Boring But Practical / Other Media

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     Anime and Manga 
  • Although Naruto makes extensive use of all two of his advanced jutsu, he's ended most of his fights in the entire series thus far by just punching the guy. In some cases, this was necessitated by him using up most of his chakra using his advanced jutsu.
    • There's also Shikamaru's shadow manipulation jutsu, which never changes its basic function throughout the series (ensnaring and controlling people with their shadows), yet Shikamaru uses it efficiently and in a variety of methods. Overall, he's definitely a boring fighter, but far more practical at getting the job done than many others.
      • Though for the first half of the series his technique is really more boring but useless. It requires him to be motionless to use. It requires shadows to move through (meaning both that his technique is dependent on the environment and that it's easy for an enemy to see it coming). He's stuck making the same motions his enemy does even if he catches the enemy, and even if all that fall into place perfectly, the enemy could potentially just flat out be strong enough to over power it. He compares how useless his ability is with how it took him several episodes of constant planning and tactics to still fail with the technique, while Temari won with a single move.
    • This is also why Kakashi has been Over Shadowed By Awesome. His signature skill is an electricity fueled punch in a series with Reality Warping, unquenchable black flames and giant monsters almost literally made of pure energy. His approach to summoning is a perfect example. Most people summon massive creatures to fight for them, Kakashi summons hunting hounds, who are much more useful for a ninja in most situations.
    • Kunai are excessively boring, compared to the high powered pseudo-magic jutsus. Still, stabbing a guy is a great way to mess up his day.
    • Tsunade is incredibly dull compared to other S-rank ninja who almost all use immensely impressive ninjutsu to fight. Instead, she uses Super Strength and a Healing Factor which make her physically stronger than anyone else and capable of tanking nearly any attack respectively.
  • Bleach has Ichigo, who in a world where shikais and bankais give elemental abilities to weapons, turn them into entirely different weapons, summon giant poison baby familiars, win most fights by simply slashing and shooting blasts with varying levels of power.
    • Kenpachi Zaraki is a beast who relies on brute force but his ace in the hole is to hold his sword with two hands and swing normally.
    • Hanataro's zanpakuto is useless for fighting, but its ability to heal any wound it "slashes" makes it the perfect medical device. Course, this summarizes Hanataro's boring yet greatly underappreciated character; not a fighter in any form of the word, yet one of the best healers in the Gotei 13. For example, he was the one who brought Renji back to full form after the latter was beaten and nearly torn apart by Byakuya several times over.
      • Sure, Hanataro is an amazing healer, but he only did the patch up work after Byakuya ripped Renji in half. He outright says that some one else (his Captain, Retsu Unohana) did most of the work.
    • Gin Ichimaru's bankai is this. His sword at basic can hit you from a distance. His bankai upgrades this to roughly 13 km, and extend/ contract at near hypersonic speeds, making it essentially a handheld railgun/sniper rifle combo. Lastly, he later reveals that it has a cell-destroying poison that WILL dissolve on verbal command. To top it off, given his tendency to outright lie or omit details about his powers, then he can win virtually any battle easily by nicking you once.
    • Yamamoto's bankai, Zanka No Tachi. Far from the most visually impressive bankai in the series, but with destructive power far beyond what most are capable of, even with just its passive abilities.
    • For the characters of any race in general, their natural ability is this. Certainly, Shinigami and Quincy have various powerful spells at their disposal, but a number of them require incantations and/or preparation to cast at full power, which leaves such spells as Awesome, but Impractical if you aren't a master at using them. On the other hand, a person's natural ability (Zanpakuto or Schrift) is generally their first resort in battle, and the most effective one in an intense battle where the time to prepare spells doesn't exist.
  • The Taiyouken/Solar Flare technique from Dragon Ball. It's the most generally useful technique in the entire story because it doesn't rely on power levels. If the Z-Fighters were more pragmatic a whole lot of story arcs would be a whole lot shorter.
  • Most Holyland fights end after the second or third exchange and a character (Izawa) constantly reminds everyone else that basic movements are the best option; he claims that he doesn't do it because it looks cool, but because it's the safest way to go. Also, there's a fight that Yuu wins by using only left straights because his opponent was bigger, stronger and had longer reach than him, so using anything but a left straight would be too dangerous. A character even complains about this because he was expecting more from the fight.
  • Mazinger Z:
    • Mazinger's Photon Beams are one of the most boring weapons of the titular Humongous Mecha, lacking from the inherent visual awesomeness and raw power of the Rocket Punch, the Breast Fire or the Rust Hurricane. However it is Mazinger-Z's most used weapon in the series. Why? Because they are powerful enough to have the work done, cost-efficient and can be shot many times in quick sucession (Kouji can't use Mazinger's Finishing Moves recklessly because they overheat his robot and consume a lot of energy). Also, in the original manga Kouji dealt with the enemy by punching it and kicking it and using a weapon to finish it more often than not. Less spectacular? Certainly. Effective, regardles? Definitely.
    • In one episode Kouji could not use Mazinger-Z since the Pilder was destroyed. So he destroyed one of the Mechanical Monsters of Archduke Gorgon by planting landmines and luring it to step on them. Not so impressive like a giant robot, but effective.
  • In the same vein that the Mazinger Z example, the various vulcan cannons in the Gundam metaseries. They're too weak to completely defeat an enemy mobile suit, but their primary purpose is shooting down enemy aircraft and missiles, which conserves ammunition for stronger targets.
    • One rare case where the vulcans DO work is in After War Gundam X, where one of the Mecha of the Week is the very definition of Fragile Speedster, literally shedding everything except the parts that were absolutely necessary to operate in order to give it incredible running speed. Garrod couldn't hit it with his beam rifle, but his vulcans tore through it like paper.
    • Nine times out of ten, the Earth-based factions tend to run on this trope, keeping to one type of Mobile Suit and giving it different variants over the flashier suits that are spat out by those in space. Of note are the GMs of Mobile Suit Gundam and the GN-Xs of Mobile Suit Gundam 00. The GM is the original mass-produced version of the Gundam and variants of it exist all the way to at least the era of Mobile Suit Gundam: Char's Counterattack. Even the Jegan, introduced in that movie, is derived from the GM. They have no transformation gimmicks or heavy weaponry or built for Newtypes; they're just normal Mobile Suits with standardized weaponry. The GN-X were essentially the Earth forces' means to catch up with Celestial Being's Gundams, even if their power source was an incomplete version of what the Gundams used. By the time of Gundam 00: A Wakening of the Trailblazer, they've gone up to a GN-X IV and most of those are just refurbished GN-X units that made it all the way to that state.
    • Gundam Build Fighters and Gundam Build Fighters Try go out of its way to avert this trope. As Meijin Kawaguchi III proclaims, Gunpla is freedom. People who hold back and keep with the confines of their Gunpla's canon tend to be ran over by those who go above and beyond. It could be something as simple as mixing canons like the Amethyst Victory Gundam, using the Sword Impulse Gundam's weaponry, mixing genres like the Tryon 3, a ZZ Gundam remade into a Super Robot, or going completely out of the box, like Sei's RG System.
  • Soul Eater: Black Star and Mifune deciding to finish their final fight on even ground as swordsmen (just ordinary katana, or as close as Tsubaki could make herself) makes for one of the best and worst moments in the series.
  • The advice of Gavrill from Franken Fran for the school students is a combination of this, Brutal Honesty, and Family-Unfriendly Aesop.
    Gavrill: (to a gonky boy) You wanna be popular with the girls? Get plastic surgery and transfer to another school. Also, practice talking to people a lot. And if you need to, lie to women or buy them off with money.
  • Most of the main characters of the Lyrical Nanoha franchise use transforming weapons with built-in A.I. (of various levels of sophistication) called Intelligent Devices. However, most mages in the universe of the series instead use Storage Devices, which have no A.I. and are limited to only one active form and one inactive form, but apparently process magic faster.
  • In Saki, Miharu is implied to have an ability like this in the PSP game, enabling her to sense which of her tiles are dangerous to discard, which doesn't help her win hands but prevents her from playing into anyone else's. As such, she only loses 1,200 points in the sergeant round of the prefectural finals, less points than any of her other opponents, and enables her school to keep first place for the moment.
    • Nodoka lacks any special powers or awareness of other people's powers and therefore rarely gets substantial wins. She makes up for it by winning a lot of hands and not letting people get wins off her discards.
  • This trope is applied to jobs in Zatch Bell!. When a class of students is asked what kind of careers they want, most chose glamorous jobs like being an actor or an athlete, with Noguchi (who wants to be a salaryman) being mocked for a lack of imagination. Their teacher reminds them that for the glamorous careers, your time in the spotlight will eventually end and then you will have no job security. For people who want to raise a family, the stable, secure job of an office drone is a much better way to go, with benefits like a health plan and a pension making things easier for you in the long run.
  • The Kuromorimine Women's College Sensha-Do team in Girls und Panzer. Kuromorimine lacks both flashy tricks and individual genius tankers. However, while Germanic Efficiency, iron-clad discipline, excellent formation drill and a few unremarkable but well-performing late-gen AFVs may be boring to watch, they are murder on the field. That is, until they realise they have to start taking Oarai seriously, and pull out ALL the stops.
  • Zenji Marui in Shokugeki no Soma is, according to most of the characters, a boring chef. Most of the time he easily collapses under pressure, tires easily, and lacks the amount of stamina that other characters have. However, he makes up for this by simply studying a lot about cooking techniques and various dishes that would be long forgotten by the other characters. The fruits of his studying finally showed during the Autumn Election when he scored 88 points, surpassing even Mito Ikumi, an established strong contender for the Autumn Election. The victory was short lived however when Subaru Mimasaka surpassed him in the end.
  • Xellos' favorite attack pattern is launching a Flechette Storm using small black pins. Not very powerful, as Valgaav in Slayers TRY could tank it without much injury. The problems are, it's hideously quick, hard to avoid, and infinitely repeatable, resulting in Valgaav eventually succumbing to multiple application of this.
    Xellos: If you can't hit me with big attacks, there's no point in fighting. However... small attacks can hurt if they are repeated several times!

    Board Games 
  • The standard "Warrior" class in most tabletop RP Gs such as Dungeons & Dragons is this: while its choice of attacks is limited in variety with the exception of applying certain modifiers to their regular attacks, their capability to equip strong weapons and armor and high Hit Points means they will be welcome in any party for their useful ability to tank and deal physical damage. They often balance out the fact they don't gain special powers or spells with the advantage of learning more Feats than other classes.
  • In Chess, most people will try to learn the flashy openings and glitzy combo attacks, but the tactics of piece exchange should come in second place to the logistic considerations of controlling board space. It sounds boring, but it pays to know when to crack open the defense of a turtling player or to suffocate an aggressive attacker with a locked pawn center.
  • In Go, there are dozens of standard sequences called joseki, i.e. "best move". Playing them out according to the standard may seem boring to a junior player, but the reason they became standard in the first place is that they provide both sides with usable structures and "fair share" of the area where it is played.
  • In Monopoly a fairly common tactic amongst experienced players is to buy up the (light) purple, orange, and red properties. While they are far less impressive than Park Place and Boardwalk, they are the most commonly landed on properties in the entire game.
  • In Risk, Australia is the continent of choice for many veterans for locking down early then slowly amassing the 2 reinforcements per round. It requires the player to play the waiting game while others battle it out but by the time the inevitable bloodbath for Asia is over, other players will be severely weakened... and vulnerable to the massive army about to backdoor it.
  • In Poker, sneaky check-raise traps, big risky bluffs, and hero-calling a suspected bluffer are all big fun moves... but the most reliable way to build your stack, especially against middling opposition, is to fold a lot, make small-to-medium-sized bets to take the blinds and antes when you're in position and no one else seems particularly interested in them, and save your big plays for when you've got a very strong hand.

    Comic Books 
  • Of the superhero world, the Flying Brick archetype, for simple reasons. They can get there fast, and they can hit hard, but unless they have an otherwise amazing gimmick, they won't be as popular as the Badass Normal or the guy with the Green Lantern Ring, but they're effective at what they do, and usually make great leaders.
    • The poster child of this in American comics would probably be Superman. Because he has many different abilities and tends to gain new ones when the plot demands it, it may be hard to make a real threat he can't handle. While it renders him somewhat boring to some, he's still one of the most effective heroes in his universe.
  • Cyclops of the X-Men is often made fun of for not having an interesting personality (Socially Inept and approaches everything from a soldier-like mentality), and his only power is that he can shoot beams from his eyes (and not heat beams but beams which are more like solid force. In other words, he shoots punches out of his eyes), which naturally doesn't rank him high on popularity charts. However, as his power comes from his eyes, it means that, no matter what, he will always hit his target if he can see them, and because of his personality, he's trained his body to be an expert martial artist (meaning that, without his powers, he's essentially Batman without a utility belt or any hangups about guns, which serves well when he's left without his powers), and he's one of the most talented field leaders and strategists in the Marvel Universe, making him perfect to lead any group of heroes when out in the field. He might not be enough to sell an ongoing comic strip without a great writer involved, but if you're about to face any villain, he's the guy you'd want on your team.
  • During the Marvel's Onslaught crossover, the villain spent a lot of resources to capture X-Man Nate Grey. As the villain is gloating, the hero calls him out for having such rubbish underlings. The villain acknowledges that everyone under him is either blindly obedient, on the run from everyone else, or a giant robot... but that his underlings succeeded in catching the hero, which was what he wanted all along.
  • Doc Samson of The Incredible Hulk has noted that for a fraction of what General Ross and other have wasted trying to build robots/containment/powered armor to take down/control the Hulk, you could just get a satellite array going that would warn people in urban areas to evacuate when he starts getting too close. Naturally no one will consider this.
  • In one Batman story, Maxie Zeus hires construction workers to build a copy of Ancient Rome. When one of the workers suggests building traps for the lion pit or using a lion that turns into a velociraptor to make things more interesting, Zeus refuses because he doesn't want his Ancient Rome to have anything the original one didn't. The worker comments that just a normal pit with a lion isn't scary and Zeus reacts by throwing the worker at the pit and daring him not to feel scared once the lion arrives.
  • In the Darth Vader series, General Tagge embraces this trope like no one else. He makes it clear that he thinks the Death Star was a stupid idea from the very beginning and that they should have used those resources to simply build more Star Destroyers, insulting Tarkin in the process. When Vader replied that Tarkin was a man with vision, Tagge said that Tarkin was pretty much responsible of the Empire's biggest defeat so far.
    Tagge: My plans might not be as glamorous or grand as yours or the departed Tarkin's, but they work.
  • Disney Italy gave Donald Duck a Super Hero/Anti-Hero alter ego named Paperinik. What are his most iconic and useful gadgets? Spring-loaded punch, paralizing beam, and spring-loaded boots.
    • In Paperinik New Adventures he has access to much more advanced technology than in the 'classic' stories, most iconic of all the Extransformer Shield, with multiple functions and weapons. What are the features he uses most often? Extensible punch of increased power, a better paralizing beam, and the shield, the most boring of all (with two being his old iconic weapons in an improved version), without even bothering with the flashier functions most of the time. Also, he's prone to whip out his old tricks, such as the Car-can (memory-erasing candy. Not as sophisticated as Everett Ducklair's amnesia beam, but just as effective), the rockets on his belt, and a small ball that produces a very bright flash such as the Tayoken of Dragon Ball's fame (and, being Genre Savvy, he dropped a demolition ball on the enemy while he was blinded).
    • Also from Paperinik New Adventures: the Evronians have a penchant for whipping out Super Soldiers with such features as beastly strength and claws, Psychic Powers that make you live your worst fears and turn them into a slave by eating them while having Super Strength and toughness, Shapeshifting, and more... But at the end of the day the standard warriors proved superiors to all but the Augmented Units, that are no more than standard warriors twice as large, with the others being no more than niche warriors.
      • Speaking of Evronians, we have Trauma. He's the one with the psychic powers and the strength, but the ability that allowed him to nearly defeat Paperinik was imitating a woman's voice: after being matched and even slowly losing a straight fight, he retreated and used his previously unknown ability to imitate voices to lay a trap and wreck the psychic-repellant helmet of Paperinik's Powered Armor, allowing him to finally use his psychic powers. Not that his goal was that: in another example of the trope, he was actually trying to kick Paperinik down a tall building to simply kill him, and only wrecked the helmet because Paperinik dodged at the last moment.

     Fan Works 
  • Xander brings a tool belt on a mission to a hell dimension in Stand Ins and Stunt Doubles. Why? Because he can use his tools to make weapons but the reverse is much trickier. Also, several tools (such as a short handled sledgehammer) make decent weapons themselves.
  • In The Stalking Zuko Series for a Continuity Nod and Call Back Zuko's firebending lessons to Aang. Aang finds Zuko's lesson extremely boring and all Zuko teaches is how to block and breathing exercises but Zuko points out how dangerous fire is so it's more important to know how to block before learning how to attack and the breathing exercises would be good for his control.
  • Saruman Of The Many Devices- this is Central's approach to introducing new weapons summarized - it's better to have a good weapon for all of your troops than an awesome one for a few of them.
  • In one story of the Facing The Future Series, Desiree is given noise-cancelling headphones to prevent her from hearing wishes that could be used against her.
  • Attacking a major installation in Star Trek usually requires a huge fleet and lots of Beam Spam and/or technobabble. In Red Fire, Red Planet, Norigom eschews all of that in favor of dropping a ten ton block of uranium out of the bottom of a Bird-of-Prey moving at 25,000 kilometers per second. (For reference, that's on the order of 750 megatons of kinetic energy.)
  • In the Medaka Box fanfic World As Myth, Kumagawa's Minus, Book Maker, is a giant screw. That can subdue even War God Mode Medaka.
  • In Faith No More, the best weapons for fighting vampires (even for normal humans) are simple spears and bows. As Faith demonstrated, a stake allows your enemy within arms reach (and biting reach) before you can kill them, a spear doesn't.
  • Naruto's method for solving Suna's food supply problems (and becoming filthy rich) in The Art of the Deal doesn't involve complex seals or jutsu for preserving and transporting food. Instead, he introduces them to the humble potato and tofu, delicious and nutritious foods that can be stored for months without perishing.
  • In Wizard Runemaster, Harry Potter has two instances in Naxxramas where easy low level spells are just as, if not more, effective as complicated battle oriented spells. First, using a spell for banishing spiders to turn the entirety of the Arachnid Quarter into a Zero-Effort Boss. Second, while fighting the Four Horsemen, Harry stops Mograine from using the Ashbringer by hitting him with a disarming spell then using a sticking spell to glue the sword to the floor.
    • Later he demonstrates how a silencing spell renders magic users helpless, easily taking out a large group of mages with an area silencing spells.
    • Right from the start, one of Harry's most used spells is the translation spell which allows anyone under it's effect to hear every language as their native language for twelve hours and any word they hear in another language, they'll be able to speak afterwards. An example given by a Tauren was that if she was hit by the spell then spent a day in Stormwind, she'd likely be completely fluent in Common by the time it wore off.
  • In Panopticon Quest, Jamelia considers this the ultimate form of magic to carry out and pushes the rest of the Construct to do it this way. So far, there has been magic pep-talks, magic disruptive phone calls, and magic use of a flare to blind vampires.
  • Hinata becomes clan head in Accounting no Jutsu because she shows that she can manage the clan's money far better than anyone else. As one clan elder puts it, "Not like clan heads fight much anyway. Better a head that's good with money."
  • After being turned into Gargoyles in Stone in Love, Giles initially wants everyone to follow tradition when it comes to their stone sleep: assuming a threatening stance to scare off enemies. He changes his mind when he realizes Xander's method (curling up in a ball and covering himself with his wings) would leave them indistinguishable from large rocks, and thus is far better suited to the large forest they're in than a group of statues.
  • In Dark Arts and Crafts one of the first spells Xander casts on himself is a curse to prevent himself from feeling any pleasure from a designated action, casting spells in this case, thus preventing himself from ever getting addicted to magic. The fact said curse stores the pleasure that would be felt as a secondary energy source is also a useful bonus.
  • In Sounds Fishy to Me or Blackened White Fish Xander teaches Pyro a basic candle lighting spell. For most people, it's near useless offensively as the flame is roughly equivalent to a lit match. For Pyro however, it means he no longer needs a flame source to use his powers.
  • in the MLPFiM fanfic A Minor Variation, Rarity's teleporting apples can be used by anypony with a functional mouth, provide their own magical power, and can bypass most conventional wards.
  • Fragmentation has Executive Outcomes becoming very popular by selling Zerg Rush quantities of simple tanks such as the Pike at dirt-cheap prices that, Pound for C-Bill, provide enough firepower to overwhelm pirate 'Mech units, making EO welcomed to planets that can't afford or are incapable of training 'Mechwarriors, but can recruit and train tank crews by the dozens.
  • Giovanni is quite pleased with Team Rocket in Pokemon Reset Bloodlines for capturing a flock of Spearow and Fearow. While they're not rare or valuable, they do make useful pokemon of his grunts to use.

  • Mystery Men. Early on, some of the heroes try to infiltrate a mansion with an array of gimmicky but mostly useless powers. When they come across a group of disco-themed villains guarding the mansion, they ridicule them for bringing pistols, junction pipes, switchblades, etc to the fight which have nothing to do with disco. A No-Holds-Barred Beatdown ensues.
    Blue Raja: (incredulous) There's no theme at all here!
  • In the Star Wars universe, the YT-1300 Corelian Light Freighter when compared to an X-Wing or Star Destroyer is one of the most boring ships in the universe. It is, however, one of the most popular. Reliable, durable, easy to modify and repair in an emergency; the YT-1300 is a favorite of smugglers throughout the galaxy. The most famous example, of course, is the Millennium Falcon as it is the best example of what a resourceful spacer can do with the design.
    • The X-Wing also falls into this in the Expanded Universe, where, before the production of the XJ and Stealth X series, it was outmatched entirely by next generation fighters like its distant cousin the E-Wing and the Empire's pure hotrod of a starship, the TIE Defender. Yet even all the way to the Yuuzhan Vong War, the X-Wing remained perhaps the most effective fighter in the Rebel Alliance/New Republic/Galactic Alliance's arsenal, thanks to its near perfectly balanced performance and capabilities, as well as the ease at which pilots (namely Rogue Squadron) can use them. Sure, a few good pilots in TIE Defenders are a considerable threat, but an X-Wing with Luke Skywalker, Wedge Antilles, Tycho Celchu or Corran Horn at the controls is guaranteed to be the superior force (no pun intended).
    • Part of that for the X-wing is that the cockpit and controls are intentionally designed to resemble those of cheap, popular civilian aircraft. This makes them seem mundane ("boring") but also makes it much easier and faster for civilian pilots to transition to X-wings ("practical").
    • The lightsaber style Soresu. It's the most widespread and defensive form of Jedi combat, and it's nowhere near as flashy as other styles like Ataru or Vaapad. It's also why Obi-Wan Kenobi was able to beat General Grievous, despite the latter wielding four lightsabers, as it made for an impregnable defense.
  • The Hunger Games has both the trainers and Haymitch stress that smart tributes learn wilderness survival and forgo getting glamorous weapons at the start before bolting for high ground and water to give themselves a good chance of survival.
  • Used repeatedly, mostly by Nick Fury, in The Avengers (2012).
    • The SHIELD agents all use conventional firearms. Even the RPG that Nick Fury uses at one point qualifies, since he used it for its intended purpose of destroying vehicles (disabling an F-35, in this case).
    • At one point Tony Stark wonders aloud how Fury can see the monitors on his left, since he's missing his left eye. He's told that Fury just turns his head.
      Tony: Must be exhausting.
    • During the fight aboard the Helicarrier, Fury orders the helmsman to move the ship south. The helmsman tells him the nav systems are offline.
      Fury: Is the sun coming up?
      Helmsman: Yes?
      Fury: Then put it on the left!
    • The Avengers want to find out what SHIELD is using the Tesseract for. Tony tries to hack into the Helicarrier's computer system, but Cap just breaks into the armory.
  • The famous gun vs sword fight in Raiders of the Lost Ark. Sure, it was also a Crowning Moment of Funny, but also this.
  • James Bond's gear in Skyfall: a small radio and a biometric pistol that only responds to his particular "grip." Both of these save his life. Most of the movie's "old vs. new" theme qualifies, too—the old-school DB-5 vs. company cars with tracking mechanisms; the 00 Agents vs. computer-based espionage; old-fashioned booby traps vs. more complex arrangements.
  • Captain America: The First Avenger: Howard Stark showcases a number of shields featuring a variety of gadgets and nifty features, but Steve settles on a simple round shield that's made from vibranium, a rare alloy which is stronger than steel and a third of the weight. This later proves to be a good choice, as it's the only thing that can withstand Hydra's disintegration weapons; had he been seduced by the gimmicks of the other shields, Cap would have been killed horribly in his first battle with Hydra mooks and we would've had a very short film.
  • In Kingsman: The Secret Service, along with all their cool spy gadgets, the Kingsmen keep a supply of off-the-shelf smartphones and tablets, which are undeniably useful for communication, photography, etc.
    • Valentine keeps a list of his personnel on paper instead of a hackable computer system.
  • In The Bourne Identity, Bourne and Marie need to get information on Michael Kane, one of Bourne's cover identities, from a hotel. Bourne forms an incredibly complex and precise plan that isn't even fully explained. In the middle of executing it, Marie decides to walk up to the desk clerk and ask for the papers they need. It works.
    Bourne: You just asked for it?
    Marie: I said I was Mr. Kane's personal assistant.
    Bourne: Oh. Okay. Good thinking.

  • Ciaphas Cain is given multiple opportunities throughout his series to upgrade from his fairly dinky laspistol to the much heftier, menacing, and powerful bolt pistol. He opts for the laspistol every time, reasoning that he's become so used to the weapon, learning the intricacies of such a different one might throw him off at a critical moment.
  • In World War Z, once the nations of the world decide to go on the offensive after the Zombie Apocalypse, they get rid of their flashy tanks, jet fighters, machine guns, and indeed most modern tactics. Instead, the average infantryman carries a highly-accurate, semi-automatic rifle that is designed for pulling off headshots quickly and consistently, they form up in lines and open fire. These old-school tactics kill zombies better than anything. Do Not ask how realistic this is.
    • Additionally, the melee weapon of choice in later chapters is the Lobotomizer, "Lobo" for short. It's described in-book as a cross between a shovel and a medieval battle axe. Dig a trench, bury a fallen comrade, decapitate a zombie.
  • The French novel Malevil features the eponymous castle. Built by the invading English during The Hundred Years War it was built solely for function and has little aesthetic value unlike its opposing neighbor, the French castle Les Rouzies.
  • Discworld uses this trope to lampshade the trope where MacGuffins which are swords are most often shiny and cool looking (as described: shiny that lights up with a ting!) At the end of the book in which Carrot joins the Watch, Vimes ponders, perhaps the sword of the last king of Ankh-Morpork isn't shiny and lights up with a ting!. Perhaps the sword of the king is a boring old sword that was simply very, very, very sharp. Carrot has such a sword.
    • In the same vein, Cohen and the Silver Horde (a group of octogenarian barbarian heroes) carry notably notched and beat-up swords that are STILL sharp enough to cut a die in half in mid-air.
      • At one point, Cohen internally reflects that a simple, plain non-magical sword in the hands of a truly brave man will cut through a magical sword like suet. He's reflecting on this fact while looking at Carrot's sword, which has been previously described as one of the most non-magical objects on the Disc. If you think about it some more, you'll realize that a non-magical sword is, by definition, more "real" than most other objects on the Disc: the only other weapons of such description are wielded by Death, who is so "real" that everything else can be considered virtually insubstantial.
    • Discworld's elves (or rather, the elves that are kept away from Discworld) suffer pain and anguish from iron. They're repelled by smithies and armories.
    • When the Lancre Witches face off against Lady Felmet, Granny tries to defeat her by reaching into her mind and breaking down the mental barriers that keep her from seeing her true self, revealing to her what a sadistic monster she is. When this doesn't work, Nanny Ogg just hits her on the head with a cauldron.
      • The witches in general tend to be this, especially compared to wizards. Witchcraft is more about psychology and common sense than magic.
  • In The Dresden Files the "Eebs" work like this. When trying to kill an extremely powerful wizard they shoot at him with a silenced pistol from inside a car. When it fails they just drive away. They hire a local killer to attack him. They chuck a firebomb into his building while he sleeps. All things that don't take a scrap of supernatural power to achieve. They are also the Red Court's two most successful assassins. The reasons being that while these individual attempts don't have a particularly high success rate, they also expose them to barely any risk and take little effort, and sooner or later they get lucky.
  • Parts of the Star Wars Expanded Universe and Legends have "slugthrower" weaponry — these are firearms, guns that fire bullets. This is a 'verse where blasters are fairly easy to come by. But Luke Skywalker trained with slugthrowers as a kid on Tatooine, and a character in Shatterpoint has this to say about them.
    Tenk: Slugthrowers. I hate 'em. But they're easy to maintain. Day or two in the jungle and your blaster'll never fire again. A good slug rifle, keep 'em wiped and oiled, they last forever. The guerrillas have pretty good luck with them, even though they take a lot of practice — slugs are ballistic, y'know? You have to plot the trajectory in your head.
    • That and they're the perfect Jedi-killing weapon: a blaster bolt can be easily deflected back with a lightsaber, but if a Jedi intercepts a slugthrower round it will only melt it without deflecting or slowing it, resulting in the defending Jedi getting hit with a less lethal but much more painful slug. And making him defenseless due the pain, if the bullet didn't kill him outright.
    • In-Universe, the main reason slugthrowers aren't used much in military applications is that common body armor works beautifully against them. The armor worn by stormtroopers is basically impervious to kinetic penetrators (though not blunt force, as the troops on Endor can attest). But since firearms are easier and cheaper to manufacture and maintain than blasters, insurgent forces have worked out ways of making them effective again. Like explosive bullets, for instance.
    • Also, they are favored by Republic Commandos and ARC Troopers in covert operations because they can be silenced and unlike a blaster bolt, you can't see a bullet. Higher end slugthrowers can also be modified to shoot just about any projectile imaginable.
  • There's a short story by Arthur C. Clarke called Superiority about a space empire that keeps inventing one incredible superweapon after another until they get overrun by their enemies who directed their resources towards making huge numbers of basic ships with 'generic' weapons while the other side was busy updating their ships, followed by taking advantage of the flaws and problems that the superweapons created for the smart empire.
    • Another short story by Clarke, "The Computer Than Won The War", showcases the "garbage in, garbage out" problem by mentioning that every single person in the chain of providing tactical information to the titular supercomputer, from the front-line generals down to the keyboard operator, all embellished the information for the sake of looking good. So the person who took a look at the predictions of the super-computer and made the plans for the military used the actual titular computer to assist him... he flipped a coin.
  • Robert Sheckley's book "The Status Civilization" has the main character running an antidote shop on a lawless planet. He is amazed at how, despite all the scientific advancement, most poisoners prefer the plain old arsenic and strychnine. The main problem in his job, in fact, turned out to be convincing his clients that their wives would use something so primitive.
  • In the Belisarius Series, both the Romans and the Malwa have advisors from the future, but while the Malwa advisor Link tends to think in terms of flashy, futuristic weaponry, the Roman advisor Aide tends towards this trope. While Aide does help the Romans make gunpowder weapons, he also gives them boring but practical advances with things like stirrups: easy to make, simple to use, and instantly makes your cavalry far more effective.
  • The Known Space series has the ships produced by the Puppetteers: 4 models (3 available to civilians) which are customizable only in the paint job you want on them, but account for 95% of starship sales in Known Space because they are completely undestructible and impervious to radiation and weaponry. But not antimatter or tides, as several characters learn the hard way.
  • Harry Potter:
    • Expelliarmus, the Disarming Charm. Simple, plain, does no damage. Easy to cast. But since most wizards are useless in combat without their wands, very useful. It knocks whatever someone's holding out of their grip, too, not just wands. In Deathly Hallows, Lupin warns Harry not to make it his signature move, despite how useful it is. In practice, it turns out to be incredibly useful: Draco effectively defeats Dumbledore with it, and Harry uses it twice to counter Voldemort's Avada Kedavra, killing Voldemort the second time.
    • While we're at it, Stupefy. It is a spell that knocks someone out. That is all. But unless you want a person dead (and there are plenty of situations where you wouldn't, even if you have no qualms about killing, and even if your goal was to kill you could use Stupefy and deliver the killing blow muggle style, while Avada Kedavra is one of the most difficult spells to cast), it's just as effective at putting an opponent out of a fight.
  • This is basically the Forsaken Mesaana's whole shtick in The Wheel of Time. She may not be as smart as Ishamael, as powerful as Lanfear, as great a warrior as Demandred, or as feared as Semirhage, but she's a solidly intelligent, methodical planner who is driven primarily by a pathological need to prove her own competence. She also lacks many of the extreme mental issues that her comrades exhibit, and is neither a Dirty Coward nor Hot-Blooded enough to throw herself into fights willy-nilly. Her careful, goal-oriented approach lets her through careful action paralyze the most powerful institution on the planet for most of the series, and she manages to survive all the way to the penultimate book. She is, however, fully aware that she falls under the boring side of things and has a chip on her shoulder about it (again, her Freudian Excuse is basically feeling that no one ever recognized or appreciated her true talents) so Egwene is able to exploit it to draw her into a direct confrontation and destroy her mind in a battle of wills.
  • In The Magicians magicians and gods have access to an immense range of weird abilities. The most powerful beings however, have a tendency to just physically attack with Super Strength and shrug off any complicated magic thrown at them.
  • This comes up with several characters in the Honor Harrington series, like Admiral Khumalo and to a lesser extent Admiral Caparelli. While they lack the sheer genius of many other characters in the series, they make up for it by being hard-working, determined and good at delegation and are in fact acknowledged to be better at their assigned tasks (commanding officer of the Talbott Sector and senior uniformed officer of the entire Royal Manticoran Navy, respectively) than their more inspired and "flashy" colleagues would have been.
  • On The Day of the Jackal, the tactics used by Lebel and the French police to find the titular master assassin are pretty much brute-force and absurd thoroughness (Lebel's bugging of all the phones of the French government high-ups in his search of The Mole, the obtaining of all the guest records of all the hotels in France and looking through all of the birth and death certificates for The Jackal's aliases). In an era where all the records were paper and had to be looked through by hand, these searches were very slow-yet nevertheless the police is able to find proof of the Jackal's activities and forces him to keep moving and changing identities.
  • The Choose Your Own Adventure book Duel of the Masters both you and the book's Big Bad are monks skilled in the martial arts. In at least one ending you realize he's used to fighting less skilled opponents and using flashy, impressive moves to cement his reputation as someone not to be messed with. Once you realize this you quickly start fighting back with moves that don't look cool, but, well, you win.

    Live Action TV 
Believe it or not, Television in general has some great examples.
  • Auction Kings has speed rugs. Sell as many rugs as fast as you can! Takes Jon all episode to prepare for it, though.
  • The CBS logo, introduced in 1951, was based on the designs seen on barn walls. It was a simple round shape with an eye-like depiction in the center. When William Golden began work on another logo about a year later, his boss Frank Stanton worked like crazy to have the logo plastered on anything and everything he could think of. Stanton's reasoning? "Just when you're beginning to be bored by what you've done is when it's beginning to be noticed by your audience." note  More than six decades later, it remains one of the media world's most recognizable symbols.
  • The core of the (American) ABC network logo has remained practically unchanged for five decades. Like the CBS eye, it is a highly recognized corporate symbol.
  • On the subject of TV idents/logos, when The BBC decided to spend something like a million pounds developing a new set of idents for BBC One, a reader wrote into a certain publication wondering why they didn't simply go back to a simple spinning globe, variations of which concept had served the channel from The Sixties to well into The '90s.
  • Whenever Mulder or Scully used their guns in The X-Files, it was a very, very toned down affair that would usually take down the Monster of the Week in about a tenth of a second.
  • Stargate Verse: In the words of Teal'c]], "Tau'ri firearms are primitive, but effective." The Stargate franchise also has a Running Gag where one character explains how they have to do something long and complicated to solve a problem, but another character pulls out a gun and shoots the problem.
    • The most iconic version of this is with grenades rather than guns. Wiley old Bra'tac describes the long, difficult, dangerous journey they must make to get from where they are in the Mothership to reach the shield generators at the bottom of the shaft they are at so they can disable them, allowing the ship to be destroyed. Jack O'Neill pulls out two grenades, pulls the pins, and casually drops them down the shaft so they can blow up the generators. "Primitive explosive devices" are quite effective, if you know how to use them.
  • In Doctor Who, the Doctor and Jack Harkness have a bit of a conflict around their respective tools — Jack has the very flashy sonic blaster, which can cut holes into walls and do all sorts of cool things, against which the Doctor's sonic screwdriver, which Jack derides as able to "put up some shelves", looks a lot less impressive. Except that Jack's flashy sonic blaster has a very quickly drained battery which, since the factory that produced both blaster and batteries has now been blown up, renders it a flashy paperweight when the battery runs out, while the sonic screwdriver is frequently shown to be useful and reliable.
    • Subverted with Jack's vortex manipulator, which is the size of a wristwatch and can be used for time travel, sometimes to places where even the Doctor's TARDIS can't go. It also doubles as a teleporter, a chemical scanner, a remote control (that can hack most electronic objects), a hologram projector, a lifesign detector, and a communications transceiver. While an incredibly useful gadget in its own right, it still suffers in comparison to the TARDIS, which is far larger but unimaginably more powerful and capable in all respects.
  • Firefly had this in the form of the titular space-vehicle. Not very flashy, fast, or armed, but if you have a half-decent mechanic on board, it will operate perfectly until the heat-death of the universe.
  • Retro Game Master: Clearing levels in Dig Dug II by exploding each enemy instead of sinking them all spectacularly. Arino gets very annoyed at having to do it to save time.
  • Babylon 5 has Earthforce's boxy warships: they are ugly and primitive-looking, but are effective and quick to produce enough that in the Earth-Minbari War the ridiculously more advanced Minbari took two years to reach Earth, and were on the verge of military and economic collapse due their losses (much inferior to what Earthforce had taken, but too many for the Minbari industries to replace in short time).
    • Two weapons examples: Earth nukes and Narn energy mines. The first are just plain nuclear weapons, the latter use a matter-antimatter warhead barely held together by a primitive reaction and that blows up as soon as the reactor fails, and is rather prone to misfire. Nukes were the one thing that gave the Minbari pause during the Earth-Minbari War, in one occasion taking down their flagship. Energy mines made Shadow warships cry in pain (the Shadows promptly wiped out the Narn warships that had hurt them, but it's still better than what most Younger Races can do to the Shadows).
    • The Expanded Universe has the Attarn, whose ships are equipped with Bil-Pro weapons... That is, advanced chemically-propelled firearms. Attarn ships are also known for their exaggerated firepower, and defeated two similar-sized empires with energy weapons before first meeting the galactic community.
      • The Attarn aren't the only ones to use good old chemically-propelled firearms, as both Earth Alliance and the Centauri Republic (the most advanced of the Younger Races bar the Minbari, and they aren't too far behind them either) have found some use for them: the Centauri use them as tank guns, long range artillery and support weapons not too different from our own GAU-8 Avenger (and have in fact a meaner version of the Warthog in their ground aicraft inventory), and Earth's ground forces have them for the same uses and infantry small arms (that are a lot more powerful than the energy small arms made by anyone but the Centauri, Narn and Minbari. In fact, the only reason shipboard and space station forces don't carry them too is that the bullets are too powerful and could damage a delicate system—or punch through the hull. That and the ricochet).
  • In Jekyll they eventually realize that Hyde has an Instant Death Radius and get Hyde into a long empty hallway, then riddle him with machine gun fire until he falls over. He still gets a lot closer to them than they're comfortable with, and by the time he falls there's only one guy who hasn't fled.
  • This becomes an important point on Halt and Catch Fire when Joe realizes that their new computer has some great features but ultimately the buyers at COMDEX are looking for a "station wagon" so he presents the computer as a reliable work computer. To this end he agrees to remove the fancy operating system Cameron designed for it since while it makes the computer "sexier" it makes it slower and more expensive.
  • Many of the more successful robots in Robot Wars:
    • Chaos 2 just looked like a black box, yet it was a full-on Lightning Bruiser that achieved a maximum speed of 20mph and flipped robots with sufficient force to knock them clean out of the arena. Seasons 3 and 4 were defined by Chaos 2 dolling out Curb Stomp Battles to other robots (its battle against Trident lasted 10 seconds), and it ranked very highly in all series afterwards.
    • Panic Attack was basically a small yellow box with ineffective lifting forks. In Season 2, through pushing power and Kim Davies' driving skill, it beat all the other competitors and won the championship.
    • Tornado followed similar principles: it was a Jack-of-All-Stats with interchangeable weapons, although most of the time it won by pushing over robots into arena hazards. It was Season 6 champion and did very well in practically every other tournament it entered, but among fans it has a somewhat negative reputation for being uninteresting to watch. Hey, you gotta be a showman as well as a winner.
  • Weaponless robots have slowly become the dominant type in other robot combat events too, such as BattleBots, ComBots, and Steel Conflict due to their versatility and durability: Because there are weight caps, weaponless robots can allocate all of their weight to pushing power whereas other bots need to set some aside for weapons, which gives them the advantage for when their opponents' weapons invariably break down. This allocation also tends to give weaponless robots the edge in speed and maneuverability, rendering many weapons useless against them as they can drive circles around their competitors. For instance, by ComBots V's semifinals, Last Rites was the only remaining robot that had a weapon, and even then, its operator also registered The Great Pumpkin, a weaponless robot, into the competition, which did almost as well.
  • Star Trek: provides the Excelsior-class starship. First introduced in Kirk's era, eighty years later they still serve as the backbone of Starfleet. They might not be as flashy as the later Defiants or Akiras, but a refitted Excelsior can hold its own against them. It's even lampshaded in episode of TNG that, while the Enterprise might get the more glamorous deep space assignments, the Excelsiors remain the vital workhorses of the fleet.
  • One of the tasks in Taskmaster saw the contestants having to get an egg as high as possible in 20 minutes. They were aided with a table, some pens, and a big stack of paper. Romesh's attempt saw him just stack the egg on top of the pens, and the pens on top of the paper. Greg was in disbelief that that was all Romesh could come up with in 20 minutes, and he was certain Romesh would come last ... until it transpired that Roisin, Tim, and Frank all had to be disqualified because they broke their eggs, meaning that Josh came in first place, and Romesh in second.

  • Some Pinball games can invoke this if there's a shot that is not too difficult to repeat and yields a substantial number of points — the player can (try to) spam the shot and build up their score. This trope tends to come up most often in competitions where maximizing your score on each table is the main purpose, but doesn't happen as often in solo or friendly play due to its boring nature.
  • The center ramp in Police Force can be lit for Unlimited Millions, which gives a million points for each shot. Since the ramp is easily accessible in the middle of the playfield, it's prone to this trope once Unlimited Millions is lit.
  • On Terminator 2: Judgment Day, the Chase Loop (the upper-right counterclockwise lane) can be built up so it rewards 5 million points per shot after just five times. Completing the orbit returns the ball to the left flipper for another shot, and doing so fast enough also rewards a Combo bonus that increases by 1 million points for every successful loop. Unsurprisingly, competitive players will frequently try to spam this for hundreds of millions of points in a few minutes.

    Professional Wrestling 
  • Whenever a wrestler uses a basic move (like a suplex or a body slam) as a finisher, it's this. The best examples through history are Hulk Hogan and The Ultimate Warrior, who used a leg drop and a body splash respectively.
    • Sting's Scorpion Death Drop is a great example. The move is just an Inverted DDT, which doesn't stand out in a world full of Attitude Adjustments and 450 Splashes. But if someone were to legitimately do that to an opponent on something harder than a wrestling mat, chances are they're not getting up from it.
  • Exiting the cage in a steel cage match via the door. You COULD go over the top of the cage to leave but the official standing near the door is compelled to open it when a competitor tells him to. This is usually a good way to get heel heat since it's taking the "easy way" out. However, it's very often subverted because, despite the practicality and effectiveness of leaving via the cage door, no one ever seems to get to it in time before the opponent is back on their feet and dragging them away from it. When cage matches end by escape, it's almost always via going over the top.
  • Tripping your opponent via Drop Toehold, Dropkick to the knee, etc. Not as impressive as a Clothesline, Spear, etc., nor as flashy as a Hurricanrana, Missile Dropkick, etc., but much harder, if not impossible, to avoid. This especially comes in handy against The Giant-types, such as The Big Show.

    Reality Television 
  • Survivor has a stragegy known as "Pagonging" (named after the Pagong tribe, who fell victim to it way back in the first season). Partway through the game, the two teams merge and it becomes every man for himself - but the players hold on to the "us vs. them" mentality, and if all goes well the larger team will stay together and eliminate the smaller team one by one, only turning on each other when (1) they've run out of targets or (2) the last member of that other tribe has won immunity. It's very efficient for those members of the larger team, but predictable and not nearly as fun for the home audience to watch as a chaotic Gambit Pileup.
    • Then there's the strategy of being The Quiet One or Obfuscating Stupidity. Unless pretending to be stupid involves doing something that's funny, you won't get much screentime by staying out of harm's way. That being said, if you can convince the players in control that you're not a threat at all (Natalie White, anyone?), they'll take you to the end under the assumption that you're no trouble to beat.
  • In Hells Kitchen season 3, one of the top performers was Julia, a Waffle House line cook from Atlanta. The professionally-trained chefs (especially those on her own team) tended to treat her like crap and denigrate her skillsnote , but it turned out she had precisely the skill set Gordon Ramsay was looking for (including good teamwork, promptness with her cooking, and staying cool under pressure). So much so that when she was eliminated near the end, Gordon praised her potential and dedication and then paid for her to go to culinary school
  • One episode of Food Network's Celebrity Chef Cook-Off had as its Elimination Challenge... grilled cheese. Cheech Marin and Lou Diamond Philips made fancy sandwiches with unusual breads and extra bits thrown in, while Joey Fatone made a basic grilled cheese sandwich decorated only with a smiley face made of sliced tomatoes and a pickle. However, Cheech's sandwich was greasy and LDP didn't melt the cheese, while Joey (who said he makes grilled cheese all the time for his kids) ended up winning immunity because his no-frills sandwich was perfectly made.
  • Plenty of episodes in both the U.K and U.S versions of Kitchen Nightmares had chefs making extremely flashy food that was especially difficult or time consuming to cook, or had managers decorate their restaurants with flashy but gaudy styles and using tacky gimmicks to draw in customers. Gordon has them change to fit this trope. Some of the best examples of the former and the later respectively are Rococo's and The Curry Lounge.
  • Go onto almost any message board for America's Next Top Model. You'll probably find no shortage of support for Nigel Barker or Jay Manuel (Mister Jay) while It's All About Me Tyra hardly gets any. Part of that came from their dry delivery, which is almost always in plain simple English rather than the Tyraspeak she is ever so fond of. Hell, even with his silly accent imitations, the flamboyant J. Alexander (Miss Jay, also a fan favorite) can get his point across with next to no mumbo-jumbo. There is a reason many fans did not like the news that they all left (though Miss Jay did return).
    • Love him or hate him, Rob Evans was an excellent example of this trope. He might not have had the giant personality that fans of Miss Jay love, but as a working model, he knew how the game worked and made no attempt to, ahem, dress any of it up.
  • In the American Big Brother, there's similar strategies to Survivor. However in this game, it's individual from the very start - so as a result, you want to make yourself appear to be not so much of a threat that people will target you. You want them directing their sights at someone else, not you. Thus, a fair amount of Obfuscating Stupidity is involved in making yourself appear much less of a threat than you actually are. Naturally this leads to a lot of sitting around and letting someone else strategize, so that they make themselves appear to be the threat, not you.
    • Maggie Ausburn won her season for this reason.
  • On RuPaul's Drag Race, Bianca Del Rio's looks were always fabulous, but were always in the same simple silhouette. As her competitor BenDeLaCreme put it, Bianca had "50 of the same dress in different fabrics". However, Bianca's no-nonsense attitude and skills in acting and comedy outweighed her relatively tame runway looks and she went on to win her season as well as become the show's most popular winner.

  • The sport of Billiards was killed by its professionals getting too good at it in a very boring way. This is English Billiards, a game involving three balls with points scored by potting, or having the cue ball going in-off, or hitting both other balls with the cue ball for a "cannon". It was a significant professional sport in the 1800s and early 1900s. But then the best professionals got so good that they could play basically forever in a very boring way. The culmination was a break of 499,135 points which took five weeks to make, but consisted of the same shot being made hundreds of thousands of times, to perfection. While attempts were made to save the game with rule changes, it was supplanted as a professional sport in the UK and some other countries by Snooker. To see how exciting outstanding billiards is, here is a video of an excellent player making a series of "nursery cannons". Of course English Billiards can be exciting: this was the game played in Billiards rooms in a thousand murder mysteries and in Clue/Cluedo.
    • The same thing happened even faster in the simplest version of Carom Billiards in the USA. It was played professionally for only 6 years before the players killed it by being too good at it.
  • Hand-to-hand fighting.
    • Certainly martial arts styles like Tae Kwon Do and Capoeira seem very visually appealing, with all the fancy flips, cartwheels and jump kicks, but even these flashier ones usually cut the crap in serious situations.
    • In most competitive martial arts sparring, 95% of the points are scored with the most basic moves.
    • In Mixed Martial Arts, basics have dominated, and coaches will often chastise their fighter if they try to go crazy. Exotic submissions and acrobatic striking moves rarely work, though some fighters have developed reputations for the efficacy of their flashier moves.
    • Grappling and wrestling overall are often regarded as this trope in MMA fights. Fighters often manage to simply control their opponents for the duration of the fight en route to a safe decision victory than take a chance with more exciting offensive moves for a stoppage.
  • The neutral zone trap in hockey. Essentially, it's a very heavy defensive strategy that prevents the attacking team from getting close to the net by pinning them in the neutral zone with no way to get around the defense. Critics complain it is extremely boring to watch (neither team really gets a lot of scoring chances as a result,) but if done effectively it is very difficult to beat.
  • In Roller Derby, the four-wall and passive offense. It can be excruciatingly boring to watch a jammer grind fruitlessly away at four blockers in a flat or braced wall formation, but it's also the most effective defense in the game.
  • In baseball, the majority of runs are scored as a result of "boring" things like walks and singles. Home runs are great when they happen, but even the most prolific home run hitters can hit a home run only about once every thirteen plate appearances on average. Plus watching a baseball team play as a team, emphasizing practical base hits and competent fielding and generally playing baseball rather than playing prima donna is a pleasure in itself.
    • Walking in itself could be considered this. For most of baseball's history, no one paid much attention to the ability to draw walks, and batting average, which did not take walks into account, was by far the most widely-used statistic to measure offensive output. With the rise of sabremetrics, or objective statistical analysis, in the twenty-first century, the value of the base on balls has since come to be recognized, to the point where it's no longer an undervalued skill.
      • Sabermetrics kind of twists this one around on its head. While on-base percentage is definitely one of the biggest predictors of a player's contribution to runs scored (and games won), OBP itself comes from playing "big inning" offense. The ability of a batter to make deep hits and home runs forces pitchers to try to pitch around the batter, giving up more walks. "Small ball" average hitters put the ball in play at a much higher rate, but don't intimidate pitchers and as such get on base much less.
    • A pitcher that rings up a lot of strikeouts is great to watch, but since strikeouts take at least three pitches a hard-throwing strikeout artist will tire quickly and be less effective over a game (or a season) than a pitcher who induces batters to hit groundouts and flyouts.
  • American Football: Big passes and fancy trick plays are crowd-pleasers. But teams can often get even more mileage out of quick passes to the center of the field. It's not difficult to get 5 or 6 yards minimum per pass this way, and if you have a good tight end or receiving tailback, or a wideout that runs a lot of short patterns to the middle, they can rack up yardage while the big-play players are given more coverage. A team who can get consistent gains on boring runs up the middle will quickly wear out the opposing defense, which will leave their opponent helpless to stop either their running or their passing attacks in the late stages of the game. This is why there were so many Super Bowl routs from the mid-'80s to '90s: the AFC teams, with their flashy passing attacks led by quarterbacks from the 1983 draft class and their light 3-4 defenses, were physically dominated by the power running games and smash-mouth defenses of NFC teams of the time.
    • Vince Lombardi built most of his career on a single play- the Power Sweep. While not the only play in his book of course, it was the most practiced, and John Madden once related a story where, visiting a seminar by Lombardi, the coach spent the entire 8 hour seminar talking about that one play.
    • On defense, the concept of the two-deep zone. While it does have some drawbacks, such as being vulnerable to the run, it is very effective at preventing long passing plays by an offense. It also has the advantage of being simpler to execute than other styles of defense.
  • In basketball, two of the most reliable sources of points are layups and free throws. Also, the shot clock was introduced largely to eliminate the viability of the "four corner offense", actually more of a defensive tactic which consisted mostly of passing the ball around without even trying to get a shot for as much as five minutes at a time.
    • In recent years, as the NBA has gotten into the same "moneyball" trends as the MLB, this has been turned around on its head. Middle-court jump shots are being deemphasized in favor of close-in-play (higher scoring percentage, and a high likelihood of being fouled), and three-pointers (the probability of an offensive rebound is better, and the chance of the extra point is statistically enough to make it worthwhile rather than pushing inside the line).
  • Played straight (and later subverted) in Association Football, which suffered from an overdose of Boring but Practical heavy defensive tactics during the early 2000's.
    • Johan Cruijff's quip: "Football is simple, but the hardest thing there is, is to play simple football."
    • The catenaccio or counter-attacking family of tactics falls under a similar category. The aim is for the team to defend with as many as 10 men, whilst only one or two players remain in attacking positions, hoping to get to a loose ball and create an opportunity from it. Due to the difficulty of attacking a team that is defending with many players (especially when done well, like Inter in the 50s/60s) added to the lack of attacks created by a team using this technique, many pundits now call this "anti-football". It is however extremely effective in levelling chances between teams of different level, so most teams that expect to lose a game will play in this fashion.
    • In football, heavy defense tactics (known by fans as "Parking the (team) bus) are meant to frustrate the opponent team by preventing it from scoring in any way possible. This goads the opponents into attacking your goal more desparately, while you wait for a "lucky break" for a surprise attack on their weakened defenses. At this point, the heavy-defenders then usually go into an even heavier defensive to protect this advantage in score, making it even less likely to see more goals later in the game. The result, for everyone but the diehard fans of the defensive team, is that the majority of the game is itself extremely frustrating and usually promises a very small final score (1-0 and such). The period culminated in the 2002 World Cup, where the German team made extremely effective use of this technique for the majority of the tournament, winning the first three elimination rounds at exactly 1-0 each. However, this was subverted when they lost the final to the Brazilians, against whom defensive tactics don't usually work.
    • Boring but Practical came back with Greece's performance two years later, at the UEFA Euro 2004, winning the whole tournament in the process.
    • Also, Chelsea beat the flashy and seemingly undefeatable Barcelona in the 2012 Uefa Champions League with this extreme defense (at times, 9 or 10 players would be next to the goal...).
    • Italian football is mainly based on this. The above-mentioned catenaccio? An Italian tactic (whose name is the Italian word for "security bolt"). Inter, that in the 50s and 60s was mostly known for pulling the catenaccio well? One of the big four of Italian football. The reason for the success of Juventus (the dominant team since the late 90s), Chievo Verona in his first few seasons in the first division, and the Italian national team? Excellent teamwork. In fact, the Italian national team is often hated by international fans for being boring, but is one of the best teams in history, and has won the world cup four times.

    Visual Novels 
  • Fate/stay night, where generally massively destructive attacks rule supreme, and where the main heroine has a Sword Beam that can wipe out a city you have fake Assassin and (to a lesser degree) Lancer. Both their Noble Phantasms (read weapons and special attacks) do one thing: attack one, and only one person infront of them. Nothing else, not even environmental damage. Not very much compared to Saber's speed-of-light Wave Motion Sword, Archer's Field of Blades, Rider's 430kmph Pegasus, Caster's over-the-top Beam Spam, Berserker's stockpile of 12 lives, and immunity to all attacks below building-buster levels and Gilgamesh's Reality ripping, world-destroying sword or his rain of legendary weaponry. HOWEVER, Lancer's Noble Phantasm uses so little mana that he can fire it off 7 times in quick succession without draining himself completely, as opposed to most of the other attacks mentioned above. And though his attack isn't flashy or earth shattering, it will probably kill you in one shot. And Assassin's attack doesn't even use mana at all. It's just a very good sword technique that's undodgeable and instakill if he manages to set it up. It's not flashy, nor is it No Kill Like Overkill, and it's not even really magical, but it damn well works.

    Tabletop Games 
  • Among the mage spells in Dungeons & Dragons, "Magic Missile" is one of the first and most basic ones you have access to. Although the damage is deals is sub-par, it always hits. It ignores both damage and elemental resistances, ignores incorporeality and does not allow a saving throw to reduce or negate its effect. The only things that can stop Magic Missile are spell resistance/immunity (not common at low-mid levels), a specific spell (Shield) or a specific consumable item (Brooch of Shielding). But Wait, There's More!! As you level up, it scales with your level and becomes able to target multiple foes at once. And as a 1st level spell, you'll always have plenty of spell slots available for it, and later it becomes prime material for metamagic feats. The utility of this spell is so high that Mr. Welch mentions this spell by name.
    #69: There is more to wizardry than magic missile. Even if I can do 200 damage automatic with no save.
    • In 4th Edition, all classes have "at-will" powers (magic missile being one), which are all examples of this trope — they can be used as many times as desired, where the flashier, more powerful abilities can only be used occasionally. As such, boosting the power of these abilities is a boring but practical way to make your character stronger.
      • Also in 4th Ed, magic missile is one of the few wizard powers that count as a ranged basic attack, meaning it gets bonuses from a lot of equipment AND can be used for extra attacks granted by certain leader classes.
    • For a 3rd Edition wizard, many of the most powerful spells are not flashy direct-damage spells like fireball or lightning bolt, but spells that weaken the enemy, like ray of enfeeblement or web, which can turn a potentially deadly fight into a cakewalk.
    • And for all the melee classes, Power Attack is probably the feat of choice and is a core book feat can be taken right off the bat for most melee builds. Take a few advanced feats to go with it (Leap Attack, Shock Trooper) and throw in a good solid martial weapon and it can become a Game Breaker. Beam emitter is simply too powerful for the task.
      • Many consider melee classes this for DnD compared to the flashier spell casters. A Wizard may be able to shape the fabric of reality, but a Fighter can kill things dead quickly (More so with buffs)
    • The 3rd Edition cleric lacks the finesse of the rogue, the combat prowess of the fighter, or the impressive offensive magic light show of the wizard. Furthermore, it is expected to fill the thankless, inglorious task of healing and supporting the party.
      • Keeping your allies alive so they can finish the fight is the epitome of Boring but Practical. The fighter may be thrilled when his Critical Hit downs the dragon, but if it weren't for the cleric healing him, the dragon would have mulched him by the second round. This has been the cleric's job since the class was first created, with 4th Edition changing it a bit.
    • With 3rd edition clerics, wizards, and druids, much of their usefulness stems from the variety of useful utilitarian spells, from endure elements, water breathing, and plane shift, to oddities like rope trick, which gives a party a safe place to rest.
      • This was the case in earlier editions as well. Many of the spells available to such classes were entirely practical, useful for dealing with quite mundane problems. Every spell mentioned above was in the Core Rulebook of earlier editions as well.
    • The most important magic items in 3.5 are the ones that increases your stats. They take precedence over anything else that uses the same slot. Also, items that does cool or unusual things are often priced too high to be useful by the time you can get them.
      • If you're buying magical items, which is certainly not the favoured method.
    • In 3.X edition, playing as a Human. Yes, the very thing you are every day, that wake up as every day, go to work/school/etc. Human lore in almost every campaign or setting is.... well no different than it is real life history, just with magic and monsters. And yet, playing a human opens up some of the absolute best optimization options, and are open to many character build options, because of 3 key aspects: a Bonus feat at first level (That will get most basic prerequisites handled giving you a jump start on other feats), Bonus skill points at every level (Meaning you either do more stuff well, or some stuff better than others), and a completely mutable favored class that is merely "What's your currently highest level class?" which makes Multi-classing builds for split leveling, or quick dips mostly free of XP penalties. Additionally, they have absolutely zero drawbacks. Humans can play any class minus the few that have racial requirements, and most of those are niche prestige classes
  • Rolemaster has the spell Shockbolt. It's not a very powerful attack spell, as attack spells go, but it has a few advantages over some others. Because it's a low level spell, it doesn't take much magic to use. It's available to two of the three groups of magic types on base spell lists, and to some others on special spell lists, so most spellcasters can cast it. The actual attack is a sort of electrically charged light, so it works better against a target with metal armor. In this system, you're as likely to kill something with a critical hit as by sheer damage, and shockbolt does criticals against metal-armored targets rather better than against targets protected with leather or cloth armor. The effect is so pronounced that metal armor is generally not much valued because this single spell makes metal armor a liability.
  • The armies of Warhammer 40,000 offer loads of appealing units to select, be they super soldiers encased in powered armor that can punch holes in tanks and survive being stepped on by mecha, battlesuits unleashing volleys of plasma fire while darting in and out of cover, tanks the size of bunkers that can annihilate entire squads in a single shot, genetically-engineered warbeasts that spit fire and toss around enemy armor like toys, speed-crazed alien brutes on crude motorcycles loaded with guns, teleporting shock troops firing monofilament threads, and so forth. But at the end of the battle none of these units will matter unless you have some humble Troops choices, the rank-and-file of your army, to hold mission objectives.
    • However, the above-mentioned speed-crazed alien brutes can take motorcycles as troops choices simply by taking a cheap special character.
    • For that matter, the average Guardsman's lasrifle. Compared to everyone else's standard firearm, it's so weak that they're commonly nicknamed "flashlights". Compared to everyone else's standard firearm, it's also the most practical gun humanity has ever invented. Extremely low maintenance and can be recharged anywhere, and is completely idiot-proof so as not to confuse conscripts from some of the less advanced Imperium worlds. And while weak comparatively it still kills humans and 'nids just fine, not to mention cheap enough to be shipped out by the hundred thousand.
    • The bog-standard model of the Leman Russ Main Battle Tank, both in-'verse and on the tabletop. It lacks the flash of the more specialized models of the same chassis, and the sheer power of super-heavies like the Baneblade, but they're cheap, plentiful and can perform well (if not excel) in almost any role.
    • Missile launchers and autocannons are by far the most versatile Heavy Weapon available to human armies - hardly flashy, like Plasma Cannons or Lascannons, but they have good anti-infantry capability (frag missiles for the ML and a high fire-rate for the AC) and can kill anything up to Armor: 13.
    • A meta-example is the heavy stubber, which is the M2 heavy machine gun in all but name. When a weapon that uses gunpowder to throw solid projectiles doesn't need updating for 'forty thousand years, you know it's practical.
    • Indeed, for most armies in any of the Games Workshop big games (Warhammer, Warhammer 40,000, and Lord of the Rings), it's generally a good idea to cross off the most expensive units in their force from attempts to build serious armies. The reason is fairly simple; any extremely powerful unit is going to take up a lot of the points an army gets, leaving the rest of the army weaker. It'll get blasted by canonballs, a hero killer, or tanks because it is such a big investment on your part, leaving your force crippled. Even if your opponent doesn't have a powerful answer to kill that behemoth, he maybe can tie it up so it doesn't damage anything important while the rest his army crushes your force. For example, one solution to facing a dragon in Lot R is to feed it a mook every turn; sure, the mook is doomed, but the dragon is likely impotent to do anything else and cost so many points the rest of your army can sweep the enemy with little trouble. Likewise, if a new player insists on a huge squad of assault terminators you can't kill, skating around them will mean that incredibly expensive unit does too little damage to justify its massive cost. Boring but practical wins cutthroat games.
    • By far the most efficient way for Imperial Guard players to defeat monstrous creatures, especially Tyranids, is to ring them with conscripts, shoot the rest of the army around them, then, once everything is well under control, maybe charge them with a command squad and try to get a force weapon and a couple of powerfists in contact with them.
    • Another Imperial Guard example: the army's Elite choices (as in, Ratling snipers, Ogyrns, Stormtroopers, Psykers and Sly Marbo) are generally considered to be too ineffectual for their points costs. Hence, most Guard players who aren't playing for fun prefer leaving them behind in favour of simply bringing more Guardsmen.
    • The theoretical concept of "Mathhammer" is built on this, usually comparing several types of units within a certain points limit in the scenarios they were built for and seeing which one is more cost efficient. This usually means that most players would build their army not with the best units in the codex, but with the cheapest ones that can pack some sort of heavy firepower (such as the Meltavets, who dies faster than any other anti-tank squad, but can kill way more in the small time frame that they're alive, at least statistically).
    • Again from the Imperial Guard: the Chimera troop transport. It's just a vehicle with thin armour, some medium weapons more suited for anti-infantry job, and the ability to carry ten Guardsmen. It's also very cheap and even more reliable and easy to repair, and its chassis is versatile enough to be adapted as a number of vehicles ranging from a humble tractor/supply truck to a mobile ICBM launcher.
    • Arkhan Land has discovered three vehicle designs which are currently in use by the Imperium. Two of them are the Land Raider and the Land Speeder, a tank and a recon unit, respectively. However, there is a third vehicle, one not as common in the tabletop, yet often considered much more important for the Imperium... the Land Crawler, a cheap utility vehicle used as a transport, a tractor, a vehicle to clear the field... and, if needed, you can use it tow artillery, or replace the engine and slap on a few stubbers to make an excellent recon vehicle.
    • The ubiquitous Rhino chassis is this both in and out of universe. It's simplistic form makes it highly adaptable, with almost every space marine ground tank (besides the famous Land Raider) being based around it's chassis. It is also this simplicity that allows it to be mass produced on the cheap and allows even the modest crew to make battlefield repairs (something no other tank in the game is capable of). In terms of practicality, it can transport 10 superhuman soldiers clad in power armor with no difficulty AND can run off any type of fuel from exotic promethium to wood. All of this translates into the game as a generic transport, with a decent (and, due to a rule wording, indestructible) gun and transport capacity for a very low point cost (35, compared to an individual Space Marine at 14 points apiece). It's size and bulk also makes it good for impromptu cover, as most commanders will rush the Rhino up, turn it sideways, and have the troops disembark on the other side, effectively shielding them for a turn from enemy gunfire. It's derivative tanks are also very practical, being able to bring twice the amount of ordinance to bear for half the cost of other equivalent tanks.note  Their only real downside is that even the most heavily armored Rhino Tank would be considered, at best, a "medium" tank, and the majority of them can be taken down with relatively few shots from anti-tank weapons, especially when flanked. However, their cheap cost means you can simply spam them to make up for this.
    • In the same vein as the Rhino, the Predator MTB (which is based off of the rhino chassis) is overshadowed by the insane durability of the Land Raider, the demolisher cannon of the Vindicator, the anti-air array of the Hunter and Stalkers, and the sheer dakka of the Thunderfire Cannon. However, if you need a job done, no other tank in the space marine arsenal can do it better or cheaper. Armed with either 3 sets of Lascannons, an autocannon and 2 heavy bolters, or a combination thereof, the Predator can bring a lot of firepower for a pittance of a cost. It's only real limitation is that you're restricted to only 3 of them in your army.
    • Every Space Marine Chapter has it's own specialisation. The Space Wolves are tough melee fighters, the Raven Guard are masters of guerilla warfare and rapid assault, the Salamanders love flamethrowers, and the Ultramarines... have a thing for logistics. Guess which one is the one with the 500-world empire?
    • Captain Lysander of the Imperial Fist. A pretty good close combat character, but that's not why you take him. Instead, you take him for his ability of "Bolter Drills", which allows his fellow Space marines re-roll missed Bolter shots. This applies to ANY bolter type weapon, including the Heavy Bolter, and Bolt Pistol. Boring as hell, but damn effective at wiping a field of enemy infantry quickly when you suddenly have a lot more chances to wound the enemy.
    • The Tau, one of the most technologically advanced races of the game, tend to focus their battle strategy around Battlesuits. Their Shas'O Commanders are often given the most advanced Battlesuit tech the Tau Empire has to offer. And yet, two of of the best HQ choices are the extremely cheap points cost wise Ethereal, and Cadre Fireblade. The Etheral has little combat ability, and while they can fight in Close Combat, you really don't want to have them anywhere near it. The Fireblade wears the same Combat armor as the regular Fire Warriors, and carries a Pulse rifle, and both may have two drones with them (Likely shield drones for extra survivability). Both have buffs that are given, to units they are near to, or with. Namely, the Ethereal's Storm of Fire buff, and the Fireblade's Volley Fire. When their per-requisite conditions are met grant an additional shot to Pulse Rifles, and Pulse Carbines, to any unit they are close to, or joined respectively. For way less points than every other unit option avaliable for the Tau, these two HQ choices suddenly turn your Firewarriors and Pathfinders and into terrors of the battlefield, shredding apart infantry with massed amounts of fire from their basic weapons.
      • Taken to the extreme with the special character Aun'Va. He's gone from the worst Special character in the entire game from his previous incarnation, to almost a "Must-Have" unit in any non-Farsight Enclave rules using Tau army. He can invoke an additional power, which means you can leave Storm of Fire always active, and then one of the three other Elemental Invocations make surronding ifantry units tougher, less likely to run, or more aggressively mobile. And thanks to his Paradox of Duality, he put's the normal strategy of using High Strength, Armor Piercing weapons on it's head, making it likely to fail when fired at him. Combined with clever use of cover, this will frustrate enemies trying to eliminate this huge morale booster to the Tau. Not bad for a choice, where it's very likely that when used correctly, will never earn a kill on his own.
  • In Warhammer the Dark Elf army has two major close combat core choices: Warriors which are just basic soldiers with spears and shields, or Corsairs which are kickass Dark Elf Pirates with two swords (or a sword and a crossbow pistol), wearing cloaks made of dragon skin. Unfortunately, Warriors are much cheaper and roughly equally effective, meaning that there's no logical reason to take Corsairs over them. It doesn't hurt that Dark Elf Warriors are among the most effective for their points basic infantry in the game.
    • This is less true under the 8th edition Army Book, with Corsairs getting more durable and basic Warriors (sorry, Dreadspears) getting more expensive. But it's still...mostly true.
    • The tiny little cantrip "Unbind Monster" in Storm of Magic can sledgehammer your enemy by turning all their bound monsters into corpses, idiots, and/or rampaging, uncontrolled killing machines that attack the nearest target. Back this up with the equally minor "Wizard's Duel", to push enemy casters off their fulcrums, and victory is in your grasp.
  • In Magic The Gathering, some of the best cards in the game have completely generic effects, but for cheap.
    • Sadly, the cards linked above are also banned from most tournament formats, possibly for exactly that same reason.
      • What do you think is the rarest, most expensive, and widely accepted as best card in the game? Some stompy behemoth that ends the game in one turn? Some spell that gives you an instantaneous win? Nope: It's a card that gives you three free mana. Once. That's about it. Many new players have likely traded it away back in the day for some giant creature that later became obsolete, without ever realizing just how much of an advantage Black Lotus can give early game. Zvi Mowshowitz, a tournament player, designer for Wizards of the Coast, and eventual Magic Hall of Famer, once said there was not a deck that could be built that could not be improved by adding a Black Lotus to it.
    • In the beginning, Magic tournaments were often dominated by big, flashy spells, things like dragons, angels, and demons. Then one player got the idea of using small, crappy creatures that most players ignored for a fast beatdown, with the idea being that a big, flashy spell is no good if the other guy is too dead to cast it. A few nearly one-sided tournaments later, the "weenie" archetype that we (Magic players) all know and love was born.
    • Blue Deck Eaters, especially those with lots of counterspells. No, you don't hit enemies with massive monsters or blast him with uber-powerful spells. All you basically say is "No, you don't cast that" when you counter his spells, and "No, you can't have those" when you force him to discard. It's not flashy, but once it starts working, it will defeat most any deck out there, except those specifically made to counter that mechanism.
    • Blue-White control decks takes this trope to it's most literal meaning. With a slew of cheap blue counterspells and white removal, you effectively render your opponent impotent throughout the entire match while either digging up your own combo or pinging him with consistent yet hard to remove damage. As expected, when your opponent has to face the likes of Render Silent and Silence every single turn, it gets hilariously annoying and boring for them, especially if you just wiped the field (so they don't have any existing stuff to use either).
    • Token strategies center around this. "Dies to removal" is a common complaint about creatures, and token creatures are no exception. However, unlike regular creatures, tokens are, more often than not, designed to just keep coming. And coming. And coming. They seldom have any abilties, and seldom more anything more complex than flying, but when you have an army well into the triple digits, the fact that it's a bunch of 1/1 saprolings is hardly relevant.
    • This even applies to basic lands. Lands give you the mana to cast other spells, and are the most reliable way to get mana. Each basic land gives you one mana of its color and can be used as soon as its played. There are many varieties of lands that give you life, damage your opponent, or give you a choice of different mana types. They almost always have some disadvantage, however, like costing life to play, only giving colorless mana, or not being usable on the turn they enter the field.
  • While the Lord of the Rings TCG usually averted this, with most cards being a part of a complicated Awesome, but Impractical combo, the Goblin Runner card is the epitome of this trope. A simple Strength 5 (barely stronger than a Hobbit) Goblin with no special abilities...but he costs 1 from Shadow Pool to play and you can add 2 to the Shadow Pool when you play him. This means you can build up your Shadow Pool when you play them, and as such many early decks, especially Moria decks, built their strategy around them.
  • Yu-Gi-Oh!'s metagame is faced with a similar situation. Finally summoned your almighty Dragon Master Knight? Or maybe Elemental Hero Divine Neos? Too bad, they're just as vulnerable to traps like Mirror Force as Kuriboh is. Unless you're summoning something that is immune or can shut down traps, it's usually much better to go with something simple, like Cyber Dragon, whose effect is simply: "Summon for free if you don't have any monsters out and your opponent does".
    • For example, the most effective tactics at one point of the game are to manage your card advantage, and abuse advantageous monsters like the Disc Commander, Monarch and LADD. A very boring yet highly effective strategy.
      • A simple example of this is Lightning Vortex versus Smashing Ground. Smashing Ground destroys the highest-DEF monster on your opponent's field, while Lightning Vortex destroys all face-up monsters on your opponent's field but requires you to discard a card. Smashing Ground is a +0, since you used one card (Smashing Ground) to take out one card (the opponent's monster), while Lightning Vortex varies from a -1 to a +3, since you used two cards (Lightning Vortex and the discarded card) to take out one to five cards (the opponent's monsters). Smashing Ground is considered a better card than Lightning Vortex, because it's much more likely for your opponent to have one or two monsters than four or five, so Lightning Vortex will usually just break even.
    • This has changed to a degree since the introduction of Synchro Monsters. Shooting Star Dragon for instance, is possible but difficult to summon, but amazing when you do. Same goes for Red Nova Dragon. Also, Synchros have higher ATK than the stars of previous metas, so managing to summon that Dragon Master Knight might actually do you a tiny scrap of good.
    • Nowadays, there's a notable amount of decks where the strategy revolves around summoning a big flashy monster every single turn effectively.
    • Mystical Space Typhoon has one of the simplest effects in the game. It was released 10 years ago, and still sees plenty of use to this day.
  • In Exalted 2e, the most cost effective charms are the excellencies - they either add dice, add successes or allow you to re-roll. No flashy attack flurries, no golden beams of magic light.
    • Oh, it gets even better. Whereas the first few excellencies cost motes (Mana) on a per-use basis, several Exalt types have an excellency which allows them to commit motes and then use the earlier excellencies at reduced cost (or no cost at all) for the rest of the scene. End result? Basic multi-action attack flurries boosted by free excellencies are one of the most efficient means of dealing damage in the game.
      • And then even better: Solars have a Charm which allows Excellencies to not count as Charms. Considering you can only use one Charm per turn without a combo, this allows you to augment your defenses no matter what (even if it cannot be used alongside the cost-reducing Charm above).
    • Perfect Defenses. They're cheap, only serve to negate one attack, but they're needed to survive attacks being enhanced by other Boring but Practical charms.
  • BattleTech has two examples that stand out.
    • First, there's the medium laser — modest range and damage, but lightweight, compact, heat-efficient and can fire all day long without running out of ammo, which makes it a great weapon for light 'Mechs that can't carry much in the way of weapons tonnage anyway and a great backup weapon for the big guns on heavier designs. It's just perhaps the most ubiquitous 'Mech weapon out there, period.
    • And second, one of the most basic items of the 'modern' era: the double heat sink. It's perfectly boring — all it does is funnel heat (one of the main limiting factors on how many weapons you can safely use in one turn) out of your 'Mech or other eligible unit at twice the rate of the plain old single heat sink for the same one-ton weight. However, because using DHSs on a design also doubles the base heat dissipation capacity it gets for free with its fusion engine before explicitly installing extra sinks and because the game was not originally balanced with this in mind, this item arguably ends up edging right into Game Breaker territory; single heat sinks certainly have generally fallen out of favor as a consequence except on units that explicitly cannot use doubles, or for background flavor reasons.
      • In theory, what's supposed to keep double heat sinks in check is their increased bulk (two or three times the internal space of singles depending on model). What this means in practice is that at the absolute worst they take up a grand 50% more room for the same heat capacity — and further quirks of the construction rules actually leave them frequently the more compact solution after all. (This also applies only to 'Mechs; other units that can use double heat sinks just don't assign space to heat sinks in construction at all and so completely ignore this supposed drawback anyway.)
  • The dodge technique in Psionics: The Next Stage in Human Evolution. It isn't as flashy as a lot of the other techniques, but it automatically succeeds against attempted TK Grabs and is useful against more mundane attacks as well.
  • A lot of the stuff in Traveller is like this. Three thousand years in the future and they are still fighting with rifles. Most commerce is carried, not on Cool Starships, but on great big hulking Megacorporate abominations that fly unadventurously on scheduled routes. The Imperium is ruled, not by a mysterious Ancient Conspiracy, but by a caste of the decendants of successful industrialists and soldiers. And so on.
  • In Trinity, Clairvoyants ('Clears') don't get to throw bolts of lightning, conjure fire with their minds or teleport an enemy into a dozen different directions at once. Their 'flashier' abilities (like precognition) are depressingly unreliable. They have one major edge, though: They can easily find out where exactly somebody or something is. Combine that with, for example, some knowledge of ballistics and a mortar and you have a very, very frightening combo.
  • In Mage: The Ascension, the core rulebook highlights how every single tradition has developed a simple "heal my injuries" technique. Some magi blast foes with arcane bolts, some call forth ancient spirits, some invent sapient computers, but everybody finds some way to close their wounds quickly.
  • In Rocket Age traditional fire arms are still the norm since most people can't afford or acquire advanced RAY weapons.

    Theme Parks 

     Web Comics 
  • Parodied in this xkcd strip, when MacGyver uses a gun.
  • In Sequential Art when the cast tried a tabletop wargame, Scarlet could do only The Loonie part, so Kat called her "sisters" to play with Mad Scientist Hive Mind. Two strips later it occured to Pip that Think Tank accumulates mana, so he attacked before they can cast uber-spell wiping out his whole army. In the next strip, he lost. They simply disabled his leader, for just long enough to let their allies win the war.
    • The main reason this tactic worked was because Pip dedicated his entire attack force to stop the sister's plan, believing that whatever they had planned would be more dangerous than what the other two players were doing.
  • Clan of the Cats: Just how dangerous can a portal sorcerer be? The correct answer: Very.
    • As the sorcerer himself puts it, "You can add volcanoes to the list of things that can kill vampires."
  • In Misfile, Vashiel is an angel of punishment, so he gets a Big Fucking Sword that flames and can smite evildoers in a second. His brother, Rumisiel, is a filer, so he gets a multi-filing tool, with a recorder, web access, and other things like that. Guess which one comes in handy?
  • The Order of the Stick:
    • As in the Dungeons & Dragons entry above, the Magic Missile spell. Redcloak convinces Xykon to use it against the ghost of Soon Kim, because even though it's a mere 1st-level spell, it does Force damage which ignores the incorporeality of ghosts.
    • Xykon's spellcasting style is all about practicality over flash, at least when he's serious. Up against a wizard with dozens of different types of magic? Why engage in a drawn-out battle of spell and counter-spell when you can just spam Energy Drain until he has no power left, and finish him at your leisure? He may enjoy being stylish and looking cool, but Xykon understands that that has to take a backseat to practicality when the chips are down.
    Xykon: All you need is power, in as great a concentration as you can muster, and style. And in a pinch, style can slide.
  • MS Paint Masterpieces:
    Electric Man: Yeah, turned out I couldn't use the Thunder Beam to escape, so I just punched the glass.

    Web Original 
  • Democracy mode in Twitch Plays Pokémon. Whereas Anarchy mode processes every command (causing the character to behave... erratically to say the least), Democracy filters the commands inputted every few seconds and chooses the most popular one, this usually results in something like a regular game of Pokémon, only ten times slower. The majority of Twitch players loathe Democracy, but sometimes it's crucial for progress during puzzle sections where a single wrong movement can send the character right back to the start.
  • Worm may be superhero fiction but still has a healthy respect for ordinary weapons like guns or knives, and indeed a number of major characters lacking Super Toughness get seriously wounded or even killed by them.
  • In RWBY, most characters have Impossibly Cool Weapons such as a scythe combined with a sniper rifle, a katana with a Variable-Length Chain and a gun, shotgun gauntlets... and Jaune Arc's weapon, the Crocea Mors, is just a normal sword and shield. But still, they're very durable and dependable, even if they aren't as flashy as the other character's weapons.
    • Ironwood's weapon of choice is a simple revolver. Yep. Only in the deranged world of RWBY would a Hand Cannon be relatively mundane, but then Ironwood doesn't need a melee weapon anyway, as the entire right side of his body is cybernetic and he can casually throw a Beowolf Alpha around like a ragdoll.
  • The main character of Polyhistor Academy, Mikelle's most used abilities are... Invisibility and Memory Enhancement, two of his most basic abilities.

    Western Animation 
  • Hank Hill from King of the Hill embodies this trope. One specific moment is in the episode "Naked Ambition," when his friends end up in an asylum after a series of misunderstandings. Dale's attempt to get Boomhauer out by swapping clothes with a patient gets him mistaken for one instead, and Boomhauer's later escape plan fails because Bill ratted it out. They rely on Hank, who simply talks to the staff and sort things out.
  • Darkwing Duck: Darkwarrior Duck, rather than use a flashy or dramatic way to defeat Megavolt and Quackerjack, just beats them with... a garden hose. No overkill missile launchers, no gas guns (he doesn't even use them anymore), just a garden hose. (Especially effective against Megavolt.)
  • The Venture Bros.: Brock Sampson and his knife. It's all the weapon he needs.
  • Justice League: How Green Lantern John Stewart tends to use his powers in earlier episodes (somewhat justified by the fact that he's a military man). Katma Tui calls him out on it in Season 2, and from then on he gets a somewhat more creative with his constructs.
  • Gargoyles Xanatos was offered one wish from The Fair Folk or a lifetime of service from a normal human. He choose the human. While magic powers are great and all, good help is hard to find.
    • Also, taking a wish from a (literally) legendary trickster also could mean his wish could have been twisted around.
  • When Gwen is asked how she will use the $100,000 cash prize of Total Drama Island, she says that she will use it to go traveling and then to a university to study art history.
    Chris: Wow, that's really sweet. Boring, but sweet.
  • Near the beginning of Avatar The Last Airbender Zuko rages at Iroh over the latter's training focusing on basic firebending. Later, we see that Zuko's mastery of the most basic part of firebending, control of one's breathing, gives him a resilience to cold that other firebenders can't match, to the point that he is able to resist the effects of a specially designed anti-firebending prison cell and even survive swimming through ice channels at the North Pole.
    • This is shown spectacularly in the last Agni Kai of the series. Azula comes out of the gate using all her fancy firebending, using flips, spin kicks, propelling herself around like a miniature rocket. Zuko...stands still, controls his breathing, and uses the same moves he used against Commander Zhao in the third episode. By the end, Azula is completely out of breath, while Zuko is still fresh. Sozin's Comet may have ascended things to Awesome Yet Practical levels, though.
  • In The Legend of Korra, Eska and Desna's waterbending comes off as this. Whereas their relatives tend to use fancy techniques like water sprouts, ice drills, huge waves and ice sculptures, those two stick to water streams and 'small' ice bolts to attack, and water-skating for high-speed movement.
  • In My Little Pony: Friendship Is Magic we have Twilight Sparkle and Rarity with their flashy unicorn magic, Fluttershy and Rainbow Dash with the ability to fly, and Pinkie Pie with her Cartoon Physics and Borderline Reality Warping. Then we have Applejack who just has her lasso and raw physical power, and gets the job done all the same and is every bit as Bad Ass as the others.
    • On the villains' side, there's King Sombra. All the other villains inevitably go for some kind of flashy fight scene... but he mostly just sets a bunch of curses and traps well in advance of any potential conflict. And he gets a Near Villain Victory for it, despite barely even being onscreen. There's a reason many fans view him as the smartest villain.
  • In Xiaolin Showdown, the warriors are tasked with a challenge set on a circular obstacle course with an object to claim at the end of it. Omi immediately weaves through the obstacle course's entire length and eventually clears it. When it's Clay's turn, however, he just turns around and grabs the object, as it was already right behind him. Master Fung praises Clay for having figured out the least troublesome and the fastest solution.