History Main / UselessUsefulSpell

18th Nov '17 8:21:26 AM gophergiggles
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* ''VideoGame/PaperMarioTheThousandYearDoor'' has Show Stopper, a late game Special that costs only 2 stars, targets all enemies, and potentially instantly kills them. It's ''insanely'' effective, as it relies on tapping the right buttons with each correct sequence increasing the odds of it taking effect, and even getting only a couple of sequences right is likely to take out the enemies. The move is balanced by the fact that star power is only replenished by fighting battles, appealing to the audience, or staying at inns, meaning you ''will'' be forced to fight battles properly to recharge the power you need to use Show Stopper.
27th Oct '17 10:49:07 AM MBG159
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** Super Polymerization was this for a while, despite being a central card in the series. Unlike regular Polymerization, it cost a card from your hand and couldn't fuse cards in the hand (which makes trying to Fusion Summon with it very slow). Its first advantages (can't be negated and a Quick-Play) were okay, but its main attraction (can use opponent's cards in the Fusion) was less so. Simply put, it was highly unlikely that your opponent would have the right Monster on the field for you to fuse, unless you were trying to Summon a card with very vague requirements. As a result, Super Polymerization ended up being a much costlier, much slower version of Polymerization (which wasn't a very good card in the first place)... [[TookALevelInBadass until the Attribute Heroes and the Shaddolls came out resulting in the card becoming limited.]]
** Infinite Cards and Hierogram Lithograph remove the hand size limit, altering a fundamental rule of the game. However, if you have more than six cards in your hand, the thing you should be doing is playing as many as you can, not letting them sit in your hand and take up space... and you certainly shouldn't be playing a card designed to make them ''continue'' to sit in your hand and take up space, Unless you are running a Muka Muka themed Deck

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** Super Polymerization was this for a while, despite being a central card in the series. Unlike regular Polymerization, it cost a card from your hand and couldn't fuse cards in the hand (which makes trying to Fusion Summon with it very slow). Its first advantages (can't be negated and a Quick-Play) were okay, but its main attraction (can use opponent's cards in the Fusion) was less so. Simply put, it was highly unlikely that your opponent would have the right Monster on the field for you to fuse, unless you were trying to Summon a card with very vague requirements. As a result, Super Polymerization ended up being a much costlier, much slower version of Polymerization (which wasn't a very good card in the first place)... [[TookALevelInBadass until the Attribute Heroes and the Shaddolls came out out, resulting in the card becoming limited.]]
** Infinite Cards and Hierogram Lithograph remove the hand size limit, altering a fundamental rule of the game. However, if you have more than six cards in your hand, the thing you should be doing is playing as many as you can, not letting them sit in your hand and take up space... and you certainly shouldn't be playing a card designed to make them ''continue'' to sit in your hand and take up space, Unless space. A handful of cards get advantages for having a lot of cards in the hand, but most of them are awful, and the few that aren't (most famously Slifer) would be considered overkill with six cards in the hand, much less seven.
** InstantWinCondition cards often enter this territory, with a special mention being reserved for Final Countdown. It wins
you are running a Muka Muka themed Deckthe Duel in 20 turns, which is obviously quite powerful, but to use the card essentially requires that you dedicate your entire deck to drawing Final Countdown and then stalling for those turns. Not only does this give your opponent plenty of time to build up resources and stomp your face the moment you run out of defenses, but the overall strategy is incredibly boring to use.
25th Oct '17 5:29:02 PM nombretomado
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* In ''[[ChocobosDungeon Final Fantasy Fables: Chocobo's Dungeon]]'', most opponents are vulnerable to status effects -- so far only the "guardian" bosses seem capable of making those spells miss. Naturally, those are the ones you really wish you could find a guaranteed weakness for.
** Addendum: Magic Pots also appear to be resistant/invulnerable to status effects (as well as resistant to magic in general).

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* In ''[[ChocobosDungeon ''[[VideoGame/ChocobosDungeon Final Fantasy Fables: Chocobo's Dungeon]]'', most Dungeon]]'':
** Most
opponents are vulnerable to status effects -- so far only the "guardian" bosses seem capable of making those spells miss. Naturally, those are the ones you really wish you could find a guaranteed weakness for.
** Addendum: Magic Pots also appear to be resistant/invulnerable to status effects (as well as resistant to magic in general).
5th Oct '17 5:59:12 AM aartbastiaan
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# The spell simply has a very low success rate.

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# The spell simply has a very low success rate.success/hit rate. A variation of this is where the casting is so slow that enemies are ''always'' able to dodge or block your attack, making it useless.




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# The spell is too complex to be appreciable. For example, it may change the caster to the point where their accurate falls by 22%, their damage rises by 12%, their speed halves, their crit goes up by 30% and their skills cost 5% less. As most people won't want to do the math every time they consider using it ([[GuideDangIt if the percentages are even available from the skill description]]), they simply look at how they perform with and without the skill. If the comparisons are wildly irregular, the predictable way is probably preferable.
23rd Sep '17 9:41:08 PM Adept
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* Any boss in ScienceGirls is just as vulnerable to status effects as regular enemies, so you can poison them or drop their stats from the start of the fight. It's balanced by some bosses having moves that can cancel them out after they're afflicted, but it at least makes them waste a turn.

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* Any boss in ScienceGirls ''VideoGame/ScienceGirls'' is just as vulnerable to status effects as regular enemies, so you can poison them or drop their stats from the start of the fight. It's balanced by some bosses having moves that can cancel them out after they're afflicted, but it at least makes them waste a turn.
1st Sep '17 9:48:35 AM gophergiggles
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*** Nor can you talk about FFV without mentioning Death Claw, a Blue Spell learnable as early as Karnak Castle from the Iron Claw boss. It is a cruel combination of Hold and Weak that pierces reflect status, paralyzes an enemy, ''and'' reduces their HP to single digits. It works on many bosses and ''any'' enemy that doesn't have "heavy" status, making it very much a GameBreaker for much of the game.
27th Aug '17 4:45:28 AM gophergiggles
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*** Gau tends to get use out of such spells, as he's able to cast them for free at the cost of not having control over him. Since he can just keep using it over and over again (and more often than not it will work on the first cast), having him mimic a Commander which will frequently cast Break (chance of a OneHitKO) is actually a viable tactic during random battles, especially with {{Damage Sponge}}s or enemies with a high evasion rate.
12th Aug '17 12:34:55 PM ZorotheGallade
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** In ''VideoGame/EtrianMysteryDungeon'' the Head Seal, Leg Seal and Arm Seal statuses are pretty useless on regular monsters, but become a veritable boon against Bosses and [[BossInMookClothing DOEs]], which will find themselves unable to use their worst skills and summon reinforcements with the right debuffs added. Also, DOEs only take ScratchDamage unless at least one StandardStatusEffect is affecting them, meaning having status-inflicting items and specialists in your party and garrisons at all times is key to taking them down.

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** In ''VideoGame/EtrianMysteryDungeon'' the Head Seal, Leg Seal and Arm Seal statuses are pretty useless on regular monsters, but become a veritable boon against Bosses and [[BossInMookClothing DOEs]], Does]], which will find themselves unable to use their worst skills and summon reinforcements with the right debuffs added. Also, DOEs Does only take ScratchDamage unless at least one StandardStatusEffect is affecting them, meaning having status-inflicting items and specialists in your party and garrisons at all times is key to taking them down.
12th Aug '17 12:33:19 PM ZorotheGallade
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** In ''VideoGame/EtrianMysteryDungeon'' the Head Seal, Leg Seal and Arm Seal statuses are pretty useless on regular monsters, but become a veritable boon against Bosses and [[BossInMookClothing DOEs]], which will find themselves unable to use their worst skills and summon reinforcements with the right debuffs added. Also, DOEs only take ScratchDamage unless at least one StandardStatusEffect is affecting them, meaning having status-inflicting items and specialists in your party and garrisons at all times is key to taking them down.
2nd Aug '17 11:26:08 AM CosmicFerret
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** ''VideoGame/DragonQuestIV'' did have one example of UselessUsefulSpell, but that was due to your allies playing AIRoulette. Specifically, [[CombatMedic Kiryl]] turned stupid the moment he learned [[OneHitKill Beat / Thwack]], constantly casting that instead of concentrating on fighting or healing. This was so prevalent that it's even [[MythologyGag referenced]] in one of his specials in ''DragonQuest: Monster Battle Road''. Luckily, the re-release let you change tactics (you could do this in the original game, but only to a limited degree -- the tactics were character-specific, and there were some things you just couldn't actually stop your characters from doing, regardless of setting) or take direct control, so even though the strategy for "Show Now Mercy" is still just spamming the OneHitKill, it's not the only options.

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** ''VideoGame/DragonQuestIV'' did have one example of UselessUsefulSpell, but that was due to your allies playing AIRoulette. Specifically, [[CombatMedic Kiryl]] turned stupid the moment he learned [[OneHitKill Beat / Thwack]], constantly casting that instead of concentrating on fighting or healing. This was so prevalent that it's even [[MythologyGag referenced]] in one of his specials in ''DragonQuest: ''VideoGame/DragonQuest: Monster Battle Road''. Luckily, the re-release let you change tactics (you could do this in the original game, but only to a limited degree -- the tactics were character-specific, and there were some things you just couldn't actually stop your characters from doing, regardless of setting) or take direct control, so even though the strategy for "Show Now Mercy" is still just spamming the OneHitKill, it's not the only options.
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