* ''VideoGame/AloneInTheDark1992'': The first hallway you enter, there is a large chasm in the floor, and a door to your left, and to your right. If you take the door to your right, a Zombie will follow you in. If you take the door to your left and block the door, you'll eventually arrive at the other side of the chasm and you can see the zombie walking into the blocked door.
* [[spoiler:Regulus]] in [[VideoGame/{{Bomberman}} Bomberman 64]], when helping you against [[spoiler:[[BigBad Sirius]]]], is nothing short of a dumbass. He'll typically do nothing but wander around the area and occasionally drop a few bombs. [[spoiler:Sirius]] himself isn't all that bright, either, since the way he behaves with bombs will make him blow himself up if a bomb he's already set down is detonated by something else. This makes it very possible that he'll end up dealing the final blow to himself.
* In ''VideoGame/CastlevaniaDawnOfSorrow'':
** You eventually encounter a human boss [[PowerCopying who can use any power used against him]], but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm. Sadly, his knife is even ''more'' puny than his new tongue attack. His power could be a GameBreaker anyway if he had any actual control over it and if the powers he copies weren't limited to level 1 out of (generally) 9, which the Cave Troll soul is the most extreme example of.
** Use the Student Witch attack on him, so that he spends the remainder of the battle trying to throw cats at you.
* Your pawns in ''VideoGame/DragonsDogma'' can really make fighting cockatrices and Death suck. Both of those enemies can kill all of your pawns in an instant and pawns aren't programmed to dodge the attacks that do that.
** If you're fighting an enemy who can only be killed with projectiles but you don't have any, your projectile-wielding pawns will usually spend the entire fight running in random directions and yelling that someone needs to use a projectile.
** Daimon has an attack that sucks everyone in and kills them. Pawn reactions include running into the attack on purpose, walking away from the attack so slowly that they quickly get pulled in, standing still, and attacking the suction with their shield.
** Pawns don't like running from enemies, but they don't like fighting 'em or healing themselves either, and they don't follow you closely when enemies are around.
* ''Franchise/TheLegendOfZelda''
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' has notoriously poor enemy AI and literally nonexistent pathfinding. If an enemy spots Link, it will try to chase him down on a completely straight path, even if said path leads into a cliff face which Link is on top of. Enemies make no attempt to avoid obstacles such as unclimbable slopes. The enemy AI is often cited as an example of the game's lax difficulty. They'll also hit and kill enemies that happen to be in their way. ''Your'' enemies. Moblins will clobber each other trying to hit you, Darknuts will mow down foes standing between you and them, etc. It's actually a viable strategy to use stronger foes to wipe out the other enemies for you, especially if there are a lot of them, or there are several strong monsters.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
*** During an EscortMission where you protect a wagon, instead of just powering through attacks relying on Link to defend them, the driver will veer off course to go around in a huge circle before continuing its path every single time it's hit by an attack, and occasionally just for the hell of it. Of course, this maneuver prolongs the mission and allows enemies to encircle them more easily, making it much more likely they'll take another hit and do another circle.
*** In the City in the Sky, there's a room with two Lizalfos, each in a different far corner of the room. Instead of being a single floor, the floor is broken up into squares. If you shoot one Lizalfos with a Bomb Arrow, the other will run over to investigate… and not think to jump the gap on the way, thus falling to its death.
*** Running over to investigate the body of a fallen comrade is also a mistake in itself, since the enemy is positioning itself pretty much in the same place that allowed the other one to be shot, meaning that Link doesn't even have to change where he's aiming all that much.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
*** If enemies hear a sound, whether from Link moving or a projectile hitting an obstacle, they will head over to investigate. This is not an issue in most situations, but it also means that, if Link shoots an arrow at an explosive barrel, all enemies will promptly cluster around it... including flaming ones that will detonate it the moment they touch it, wiping out the whole band in a single stroke.
*** Chuchus attack Link by jumping directly at him. This does not take into account what Link is standing in front of or above, however, making it very easy to goad them into jumping to their deaths off of cliffs, into water (chuchus cannot swim and die the moment they go into water deeper than they're tall), or into lava. In fact, if Link simply stands in deep water, the chuchus will just crawl over to him and drown themselves once they get too far out.
*** Bokoblins will pick up nearby rocks and barrels to throw at Link if they're unarmed. They do not however distinguish between regular and explosive barrels. The problem here is that their throwing range is smaller than the blast radius of the resulting explosions, so they will invariably hurt themselves and anyone else caught around the blast in the attempt. This is averted for their larger moblin relatives, whose own throwing range is in fact larger that the explosion's radius.
*** Bows and arrows expose a hole in the combat AI: ranged weapons make monsters act like support/artillery units, even when they shouldn't. Any enemy armed with a bow will ''only'' use that to attack you, even if you walk right up to them -- most enemies can punch/kick when unarmed but generally won't if armed with a ranged weapon. And they only fire every 5+ seconds. If you disarm a tough silver/gold enemy and get them to equip a bow, you can beat them up with melee weapons and they won't really fight back, since they simply won't have time to get an arrow ready in between flinching from your sword strikes.
** ''VideoGame/HyruleWarriors'' is littered with ArtificialStupidity almost everywhere:
*** In the Wii U version, your allies' AI is practically non-existent as they stand around and do nothing but watch the player character running around all over the battlefield and doing everything on their own. The stupidity is most noticeable when one CannonFodder minion is surrounded by a good ten of your allies and it takes several seconds before even ''one'' of them decides to swing their weapon in the general vicinity of the enemy. Fortunately, the enemy AI is just as stupid.
*** This is one of the main reasons why every single EscortMission is loathed by players. The AI has a habit of getting distracted with every single enemy they find along the way, even if it is one that takes absolutely ''zero'' effort to kill. This means that not only do you have to babysit them so they don't get themselves killed, but also deal with every single enemy in the area because the NPC would never move forward otherwise.
*** In some Adventure Mode stages, the Ally commander will run straight to the enemy base as soon as it opens up, forcing you to forget about everything you were doing and make sure your commander doesn't get him or herself killed if you only have one character to control. This also feels like a huge kick to the groin if you were planning to rack up your KO counter in order to achieve an A rank or if you were planning to destroy the Golden Skulltula, which only appears under specific circumstances and flees after some time has passed, forcing you to play the stage from the beginning if you want it.
*** In ''Definitive Edition'', any playable character that have been commanded to target a Giant Boss will act much more aggresively than usual, spamming attacks by the dozens when normally they just strafe a little and attack once in a while. This is great against most Giant Bosses (a bit of chip damage can be added when the boss isn't vulnerable, and when they are, the damage racks up pretty quickly as long as you're also attacking). However, they still do the same thing against Gohma and Manhandla… who immediately stop showing their weak points if they're hit with something other than the item they're weak to during the vulnerability window. This makes it much more difficult and time-consuming to take them on with the AI backing you up. Having enough characters will allow you to deal damage without hitting a weak point, but it may be more effective to maneuver your playables into position manually.
* ''Franchise/{{Metroid}}'':
** ''VideoGame/Metroid1'': Green Metroids are fast but likely to lie in wait, but they also have a habit of getting caught on bits of scenery.
** ''VideoGame/MetroidIIReturnOfSamus'': There's a massive blind spot for Zeta Metroid attacks, as [[https://www.youtube.com/watch?v=tzOvZA3-Yi8&t=33s this video demonstrates]]. If Samus rolls into morph ball form and sits underneath the Zeta, its attacks won't hit Samus. This allows Samus to attack the Zeta with impunity.
** ''VideoGame/MetroidFusion'': While the X parasites in general display ArtificialBrilliance, the SA-X also has absolutely horrid looping programming, to the point where most encounters with it can be exploited for humor. Power Bombs in particular seem to completely throw its programming into an infinite loop when Samus isn't in a room needing the Power Bomb to advance. It's occasionally [[http://www.metroid2002.com/fusion/other_stupid_sa-x_series.php unable to figure out how to shoot you]] if you aren't running away full-tilt. The reason ''Metroid Dread'' was stuck in DevelopmentHell was because Sakamoto [[https://www.gameinformer.com/2021/06/17/why-metroid-dread-took-so-long-to-make wanted to avoid having the E.M.M.I. subjected to this]].
** Serris-X and [[https://www.youtube.com/watch?v=3ZX-zsU0qQ8 B.O.X]] have blind spots where they will be completely unable to hit you (Serris-X) or just stop doing anything to try and hurt you (B.O.X). B.O.X II has a similar blind spot, but it's not as foolproof since it'll still shoot at you with (easily destroyed) missiles.
** ''VideoGame/MetroidZeroMission'' is loaded with this.
*** Mooks such as Zeros will just move in a single line of sight.
*** In the stealth section, Space Pirates will raise an alarm and mercilessly chase you if they spot you. However, you can cause them to call off the alarm if you can keep them from spotting you for a short period of time (or going to a prescripted area to shake the heat). This is despite the fact that you are the one solely responsible for the destruction of their leader ''not three hours ago'' and you are now ''unarmored and vulnerable''. It's also worth noting that the shots they fire at you will kill each other if you can line them up right.
*** The alarm in the Space Pirate Mother Ship resets whenever a Space Pirate sees you, and ticks down when one doesn't. When the alarm shuts down, the Pirates immediately forget about you even if you're right next to them, as long as they're not facing you.
*** Shooting a Space Pirate with the Stun Pistol apparently also freezes it in time, because the Pirate acts completely unaware that it was frozen for a few moments, even if you walked through it.
*** Where's the safest place when fighting Ridley? Right underneath him. His hitbox doesn't extend to his feet, so they won't cause any damage to you from touching your head. Underneath him, the player can simply shoot upward into his body at point-blank range. The only danger is that he starts swinging his tail if he takes too much damage in a short amount of time, so as long as the player is methodical in their shooting, then Ridley is essentially harmless for the entire fight.
*** Metroids tend to take the shortest distance they can to reach you. They have some knowledge of the map, but if you leap to a higher balcony too quickly, the Metroid will eternally ram into the underside of it trying to get to you, at least until you head below.
*** Black Pirates have a huge amount of health and do not take any knockback from your shots… except when climbing up a wall. If Samus stands on a ledge and shoots down at the Pirates as they climb up to her, the Black Pirates will stop climbing and shoot in the opposite direction until they die.
* Enemies in ''VideoGame/RatchetAndClankUpYourArsenal'' can be briefly summarized as "utterly imbecilic". They will run over flamethrowers, don't seem to notice that they are attempting to shoot through their own allies, and generally have issues with the whole "not acting like a moron" thing.
** Not all enemies are entirely stupid, however. Some have at least ''some'' grains of sense, like hiding behind corners and leaning out to shoot you. And some, like Robo-Troopers, seem to do smart-ish things like having their front ranks kneel and fire while the second rank stands and fires.
* The Red Eyes in ''VideoGame/StarFoxAdventures''. Unlike the other enemies in the game that attack when you enter their line of sight, they are programmed to move in a set pattern and will only attack you if you enter it, even if you are right of front of them. This makes sense in context, because until you get the super ground quake, you can't hurt them.
* ''VideoGame/BatmanBegins'': The enemies with guns are programmed so that Batman can startle them by making a loud noise, which causes them to drop their guns on the ground. The idiot part comes from the fact that they make no effort to pick them back up.
* ''VideoGame/RiseOfTheTombRaider'': AI enemies are generally not particularly smart. Sometimes they won't notice if their companions suddenly vanish, nor they are particularly competent in avoiding friendly fire when throwing explosives. They won't even [[https://www.reddit.com/r/TombRaider/comments/ni4cuc/what_the_hell_ouch_what_the_hell_ouch_what_the/ wonder why there is an entire line of ambushed corpses below a rock and if it's safe to get close to check rather than sounding the alarm]].