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* ''SuperHouseOfDeadNinja'' features two of them. The flippers let you run on water, but are of only dubious usefulness as there's very little water in the game and you can usually just jump over it or have to swim through it anyway. The best reason to take the flippers when they're offered is so that the game will stop wasting valuable powerups on flippers! Still, they're better than the parachute, which slows the rate at which you fall. Falling doesn't harm you regardless of the height, but they can sometimes let you see something painful you're going to fall on and take evasive action... except you can generally achieve the same ends by grasping the wall and slowing your fall that way. So, really, it isn't of much positive use. Worse, the slow fall in certain rooms triggers nearby floor-snakes, making it impossible for you to get points for them, and can leave you vulnerable to certain enemies and bombs you would have otherwise sped past.
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* ''VideoGame/MassEffect'' has the high explosive weapon upgrade, which basically makes guns into rocket launchers. The problem is that they also instantly overheat your weapons, making them useless for a few seconds. That, combined with the fact that the game has plenty of grenades, makes high explosives fairly useless. It still works well with the shotgun; explosive rounds and a few other upgrades give it an absolutely monstrous knock-back effect, without increasing the cooldown time beyond the maximum. [[CycleOfHurting Since it takes longer for your victim to stand up than it takes for your Über-shotgun to cool down]]... It's also devastating with the sniper rifle, which very nearly overheats after every shot ''anyway''.

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* ''VideoGame/MassEffect'' ''VideoGame/MassEffect1'' has the high explosive weapon upgrade, which basically makes guns into rocket launchers. The problem is that they also instantly overheat your weapons, making them useless for a few seconds. That, combined with the fact that the game has plenty of grenades, makes high explosives fairly useless. It still works well with the shotgun; explosive rounds and a few other upgrades give it an absolutely monstrous knock-back effect, without increasing the cooldown time beyond the maximum. [[CycleOfHurting Since it takes longer for your victim to stand up than it takes for your Über-shotgun to cool down]]... It's also devastating with the sniper rifle, which very nearly overheats after every shot ''anyway''.

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* In ''WorldOfWarcraft'', at one point Death Knights had a mechanic called Runic Empowerment, that gave their main attacks that cost runic power a chance to instantly recharge one of their depleted runes. At the same time, the Unholy talent tree contained a talent that allowed Death Knights to replace that mechanic with Runic Corruption, that instead caused all of their runes to recharge much faster. Problem was, the talent took two talent points, and if there's only one point in it, the effect is much less useful than the Runic Empowerment it replaced. The advice knowledgeable players gave was that if the Death Knight planned to invest in Runic Corruption, they shouldn't put any points into it until they had the two talent points to max it out immediately.
** With the introduction of Glyphs, some fall under this, or at least seem to, depending on how you play the game.
*** One Glyph that isn't really subjective about this trope is the Monk's Glyph of Uplift, which replaces the Chi cost of one of the [[TheMedic Mistweaver Monk's]] main multitarget heals with a(kinda steep) Mana cost. Players generally agree that there is absolutely ''no'' situation in which you want to do this. Perhaps for that reason, the glyph is slated to be removed in patch 5.4.
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* Skeletal Mastery in WarcraftIII, depending on your preferred strategy. Without it, necromancers raise two melee skeletons from a corpse, useful for raising large amounts of CannonFodder to get in the enemy's way. With it, one skeleton is a SquishyWizard that can attack air, but far less durable. Seeing as the basic Undead ranged unit has the ability to immobilize air units and bring them down to earth anyway...
** There is an option to reveal the entire map for all players during the game, which makes the Night Elves' [[NightVision Ultravision]] useless.

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* ''MassEffect'' has the high explosive weapon upgrade, which basically makes guns into rocket launchers. The problem is that they also instantly overheat your weapons, making them useless for a few seconds. That, combined with the fact that the game has plenty of grenades, makes high explosives fairly useless.
** It's situational. High Explosive works well with the shotgun; explosive rounds and a few other upgrades give it an absolutely monstrous knock-back effect, without increasing the cooldown time beyond the maximum. [[CycleOfHurting Since it takes longer for your victim to stand up than it takes for your Über-shotgun to cool down]]... It's devastating with the sniper rifle, which very nearly overheats after every shot ''anyway''.

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* ''MassEffect'' ''VideoGame/MassEffect'' has the high explosive weapon upgrade, which basically makes guns into rocket launchers. The problem is that they also instantly overheat your weapons, making them useless for a few seconds. That, combined with the fact that the game has plenty of grenades, makes high explosives fairly useless.
** It's situational. High Explosive
useless. It still works well with the shotgun; explosive rounds and a few other upgrades give it an absolutely monstrous knock-back effect, without increasing the cooldown time beyond the maximum. [[CycleOfHurting Since it takes longer for your victim to stand up than it takes for your Über-shotgun to cool down]]... It's also devastating with the sniper rifle, which very nearly overheats after every shot ''anyway''.
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** The other backpack-based items aren't much better. The Darwin's Danger Shield gives 25 more max health, and that's it. The Cozy Camper slows you to a crawl when scoping or drawing a Huntsman arrow, but also stops the aim from jerking when getting hit and gives a very slight (as in, 1 HP per second) RegeneratingHealth function.

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** The other backpack-based items aren't much better. are a bit better, but not significantly. The Darwin's Danger Shield gives 25 more max health, and that's it. health as well as a 15% bullet damage resistance, but increases explosive damage vulnerability by 20%. The Cozy Camper slows you to a crawl when scoping or drawing a Huntsman arrow, but also stops the aim you from jerking flinching when getting hit and gives a very slight (as in, 1 HP (1 per second) RegeneratingHealth function.health regeneration, but ramps up all damage taken by 20%, effectively lowering the Sniper's max health without outright doing so.
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** The Frog Suit makes traversing water levels easier, but on land, it hops as opposed to walking, which makes it much more difficult to control and prevents Mario from building up running momentum. The only way to circumvent this is by carrying an object, but nothing in the game can be carried indefinitely.

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** The Frog Suit makes traversing water levels easier, but on land, it hops as opposed to walking, which makes it much more difficult to control and prevents Mario from building up running momentum. The only way to circumvent this is by carrying an object, but nothing in the game can be carried indefinitely. Worse than that, though, is that it's impossible to crouch while wearing the Frog Suit, meaning if you encounter a low obstacle that requires you to duck and slide underneath, you're pretty well hosed if you can't find a way to lose it.
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** The flamethrower in part II is only a straight example if the player wastes it on zombies and lickers, but it's extremely effective against the otherwise hard-to-kill ivy creatures.
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** Another PowerUpLetdown is the Mystic Melody. It extremely hard to find, [[GuideDangIt wasn't ever mentioned or even hinted at]], and could only be used for two things: Completing a mission to earn HundredPercentCompletion and finding shortcuts/power ups.

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** Another PowerUpLetdown Power-Up Letdown is the Mystic Melody. It extremely hard to find, [[GuideDangIt wasn't ever mentioned or even hinted at]], and could only be used for two things: Completing a mission to earn HundredPercentCompletion and finding shortcuts/power ups.



* ''EndlessFrontier'' -- When combat robots Nacht and Abend join your team they act as a PowerUpLetdown: they share a character slot with Gespenst whose provides the best support attack in game. Since the robots take turns to appear whenever you summon them, the support attack become less reliable. This is somewhat made up by the fact that after they join, Haken gains a new special skill that involves calling them to gang up on a single enemy. While this attack can't be comboed into or out of, it also isn't a subject to [[ScrappyMechanic Forced Evasion]] and it does roughly the same amount of damage as Haken himself would've done with his full set of attacks, if not more.

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* ''EndlessFrontier'' -- When combat robots Nacht and Abend join your team they act as a PowerUpLetdown: Power-Up Letdown: they share a character slot with Gespenst whose provides the best support attack in game. Since the robots take turns to appear whenever you summon them, the support attack become less reliable. This is somewhat made up by the fact that after they join, Haken gains a new special skill that involves calling them to gang up on a single enemy. While this attack can't be comboed into or out of, it also isn't a subject to [[ScrappyMechanic Forced Evasion]] and it does roughly the same amount of damage as Haken himself would've done with his full set of attacks, if not more.



*** [[JokeCharacter Delibird]], [[ButtMonkey as usual, seems to get it the worst.]] Its Hidden Ability is the sleep-preventing Insomnia, which doesn't seem too bad, until you remember that one of its original abilities, Vital Spirit, ''[[RedundantDepartmentOfRedundancy does the exact same thing]]''.

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*** [[JokeCharacter Delibird]], [[ButtMonkey as usual, seems to get it the worst.]] Its Hidden Ability is the sleep-preventing Insomnia, which doesn't seem too bad, until you remember that one of its original abilities, Vital Spirit, ''[[RedundantDepartmentOfRedundancy ''[[DepartmentOfRedundancyDepartment does the exact same thing]]''.
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** Fortunately, not all is lost; against the [[DemonicSpiders annoyingly lethal]] Chain-gunners, the "Blur" significantly reduces their accuracy rendering them (and all bullet-shooting monsters) far more manageable when fought in groups. Against projectiles, it is just best to save the power-up for mobs that can pump you full of lead.

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** Fortunately, not all is lost; against the [[DemonicSpiders annoyingly lethal]] Chain-gunners, the "Blur" significantly reduces their accuracy rendering them (and all bullet-shooting monsters) far more manageable when fought in groups. Against projectiles, it is just best So if you're expecting to save the power-up for mobs fight an angry mob that can will pump you full of lead.lead, snag this power-up for that moment.
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** Fortunately, not all is lost; against the [[DemonicSpiders annoyingly lethal]] Chain-gunners, the "Blur" significantly reduces their accuracy rendering them (and all bullet-shooting monsters) far more manageable when fought in groups. Also, it can be used decently against projectile monsters at a distance as long as the player only moves when a projectile is actually coming for their true location, but it still becomes more unpredictable the more monsters there are. A level designer may want to consider providing these power-ups in levels that contain many of these bullet-shooting enemies.

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** Fortunately, not all is lost; against the [[DemonicSpiders annoyingly lethal]] Chain-gunners, the "Blur" significantly reduces their accuracy rendering them (and all bullet-shooting monsters) far more manageable when fought in groups. Also, Against projectiles, it can be used decently against projectile monsters at a distance as long as is just best to save the player only moves when a projectile is actually coming power-up for their true location, but it still becomes more unpredictable the more monsters there are. A level designer may want to consider providing these power-ups in levels mobs that contain many can pump you full of these bullet-shooting enemies.lead.
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Added Atomic Fire from Mega Man 2.

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*** Atomic Fire as well. Sure it is very powerful when fully charged, but charging it takes forever AND you will most likely get hit while charging it, losing the charge. At least Atomic Fire can destroy things.
*** The Game Boy version, ''VideoGame/MegaManII'', has the pogo stick Sakugarne. Using it will damage you more than the enemies. AND it's the only weapon other than the Mega Buster that damages the final boss.


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** ''VideoGame/MegaMan4'' has the Skull Barrier. One hit will destroy it, and although Dive Man is weak to it, using it against him only makes the battle ''harder!''
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** Though note, it makes you basically immune to all enemies except named ones,drow, giants, demons and dragons for all of the expansion pack, except for a handful of guards here and there. Also, if you activate it before finishing the trials, the trial of wrath is rendered harmless as he only has a +1 weapon. The massive Oasis in ToB battle is a joke with that power, as only the commander has weapons that can hurt you. The abilities are actually more a play through perk then anything. Much like the stat manuals in the first game allowing you to have ridiculously high stats starting in BG2, BG2 had the hell trial abilities, which a fresh character in ToB would completely lack, in addition to most of the best gear.

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** Though note, it makes you basically immune to all enemies except named ones,drow, ones, drow, giants, demons and dragons for all of the expansion pack, except for a handful of guards here and there. Also, if you activate it before finishing the trials, the trial of wrath is rendered harmless as he only has a +1 weapon. The massive Oasis in ToB [=ToB=] battle is a joke with that power, as only the commander has weapons that can hurt you. The abilities are actually more a play through perk then anything. Much like the stat manuals in the first game allowing you to have ridiculously high stats starting in BG2, BG2 ''[=BG2=]'', ''[=BG2=]'' had the hell trial abilities, which a fresh character in ToB [=ToB=] would completely lack, in addition to most of the best gear.
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** The third gun is rather useless in many situations as well, considering its wide firing pattern and inability to pass through walls. In narrow corridors, you become unable to hit enemies at all, even at close range!
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* ''TheWorldEndsWithYou'' rewards good relationships with store clerks by unlocking hidden abilities in the equipment you purchase from them. Unfortunately, Square Enix felt that some of these unlockable abilities were so "awesome" that they should come with drawbacks. One example is Platform Shoes, an expensive late-game item that can only be purchased from one store in all of Shibuya. It grants a sizable defense boost, but unlocking its ability causes even the weakest enemy attacks to knock you down. By this point in the game, most enemies SpamAttack unavoidable projectiles guaranteed to StunLock you while wearing the shoes. The game power ups your expensive and rare equipment by making them suicidal to wear.
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*** Outside of perks, this can also happen with the effect of skills on consumable items: most items have their effects multiplied by a value dependent on player skill in Medicine or Survival, ''including the negative ones.'' So, for instance, drinking Vodka in hardcore mode will increase dehydration by 25 at minimum Survival skill and 75 at 100 Survival.
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** ''VideoGame/FalloutNewVegas'' has a few as well. Consider the "Elijah's Last Words" perk. It's obtained by completing a very difficult DLC, finding a hidden message, and giving it to Veronica, one of your companions. It increases her Melee Weapons speed and gives her a chance to knock down enemies with every melee hit. Too bad she's an UNARMED specialist and her Melee Weapons skill can never rise above 18, making this promising-in-theory ability absolutely useless.

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** ''VideoGame/FalloutNewVegas'' has a few as well. Consider the mutually exclusive "Elijah's Last Words" perk. It's and "Elijah's Rambling" perks. Either one is obtained by completing a very difficult DLC, finding a hidden message, and giving it to Veronica, one of your companions. It The first increases her Melee Weapons speed and gives her a chance to knock down enemies with every melee hit. hit while the second greatly increases melee CriticalHit damage. Too bad she's an UNARMED [[PowerFist UNARMED]] specialist and her Melee Weapons skill can never rise above 18, making this promising-in-theory ability absolutely useless.
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** A depressing number of Perks from ''VideoGame/{{Fallout|1}}'', ''VideoGame/{{Fallout 2}}'', and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' fall into this category. An unnecessary number of Perks only give flat bonuses to skills (and you have more skill points than you know what to do with by level 12 or so). Others are incredibly situational (Silent Death has 6 separate prerequisites that have to be fulfilled for its double damage to take effect), useless in general (Adrenaline Rush maxes out the easiest stat in the game to max out normally, but only when you're on death's door), too weak to matter (Bonus Ranged Damage grants a measly +2 damage), or broken (one of which is ironically named "Break the Rules). In some cases, Perks did this between games--the version of Quick Pockets in ''Fallout 2'' is vastly superior to the one in the original game, and the change of engine between ''2'' and ''Tactics'' made the formerly BoringButPractical Bonus Move useless 90% of the time (originally, it granted 2 AP that could only be used for movement. This allowed melee characters to close faster and all characters to move tactically while saving their real AP for attacks and items. The ''Tactics'' version increases how much ground a character covers per AP spent, which means it's only useful when a melee character is pursuing a new target).

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** A depressing number of Perks from ''VideoGame/{{Fallout|1}}'', ''VideoGame/{{Fallout 2}}'', and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' fall into this category. An unnecessary number of Perks only give flat bonuses to skills (and you have more skill points than you know what to do with by level 12 or so). Others are incredibly situational (Silent Death has 6 separate prerequisites that have to be fulfilled for its double damage to take effect), useless in general (Adrenaline Rush maxes out the easiest stat in the game to max out normally, but only when you're on death's door), too weak to matter (Bonus Ranged Damage grants a measly +2 damage), or broken [[GameBreakingBug literally do nothing]] (one of which is ironically named "Break the Rules). In some cases, Perks did this between games--the version of Quick Pockets in ''Fallout 2'' is vastly superior to the one in the original game, and the change of engine between ''2'' and ''Tactics'' made the formerly BoringButPractical Bonus Move useless 90% of the time (originally, it granted 2 AP that could only be used for movement. This allowed melee characters to close faster and all characters to move tactically while saving their real AP for attacks and items. The ''Tactics'' version increases how much ground a character covers per AP spent, which means it's only useful when a melee character is pursuing a new target).

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*** Scizor is an example of both reasons at once. One of the main reasons it has become so popular is the synergy its moveset has with its Technician ability, so it would take a ''really'' good ability to outdo it. However, Scizor's Hidden Ability is Light Metal, whose only practical use is reducing the damage taken from Low Kick and Grass Knot, neither of which Scizor was particularly concerned about in the first place, meaning it's comparatively useless.

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*** Scizor is an example of both reasons at once. One of the main reasons it has become so popular is the synergy its moveset has with its Technician ability, so it would take a ''really'' good ability to outdo it. However, Scizor's Hidden Ability is Light Metal, whose only practical use is reducing the damage taken from Low Kick and Grass Knot, neither of which Scizor was particularly concerned about in the first place, meaning it's comparatively useless. Heat Crash, however, ''does'' hurt it a lot more than usual, but who's going to use it?



**** Light/Heavy Metal as Hidden Abilities are relatively useless in their own, for the aformentioned reasons- the only Pokemon who have the Ability usually don't worry about Heavy Slam, Heat Crash, Grass Knot, and Low Kick, since they're heavy enough it doesn't matter much. Bronzong also suffers because both of its regular Abilities remove one of its weaknesses (especially Levitate, against the omnipresent Ground-type moves). Aggron doesn't really benefit anyways, as it already has the maximum weight for Grass Knot/Low Kick to do most damage, and Heavy Slam gets full power + STAB even without Aggron's Ability; its original Abilities (Sturdy lets it get in at least one move without dying to Earthquake or Close Combat, and Rock Head has only three recoil moves to work with, one of which is at least STAB Head Smash) are okay, but better than Heavy Metal.

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**** Light/Heavy Metal as Hidden Abilities are relatively useless in their own, for the aformentioned reasons- the only Pokemon who have the Ability usually don't worry about Heavy Slam, Heat Crash, Grass Knot, and Low Kick, since they're heavy enough it doesn't matter much.much and those moves are too gimmicky to use reliably. Bronzong also suffers because both of its regular Abilities remove one of its weaknesses (especially Levitate, against the omnipresent Ground-type moves). Aggron doesn't really benefit anyways, as it already has the maximum weight for Grass Knot/Low Kick to do most damage, and Heavy Slam gets full power + STAB even without Aggron's Ability; its original Abilities (Sturdy lets it get in at least one move without dying to Earthquake or Close Combat, a Fighting-type move, and Rock Head has only three recoil moves to work with, one of which is at least STAB Head Smash) are okay, but better than Heavy Metal.



*** At least the other sandstorm summoner with a hidden ability, Hippowdon, has some sort of use for Sand Force. Abomasnow (the Hail summoner), however, has Soundproof, which makes it immune to only 17 moves, only a handful of which see actual use.



*** Wobbuffett gets Telepathy as its Hidden Ability, which makes it immune to ally attacks. While it does make it slightly more useful in double/triple battles, keep in mind that its original Ability Shadow Tag (prevents enemy from switching) was what made it a GameBreaker in the first place.

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*** Wobbuffett gets Telepathy as its Hidden Ability, which makes it immune to ally attacks. While it does make it slightly more useful in double/triple battles, keep in mind that its original Ability Shadow Tag (prevents enemy from switching) was what made it a GameBreaker in the first place. Medicham has this as well, which is worse considering its natural Attack stat is terrible since its ''regular'' ability doubles it.
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* ''HeroesOfMightAndMagic'' 3 had several skills that were mind-bogglingly bad, at least compared to other skills in the game. Note the existance of the Witch Hut, which taught a skill for free, chosen at random. Many a Load Game was used upon visiting one to find one of the following:
** Learning increases the rate at which you gain experience. In other words, it's a skill you get while levelling up that makes you level up faster. Possibly viable, if it weren't for its atrocious scaling, which means you'll gain maybe one additional level throughout your hero's entire career for the three levels you spent training in this skill.
** Eagle Eye gives your hero a chance to learn a spell cast by the opponent's hero in combat. Yes, you might get lucky and steal an opponent's Blind spell, but things like Expert Earth magic, and Prayer+Expert Water Magic just pale in comparison. Plus, you can't steal level 5 spells even on expert level, which are much harder to come by, and much more valuable to steal.
** Navigation increases your movement speed over water. Very useful on water-based maps, completely useless on land-based maps.
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** THe Speed Shoes throughout most of the games tend to be useful when you got a long stretch of ground and loops to run through, but if you get the item before a set of platforms you have to jump around on, the item then loses its usefulness.
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* ''BattleGaregga'': Anything that could be considered an upgrade to your ship will turn up the DynamicDifficulty. Thus, in order to keep the game manageable, you'll need to keep your shot power and option count down.

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* ''BattleGaregga'': ''VideoGame/BattleGaregga'': Anything that could be considered an upgrade to your ship will turn up the DynamicDifficulty. Thus, in order to keep the game manageable, you'll need to keep your shot power and option count down.



* ''{{Gradius}}'': the speed-up powerup is useful for the first few iterations, making your slow-as-molasses ship move more like a starfighter should. However, the last few levels make the ship fairly difficult to control, especially for new players. This is a hazard because [[EverythingTryingToKillYou everything, environment included, is trying to kill you]]. [[hottip:*:''{{Gradius}} III'' avoids these problems and so is not an example. It is possible to set up your ship to actually have a speed-''down'' powerup, and ''Gradius V'', on hitting maximum speed, turns the "Speed Up" icon into an "Initial Speed" icon that resets your speed.]]
** ''[[{{Gradius}} Gradius ReBirth's]]'' hidden Type E configuration allows you to get the V. Shot which grants you the ability to fire simultaneously up and down...''at the cost of being able to fire forward''. It also has the Vector Laser, which can pierce through structures, but it's weaker than the main shot, and can't destroy combustible walls, which means if you get trapped by Stage 2's regenerating walls or go into a bonus stage, you're ''screwed.'' Double is this in most games up to ''Gaiden'', because selecting it halves your fire rate.

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* ''{{Gradius}}'': ''VideoGame/{{Gradius}}'': the speed-up powerup is useful for the first few iterations, making your slow-as-molasses ship move more like a starfighter should. However, the last few levels make the ship fairly difficult to control, especially for new players. This is a hazard because [[EverythingTryingToKillYou everything, environment included, is trying to kill you]]. [[hottip:*:''{{Gradius}} [[hottip:*:''VideoGame/{{Gradius}} III'' avoids these problems and so is not an example. It is possible to set up your ship to actually have a speed-''down'' powerup, and ''Gradius V'', on hitting maximum speed, turns the "Speed Up" icon into an "Initial Speed" icon that resets your speed.]]
** ''[[{{Gradius}} ''[[VideoGame/{{Gradius}} Gradius ReBirth's]]'' hidden Type E configuration allows you to get the V. Shot which grants you the ability to fire simultaneously up and down...''at the cost of being able to fire forward''. It also has the Vector Laser, which can pierce through structures, but it's weaker than the main shot, and can't destroy combustible walls, which means if you get trapped by Stage 2's regenerating walls or go into a bonus stage, you're ''screwed.'' Double is this in most games up to ''Gaiden'', because selecting it halves your fire rate.



* Some of the ''{{Raiden}}'' games have the Plasma Laser, which locks onto enemies, but does less damage than the spreadshot and regular laser.
** ''RaidenFighters'' has a special [[AttackDrone Slave]] formation that causes your Slaves to automatically seek out enemies and latch onto them, allowing them to be easily destroyed. But unlike other ShootEmUps, {{Attack Drone}}s in this game have limited health (too many hits to a drone and it's destroyed). Not just that, but on some stages, they can destroy targets you don't want to destroy, such as the Miclus-hiding turrets in ''Raiden Fighters Jet'' Simulation Level 05.
* SigmaStarSaga was a GBA RPG/SHMUP hybrid. You could customize your cannon with different styles of firing, bullets, and effects on impact. There were multiple cannons (firing directions) which were basically devoted to firing only vertically, only backwards, etcetera. Usually, they all had one use somewhere, like in a mini-boss battle, but with these kinds of battles being random battles, you were usually best off with just your good old "Shoot Straight" cannon.

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* Some of the ''{{Raiden}}'' ''VideoGame/{{Raiden}}'' games have the Plasma Laser, which locks onto enemies, but does less damage than the spreadshot and regular laser.
** ''RaidenFighters'' ''VideoGame/RaidenFighters'' has a special [[AttackDrone Slave]] formation that causes your Slaves to automatically seek out enemies and latch onto them, allowing them to be easily destroyed. But unlike other ShootEmUps, {{Attack Drone}}s in this game have limited health (too many hits to a drone and it's destroyed). Not just that, but on some stages, they can destroy targets you don't want to destroy, such as the Miclus-hiding turrets in ''Raiden Fighters Jet'' Simulation Level 05.
* SigmaStarSaga was a GBA RPG/SHMUP hybrid. You In ''VideoGame/SigmaStarSaga'', you could customize your cannon with different styles of firing, bullets, and effects on impact. There were multiple cannons (firing directions) which were basically devoted to firing only vertically, only backwards, etcetera. Usually, they all had one use somewhere, like in a mini-boss battle, but with these kinds of battles being random battles, you were usually best off with just your good old "Shoot Straight" cannon.



* ''{{Zanac}}'': the shield powerup causes the DynamicDifficulty to go batshit.
* ''HeavyWeapon'' has your first level of SpreadShot. This changes your shot into a double shot, which makes aiming somewhat weird because you will not have a shot that goes straight. Not that big of a problem until the third level where you fight [[GoddamnedBats trucks]], and aiming your gun directly straight at them will cause your shots to hit the ground if you are too far away.

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* ''{{Zanac}}'': ''VideoGame/{{Zanac}}'': the shield powerup causes the DynamicDifficulty to go batshit.
* ''HeavyWeapon'' ''VideoGame/HeavyWeapon'' has your first level of SpreadShot. This changes your shot into a double shot, which makes aiming somewhat weird because you will not have a shot that goes straight. Not that big of a problem until the third level where you fight [[GoddamnedBats trucks]], and aiming your gun directly straight at them will cause your shots to hit the ground if you are too far away.



* ''FireShark'' has the common blue and green powerups. Once you get the rare [[GameBreaker red powerup]] (deadly flamethrowers that sweep the whole screen), these will replace it with the blue SpreadShot or the green wave laser (decent, but pale in comparison to the flamethrower). Worse still, once these powerups appear on screen, they will bounce all over the place a few times before disappearing. Which means you will want to avoid them along with the fast-moving enemy bullets!

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* ''FireShark'' ''VideoGame/FireShark'' has the common blue and green powerups. Once you get the rare [[GameBreaker red powerup]] (deadly flamethrowers that sweep the whole screen), these will replace it with the blue SpreadShot or the green wave laser (decent, but pale in comparison to the flamethrower). Worse still, once these powerups appear on screen, they will bounce all over the place a few times before disappearing. Which means you will want to avoid them along with the fast-moving enemy bullets!
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*** Any Steel or Ground-type Pokemon with Overcoat (nullifies damage from sandstorms and hail) as a hidden ability. Because of their Ability, they're already immune to sandstorm damage, and Hail is basically unheard of in the metagame.

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*** Any Steel or Ground-type Pokemon with Overcoat (nullifies damage from sandstorms and hail) as a hidden ability. Because of their Ability, typing, they're already immune to sandstorm damage, and Hail is basically unheard of in the metagame.
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*** Forretress has Overcoat as its Hidden Ability, which makes it immune to sandstorm and hail damage. Except that because it's part Steel-type, it's immune to sandstorm damage, anyways; hail is basically unheard of in the metagame.

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*** Forretress has Any Steel or Ground-type Pokemon with Overcoat (nullifies damage from sandstorms and hail) as its Hidden a hidden ability. Because of their Ability, which makes it immune to sandstorm and hail damage. Except that because it's part Steel-type, it's they're already immune to sandstorm damage, anyways; hail and Hail is basically unheard of in the metagame.

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** ''OrderOfEcclesia'' features the Volaticus glyph, which is an awesome glyph that allows you to fly freely around the screen. So why is it a letdown? It's gained so late in the game that you barely get to ''use'' it unless you do the BonusDungeon Large Cavern. Does make Dracula much easier, though, reducing him to an easily-dodged flame pillar attack.

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** ''OrderOfEcclesia'' features the Volaticus glyph, which is an awesome glyph that allows you to fly freely around the screen. So why is it a letdown? It's gained so late in the game that you barely get to ''use'' it unless you do the BonusDungeon Large Cavern. Does make Dracula much easier, though, reducing him to an easily-dodged flame pillar attack. It also allows you to fire [[gamebreaker Nitesco beams]] while moving, even backwards if you fired before moving.



** Another PowerUpLetdown is the Mystic Melody. It extremely hard to find, [[GuideDangIt wasn't ever mentioned or even hinted at]], and could only be used for one thing: Completing a mission to earn HundredPercentCompletion.

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** Another PowerUpLetdown is the Mystic Melody. It extremely hard to find, [[GuideDangIt wasn't ever mentioned or even hinted at]], and could only be used for one thing: two things: Completing a mission to earn HundredPercentCompletion.HundredPercentCompletion and finding shortcuts/power ups.



** Protectors Anti(element) skills will ''completely'' block attacks of the corresponding element at level 5. If you upgrade them to 6 or higher, you will absorb the attack's damage and heal you, but will also let through any [[StandardStatusEffects secondary effects]].

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** Protectors Anti(element) skills will ''completely'' block attacks of the corresponding element at level 5. If you upgrade them to 6 or higher, you will absorb the attack's damage and heal you, but will also let through any [[StandardStatusEffects secondary effects]]. This has been fixed in the second game.



** Due to a bug in the code, the Evade stat is never checked; the "Magic Block" stat is used to determine evasion rates for for both magic and physical attacks. Since shields primarily boost Evade, they're virtually useless. This was fixed in the GBA rerelease

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** Due to a bug in the code, the Evade stat is never checked; the "Magic Block" stat is used to determine evasion rates for for both magic and physical attacks. Since shields primarily boost Evade, they're virtually useless. This was fixed in the GBA rereleasererelease.
*** However certain shields are good for blocking elemental attacks, particularly the Paladin Shield (which adds at least 20% to the MBlock stat on top of absorbing or blocking most elements)


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** This is mainly true of the early stages, for the last one or two stages, you'll need all the firepower you can get. That and small power ups raise it more than big ones.

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* ''EndlessFrontier'' -- When combat robots Nacht and Abend join your team they act as a PowerUpLetdown: they share a character slot with Gespenst whose provides the best support attack in game. Since one of robots will appear ''randomly'' whenever you summon them, the support attack become less reliable. This is somewhat made up by the fact that after they join, Haken gains a new special skill that involves calling them to gang up on a single enemy. While this attack can't be comboed into or out of, it also isn't a subject to [[ScrappyMechanic Forced Evasion]] and it does roughly the same amount of damage as Haken himself would've done with his full set of attacks, if not more.
** It isn't random. They take turns. Gespenst always comes first, then Nact and finally Abend.

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* ''EndlessFrontier'' -- When combat robots Nacht and Abend join your team they act as a PowerUpLetdown: they share a character slot with Gespenst whose provides the best support attack in game. Since one of the robots will take turns to appear ''randomly'' whenever you summon them, the support attack become less reliable. This is somewhat made up by the fact that after they join, Haken gains a new special skill that involves calling them to gang up on a single enemy. While this attack can't be comboed into or out of, it also isn't a subject to [[ScrappyMechanic Forced Evasion]] and it does roughly the same amount of damage as Haken himself would've done with his full set of attacks, if not more.
** It isn't random. They take turns. Gespenst always comes first, then Nact and finally Abend.
more.
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Added Force Unleashed examples

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* ''VideoGame/TheForceUnleashed'' has the Lightning Shield, which gives you a damaging aura. Unfortunately, it lasts far too short to be of any use, eats up force power like crazy, doesn't let you regenerate force power while it's active, and has a long wind up that leaves you vulnerable.
** The [[{{PortingDisaster}} Wii version]] has this in trope in spades. Pretty much all of the powers that work off of lightsaber combos are not only very weak, but are hampered by the lightsaber being tied to poorly coded [[{{Waggle}} wiimote inputs]]. The one that takes the cake though is Dark Rage which makes you regenerate pathetic amounts of Force Energy when you hit with said useless lightsaber attacks. Not only has all of the problems of Lightning Shield but it also has a habit of going off on accident when you try to dash away or block after a combo and then start being spammed like crazy without any input from you. Just to reiterate, it's a [[{{EpicFail}} Force Energy regenerating move that doesn't give you enough regen to compensate for the loss of natural regen and has a tendency to leave you wide open when you try to back off in a fight.]]
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Meltdown ignores magic defense.


** The ''Meltdown'' spell itself can be one of these, since it damages the party when you cast it. If your party members have good magic defense or Fire-absorbing gear, it's not such a problem. Quake is similar, but the can be mitigated by the Float spell. Probably the worst example, besides the aforementioned Crusader, is ''WhirlWind''/''Tornado''; not only can it reduce your party members to critical HP, no equipment in the game will block it.

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** The ''Meltdown'' spell itself can be one of these, since it damages the party when you cast it. If your party members have good magic defense or Fire-absorbing gear, it's not such a problem. Quake is similar, but the can be mitigated by the Float spell. Probably the worst example, besides the aforementioned Crusader, is ''WhirlWind''/''Tornado''; not only can it reduce your party members to critical HP, no equipment in the game will block it.
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[[/folder]]
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* ''VideoGame/MetroidPrime'' has the Flamethrower, a secondary weapon to the Plasma Beam. Unlike the Super Missile (powerful with fast velocity) and the Wavebuster (automatically locks onto enemies for you), the Flamethrower has extremely short range and isn't powerful enough to kill anything quickly. Likewise, the Ice Spreader fires too slowly to be of any use and has a slight delay before the shot is made. ''Metroid Prime 2: Echoes'' has similar problems with the Darkburst and Sunburst.


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[[folder: Survival Horror]]
* ''VideoGame/ResidentEvil'' has the Flamethrower, an exclusive weapon for Chris' scenario. The Flamethrower isn't too powerful, its range is pitifully short, and there's no way to refuel it. The Flamethrower appears again in ''VideoGame/ResidentEvil2'' and it also has the same weaknesses, along with it taking up two inventory slots.

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