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** Lucifer in ''VideoGame/Persona5'', is the ultimate Persona of the Star Arcana. He's also at a whopping level 93, meaning the player needs a lot of grinding (or a lot of cash, if they maxed the Strength Confidant) to fuse him. On top of that, he requires six different Personas to fuse, three of which require their own special fusion. Out of these, Metatron comes with its own set of requirements -- maxed Justice Confidant to even access the fusion, maxed Moon Confidant to be able to fuse Sandalphon which is one of its required ingredients, and the use of Michael, which requires the fusion of ''another'' set of three high-level Personas. And for all this effort, you get a Persona that learns several powerful skills befitting its high level... but also has no resistances and one weakness. For all his might, it's unlikely you'll use him in battle, since you can easily obtain other Personas which sport multiple immunities, and the only justification for fusing him is that he's a required ingredient for [[InfinityPlusOneSword Satanael]].

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** Lucifer in ''VideoGame/Persona5'', is the ultimate Persona of the Star Arcana. He's also at a whopping level 93, meaning the player needs a lot of grinding (or a lot of cash, if they maxed the Strength Confidant) to fuse him. On top of that, he requires six different Personas to fuse, three of which require their own special fusion. Out of these, Metatron comes with its own set of requirements -- maxed Justice Confidant Confidant[[note]]The good news is that it progresses with the storyline. The bad news is that to complete the Confidant, you have to get up to just before the Treasure Room of the seventh palace, which opens up near the end of November[[/note]] to even access the fusion, maxed Moon Confidant to be able to fuse Sandalphon which is one of its required ingredients, and the use of Michael, which requires the fusion of ''another'' set of three high-level Personas. And for all this effort, you get a Persona that learns several powerful skills befitting its high level... but also has no resistances and one weakness. For all his might, it's unlikely you'll use him in battle, since you can easily obtain other Personas which that sport multiple immunities, and the only justification for fusing him is that he's a required ingredient for [[InfinityPlusOneSword Satanael]].


* Regigigas is another Pokémon that has amazing power, but with an Ability that only hinders it: its Slow Start ability makes it incredibly slow and halves its Attack stat the first five turns of a battle. Even worse is that switching out resets the timer, and it lacks any recovery or Protect-type moves (outside of the situational Wide Guard in Gen V onwards) to help it stall foes until Slow Start wears off. One may as well use a StatusBuff like Dragon Dance on another Pokémon to get the same effect quicker.

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* Regigigas Among the absolute worst offenders is another Pokémon Regigigas, a [[OlympusMons Legendary Pokémon]] that has amazing power, but with power. At first view, this is incredible, having 670 in base stats (tying Kyogre and Groudon), which is more than any other standalone minor Legendary, which usually have 600. Unfortunately, the other side of the coin reveals as we discover that it has an Ability ability that only hinders it: its Slow Start ability makes it incredibly slow is most likely ''the worst and most hindering ability in Pokémon history''; it halves its both Attack stat and Speed for the first five turns of a battle.battle. Five turns is actually way ''too much'' and hardly considered a “start”: you can do ''so'' much damage in this mark, leaving it very likely that by the time the counter ends Regigigas will be barely stable or even fainted. Even worse is that switching out resets the timer, and it lacks any recovery or Protect-type moves (outside of the situational Wide Guard in Gen V onwards) to help it stall foes until Slow Start wears off. One may as well use a StatusBuff like Dragon Dance on another Pokémon to get the same effect quicker. As with Slaking, the reason for the ability is to compensate for its impressive base stats, initially leaving it with 540 in base stats, which is already considered very mediocre for Legendaries, but actually pretty good for Pokémon in general, except that they’re very balanced, so it doesn't stand out in any stat and still having an insanely low Speed. Nothing can be taken to account; if it were for the first ''three'' turns, it’d be SoOkayItsAverage and possibly save it from being one of the most disappointing Pokémon in the series.

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** ''Zodiac Age'' resolves most of these problems, as Wyrmhero Blade can be obtained by stealing it from Famfrit at Stage 50 of Trial Mode, and the presence of jobs and no need for license to use it as well as removal of damage cap makes it much more useful, especially in the hands of your mages. You can also fire summon's ultimate attacks as you like in this version. Some of those attacks, such as Zodiark's, were buffed as well.


* ''VideoGame/SeikenDensetsu3'' has the Ancient spell. It's a devastating, full-screen spell that can kill almost any non-boss enemy with one cast. And Angela learns it if her class is changed into Magus. The downside is that the spell costs 18 MP per cast, which really isn't worth it to use a lot, as 99 is the maximum MP a player character can have.

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* ''VideoGame/SeikenDensetsu3'' ''VideoGame/TrialsOfMana'' has the Ancient spell. It's a devastating, full-screen spell that can kill almost any non-boss enemy with one cast. And Angela learns it if her class is changed into Magus. The downside is that the spell costs 18 MP per cast, which really isn't worth it to use a lot, as 99 is the maximum MP a player character can have.


* ''VideoGame/FinalFantasyX'' gives us the wonder of Yojimbo's Awesome, But Impractical Zanmato attack. The awesome: It is a one shot kill against absolutely anything in the game, even giving the middle finger to ContractualBossImmunity. The impractical: The odds of Yojimbo actually using Zanmato in a fight depends on a needlessly complex equation where the two biggest factors are a random number and how much money you pay him. You can't do anything about the random number, that leaves paying him ridiculous amounts of money (we are talking millions here). Even if you outright pay him a billion gil, and everything else is absolutely perfect, you can still fail because of the random number in the equation. How much Yojimbo likes you (based on how often you bring him out and how much you pay him) is also a factor - if he likes you enough, [[GameBreaker you can get Zanmato almost every time for ridiculously cheap]] - but getting him to that point will still be very expensive.
** There's also Spare Change, in which one flings a handful of cash at the enemy. Let's just say that if you ''are'' throwing spare change, you will not be doing very much damage, so a better name might be "Your College Fund" or "CrackIsCheaper".



* ''VideoGame/FinalFantasyX'' gives us the wonder of Yojimbo's Awesome, But Impractical Zanmato attack. The awesome: It is a one shot kill against absolutely anything in the game, even giving the middle finger to ContractualBossImmunity. The impractical: The odds of Yojimbo actually using Zanmato in a fight depends on a needlessly complex equation where the two biggest factors are a random number and how much money you pay him. You can't do anything about the random number, that leaves paying him ridiculous amounts of money (we are talking millions here). Even if you outright pay him a billion gil, and everything else is absolutely perfect, you can still fail because of the random number in the equation. How much Yojimbo likes you (based on how often you bring him out and how much you pay him) is also a factor - if he likes you enough, [[GameBreaker you can get Zanmato almost every time for ridiculously cheap]] - but getting him to that point will still be very expensive.
** There's also Spare Change, in which one flings a handful of cash at the enemy. Let's just say that if you ''are'' throwing spare change, you will not be doing very much damage, so a better name might be "Your College Fund" or "CrackIsCheaper".


* ''Videogame/{{Ultima IV}} '' has the powerful Mystic Swords, available once you become eight parts Avatar. They do 255 damage a hit... But also require you to attack at close range, usually enduring barrage of enemy spells and projectiles. Generally it's much more practical to use ranged weapons like Magic Wands and bows.


* ''Videogame/Ultima IV'' has the powerful Mystic Swords, available once you become eight parts Avatar. They do 255 damage a hit... But also require you to attack at close range, usually enduring barrage of enemy spells and projectiles. Generally it's much more practical to use ranged weapons like Magic Wands and bows.

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* ''Videogame/Ultima IV'' ''Videogame/{{Ultima IV}} '' has the powerful Mystic Swords, available once you become eight parts Avatar. They do 255 damage a hit... But also require you to attack at close range, usually enduring barrage of enemy spells and projectiles. Generally it's much more practical to use ranged weapons like Magic Wands and bows.

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* ''Videogame/Ultima IV'' has the powerful Mystic Swords, available once you become eight parts Avatar. They do 255 damage a hit... But also require you to attack at close range, usually enduring barrage of enemy spells and projectiles. Generally it's much more practical to use ranged weapons like Magic Wands and bows.

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* The Onion Knight in ''VideoGame/FinalFantasyIII'' is a fairly extreme case of MagikarpPower, being useless for most of the game and then seeing its stats explode at a certain level. What level is that? 92 and up, maxing at 99. [[AbsurdlyHighLevelCap Most guides consider 60 a good level for fighting the game's final boss]]. A team of 99th-level Onion Knights can turn just about anything in the game into a speedbump, but so can a team of 99th-level anythings.

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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', every character can learn a unique Megahax – a very powerful spell with a nifty effect, like putting all enemies including bosses to sleep, or giving everyone in the party an AutoRevive. The thing is, not only can a Megahax only be used once per battle, but it locks the user’s ability to cast magic for the rest of the fight. That’s not so bad for characters who mainly rely on physical moves, but for those who use a lot of magic – like Catie, the party’s main healer – it’s absolutely ''crippling''. You’re way better off just using items to achieve similar effects.


* ''VideoGame/SecretOfMana'' featured a ton of great moves you could unlock as you leveled up your weapon skills. Unfortunately their long charging times meant you were better off using regular attacks or stunlocking enemies to death with magic.

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* ''VideoGame/SecretOfMana'' featured a ton of great moves you could unlock as you leveled up your weapon skills. Unfortunately their long charging times meant you were better off using regular attacks or stunlocking enemies to death with magic. The remake makes this a little better by increasing weapon charge speeds with weapon level, and making the high level charge skills either hit multiple times or do more damage.


* The ''VideoGame/{{Suikoden}}'' series contains a large number of 'Team Attacks' that fit this trope -- they look flashy, but have so many special restrictions that most of the time you'd be better off just having each individual character attack separately.

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* The ''VideoGame/{{Suikoden}}'' series contains a large number of 'Team Attacks' that fit this trope -- they look flashy, but have so many special restrictions that most of the time you'd be better off just having each individual character attack separately. The exceptions to this are attacks that spread out the damage to multiple targets without losing efficiency, like the Buddy Attack from the second game, which hits all enemies for 1x damage, which doesn't sound great, until you realize that it only takes two characters and ''will'' hit every enemy (up to six) for as much damage at once as if you'd hit the enemies individually.


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** ''The Second Story'' also has a ''lot'' of problems with Ashton's moves. All of them are cool to look at, and do respectable damage, but ''take forever''. Once of his first abilities, Leaf Slash, has him disappear in a whirlwind of leaves, then flash step and strike his target from behind...but it takes ''five seconds'', during which main character Claude just landed four Air Slashes, or seven Head Splitters, both of which execute much faster. And Ashton's mutually exclusive party member, Opera, has attacks that are faster, more powerful and have better range, as long as you can withstand her ear-splitting battlecries.


* ''VideoGame/KingdomHeartsII'''s Drive Forms. These are four superforms for Sora that either enhance his physical attacks, his magic, or both, and all but one (two with Final Mix) turn Sora into a [[DualWielding two-Keyblade-wielding badass]] that can take out dozens of the game's average mooks in seconds while restoring Sora's health and magic. The impractical parts? [[LongList *Deep Breath*]] All the Drive Forms require the removal of one or both party members when activated, depriving the player of their help (while the party never does that much damage compared to Sora, they're extremely useful for healing). When the party members are absent for story reasons, all Drive Forms are unusable, which includes the FinalBoss and almost every BonusBoss. Most tournament battles lock the Drive Meter. The Drive Forms CAN be leveled up to increase in power, but they all have very specific conditions in order to be able to gain experience, making them ''very'' tedious to level up, especially the Final Form. All but one form lacks a dodge ability, and none of the Drives can block. In a game series that emphasizes blocking and dodging attacks, and waiting for the right moment to attack over [[AttackAttackAttack blindly charging forward]], this is a bad thing. Lastly, the forms all remove every movement ability except the one it provides and several of standard Sora's abilities for as long as they are active. The addition of Limit Form in the UpdatedRerelease mitigates all of this somewhat, as it gives you a powerful option that doesn't need party members to use. However, conversely Limit Form not really much more effective than Sora's standard form is while also locking out the same abilities every other Drive Form does at the same time.

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* ''VideoGame/KingdomHeartsII'''s Drive Forms. These are four superforms for Sora that either enhance his physical attacks, his magic, or both, and all but one (two with Final Mix) turn Sora into a [[DualWielding two-Keyblade-wielding badass]] that can take out dozens of the game's average mooks in seconds while restoring Sora's health and magic. The impractical parts? [[LongList *Deep Breath*]] All the Drive Forms require the removal of one or both party members when activated, depriving the player of their help (while the party never does that much damage compared to Sora, they're extremely useful for healing). When the party members are absent for story reasons, all Drive Forms except the Final Mix-exclusive Limit are unusable, which includes the FinalBoss and almost every BonusBoss. Most tournament battles lock the Drive Meter. The Drive Forms CAN be leveled up to increase in power, but they all have very specific conditions in order to be able to gain experience, making them ''very'' tedious to level up, especially the Final Form. All but one form lacks a dodge ability, and none of that same form is the Drives only Drive that can block. In a game series that emphasizes blocking and dodging attacks, and waiting for the right moment to attack over [[AttackAttackAttack blindly charging forward]], this is a bad thing. Lastly, the forms all remove every movement ability except the one it provides and several of standard Sora's abilities for as long as they are active. The addition of Limit Form in the UpdatedRerelease mitigates all of this somewhat, as it gives you a powerful option that doesn't need party members to use. use and still allows you to block and dodge roll. However, conversely Limit Form is not really much more effective than Sora's standard form is while also locking out the same useful abilities like Glide and Reflect as every other Drive Form does at the same time.


* ''VideoGame/{{Grandia}}'' gives us Feena's Time Gate, which pauses combat for 2-5 turns for everyone but Feena herself. Which sounds great... until you realize that you need to max out your Wind and Water elements at 99 (which takes a solid twenty hours of grinding), it costs a whopping 99 Level 1 MP to cast, and that by the time you're likely to get it, you've already cleared most of the points where it would be useful. Nearly all enemies and bosses in the late game are resistant to elemental damage, and Feena's physical damage output isn't great either owing to two factors - she can only use whips and daggers (neither of which do particularly good damage) and all of her strong special moves are elemental-themed too. At least it showed up in a more viable form in ''VideoGame/GrandiaIII'' several years later.

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* ''VideoGame/{{Grandia}}'' ''VideoGame/Grandia1'' gives us Feena's Time Gate, which pauses combat for 2-5 turns for everyone but Feena herself. Which sounds great... until you realize that you need to max out your Wind and Water elements at 99 (which takes a solid twenty hours of grinding), it costs a whopping 99 Level 1 MP to cast, and that by the time you're likely to get it, you've already cleared most of the points where it would be useful. Nearly all enemies and bosses in the late game are resistant to elemental damage, and Feena's physical damage output isn't great either owing to two factors - she can only use whips and daggers (neither of which do particularly good damage) and all of her strong special moves are elemental-themed too. At least it showed up in a more viable form in ''VideoGame/GrandiaIII'' several years later.

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* Silvally's RKS System Ability allows it to become any type just like Arceus, which synergises well with its SecretArt, Multi Attack (which also changes types). Unlike Arceus, however, the Memory items that it uses to do so don't provide a boost to moves of that type, using up a valuable item slot with an item that otherwise does nothing. Also unlike Arceus, Z-Crystals don't change Silvally's type, which doesn't help mitigate [[MasterOfNone its rather mediocre stats]].

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