. Playing with a friend can greatly help: one keeps the trophy stand and keeps distractions away, while the other whittles down the boss's health.
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** Although luck isn't strictly required to win the fights against [[BigBad Shao Kahn]] or [[TheDragon Goro]] it certainly helps. Both have tremendously powerful and versatile movesets that can allow them to hit you for massive damage from all the way across the arena with very limited ability to dodge or block. They both also have a tendency to stop and taunt in the middle of combat. If you're lucky they'll stand around taunting like idiots the whole battle, allowing you to [[DeathOfAThousandCuts slowly chip away at their health bar with ranged attacks]]. If you're unlucky they'll charge in immediately and spam their most powerful moves at lightning speed until you die.
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** Special mention goes to the Bowser's Big Blast minigame in the second game which is pretty much the Mario Party equivalent of RussianRoulette.

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* Gambling in ''VideoGame/FalloutNewVegas'', obviously. While there is some skill in Caravan and blackjack, roulette and slots are completely hit or miss, although the LuckStat can increase your odds of winning. Furthermore, as an "anti cheating measure", you have to wait a minute after reloading a save to gamble again.



* Gambling in ''VideoGame/FalloutNewVegas'', obviously. While there is some skill in Caravan and blackjack, roulette and slots are completely hit or miss, although the LuckStat can increase your odds of winning. Furthermore, as an "anti cheating measure", you have to wait a minute after reloading a save to gamble again.
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* Gambling in ''VideoGame/FalloutNewVegas'', obviously. While there is some skill in Caravan and blackjack, roulette and slots are completely hit or miss, although the LuckStat can increase your odds of winning. Furthermore, as an "anti cheating measure", you have to wait a minute after reloading a save to gamble again.
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***There's also Echidna, in the Dawn of Souls and Anniversary edition of Final Fantasy 1, whose earthquake spell can inflict instant death on your entire party, even with protection against instant death.
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*** [[http://www.youtube.com/watch?v=tVsgOKu7uZk Watch]] [[http://www.youtube.com/watch?v=sCqKF3pqj5Y this]] [[http://www.youtube.com/watch?v=WzxekOFa6ew game]] [[http://www.youtube.com/watch?v=cvkczDuLVdI here]]. Rawrzaur wins the ENTIRE game without EVER buying a star himself. He won through nothing but sheer dumb luck, and the reactions of his friends who were playing alongside him are as would be expected.
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* Getting the best outcome of ''FalloutTactics''' Springfield mission usually boils down to the AI failing to kill its unarmed hostages or you succeeding at a lucky hit that knocks down one of the units responsible for arming the bomb on the power plant. Stealth and picking the right troops to cover each objective helps to some degree, but once the bullets start flying it's really just down to the dice.

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* Getting the best outcome of ''FalloutTactics''' ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}''' Springfield mission usually boils down to the AI failing to kill its unarmed hostages or you succeeding at a lucky hit that knocks down one of the units responsible for arming the bomb on the power plant. Stealth and picking the right troops to cover each objective helps to some degree, but once the bullets start flying it's really just down to the dice.

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