History Main / MagikarpPower

11th Sep '17 1:54:11 PM morenohijazo
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* ''VideoGame/{{Terraria}}'': Summoner builds. Most of their best items are gotten late hardmode, and their early game armor tends to have paper thin defense. Unless you feel like farming for the rarest item in the game, they don't even get their first summon until ''after'' beating the Queen Bee. Once they do get going though, they're quite a force to be reckoned with, with their summons being able to easily tear through most bosses and invasions with little effort.
11th Sep '17 7:27:32 AM Guide
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** Magikarp's [[VideoGame/PokemonRubyAndSapphire third generation]] equivalent, Feebas, is a similar (if not ''quite'' as useless) case; it evolves into the defensive-based and beautiful Milotic. Thatís it, if you know [[GuideDangIt how to find it and evolve it in the Generation III and IV games.]] Though starting in Generation V, Prism Scale is introduced to bypasses the GuideDangIt and allows Feebas to evolve on a trade if itís holding one.

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** Magikarp's [[VideoGame/PokemonRubyAndSapphire third generation]] equivalent, Feebas, is a similar (if not ''quite'' as useless) case; it evolves into the defensive-based and beautiful Milotic. Thatís it, if you know [[GuideDangIt how to find it and evolve it in the Generation III and IV games.]] Though starting in Generation V, Prism Scale is introduced to that bypasses the GuideDangIt and allows Feebas to evolve on a trade if itís holding one.
10th Sep '17 6:17:48 AM flamemario12
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** Shroomish, a silly-looking walking mushroom that starts with poor stats in everything but its defenses and HP. It evolves pretty early into a Breloom at Level 22, it gains a ''giganticí' boost for its Attack stats, from 40 as a Shroomish to 130 as a Breloom. In additional, it becomes a Grass/Fighting-type, gaining STAB from Fighting-type moves as well as a few type resistances, and plenty of good moves. Bonus points if you delay the evolution until after getting to the level 54, as then Shroomish will get access to a move its evolution cannot have by other means: Spore, which is a move that causes the opponent fall asleep with 100% accuracy.

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** Shroomish, a silly-looking walking mushroom that starts with poor stats in everything but its defenses and HP. It evolves pretty early into a Breloom at Level 22, it gains a ''giganticí' ''gigantic'' boost for its Attack stats, from 40 as a Shroomish to 130 as a Breloom. In additional, it becomes a Grass/Fighting-type, gaining STAB from Fighting-type moves as well as a few type resistances, and plenty of good moves. Bonus points if you delay the evolution until after getting to the level 54, as then it delays its evolution, Shroomish will get access to learn a move its evolution cannot have by other means: Spore, which is a move that causes the opponent fall asleep with 100% accuracy.
9th Sep '17 8:27:41 PM PDL
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** Shroomish, a silly-looking walking mushroom that starts with poor stats in everything but its defenses and HP. It evolves pretty early into a Breloom at Level 22, it gains a ''giganticí' boost for its Attack stats, from 40 as a Shroomish to 130 as a Breloom. In additional, it becomes a Grass/Fighting-type, gaining STAB from Fighting-type moves as well as a few type resistances, and plenty of good moves. Bonus points if you delay the evolution until after getting to the level 54, as then Shroomish will get access to a move its evolution cannot have by other means: Spore, which is a move that causes the opponent fall alseep with 100% accuracy.

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** Shroomish, a silly-looking walking mushroom that starts with poor stats in everything but its defenses and HP. It evolves pretty early into a Breloom at Level 22, it gains a ''giganticí' boost for its Attack stats, from 40 as a Shroomish to 130 as a Breloom. In additional, it becomes a Grass/Fighting-type, gaining STAB from Fighting-type moves as well as a few type resistances, and plenty of good moves. Bonus points if you delay the evolution until after getting to the level 54, as then Shroomish will get access to a move its evolution cannot have by other means: Spore, which is a move that causes the opponent fall alseep asleep with 100% accuracy.



** Ralts is Pokémon that can only use Growl, a measly early-game Attack reducing move, and it has stats that are ''even worse than Magikarp's.'' It is a headache to train until it learns Confusion at level 6... but Ralts will be knocked out in one or two hits by anything that survives or outspeed it. It evolves into a Kirlia at Level 20, which isn't much better, especially compared to the other Pokemon. Though it doesn't take too long before Kirilia evolves into a Gardevoir at level 30, a major improvement over Kirlia. While Gardevoir's Defense is quite bad, its Special Attack and Special Defense are amazing, allowing Gardevoir to take advantage of its diverse movepool. Its SpearCounterpart, Gallade, is no slouch either, but with more of an emphasis on his Attack.

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** Ralts is Pokémon that can only use Growl, a measly early-game Attack reducing move, and it has stats that are ''even worse than Magikarp's.'' It is a headache to train until it learns Confusion at level 6... but Ralts will be knocked out in one or two hits by anything that survives or outspeed it. It evolves into a Kirlia at Level 20, which isn't much better, especially compared to the other Pokemon. Though it doesn't take too long before Kirilia Kirlia evolves into a Gardevoir at level 30, a major improvement over Kirlia. While Gardevoir's Defense is quite bad, its Special Attack and Special Defense are amazing, allowing Gardevoir to take advantage of its diverse movepool. Its SpearCounterpart, Gallade, is no slouch either, but with more of an emphasis on his Attack.



** [[spoiler:Cosmog]] is the [[UpToEleven case to end all cases]]. Statistically, it's a Psychic-type Magikarp with even lower speed, and can only learn Splash and Teleport, neither of which damage the enemy. Once you get it to level 43, it evolves into [[spoiler:Cosmoem]]... which, while it has improved defences, is still weak, and still knows no damaging moves. You have to baby it up for 10 more levels, but once it reaches level 53, it evolves into either [[spoiler:Solgaleo]] or [[spoiler:Lunala]], depending on the version.

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** [[spoiler:Cosmog]] is the [[UpToEleven case to end all cases]]. Statistically, it's a Psychic-type Magikarp with even lower speed, and can only learn Splash and Teleport, neither of which damage the enemy. Once you get it to level 43, it evolves into [[spoiler:Cosmoem]]... which, while it has improved defences, defenses, is still weak, and still knows no damaging moves. You have to baby it up for 10 more levels, but once it reaches level 53, it evolves into either [[spoiler:Solgaleo]] or [[spoiler:Lunala]], depending on the version.
3rd Sep '17 6:23:42 PM legendaryweredragon
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* The LV monsters. While they generally start as something like a LV3 1000ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card. These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
* Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters on the field, ready to attack. Then, if you use the card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, destroy all the cards on your opponents side of the field, you then deal 9000 direct damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.

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* The LV monsters. While they generally start as something like a LV3 1000ATK LV 3 1000 ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card. These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
* Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), side of the field, they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when position. If you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard manage to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters of them on the field, ready to attack. Then, if you can use the spell card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, Short Circuit to destroy all the cards on your the opponents side of the field, allowing you then to attack the opponent directly and deal 9000 direct points of damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.kill them in one turn.



* Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack can increase to up to 3000 and add the cards you correctly guessed to you hand..

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* Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack can increase to up to 3000 and add the cards you correctly guessed to you hand..hand.


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* The trap card Good Goblin Housekeeping works this way. It lets you draw one card, plus one more for each other copy of the card in the graveyard, then sends one card in your hand back to decks. So the first time you use it, it only lets you replace one card in your hand with another, but the second and third time you use it, it lets you draw more cards, increasing your hand advantage. It can get even crazier if you get three copies of it in the grave, then use a card like Mask of Darkness to get one of them back and use it again.
3rd Sep '17 6:08:39 PM legendaryweredragon
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* ''TableTopGame/YuGiOh'':
** Longtime players may remember Maha Vailo, a Level 4 monster with mediocre stats (1550 ATK/1400 DEF). On its own, it was useless, but its special ability allows it to gain an extra 500 points of attack power for every equip card given to it. A simple Malevolent Nuzzler or Horn of the Unicorn(both of which provide a 700 ATK boost) now boost Maha's ATK by ''1200'', and the fun doesn't stop there. With the right equips, it could have an ATK over 4000, and easily be strong enough to take out ''more than half the opponent's life points in a single shot''. Bear in mind that this is a game where most high-end monsters have ATK power in the range of 2500-3000. The strongest it can get? Five Monsters out including itself (easy using Scapegoat), three United We Stand, two Mage Power, and Luminous Spark. That would give it 22550 ATK - for comparison, Five-Headed Dragon, the physically strongest Monster out there, has 5000, and starting Life Points is 8000.
** It now has a SpiritualSuccessor in Morphtronic Videon (1000 ATK/1000 DEF), which gets 800 per equip card when in attack postion. Using the above cards, it can get 23500 ATK.
** Armed Protector Dragon also gains 500 attack for each equip card on it and prevent equip cards from being destroyed.
** For a similar effect that lets you use cards other than equip cards to power it up, and also includes your opponent's cards, you can use Jester Lord, which gains 1000 attack for every spell and trap card on the field, and it starts off with zero attack, making it potentially even stronger than Maha Vailo or Morphtronic Videon. That is up to 10,000 attack, plus any effects from equip cards if you used them. The downside is that there can't be any other monsters on the field.
** Armed Samurai - Ben Kei gets an additional attack for every equip card you put on him. With, say, Mage Power and Axe of Despair, he'll hit three times for 2500, very nearly enough to completely oneshot a player. Yes, there have been decks built around disabling your opponents magic and traps for a turn, then summoning this guy with three equip cards and winning the game.
** Mataza the Zapper - An effect monster card with a pretty dainty 1300 ATK and even worse defense. The catch? He can attack TWICE during the battle phase. Helloooo equip cards! Plus, he is immune from having his control switched, so you can't use cards like Enemy Controller on him and works effortlessly into any warrior based deck.
** Similarly, there's the combo with Chimeratech Overdragon, which is a Fusion Monster with ATK equal to 800 times the number of Fusion Materials. This can be combined with a card that lets you discard, from your deck, the Fusion Materials for one monster, and another card that lets you remove from your discard pile the Materials for a Fusion Monster and Summon it. Then you can use a card (Limiter Removal) and double Chimeratech's ATK, possibly leading to something along the lines of a 36000 ATK monster that can attack 20 monsters each turn.
** Chimeratech Overdragon is not the only monster whose power is determined by how many cards are used to summon it. There also are Chimeratech Fortressdragon, Cyber Eltanin, Megarock Dragon, Evil Dragon Ananta, Worm Zero, Starduston, Kasha, Grandora The Dragon of Destruction, Prometheus King of the Shadows, and more.
** The LV monsters. While they generally start as something like a LV3 1000ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card. These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
** Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters on the field, ready to attack. Then, if you use the card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, destroy all the cards on your opponents side of the field, you then deal 9000 direct damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.
** Also consider monsters who gain attack equal to the number of cards removed from play. This troper once saw Inferno Tempest (which banishes almost all monsters each player has when you take at least 3000 damage from one attack) combined with Gren Maju Da Eiza, which gained 400 ATK and DEF for each banished card. As it was a four-way match with rather large decks, roughly 125 monster swere removed from play. All in all said monster ended up with [[ThereIsNoKillLikeOverkill 50,000 ATK!]]
** The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity (which gains 1000 points for each removed from play monster but only if they are dinosaurs), Doomsday Horror, Number 92: Heart-Earth Dragon, and Celestial Sword - Eatos.
** There also are similar cards whose attacks are determined by cards in graveyard such as Chaos Necromancer, Worm Victory, Rage of the Deep Sea, Reaper Scythe - Dreadscythe, Rai-Jin, Pilgrim Reaper, and a few others.
** Another great one is The Calculator, whose ATK is determined by the levels of the monsters on your side of the field. On its own, it only has 600 ATK but with the support of a single high level monster, its attack shoots up to around 3000 or more, and with several high level monsters it can go over 10,000 and beyond. The Fortune Lady cards, Greed Quasar, and Montage Dragon also have [=ATKs=] determined by either their own or other monster's levels and can get very powerful.
*** There also is a similar card called The Calibrator, which gains 300 attack times the total rank of all monsters on your side of the field. This is much more difficult to get up to the same ridiculous amount of attack that The Calculator can have since only Xyz monsters have ranks, so it compensates for this by starting with 1500 attack on its own.
** The Great Moth series is famous for being a bit ''too'' Magikarp. First, summon the pathetically weak Petit Moth (a caterpillar with Kuriboh-level stats), then equip it with Cocoon of Evolution, turning it into a somewhat poor StoneWall. From then on, you need to keep the Moth protected as long as possible, so you can use it as Tribute once a certain number of turns have passed. Two turns nets you the [[EpicFail completely useless]] Larvae Moth, four nets you the respectable ([[PowerCreep for its time]]) Great Moth, and six bestows upon you the Perfectly Ultimate Great Moth, the strongest Insect in the game by ATK. Unfortunately, the sheer difficulty of keeping any Monster alive for six turns, as well as the fact that PUGM is basically a highly vulnerable [[PowerfulButUnskilled beatstick]], means that the whole archetype was considered AwesomeButImpractical even when it was new, and time has not been kind to it.
** A non-monster example was Broken Bamboo Sword. This Equip Spell did ''absolutely nothing'' to the monster it was equipped to, and a lot of players wondered what Konami was thinking. Then in the next two sets, they released Golden Bamboo Sword and Soul Absorbing Bamboo Sword, Spell Cards that required Broken Bamboo Sword to use. They don't make Broken Bamboo Sword a particularly great card, but it does make it NotCompletelyUseless.
** There are a lot of cards in the game which exist to boost the powers of low level normal monsters. One example is Sword of The Soul Eater, which can only be equipped to a level 3 or lower normal monster and allows you to boost it's attack by 1000 for each other normal monster you sacrifice when you activate it.
** Mokey Mokey is a very weak and harmless looking monster, but the card Mokey Mokey Smackdown raises its attack to 3000, the same as a Blue-Eyes White Dragon.
** Similar to Mokey Mokey, Skull Servant is a very weak monster, but has several cards that make it devastating when used with it. Skull Servant is one of the oldest cards in the game and its devastating support cards with not released until much later. The game company probably released these cards just to be funny. The main one is King of the Skull Servants, which starts with 0 attack, but gains 1000 attack for every Skull Servant, King of the Skull Servants, or any monster whose name is treated as Skull Servant in the grave yard.
** Winged Kuriboh also is weak by itself but has several devastating cards to support it, including a very powerful OneWingedAngel form, Winged Kuriboh LV 10.
** Dark Flare Knight is a fusion monster that actually has less attack than one of the monsters needed to summon it, its only advantage in battle is a weak defensive ability. But when it is destroyed, it goes OneWingedAngel and becomes the devastating Mirage Knight.
** Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack can increase to up to 3000 and add the cards you correctly guessed to you hand..
** Yubel has 0 attack but strong defensive abilities. Its OneWingedAngel forms, known as [[NamesToRunAwayFromReallyFast Terror Incarnate and The Ultimate Nightmare]] also have 0 attack but their abilities very powerful.
** Satellite Cannon starts with Zero attack but its attack increases greatly with each turn and it can't be destroyed by low level monsters, although its attack goes back to zero each time it attack.
** Unformed Void can gain attack equal to the total attack of your opponents XYZ monsters, once per turn, up to three times.
** Raging Flame Sprite, Mucus Yolk, and Drill Barnicle can attack the opponent directly and gain 1000 attack each time they do damage.
** Aitsu and Soitsu are extremely weak but gain high attack when united with their partners Koitsu and Doitsu respectively, who also are extremely weak on their own.
** Possibly the most well known example are the Exodia cards. Individually the five main Exodia cards are weak but if you get all five in your hand, you automatically win. If you manage to get all five in your graveyard, you can summon Exodia Necros, which is extremely difficult to kill and gets stronger every turn. There also is another card called Exodius the Ultimate Forbidden Lord, which starts out with 0 attack but rapidly gets stronger with every attack and can also cause you to automatically win if you use it with with the other Exodia cards. There also is another form called The Legendary Exodia Incarnate which is mechanically almost the opposite of Exodius. It gains 1000 attack for every piece of Exodia already in the grave, but it returns one to your hand at the end of each turn so it gets weaker, but helps you get all the pieces in your hands, and if it is destroyed while you have pieces of Exodia in your hand, you can draw a card for each one.
** During the Grand Prix arc in ''Anime/YuGiOh5DS'' anime, Team Taio / Sun uses as the absolute ace of their deck a card so common that everyone possesses at least 1 copy of it, but no one bothers using it, due to its extremely hard to fulfill summoning conditions, requiring you to protect a weakling monster for 10 - 20 turns. The Twist? That common card is literally god-like and unstoppable in case the player is skilled enough to let it hit the field, said in-universe to rival the power of the [[GameBreaker Egyptian God Cards]]. This card's name: Zushin the Sleeping Giant. In the card game, Zushin is nearly impossible to beat once it is summoned. It is immune to card effects, and its attack is always 1000 more than that of the monster it fights with.
* Thousand Eyes Idol has zero attack and defense points and no special ability. However, it can be fused with [[PowerCopying Relinquished]] or a fusion substitute monster, to create Thousand Eyes Restrict, which not only has Reliquished's ability to absorb enemy monsters, but also makes all the opponent's monsters unable to attack or change position.


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[[folder:{{Yu-Gi-Oh!}}]]
''TableTopGame/YuGiOh''
* Longtime players may remember Maha Vailo, a Level 4 monster with mediocre stats (1550 ATK/1400 DEF). On its own, it was useless, but its special ability allows it to gain an extra 500 points of attack power for every equip card given to it. A simple Malevolent Nuzzler or Horn of the Unicorn(both of which provide a 700 ATK boost) now boost Maha's ATK by ''1200'', and the fun doesn't stop there. With the right equips, it could have an ATK over 4000, and easily be strong enough to take out ''more than half the opponent's life points in a single shot''. Bear in mind that this is a game where most high-end monsters have ATK power in the range of 2500-3000. The strongest it can get? Five Monsters out including itself (easy using Scapegoat), three United We Stand, two Mage Power, and Luminous Spark. That would give it 22550 ATK - for comparison, Five-Headed Dragon, the physically strongest Monster out there, has 5000, and starting Life Points is 8000.
* It now has a SpiritualSuccessor in Morphtronic Videon (1000 ATK/1000 DEF), which gets 800 per equip card when in attack postion. Using the above cards, it can get 23500 ATK.
* Armed Protector Dragon also gains 500 attack for each equip card on it and prevent equip cards from being destroyed.
* For a similar effect that lets you use cards other than equip cards to power it up, and also includes your opponent's cards, you can use Jester Lord, which gains 1000 attack for every spell and trap card on the field, and it starts off with zero attack, making it potentially even stronger than Maha Vailo or Morphtronic Videon. That is up to 10,000 attack, plus any effects from equip cards if you used them. The downside is that there can't be any other monsters on the field.
* Armed Samurai - Ben Kei gets an additional attack for every equip card you put on him. With, say, Mage Power and Axe of Despair, he'll hit three times for 2500, very nearly enough to completely oneshot a player. Yes, there have been decks built around disabling your opponents magic and traps for a turn, then summoning this guy with three equip cards and winning the game.
* Mataza the Zapper - An effect monster card with a pretty dainty 1300 ATK and even worse defense. The catch? He can attack TWICE during the battle phase. Helloooo equip cards! Plus, he is immune from having his control switched, so you can't use cards like Enemy Controller on him and works effortlessly into any warrior based deck.
* Similarly, there's the combo with Chimeratech Overdragon, which is a Fusion Monster with ATK equal to 800 times the number of Fusion Materials. This can be combined with a card that lets you discard, from your deck, the Fusion Materials for one monster, and another card that lets you remove from your discard pile the Materials for a Fusion Monster and Summon it. Then you can use a card (Limiter Removal) and double Chimeratech's ATK, possibly leading to something along the lines of a 36000 ATK monster that can attack 20 monsters each turn.
* Chimeratech Overdragon is not the only monster whose power is determined by how many cards are used to summon it. There also are Chimeratech Fortressdragon, Cyber Eltanin, Megarock Dragon, Evil Dragon Ananta, Worm Zero, Starduston, Kasha, Grandora The Dragon of Destruction, Prometheus King of the Shadows, and more.
* The LV monsters. While they generally start as something like a LV3 1000ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card. These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
* Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters on the field, ready to attack. Then, if you use the card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, destroy all the cards on your opponents side of the field, you then deal 9000 direct damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.
* Also consider monsters who gain attack equal to the number of cards removed from play. This troper once saw Inferno Tempest (which banishes almost all monsters each player has when you take at least 3000 damage from one attack) combined with Gren Maju Da Eiza, which gained 400 ATK and DEF for each banished card. As it was a four-way match with rather large decks, roughly 125 monster swere removed from play. All in all said monster ended up with [[ThereIsNoKillLikeOverkill 50,000 ATK!]]
* The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity (which gains 1000 points for each removed from play monster but only if they are dinosaurs), Doomsday Horror, Number 92: Heart-Earth Dragon, and Celestial Sword - Eatos.
* There also are similar cards whose attacks are determined by cards in graveyard such as Chaos Necromancer, Worm Victory, Rage of the Deep Sea, Reaper Scythe - Dreadscythe, Rai-Jin, Pilgrim Reaper, and a few others.
* Another great one is The Calculator, whose ATK is determined by the levels of the monsters on your side of the field. On its own, it only has 600 ATK but with the support of a single high level monster, its attack shoots up to around 3000 or more, and with several high level monsters it can go over 10,000 and beyond. The Fortune Lady cards, Greed Quasar, and Montage Dragon also have [=ATKs=] determined by either their own or other monster's levels and can get very powerful.
** There also is a similar card called The Calibrator, which gains 300 attack times the total rank of all monsters on your side of the field. This is much more difficult to get up to the same ridiculous amount of attack that The Calculator can have since only Xyz monsters have ranks, so it compensates for this by starting with 1500 attack on its own.
* The Great Moth series is famous for being a bit ''too'' Magikarp. First, summon the pathetically weak Petit Moth (a caterpillar with Kuriboh-level stats), then equip it with Cocoon of Evolution, turning it into a somewhat poor StoneWall. From then on, you need to keep the Moth protected as long as possible, so you can use it as Tribute once a certain number of turns have passed. Two turns nets you the [[EpicFail completely useless]] Larvae Moth, four nets you the respectable ([[PowerCreep for its time]]) Great Moth, and six bestows upon you the Perfectly Ultimate Great Moth, the strongest Insect in the game by ATK. Unfortunately, the sheer difficulty of keeping any Monster alive for six turns, as well as the fact that PUGM is basically a highly vulnerable [[PowerfulButUnskilled beatstick]], means that the whole archetype was considered AwesomeButImpractical even when it was new, and time has not been kind to it.
* A non-monster example was Broken Bamboo Sword. This Equip Spell did ''absolutely nothing'' to the monster it was equipped to, and a lot of players wondered what Konami was thinking. Then in the next two sets, they released Golden Bamboo Sword and Soul Absorbing Bamboo Sword, Spell Cards that required Broken Bamboo Sword to use. They don't make Broken Bamboo Sword a particularly great card, but it does make it NotCompletelyUseless.
* There are a lot of cards in the game which exist to boost the powers of low level normal monsters. One example is Sword of The Soul Eater, which can only be equipped to a level 3 or lower normal monster and allows you to boost it's attack by 1000 for each other normal monster you sacrifice when you activate it.
* Mokey Mokey is a very weak and harmless looking monster, but the card Mokey Mokey Smackdown raises its attack to 3000, the same as a Blue-Eyes White Dragon.
* Similar to Mokey Mokey, Skull Servant is a very weak monster, but has several cards that make it devastating when used with it. Skull Servant is one of the oldest cards in the game and its devastating support cards with not released until much later. The game company probably released these cards just to be funny. The main one is King of the Skull Servants, which starts with 0 attack, but gains 1000 attack for every Skull Servant, King of the Skull Servants, or any monster whose name is treated as Skull Servant in the grave yard.
* Winged Kuriboh also is weak by itself but has several devastating cards to support it, including a very powerful OneWingedAngel form, Winged Kuriboh LV 10.
* Dark Flare Knight is a fusion monster that actually has less attack than one of the monsters needed to summon it, its only advantage in battle is a weak defensive ability. But when it is destroyed, it goes OneWingedAngel and becomes the devastating Mirage Knight.
* Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack can increase to up to 3000 and add the cards you correctly guessed to you hand..
* Yubel has 0 attack but strong defensive abilities. Its OneWingedAngel forms, known as [[NamesToRunAwayFromReallyFast Terror Incarnate and The Ultimate Nightmare]] also have 0 attack but their abilities very powerful.
* Satellite Cannon starts with Zero attack but its attack increases greatly with each turn and it can't be destroyed by low level monsters, although its attack goes back to zero each time it attack.
* Unformed Void can gain attack equal to the total attack of your opponents XYZ monsters, once per turn, up to three times.
* Raging Flame Sprite, Mucus Yolk, and Drill Barnicle can attack the opponent directly and gain 1000 attack each time they do damage.
* Aitsu and Soitsu are extremely weak but gain high attack when united with their partners Koitsu and Doitsu respectively, who also are extremely weak on their own.
* Possibly the most well known example are the Exodia cards. Individually the five main Exodia cards are weak but if you get all five in your hand, you automatically win. If you manage to get all five in your graveyard, you can summon Exodia Necros, which is extremely difficult to kill and gets stronger every turn. There also is another card called Exodius the Ultimate Forbidden Lord, which starts out with 0 attack but rapidly gets stronger with every attack and can also cause you to automatically win if you use it with with the other Exodia cards. There also is another form called The Legendary Exodia Incarnate which is mechanically almost the opposite of Exodius. It gains 1000 attack for every piece of Exodia already in the grave, but it returns one to your hand at the end of each turn so it gets weaker, but helps you get all the pieces in your hands, and if it is destroyed while you have pieces of Exodia in your hand, you can draw a card for each one.
* During the Grand Prix arc in ''Anime/YuGiOh5DS'' anime, Team Taio / Sun uses as the absolute ace of their deck a card so common that everyone possesses at least 1 copy of it, but no one bothers using it, due to its extremely hard to fulfill summoning conditions, requiring you to protect a weakling monster for 10 - 20 turns. The Twist? That common card is literally god-like and unstoppable in case the player is skilled enough to let it hit the field, said in-universe to rival the power of the [[GameBreaker Egyptian God Cards]]. This card's name: Zushin the Sleeping Giant. In the card game, Zushin is nearly impossible to beat once it is summoned. It is immune to card effects, and its attack is always 1000 more than that of the monster it fights with.
* Thousand Eyes Idol has zero attack and defense points and no special ability. However, it can be fused with [[PowerCopying Relinquished]] or a fusion substitute monster, to create Thousand Eyes Restrict, which not only has Reliquished's ability to absorb enemy monsters, but also makes all the opponent's monsters unable to attack or change position.
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3rd Sep '17 5:57:41 PM legendaryweredragon
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* In [[TabletopGame/YuGiOh the real card game]], Thousand Eyes Idol has zero attack and defense points and no special ability. However, it can be fused with [[PowerCopying Relinquished]] to create the Thousand Eyes Restrict, which prevents your opponent's monsters from being able to attack at all.



** The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity, Doomsday Horror, Number 92: Heart-Earth Dragon, Celestial Sword - Eatos.

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** The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity, Infinity (which gains 1000 points for each removed from play monster but only if they are dinosaurs), Doomsday Horror, Number 92: Heart-Earth Dragon, and Celestial Sword - Eatos.



*** There also is a similar card called The Calibrator, which gains 300 attack times the total rank of all monsters on your side of the field. This is much more difficult to get up to the same ridiculous amount of attack that The Calculator can have since only Xyz monsters have ranks, so it compensates for this by starting with 1500 attack on its own.



** The Sword of The Souleater, and a few other similar cards exist to grant magikarp powers to weak monsters. These cards have VERY powerful effects but they can only be used with monsters that are very low level and don't have any special abilities.

to:

** The There are a lot of cards in the game which exist to boost the powers of low level normal monsters. One example is Sword of The Souleater, and a few other similar cards exist to grant magikarp powers to weak monsters. These cards have VERY powerful effects but they Soul Eater, which can only be used with monsters that are very low equipped to a level 3 or lower normal monster and don't have any special abilities.allows you to boost it's attack by 1000 for each other normal monster you sacrifice when you activate it.



** Similar to Mokey Mokey, Skull Servant is a very weak monster, but has several cards that make it devastating when used with it. Skull Servant is one of the oldest cards in the game and its devastating support cards with not released until much later. The game company probably released these cards just to be funny.

to:

** Similar to Mokey Mokey, Skull Servant is a very weak monster, but has several cards that make it devastating when used with it. Skull Servant is one of the oldest cards in the game and its devastating support cards with not released until much later. The game company probably released these cards just to be funny. The main one is King of the Skull Servants, which starts with 0 attack, but gains 1000 attack for every Skull Servant, King of the Skull Servants, or any monster whose name is treated as Skull Servant in the grave yard.



** Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack greatly increases and you can do this one per turn, increasing the attack by up to 3000 each turn and adding the cards to your hand.

to:

** Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), its attack greatly increases and you can do this one per turn, increasing the attack by increase to up to 3000 each turn and adding add the cards you correctly guessed to your hand.you hand..



** Ranging Flame Sprite and Mucus Yolk both can attack the opponent directly and gain 1000 attack each time they do damage.

to:

** Ranging Raging Flame Sprite and Sprite, Mucus Yolk both Yolk, and Drill Barnicle can attack the opponent directly and gain 1000 attack each time they do damage.



** Possibly the most well known example are the Exodia cards. Individually the five main Exodia cards are weak but if you get all five in your hand, you automatically win. If you manage to get all five in your graveyard, you can summon Exodia Necros, which is extremely difficult to kill and gets stronger every turn. There also is another card called Exodius the Ultimate Forbidden Lord, which starts out with 0 attack but rapidly gets stronger with every attack and can also cause you to automatically win if you use it with with the other Exodia cards.

to:

** Possibly the most well known example are the Exodia cards. Individually the five main Exodia cards are weak but if you get all five in your hand, you automatically win. If you manage to get all five in your graveyard, you can summon Exodia Necros, which is extremely difficult to kill and gets stronger every turn. There also is another card called Exodius the Ultimate Forbidden Lord, which starts out with 0 attack but rapidly gets stronger with every attack and can also cause you to automatically win if you use it with with the other Exodia cards. There also is another form called The Legendary Exodia Incarnate which is mechanically almost the opposite of Exodius. It gains 1000 attack for every piece of Exodia already in the grave, but it returns one to your hand at the end of each turn so it gets weaker, but helps you get all the pieces in your hands, and if it is destroyed while you have pieces of Exodia in your hand, you can draw a card for each one.


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* Thousand Eyes Idol has zero attack and defense points and no special ability. However, it can be fused with [[PowerCopying Relinquished]] or a fusion substitute monster, to create Thousand Eyes Restrict, which not only has Reliquished's ability to absorb enemy monsters, but also makes all the opponent's monsters unable to attack or change position.
3rd Sep '17 5:31:56 AM NervousShark
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* ''VideoGame/ToukenRanbu'' has Iwatooshi of the Naginata class (currently the only naginata character), who starts out so pitifully weak that even at level 25 he does next to no damage. However, he happens to have the best attack range of any sword in the game: '''the entire enemy team'''. Level him up enough and max out his stats and he'll eventually be capable of taking down all enemies in one swing, making clearing maps [[https://youtu.be/BSiWpG_1SW8?t=18s a breeze]].

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* ''VideoGame/ToukenRanbu'' has Iwatooshi of the Naginata class (currently the only naginata character), class, who starts out so pitifully weak that even at level 25 he does next to no damage. However, he happens to have the best attack range of any sword in the game: '''the entire enemy team'''. Level him up enough and max out his stats and he'll eventually be capable of taking down all enemies in one swing, making clearing maps [[https://youtu.be/BSiWpG_1SW8?t=18s a breeze]].
28th Aug '17 4:52:15 PM Blastgamer
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* In the ''TabletopGame/{{Chaotic}}'' TCG, Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has fairly good stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it wins. However, grow its power stat, which is normally its biggest one, too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used to cast mugic, so it becomes a mugic casting ''machine''. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.

to:

* In the ''TabletopGame/{{Chaotic}}'' TCG, Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has fairly a good 65 on all stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it wins. does attack damage. However, grow its power stat, which is normally its biggest one, stat too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used to cast mugic, up in a productive way, so it becomes a mugic casting ''machine''.viable muge. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.
21st Aug '17 3:03:59 AM thatmadork
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* ''VideoGame/ProjectZomboid'': Taking a buttload of negative traits on your character gives penalties which can be overcome with enough training. Some of the most severe ones (like Obese) can give you points for traits that give you abilities no amount of training can provide. It's theoretically possible to start out as an obese nerd who literally can't run to save his life, has claustrophobia and gets sick easily, and with enough time, effort and luck, turn him into a GenuisBruiser. Given the game is already NintendoHard, however...

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* ''VideoGame/ProjectZomboid'': Taking a buttload of negative traits on your character gives penalties which can be overcome with enough training. Some of the most severe ones (like Obese) can give you points for traits that give you abilities no amount of training can provide. It's theoretically possible to start out as an obese nerd who literally can't run or fight to save his life, has claustrophobia and gets sick easily, and with enough time, effort and luck, turn him into a GenuisBruiser.an unkillable GeniusBruiser. Given the game is already NintendoHard, however...
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