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[[quoteright:250:[[Webcomic/BrawlInTheFamily http://static.tvtropes.org/pmwiki/pub/images/weapontriangle_7111.jpg]]]]
[[caption-width-right:250:[[VideoGame/FireEmblemAwakening Frederick]] laughs... er, ''scowls'' at your silly [[Franchise/FireEmblem Weapon Triangle]].]]

ElementalRockPaperScissors is an ''extremely'' common tactic for video games, and even outside of the {{RPG}} genre where it originated, it's one of the more common RPGElements. Whether it makes use of FireIceLightning or [[ElementalPowers The Four Elements]], or even some unique proprietary system, it's fairly common for games to make use of some "circle" of elements. Depending on the number of elements in the system, one element is weak to and strong against one other element specifically, or there are several distinct weaknesses and strengths for every set.


However, [[BossBattle Bosses]] (especially [[BonusBoss bonus]] ones) and OlympusMons don't always play by these rules. So frequently in [=RPG=]s or games with RPGElements, you'll encounter a rare {{Mon}}, spell, or other doohicky that ''doesn't'' play by the rule of ElementalRockPaperScissors. It frequently has its ''own'' unique "element," shared by no (or ''very'' few other) monsters, spells, weapons, or whatever. It belongs to an Infinity Plus One Element. Said element generally has the following traits:

* In ElementalRockPaperScissors, is resistant to (or is at least not ''weak'' to) every other element.
** Sometimes, its only weakness will be ''[[TakesOneToKillOne itself]]''.
* In the same system, is frequently ''[[FlawExploitation strong]]'' [[SuperpowerLottery against]] every other element.
* Belongs to a ''very'' small subset of the population of spells, {{Mons}}, or weapons; usually 5 or fewer.
* Is [[NintendoHard hard as sin]] [[LootDrama to get]], and usually unavailable until near [[InfinityPlusOneSword the end of the game.]] If it ''is'' [[UnusableEnemyEquipment available at all.]]
* Has a "special" symbol or color which breaks the [[ThemeNaming theme]] of the other elements.

Naturally, the ability to be strong against ''every single element'' makes these types of things more or less an intentional GameBreaker, so they're generally hidden at the end of {{Bonus Boss}}es or ThatOneSidequest. Sometimes overlaps with NonElemental, though NonElemental monsters tend more toward being [[JackOfAllStats Jacks of All Stats]] --Infinity Plus One Elementals tend to be [[MasterOfAll better at everything.]] Sometimes takes the form of an EleventhHourSuperpower. Compare ElementNumberFive, which may overlap, and ElementalTiers, where it's due to a balance mistake rather than a deliberate design.



[[folder: Anime and Manga]]

* Most continuities of ''Franchise/{{Digimon}}'' utilize a simple triangle--Vaccine beats Virus, Virus beats Data, and Data has higher average stats than the other two (effectively beating Vaccine by default.) However, ''Anime/DigimonTamers'' introduces as its final villain a being that doesn't fit any of the three types because it's not a Digimon at all, and is strong against them all. The protagonists wind up having to change the type designation of their own Digimon in order to fight it properly.
** ''Anime/DigimonFrontier'' has heroes and villains that correspond to the Ten Legendary Warriors, a group of Digimon that are based on ElementalPowers. The season finale has the Warriors' combined form, Susanoomon, which incorporates a stylized Kanji for [[HolyHandGrenade "heaven" or "sky"]] the same way that several of the Warriors incorporate the Kanji for their respective elements.
* Played with in ''Anime/YuGiOh''. The Egyptian God Cards (and in the [[Anime/YuGiOh5Ds 5D's]] anime, the [[Myth/NorseMythology Aesir]]) are DIVINE-Attribute and Divine Beast-Type, which more reflects on their status as PhysicalGods than conferring any innate gameplay benefit. In fact, even though the Egyptian God Cards now have official tournament-legal counterparts, they're not very playable ''because'' of their unique Attribute and Type, which means they have ''no'' support whatsoever (unless you count [[{{God}} Horakhty the Creator of Light]], a [[InstantWinCondition game winner]] which can only be summoned by Tributing the three).
* The Sky Flame from ''Anime/KatekyoHitmanReborn''. Of the [[spoiler: original]] seven Dying Will Flames, the fewest people can produce Sky Flames, and those that do [[BornWinner usually go on to become leaders and Bosses]]. It can also [[SkeletonKey open any Box Weapon]], and can use its Harmonization property to [[AllYourPowersCombined fuse with other Flames]], which is the principle behind Xanxus's Flame of Wrath[[labelnote:*]]Sky + Storm[[/labelnote]] and [[spoiler:the Oath Flame[[labelnote:*]]Sky + Earth[[/labelnote]]]].


[[folder: Literature]]
* In Victoria Hanley's ''The Light Of The Oracle'', being [[BlowYouAway air-chosen]] (which, [[TheChosenOne of course, the protagonist is]]) counts as this. Most other oracles are chosen by various birds, with [[AnimalMotifs their patron bird]] determining the [[SuperpowerLottery power]] they get. (For example, swan-chosen are TheBeastmaster, and [[DarkIsEvil vulture-chosen]] can put curses on people.) However, the novel being a [[ClicheStorm simple]] one, we get no context or detail on said power other than that it is uber-rare and much stronger than all the other powers. Oh, and that simply having it makes the protagonist [[MarySue special]] and [[StoryBreakerPower a threat to oracles much older and more experienced than her.]]

[[folder: Tabletop Games ]]

* ''TabletopGame/DungeonsAndDragons'' tends to do this with certain spells.
** There are very few enemies who can resist sonic damage, and many are vulnerable. Wizard/Sorcerer sonic spells deal less damage than fire/cold/lightning counterparts.
*** Sonic and acid damage in Edition 3.5 were so useful as a means of bypassing damage resistance that the Archmage class' ability to swap elemental types about was considered very powerful even when it cost them one of their most powerful spells.
** Force. Magic Missile is a BoringButPractical staple spell that deals force damage. Forcecage and Wall of Force are basically unbreakable barriers unless you carry a specific counterspell. Even better, Force spells deal with those pesky incorporeal creatures.
** Damage from "divine power" is explicitly not resistable by anything. Unfortunately there is almost no means of dealing it except feats that convert only half of a spell's damage to divine. As this results in a net gain of zero damage unless the target's energy resistance would have soaked over 50% of the spell's base damage, or [[TooDumbToLive the caster is using a spell the creature is 50% resistant or immune to]], it's mostly SchmuckBait.
** Some abilities exist to convert a particular element into an Infinity Plus One Element which cannot be resisted, the most common of which convert your Fire spells into {{Hellfire}}.
** A handful of other spells such as Bebilith's Claw forget to actually specify what type of damage they deal, which should imply they have no type and as such are not resistible by anything. Force's ability to negate incorporeality is potentially still more useful, though.
* Universal spells/creatures/relics in ''MagiNation.'' All Magi can use them without extra cost, all Magi can use Universal relics, and they tend to be pretty powerful, too. As you can imagine, actual Universal ''Magi'' (who can use ''everything'') are really, ''really'' rare--and all promotional, to boot.
** Let's put it this way: the single most famous hero in the setting, Rajye, is Universal.
* Biolith in ''Eye of Judgment''.
* Sunburst in ''Chaotix''.
* Void and Demon Chi in ''WeaponsOfTheGods''.


[[folder: Video Games ]]

* ''Franchise/{{Pokemon}}'' has had several throughout its existence:
** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter which starter you picked you were at a disadvantage. Add to it, there was only one dragon type family and only the FinalBoss used them. (Until at least the TrueFinalBoss / TheRival was revealed.) Throughout the series a number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. As new games were introduced, dragons became more and more commonplace (though they generally weren't encountered until midway through the games) and came to a head in [[VideoGame/PokemonBlackAndWhite Gen V]] where dragons were edging into GameBreaker territory by virtue of most Dragon-types being a solid choice regardless of power level (even "lower tier" monsters like Druddigon were powerful by virtue of being a Dragon-type). It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.
** Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak, and [[GameBreakingBug Ghost was actually ineffective against Psychic due to an error]]. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
** In competitive play, Normal types ruled Gen I. Since Fighting moves were basically nonexistent in competitive matches, Normal types had no weaknesses to worry about, got a massive variety of attacks, and could abuse the strongest attack in the game (at the time): Hyper Beam, which in Gen I didn't need a recharge turn if you knocked out an enemy with it.
** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StandardStatusEffects status effect]], including the [[UpToEleven "toxic"]] variant. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
** ''VideoGame/PokemonXD'' only - [[TheCorruption Shadow power]] is explicitly this on an offensive level. Shadow moves aren't very effective on Shadow Pokemon (the only Pokemon that can use Shadow moves), but super-effective against ''everything else!'' Due to Shadow Pokemon being exclusive to Cipher and its affiliates, not a soul outside of Orre is aware of this. [[TheDarkArts Maybe it's better that way.]]
* In ''VideoGame/LilMonster'', the "Star" element is one of these--it breaks the card suit theme of the other "elements." Only one {{Mon}}, the FinalBoss, is Star-type naturally, but it drops a gem that will turn your monster Star-typed, making it strong against all suits.
* The Boss-types in ''VideoGame/DragonQuestMonsters'' games--they're hard to breed, and resistant to most magic types. They also have fast-growing stats. But be warned! Getting even the ''first'' one (the basic Dragonlord) is [[ThatOneSidequest a timesink and a half.]]
* In ''VideoGame/FossilFighters'', OlympusMons Frigisaur and Ignosaur [[spoiler: and Guhnash, the final boss]] have a special black "Legendary" element no other types have. They're resistant to most attack types. The sequel, ''Fossil Fighters Champions,'' introduces five new Legendary mons in the form of [[spoiler: the [[NinjaPirateZombieRobot Zombiesaurs]], which includes the final boss, Zongazonga]].
* ''VideoGame/EternalDarkness''. Mantorok-aligned spells. The other three ancients had a clearly defined ElementalRockPaperScissors deal going on. Mantorok's rune was hidden in a secret area halfway through the game, and casting your spells with it had some very game-breaking effects such as [[spoiler:turning your character completely invisible]] or, even better, [[spoiler:giving you a constant regeneration effect for ALL of your vital stats at once via the Magick Pool spell]].
** According to the plot, the as-of-yet-unrevealed yellow ancient is this, as it can counter all four of the others.
* ''VideoGame/FinalFantasyCrystalChronicles'' example: The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.
** Though it does come with the cost of not granting the bonus immunities that the base elements did.
* The ''Franchise/{{Disgaea}}'' series generally has 3 elements - Fire, Ice and Wind - with every enemy having varied weaknesses and resistances to each. And then there's the 'Star' Element, which nobody resists or are weak to. It's not quite the same as being a [[NonElemental 'neutral']] type, though, since there are enemies that will resist non-type damage (and quite well, at that), but nobody resists Star. Star-type spells are very useful against bosses in particular, since they tend to be resistant to all elements, and have high physical defense...
* The Bulbmin in ''VideoGame/{{Pikmin}} 2'' are resistant to ''all'' overworld hazards, instead of just the standard one the rest of the colored Pikmin are. The game {{nerf}}s them, however, by making it so you can't take them out of the dungeon you find them in.
* ''VideoGame/WorldOfWarcraft'' has its magic attacks split to schools by damage type. There's fire, frost, nature, arcane and shadow. While no enemy is really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy damage has no resistance score. To compensate for this, holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.
* ''VideoGame/WarcraftIII'' also had chaos damage, which ignored all resistances and damage reduction effects. This was mostly exclusive to the Burning Legion however, and the only unit players got to control (outside of the single-player campaign) that did chaos damage was the summonable Infernal and the Demon Hunter's [[OneWingedAngel ultimate form]], both of which only lasted a limited time. (The expansion adds a Pit Lord hero that can summon a Doom Guard, which also deals chaos damage much like the Infernal).
** Don't forget about the campaign-only Divine armor type used by some bosses. Whoever has it is invulnerable to everything except chaos damage. When it appears, either the boss in question isn't supposed to be killed or (in one instance) something else is needed to gain the ability to kill it; so yes, Divine armor is a honest-to-God PlotArmor.
* "Shadow" element in ''VideoGame/AzureDreams.'' Belongs only to the legendary monster that becomes available in the epilogue. It is denoted by a picture of a triad containing the three conventional elements that apply to every other monster in the game. Technically, it is neither strong nor weak against anything, but its only spells are ridiculously overpowered, rendering you invulnerable or allowing you to autokill enemies of any strength.
* ''VideoGame/CityOfHeroes'' has "electrolytic" damage that is only dealt by one particular end-boss.
** Psionic damage used to be this. Very few armors or defenses protected against it, [[NighInvulnerable Invincibility]] toons were ''weak'' to it, and it carries all sorts of StandardStatusEffects to disable Defenders. New armors and defenses protect against Psionic attacks, and Defenders have powers to resist status effects in general.
*** Toxic damage used to be an enemy-only damage type (and pretty rare, to boot), but there was ''nothing'' in the game that provided any protection from it, much like electrolytic damage. This changed fairly early in the game's run, when Toxic damage was added to the Spines power set's attacks, and Toxic Resistance was added to a large number of defensive and support powers. And even with that change, there was still no power that grants Defense ([=CoH's=] dodge chance) against Toxic damage (at least not specifically). (This was due to a coding problem, not by design.)
** The Void Hunters used to deal special "Nictus" damage, which (in addition to being super effective against Kheldians) was also impossible to resist. It was eventually replaced with the already established Negative Energy damage, allowing non-kheldians to resist it normally.
* ''Manga/{{Bleach}} 3rd Phantom'' has bosses using an "All" element, which behaves like this.
* A BonusBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
** The Alexander materia is the only [[HolyHandGrenade holy elemental]] attack available in the entire game, and is also [[GuideDangIt difficult to find]].
* Entering Fury mode in ''VideoGame/TheLegendOfSpyro: Dawn of the Dragon'' allows both Spyro and Cynder to use a special "Fury Flame" BreathWeapon. It has no particular element, and does a ''lot'' of damage to the [[BonusBoss Elite Enemies]] specifically.
* Similar but not identical: In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the BonusBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** Zodiark, representing the thirteenth zodiac symbol, also shows up in ''VideoGame/FinalFantasyXII'' and its sequel.''VideoGame/FinalFantasyXIIRevenantWings''. They don't have the same gameplay effect there, though.
** ''VideoGame/FinalFantasyXII'' features the Scathe spell, a non-elemental KamehameHadouken attack that usually deals close to the damage cap, even without Faith status. It has a high mana cost and medium cast time, but with skills like Warmage (gain MP from dealing magic damage) and Channeling (reduce casting time by 10%, stackable), you can offset it and turn it from AwesomeButImpractical to GameBreaker. Certain bosses that put up physical damage palings and absorb elemental damage require this to be beaten.
* Most ''Franchise/FinalFantasy'' games have a "[[HolyHandGrenade holy]]" element that works like this. Generally speaking next to nothing will resist, absorb, or be immune to it, a number of enemies will be weak to it, and it'll only be available through a end-game spell, one or two summons, and maybe an InfinityPlusOneSword.
** One notable exception is ''VideoGame/FinalFantasyIV''. After he becomes a Paladin, quite a few of Cecil's weapons have the Holy element to them. Likewise, the Holy spell returns and forms most of the offensive output of the WhiteMagicianGirl, and even the BlackMagicianGirl can get in on the sacred action with her Dragon [[SummonMagic summon]], stronger than most of her other elemental summons and available once she permanently joins the party. Holy-elemental arrows for the bow users are available very early on, and even TheLancer finds himself with a holy spear as well. Even the ninja has access to the Throw command, so he can just chuck the spears, knives, and swords that the other party members aren't using anymore, sometimes for massive damage since ThrowingYourSwordAlwaysWorks.
** Most FF games also feature the "Ultima" spell, which often deals the Damage {{Cap}} on casting. Like Holy, it's an end-game spell, but there are no known examples of Ultima-resistant monsters. Its prodigious power is often offset by a [[AwesomeButImpractical ridiculous mana cost]].
* In ''VideoGame/FinalFantasyXI'', all elements follow ElementalRockPaperScissors, but the ''distribution'' of elemental spells and abilities is highly skewed. Light and Darkness-elemental abilities that ''actually deal damage'' are rare among players, as per typical Final Fantasy thoroughfare.
** Perhaps the best example of this trope would come in the form of skillchain properties. As skillchains increase in level, they take on more elements and become more devastating. The ultimate skillchain, Cosmic Elucidation, represents all 8 elements simultaneously, hits for a substantial amount of damage, and is only wielded by one boss in the entire game. It ''currently'' cannot be executed by players. It also has an additional effect of ejecting your party from the fight, resulting in an automatic loss.
* In ''Franchise/FireEmblem'', while dark magic always factors into ElementalRockPaperScissors, it is the most damaging form of magic, and very few playable units can use it. Especially in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.
** While rarity is certainly a point, dark magic is only the most powerful in terms of brute force, taking the same place in the [[ElementalRockPaperScissors magic triangle]] as axes do in the [[TacticalRockPaperScissors weapons triangle]], strongest in terms of brute force, but slow and heavy, being weak against the faster but weaker light magic/swords and strong against the average anima magic/spears.
** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' has Fire, Wind, and Thunder as the three rock-paper-scissor elements that make up the magic triangle. However, it also has the rare Light and Dark elements, which beat all 3 common elements and are neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes are enemy-exclusive.
** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and Light magic no longer exists. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Lightning is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Darkness is powerful but inaccurate, like Lightning, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using Tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is treated as a Wind tome, even though it was a Light tome in past games and in this game it has anti-dragon properties instead of just anti-flying. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 element too.
* ''VideoGame/DinosaurKing'' has the Secret element. Unlike the other elemental types, they don't tend towards any specific dinosaur group, and have diverse powers (Eoraptor, for example, can use every move card). Eoraptor is the reward for obtaining the 72 main dinosaurs, the others are not available outside of hacking or special events.
* ''VideoGame/YggdraUnion'' has this in spades. So, [[TacticalRockPaperScissors swords beat axes, which beats spears, which beat swords. All three of these weapons beat bows, bows beat magic, and magic beats these three weapons.]] ...and the BigBad has [[GameBreaker SCYTHES]], which are strong against the three main weapons and weak against NOTHING. Before you ask, yes, only he can use them.
** Except in the PSP remake, where you can recruit [[OptionalPartyMember a sweet little housewife with a gardening scythe.]] [[BadassNormal SHE IS JUST AS STRONG AS DRAGON RIDERS.]]
** Don't forget Durant and his pet dragon! He can upgrade to Gulcasa's class, too, with it. [[GameBreaker So guess what happens to other enemy units in the game?]]
* ''VideoGame/KingdomOfLoathing'' has three: Slime in the Clan BonusDungeon The Slime Tube, and has a bunch of items in the Tube that affect slime. There's also Shadow, used by your shadow, which is damage immune but [[ReviveKillsZombie takes damage when you heal yourself.]] Then there is finally Bad Spelling, which take damage when you [[GoodHurtsEvil read the dictionary to them.]]
* ''VideoGame/TheLegendOfDragoon'' has two of these. One is literally Non-Elemental, which is neutral to everything and exists mainly in item form, except for [[EleventhHourSuperpower one battle]]. The other is Thunder, which is also neutral to everything, but has a Dragoon associated with it by the end of Disc One.
* ''VideoGame/AlterAILA'' has a somewhat different ElementalRockPaperScissors with its normal/fire/electric weapons. Nominally, everything should be slightly weak to the fourth element "Psi," though it doesn't work out that way in practice. [[spoiler:Each character's secret final weapon appears to be a fifth element ("laser," perhaps) that nothing resists.]]
* The ''VideoGame/{{Disciples}}'' line of games has the standard elements (Fire, Earth, Water, Air, Physical, Mind), and various creatures have resistances to each of these. There are 2 more elements however. Death is an Infinity-Plus-Or-Minus-One element. It's only available to 1 of the factions, which is almost entirely Undead, and thus immune to Death attacks, the Minus-One comes in when you have Undead vs. Undead fights where it's worthless. There is NOTHING immune to the last element Life, and only the capital guardians and the odd campaign boss use it. (The healing units technically use Life, but they heal your guys, they can't cause any damage)
* The later ''Franchise/{{Castlevania}}'' games can be like this with the Holy/Light elemental. It's not that it is broken in and in itself, considering it depends almost entirely on the enemies you fight and some DO resist it, it's that over half of the enemies ARE weak to it. In the [[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow games]], Holy damage is also pretty uncommon for Soma to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.
* ''VideoGame/LuminousArc2'' has [[spoiler: the silver element]], which universally resists everything.
* In ''VideoGame/EpicBattleFantasy'', Bomb is this in the third game. There are huge stretches of the game where almost every enemy is weak to it, and almost nothing actually resists it except a few fire enemies; most importantly it is the weakness of every clay and golem enemy, who otherwise rarely match in the elements they aren't immune to, and all three monoliths, which each are immune to all but two or three types. Lance gets two bomb weapons and two bomb specials regardless of weapon, and they'd all be solid choices even without the element. In the hands of enemies it's nothing special, except that only four items resist it and it can be hard to recognize.
* In ''Vattroller X'', the weapons owned by the [[GuestFighter guest characters]] have no type. This means that once you [[GuideDangIt insert their passwords]] [[DoubleUnlock and buy them]], you can equip them as soon as possible, especially because save slots share equipments.
* ''VideoGame/{{Angband}}'' has quite a few powerful elemental types, such as Time, Gravity, Nexus, Chaos, and Nether. However the crowning example would be Mana, which unlike the others cannot be resisted.
* ''VideoGame/GloryOfHeracles'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.
* ''VideoGame/SuperRobotWars'' generally classifies attacks as Physical Blade/[[LaserBlade Energy Blade]]/[[FrickingLaserBeams Beam]]/[[KineticWeaponsAreJustBetter Bullet]]/Missile/[[AttackDrone Remote]], with some units having abilities which can block attacks of a certain type (such as jamming or reflective armour). However, it sometimes gives Anime/{{Dancougar}}'s attacks the unique "Beast" type which bypasses all such abilities.
* ''VideoGame/MonsterHunter'':
** Before ''3 Ultimate'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''4'' renamed it to the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.
* ''[[VideoGame/InfinityBlade Infinity Blade II's]]'' Holy element (separate from its Light element, funnily enough) does not have a separate resistance associated with it. The only resistance offered against Holy is provided by Prism Defense.
* The ''Franchise/ShinMegamiTensei'' series has the Almighty element. Partial resistance is extremely rare on enemies and available to the player only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost.
** Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main character to use since he gets a unique passive skill late in the game that grants all of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.
* In ''VideoGame/EtrianOdyssey'' a select few powerful attacks and {{Limit Break}}s deal "[[NonElemental untyped]]" damage, which cannot be resisted by any means. In a ShoutOut to its fellow Atlus franchise, this is sometimes referred to as Almighty.
* The "Stasis" element ''used'' to be this to a T for the ''WesternAnimation/{{Wakfu}}'' MMORPG, because no enemy had resistances to it (except bosses, to prevent Game Breaker status). "Stasis" is the essence of destruction and the opposite of Wakfu (the essence of life and growth), so it was only used by the Foggernaut, steam-powered robots who could shoot lasers of Stasis. Only six of the Foggernaut's attacks could cause Stasis damage, and the Foggernaut had no way to gain elemental mastery for Stasis like other elements, so the spells themselves were beefed up to compensate. As of writing, the Foggernaut's Stasis abilities have been revised, and now automatically target the enemies' weakest defense, and the Foggernaut gains mastery equal to the average mastery of his/her other elements. Considering enemies still have no specific resistance to it and ''all'' of the attacks add ''negative'' Stasis resistance to their targets, even the revision fits this trope.
* Light-type was this in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, and many were outright weak to it. Light-type Denpas also had no weaknesses; only a resistance to the enemy-exclusive Dark type. In the following games, however, Light was {{nerf}}ed to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and [[UnusableEnemyEquipment Dark was no longer enemy-exclusive.]]
* The Light element in ''VideoGame/ChildOfLight'', which is not resisted by any enemy and there a quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].
* Some of the earlier ''Franchise/YuGiOh'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters and a few other rare ones (and in games that include them, the Egyptian God Cards) had the "Divine" attribute that put them outside of the cycle, preventing them from being arbitrarily destroyed.
* The online RPG ''VideoGame/AdventureQuest'' has Element X as well as Void. Element X and Void damage each ignore the target's resistances to the eight main elements. Perhaps subverted in that Void-element monsters are typically weak against all of said eight elements.
** Its {{prequel}} AlternateContinuity ''[[VideoGame/{{Dragonfable}} [=DragonFable=]]]'' has a few of these, all of which focus more on a lack of weaknesses/resistances than being strong against anything: There's Void, Harm, Good, and [[ArsonMurderAndJaywalking Bacon]]. Yes, ''[[EdibleBludgeon Bacon]]'' is an element.
* ''VideoGame/RuneScape'' includes a combat triangle that states melee is strong to range, range to magic, and magic to melee. This transfers over to style armours in the form of rather large resistances to the opposing style while a glaring weakness exists for the others; certain high-end boss monsters have been given essentially an "all" damage type which ignores the armour bonuses making the triangle fairly moot.
* ''VideoGame/StarWarsGalaxies'' had the "lightsaber" damage typing (which nothing resisted) and a runner up in stun damage for [=PvP=] (which could be resisted, but at far lower rates than the more common damage typings like Energy or Kinetic).
* ''VideoGame/{{Warframe}}'' features Finisher damage, which suffers no drawbacks against any health type and outright [[ArmorPiercingAttack ignores armor and shields]]. Fittingly, it's the rarest damage type in the game; it can't be added to weapons with mods, and it only comes from [[ExactlyWhatItSaysOnTheTin Finisher attacks]], Slash procs, and a handful of Warframe powers. It also doesn't have any status effects of its own.
* Zigzagged in ''Videogame/PathOfExile'' with chaos damage. Its only direct benefit is that it ignores energy shield (which most enemies don't have anyway) and deals damage directly to an enemy's health, and it doesn't apply status effects like elemental damage. However, it has the immense endgame advantage that there aren't any effects that [[AttackReflector reflect]] chaos damage, which given a players comparative health and damage output can often result in near-instant death if a reflecting enemy is encountered unexpectedly. To counteract this chaos damage has far fewer ways to penetrate the resistance of the few enemies that do resist it, gems good for supporting chaos spells often have an attached drawback, and most chaos spells are awkward to use. There are also a couple of way to get supplemental chaos damage, namely chaos damage conversion and poison, which deals chaos damage over time based on base physical and chaos damage.
* In ''VideoGame/{{Diablo}}'', the "magic" element (as distinct from fire and lightning spells) is this in the lore, but ''not'' in the game - enemies can resist or be immune to magic and still vulnerable to the elements, and this is a very common scenario due to the existence of a magic damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefullyOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances and always hits.
** ''VideoGame/{{Diablo II}}'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack for bosses.
* In ''VideoGame/TheElderScrollsVSkyrim'':
** The Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is "bleed" damage from weapons which is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.
* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time. What's even better: No enemy in the entire game inflicts bleed damage by default. The only times you might find yourself exposed to it are the rare instances of some legendary baddy turning the legendary Bleeding weapon they're carrying on the player character.
* ''VideoGame/SpellforceIII'' has a basic set of five physical and four elemental damage types, each with its corresponding resistance attached. And then there's "pure damage", an unaligned element that appears to ignore any and all resistances. Only a few high-level abilities, some rare and powerful monsters, and two top-tier defence towers use it, all of which have very powerful attacks by default, so being hit by any of them hurts. ''A lot''.

[[folder: Western Animation]]
* ''WesternAnimation/AvatarTheLastAirbender'':
** The ElementalPowers of Water, Earth, Fire, and Air as the only things that could be bended, other bending arts were simply adaptations of one of the four (Plant and Blood bending were just bending the water that are contained in those, metalbending uses the minerals contained in the imperfections of the metal...). However, the last episode introduced Energy Bending which the Aang came up with as a way of not killing the BigBad after having a conversation with a lion-turtle the size of an island.
** Airbending itself counts, as the limited number of airbenders means no one is prepared for enemies that can fly and turn the very atmosphere against you [[spoiler:and as the Earth Queen found out, remove the air from your lungs]]. Perhaps best demonstrated in Season Three of ''WesternAnimation/TheLegendOfKorra'', when the nonbender Zaheer suddenly gets airbender powers (admittedly, no one would have seen that coming) to easily escape his TailorMadePrison.