In Tengen Toppa Gurren Lagann, things are powered by awesome, so being awesome makes it practical by definition! Best seen early in the series when Simon tries to take the Boring, but Practical route to Combining Mecha and just climb up Kamina's Gurren with his Lagann. Kamina attacks him until he does it more awesomely. And it really does work better that way!
In the same vein as Kimimaro, Nagato can't really move his legs but he can send six bodies that are strong enough to take on Konoha and win.
Minato's Rasengan was even more awesome (as well as more efficient) than Naruto's, if only because he could form it almost instantly and without having to use Shadow Clones. During his fight with Tobi, he was even able to initiate it right after reappearing from using the Flying Thunder God 2.0, just milliseconds before he slammed down on Tobi.
Susano'o when used by Madara Uchiha. When either Sasuke or Itachi use it, they are always limited to how much they can maintain it. Madara doesn't have to worry about it. Not only that, unlike Sasuke or Itachi's versions, his has legs and thus isn't limited by mobility. And his full, Perfect Susano'o form even sports a Badass Longcoat and is as big as a skyscraper!
Then it goes Up to Eleven by growing even larger into a giant samurai form. He then destroys two huge mountains and several smaller ones!
Madara doesn't stop at eleven, he cranks it up to twelve and equips his susano'o to Kurama, the nine-tailed demon beast.
The Bijudama when used by a full realized Jinchuriki such as Naruto. So powerful it can destroy small countries and equal the might of five Biju at once with a low charge time.
Bleach: Kenpachi Zaraki's entire schtick in battle is about this. He's the only captain in Soul Society who doesn't know the name of his zanpakuto, and thus can't achieve bankai or even shikai, meaning he can't use all those fancy tricks and abilities that his fellow captains can. But who needs fancy tricks when you're a fountain of raw, unlimited power, to the point that you need to use Power Limiters just to have a fair fight with anyone?
Ichigo was also like this before he started getting all those hollow abilities. His zanpakuto may not be able to turn into a multi-segmented sword with teeth, or millions of tiny razor-sharp blades, or a giant bug-thing that breathes poison gas, but not only does he have raw, unlimited power just like Kenpachi, but his bankai is just a simple, normal-sized sword...that's able to take all that power (most of which was just being wasted anyway) and focus it until he achieves Lightning Bruiser status.
Speaking of millions of tiny razor-sharp blades, Byakuya. Besides having mastered most forms of kido (such that he can use high end spells without having to use incantations) and flash steps, Senbonzakura, aka the Pink Petals of Death, is not only one of the most effective (and brutal) zanpakutos out there, but also one of the most versatile. Byakuya can manipulate the blades to form a multitude of purposes, such as forming a barrier against incoming attacks to surrounding his opponents in a sphere of petals or free flying swords or simply forming it around himself to initiate a final close range attack.
Misaka's Railgun from A Certain Magical Index. Not only does it look badass, but it has enough power to obliterate almost anything.
She is entirely outdone by the members of God´s Right Seat, however, specifically Fiamma of the Right, who´s "Holy Right" can do anything involving the right hand. Sounds stupid, right? Then wait until he summons a 40-kilometer long Flaming Sword, destroys a city in a single strike and summons Archangel Gabriel!
Plenty of Contractor powers from Darker than Black are awesome on top of being incredibly lethal. A good example is November 11's ice powers, which can do anything from freezing his opponents, to creating ice shields, to creating really sharp projectiles. Another would be November's partner April, who can condense water vapor to do anything from creating a water bubble around her opponents head to making it rain(convenient considering who she is teamed with no?).
The Full Powered Super Saiyan Transformation. This form basically gives you the strength and speed of a Super Saiyan except the amount of Ki that is used to maintain this transformation is basically non-existent, so you can fight with planet bursting power and supersonic speed for as long as you want. In a nutshell, it is a state of mental and physical perfection of the core Super Saiyan state itself. The idea is thought up by Goku, who insists he and Gohan use it, which they do to great success. The form was so practical and useful in battle that following the creation of this concept, the introduction of Super Saiyan 2 and the Ascended and Ultra Super Saiyan stages were rendered obsolete because the Full-Power Super Saiyan form was a learned state of being, and not necessarily a typical transformation or power stage.note To elaborate further, athletes who train in aerobics for extensive periods of time experience heightened states of rest, heart and respiratory rate are much lower than that of a normal person. This Super Saiyan form follows a similar fundamental concept; by remaining transformed for extended periods of time, the Super Saiyan can desensitize themselves to the negative effects of the transformation. Their wild emotions are kept in check, resulting in a more strategic fighting style, and ki consumption is reduced to negligible amounts. Energy radiation is reduced in tandem, and the aura takes on a smoother, flow-like appearance. By mastering the transformation, the Super Saiyan is able to retain transformation almost subconsciously. In requiring less ki to contribute to maintaining the transformation itself, the maximum amount of ki can thus be focused into attacks and stamina use, with no adverse effects present in the Ascended and Ultra forms. The key to this state is energy conservation rather than boosted energy output. This results in a Saiyan who is able to fight longer and more efficiently than with the Ascended and Ultra stages of Super Saiyan, and can even remain transformed for days without powering down as long as they do not expend too much energy, essentially making the transformation the Saiyan's base form.
The Evas from Neon Genesis Evangelion. They are building-sized, lanky-looking, brightly-colored mechs piloted by emotionally unstable 14-year-olds. They alone have the power to defeat the Angels, control time and space, and when compared to what international military forces can do to an Angel (almost-literally nothing) they are strikingly efficient even with their astronomical maintenance and R&D costs.
Dai-Guard takes this trope home and cuddles it. On the one hand it gleefully sporks the hell out of Awesome, but Impractical weapons used by classic super robots, like the ever-popular drill armwhich is crippled by massive torque. On the other it uses the impracticality of these weapons to highlight the awesomeness of its own ideas — a giant drill won't work, so how about a giant pile driver?
George's closet in With Strings Attached. A side effect of his shapeshifting ring is the ability to hold something and change into himself not holding it, thus storing it in “some unfathomable limbo” until he changes into himself holding it again. In practice it looks like he can simply will things into existence! And he can store huge amounts of stuff in there, too, so that the four are never burdened with supplies.
Wolf cavalry in Saruman Of The Many Devices which exploits a number of properties that set the Warg above horses - remarkable intelligence and coordination (pack hunter), high endurance (pack hunter) and being efficient killers on their own (pack hunter) to a devastating effect. Also the Lunes rapidgun, which is basically a mitrailleusse.
Crocodile Dundee: When a gang member tries to rob him and pulls out a switchblade, Dundee gets him to back off just by pulling out his own awesomely gruesome-looking hunting knife. "That's a knife!" indeed.
At the end of the film version of Starship Troopers, the marines are deployed with basically a railgun that has an explosive warhead attached. Or a plasma rifle, something like that. They win the war soon after.
Win the war, not so much. The two sequels show that the war is still raging years later, but Marauder shows that the Troopers now have Powered Armor that allows them to wade unharmed into the middle of Bug swarm and lay into them with rapid-fire guns and flamethrowers.
Christmas from The Expendables, for all his flash, is still very lethally efficient.
Everything Edna Mode from The Incredibles designs. Comfortable for sensitive skin, machine washable, breathes like Egyptian cotton — and also tailored for every family member's superpower. And they look fabulous.
In Pacific Rim, the Jaegers are Humongous Mecha the size of skyscrapers with awe-inspiring weaponry and bleeding-edge technology, piloted by two people neurally linked to each other acting as one and fighting as hand as they can. They're also the best anti-Kaiju weapon humanity has, able to take a class-three Kaiju down in mere minutes, as opposed to the regular armed forces which took six days to bring a class-one down.
Snow Crash's Y.T., a skateboard courier who carries packages in urban environments, has a device mounted on her skateboard to help her avoid splattering herself on glass walls at 40 mph. It emits a sonic blast that's compared to an airplane crashing into a tarp stretched over a stadium.
Skateboarding to a delivery wouldn't be practical without the additionally awesome magnetic grapple to steal tows from passing vehicles.
The Batman series had the Riddler once get the perfect burglary tool; a rare wax that is a powerful corrosive that can eat through thick steel or concrete within a few minutes, is practically silent in use and a pocketful is all you need, yet it is perfectly safe to handle until you expose it to direct flame.
In The Walking Dead, the redneck Daryl's primary weapon of choice is his crossbow. Having grown up hunting with it for food, he's an expert shot. Ammunition can be used repeatedly, and replaced fairly simply by simply taking branches and carving them into the right shape with a knife. It has all the lethality needed to bring down a walker and it fires without making any noise, meaning you can bring one down and not risk drawing dozens more when they hear you shooting.
Not quite a case of Truth in Television, since arrows for a crossbow or regular bow are harder to make than they look, mostly because of the need to be almost perfectly straight. As much as there's branches everywhere, ideal ones are harder to find. Even using pre-made goods, modern fletchers can still have trouble.
Battle Spirits: With some exceptions, it's actually relatively easy to utilize the effects of the best cards.
BattleTech features a somewhat more literal example than most. In an era where new tech was being rapidly introduced (the 3050s), there existed an assault 'mech that was a paragon of old tech. Max armor, four powerful weapons, heat sinks to fire them repeatedly, electronic countermeasures to disable some new tech, and it was affordable for a 'mech. Its only real weakness was its sluggishness, but assault 'mechs were never meant to be quick. The name of this particularly machine? The Awesome. See for yourself!
Yu-Gi-Oh!'s Synchro Monsters can be seen like this. They are typically easy to summon, can be put into virtually any deck, have powerful effects, and are generally cool in design. Stardust Dragon in particular is so useful and easy to use, it is one of the most dominating cards in its metagame. In fact, most of the awesome cards (mostly Synchro) featured in Yu-Gi-Oh! 5Ds are this, Shooting Star Dragon and Red Nova Dragon being the big examples. Xyz monsters in Yu Gi Oh Zexal take it to the next level, being even easier to summon, despite most of them become almost useless when out of Xyz materials.
Let's not forget Five God Dragon (F.G.D.). It is summoned by fusing any five dragons. Any. Its ability is useless, but with 5000 attack points, it doesn't really need one. Now, as a fusion monster, that sounds like a challenge to summon, right? Wrong. Thanks to a handy Spell Card called Dragon's Mirror, which lets you fusion summon any Dragon by fusing dragons on your field or Graveyard pile. And Dragon's Mirror has no cost to activate. Draw it late in the game with plenty of dragons in your Graveyard and you can instantly summon a 5000 attack point monster. Not bad at all.
Which would be nice, except that it is incredibly slow and worthless in competitive play, especially since Dragons play the graveyard so hard. Five God Dragon is still quite powerful, simply due to Future Fusion's ability to let you take any five dragons out of your deck, and place them in your graveyard for immediate use. Plusif you're lucky, you may even get a free monster later.
On the topic of fusions, which tend to be impractical, the Elemental Heroes can avert this, thanks to the so-called Omni-Heroes. One E-Hero, or, in Absolute Zero's case, any Hero, and any monster of the appropriate attribute. Combining this with Super Polymerization, you can take any monster your opponent controls and get a very nice monster for your troubles.
In Magic: The Gathering, the game designers like powerful, tournament-dominating cards to be splashy, exciting, and fun to play, so it's common to see splashy, exciting, and fun cards intentionally pushed up in power level. Planeswalkers are a great example: not only do they have their own unique card type, but their characters are designed to be the face of the game, so the developers make sure to give them powerful abilities. Jace, the Mind Sculptor in particular quickly gained a dominating presence in multiple tournament formats.
While some of the bigger creatures are impractical due to their mana cost, others are worth it. Griselbrand has a hefty eight mana summoning cost (4 of which have to be black mana), but you get your manas' worth. 7/7, flying, lifelink, and the ability to trade 7 life for 7 cards (netting you signficant card advantage) which can be easily offset by the aforementioned lifelink.
The five Mythic Rare Titans cost 6 mana each to summon (4 generic, two of their respective color) and they are worth every single one. Each one is a hefty 6/6 bruiser with special abilities that fit their color perfectly. Frost Titan counters ever spell and ability thrown at it unless more mana is spent on them, and its very presence freezes its opponent's forces in their tracks. Grave Titan spreads death with a mere touch and births more undead with every step. Inferno Titan breathes fire to enhance its already formidable attack power and constantly bombards foes with even more flames. Primeval Titan tramples its enemies underfoot while invigorating the very land itself. Finally, Sun Titan always stands ready to defend its master while summoning aid from beyond the grave.
From a closely related set, Wurmcoil Engine. Being an artifact, it has no colored mana costs (meaning ANY deck can play it). It comes down as a 6/6 for 6 mana, making it already on par with some of the titans above in terms of pure strength. It also has Deathtouch and Lifelink, meaning that every time it attacks, you're getting 6 life and if the enemy blocks they WILL lose a creature. And if it dies? It splits into 2 creatures, both being exactly half as powerful as the original while retaining one of the abilities. It gets even more awesome since, being an Artifact Creature, it fills the criteria for a wide variety of spells, lands and abilities that generate colorless mana, meaning you could play it MUCH sooner than you'd expect.
The Commander Format (also called EDH) is designed to make the more Awesome, but Impractical cards practical. Due to the larger deck and singleton format (one copy per card in each deck), and the higher life point count, this means that games are drawn out much longer than usual, allowing more mana-intensive cards to be played. This suddenly makes a lot of cards which have unreasonable costs suddenly seem practical, especially because many of them duplicate the effects of cheaper cards, which are now restricted to 1 copy in a 100 card deck. It also gives you a "Commander" which you have access to at any time during the game, allowing you to literally base a deck around a single creature, allowing a lot more creatures to be made playable.
In Warhammer 40,000, the Tau tend to be this. They employ battlesuits, high-tech weapons, and similarly high-grade armor and equipment for even their most basic infantry. Each trooper has a tremendously powerful energy rifle (actually a stable plasma cannon, making the Tau one of only two races able to build such a weapon, along with the Eldar) and armor on par with the best available in the Imperial Guard (and to the hyper-elite Space Marines, for that matter), not to mention a helmet chock-full of useful tech. And when working with plasma weapons, they simply reduced the power output marginally and managed to make it perfectly safe to use while not compromising its ability to virtually nullify any form of infantry armor. Unfortunately, the only area their tech doesn't cover is close combat. That came back to bite them when...
... the Dark Eldar employed this trope with their Grotesques and Wracks, which are essentially just fleshy abominations created by the Haemonculi. In one incident, the Dark Eldar were temporarily allied with the Tau, predominantly using the Wracks/Grotesques to stand toe-to-toe with the Tyranids when the long-range Tau couldn't. It didn't work out for the tauwhen the Dark Eldar broke the alliance.
The Imperium is varyingly practical, but one weapon they employ that definitely fits this trope is the so-called Heavy Stubber, which is in fact a basically-unchanged M2 Browning .50 caliber machine gun, designed all the way back in 1918. It's such a good gun that it compares favorably to many super-advanced weapons in stopping power, and is commonly slathered onto every Imperial Guard vehicle whereever there's enough room for ammunition and a gunner.
In Pathfinder and editions of Dungeons & Dragons before 4th, magic users. Let's use the Wizard and the Cleric as prototypes. Wizards got spectacularly flashy attack spells which could fill the air with flame and lightning, could shape change, teleport, turn an enemy into an ally, control a person's mind, turn party members invisible, and call forth illusions capable of fooling the enemy. Clerics could call down holy fire, restore sight to the blind, bring the dead back to life, and banish demons with a sternly worded wagging of their fingers. Both classes were a Game Breaker in most editions once they overtook the linear warriors. A poorly played wizard was still a terrifying damage dealer. A good player could run over a new GM with their powers. A great player sometimes had to intentionally Nerf themselves just to avoid ruining the game for everyone.
The Grav Heavy Needler from GURPS: Ultra-Tech is probably the best single weapon in the game even superior to supposedly more advanced ones. Pierces armor like an anti-tank rocket, range like a cruise missile, accuracy like a sniper rifle, rate of fire like a minigun, magazine capacity like any entire squad of soldiers, about the size of an assault rifle.
In most tabletop games, the Knights units. They are fast, poweful and durable. Unfortunately, they are also expensive...
This trope is featured all across the board in today's professional wrestling. Flashy moves are the norm in modern pro wrestling, especially in and around the cruiserweight division, but moves that are as devastating as they are cool to look at can be found across all styles and sizes. Generally the more agile the competitors, the more outlandish maneuvers you'll see to the point that they can be somewhat convoluted. As previously mentioned, the smaller weight divisions is where you'll see the most awe-inspiring and tricky techniques as their small sizes make them more acrobatic than the lumbering massive wrestlers of the heavyweight division.
Sheamus's Brogue Kick. Not only does it look devastating, it's quick, easy to use from almost anywhere, and would probably hurt every bit as much in real life as it looks like it would.
"Cutter" moves (ie. the Stone Cold Stunner, Diamond Cutter, and RKO) fall under this. They require very little set-up, if any at all, can come out of nowhere, can be performed in a numerous number of ways, and are rare non-submission finishers in which the size of the opponent is irrelevant.
Fate/stay night: Not only does Gilgamesh´sGate of Babylon look awesome, it also allows him to bombard his enemies with a rain of ancient weapons like Gáe Bolg, Gram and Durandal. It also allows him access to any number of potions, such as an elixir of youth, and the world's best wine cellar.
Forza Motorsport 4 has turbochargers, which provide the biggest speed boost for the least added weight of the aspiration conversions.
Persona 4 has your teammates have a chance, at Social Link level 3, to perform follow-up attacks, assuming you knock down an enemy. Basic party member Yosuke gets your standard Critical Hit, but Chie uses the incredibly effective "Galactic Punt." Chie will target a random enemy, up to and including mid-bosses that aren't downed, and kick theminto the stratosphere, complete with A Twinkle in the Sky to signal the fact you just scored a one-hit kill. And yes, you do still get EXP and Yen from it.
And it still counts as knocking down the target, so you can follow up with an All-Out Attack if everyone else is knocked down, too.
Kanji's followup attack is worth a mention too, as it attacks every single enemy at once, and knocks down anything it comes into contact with.
Prototype has a ton of this. Most notable is probably hijacking helicopters. The easiest way to get onto one in order to steal it? Karate kick.
inFAMOUS is, unsurprisingly, similar to Prototype in this. The final move calls lightning from the skies to smite your foes, which is easily the most effective way to defeat normal enemies, and even the final boss takes good damage from it.
The sequel has Ice Launch, which not only looks awesome but launches you up a good two stories, allowing you to avoid climbing smaller buildings and only consuming a small amount of energy.
The Enrage plasmid not only uses less EVE than the Electro Bolt or Incinerate, but also allows you to watch enemies fight (and kill) each other. Not only does this save you ammo that you would often have to use with the other two plasmids, it also gives extra freedom to make research photos that also has the added benefit of bonuses for Multiple Subjects and Action Shots. Don't be surprised to find it not only taking permanent residence in your plasmid loadout, but being the second most used next to Electro Bolt (if not moreso).
The Swarm plasmid allows you to shoot bees at enemies, which delays Big Daddies, in it's sequel the bees use the corpse of an enemy as a bomb, any enemy that passes by it will trigger the corpse's detonation and make the passerby the new bomb.
Pokémon games have Surf, a move normally used on the world map. Unlike the other comparable moves (Flash, Dig, etc), Surf is actually worth using in battle as well, being on par with pure-combat moves like Flamethrower, Thunderbolt, and Ice Beam, having the same base attack power, meaning not much less than the ultra-popular Earthquake's 100 base power.
The Pokémon Scizor is the embodiment of this trope. On the offensive side, it has a very respectable Attack stat, which is helped by an excellent selection of moves, some of which can be further boosted by Scizor's Technician ability. And while it's not the fastest 'Mon by a long shot, having Bullet Punch allows it to reliably land a hit against any opponent. On the defensive side, it has only slightly below average (Sp.) Defense, which is helped by its Bug/Steel typing being able to resist half of the things that could be thrown at it. That same typing also has the benefit of leaving him with only one weakness. Not bad for a metal-skinned praying mantis.
You'll find a lot of these Pokemon if you go to a competitive battling site and check out the Over Used section. Such as Lucario. Amazing attacking stats both physical and special, priority moves like Extremespeed, Bullet Punch and Vacuum Wave, steel typing for excellent resistances and Aura Sphere, a powerful special move which will always hit the opponent even if they decide to use Double Team or Sand Attack. It's a little bit fragile but it has decent enough speed, and it's a fighting Anubis with power to see the life force of any living creature.
Thunder was Awesome, but Impractical for 4 generations. 5th Generation however, introduced Galvantula, an electric/bug type whose ability raises Thunder's unimpressive accuracy to nearly match that of its weaker counterpart Thunderbolt.
When you're trying to catch a wild Pokémon, you could do the traditional way, Cherry Tapping it with weak attacks and putting it to sleep to maximize the chances of catching it...or you could chuck a Quick Ball at the start of the fight and stand a good chance of skipping all that.
The mighty Tidal Wave attack in Vanguard Bandits does so much damage most enemies blocking it from the front will take more damages then lesser hits to the rear. It's fairly accurate, and the costs for it are so reasonable that you can use it twice a round with little consequence.
Vikings in StarCraft II. VTOL capability, twin miniguns, and with careful work they can dominate much more expensive units like Carriers and Battlecruisers.
Also, good old Siege Tanks. Excellent against pretty much anything but air units, plus their transformation animation is always fun to watch.
The Bozar from Fallout 2. It's a machinegun that is accessible early, needs only medium skill in big guns and fires what is probably the most common ammo in the game. The consumption rate is still very high (as appropriate for a machinegun) though, but at least it's far easier to get more ammo for it than for the Vindicator.
In Fallout 3, you can hunt an entire town of slave owners dressed as Abraham Lincoln with Lincoln's Repeater. The kicker is that it can be repaired with Hunting Rifles which are plentiful, while dealing considerably more damage with very high accuracy. While it does use .44 Magnum ammo, they're quite easy to procure by the time you get the rifle.
Resident Evil 4: Leon can use Suplex Finisher, which, not only looks darned cool, is almost guaranteed one hit kill, and even stops Plaga monsters coming out of their necks.
Also from Resident Evil 4, the Red9. A red C96 Mauser converted to use 9mm rounds. Some players prefer the Blacktail for it's higher firing rate, but the Red9 deals better damage per shot, and still has a decent firing rate. It's also available much earlier and is cheaper, but the real deal-breaker is that fitting a stock to it can turn it into a mini-sniper rifle. It's considered by most players to be the best handgun in the game.
The Blacktail is the Red9's only rival. It aims, fires, and reloads faster, and has a significantly larger ammo capacity. It also takes up half of the limited space in Leon's limited inventory. Much easier for a newbie to use. Much more forgiving of newbie mistakes, such as shooting the weapon empty in the heat of combat.
Just Cause 2: There is, almost literally, no situation that cannot be solved with the grappling hook. You can flip over vehicles to cut short a chase, you can quickly jump onto any vehicle, you can easily climb skyscrapers, and combining it with the parachute provides a sweet form of transportation.
The best example is in an early mission: you have to escort a vehicle by standing on the roof. The tutorial provided expects you to use your grappling hook to jump to the other vehicles and take out their occupants (as opposed to blowing them up, which takes more ammo than you have), but there's nothing that stops you from attaching one end of the hook to the vehicle and the other the road. The car will keep driving for a bit, the flip over rather spectacularly. It technically doesn't take the car out of the chase, and the game still counts it as involved, but it's never coming back.
Multi-hit attacks in general. They often have flashy animations, and they tend to be far more useful than a single powered up attack due to the relative ease of reaching the damage cap by the end of the game. Some well-known examples include the Genji Glove and Offering/Master's Scroll combo from VI (8 hits) and Wakka's Attack Reels Overdrive from X (up to 12 hits).
Final Fantasy IV has Bahamut. You can get him the moment you hit the moon, clever use of Reflect and he'll defeat himself with his own Mega Flare, does damage that rivals Meteor to all enemies, casts faster, and costs less MP. Once you get Bahamut there's little reason for Rydia to cast anything besides it unless there's only one enemy in which case Flare is more efficient... except Rydia doesn't learn Flare for another ten or so levels after you're capable of just getting Bahamut. He's not as effective in the DS version though where his MP cost matches Meteor's and the Reflect strategy no longer works.
All of Edgar's Tools in Final Fantasy VI. The attacks use no MP, and unlike Blitz or Bushido they don't require button combos or charge times. Most of them do quite a bit more damage than the average physical attack, some of them come with nifty status effects like poison or confusion, and they never run out of uses. And, of course, there's nothing quite so awesome as watching the King of Figaro OHKO a dragon with a chainsaw.
And, of course, there's Sabin's infamous train suplex. It's totally awesome, but as Suplex is probably the strongest Blitz attack you have at that point, spamming it is also a very viable strategy for that boss fight. Sabin's final Blitz, Bum Rush, will also wipe the floor of most enemies with ease.
Ultima. Damn powerful, hits all, ignores defense and split damage, and with Osmose, you no longer have to worry about MP. And it's usable by anyone.
Final Fantasy VII: The Enemy Skill materia. Provided you learn enough spells on it, a character would have an entire slew of magic at his/her disposal while equipping only a single materia that had no drawbacks whatsoever. You could acquire all sorts of Disc One Nukes with it, like Beta, White Wind, and Big Guard, that are likely all more powerful than spells your current materia are capable of doling out.
Final Fantasy VIII has Zell's Limit Break, Duel. Quickly alternating between Punch Rush and Booya not only looks cool, but with good junctions the combo can potentially dish out the highest possible amount of damage in one turn.
In a similar vein, Irvine's Limit Break using Fast Ammo. There's nothing more awesome than applying More Dakka to your opponents.
Final Fantasy XII: Quickenings eat up MP, but they a) pause the battle while they're being used, preventing enemies from acting, b) are capable of breaking the damage limit, letting them deal way more damage per MP used than any normal attack, c) is considered neither physical nor magical damage, thus ignoring any resistances the enemy has to either, d) can be chained together so the player can do 5-8 of them in a row, and e) look really damn cool.
One of the best is Launch, which sends staggered enemies flying about fifty feet into the air. It works on most enemies (and even some bosses), can effectively stunlock anything that's been staggered, and, best of all, it's a passive Commando ability that you'll probably open up early on.
All the Full ATB Skills also qualify. For instance, Lightning's Army Of One hits over a dozen times, and racks up the chain gauge like nobody's business. Vanille's Death bucks the trend of Death being a Useless Useful Spell; there's very few monsters immune to it, and even if it fails, it still does hefty magic damage.
Final Fantasy Tactics, specifically the War of The Lions Version, has two characters that are talked up as being insanely awesome. Cid Orlandeau, who goes by the nickname Thunder God Cid, and a mysterious heretic who turns out to be the dashing, snarky, time-traveling sky pirate cameo character Balthier. Both of them are exactly as badass as their introductions make them out to be. Cid has all of Agrias, Gafgarion and Meliadoul's sword skills, all which cost no MP and activate immediately, and he comes with the best sword in the game; Balthier is naturally faster than the average ninja, comes with the game's best gun, and combines Mustadio's crippling shot tactics with all of the stock thief skills (only with much higher success rates). Picture The Leading Man himself dashing around at lightning speed, Stealing the Hearts of all the enemy mage girls, plundering their expensive weapons and assassinating ranged attackers while Cid annihilates anybody within a few squares of him and you'll have a pretty good picture of what every single battle in Act IV looks like for most players.
The Shockwave biotic power from Mass Effect 2, at least on lower difficulties. It shatters enemy formations, instakills Husks, and has a tremendous range. And it looks amazing.
The Vanguard's Charge+Nova combo in the third game. Charge catapults you into an enemy formation and recharges your shields, Nova converts your shields into a powerful explosion. Do the math. Can be Difficult but Awesome at higher difficulties as your enemies do a lot of damage and you're now in the middle of a bunch of enemies with no barriers.
Your secret party member Legion is this. Although he starts as a Glass Cannon, once he gets his M-98 Widow Anti-Material Rifle and his loyalty power Geth Shield Boost, he becomes an extremely powerful squadmate with arguably the most powerful non-heavy weapon in the game, access to assault rifles, and a wide variety of tech powers similar to Tali. He's also a frickin Geth, and has a lot of unique and interesting dialog.
Biotic explosions become this Mass Effect 3 after their status as mostly Awesome, but Impractical in the second game. Now that shielded enemies can be affected by a number of lasting biotic powers, and Warp is not the only power that can detonate other biotic powers, all three biotic classes can see a lot more biotic explosions and to great effect. The cool special effects of the biotic powers are just icing on the cake.
The Javelin, a Geth sniper rifle that fires a thin stream of electrically charged ferrofluid. 25% more damage than the Widow, even more accurate, and it can shoot through thin barriers without the damage penalty associated with the armor-piercing ammo mod. The only problem is a brief delay between when the trigger is pulled and when it fires, but that's easily compensated for by a skilled player.
With the armor-piercing mod and barrel, any round fired by the Javelin will cut through nearly six metres of obstacles.
The Graal Spike Thrower, a Krogan shotgun that has modest weight and ammo capacity,(for a shotgun), high power, a cool name, the ability to bleed enemies dry on the battlefiled, and it works great in combination with the Biotic Charge. When fully upgraded, it does the most damage of any weapon in the game, tied with the M-300 Claymore, but it's only half as heavy as the aforementioned M-300.
The Scorpion, a Salarian heavy pistol that shoots proximity mines. Low ammo, but one or two direct hits are virtually guaranteed to kill enemies on foot.
The Phaeston, a massive Turian assault rifle with 50-shot ammo capacity, insanely good accuracy on full-auto, reasonable weight, and high damage against all defenses. There's really no reason you'd ever need another gun if you've got this one.
The M-358 Talon, a revolver that shoots heavy-gauge shotgun slugs. Short-ranged, but will kill pretty much anyone who gets anywhere near the user in one shot.
The Chakram Launcher is an assault rifle with good damage, great accuracy, and the ability to stagger enemies, puncture Guardian shields, or deliver a Charged Attack. It also fires glowing, razor-sharp discs that explode.
And last, but certainly not least, the Geth Spitfire and Executioner pistol. The Geth Spitfire weighs more than any other weapon in the game, but makes up for that with shield-damaging capabilities and up to 400 rounds per clip with nearly 800 in reserve. On the other hand, the Executioner can work like a M-300 Claymore with a third of the weight if playing as a melee based character, or a devastating Sniper Pistol that lives up to its title of "Executioner" when a pistol scope is attached.
In Kingdoms Of Amalur Reckoning The Meteor Spell slows down time makes it rain little balls of fire then drops a flaming ball of rock on enemies for ridiculous fire damage yet has decent mana cost and moderate cooldown time. Oh and it can be used for sneak attacks.
The Alchemist's Ember Lightning. Visually awesome and shoots through walls.
The Vanquisher's Explosive Shot. BOOM!
The sequel brings us Wand Chaos for the Embermage. Skills that add a random chance of something triggering when you attack are usually either kinda boring or not worth the effort. Not this one: It procs often with a couple points, can be triggered by some of the better skills, there's one that's almost tailor-made for it, the damage is tremendous, the status effects can be quite the boon, and the visual effects include meteors, storms of darkness and acid rain. What's not to like?
Impactors from Sword of the Stars have a range matched only by missiles and deal excellent damage to boot. If the enemy gets them before you, expect to lose a lot of your ships before you manage to build up enough with the necessary anti-kinetic Deflector Shields.
EX Combos in Baten Kaitos Origins often take two or three turns to assemble, during which your characters are usually just taking hits. That being said, they're also the best way of dealing out tremendous damage, and in the later parts of the game, it's more efficient to spend five turns assembling one advanced combo than it is to just attack wildly and hope for the best. It doesn't hurt that lots of them look awesome.
The Thu'um in Skyrim. Being able to warp reality by shouting at it is definitely cool, and all of the Shouts are useful. And one of the most useful and entertaining Shouts is the very first one you get.
Daggers are actually very practical in addition to being super cool. Sneaking up on enemies becomes very easy as you progress in that skill, and with the right perk you can get a 15X damage bonus using a sneak attack. Using Shrouded Gloves gives you double that. They also have the highest attack speed in the game, and can be used with a shield in combat. You often one-hit kill enemies if you get the drop on them, which is accompanied by awesome kill animations. You can avoid combat with some of the most powerful enemies in the game, like leveled mages, and even dragons.
Long range sniping with Bows or Crossbows: if you sneak, your attacks do double damage (triple with a perk), and high level bows (and the dwarven crossbow) pack a sufficient punch to drop anything short of a dragon or dungeon boss with one shot. And if you'd like to be able to drop bosses with a single shot, that's why there is poison and potions of increasing archery damage. Besides, it's really fun to drop an enemy from the distance of a football field with one shot, and really satisfying to make it through entire dungeons untouched because you can kill everything before it can even dream of getting close enough to hurt you back.
Dawnguard makes them even better by adding the ability to fletch arrows. In the original game, you got arrows by looting enemies, looting chests, buying them in stores, and pickpocketing them from guards. Thus, the sheer rarity of the arrows with the best damage rating meant that they were saved for bosses. But now in Dawnguard, all you need to fletch is wood (which is, essentially free and unlimited) and a single ingot of the appropriate metal (plus a Daedra Heart in the case of Daedric Arrows), which will make 24 arrows per. That dragonbone arrows are both the most powerful in the game and significantly easier to make than Daedric, plus available on the Light Armor side of the smithing tree (you know, the one preferred by stealth and distance fighters) is almost unfair to the enemies.
Even better, Auriel's bow. It's the bow of a freakin' god, does more damage than even dragonbone bows (and with sunblessed arrows, it does extra damage to the undead), and has the ability to turn the sun into a Kill Sat. And the arrows needed to maximize it's power? All you need to do is take elven arrows to a certain NPC, and with the aforementioned fletching abilities...
Meridia's Daedric arifact, Dawnbreaker, is a Cool Sword that's very useful if you're skilled with one-handed weapons and are plundering a dungeon filled with undead foes like Draugr, or Vampires. It not only inflicts some decent fire damage on whatever it hits, but when you kill an undead foe with it, there's a likely chance you'll get to unleash a badass explosion of blue fire, and any nearby undead that isn't killed by the explosion you'll find will flee from you and not fight back the slightest, this counts for ALL undead including the immensely powerful Draugr Deathlords, allowing you to turn the tables on the guys who can take out huge chucks of your health with their Ebony weapons.
Dawnguard adds new perks for Werewolves that make them Practical as well as Awesome. One perk allows the Werewolf Totem of Brotherhood Howl to summon a pair of powerful spirit werewolves.
The Master-level destruction spells have very long cast times and are magicka-intensive, but Lightning Storm is a freaking giant lightning ray-o'-doom that can be used to take down dragons midflight when they can't attack you back, and coupled with the Become Ethereal Shout, Fire Storm is a huge explosion that can kill groups of enemies attacking you at once.
Plus, Lightning Storm looks similar to a Kamehameha.
Dragonbone Weapons, also from the Dawnguard update. Crafted from the corpses of fallen dragons (that you killed) and have the highest base stats in the game (others match it but none surpasses it), and they're enchantable.
The Dawnguard expansion added the ability to transform into a vampire lord, which is either this or Awesome but Impractical depending on who you ask. While it does have some downsides (forced 3rd person perspective, inability to interact with most things, only a few effects from specific gear carrying over) the increased health, magicka and stamina, area of effect health drain, waterwalking, and low-cooldown-very-useful abilities more then makes up for it.
The Vampire Lord's vampiric grip gets special mention: You can grab an enemy, and throw him straight up into the air. When he hits the ground, he can take SEVERE damage from the fall. While it eats mana quickly, most enemies will run out of life before you run out of mana. The only enemies it does not work on are mammoths and dragons.
The Djinn and summon system of Golden Sun is very friendly to people that like fighting in style. Unleashing Djinn does remove their stat bonuses, but it gives you a powerful cost-free effect (whether just a really strong attack, healing/protecting/boosting the whole party, or something else) that then feeds into summons, which a) Look awesome, b) Do tons of damage, c) Raise the summoning character's power so their psyenergy does more damage, and d) mean you get your Djinn back in a turn or two if the summon didn't already end the battle. Of course, since Golden Sun encourages a lot of customization, an entirely different awesome but practical battle method is to conserve your djinn and acquire gear that will help release the devastatingly powerful Critical Hit attached to each weapon, filling any offensive or defensive gaps with psyenergy.
The Trident of Ankohl in the second game, because the equipment system treats it as a usable accessory rather than a weapon, allowing any character to use it on top of everything else. Its intended purpose is dealing with Poseidon and his forcefield, but it also grants the user 20 Mercury resistance and a Jupiter attack based on the attack stat rather than the Jupiter power stat, completely for free. And it's the only "usable accessory" that doesn't have a chance of breaking upon use, so it's not Too Awesome to Use.
And then there is the psynergy itself. Unlike a lot of RPGs where you have to refill magic through the use of items, psynergy automatically refills over time and stones refill it before each boss fight, meaning that rather being Too Awesome to use it can be used very liberally. One can easily play through the games without visiting a single inn by just relying on healing psynergy. Which just makes it all the more odd when the weapon unleashes surpass psynergy in power.
Alice: Madness Returns has the Teapot Cannon, the Noob Tube of Wonderland. Infinite ammo, no friendly splash damage, and more shots between cooldowns after upgrading. Whether or not you use your handheld ad-hoc artillery at 1 feet or 50 away from your target is simply up to personal preference.
For players of X3: Terran Conflict and Albion Prelude with a good supply train for munitions, M7M Missile Frigates can single-handedly level sectors with Macross Missile Massacre.
The Typhoon Missile fits the bill very nicely. It is a missile that splits into eight warheads which do 30 megajoules of damage each (30MJ x 8 = 240MJ worth of damage, which practically spells doom to any fighter that isn't the Teladi Falcon Sentinel), and its stats are so balanced that it can be used against any ship except for M5s. While it is an M6-grade missile, the larger capital ships are able to carry it in bulk and can turn into really imposing threats to any ship. Cue Macross Missile Massacre; even Xenon and Kha'ak capital ships won't stand a chance against the Typhoon when launched in large salvos and from long range. What's more, there are working factories available for it and the factories themselves can be purchased at any shipyard. The only weaknesses of this missile are the aforementioned inability to catch up to M5 craft because of its below average speed of 195m/s, and that it cannot lock on to new targets once its original one is destroyed, otherwise the Typhoon would turn into a Game Breaker.
Most of the magic in Dark Souls is really cool, and almost all of the spells are lifesavers in the right situations. Iron Flesh in particular turns you into a slow but durable Chrome Champion that can tank just about anything the game throws at you.
The Glaive in darkSector. Awesome to look at, awesome to use, and almost always useful. Small wonder the normally wangsty protagonist stops complaining so much about his transformation after he gets it.
Vanquish turned this trope into a video game. Everything Sam Gideon is capable of doing in battle looks frickin' sweet but also serves a greater purpose (AR Mode attaches target identifiers to all available targets so you can pick them apart while you're still slowed down, boosting is like doing a rock and roll power slide but at 50 mph in the heat of battle, the list goes on).
The Medi-Gun in Team Fortress 2. The Medic is absolutely the rock of the team, supplying everyone with heals. This is accomplished by a real sweet backpack hooked up to a gun that shoots people with glowing tendrils of light. The Uber-Charge only makes it more awesome; for seven seconds both the medic and his patient are glowing, invulnerable metallic demons of death.
Many ultimate abilities of League of Legends champions fall under this, particularly those belonging to burst damage based characters once you get their cooldowns sufficiently lowered. Special note goes to Lux'sFinalSpark: Good damage, once of the longer ranges in the game, and can be used as frequently as every 24 seconds, with the right gear.
"Bubbling" or it's more official name, Divine Shield from World of Warcraft, it literally turns you invincible, end of discussion and other than raid-wipping instagibs, there is no way to be hurt while in it (Unless your dealing with Mass Dispel or Shattering Throw) It lets you heal up in pvp and removes all the debuffs, in pve however, abusing it to ignore boss mechanics is a godsend on some of the harder bosses.
Class talents as they are called were changed to be much more like this in the game's most recent updates. In an effort to eliminate the possibility of accidentally customizing characters into a weakened Master of None state, all of the essential tools are consolidated into the "specialization" stage of role specification. The remaining "talents" are pronounced bonuses where usually, every fifteen character levels, the player is giving a choice between three mutually exclusive spells ranging from noticable passive benefits that do not require active participation to temporary boosts in power that can be enabled every so often to gain an outrageous boost to a character's ability to perform. There are also some unique class abilities available that cause a wide variety of effects such as disabling enemy spell casting, emergency self-healing, unique attacks, and more.
Most of the weapon-mods in Borderlands fall into this category. Electric guns laugh in the face of shields and can very briefly stun enemies; fire guns do a good burst and damage over time; acid guns do less damage over time than fire but also lower armor value so the target takes more damage; and finally explosive guns do fairly good damage with an area of effect. And then there's the named shotgun that shoots missiles an entire magazine at a time, which are two rare mods stuffed into one weapon. About the only reason you'd ever pick up a non-elemental weapon over an elemental one is if it's got disproportionately high damage or you just haven't found an elemental of that type of weapon yet.
Torgue brand weapons in Borderlands 2. While the bullet speed is reduced, the fact that literally everything they shoot explodes means that they can deliver solid extra damage to just about anything, as opposed to the other elemental effects, which are effective against certain types of enemies but not very useful against others.
In the first The Godfather the automatic weapon wasn't much good unupgraded. In the sequel, however, the increased focused on mobility makes methodical headshotting with handguns hard to pull off, turning the automatic weapon into this. Large ammo capacity, More Dakka and better accuracy than the first game's version, what's not to like?
The Storm Bolter (a double-barreled machine gun firing miniaturized RPG's) has a RoFnote Rate of Fire twice that of your regular bolter, and only slightly less firepower. it's main drawbacks are inacuracy and ammo consumption, but firing in short bursts negates this somewhat.
And all the other awesome but practical weapons in that game. Like the lascannon, a giant anti-tank laser cannon that's used as a sniper rifle. or the heavy bolter, a giant machine gun firing similar ammunition as the storm bolter attached to a huge ammo backpack. Or the plasma gun, which has no ammunition, but builds up heat that needs to be vented; in the hands of a skilled player, it gives incredible flexibility. And, of course, the humble bolter, the standard weapon, which, when upgraded with its aiming module and kraken bolts, becomes extremely accurate and incredibly deadly.
In Half-Life 2 there's the gravity gun, which allows you to pick up objects, including heavy things that you can throw at enemies, and move aside obstacles. At the end of the game it becomes supercharged and is the only weapon you can use - and the only one you'll ever need. There's also Dog's "ball," which is really a disarmed homing mine with its tracking system intact. If you keep it when you go into Ravenholm, you can use the gravity gun to one-shot headcrabs or zombies with it. It also has the side benefit of drawing enemies toward it after you throw it, keeping their attacks off as you pick it up to throw it again. Doing so is also the best way for gaining the Zombie Chopper achievement which necessitates using only the gravity gun for the duration of the Ravenholm chapter.
The Tau Cannon from original Half-Life has plentiful ammo, a full charge kills everything except bosses, it has sniper-like precision, and in multiplayer it can be even used for rocket-like jumps. It can also bounce off the walls. If you go to any multiplayer server, there is 111.1% that fellow in lead will be using it.
Also the MP-5, to a lesser extent. Loads of ammunition, good accuracy, and a horribly overpowered grenade launcher.
Every combat mechanic in the Batman: Arkham games looks amazing, will get you amazing results, but takes a lot of skill to perfect. So do the gadgets. There are achievements that encourage you to get the mechanics down to look as cool, but be as hard to pull off, as possible.
Some of the secondary fire features of weapons in Perfect Dark. The ones that come to mind are the semi-auto magazine fed grenade launcher of the Super Dragon and all of the Maian weaponry.
The Mega Man series is filled with flashy weapons that don't do much, and besides being used as boss weaknesses, the regular Mega Buster seems better in most cases. The exceptions to this are pretty awesome though— Mega Man 2's Metal Blade which is cheap, shoots in all directions and ridiculously damaging to the point where it can take out most Robot Masters needs no introduction.
The Black Hole Bomb in Mega Man 9. It costs a lot of ammo to fire, but it creates a freaking black hole that you can control and detonate at will that will suck in enemies near to it and damage them (usually outright destroying anything that isn't a boss or sub-boss).
How about the Yammar Option in Mega Man X6? It summons 3 dragonflies that shield you, but unlike other shield type weapons, they can rapidly fire shots that can wreck nearby enemies. Like all other shield weapons, the dragonflies will cause damage to enemies, but they will eventually get destroyed. However, not only does the charged version spread shots across the screen in random directions, the dragonflies become invincible for a short time. This makes it good against certain bosses even if it's not their weakness weapon.
From the same game, also comes the Metal Anchor. Normally, it's a pretty damaging but slow moving attack, but when it's charged unleashes a torrent of metal Storm Eagles (really!) in an insanely flashy fashion...and also destroys pretty much everything it its way. None of these weapons consume particularly large amounts of energy. But in a game as Nintendo Hard as X6, you'll need everything you can get your hands on.
From the original Mega Man X, we have Storm Eagle's Storm Tornado. Gotten from an easy boss, on an easy level with cool music, it's a ridiculously large and fast gun that doesn't use up too much ammo when fired, but rips most of the game's enemies to shreds. Because of its size and speed, its also stupidly easy to hit with, as well as having great range.
The Fire Wave (from Flame Mammoth) might also qualify. It shoots a continuous stream of fire that will do rapid damage to anything with which it comes into contact. It does drain energy as long as the fire button is held down (and if you have the buster upgrade, it will eventually charge up, and the charged version is less useful), but even a brief burst of flame will do a good chunk of damage to most foes. An aversion of Videogame Flamethrowers Suck if there ever was one.
Several of Axl's special weapons in Mega Man X8 could qualify. None of them require ammo, some of them are rather flashy (the Ray Gun from Optic Sunflower comes to mind), and they tend to be fairly effective at doing rapid-fire damage to enemies. Bonus points if they have elementalattributes that will be useful against certain foes.
Zero's special weapons were on point as well. He could get up to 6 weapons in all and most of them altered the way his powers worked. Some powers would be stronger, others would be more practical or safer to execute, and some would outright turn into new abilities necessary to unlock more secrets. The Z-Knuckle took things up even further by not only giving him a stronger melee than his Z-Saber, but it also resumed the long-forgotten tradition of granting players access to classic Street Fighter moves.
Mega Man ZX doesn't have special weapons in the same way as the classic and X series; instead if has Biometals, which allow the player character to change into various forms that have various levels of usefulness. Once you obtain the second part of ModelH, however, you gain access to a powerful vertical tornado attack (sort of a vertical version of the Storm Tornado) that can do multiple hits to enemies for insane damage against anything that doesn't turn invulnerable after the first hit. A properly-timed hit can take nearly half a health bar from some bosses...and this does indeed work on the Final Boss.
If you manage to find and beat Model O, who is basically Omega Zero from Mega Man Zero 3, you receive a stone containing his Biometal and access to Model OX. Model OX comes with all but his most broken ability, unlimited Overdrive to use them all as wantonly desired, and even makes you look exactly like him from MMZ 3. The techniques you get while in Overdrive are actually pretty strong, and the Z-Saber ones are elementally based, making boss run challenges a breeze.
In Touhou you have Marisa's Mini Hakkero, the device that lets her fire her famous Master Spark. Considering the middle is a furnace, it also is a source of heat and can cook food.
The original Ratchet & Clank has the Tesla Claw. It's a mechanical crab claw that shoots lightning. With decent range, solid damage output, homing capability, and a healthy supply of cheap ammo, it's an extremely useful weapon that virtually renders the Blaster obsolete. The Gold version is both more awesome and more practical — in addition to a gold body and green lightning, it has a hefty damage boost and the ability to chain to an additional target. There are very few situations in the game where the Gold Tesla Claw is not a devastatingly effective weapon. Sadly, it loses much of the "practical" in the sequel — although it has an even larger ammo capacity, it can't be upgraded and there's a lot more firefights beyond the Tesla Claw's maximum range.
The same sequel that nerfed the Tesla Coil introduced the Lava Gun, a lackluster weapon that awkwardly squirted lava onto enemies, which got a badass upgrade in Up Your Arsenal. Instead of turning into the inferior Meteor Gun, it evolved into the Liquid Nitrogen Gun, which froze enemies in their tracks. Despite that its maximally upgraded form (available only in Challenge Mode) sported a power rating of 700, because it froze just about any non-boss almost instantly it was arguably just as game-breaking as the Rift Ripper, which had 6000 power or even RYNOCIRATOR, which had 10,000 power (and turned anything its rockets touched to ash). Its lock-on mod also made its otherwise awkward aiming a non-issue.
The Battle for Middle-Earth II: The good factions have the ability summon Tom Bombadil, he's a special Hero Unit that can only be summoned by support power. He only fights for a short time, but he is powerful and can send units flying with a single blow, he's basically a mini-Souron for the good guy's, and best of all he is accessible as a tier two ability which is easy to obtain.
In X-COM UFO Defense, the Heavy Plasma is this: holds 35 rounds per clip, has extremely high base accuracy, auto-fire, and does the most damage short of explosives. It's also easily recoverable from aliens, as their second most commonly held weapon, and has plentiful ammo as a result.
The Will power Assassin'sRush in Fable II is an extremely useful spell. Unlike other Will powers, it is basically a useful power from the start, since even at its most basic level it is capable of subverting an enemy's defense without going into a lengthy flourish attack, or giving yourself some breathing room in a difficult fight. It also lets you slow down time and zip from target-to-target like an anime Ninja.
In Tales of Maj'Eyal, corruptors (the Evil Sorcerer class) gain the powerful "Fearscape" ability. It allows you to literally summon a piece of hell and transport you and the target there. If you're prepared, the hellfires will heal instead of hurt you, while the enemy usually doesn't have such luck. So, free healing, free damage and forced 1v1 (in a game where you are usually vastly outnumbered).
Kingdom Hearts 3D [Dream Drop Distance] has the 'Flowmotion' system. It allows the player to perform some seriously awesome gravity defying stunts, gives you a variety of powerful attacks with no recharge time, and allows you to move much faster, which is really useful considering you only control each character for a limited period before switching back to the other one.
In MapleStory, Marksmen possess a skill called snipe which is considered their ultimate. On normal mobs its an instant kill. On bosses it deals intense damage, ignores a portion of the target's defense, and all hits will be critical. To balance it, it has a cooldown of 20 seconds and costs 340 mana points at level one. At master level 30, it hits 720% damage six times, ignores almost half a monster's defense, costs 20 mana points to use, and has a cool down of 5 seconds. Once you hit 195, after hyper skills, you can use this skill as a normal spammable attack with no nerfs and remove the cooldown.In fact, this skill gets even stronger hitting ten times for 510% damage per hit with hyper skills boosts applied. which is stronger than the new hyper skill ultimate itself. For comparison, most other map clearing/ultimates at master level have a cooldown of 20-30 seconds, and deal between 1500-2000% which is scratch damage in comparison considering its easier to hit the damage cap with these skills.
Pretty much ANY Bros or Luiginary Attack in Mario & Luigi: Dream Team is this. Okay, maybe not the Shells or other basic attacks, but stuff like the Jet-Board Dash, Slingsniper, Dropchopper and Luiginary Hammer is both extremely easy to use, extremely cool and very useful in battle to boot. As are the Infinity+1 Sword level Star Rocket and Zee Egg attacks, which happen to combine both 'flashy' and 'good enough you won't want to use anything else for the rest of the game'. They literally do hundreds or thousands of damage per hit, have extremely relaxed criteria for getting an Excellent rank on and can hit multiple enemies on screen at once. What's not to like?
Funnily enough, a lot of the alien weapons in Saints Row IV can become this. The Dubstep Gun inparticular is great for clearing out enemies en masse after a few upgrades. Fully upgraded, it becomes a portable WMD that destroys anything and everything with the power of explosive wubs.
In Marvel vs. Capcom 3, Level 3 Hyper Combos are mostly situationally useful at best or Awesome, but Impractical. Magneto's Gravity Squeeze however is both powerful and incredibly useful. Like all Level 3 Hypers, it is not subject to damage scaling and it deals a ton of damage. What makes it useful is the fact that it's ridiculously easy to combo into. Most players know to be wary of Magneto if he has three levels of Hyper Meter: one wrong move and he can respond by taking out any character in the game, no matter what their health is, and shifting momentum to his team.
The first Dawn of War and it's expansions have the Relic units. Fan favourites include the Imperial GuardBaneblade, a super-tough super-heavy tank capable of unleashing "eleven barrels of Hell", the NecronMonolith, a floating fortress which can teleport and doubles as the unit production centre, and the EldarAvatar of Khaine, a huge lava monster who is not only a mighty close-combat beatstick but also increases the population cap and morale of your units, and reduces the unit production times of your buildings.
The first two Almighty skills in Shin Megami Tensei IV, due to getting their MP cost halved and a slight damage boost. Not only do they get past any resistances/immunities demons have to anything, but they get past the magic-reflecting Makarakarn!
Standard Status Effects due to how they affect demon conversations. Bind allows you to freely "Fundraise" (read: rob) an enemy. Use Negotiate on a sleeping enemy and the enemy will let you go because they're too tired to fight anymore.
The Super Shotgun in Doom II. Up close it can deal as much damage as a rocket, and you'll find ammo for it just about everywhere. Also, since it is a stronger version of an earlier weapon, you'd expect it to be worse for conserving ammo than its weaker counterpart, right? Wrong. While it uses two shells per shot, the Super Shotgun actually fires three times as many pellets as the regular Shotgun! This actually makes it MORE efficient to use in just about every situation, except for long range (it does have more spread), and when you're fighting 1-2 weak enemies at a time. Other than that, you can pretty much blast through everything without a care in the world.
Almost every single Mystic Arte in the Tales Series counts as one. They don't cost any TP, the enemy can't damage you while you're using them, they're usually very easy to execute, and they can really dish out the punishment. Some favourites include Jade's version of Indignation, which does the most damage of any single attack in the game and comes with a cool incantation; Yuri's Savage Wolf Fury, which hits a ridiculous amount of times and can be combined with his Game Breaker sword For Massive Damage; and Cheria's Garden of Innocence, which also resurrects dead party members and heals everybody. The Tales of Graces Mystic Artes (known as Eleth Bursts) are probably the most useful of all, because you eventually unlock the ability to trigger first-level Bursts on any 25-hit combo. This means you'll be hearing Hubert yell INSTANT BALLS in nearly every single battle, and it's been scientifically proven that that never gets old.
Most of the accessories from the Tinkerer's Workshop count, but the king of accessories is the Ankh Shield, a combination of over a dozen different accessories that blocks nine status effects, as well as stopping knockback, providing immunity to fire blocks, and +4 defense. All in one accessory slot.
Some of the Mana Burst techniques qualify. Eruca's third Mana Burst, Punishment, comes to mind, doing high damage to every enemy while looking pretty cool to boot, but Aht's Imperion and Stocke's Dead Fencer are also up there.
In Dishonored, one of Corvo's coolest and most useful powers is the very first one he gets, the "Blink" power. The sheer number of ways to use this power is staggering: getting to high places, avoiding detection, evading enemies...It is entirely possible to complete the entire game, even a stealthy Pacifist Run, with only the non-upgraded version of this power (there is even an achievement for it).
Clover of Totally Spies! once says of the act of blasting down doors: "Subtle? No. Effective? Yes!"
Martial arts. Each discipline is designed to incapacitate someone as efficiently as possible, and, as evidenced by televised boxing, MMA tournaments, et cetera, many people find them entertaining to watch.
Gold. While it might not be the sturdiest material, its unique chemical properties and immunity to most types of corrosion make its alloys ideal for delicate components such as circuitry and medical appliances.That, and it's shiny!
How about silver? It's equally shiny, valuable and has the best energy conductivity of any metal on Earth.
Silver tarnishes, gold doesn't. Thus the best stereo wire is silver, with gold-plated connectors. Now you know why Crack is Cheaper.
Diamonds. The hardest natural substance, can be cut into beautiful gems or used for industrial processes and other situations that require a blade capable of cutting through anything.
Water. You, me and every living thing on this planet needs it and is largely filled with it. It begins as Boring, but Practical. It looks pretty when still and calm. Feels good to the touch unless it's boiling, at which point you use it for cooking and disinfecting food. You can generate electricity with it. It wears down mountains and cuts through continents. You can propel vehicles with it and with enough pressure it can slice through concrete. It is one of the few substances on the planet that can exist as a liquid, solid and a vapor and probably the only one that can transition between the three. It is also one of the more powerful industrial solvents... It's probably easier to list what water can't do.
There are a few substances that water alone doesn't dissolve very well, but even those can be dissolved (or at least suspended as an emulsion) if you add a little easily made soap or detergent.
For that matter, soap and detergent. Simple, easily made organic acid salts (soap are salts of carboxylic acids, detergents of sulfionic acids) that make it vastly easier to clean almost anything off of almost anything else. The amazing thing is how long it took before humans discovered them. And it can be fragranced to smell good.
"Be not deceived: gentle as it may seem, weak as it may seem, water is the stronger of the two. It may work at a rate too slow for humans to perceive, but it has been one of the major forces shaping the surface of our planet. Given a million years, the soft, ceaseless pounding of waves can pulverize rock into soft sand. Given ten million years, it can erase impact craters or carve vast canyons through stone. Given a hundred million years, it can wear away mountains to nothing."
Two-handed sword, both Eastern and Western varieties.
3D Printers. Allow you to make virtually anything on demand easily from a variety of materials.
Nuclear Weaponry. Since their first and last deployments in World War II, they've become essentially a signal that a nation is now an advanced power, possessing the wealth, the infrastructure, and the knowledge base to create them. Largely due to their existence, disputes between the great powers, though still, sadly, involving bloodshed, have become notably less violent and smaller scale. Like it or not, they're the only weapons ever created that really are effective deterrents, and a nuclear blast is most certainly an awe-inspiring event.
So frightening to NATIONS that these are the only arms that have a general agreement in place that nobody who doesn't already have them will seek to acquire them, and nobody who has them will help any other nation acquire them. (Yes, there's a number of cheaters, but that's nations for you.)
Battleship. Declared obsolete already before WWI, they served well in the end of the 20th century. They could survive almost anything (including nuclear blasts) and deliver tremendous amounts of ordnance upon the enemy, and sinking them was more a question of a lucky shot or number of attackers than anything else. Yes, they were dinosaurs - not the image of dinosaurs we had thirty or forty years ago, but the image we have today: big, swift, lethal and strong.
This was arguably true until World War II, in which Battleships became obsolete as a means of sinking enemy ships, replaced by carrier-based aircraft, submarines, and eventually missiles launched from cruisers. This means that ship-to-ship combat, as seen in battles like Salamis, Actium, Lepanto, Trafalgar, or even Jutland, where combatants faced each other within visual range, was now out of date.
For a time, battleships filled an unexpected niche, as escorts for aircraft carriers, due to being the only ships that could match the carriers in speed and range. Smaller ships were often far more limited in endurance, and could not shrug off the sort of damage that battleships could (even in the age of torpedo bombers and kamikazis, battleships were notoriously difficult to take out of the fight) meaning that battleships filled a role as very difficult to sink antiaircraft batteries, at least until Anti-Air missiles came into being.
Even that was almost not the end of the carrier defender role of the battleship. The US seriously entertained a proposal to basically cover half a battleship hull with vertical launch tubes like almost all US warships now carry. It didn't go ahead because of the combination of immense cost and implausibility of a need for the sheer number of launch tubes it would provide.
The missions that a battleship could undertake did not become obsolete, but the traditional battleship itself was because it was too expensive and had too much extra (and expensive) capacity to do a lot more than was necessary. The old battleships from World War I were not fast enough to protect World War II carriers: the only "old" battleships that could fill that role were the four Japanese battlecruisers of the Kongo class, with deficient armor protection compared to real battleships. Faster, more modern battleships that could protect the carriers while fulfilling traditional battleship roles (eventually culminating in the Iowa class) were too costly. Smaller ships with powerful air defense armament, which eventually evolved into AEGIS-equipped cruisers and destroyers, combined with better interception techniques using carrier aircraft, were deemed to be more cost effective than battleships. Likewise, battleships could be replaced as heavy bombardment vessels with the concept of "arsenal ships," projected class of fairly small ships with hundreds of vertical launch systems. In practice, the role of the arsenal ships wound up being filled by another type of ships that became less necessary: ballistic missile subs that traded in nuclear missiles for up to 200 vertical launch systems for cruise missiles.
Aerodynamic vehicles in general (cars, bikes, planes, boats,...). Not only do they have attractive curves, those curves also serve to reduce air friction on the vehicles as well.
The F-35 Lightning II (aka the Joint Strike Fighter) is intended to be this in comparison to contemporary fighter jets. In particular, it has a much lower price tag than the F-22 Raptor, has stealth coatings that don't need to be reapplied after every flight (F-117 Nighthawk), and the Marines' version features VTOL that doesn't allow exhaust to get sucked into the intakes (Harrier).
Sadly (for Lockheed Martin anyway), the F-35 is turning into Awesome, but Impractical. Much lower price? Not anymore (F-22 unit cost per plane $150 million, F-35 now at $122M to $184M). The stealth was in 2006 downgraded from "very low observable" to "low observable". In November 2011, a Pentagon study team identified 13 areas of concern that remained to be addressed in the F-35.
The F-22 itself went from Awesome yet Practical to Awesome, but Impractical, as the entire fleet has been grounded multiple times for suspected oxygen system problems. The F-22 has the highest accident rate of any USAF fighter aircraft in service. Even so, it's still a solid design.
Stepping back a generation, the F-16. A Jack-of-All-Stats capable of accepting just about any role from fighter to attack aircraft to bomber. It's also highly maneuverable and supersonic.
Then there's the F/A-18E Super Hornet. Just take the original Jack-of-All-Stats Hornet (already a successful design), revamp its airframe, upgrade its engines and avionics with some of the best tech available, give it a reduced radar signature (such that it's said to be the "stealthiest non-stealth fighter") and then design it so that it can be easily upgraded with newer tech and avionics as the years go by. Oh yeah, and give it an ordinance carry capacity of well over 17,000 lbs. In short, as "plain" as the Super Hornet may be compared to the F-22, F-35 and PAK-FA (not to mention the "Super Flanker" line), it's actually a very awesome design that's somewhat under-appreciated in an era dominated by stealth technology.
And to rub more salt into the wound, the nations that are considering pulling out of the troubled F-35 program have shown increased interest in adopting the Super Hornet instead.
The Original Lightning, The P-38 is a better example, It's a twin-pronged WWII fighter with plenty of dakka and goes fast, Which is all awesome and useful, but the thing that really makes it this is the fact that since it's twin pronged and thus has nothing on it's nose, they put all the guns there. This means that unlike most airplanes of the time, who have to put their bigger guns in their wings, the P-38 doesn't have to aim at a specific sweetspot to actually have all it's rounds hit, it can fire at any range it wants (Within reason of course) and still expect to hit.
Sharks. Though there are a large variety of shark species floating around today, sharks are one of only a handful of species whose basic form has remained unchanged since prehistoric times, others including crocodiles and alligators. Sharks are no smarter, no stronger, no faster, and yet no less deadly than they were before humans' earliest ancestors showed up, and what this means is that all that time there was no need for them to improve.
Orcas might just beat them though, 5 ton GeniusLightning Bruisers, that can come up with the most insane, complicated ploys for getting food since human farms, weigh 5 tons, and just to make them awesomer, swim at 30 miles per hour on average. They manage to still be Adorable.
And on land, wolverines. These things aren't much bigger than a medium-size dog — they'd come up to a man's knee fully grown — but they can and do take down moose.
In the air, it's raptors. Few things are more majestic than seeing a falcon, hawk or eagle in flight. But they are also precision strike masters, capable of taking out a target the size of a mouse in a grassy field from a hundred feet up. Two that take the cake are the golden eagle and the peregrine falcon. The falcon is capable of snatching other birds out of the air at speeds recorded at an excess of 240 miles an hour. Golden eagles meanwhile use dive bombing tactics to take out huge prey far beyond the scope of any other modern predatory bird, like deer and goats. One was even reported snatching the cub of a brown bear.
The entire Kalashnikov rifle family, but special praise goes to the AKM and its extremely similar variants. They are extremely simple to operate; rotate magazine up and towards you to load. Press tab and reverse motion to unload. Push lever down for shoot. Push lever up for safe. Pull handle and release to ready. Squeeze trigger to fire. They are absolutely durable as hell, being incredibly undemanding in the maintenance department in addition to being highly tolerant of abuse. Just tie together bootlaces, dip them in petroleum-based lubricant, and pull through the barrel. Everything is going to last a damn long time. The sights are very easy to figure out and use, as well as very quick at short range, while being precise enough for longer ranges. Optics can be easily and securely added by means of a side rail, and do not interfere with using the iron sights. Bayonets or launchers can easily be added to the front. The 7.62x39 round is powerful enough to be effective against a staggering variety of targets and species, while not only having recoil gentle enough for anyone to manage it, but also being light enough to be carried in large numbers. Semiautomatic mode enables easy ammunition conversion and targeted shots however rapidly the user desires. Automatic mode drastically increases firepower.
The AR 15 gun family. The AR is highly adaptable, light, mobile, and accurate for a weapon at its price point. Most guns can beat the AR in at least ome thing, but very few can beat it at everything. Kept out of Boring, but Practical due to being relatively expensive, complicated to use, and having a number of fundamental issues which definitely cut down on its level of practicality.
Also the CZ-550 family of rifles. At first sight, just another Mauser 98 clone - but in practice they have two improvements over the classic Mauser design: first, they perform just as well, but cheaper, second, they are infinitely adaptable. Counting the factory made versions, they range from the simplest version with basic wood design through luxurious walnut stocks, longer or shorter barrels, full stock or half stock, from .243 caliber to gigantic .500 African calibers, and gunsmiths over the world can easily modify them for .577 to .600Overkill calibers - whatever you want, wherever you need something to fire, CZ has something to do the job.
The USAF's A-10 Thunderbolt II. A truly awe-inspiring machine that fulfills its function very well.
To follow up, the A-10 was designed expressly to serve as a durable close air support platform. It carries a specially-designed rotary cannon which is deliberately positioned asymmetrically, because that way the actual firing barrel can be kept on the centerline of the craft and not cause control problems. It's also incredibly heavily armored all over - durable doesn't even begin to describe it, and it's packed with redundant flight controls and other features intended to allow it to get home safely after taking an incredible pounding. This is essentially happens when a Mighty Glacier is supplied with More Dakka.
The British in World War II had the Rolls-Royce Merlin engine, an easily-maintained, reliable, and unbelievably versatile design. Fighter plane need an engine? Use a Merlin. A bomber? Get two. Heavy bomber? Get more! There were even modifications for it for use with ground and sea vehicles. As you can imagine, this streamlined British production and repair greatly and was a godsend in terms of logistics. It was also famously used outside Britain in the American-designed P-51, turning a good fighter plane into a great fighter plane. The Germansused a similar design philosophy with Daimler-Benz DB600 series of aircraft engines.
Except German aircraft engines did not age as well as the Merlin...but whether that was the problem with the engines themselves or German industry in general during late World War II period is heavily debated.
Gin and tonic originated from British people who lived in India protecting themselves against malaria (the high amount of quinine in traditional tonic water can protect against and treat malaria) by putting gin into the bitter tonic water to improve the taste. So you have a drink that tastes nice, protects against a very dangerous disease, and can get you drunk. Not that being drunk is always cool.
Two slices of bread, with any filling you desire. Just about anything can go in a sandwich, and it creates a healthy, portable, no-silverware-needed snack or meal that can be eaten at any time of the day, breakfast, lunch, or dinner. Indeed, sandwiches have fed countless people, young and old, rich and poor, the world over for decades. And, with a little creativity, you can create some veryinteresting and tasty fillings. Suddenly your humble sandwich isn't so boring now, is it?
Like grilled cheese sandwiches? Try the indoor grill. Probably the most famous of them all is George Foreman's Lean Mean Fat Reducing Grilling Machine line. Fits on top of the stove without getting in the way of other cookware. You just have to plug it in, let it heat up, and then cook your stuff. Best of all, no fire and next to no grease — which makes it perfect for more challenging creations.
Pizza. Bread base, sauce, toppings, whatever you can dream up (just ask the Teenage Mutant Ninja Turtles). There are also dessert pizzas, often with a cookie base. Allergic to wheat or gluten, or lactose intolerant? Can't handle chocolate? No problem, there's something out there for you, too. Really, what's not to love about it? And seriously, everybody loves it.
Many real life pistols are made to look sleek while delivering maximum damage for the caliber. From the Beretta 92 FS 9mm to the Colt 1911 .45 to the S&W .44 magnum, you will see the same models used in many different movies and TV shows, as well as in real life military forces and police, for good reason. The shiny versions are plated.
Firearm finishes both enhance the beauty of the arm, while lending enhanced protection against the elements. Blued steel, for instance, is a type of controlled oxidization that helps prevent rust from forming, while platings such as nickel or chrome provide even more protection against corrosion.
World War II era British tanks were equipped with on-board water boiling vessels, which could be accessed from inside the crew compartment. Practical in that it gives you a way to disinfect water and cook boil-in-the-bag rations without leaving your tank or starting a fire, awesome because it means you always have access to a Spot of Tea. You don't get any more British than that. Oh, and you want proof of how useful this little addition is? Pretty much every British tank since World War II, up to the present day Challenger 2, has had one of these water boilers.
More or less every armored vehicle in the British arsenal has a water cooker. They sure do love their tea.
also useful for boiling water and cooking rations.
Then there were Hobart's Funnies, a whole line of specialized British tanks for a whole variety of jobs you face while in the field.
Speaking of the British military in the Second World War, the de Havilland Mosquito. A British multi-role aircraft constructed entirely of wood and canvas, it was originally designed as a fast bomber, but it was found that it also made a decent fighter aircraft, recon aircraft, transport, maritime strike aircraft. Because it was made of wood, glue and canvas, literally any carpenter or wood-worker in the land could make parts for it in a pinch, and it was quicker to repair than the better known British main-stays, the Spitfire and the Hurricane. As for combat capabilities, it carried more weapons than the average fighter, was faster, and explosive rounds just punched clean through the canvas without exploding. And not only that, because it was made of wood and canvas, it's radar signature was relatively small, technically making it the first ever stealth aircraft. In short, the Royal Air Force had access to lots of wooden, stealthy, ultra-versatile Lightning Bruisers... that just so happened to be considered amongst the best-looking flying machines of the war. If that doesn't qualify as this trope, I'm not sure what will.
Reichmarschall Goering: "In 1940 I could at least fly as far as Glasgow in most of my aircraft, but not now! It makes me furious when I see the Mosquito. I turn green and yellow with envy. The British, who can afford aluminium better than we can, knock together a beautiful wooden aircraft that every piano factory over there is building, and they give it a speed which they have now increased yet again. What do you make of that?"
So impressed were the Germans by the Mosquito that they designed their own Suspiciously Similar Substitute, the Ta-154 Moskito. It did not see widespread service, though.
Similarly, the Vickers Wellington. Because of a ridiculously strong geodesic construction, it could take ridiculous amounts of damage and still fly home. Just look.◊ On top of that, it was a capable and quick medium bomber.
Similarly the hurricane could take insane numbers of rounds, because the fabric skin didn't trigger explosive cannon rounds. It's also a lesser-known fact that the whole thing could be dismantled, transported, and reassembled on arrival with relative ease, or have damaged parts replaced with good ones (it took just a few hours to completely change the wings). It also saw a number of roles, from fighter, to night-fighter, to ground-attack fighter, to night intruder and even, in desperate times as one-off fighters that got thrown away after use.
In fact, looking at the examples, it could be said that a lot of historical British military weapons are this. Tanks armed with flamethrowers, the world's first practical breech-loading rifle, bombs that destroyed infrastructure by causing earthquakes, cloaking technology, Congreve rocket artillery, a skimming bomb for destroying dams... the list goes on.
The British themselves realized the power of the rocket after being on the receiving end of Indian rockets during their various wars of colonialism. The Congreve rockets were essentially copied and developed from existing Indian rocket technology.
The Tallboy bomb developed by the British in WWII was a bunker buster bomb so large that it didn't even need to directly hit the target to destroy it. The shockwave it caused was powerful enough to create miniature earthquakes that would destroy or render useless anything that avoided the blast. The Tallboy was used to successfully destroy or disable countless heavily fortified German facilities, as well as sink the Tirpitz. It caused more damage during the war than any of the Awesome, but Impractical superweapons the Nazis could develop.
The M1 Garand was the first truly semi-automatic rifle to be used as standard issue, and in WWII it gave American soldiers a serious advantage over Axis forces, who were still using bolt-action rifles at the time. General Patton even attributed the Allies' victory in WWII to the Garand, calling it "the greatest implement of battle ever devised." The Garand's success would go on to fuel the development of more semi-automatic and automatic rifles.
The M1 Carbine also did just as well as the Garand, despite having a low stopping power, as it carried 15 rounds-a big amount for its day.
The Eurofighter Typhoon, despite all its delays and politicking, is shaping up to be this. Despite being (comparatively) less "modern" than 5th generation "stealthy" fighters, can turn and burn with the best of them, being one of the most maneuverable aircraft in the world. Even beyond visual range, it compensates for its own (comparative) lack of stealth with fearsome radar capabilities and long-range missiles - Eurofighters returning from the Red Flag Alaska exercises of 2012 were spotted with several F-22 Raptor kill marks painted on their sides.note Both aircraft flew in standard clean configuration; despite some statements that Typhoons were "slicked off as much as possible", Typhoons in question only had their missiles and external fuel tanks removed. As such they were in same configuration as F-22s. Despite that and lack of off-bore capability on part of both sides, Typhoons won four engagements, with another four being draws.
The M2 Browning .50 caliber heavy machine gun, or the "Ma Deuce" is one of the oldest and versatile guns ever used in the US military. The combination of its reliability, accuracy, and sheer stopping power has had it been put on literally every American military vehicle from Jeeps and P-51s to Humvees and Abrams and has even been used as a sniper rifle◊ at one point. Despite having been designed shortly after WWI, its basic design has remained unchanged and is still the US military's primary infantry heavy weapon system.
Sunglasses. They look cool, and protect your eyes on painfully bright days and from harmful ultraviolet rays. Granted, they won't protect you from looking at the sun itself, but going about your usual outdoor activities in sunglasses can help preserve your retinas. You can even get them with optical correction for a slightly higher price.
Combat boots. There's a reason why the military uses these puppies: they provide a good degree of protection for both the foot and the ankle, are extremely durable if taken good care of, and are surprisingly comfortable once you get used to them. But that's not it: they're available for civilians, too, in any military surplus store and at lower prices than most famous brand shoes, and can be surprisingly fashionable: aside from showing ruggedness when used with the leg part showing, the shined black variant can be easily mistaken for formal dress shoes if worn with it under the pant leg.
The Lee-Enfield rifle, both models No.1 MK III and No.4, during both World Wars. Britain did not use semi-automatic rifles during World War II because the gun was this very trope. The rifle was accurate, had ten rounds-more than any other bolt-action rifle at the time during World War One-fired incredibly fast and was extremely reliable. It rarely jammed. And it fired so fast, Britain developed a whole technique dedicated to its rate of fire. And a well-trained rifleman could fire up to twenty aimed shots in about a minute. In fact, the current world record for aimed bolt-action fire was set in 1914 by a British Army instructor, who managed to squeeze out thirty eight aimed shots in under a minute, all of which hit a 24-inch target at 300 yards.
The Grumman F6F Hellcat was a carrier-based fighter that was developed to replace the slower, yet rugged F4F Wildcat in service as well as being a counter to the supremely nimble A6M Zero. It did so and lived up to such outstanding expectations that it became the fighter of choice for USN pilots during the later stages of the Pacific Campaign of World War II, and was responsible for 75% of the USN's confirmed kills. One major reason to why the F6F breathed this trope was not just because of its much improved performance and ruggedness compared to its predecessor, but the simplicity of its design made it very easy for pilots to fly, and maintenance workers to repair. This essentially made the fighter require almost no modifications to its design, if at all.
The Korean hwacha, effectively an early mobile artillery battery. Before its development, the Chinese had attached fireworks to some of their arrows to increase range and speed...except their accuracy suffered quite a bit. They still made good panic inducers, though, with the noise and fire. Then Korea decided to basically create a frame that would let them launch around two hundred of thoseall at once. So now you've got an incredible racket from the hail of arrows, their massing turns the inaccuracy into a non-issue, and you don't even need two hundred people to operate and move the hwacha; ten, counting maintenance crew, per was probably plenty. They were usually used to defend cities, but they proved to be a nightmare for the typically closely massed Japanese bakufu navy whenever Korean ships got close enough.
Perhaps multiple rocket launchers in general? Rockets are cheap and low tech to build than artillery shells, which require specialized machinery. While inaccurate (except when fitted with high enough tech, which, in turn, would negate the cost advantage), a bunch of rockets hitting the same area at the same time can do a lot of damage.
Handwraps for boxers. They are actually necessary; they protect your hands and makes wearing boxing gloves a lot less uncomfortable. At the same time, it looks really, really cool.
Leather dusters during the The Western times. Though they may or may not snag, they cover a huge part of your body from the heat, provide decent protection if tanned well, and can hide your weapons. And of course, they are THE Badass Longcoat.
Peanut butter. Not only does it taste good, but it's cheap, it's a good source of fiber and protein (meaning that it makes you feel full so you'll eat less), it contains several healthy vitamins and minerals, and it can decrease your risk of developing diabetes or heart disease. Many people are surprised to learn that peanut butter can actually be considered a health food because it tastes so good.
Skateboards. While known for fancy tricks that you can perform (legally) at your local skatepark, they're also an efficient means of getting around, on top of being small and light enough to carry around and stow away when not in use.
Swimming. It's both a recreational activity and a form of exercise, not to mention it's great for cooling off on hot days.
Want a fast car without the expense and impracticality of a supercar? Subaru, Mitsubishi and a few others have the answer for you: roadgoing versions of their award-winning rally cars. They're saloons so they have standard comfort features and you can use them to carry around people and cargo, and their rally origins give them a natural tolerance for rough roads, speed bumps and even a modicum of offroading capabilities. But put them on a track and they'll beat the pants off of anything that isn't a purebred racecar (and occasionally even those).
The iconic attractions of the Disney Theme Parks: the castles of Magic Kingdom, Tree of Life of Animal Kingdom, Sorcerer's Hat of Hollywood Studios, and EPCOT's Spaceship Earth, provide two critical functions. The first is as something in front of which to take a photo. The second, and far more important, is as a landmark — all you have to do is look up, and you instantly know where in the park you are.
Tea is delicious and, more importantly, is extremely light on calories, making it a great drink for those on a diet. It helps you stay warm on cold days too, and if it's too hot for hot tea, you can whip up iced tea instead, given a few extra hours of preparation.
Parkour. Mostly the non-free running variety. Its quick and resourceful, yet graceful and awesome. Its a skill that could prove very useful in any number of situations, both realistic, andnot. its also a great way to keep in shape while being fun at the same time. The best part? Its a real, learn-able skill devised with efficiency and practicality in mind. The fact that it looks awesome is merely a bonus.