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** [[spoiler:Kratos]]'s Judgment spell. He only knows it if he rejoins your party late in the game ([[GuideDangIt which is near impossible if you don't know how to do it)]], and while it's more powerful than Colette's and has an ''[[BadassCreed awesome incantation]]'', [[spoiler:Kratos]] takes significantly longer to cast Judgment than Colette (''fifteen seconds!''), his version's accuracy is just as piss-poor as hers, and his magic stat is low enough that even though his version is more powerful, he would still deal less damage if they are anywhere near the same level.

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** [[spoiler:Kratos]]'s Kratos's Judgment spell. He only knows it if he [[spoiler:he rejoins your party late in the game ([[GuideDangIt which is near impossible if you don't know how to do it)]], and while it)]]]]. While it's more powerful than Colette's and ,and has an ''[[BadassCreed awesome incantation]]'', [[spoiler:Kratos]] Kratos takes significantly longer to cast Judgment than Colette (''fifteen seconds!''), his version's accuracy is just as piss-poor as hers, and his magic stat is low enough that even though his version is more powerful, he would he'll still deal less damage if they he and Colette are anywhere near the same level.



* The second-level mystic artes in ''VideoGame/TalesOfTheAbyss'' are nearly impossible to figure out how to use, but are absolutely brutal.

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* The second-level mystic artes in ''VideoGame/TalesOfTheAbyss'' are nearly impossible to figure out how to use, but are absolutely brutal. Most of them require a specific weapon to be equipped, or for magic to be used a certain number of times. Luke's Lost Fon Drive, for instance, requires that he equip the Key of Lorelei[[note]]This is not hard to do, since it's an InfinityMinusOneSword, and the plot requires you have it[[/note]], and be at less than 18% health to use it. His first level Mystic Arte does almost as much damage, and you don't have to have him at such low health to use it.
** In the same vein, some Mystic Artes (like Luke's) have a second attack or an additional effect if you hold down a different button during the animation, which the game never tells you. On top of that, Luke's second attack is only usable when Ion is traveling with the party for story reasons.
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** Presea and Lloyd both have flashy, awesome-looking powers that have long lists of absurd requirements that are never even vaguely hinted at in-game. Consider Preseas ultimate attack, Crimson Devsstation. Presea is able to rip off half of the ultimate boss's health, or downright kill the third Sword Dancer in one use. Problem? Everyone else in her team needs to be dead, she needs to be at 18% of her max health or lower, she needs to have access to the Mighty Charge EX skill (which activates at random), and have used Beast 100+ times. Then, activate Mighty Charge (it'll probably fail), run up to whatever needs to meet death, and use Beast. If you don't die from being below 15% HP.

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** Presea and Lloyd both have flashy, awesome-looking powers that have long lists of absurd requirements that are never even vaguely hinted at in-game. Consider Preseas Presea's ultimate attack, Crimson Devsstation.Devastation. Presea is able to rip off half of the ultimate boss's health, or downright kill the third Sword Dancer in one use. Problem? Everyone else in her team needs to be dead, she needs to be at 18% of her max health or lower, she needs to have access to the Mighty Charge EX skill (which activates at random), and have used Beast 100+ times. Then, activate Mighty Charge (it'll probably fail), run up to whatever needs to meet death, and use Beast. If you don't die from being below 15% 18% HP.

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* Maxwell in ''VideoGame/TalesOfSymphonia'' -- he's the most powerful SummonMagic bar none and casts a higher-power meteor storm that blankets most of the battle, but he can only be cast while Sheena is in [[SuperMode Over Limit]] mode, which happens more or less randomly, and he appears only once you've unlocked the last stage of TheVeryDefinitelyFinalDungeon. Odds are you'll never get to summon him at all; never mind summon him in a battle where he'd actually be useful. The worst part? This applies to all summons.
** Presea and Lloyd both have flashy, awesome-looking powers that have long lists of absurd requirements that are never even vaguely hinted at in-game. Consider Hien Messhoujin (spelling?). Presea is able to rip off half of the ultimate boss's health, or downright kill the third sword dancer in one use. Problem? Everyone else in her team needs to be dead, she needs to be next to dead herself, she needs to have access to the Mighty Charge EX skill, and have it work, and have used Beast 100+ times. Then, activate Mighty Charge (it'll probably fail), run up to whatever needs to meet death, and use Beast. If you don't die from being below 15% HP.
** Colette's "Sacrifice". If its absurd [[{{Mana}} TP]] Cost isn't enough of a deterrent, casting the spell ''causes Colette to die.'' While its effects are nothing to scoff at, you will rarely want to use this. It's only useful in [[GodzillaThreshold desperate situations when your healer has died and you've run out of life bottles.]]
** [[spoiler:Kratos]]'s Judgment. He only knows it if he rejoins your party late in the game ([[GuideDangIt which is near impossible if you don't know how to do it)]], and while it's more powerful than Colette's and has an ''[[BadassCreed awesome incantation]]'', [[spoiler:Kratos]] takes significantly longer to cast Judgment than Colette (''fifteen seconds!''), his version's accuracy is just as piss-poor as hers, and his magic stat is low enough that even though his version is more powerful, he would still deal less damage if they are anywhere near the same level.

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* Maxwell in ''VideoGame/TalesOfSymphonia'' -- he's ''VideoGame/TalesOfSymphonia''
** Maxwell. He's
the most powerful SummonMagic bar none and casts a higher-power meteor storm that blankets most of the battle, but he can only be cast while Sheena is in [[SuperMode Over Limit]] mode, which happens more or less randomly, and he appears only once you've unlocked the last stage of TheVeryDefinitelyFinalDungeon. Odds are you'll never get to summon him at all; never mind summon him in a battle where he'd actually be useful. The worst part? This applies to all summons.
useful.
** Presea and Lloyd both have flashy, awesome-looking powers that have long lists of absurd requirements that are never even vaguely hinted at in-game. Consider Hien Messhoujin (spelling?). Preseas ultimate attack, Crimson Devsstation. Presea is able to rip off half of the ultimate boss's health, or downright kill the third sword dancer Sword Dancer in one use. Problem? Everyone else in her team needs to be dead, she needs to be next to dead herself, at 18% of her max health or lower, she needs to have access to the Mighty Charge EX skill, and have it work, skill (which activates at random), and have used Beast 100+ times. Then, activate Mighty Charge (it'll probably fail), run up to whatever needs to meet death, and use Beast. If you don't die from being below 15% HP.
** Colette's "Sacrifice". If its absurd [[{{Mana}} TP]] Cost isn't enough of a deterrent, casting the spell ''causes Colette to die.'' While its effects are nothing to scoff at, at since it revives everyone else to full health, you will rarely want to use this. It's only useful in [[GodzillaThreshold desperate situations when your healer has died and you've run out of life bottles.]]
** [[spoiler:Kratos]]'s Judgment.Judgment spell. He only knows it if he rejoins your party late in the game ([[GuideDangIt which is near impossible if you don't know how to do it)]], and while it's more powerful than Colette's and has an ''[[BadassCreed awesome incantation]]'', [[spoiler:Kratos]] takes significantly longer to cast Judgment than Colette (''fifteen seconds!''), his version's accuracy is just as piss-poor as hers, and his magic stat is low enough that even though his version is more powerful, he would still deal less damage if they are anywhere near the same level.
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* KingdomHearts2's Drive Forms. These are four superforms for Sora that either enhance his physical attacks, his magic, or both, and all but one turn Sora into a [[DualWielding two-Keyblade-wielding badass]] that can take out dozens of the game's average mooks in seconds. 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. 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.

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* KingdomHearts2's VideoGame/KingdomHearts2's Drive Forms. These are four superforms for Sora that either enhance his physical attacks, his magic, or both, and all but one turn Sora into a [[DualWielding two-Keyblade-wielding badass]] that can take out dozens of the game's average mooks in seconds. 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. 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.



* ''KingdomHeartsBirthBySleep'':

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* ''KingdomHeartsBirthBySleep'':''VideoGame/KingdomHeartsBirthBySleep'':
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*** But....If you happen to be playing the SNES/Famicon version of Earthbound/Mother 2, you can abuse the [[GameBreaker Rock Candy]] and gain more IQ points, to have Ness end up with insane amounts of PP as high as in the 1000's, making PSI Rockin' really useful and not a problem to use. This was fixed in ''Mother 1+2'' though.
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*** Worse yet, the [[BoringButPractical]] move Protect will shield its user from almost all damage, has higher priority than just about any move, is available to all but a handful of Pokemon, and works nearly all the time if used every other turn. Unless nobody on the other team knows Protect, Protect will render Slaking literally useless.

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*** Worse yet, the [[BoringButPractical]] BoringButPractical move Protect will shield its user from almost all damage, has higher priority than just about any move, is available to all but a handful of Pokemon, and works nearly all the time if used every other turn. Unless nobody on the other team knows Protect, Protect will render Slaking literally useless.

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*** Worse yet, the [[BoringButPractical]] move Protect will shield its user from almost all damage, has higher priority than just about any move, is available to all but a handful of Pokemon, and works nearly all the time if used every other turn. Unless nobody on the other team knows Protect, Protect will render Slaking literally useless.



* The Almighty spells in the ''Franchise/ShinMegamiTensei'' games. On the surface it sounds like a dream come true: A type that ''no demon'' is resistant to in a game where elemental resistances are your main obstacle to victory. However, the inflated MP cost and lackluster damage compared to your normal elemental spells means that they just aren't worth it. Making things worse, no demon is weak against the Almighty type and by the time you gain access to the Almighty spells you'll already have figured out that it's far more profitable to aim for a demon's weakness to earn more actions.
** It gains practicality in ''VideoGame/DevilSurvivor'', especially against bosses, in the form of Drain and Holy Dance. Since many late-game bosses are at least strong to every element, if not outright draining or repulsing at least one, the two-to-five hit Holy Dance has a chance to deal tremendous damage by itself without risking an Extra Turn for the enemy. Follow it up with a Drain to restore MP and take some away from the boss, and it's a very practical nuke.
** This trope is rather subjective because Almighty varies in effectiveness depending on the game. For example ''VideoGame/ShinMegamiTenseiStrangeJourney'' makes them almost required in the endgame setting because the bosses there have shifting weaknesses. Others like Digital Devil Saga REALLY make them reliable with Ragnarok and Lost Word being strong contenders for a reliable attack despite their high cost.
*** Not to mention [[VideoGame/ShinMegamiTenseiIIINocturne Freikugel, Fire of Sinai]] and [[RaidouKuzunohaVsTheSoullessArmy Astral Burst]].
** Fourth-tier elemental spells (described as inflicting "severe" damage instead of "heavy") tend to be this. They're not much more powerful than the third-tier "-dyne" spells, and they're inefficient--for instance, the fire-elemental single-target Ragnarok spell in ''{{Persona 3}}'' costs 30 SP, which is even more than Maragidyne (third-tier, hits all enemies, and costs 24 SP)...and ''only does about 30-40% more damage than Agidyne ''(third-tier, one enemy, 12 SP)''!''
** Even worse are the series of spells in ''Strange Journey'' that hit every enemy and inflict some sort of status ailment. They cost a whopping 65 MP to use (vs. the 20-30 MP for Ma-dyne spells), don't always cause the corresponding ailment, and worst of all, the damage ranges from on par with -dyne spells at best (Cold World) to ''as much as first-tier spells'' at worst (Charming Bolt).
*** Speaking of ''Strange Journey'', its take on the repelling "-karn" spells. A spell that repels attacks aimed at you and your demons! Cool! Except the effect only lasts on the current turn so there's no point in a demon casting it if they aren't fast enough to move first. Not to mention, each casting costs 45 MP. You're better off using Attack and Magic Mirrors, especially since using an item grants you maximum turn priority.
** Averted in ''VideoGame/ShinMegamiTenseiIMAGINE'', where, although still rather expensive and with a huge cooldown (Megidoraon costs 80 MP plus 200 Magnetite, and has 6 minutes cooldown, for example), they can be very useful. Also, most mages have at least 25% MP reduction, at least 60% cooldown reduction, and at least +300% MP regeneration. Not to mention there are ways to be able to shoot it ''four times'' before the cooldown takes place.
*** Although in that game building a character around counter/guard/dodge is a very bad move if you plan on doing combat. It's great for crafters who simply need to level and don't want to be TheLoad when a monster spots them, but the damage from them is dependent at best, and TacticalRockPaperScissors means you may not do all that much if the enemy doesn't comply. Depending on defensive skills is a wonderful way to stay alive, but the damage is very poor so it's better to take only a few levels (that way any cooling guard has a backup, but even then it might be redundant) and spend the rest of the time focusing on more offensive branches.
** ''VideoGame/ShinMegamiTenseiIV'' has two demons that fit this:
*** Mother Harlot, the strongest member of the infamous Fiend clan of {{Bonus Boss}}es, is exactly as powerful as that descriptor implies, and comes with the her unique move, Babylon Goblet, that deals a stupid amount of damage and inflicts [[HatePlague Panic]] besides. Thing is, her fusion chain requires each of the lesser Fiends at some point or other, and getting ''them'' requires an [[ThatOneSidequest absurdly aggravating and tedious sidequest]], plus a quest to unlock the Mother herself. By the time you get all the lesser Fiends, fuse them, do the Mother's quest, and fuse ''her'', you'll probably have several demons of similar power to her but significantly easier to get (such as Mara, Shiva, Lucifuge, or Yamato-Takeru), meaning the Mother basically exists to be [[HundredPercentCompletion Compendium-filler]].
*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally he can learn '''Dragon Eye'''--yes, that same skill that bosses in ''Shin Megami Tensei III Nocturne'' [[TheComputerIsACheatingBastard use and abuse without giving you or your demons a chance to learn it]]. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it? And with regards to Dragon Eye, it costs 255 freaking MP to cast, ensuring that even if you pass it on to a demon with an acceptable MP capacity, they won't be able to cast it more than three times without needing an MP refill, and refilling MP is not cheap in ''Megami Tensei''.
* ''VideoGame/{{Xenosaga}}'' has a few examples:
** First, the last special attacks that can be earned for certain characters. They are awesome to watch and rack up the damage, but unless you have the right accessories and/or items, you'll never have enough boosts in your gauge to pull them off.
** Second, Erde Kaiser Sigma. Leaving out the fact that the crucial item needed to get this ether skill is only obtained through a near impossible side-boss battle, the ether cost is absurdly restrictive. The Erde Kaiser line is like this in all three games. Insane damage, but insane ether cost too.
** An item in Episode III called Seven Moons brings the character back with full HP and EP. Unfortunately it can sometimes crystalize the character you use it on, meaning if you don't have the item that cures crystallization, they're out in three anyway. And to upgrade this to its better form (no crystallization), you have to go through a GuideDangIt sidequest in a limited-time area.
*** Or, you could spend a lot of money to build up your characters' resistance to the virus that causes them to crystallize.
** MOMO's Episode I transformations, due to their time limits (2 turns normally, with one or two added if MOMO has lost a lot of HP) and once-per-battle usage restrictions.
* In ''BatenKaitos Origins'', you can get a lot of artifacts designed to screw with your enemies; showing their health, decreasing their turnover speed, etc. However, most of them are ridiculously limited, take a whole turn just to use, or both. In general, the deck space is better allotted to simpler cards; equipment magnus, healing or revival artifacts, or specials.
* In SummonNight Swordcraft Story, the elemental attack spells, especialy the screen wide spell of your Guardian Beast is this, but mostly in the second game. In the first game, the damage and area combination is really neat and useful during some hard to manage random ecounters, and save it from being completely useless, even the ultimate spells that charges slowly. Against boss since using weapon is simply faster and more efficient, you will want to use the enchancement spells most of the time. However, by the second game, the random ecounters are simply easier to handle, especialy considering the new buffed Drill, making them completely useless.
** The second game is really, filled with this. The high end technique that consumes tons of weapon durability, some of them even outright destroyed your weapon. It deals 999 damage easilly. But it wont even OneHitKill a boss, and combo moves that hits less multiple time and deals higher damage for far less cost, and [[GameBreaker Drill Special]] that is simply absurd and has ridiculously small cost. The EleventhHourSuperpower version and Standard version of the transformation move counts as well. It increases your stats at the cost of taking away your special move slot into an exclusive special move that simply shots a red wave of power for massive damage. Except, it only hit once. Part of the reason why the FinalBoss is harder in its OneWingedAngel mode is because you are forced to use this form against said boss, since despite the battle allows you to use spells and items, you cant use your locked weapon special move since otherwise you can just spam Combo and Drill Special and win in seconds. As for the normal version, you will prefer to use your offensive spells and basic move against random ecounters. Against boss, Basic multiple hit Special moves deals massive damage for low cost. This translates to it being useless except for the revival effect. And this before we count the fact that your weapon durability is degenerated and you cant use spells and items when transformed coupled with the fact that you need to recharge the Daemon gem before using it again.
* Many weapons and items in ''VideoGame/DarkSouls'' are like this. One of the biggest examples is the Dragon Great Sword, a huge person sized weapon that appears to be made of flesh. Not only that but it has a special attack which causes a huge RazorWind to tear along the ground, wrecking enemies. Unfortunately the stat requirements for it are insane, and by the time you have the stats to use it, there are other better weapons available because it also doesn't scale with stats.
* The Quadruple Giga in ''MonMusuQuest 2''. Not only does it take four turns without spirits to charge up (that's more than enough to be defeated in, by the way) but you need to do it ''without getting hit''. It's only truly useful in a few, very specific situations.
* In ''VideoGame/LiveALive'', Masaru's final skill does high damage against enemies in a large area and has a pretty cool rock-splitting animation. Too bad its charge time is so agonizingly long that you're better off using his skills that activate immediately.
* ''{{Gungnir}}'' gives us War Gods, powerful summons that would be incredibly useful if they discriminated friend from foe, which they don't.
** War Gods actually do target only enemies, but only if you meet certain requirements, making them useful for a pre-empitive attack or a desperation attack. Naturally, the game doesn't tell you this, nor do they tell you the requirements each god has.
** Gungnir itself arguably qualifies, as it takes up ''3/4 of the user's inventory'', thus restricting them to little armour or items. While it certainly has some advantages to make up for this, some may argue that it's inferior to a normal weapon. Averted later on, as Giulio becomes strong enough to make up for the spear's weight.
* In ''BreathOfFireIII'', Garr can obtain a weapon called the Beast Spear. At 150 attack points, it's far and away his strongest weapon (the second strongest weapon, the Dragon Spear, only has 110 Attack Power), and is even obtained about halfway through the game (provided [[GuideDangIt you know where to look]], and [[LostForever don't miss it]]), instead of at the end like most of the other strongest weapons. However, the Beast Spear also weighs a whopping 15 points (making it heavier than any other item in the game and practically ensuring that Garr will have a Speed of 0) and will drain 10% of Garr's max HP every single round. These drawbacks will naturally turn most players away from it (though if you're willing to work with them, Garr can become a damage dealer, thanks to his already high Attack power).
* ''LostOdyssey's'' "ultimate" magic spells require the player to visit a side area and defeat a boss to obtain them. The rewards? "Sacrifice Self" kills the caster to revive any dead party members and "Divide" damages the entire enemy party for an amount equal to the caster's current health divided by the number of enemies. Averted with "Leveler", which has an ingame description that makes it sound like a single-target version of Divide, but it's actually based entirely on the caster's Magic Attack stat and is the only spell in the game that can reliably do 5-digit damage. Divide also tends to veer towards NotCompletelyUseless when it comes to the final [[MonsterArena Backyard]] opponent and the DLC BonusBoss, since they're both basically immune to all other physical and magical attacks.
** That's not even touching the cannons that shoot ''swords'' instead of arrows.
* In ''VideoGame/{{Robopon}}'', the * (Star) software sort of falls into this. On one hand, the attacks they create can do obscene amounts of damage. On the other, they require a team of Robopon that mutually like each other, eat anywhere from a third to a half of a Robopon's Energy Points, and do pathetic damage if the enemy has appropriate stats.
* In ''VideoGame/MetalWalker'', Marine Cores have good attack and defense, but can only move well underwater. Coupling that with the fact that their weakness, Sky Cores, can move well on any field, you'll likely switch to something else as soon as you hit land.
* The spell Thordain/Kazapple from a few ''Franchise/DragonQuest'' games. It's an extremely powerful single-target lightning spell, and in this series lightning is a very difficult element to resist. The catch is that it uses your entire team's power to do this. Not only does it force you to skip your own allies' turns, but it draws 10-20 MP (depending on the game and version) from all allies. If any one of them doesn't have enough MP (or they're under a status ailment that prevents them from casting), you can't cast the spell. This is especially bad in ''VideoGame/DragonQuestIV'', where some of your best allies don't have ANY MP at all. It's certainly possible to get around this by giving them Seeds of Magic (which permanently increase one character's max MP), but that's a heck of a waste when you could just feed those seeds to actual spellcasters and just let everyone take their turns as normal, which will probably generate more overall damage than Thordain anyway.

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* The Almighty spells in the ''Franchise/ShinMegamiTensei'' games. On the surface it sounds like a dream come true: A type that ''no demon'' is resistant to in a game where elemental resistances are your main obstacle to victory. However, the inflated MP cost and lackluster damage compared to your normal elemental spells means that they just aren't worth it. Making things worse, no demon is weak against the Almighty type and by the time you gain access to the Almighty spells you'll already have figured out that it's far more profitable to aim for a demon's weakness to earn more actions.
** It gains practicality in ''VideoGame/DevilSurvivor'', especially against bosses, in the form of Drain and Holy Dance. Since many late-game bosses are at least strong to every element, if not outright draining or repulsing at least one, the two-to-five hit Holy Dance has a chance to deal tremendous damage by itself without risking an Extra Turn for the enemy. Follow it up with a Drain to restore MP and take some away from the boss, and it's a very practical nuke.
** This trope is rather subjective because Almighty varies in effectiveness depending on the game. For example ''VideoGame/ShinMegamiTenseiStrangeJourney'' makes them almost required in the endgame setting because the bosses there have shifting weaknesses. Others like Digital Devil Saga REALLY make them reliable with Ragnarok and Lost Word being strong contenders for a reliable attack despite their high cost.
*** Not to mention [[VideoGame/ShinMegamiTenseiIIINocturne Freikugel, Fire of Sinai]] and [[RaidouKuzunohaVsTheSoullessArmy Astral Burst]].
** Fourth-tier elemental spells (described as inflicting "severe" damage instead of "heavy") tend to be this. They're not much more powerful than the third-tier "-dyne" spells, and they're inefficient--for instance, the fire-elemental single-target Ragnarok spell in ''{{Persona 3}}'' costs 30 SP, which is even more than Maragidyne (third-tier, hits all enemies, and costs 24 SP)...and ''only does about 30-40% more damage than Agidyne ''(third-tier, one enemy, 12 SP)''!''
** Even worse are the series of spells in ''Strange Journey'' that hit every enemy and inflict some sort of status ailment. They cost a whopping 65 MP to use (vs. the 20-30 MP for Ma-dyne spells), don't always cause the corresponding ailment, and worst of all, the damage ranges from on par with -dyne spells at best (Cold World) to ''as much as first-tier spells'' at worst (Charming Bolt).
*** Speaking of ''Strange Journey'', its take on the repelling "-karn" spells. A spell that repels attacks aimed at you and your demons! Cool! Except the effect only lasts on the current turn so there's no point in a demon casting it if they aren't fast enough to move first. Not to mention, each casting costs 45 MP. You're better off using Attack and Magic Mirrors, especially since using an item grants you maximum turn priority.
** Averted in ''VideoGame/ShinMegamiTenseiIMAGINE'', where, although still rather expensive and with a huge cooldown (Megidoraon costs 80 MP plus 200 Magnetite, and has 6 minutes cooldown, for example), they can be very useful. Also, most mages have at least 25% MP reduction, at least 60% cooldown reduction, and at least +300% MP regeneration. Not to mention there are ways to be able to shoot it ''four times'' before the cooldown takes place.
*** Although in that game building a character around counter/guard/dodge is a very bad move if you plan on doing combat. It's great for crafters who simply need to level and don't want to be TheLoad when a monster spots them, but the damage from them is dependent at best, and TacticalRockPaperScissors means you may not do all that much if the enemy doesn't comply. Depending on defensive skills is a wonderful way to stay alive, but the damage is very poor so it's better to take only a few levels (that way any cooling guard has a backup, but even then it might be redundant) and spend the rest of the time focusing on more offensive branches.
** ''VideoGame/ShinMegamiTenseiIV'' has two demons that fit this:
*** Mother Harlot, the strongest member of the infamous Fiend clan of {{Bonus Boss}}es, is exactly as powerful as that descriptor implies, and comes with the her unique move, Babylon Goblet, that deals a stupid amount of damage and inflicts [[HatePlague Panic]] besides. Thing is, her fusion chain requires each of the lesser Fiends at some point or other, and getting ''them'' requires an [[ThatOneSidequest absurdly aggravating and tedious sidequest]], plus a quest to unlock the Mother herself. By the time you get all the lesser Fiends, fuse them, do the Mother's quest, and fuse ''her'', you'll probably have several demons of similar power to her but significantly easier to get (such as Mara, Shiva, Lucifuge, or Yamato-Takeru), meaning the Mother basically exists to be [[HundredPercentCompletion Compendium-filler]].
*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally he can learn '''Dragon Eye'''--yes, that same skill that bosses in ''Shin Megami Tensei III Nocturne'' [[TheComputerIsACheatingBastard use and abuse without giving you or your demons a chance to learn it]]. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it? And with regards to Dragon Eye, it costs 255 freaking MP to cast, ensuring that even if you pass it on to a demon with an acceptable MP capacity, they won't be able to cast it more than three times without needing an MP refill, and refilling MP is not cheap in ''Megami Tensei''.
* ''VideoGame/{{Xenosaga}}'' has a few examples:
** First, the last special attacks that can be earned for certain characters. They are awesome to watch and rack up the damage, but unless you have the right accessories and/or items, you'll never have enough boosts in your gauge to pull them off.
** Second, Erde Kaiser Sigma. Leaving out the fact that the crucial item needed to get this ether skill is only obtained through a near impossible side-boss battle, the ether cost is absurdly restrictive. The Erde Kaiser line is like this in all three games. Insane damage, but insane ether cost too.
** An item in Episode III called Seven Moons brings the character back with full HP and EP. Unfortunately it can sometimes crystalize the character you use it on, meaning if you don't have the item that cures crystallization, they're out in three anyway. And to upgrade this to its better form (no crystallization), you have to go through a GuideDangIt sidequest in a limited-time area.
*** Or, you could spend a lot of money to build up your characters' resistance to the virus that causes them to crystallize.
** MOMO's Episode I transformations, due to their time limits (2 turns normally, with one or two added if MOMO has lost a lot of HP) and once-per-battle usage restrictions.
* In ''BatenKaitos Origins'', you can get a lot of artifacts designed to screw with your enemies; showing their health, decreasing their turnover speed, etc. However, most of them are ridiculously limited, take a whole turn just to use, or both. In general, the deck space is better allotted to simpler cards; equipment magnus, healing or revival artifacts, or specials.
* In SummonNight Swordcraft Story, the elemental attack spells, especialy the screen wide spell of your Guardian Beast is this, but mostly in the second game. In the first game, the damage and area combination is really neat and useful during some hard to manage random ecounters, and save it from being completely useless, even the ultimate spells that charges slowly. Against boss since using weapon is simply faster and more efficient, you will want to use the enchancement spells most of the time. However, by the second game, the random ecounters are simply easier to handle, especialy considering the new buffed Drill, making them completely useless.
** The second game is really, filled with this. The high end technique that consumes tons of weapon durability, some of them even outright destroyed your weapon. It deals 999 damage easilly. But it wont even OneHitKill a boss, and combo moves that hits less multiple time and deals higher damage for far less cost, and [[GameBreaker Drill Special]] that is simply absurd and has ridiculously small cost. The EleventhHourSuperpower version and Standard version of the transformation move counts as well. It increases your stats at the cost of taking away your special move slot into an exclusive special move that simply shots a red wave of power for massive damage. Except, it only hit once. Part of the reason why the FinalBoss is harder in its OneWingedAngel mode is because you are forced to use this form against said boss, since despite the battle allows you to use spells and items, you cant use your locked weapon special move since otherwise you can just spam Combo and Drill Special and win in seconds. As for the normal version, you will prefer to use your offensive spells and basic move against random ecounters. Against boss, Basic multiple hit Special moves deals massive damage for low cost. This translates to it being useless except for the revival effect. And this before we count the fact that your weapon durability is degenerated and you cant use spells and items when transformed coupled with the fact that you need to recharge the Daemon gem before using it again.
* Many weapons and items in ''VideoGame/DarkSouls'' are like this. One of the biggest examples is the Dragon Great Sword, a huge person sized weapon that appears to be made of flesh. Not only that but it has a special attack which causes a huge RazorWind to tear along the ground, wrecking enemies. Unfortunately the stat requirements for it are insane, and by the time you have the stats to use it, there are other better weapons available because it also doesn't scale with stats.
* The Quadruple Giga in ''MonMusuQuest 2''. Not only does it take four turns without spirits to charge up (that's more than enough to be defeated in, by the way) but you need to do it ''without getting hit''. It's only truly useful in a few, very specific situations.
* In ''VideoGame/LiveALive'', Masaru's final skill does high damage against enemies in a large area and has a pretty cool rock-splitting animation. Too bad its charge time is so agonizingly long that you're better off using his skills that activate immediately.
* ''{{Gungnir}}'' gives us War Gods, powerful summons that would be incredibly useful if they discriminated friend from foe, which they don't.
** War Gods actually do target only enemies, but only if you meet certain requirements, making them useful for a pre-empitive attack or a desperation attack. Naturally, the game doesn't tell you this, nor do they tell you the requirements each god has.
** Gungnir itself arguably qualifies, as it takes up ''3/4 of the user's inventory'', thus restricting them to little armour or items. While it certainly has some advantages to make up for this, some may argue that it's inferior to a normal weapon. Averted later on, as Giulio becomes strong enough to make up for the spear's weight.
* In ''BreathOfFireIII'', Garr can obtain a weapon called the Beast Spear. At 150 attack points, it's far and away his strongest weapon (the second strongest weapon, the Dragon Spear, only has 110 Attack Power), and is even obtained about halfway through the game (provided [[GuideDangIt you know where to look]], and [[LostForever don't miss it]]), instead of at the end like most of the other strongest weapons. However, the Beast Spear also weighs a whopping 15 points (making it heavier than any other item in the game and practically ensuring that Garr will have a Speed of 0) and will drain 10% of Garr's max HP every single round. These drawbacks will naturally turn most players away from it (though if you're willing to work with them, Garr can become a damage dealer, thanks to his already high Attack power).
* ''LostOdyssey's'' "ultimate" magic spells require the player to visit a side area and defeat a boss to obtain them. The rewards? "Sacrifice Self" kills the caster to revive any dead party members and "Divide" damages the entire enemy party for an amount equal to the caster's current health divided by the number of enemies. Averted with "Leveler", which has an ingame description that makes it sound like a single-target version of Divide, but it's actually based entirely on the caster's Magic Attack stat and is the only spell in the game that can reliably do 5-digit damage. Divide also tends to veer towards NotCompletelyUseless when it comes to the final [[MonsterArena Backyard]] opponent and the DLC BonusBoss, since they're both basically immune to all other physical and magical attacks.
** That's not even touching the cannons that shoot ''swords'' instead of arrows.
* In ''VideoGame/{{Robopon}}'', the * (Star) software sort of falls into this. On one hand, the attacks they create can do obscene amounts of damage. On the other, they require a team of Robopon that mutually like each other, eat anywhere from a third to a half of a Robopon's Energy Points, and do pathetic damage if the enemy has appropriate stats.
* In ''VideoGame/MetalWalker'', Marine Cores have good attack and defense, but can only move well underwater. Coupling that with the fact that their weakness, Sky Cores, can move well on any field, you'll likely switch to something else as soon as you hit land.
* The spell Thordain/Kazapple from a few ''Franchise/DragonQuest'' games. It's an extremely powerful single-target lightning spell, and in this series lightning is a very difficult element to resist. The catch is that it uses your entire team's power to do this. Not only does it force you to skip your own allies' turns, but it draws 10-20 MP (depending on the game and version) from all allies. If any one of them doesn't have enough MP (or they're under a status ailment that prevents them from casting), you can't cast the spell. This is especially bad in ''VideoGame/DragonQuestIV'', where some of your best allies don't have ANY MP at all. It's certainly possible to get around this by giving them Seeds of Magic (which permanently increase one character's max MP), but that's a heck of a waste when you could just feed those seeds to actual spellcasters and just let everyone take their turns as normal, which will probably generate more overall damage than Thordain anyway.
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** From a story point of view, some of the True Runes, such as the Soul Eater and the Rune of Punishment qualify.
** In Suikoden 3, the Waking Rune is this. It gives a massive strength increase at the cost of the unit starting each battle asleep. In most games, give this to a front-line fighter, and he'll likely only miss the first round of combat. In Suikoden 3, however, you need to run up to the enemy, meaning he'll be left behind and will be unlikely to get attacked.
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** Pokémon with perfect [=IVs=] (31) in every stat. Considered the holy grail of breeders and RNG abusers, the potential such Pokémon have are ultimately limited by what species they are and movepools they have. Very few Pokémon have the base stats that can take advantage of every stat (Mew and Arceus) and even they are limited because a Pokémon can only know four moves at a time. The effort value caps at 510 effort points and you can only max out 2 of the stats to the fullest. Its pointless to have a 31 [=IVs=] in attack when your mon is a special attacker (and vice versa) and having a 31 [=IVs=] in speed is detrimental to Pokémon that need to move slower then the opponent. No single Pokémon can really do it all.

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** Pokémon with perfect [=IVs=] (31) in every stat. Considered the holy grail of breeders and RNG abusers, the potential such Pokémon have are ultimately limited by what species they are and movepools they have. Very few Pokémon have the base stats that can take advantage of every stat (Mew and Arceus) and even they are limited because a Pokémon can only know four moves at a time. The effort value caps at 510 effort points and you can only max out 2 of the stats to the fullest. Its pointless to have a 31 [=IVs=] in attack when your mon is a special attacker (and vice versa) and having a 31 [=IVs=] in speed is detrimental to Pokémon that need to move slower then than the opponent. No single Pokémon can really do it all.
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*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally he can learn '''Dragon Eye'''--yes, that same skill that bosses in ''Shin Megami Tensei III Nocturne'' [[TheComputerIsACheatingBastard use and abuse without giving you or your demons a chance to learn it]]. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it? And with regards to Dragon Eye, it costs 255 freaking MP to cast, ensuring that even if you pass it on to a demon with an acceptable MP quantity, they won't be able to cast it more than three times without needing an MP refill, and refilling MP is not cheap in ''Megami Tensei''.

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*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally he can learn '''Dragon Eye'''--yes, that same skill that bosses in ''Shin Megami Tensei III Nocturne'' [[TheComputerIsACheatingBastard use and abuse without giving you or your demons a chance to learn it]]. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it? And with regards to Dragon Eye, it costs 255 freaking MP to cast, ensuring that even if you pass it on to a demon with an acceptable MP quantity, capacity, they won't be able to cast it more than three times without needing an MP refill, and refilling MP is not cheap in ''Megami Tensei''.
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*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally a move that gives him three free turns. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it?

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*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally a move he can learn '''Dragon Eye'''--yes, that gives him three free turns.same skill that bosses in ''Shin Megami Tensei III Nocturne'' [[TheComputerIsACheatingBastard use and abuse without giving you or your demons a chance to learn it]]. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it?it? And with regards to Dragon Eye, it costs 255 freaking MP to cast, ensuring that even if you pass it on to a demon with an acceptable MP quantity, they won't be able to cast it more than three times without needing an MP refill, and refilling MP is not cheap in ''Megami Tensei''.
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* In ''VideoGame/MetalWalker'', Marine Cores have good attack and defense, but can only move well underwater. Coupling that with the fact that their weakness, Sky Cores, can move well on any field, you'll likely switch to something else as soon as you hit land.

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* In ''VideoGame/MetalWalker'', Marine Cores have good attack and defense, but can only move well underwater. Coupling that with the fact that their weakness, Sky Cores, can move well on any field, you'll likely switch to something else as soon as you hit land.land.
* The spell Thordain/Kazapple from a few ''Franchise/DragonQuest'' games. It's an extremely powerful single-target lightning spell, and in this series lightning is a very difficult element to resist. The catch is that it uses your entire team's power to do this. Not only does it force you to skip your own allies' turns, but it draws 10-20 MP (depending on the game and version) from all allies. If any one of them doesn't have enough MP (or they're under a status ailment that prevents them from casting), you can't cast the spell. This is especially bad in ''VideoGame/DragonQuestIV'', where some of your best allies don't have ANY MP at all. It's certainly possible to get around this by giving them Seeds of Magic (which permanently increase one character's max MP), but that's a heck of a waste when you could just feed those seeds to actual spellcasters and just let everyone take their turns as normal, which will probably generate more overall damage than Thordain anyway.
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** Focus Blast is a move that deals a lot of damage (120 base power), but it has paltry accuracy and very few power points. Its poor accuracy can be shored up with an accuracy raising held item, the accuracy-boosting move Hones Claws(Coil also boosts accuracy, but nothing that learns that can also learn Focus Blast) or X Accuracy.

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** Focus Blast is a move that deals a lot of damage (120 base power), but it has paltry accuracy and very few power points. Its poor accuracy can be shored up with an accuracy raising held item, the accuracy-boosting move Hones Claws(Coil Hone Claws (Coil also boosts accuracy, but nothing that learns that can also learn Focus Blast) or X Accuracy.



** Stone Edge is a Rock-type version of Focus Blast with the same power and unreliable accuracy but only ''when the player is using it.'' To rub salt to the wound it is distributed like candy to NPC trainers from Generation 4 games onward while their TMs are difficult to obtain for you to use. Also whenever [=NPC=]s use said move(which is common), [[TheComputerIsACheatingBastard Stone Edge always hits]] despite their Pokemon did not use any accuracy-boosting moves before or having the [[AlwaysAccurateAttack No Guard]] ability.

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** Stone Edge is a Rock-type version of Focus Blast with the same power and unreliable accuracy but only ''when the player is using it.'' To rub salt to the wound it is distributed like candy to NPC trainers from Generation 4 games onward while their TMs are difficult to obtain for you to use. Also whenever [=NPC=]s use said move(which move (which is common), [[TheComputerIsACheatingBastard Stone Edge always hits]] despite their Pokemon did not use any accuracy-boosting moves before or having the [[AlwaysAccurateAttack No Guard]] ability.



* In the ''{{Telefang}}'' series, each Denjuu is capable of learning powerful Denma Attacks, which can do massive damage. However, in the first game, to be able to use them, the user has to charge up a Denma meter, which takes many turns, and by the time that it's fully charged, the attacker would have been better off using regular attacking moves over and over. The attacker could easily faint from all the turns that it wastes, due to it being vulnerable from repeated attacks from any opponent. In addition, Denma attacks in general have a slight chance of ''missing'' (or the defending Denjuu can use a move to evade the attack), so using them can be even more of a waste since the Denjuu wasted many turns charging all for nothing. Some bad. Denma Attacks run off the user's and opponent's Denma stats rather than their physical stats, so the only time when it's a good idea to use them is when the attacker has a terrible Attack stat but an excellent Denma Attack stat (this is the case for a lot of mod-evolved Denjuu), '''and''' if the defender has an excellent Defense stat but a terrible Denma Defense stat, in which case Denma attacks will out-damage regular attacks.

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* In the ''{{Telefang}}'' series, each Denjuu is capable of learning powerful Denma Attacks, which can do massive damage. However, in the first game, to be able to use them, the user has to charge up a Denma meter, which takes many turns, and by the time that it's fully charged, the attacker would have been better off using regular attacking moves over and over. The attacker could easily faint from all the turns that it wastes, due to it being vulnerable from repeated attacks from any opponent. In addition, Denma attacks in general have a slight chance of ''missing'' (or the defending Denjuu can use a move to evade the attack), so using them can be even more of a waste since the Denjuu wasted many turns charging all for nothing. Some bad. Denma Attacks run off the user's and opponent's Denma stats rather than their physical stats, so the only time when it's a good idea to use them is when the attacker has a terrible Attack stat but an excellent Denma Attack stat (this is the case for a lot of mod-evolved Denjuu), '''and''' if the defender has an excellent Defense stat but a terrible Denma Defense stat, in which case Denma attacks will out-damage regular attacks.
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** Quina is this as well even when you know it's special magics. A lot of Quina's magics rely heavily on his/her piss poor spirit stat to really be of much help unless you equip the right armor to boost his/her spirit stat up upon leveling up. Even at that, you have to hope they're not immune to the magic to begin with. Disregard the status magics; you have Twister which deals random damage anyway, 1000 needles which phases out of use by disc 3, and Earth Shake which is the only way aside from Eiko to do Earth Damage; but Eiko's Fenrir is easier to power up and she has better white magic than Quina. It also has frog drop, but compared to Dragon's Crest and Thievery, is painfully slow to power up to any reasonable damage. Upon examining her use with everyone else; Quina really only has one purpose: the Millionaire ability (Double Gil); which is outclassed itself if you're dedicated to using Zidane's stealing abilities.

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** Quina is this as well even when you know it's special magics. A lot of Quina's magics rely heavily on his/her piss poor spirit stat to really be of much help unless you equip the right armor to boost his/her spirit stat up upon leveling up. Even at that, you have to hope they're not immune to the magic to begin with. Disregard the status magics; you have Twister which deals random damage anyway, 1000 needles which phases out of use by disc 3, and Earth Shake which is the only way aside from Eiko to do Earth Damage; but Eiko's Fenrir is easier to power up and she has better white magic than Quina. It also has frog drop, but compared to Dragon's Crest and Thievery, is painfully slow to power up to any reasonable damage. Upon examining her use with everyone else; Quina really only has one purpose: the Millionaire ability (Double Gil); which is outclassed itself if you're dedicated to using Zidane's stealing abilities. That said, Quina can learn the ability Magic Hammer which reduces enemy {{Mana}} and this is absolutely required when you want to fight against the BonusBoss Ozma because otherwise Ozma WILL do a TotalPartyKill.
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** Cyan's more powerful Sword Techs tend to be rather impractical. They have useful effects like multiple-hits and {{One Hit KO}}s; however, they require long periods of charging-up, during which time you can't give commands to your other characters, leaving your party completely defenseless against enemy attacks. (Using a Quick spell on Cyan beforehand will remove this drawback.)

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** Cyan's more powerful Sword Techs tend to be rather impractical. They have useful effects like multiple-hits and {{One Hit KO}}s; however, they require long periods of charging-up, during which time you can't give commands to your other characters, leaving your party completely defenseless against enemy attacks. (Using a Quick spell on Cyan beforehand will remove this drawback.)) The [=iOS=] version completely changes how his Bushido techniques work, allowing you to choose his technique and then charging up afterwards while the battle progresses, changing Cyan to AwesomeYetPractical.
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** MOMO's Episode I transformations, due to their time limits (2 turns normally, with one or two added if MOMO has lost a lot of HP) and once-per-battle usage restrictions.
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* Instant death spells in most ''FinalFantasy'' games are absolutely pointless. Any enemy worth using them on is immune or else evades an absurd amount of the time. In fact, a lot of Final Fantasy games have ''other'' spells that immediately incapacitate enemies but aren't technically instant death. They're usually cheaper and more reliable.

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* Instant death spells in most ''FinalFantasy'' ''Franchise/FinalFantasy'' games are absolutely pointless. Any enemy worth using them on is immune or else evades an absurd amount of the time. In fact, a lot of Final Fantasy games have ''other'' spells that immediately incapacitate enemies but aren't technically instant death. They're usually cheaper and more reliable.



** Odin, a recurring SummonMagic who shows up in the late game, has an instant-kill attack, the Zantetsuken. Even though he's, you know, Odin, and appropriately often hard to get, the Zantetsuken is as much of a UselessUsefulSpell as you'd expect. Oftentimes, he adds further layers to it. In ''FinalFantasyVI'', he taught the spell Meteor, at a point in the game where Ultima is the only option worth using, and boosted your Speed stat, which was unique in the original but something that Giant Cactuar could do even better in the remake. In ''FinalFantasyVIII'', he would randomly appear at the start of battles and murder everything, which wasn't a good thing when you were taking part in the signature ''FFVIII'' tactic of "draw magic, then [[LowLevelAdvantage run away before you end up gaining any XP.]]"

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** Odin, a recurring SummonMagic who shows up in the late game, has an instant-kill attack, the Zantetsuken. Even though he's, you know, Odin, and appropriately often hard to get, the Zantetsuken is as much of a UselessUsefulSpell as you'd expect. Oftentimes, he adds further layers to it. In ''FinalFantasyVI'', ''VideoGame/FinalFantasyVI'', he taught the spell Meteor, at a point in the game where Ultima is the only option worth using, and boosted your Speed stat, which was unique in the original but something that Giant Cactuar could do even better in the remake. In ''FinalFantasyVIII'', ''VideoGame/FinalFantasyVIII'', he would randomly appear at the start of battles and murder everything, which wasn't a good thing when you were taking part in the signature ''FFVIII'' tactic of "draw magic, then [[LowLevelAdvantage run away before you end up gaining any XP.]]"



* ''FinalFantasyTactics'': Cloud. He was a total badass in VideoGame/FinalFantasyVII, so he should be the same here, right? Wrong. You get him in Chapter IV, after undertaking a sidequest that grants you three (technically four) other characters. He comes with the best non-heavy armor in the game. The catch? He's level 1. No joke. Most of your characters by this point are somewhere in their 30's or 40's, and now you have a level 1 guy. If he levels up quick, so no harm, no foul, right? Wrong again. In order to use his unique skill set (named Limit, appropriately enough) you need to find his weapon, the Materia Blade. To find it, you need to have someone with low Brave with the Move-Find Item ability equipped (named Treasure Hunt in the PSP remake), and get them to the top of Bervenia Volcano. Still, easy enough, so what's the problem? The problem is, even when he's decent level and has the sword, he's next to useless. The Materia Blade is pathetic compared to the best sword in stores (the Rune Blade), and his Limit skills are not much better. His most powerful skill, Cherry Blossom (a case of AdaptationExpansion, perhaps, as he didn't have it in VII), has a charge of 2. For those who haven't played the game, there is an invisible counter keeping track of everyone's turns. The counter will have someone's turn come around when the counter reaches 100. This means that Cherry Blossom requires 50 ticks of the counter before it will trigger. Compare this to Holy (the most powerful White Magic) which has a charge of 10. That takes 10 ticks of the counter. Oh, and the kicker? Cloud's skills ONLY target tiles. Meaning, your target can just walk out of the area of effect, and Cloud will have wasted all that time. The ONLY way to prevent this is to have someone capable of keeping the target in place. Holy can target a unit, and remain locked on even when said unit moves.

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* ''FinalFantasyTactics'': ''VideoGame/FinalFantasyTactics'': Cloud. He was a total badass in VideoGame/FinalFantasyVII, ''VideoGame/FinalFantasyVII'', so he should be the same here, right? Wrong. You get him in Chapter IV, after undertaking a sidequest that grants you three (technically four) other characters. He comes with the best non-heavy armor in the game. The catch? He's level 1. No joke. Most of your characters by this point are somewhere in their 30's or 40's, and now you have a level 1 guy. If he levels up quick, so no harm, no foul, right? Wrong again. In order to use his unique skill set (named Limit, appropriately enough) you need to find his weapon, the Materia Blade. To find it, you need to have someone with low Brave with the Move-Find Item ability equipped (named Treasure Hunt in the PSP remake), and get them to the top of Bervenia Volcano. Still, easy enough, so what's the problem? The problem is, even when he's decent level and has the sword, he's next to useless. The Materia Blade is pathetic compared to the best sword in stores (the Rune Blade), and his Limit skills are not much better. His most powerful skill, Cherry Blossom (a case of AdaptationExpansion, perhaps, as he didn't have it in VII), has a charge of 2. For those who haven't played the game, there is an invisible counter keeping track of everyone's turns. The counter will have someone's turn come around when the counter reaches 100. This means that Cherry Blossom requires 50 ticks of the counter before it will trigger. Compare this to Holy (the most powerful White Magic) which has a charge of 10. That takes 10 ticks of the counter. Oh, and the kicker? Cloud's skills ONLY target tiles. Meaning, your target can just walk out of the area of effect, and Cloud will have wasted all that time. The ONLY way to prevent this is to have someone capable of keeping the target in place. Holy can target a unit, and remain locked on even when said unit moves.



* In ''FinalFantasyCrystalChronicles'', the difference between -ara and -aga fusion spells is about an extra second delay between the two casters. If all four players want to create one huge -aga spell, they have to coordinate their timing such that it'll take several seconds to actually cast the spell, during which the enemy might just attack them, interrupting the whole thing. Similarly, the single player mode -aga spells also have a much longer charge-up time than the lower levels. Best used for an opening move.

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* In ''FinalFantasyCrystalChronicles'', ''VideoGame/FinalFantasyCrystalChronicles'', the difference between -ara and -aga fusion spells is about an extra second delay between the two casters. If all four players want to create one huge -aga spell, they have to coordinate their timing such that it'll take several seconds to actually cast the spell, during which the enemy might just attack them, interrupting the whole thing. Similarly, the single player mode -aga spells also have a much longer charge-up time than the lower levels. Best used for an opening move.



* ''FinalFantasy CrisisCore'' had the Ultima materia. While one of the rarest materia you would obtain or fuse, casting the spell takes a ridiculously long time. Unless you have endure status, the smallest of enemies can walk up, attack and interrupt whole process. Plus it doesn't work with Dual Cast.

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* ''FinalFantasy CrisisCore'' ''[[VideoGame/CrisisCore Final Fantasy: Crisis Core]]'' had the Ultima materia. While one of the rarest materia you would obtain or fuse, casting the spell takes a ridiculously long time. Unless you have endure status, the smallest of enemies can walk up, attack and interrupt whole process. Plus it doesn't work with Dual Cast.
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** [[NonElemental Almighty attacks]] can qualify as well, at least in this particular game. It's usually not impractical to use Almighty skills in other ''Franchise/ShinMegamiTensei'' games (in some cases it might even be ''required''), but in here the Megido- line of spells just costs too much SP to be worth using even when using Mind Charge to boost the damage output. Of course, [[MyRulesAreNotYourRules the computer has a practically infinite pool of SP]] (it's not really infinite, but chances are they aren't going to run out of SP before you die) so they can cast as many Almighty moves as they want.

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* Ark in ''VideoGame/FinalFantasyIX'' is an example. He does a lot of damage, but in the time that his 2 minute summoning animation takes to finish you could have defeated every enemy on screen with lesser spells and taken a short nap. Although if your party is outfitted with auto HP regen, it's actually useful as a way to stop the enemies from attacking without actually pausing the game. Typically you'll regenerate to full HP with just one summon sequence.

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* Ark in ''VideoGame/FinalFantasyIX'' is an example. He does a lot of damage, but in the time that his 2 minute summoning animation takes to finish you could have defeated every enemy on screen with lesser spells and taken a short nap. Although if your party is outfitted with auto HP regen, it's actually useful as a way to stop the enemies from attacking without actually pausing the game. Typically you'll regenerate to full HP with just one summon sequence. Adding another nail into Ark's coffin is that enemies weak to Shadow Magic by the time you get him are painfully rare, if not non-existent.
** Quina is this as well even when you know it's special magics. A lot of Quina's magics rely heavily on his/her piss poor spirit stat to really be of much help unless you equip the right armor to boost his/her spirit stat up upon leveling up. Even at that, you have to hope they're not immune to the magic to begin with. Disregard the status magics; you have Twister which deals random damage anyway, 1000 needles which phases out of use by disc 3, and Earth Shake which is the only way aside from Eiko to do Earth Damage; but Eiko's Fenrir is easier to power up and she has better white magic than Quina. It also has frog drop, but compared to Dragon's Crest and Thievery, is painfully slow to power up to any reasonable damage. Upon examining her use with everyone else; Quina really only has one purpose: the Millionaire ability (Double Gil); which is outclassed itself if you're dedicated to using Zidane's stealing abilities.

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** The fourth-level elemental attacks (such as Ragnarok and Niflheim) from ''VideoGame/{{Persona 4}}'' also qualify. While they're the strongest elemental attacks available, they only deal slightly more damage than the "Dyne" level attacks while costing about four times the MP. Plus, they can only be found on certain Personae, and cannot be transferred through fusion. The exception is in ''{{Persona 3}}'', however, since in that game these attacks are both more powerful and transferable, making them good investments.

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** Subverted in the [[UpdatedRerelease Golden version for Vita]]. He can inherit skills and skill card can be used on him. However, he still cannot be registered into the compendium, so there's no chance of buying him on a [[NewGamePlus new game+ ]]
** The fourth-level elemental attacks (such as Ragnarok and Niflheim) from ''VideoGame/{{Persona 4}}'' also qualify. While they're the strongest elemental attacks available, they only deal slightly more damage than the "Dyne" level attacks while costing about four times the MP. Plus, they can only be found on certain Personae, and cannot be transferred through fusion. The exception is in ''{{Persona 3}}'', however, since in that game these attacks are both more powerful and transferable, making them good investments. There is also the skill "Spell Master", as well as certain accessories in both games that cuts the SP cost of spells in half, making them more practical to use.
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* The charge-up moves in ''{{Pokemon}}'' -- Sky Attack, Skull Bash, Bide, etc, which require a turn or two of charging ''before'' they actually do damage. Later games introduce the held item Power Herb, which allows a Pokemon to bypass the charging turn and attack right away... [[ItOnlyWorksOnce once.]]

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* The charge-up moves in ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' -- Sky Attack, Skull Bash, Bide, etc, which require a turn or two of charging ''before'' they actually do damage. Later games introduce the held item Power Herb, which allows a Pokemon to bypass the charging turn and attack right away... [[ItOnlyWorksOnce once.]]
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** Cloud's real value is his "Finishing Touch" move that will KO, Stone, or Stop anything it hits. That alone makes him powerful crowd control. He can also wear ribbons.

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** Cloud's real value is his "Finishing Touch" move that will KO, Stone, or Stop anything it hits.hits, and has a short enough charge time that it'll probably hit its targets. That alone makes him powerful crowd control. He can also wear ribbons. There's still the fact that you have to spend a lot of time beefing him up to the level of your other characters, though.



** [[spoiler:Meliadoul Tengille]]. She possesses excellent offensive stats and a skillset that deals great damage and breaks equipment in one fell swoop. She also comes with the rare Save the Queen knight sword. However, her skills can't hurt things that don't have equipment, including all monsters, though this issue is fixed in the PSP version. She also joins the team only a few battles after you obtain [[GameBreaker Cid]], who has better stats, better equipment options, a better weapon (Excalibur), and every single one of her skills plus more.

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** [[spoiler:Meliadoul Tengille]]. She possesses excellent offensive stats and a skillset that deals great damage and breaks equipment in one fell swoop. She also comes with the rare Save the Queen knight sword. However, her skills can't hurt things that don't have equipment, including all monsters, though this issue is fixed in the PSP version. She also joins the team only a few battles after you obtain [[GameBreaker Cid]], who has better stats, better equipment options, a better weapon (Excalibur), and every single one of her skills plus more. And by the time you get her, most non-{{mook}} enemies you fight won't have equipment to break.
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* ''VideoGame/FinalFantasyII'' introduced series staple [[DangerousForbiddenTechnique Ultima]]. It scales in power with the number of spells known by the user and their levels, rather than Spirit or Intelligence, and does significantly more damage than the next strongest magic, Flare and Holy, when used by a character with many high-level spells. However, since Flare, Holy or [[BoringButPractical elemental attacks]] did more than enough damage if leveled properly, the LevelGrinding needed to deal adequate, let alone better, damage with Ultima became pointless. Many of the spells in that game were terrible, forcing characters to learn & level up spells they'd never use again to make Ultima useful.

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* ''VideoGame/FinalFantasyII'' introduced series staple [[DangerousForbiddenTechnique Ultima]]. It scales in power with the number of spells known by the user and their levels, rather than Spirit or Intelligence, and does significantly more damage than the next strongest magic, Flare and Holy, when used by a character with many high-level spells. However, since Flare, Holy or [[BoringButPractical elemental attacks]] did more than enough damage if leveled properly, the LevelGrinding needed to deal adequate, let alone better, damage with Ultima became pointless. Many of the spells in that game were terrible, forcing characters to learn & level up spells they'd never use again to make Ultima useful. All of this despite the fact that gaining the Ultima spell was treated as a major plot event.

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** Lastly, when transforming into all Drive Forms but the Final Form, Sora will randomly transform into [[CursedWithAwesome Anti-Form]]. This form is fast and can shred a single target, but it takes twice as much damage as normal, disables healing, prevents gaining experience, and can't be leveled. The worst aspect of all, though, is that it can't be manually deactived; Anti-Form automatically ends when the battle is over or the Drive gauge runs out, which means a lot of running away if you're at low health. Never mind the fact that you can't use Anti-Form on purpose, even if you wanted to, and the chance of changing into it goes up every time you use a Drive Form.

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** Lastly, when transforming into all Drive Forms but the Final Form, Sora will randomly transform into [[CursedWithAwesome Anti-Form]]. This form is fast and can shred a single target, but it takes twice as much damage as normal, disables healing, prevents gaining experience, and can't be leveled. The worst aspect of all, though, is that it can't be manually deactived; Anti-Form automatically ends when the battle is over or the Drive gauge runs out, which means a lot of running away if you're at low health. Never mind the fact that you can't use Anti-Form on purpose, even if you wanted to, and the chance of changing into it goes up every time you use a Drive Form. The rate also shoots up tremendously against an Organization XIII member; which is usually the time you'll WANT to use the drive forms.
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** Stone Edge is a Rock-type version of Focus Blast with the same power and unreliable accuracy but only ''when the player is using it.'' To rub salt to the wound it is distributed like candy to NPC trainers from Generation 4 games onward while their TMs are difficult to obtain for you to use. Also whenever NPCs use said move(which is common), [[TheComputerIsACheatingBastard Stone Edge always hits]] despite their Pokemon did not use any accuracy-boosting moves before or having the [[AlwaysAccurateAttack No Guard]] ability.

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** Stone Edge is a Rock-type version of Focus Blast with the same power and unreliable accuracy but only ''when the player is using it.'' To rub salt to the wound it is distributed like candy to NPC trainers from Generation 4 games onward while their TMs are difficult to obtain for you to use. Also whenever NPCs [=NPC=]s use said move(which is common), [[TheComputerIsACheatingBastard Stone Edge always hits]] despite their Pokemon did not use any accuracy-boosting moves before or having the [[AlwaysAccurateAttack No Guard]] ability.
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** The Wyrmhero Blade. To get it, you have to kill [[MarathonBoss Yiazmat]] and [[ThatOneSidequest Omega Mk XII]], and [[ArsonMurderAndJaywalking complete a fishing mini-game]]. To be fair, it is a pretty good sword. Now if only there was something worth ''using'' it on. To put this into perspective for those who haven't played the game. Yiazmat boasts '''''50,112,254 HP'''''. This is the highest total in the entire series, and you can only do up to 9999 damage per hit unlike in VideoGame/FinalFantasyX and VideoGame/FinalFantasyXIII which are the only other games in the series with 8-digit enemy HP counts.

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** The Wyrmhero Blade. To get it, you have to kill [[MarathonBoss Yiazmat]] and [[ThatOneSidequest Omega Mk XII]], and [[ArsonMurderAndJaywalking complete a fishing mini-game]]. To be fair, it is a pretty good sword.sword, providing substantial buffs. Now if only there was something worth ''using'' it on. To put this into perspective for those who haven't played the game. Yiazmat boasts '''''50,112,254 HP'''''. This is the highest total in the entire series, and you can only do up to 9999 damage per hit unlike in VideoGame/FinalFantasyX and VideoGame/FinalFantasyXIII which are the only other games in the series with 8-digit enemy HP counts. Its other key weakness, apart from the effort in getting it, is that it has ''the longest'' charge time of any weapon in the entire game.
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** At high enough speed, casting magic (except via the GameBreaker that is Math Skill) becomes increasingly impractical, since charge times are independent of character speed and many big damage spells take too long to cast before the enemy moves into a position that makes casting the spell hurt more of your allies than the enemies, or just plain kills the caster.
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** Shedinja's special ability, Wonder Guard, makes it impossible to take damage from direct attacks which aren't super effective against it. Sounds awesome, since it essentially has the most type immunities of any Pokemon (13 out of 18). However, its unique Bug/Ghost typing means it also has 5 weaknesses. Okay, that doesn't sound so bad. Oh, except that it only has 1 HP so all 5 of those weak spots are an instant KO. What's more, it's still affected by non-damaging moves, special abilities and weather conditions, so it can still be hurt by things like poisoning and hail. Oh, and any effort put into raising Defence or Special Defence is pretty much pointless too.
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* Instant death spells in most ''FinalFantasy'' games are absolutely pointless. Any enemy worth using them on is immune or else evades an absurd amount of the time. In fact, a lot of Final Fantasy games have ''other'' spells that immediately incapacitate enemies but aren't technically instant death. They're usually cheaper and more reliable.
** ''VideoGame/FinalFantasyXIII'' broke the trend and made the Death spell much more useful. Although it has only a one-percent chance of actually killing something in one shot, it also does decent magical damage if it fails. It also made LevelGrinding much easier when used on the normally tough Adamantoises, who were not immune to the spell and could be quickly incapacitated for a short time, allowing you to spam Death until they died. It also made it possible to beat some mission marks far earlier than you normally would for excellent rewards. With enough patience, one could ostensibly take down stupidly hard enemies like the Neochu and earn large amounts of experience and valuable items like the Growth Egg, which doubles experience earned.
*** [[spoiler:In a Shout Out to the first saga, the true FinalBoss was actually programmed to be vulnerable to Vanille's "Death" spell.]]
** Odin, a recurring SummonMagic who shows up in the late game, has an instant-kill attack, the Zantetsuken. Even though he's, you know, Odin, and appropriately often hard to get, the Zantetsuken is as much of a UselessUsefulSpell as you'd expect. Oftentimes, he adds further layers to it. In ''FinalFantasyVI'', he taught the spell Meteor, at a point in the game where Ultima is the only option worth using, and boosted your Speed stat, which was unique in the original but something that Giant Cactuar could do even better in the remake. In ''FinalFantasyVIII'', he would randomly appear at the start of battles and murder everything, which wasn't a good thing when you were taking part in the signature ''FFVIII'' tactic of "draw magic, then [[LowLevelAdvantage run away before you end up gaining any XP.]]"
* ''VideoGame/FinalFantasyII'' introduced series staple [[DangerousForbiddenTechnique Ultima]]. It scales in power with the number of spells known by the user and their levels, rather than Spirit or Intelligence, and does significantly more damage than the next strongest magic, Flare and Holy, when used by a character with many high-level spells. However, since Flare, Holy or [[BoringButPractical elemental attacks]] did more than enough damage if leveled properly, the LevelGrinding needed to deal adequate, let alone better, damage with Ultima became pointless. Many of the spells in that game were terrible, forcing characters to learn & level up spells they'd never use again to make Ultima useful.
* ''VideoGame/FinalFantasyIV'' includes the Meteo spell, which is far and away the most powerful damage dealer in the game... but is also the most expensive and takes four times longer to cast than anything else. It's also blunted by the damage {{Cap}} of 9999.
** The Twincast augment gives any pair of characters the same twincasting ability that the twins Palom and Porom have; with even ''more'' powerful moves available for use. By combining Cecil and Rosa, you get Ultima; strongest attack spell in the game bar ''none''. The problem is that it takes ''time'' to cast, and the team is deprived of their strongest physical fighter and both of their users of WhiteMagic until it's done.
* ''VideoGame/FinalFantasyVI'':
** Cyan's more powerful Sword Techs tend to be rather impractical. They have useful effects like multiple-hits and {{One Hit KO}}s; however, they require long periods of charging-up, during which time you can't give commands to your other characters, leaving your party completely defenseless against enemy attacks. (Using a Quick spell on Cyan beforehand will remove this drawback.)
** The high-level multi-target spells like Quake, Tornado and Meltdown tend to fall into this, as they damage all targets on the field, including your own party. Abusing ElementalRockPaperScissors can make them all the more useful.
** Setzer's Gil Toss (aka GP Rain) deals lots of [[FixedDamageAttack defense-ignoring damage]], and is acquired fairly early in the game, not long after he joins you in fact. [[ExactlyWhatItSaysOnTheTin As its name implies]], using this attack costs money. Specifically, it costs the user's level times 30 Gil. As it so happens, this is one of the few games where [[MoneyForNothing money ''isn't'' useless]], at least up until you get the second airship much later in the game. By the time you can sink all your savings into Gil Toss, other spells and attacks will do just as much damage.
** The final boss has the "Forsaken" attack. A SuperMovePortraitAttack that blasts all your party members for non-elemental damage, and is [[ThisIsGonnaSuck preceeded by a speech and a close-up]]. Thing is, though, that while the move has a higher spell power than ''Ultima'', it's effected by split-damage and magic defense, so it tends to barely do any real damage to the party after all that is factored out.
** The Crusader esper, obtained by defeating the Eight Dragons, two of which are found in the ''final dungeon''. Meltdown, one of the spells it teaches, hits both the enemy and the party for massive elemental damage. Furthermore, Meltdown is taught at a x1 rate, so chances are that you will reach the final boss before you learn it. To hit the nail in the coffin, the Crusader summon is essentially a more powerful, non-elemental Meltdown spell, and therefore is ''very'' likely to kill off the entire party.
** Then there's the Magicite item. What it does is summons a random esper. Some of them - Bahamut, Maduin, Sraphim, Golem, and Starlet for example - are very useful. Most of them...aren't, either doing very little damage or having a non-damaging or useless effect. And then you have Crusader, which, especially when you first get the Magicite item, ''will'' kill you unless you've really power-leveled.
* The "Apocalypse" spell in ''VideoGame/FinalFantasyVIII''. There's only one place you can find it - it can be Drawn from the final boss. Though hackers have found its stats far exceed any other spells when Junctioned, there's no NewGamePlus so you never ''get'' to Junction it. Plus, using it as a magic attack yields lower damage than doing other things (attacks, Limit Breaks, summons, etc).
** Zell and Irvine's Limit Breaks are more about DPS than flashiness. Sure you could memorize the right move combinations for Zell to get the super duper finisher, or you can input the same two basic combos roughly 5 times or more a second and accumulate well over 50 hits. Irvine has a few shots that are nice (such as ignoring defense or guaranteeing 9999 damage), but the Fast Ammo is easy to restock (shops sell it late in the game, or you can refine it for pitiful amounts of resources) and at max attack it can do well into the 1000s of damage per hit.
** Selphie's 'The End' limit break. It will instantly win any fight, even bosses, including the final boss, in a beautiful and whimsical fashion. But you could go 3 entire playthroughs of the game, and never get the chance to use it, or even know it's there.
** The Eden summon qualifies. Sure, it does a lot of damage (maxed out about 20 - 30k hit points.) But, you have to wait a [[OverlyLongFightingAnimation minute and a half]] [[http://www.youtube.com/watch?v=T8Nqt0B3MHQ&t=0m9s every time it's used]]. It's much, much faster to use normal attacks then to use this summon. Even worse, GFs are useless on the final bosses anyway.
* Ark in ''VideoGame/FinalFantasyIX'' is an example. He does a lot of damage, but in the time that his 2 minute summoning animation takes to finish you could have defeated every enemy on screen with lesser spells and taken a short nap. Although if your party is outfitted with auto HP regen, it's actually useful as a way to stop the enemies from attacking without actually pausing the game. Typically you'll regenerate to full HP with just one summon sequence.
* In ''VideoGame/FinalFantasyXI'', the Dark Knight Two-Hour ability is Blood Weapon, which drains an enemy's HP by the amount of damage a physical swing does. Problem is, Dark Knights traditionally use two-handed weapons, which have a high delay in attack speed, the drain effect doesn't deal additional damage, [[LimitBreak Weaponskills]] aren't affected by this at all, and the effect lasts ''30 seconds''. That's about four, five swings of a two-handed weapon.
** Under the right circumstances, though, it's been turned into a Gamebreaker. Dark Knights also get the [[CastFromHitPoints Souleater]] ability, which dumps 10% of their current HP into every swing of their weapon for 30 seconds. Blood Weapon cancels this HP loss. Combined with the weak-but-hits-8-times-in-a-row Kraken Club and high HP, the amount of damage this can create is DEVASTATING. I've seen a galka Dark Knight with this set-up deal more damage to a super-challenging boss than the other 50 damage-dealers in the alliance PUT TOGETHER. The amount of hate this generates on the boss means that if it's not dead by the time he's done, the DRK will be.
** A better example of this is probably the Ninja two-hour, Mijin Gakure, which kills the user, without the usual EXP loss, to cause damage to an enemy. The damage from it is so minimal, though, that the only reason to use it is for a quick trip to your home point.
*** As a 2 hour for solo play, Mijin Gakure is probably the best one in the game. The other two hours might be enough to allow you to escape or win the fight, but this is not a guarantee. Mijin Gakure forces you to lose the fight, but take no EXP loss. Given how EXP loss is based on a percentage of the EXP needed to reach the next level and higher level players require massive amounts of EXP, Mijin Gakure can save you hours and hours of grinding it back (plus the cost of ninja tools you would need for grinding it back). It does have a practical application, just not the one it was specifically designed for (which is the case for the Ninja class).
** To a lesser extent, the White Mage 2 hour Benediction could fall in this category against mobs with [=AoE=] damage. While it is a very useful ability, it sometimes ended up healing generally not very threatening amounts of damage to the rest of the party and could end up generating so much hate that tanks simply could not get hate until the White Mage was killed.
* ''VideoGame/FinalFantasyXII'' Zeromus's LimitBreak, Big Bang is ''brutal'' (excess of 64000; the highest possible damage ''in the game''), but he needs to have very, very few HP left in order to get it to do it (damage is equal to 5 times the difference between his max and current HP), and it triggers when he has only 10 seconds of his summon time left.
** The Wyrmhero Blade. To get it, you have to kill [[MarathonBoss Yiazmat]] and [[ThatOneSidequest Omega Mk XII]], and [[ArsonMurderAndJaywalking complete a fishing mini-game]]. To be fair, it is a pretty good sword. Now if only there was something worth ''using'' it on. To put this into perspective for those who haven't played the game. Yiazmat boasts '''''50,112,254 HP'''''. This is the highest total in the entire series, and you can only do up to 9999 damage per hit unlike in VideoGame/FinalFantasyX and VideoGame/FinalFantasyXIII which are the only other games in the series with 8-digit enemy HP counts.
* ''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. 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".
* ''FinalFantasyTactics'': Cloud. He was a total badass in VideoGame/FinalFantasyVII, so he should be the same here, right? Wrong. You get him in Chapter IV, after undertaking a sidequest that grants you three (technically four) other characters. He comes with the best non-heavy armor in the game. The catch? He's level 1. No joke. Most of your characters by this point are somewhere in their 30's or 40's, and now you have a level 1 guy. If he levels up quick, so no harm, no foul, right? Wrong again. In order to use his unique skill set (named Limit, appropriately enough) you need to find his weapon, the Materia Blade. To find it, you need to have someone with low Brave with the Move-Find Item ability equipped (named Treasure Hunt in the PSP remake), and get them to the top of Bervenia Volcano. Still, easy enough, so what's the problem? The problem is, even when he's decent level and has the sword, he's next to useless. The Materia Blade is pathetic compared to the best sword in stores (the Rune Blade), and his Limit skills are not much better. His most powerful skill, Cherry Blossom (a case of AdaptationExpansion, perhaps, as he didn't have it in VII), has a charge of 2. For those who haven't played the game, there is an invisible counter keeping track of everyone's turns. The counter will have someone's turn come around when the counter reaches 100. This means that Cherry Blossom requires 50 ticks of the counter before it will trigger. Compare this to Holy (the most powerful White Magic) which has a charge of 10. That takes 10 ticks of the counter. Oh, and the kicker? Cloud's skills ONLY target tiles. Meaning, your target can just walk out of the area of effect, and Cloud will have wasted all that time. The ONLY way to prevent this is to have someone capable of keeping the target in place. Holy can target a unit, and remain locked on even when said unit moves.
** Cloud's real value is his "Finishing Touch" move that will KO, Stone, or Stop anything it hits. That alone makes him powerful crowd control. He can also wear ribbons.
** It's possible to set up a "Quickening Loop", which allows your party to have an infinite number of concurrent turns. However, it requires so much setup and so many high-level powers that there's absolutely no use for it.
** The Samurai's "Draw Out" skillset, natch. The skillset has a wide range of spells that grant [[StatusBuff buffs]], deal damage, and heal, while possessing the valuable abilities of lacking charge time and discerning friend and foe. However, each skill requires its corresponding katana in stock to cast, and every casting has a chance to break a stocked katana. Some of the best katanas are amongst the most expensive items in the game, and you must have several if you wish to use the skills reliably. The case is even worse for Masamune and Chirijiraden, the ultimate support and offensive spells of the Samurai respectively, as the above weapons are one of a kind, unless you abuse either the cloning glitch, cheat devices, or catching thrown weapons from extremely high level Ninja.
*** Add the fact that the skill also relies on magic power rather than physical power makes it completely useless on Samurais themselves and is best used as a secondary command skill by mages.
** [[spoiler:Meliadoul Tengille]]. She possesses excellent offensive stats and a skillset that deals great damage and breaks equipment in one fell swoop. She also comes with the rare Save the Queen knight sword. However, her skills can't hurt things that don't have equipment, including all monsters, though this issue is fixed in the PSP version. She also joins the team only a few battles after you obtain [[GameBreaker Cid]], who has better stats, better equipment options, a better weapon (Excalibur), and every single one of her skills plus more.
* In ''FinalFantasyCrystalChronicles'', the difference between -ara and -aga fusion spells is about an extra second delay between the two casters. If all four players want to create one huge -aga spell, they have to coordinate their timing such that it'll take several seconds to actually cast the spell, during which the enemy might just attack them, interrupting the whole thing. Similarly, the single player mode -aga spells also have a much longer charge-up time than the lower levels. Best used for an opening move.
** In ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime'', Haste and Slow. Both require you to rapidly combine multiple target rings during a hectic battle, since they're combo spells. Haste's duration is measured in ''seconds'', and Slow [[MyRulesAreNotYourRules doesn't cripple an opponent's spellcasting like it does yours]]. In the end, you usually end up hitting the enemy with Ice and/or Lightning to stop them from acting briefly, then wail on them with your Clavat's sword.
* ''FinalFantasy CrisisCore'' had the Ultima materia. While one of the rarest materia you would obtain or fuse, casting the spell takes a ridiculously long time. Unless you have endure status, the smallest of enemies can walk up, attack and interrupt whole process. Plus it doesn't work with Dual Cast.
* ''VideoGame/FinalFantasyThe4HeroesOfLight'': it's rarely necessary to bring second or third tier black magic spells, since their buffed damage isn't really worth the additional action point expenditure, especially when in the hands of a black mage (who gain a 1AP discount that allows them to use basic spells every round for, if you have min-maxed for Intelligence and magic attack, really a lot of damage). There are also more than a few cool but not particularly useful options available from fully upgraded crowns.
* ''VideoGame/FinalFantasyXIII2'' has the InfinityPlusOneSword, the Odinblade and Odinbolt. They get more powerful the more Fragments you have, but they don't have any useful passive abilities compared to some of the weaker weapons.
** Twilight Odin, a corrupted shadow of Lightning's Eidolon, can be obtained as a monster crystal. While he does get monstrous stats and the full 6 ATB segments, he's a [[MagikarpPower Late Bloomer]] who starts at ''Grade 5'' and thus requires the rarest and most expensive materials to level up in the slightest, his attack speed is so slow that any additional ATB segments past 4 are wasted on him since he'd never be able to use them up before the gauge refills, and his magic stat is unimpressive. You're better off with a [[KillerRabbit Chichu]], a [[JackOfAllStats Tonberry]], or one of the DLC Commandos.
** Pretty much any monster with a recruitment chance less than 10%. Yes, that Metal Gigantuar might be an amazing Sentinel, and Miquitzli is one of the best Synergists in the game, but chances are, in the time it takes to get one, you could have gotten something a little more common ''and'' ground enough RareCandy to power it up significantly.
* The "ultimate" elemental spells (Flare, Freeze, Surge, Tornado, and Elementaga), along with Ultima itself in ''VideoGame/LightningReturnsFinalFantasyXIII''. They cost a huge amount of ATB gauge to use, have a lengthy animation that leaves Lightning completely vulnerable until they finish, and do a laughable amount of damage unless your HP is almost completely gone, in which case the damage can still only be considered okay at best. There's almost no situation where spamming a different, weaker command for the same ATB cost isn't more efficient. While they might be worth their ridiculous requirements if leveled up sufficiently like most commands, it's exceedingly unlikely that anyone would bother to do so considering you can only get a single copy of each on the initial playthrough from the final dungeon plus some additional copies in NewGamePlus from the main story bosses and you need anywhere from 3 to 5 copies of each to be able to increase their level by 1. Elementaga is an even worse example of this since the only way to get one is from the final boss, although it doesn't suffer from the low HP restriction of the other ultimate spells.
* ''ShiningSoul II'' features "Soul" items that allow the player to perform a WaveMotionGun attack after having filled a meter by killing a few trillion Mooks. On triggering it, the player is treated to a lengthy cutscene of whichever godlike entity's power is being used generally strutting their incipient-apocalyptic stuff.. followed by the Soul doing about as much damage as [[SlapOnTheWristNuke two or three good regular weapon hits.]]
* ''VideoGame/SkiesOfArcadia'' has plenty of these:
** [[FieryRedHead Aika's]] super moves attack multiple targets, and her ultimate move, ''Omega Psychlone'', has impressive visuals, where she trows a boomerang of fire onto her enemies, plunging into a burning pit on a rock. By the time you're half to three quarters of the way through the game, [[TheHero Vyse's]] only multi-targeting super move can do twice as much as the aformentioned psychlone. Her ''supporting'' moves, on the other hand, are extremely useful.
** [[TheChick Fina's]] ''Lunar Glyph'' super move is rather weak, and there's a slim chance that it will actually [[TakenForGranite turn the enemy into stone]] as it should.
** Gilder's ''Aura of Denial'' (blocks status effects) can easily be substituted for Aika's ''Delta Shield'' (protects from all magic), as even by the end of the game, very few enemies actually cause StandardStatusEffects with a basic attack (and Fina's super move that cures it requires low Spirit Points).
** Actually, the ''entire magic system'' by the end of the game is damn-near useless with the advent of the items that replicate them. The two massive advantages are that they do not require Magic Points ''or'' Spirit Points, and the offensive items are generally far more powerful than the characters' magic, including Fina, who is a SquishyWizard. Also, Aika's Delta Shield -which the player pretty much has to spam against the [[BonusBoss Bonus Bosses]] to avoid [[TotalPartyKill Total Party Kills]]- blocks ''all'' magic used against your characters, both friendly and hostile, but it doesn't block items. And like many other games, the instant death spells are completely useless.
* The ''{{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 True Fire Rune in ''SuikodenIII'' fits this trope like a glove. It holds some of the most powerful spells in the game, easily capable of wiping out enemy teams in a round or two. The big problem is that with S3's mechanics, the spells hit EVERYTHING within their range, your own team included.
* ''VideoGame/{{Persona 4}}'' has the ultimate Persona Izanagi-no-Okami. He resists all four elements and Physical attacks. He gets the strongest single target spells of all four elements, all four elemental Amp powers, plus four other high end powers. Unfortunately he's level 91 (which means you have to be level 91 to fuse him), he requires twelve Personas for fusion, cannot be retrieved from the Compendium, and has no resistance to Light or Dark. And worst of all, he doesn't inherit any skills. Given it is possible to fuse four element personas and personas that are immune to all seven attack types...
** The fourth-level elemental attacks (such as Ragnarok and Niflheim) from ''VideoGame/{{Persona 4}}'' also qualify. While they're the strongest elemental attacks available, they only deal slightly more damage than the "Dyne" level attacks while costing about four times the MP. Plus, they can only be found on certain Personae, and cannot be transferred through fusion. The exception is in ''{{Persona 3}}'', however, since in that game these attacks are both more powerful and transferable, making them good investments.
* ''PhantasyStarIV'' has the Destruction combo; it requires four of your five party members, it requires them to act in exact order with no interrupting actions on either side, three of them are using their most powerful attacks possible, two of those were obtained through semi-hidden [[{{Sidequest}} sidequests]]... and in the end, it does much less damage than the three attacks in question used independently thanks to the damage cap.
* ''VideoGame/StarOceanTheSecondStory'' has its own brand of impractical, with ridiculously flashy, full-screen "ultimate" attacks like Meteor Swarm, Extinction and Tri-Ace (which is so awesome it's named after the developers). All of which hit just one time, running up against the game's damage {{cap}} of 9,999. As opposed to the supposedly less advanced techniques like Mirror Slice, which can hit more than a ''dozen'' times.
** In ''StarOceanTheLastHope'', the last symbology attacks you get are flashy and hit most of, if not the entire battle field. However, they generally can't be used in a chain combo, which cripples their damage capabilities compared to the basic symbology attacks that can be chained together repeatedly to acquire a huge damage multiplier.
* ''VideoGame/SecretOfEvermore''[[note]]OK, so it's a Western game, but gameplay-wise it's based on Eastern [=RPGs=][[/note]] has the Reflect spell, which as its name implies, reflects alchemy spells back at the caster. This would have been a great spell, since no enemy absorbs alchemy spells and bosses frequently use very powerful alchemy (especially ThatOneBoss, Verminator). Unfortunately, you don't get this spell until the beginning of Omnitopia. At that point, the only enemy left that uses alchemy is the BonusBoss, the Faces (aka "Your Cleanliness")
* ''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.
* ''VideoGame/GoldenSun: The Lost Age'''s best Djinn Summon can only be acquired after confronting the strongest BonusBoss in the game, and that can only happen after you get halfway through the final dungeon. And using the summon costs a full complement of Mars Djinni and half of your Mercury Djinni -- a hefty cost that, depending on your class setup, can deprive you of your best healing for a few critical rounds. However, since it revives and fully heals everyone in the party, active or inactive, it's great to have your backup line able to pull it out and make the final boss substantially easier.
** The endgame Summons in general are this, because while they do a metric crapload of damage in one shot, they all require you to have a sizable amount of Djinn on standby- meaning the stat boosts they give to their user disappear until they reset. They're still capable of inflicting impressive damage (particularly Daedalus), but the Summons acquired earlier in the game will generally see much more use solely due to using less Djinn.
** Offensive Psynergy itself, to some degree. To increase attack for mundane weapons use, all you have to do is acquire better equipment or level-grind, but to increase elemental affinity for Psynergy you have to use tons and tons of Summons (and the bonus only lasts for the battle) or specifically set up a character with the correct Djinn and (rare) equipment. And while most Psynergy have very strict damage formulas that result in them quickly losing effectiveness, the basic attack will always do a solid amount of damage, if not more due to Golden Sun's overpowered critical hits. The only real advantage of combat psynergy is the ability to hit multiple enemies at once, and then all that does is save the player a turn or two of selecting Attack (and perhaps not even that due to Golden Sun's lack of cursor memory; every time you want to use a certain spell a menu dive is required).
** To make a comparison, the best offensive Psynergies will do a couple hundred damage, tops, even with a high elemental Power and against enemies which are weak to its element. Megiddo, an attack obtained via the Sol Blade in ''The Lost Age'' and ''Dark Dawn'', takes the user's attack power ''times three'', which will easily have reached three digits by the endgame.
** The Psynergy skills "Haunt", "Curse", and "Condemn" in all three games. They make the foe take damage when they attack, kills them in 7 turns, or kill them immediately, respectively. However, you get them at such high levels that most foes are immune to them and it would also be faster just to kill them regularly.
** In ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'', Sveta's Beast Form can be this. On one hand, she turns into a seven-foot-tall werewolf who can smack bosses around barehanded. On the other hand, it drains one of her Djinn into Recovery Mode per round, and expires when she runs out of Djinn, leaving her in her more-human form and without her Djinn-enabled stat boosts until they recover.
* Some Double Techs and nearly all Triple Techs in ''VideoGame/ChronoTrigger'' suffer from this, especially late game when your gear breaks the game mechanics. Simply put, you're almost always better off having each individual character take their action than using all of your turns up at once.
** This includes the Triple Tech "Grand Dream." It deals higher damage the lower ''your entire party's'' overall HP is; with everyone at 1 HP, it hits the damage cap. This would be at least ''somewhat'' useful, except it's cast by Marle, Robo, and '''''Frog''''', whose Frog Squash works on the exact same principle and can deal just as much damage, and costs him the same amount of MP...in other words, if you can dish out 9999 damage with Grand Dream, you're better off casting Frog Squash while having Marle and Robo ''prevent a party wipe.''
** Lucca's Wondershot is frequently accused of this too; the random multipliers attached to its damage mean that its attack power is either so good it bests Crono's Rainbow Sword, or so bad it's bested by his Mop. (Prism Specs help out - at both ends of the scale.) Plenty of people stick with the Turboshot for consistency.
* ''VideoGame/ChronoCross'', for its part, has [[SummonMagic Summon Elements]]. Necessary for [[ItemCrafting the most high-end equipment]], but requiring an elaborate setup every time one is used. With so many restrictions, they tend to get used on only the final few battles, and sometimes not even then.
** And like its predecessor, many of the Techs look pretty cool, but are just too much trouble to set up for their average payoff.
*** Technically not true. For each color, there's bound to be at least one place where the enemies are of the same color and turn the field the color needed to cast the summon, but don't then absorb the damage. For example the shadow cats in the canyon can be killed by [=FlyingSaucer=], and those strange white innate enemies in Terra Tower are vulnerable to Saints.
* ''VideoGame/EarthBound'' has "Casey Bat" for Ness. Which is the strongest weapon with an incredibly lame hit rate. [[Literature/CaseyAtTheBat That's implied]] [[DontExplainTheJoke in the name]].
** The only way the bat is genuinely useful is when you realize you can use it for preemptive strikes, since if you get a sneak attack on an enemy, the higher attack rating means you are much more likely to kill the enemy without actually entering the battle screen. So it's a situational weapon, not intended for traditional battles.
** PSI Rockin'. It's one of the strongest attacks in the game (rivaling even Starstorm), and attacks all enemies. However, stronger variations end up costing large amounts of PP, which is a problem considering how Ness is the primary healer. [[spoiler: Later, this is partially mitigated by the Magicant upgrade]]. Not to mention that Ness is the only PSI user who DOESN'T HAVE PSI Magnet so he can steal PP from enemies. Ness also has the strongest melee attack in the game, further reducing the effectiveness Rockin' on single enemy fights. Lucas from the sequel is essentially in the same boat as Ness minus [[spoiler: Magicant buffs]].
*** But....If you happen to be playing the SNES/Famicon version of Earthbound/Mother 2, you can abuse the [[GameBreaker Rock Candy]] and gain more IQ points, to have Ness end up with insane amounts of PP as high as in the 1000's, making PSI Rockin' really useful and not a problem to use. This was fixed in ''Mother 1+2'' though.
* The charge-up moves in ''{{Pokemon}}'' -- Sky Attack, Skull Bash, Bide, etc, which require a turn or two of charging ''before'' they actually do damage. Later games introduce the held item Power Herb, which allows a Pokemon to bypass the charging turn and attack right away... [[ItOnlyWorksOnce once.]]
** Solarbeam also falls into this category for Grass-types - while without Sunny Day in effect it requires a one-turn-charging, when the sunlight shines, it's an instant attack. Too bad Sunny Day also powers up Fire moves, one of Grass's many weaknesses.
** Most players also avoid Hyper Beam and its various typeshifts (Giga Impact, Hydro Cannon, Blast Burn, Frenzy Plant, Rock Wrecker, Roar of Time, etc). While they do impressive damage (150 BP), you can't move on your next turn, so your overall damage output is decreased (in effect, the same as a charge-up move, with the exception being which order the missed turn comes). To clarify: Blast Burn (150 BP) over one turn and one turn of rest vs. Flamethrower (95 BP) over the same two turns. 95+95 = 190 damage vs. Hyper Beam and its typeshifts' 150 damage.
*** If Hyper Beam knocks an opponent in Red, Blue, or Yellow, or the original Japanese Pokémon Stadium [[http://www.youtube.com/watch?v=Zv5R9YOUw8o (see video)]], then the user will not have to recharge, so it has some use. This was probably a glitch, though, as it doesn't make sense and this doesn't happen in any other game.
** OneHitKO moves. They kill the opponent in one hit... If it is slower than you (in the first generation), or, following the second, if you aren't in a lower level than the opponent. And, in case those conditions are met, the accuracy is 30%, and unaffected by normal modifiers (however, it increases by 1% for each level you advantage the enemy, meaning it'll always hit if you have a 70 level advantage [[note]] at this point though most attacks will knock out an opponent of such a large level disadvantage, in one hit, even ones that have a type advantage, not counting immuniities. [[/note]]). Articuno learns both one of those attacks and an "aiming" attack, but that still remains as this.
** Lock-On and Mind Reader, the aiming attacks. They guarantee the next attack will hit, including all those mentioned here with subpar accuracy and the OHKO ones. However, it only works for the next turn (meaning that, if you want to do another surefire hit, you have to use this again), and, if the opponent switches out, it is negated, so the net result is a lost turn and an attack with an unreliable move, giving the opponent a 70% chance of having 2 free turns if you are pairing this move with an OHKO.
** Wonder why Thunderbolt (95 BP) is considered a better move than Thunder (120 damage)? Well, Thunderbolt has 100% accuracy and Thunder only has 70% which doesn't sound like much of a difference, but if your accuracy gets lowered, Thunder is useless. (Unless you're in the rain, that is - if a 'Mon uses Rain Dance or Kyogre or Drizzle Politoed decided to rear its head, Thunder pierces Protect moves 30% of the time in Diamond and Pearl, and hits without performing an accuracy check at all other times in all other games.)
*** That being said, there are ways to give use to moves with these restrictions, either through items like the Power Herb or special strategies/conditions, that can allow the above moves to be used effectively.
** Head Smash borders on this with Rampardos, the GlassCannon fossil dinosaur. Its base power is on par with Rock Wrecker (150), it gets STAB (Rock-type, too; Rock is a great offensive type), and it's coming from one of the most powerful physical attackers in the game (second-highest base Attack). The catch? It has horrific recoil...'''half''' of the damage you do is bounced back as recoil. And since Rampardos can't take a hit to save its life, the only Pokemon that use it are the ones with the Rock Head ability (negates recoil) that learn it, Relicanth and Aggron (weaker, but they also get STAB).
** The DS games gave Shuckle, a Pokémon well known for having defensive stats that would make even legendary Pokémon drool, Power Trick, a move (introduced in Gen IV) that swaps his attack and defense stats; this gives him an impossibly large attack stat. The only problem is...now he has the lowest defense, HP, and speed stats in the game, so he'll be [=KOed=] before he can even do anything.
*** His special defense is still the same after Power Trick, so if he goes against a special attacker without any physical attack, Power Trick can work. Still very risky.
*** Trick Room can help, which is a move that switches speed priorities (slow Pokemon go first, fast Pokémon go last), so it's a viable if still risky strategy in doubles/triples (when that move can be used by a partner at the same time as Power Trick).
** Belly Drum is a move that was introduced in Generation II. It raises the user's attack power to its highest at the cost of 50% of its health. If it's used correctly with a recovery move or item (like the famous "Resto-Chesto" trick), it can wreck unprepared foes apart.
** Focus Blast is a move that deals a lot of damage (120 base power), but it has paltry accuracy and very few power points. Its poor accuracy can be shored up with an accuracy raising held item, the accuracy-boosting move Hones Claws(Coil also boosts accuracy, but nothing that learns that can also learn Focus Blast) or X Accuracy.
*** Focus Blast is more of the opposite, if anything. Its 70% accuracy makes it very unreliable, but it's the only widely distributed special fighting attack. Ghosts like Gengar use it because fighting and ghost together are resisted by nothing, psychic types use it to nail opposing dark and steel Pokemon, and it's often carried for general coverage since fighting's a great attacking type. Frustrating But Practical?
** Stone Edge is a Rock-type version of Focus Blast with the same power and unreliable accuracy but only ''when the player is using it.'' To rub salt to the wound it is distributed like candy to NPC trainers from Generation 4 games onward while their TMs are difficult to obtain for you to use. Also whenever NPCs use said move(which is common), [[TheComputerIsACheatingBastard Stone Edge always hits]] despite their Pokemon did not use any accuracy-boosting moves before or having the [[AlwaysAccurateAttack No Guard]] ability.
** Slaking (final form of Slakoth) has some of the best stats in the game, even beating out some of the OlympusMons of the games, and can learn some very strong moves to boot. Problem is that due to its Truant Ability, it can only attack every other turn, preventing it from being usable at the tournament level. (Clearly, this handicap was added ''because'' of its incredible stats.)
** Regigigas is another Pokemon that has amazing power, but with an Ability that only hinders it: Its Slow Start ability makes it incredibly slow and lowers its attack power the first five turns of a battle. It does better in Double Battles, though, where an ally Pokemon can use moves like Worry Seed or Entrainment to replace Slow Start with something useful.
** Archeops is a [[FragileSpeedster rather quick Pokemon]] capable of [[GlassCannon hitting hard with either physical or special attacks]]. Unfortunately, its ability is [[DoomedDefeatist Defeatist]], which causes both attack stats to be cut by half if its health ever goes below the halfway point. Being vulnerable to [[ComplacentGamingSyndrome Stealth Rock]] and [[ActionInitiative priority moves]] tend to cause that to happen rather quickly, diminishing Archeops's usefulness.
** Any of the Pokémon that evolve particularly late may count, as depending on which version you're playing, you're unlikely to have them in their final forms by the time you reach the Elite Four (usually the toughest battles in the game). Of particular note are [[VideoGame/PokemonBlackAndWhite Volcarona and Hydreigon]], who aren't obtainable until levels ''59 and 64'', respectively; most other Pokémon, by comparison, reach their final evolution around level 30 - 40.
** Pokémon with perfect [=IVs=] (31) in every stat. Considered the holy grail of breeders and RNG abusers, the potential such Pokémon have are ultimately limited by what species they are and movepools they have. Very few Pokémon have the base stats that can take advantage of every stat (Mew and Arceus) and even they are limited because a Pokémon can only know four moves at a time. The effort value caps at 510 effort points and you can only max out 2 of the stats to the fullest. Its pointless to have a 31 [=IVs=] in attack when your mon is a special attacker (and vice versa) and having a 31 [=IVs=] in speed is detrimental to Pokémon that need to move slower then the opponent. No single Pokémon can really do it all.
** Any really impressive Mon with a double weakness, especially one that typically attacks a defence they're not good at. Charizard, Articuno, and Moltres, to name just three, are respectively a dragon and two of the legendary birds, and they will all take quadruple damage from a Rock move. Torterra has the same issue with Ice, Swampert with Grass, Golem with both grass ''and'' water...
** The highest difficulty of [[MiniGame Tile Puzzle]] in [[VideoGame/PokemonXAndY Gen VI's]] Pokemon-amie earns better Poffins (used to increase your pokemon's friendship) than the lower difficulties. However the difference is rather minor and while a puzzle on [[BoringButPractical hard difficulty takes less than a minute to solve]], a round of unlimited difficulty can easily last fifteen minutes.
* In the ''{{Telefang}}'' series, each Denjuu is capable of learning powerful Denma Attacks, which can do massive damage. However, in the first game, to be able to use them, the user has to charge up a Denma meter, which takes many turns, and by the time that it's fully charged, the attacker would have been better off using regular attacking moves over and over. The attacker could easily faint from all the turns that it wastes, due to it being vulnerable from repeated attacks from any opponent. In addition, Denma attacks in general have a slight chance of ''missing'' (or the defending Denjuu can use a move to evade the attack), so using them can be even more of a waste since the Denjuu wasted many turns charging all for nothing. Some bad. Denma Attacks run off the user's and opponent's Denma stats rather than their physical stats, so the only time when it's a good idea to use them is when the attacker has a terrible Attack stat but an excellent Denma Attack stat (this is the case for a lot of mod-evolved Denjuu), '''and''' if the defender has an excellent Defense stat but a terrible Denma Defense stat, in which case Denma attacks will out-damage regular attacks.
** Denma attacks work completely differently in Telefang 2 -- the meter is already charged up and the Denjuu simply has a limited amount of times where it can use these attacks. Items can refill the meter though.
* TacticsOgre, the second game in the OgreBattle series of Tactical {{RPG}}s has four super powerful elemental spells. Well, five, really. One for each of the four elements and the Dark element (Light being the only element left out, for some reason). To gather the four elemental spells, you must jump through an insane amount of truly ''ludicrous'' hoops. Here is the short version. Wall of text incoming.
** First of all, you must gather the four Shaman Sisters. You meet one of them in the very beginning of the game, and depending on what you say then she may or may not join you later. These spells can only be found at the END of the game, probably thirty hours or more into the game. If you happen to offend her during the first hour: congratulations! You're screwed! If you want these spells, start over from the beginning and try to be nicer this time. Assuming you DO recruit her, you still have to get the three other sisters. One of which you have to kill to win a mission that you have to go through in order to find these spells. The trick is to bring her below 20 health without killing her, which is very hard to do "by accident" since your regular attacks can easily deal 100+ , maybe even 200+ damage by this point, depending on class, weapon and ElementalRockPaperScissors. Instead you have to use the ranged attack "Throw Rock" that every soldier has when not equipped with a real ranged weapon. It always deals between five to ten damage. (In rare cases, it can deal up to fifteen.) If you DO manage to bring her down without killing her, she will flee the battle. After that you have to go to a specific town and fight in a training battle in order to use the spell "Summon Storm" which does ExactlyWhatItSaysOnTheTin. You make it rain. When you then try to leave the town, you will find her moping in the rain, and you get the chance to convince her to join you. That's two out of four. And gathering them is the FIRST step. Then you have to talk to their father several times during this whole mess, get the elemental shields, find the elemental temples, beat up a lot of different people in a lot of other places... When you finally DO get these spells, they seem really awesome. The fire spell, for instance, is described as a [[NoKillLikeOverkill thermonuclear detonation]] above the battlefield. It deals about as massive damage as you'd expect, but all of these spells deal damage to everyone but the caster. Which means you will lose your own troops just as often (if not more so) as you kill the enemy. In this game it's usually easier to just load the game and redo the battle if you lose an important soldier rather than trying to train a new one from scratch. Not considering the large cast of unique characters who can't be replaced, and who you will also blast to bits if they happen to be in a battle where you use this spell. Oh, and there is a hidden shop that is less bothersome to find (just go to th right town at the right date) and that sells item that do exactly the same thing but without the friendly fire. So why did you actually get these spell again?
* ''VideoGame/DragonQuestIX'' has a few, in the form of hidden weapon abilities. Once you've maxed out a weapon skill and finish the accopanied quest, you have access to some powerful, awe-inspiring techniques...that are all flash, with no real substance. One move in particular is Gigagash. It destroys foes, but only on a single group of enemies, cost INSANE amout of MP (more than any class that can reasonably use a sword would have), barely hurts boss enemies, and is generally more useful on {{Mooks}}, which aren't worth the MP spent. And that it's just an "upgraded" version of Gigaslash, which does the same for half the MP and reasonable power.
* KingdomHearts2's Drive Forms. These are four superforms for Sora that either enhance his physical attacks, his magic, or both, and all but one turn Sora into a [[DualWielding two-Keyblade-wielding badass]] that can take out dozens of the game's average mooks in seconds. 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. 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.
** Lastly, when transforming into all Drive Forms but the Final Form, Sora will randomly transform into [[CursedWithAwesome Anti-Form]]. This form is fast and can shred a single target, but it takes twice as much damage as normal, disables healing, prevents gaining experience, and can't be leveled. The worst aspect of all, though, is that it can't be manually deactived; Anti-Form automatically ends when the battle is over or the Drive gauge runs out, which means a lot of running away if you're at low health. Never mind the fact that you can't use Anti-Form on purpose, even if you wanted to, and the chance of changing into it goes up every time you use a Drive Form.
* ''KingdomHeartsBirthBySleep'':
** Transcendence as well. While it can be synthesized by melding a random chance Rare command with an -aga level spell, which is pretty impractical to begin with, in Final Mix [[spoiler: Aqua]] can pull it from a chest in the Secret Chapter. It creates and impenetrable bubble area and shoots all enemies around inside it ForMassiveDamage. The one battle it would seem to be incredibly useful where the game is constantly spawning [[spoiler: Heartless.]] Since they can become invincible for a short period and escape the initial gravity effect, they can kill you since the spell locks you down until it completes, like most other dual-slot spells/commands.
** A few moves are just better for taking out mooks than they are for bosses. Most of them don't hold still long enough for you to use Salvation or Glacier.
** Speaking of Salvation (Ven only), it's not useful considering that you still do take damage when you charge for it (meaning that it's possible to be killed) and it can get interrupted... although it's still good for clearing out trash mobs. It's still useful; just not on the enemies you'd ''like'' to use it on. (However, it is possible to use it to recover HP on Vanitas Remnant)
** Reversal and Teleport. They allow you to get behind the enemy by pressing Square when it's about to attack, but most of the times you'll want to block instead. Many attacks, such as the Bruiser's shockawaves, can be blocked but are not avoided by teleporting behind him, so they're kinda useless.
* The Dual Link attacks and styles in ''VideoGame/KingdomHearts3D''. The former generally does significantly less damage then performing two solo link attacks separately, while the latter powers up your keyblade combos even more then a solo link style, but at the expense of making your attack animations so lengthy it's extremely unlikely you'll be able to get off a full combo against any enemy or boss that's ImmuneToFlinching (Of which there are a ''lot''), and when considering that the bulk of the damage comes from your combo finisher...
* Two types of this occur in ''FossilFighters''. The first involves mons like T-Rex, which are incredibly powerful, but which also have very damaging support effects-if one's in a support zone, your main fighter is worthless. The second involves two specific mons, Zino and Centro, who ALWAYS score critical hits-but have such appalling accuracy that the rest of the team needs to be focused around altering stats to get them to hit. While powerful, knocking out even one of the supporting mons causes the entire strategy to fall apart.
* A fair number of attacks in ''VideoGame/VanguardBandits'' are this. But most apparent is the Blizzard Break attack, it deals good damage, is fairly accurate and cheap on one cost. But it takes a ton of your Action Points to use, so you generally can't move and use it on the same turn.
* ''VIdeoGame/ParasiteEve'' has different rates of fire for every weapon, which determines how many bullets you can fire in a single turn. While firing several bullets at an enemy seems awesome, the damage output is reduced the more bullets the gun can fire. Guns with low rate of fire do more damage per shot. On top of this, Aya stays rooted in place until she fires all of the bullets you had her shoot, which leaves her open to attacks. The "Enter 2 (or 3) Commands" effect, combined with a gun that shoots only one bullet at a time, can let you do higher damage output without any damage restriction.
** ''VideoGame/ParasiteEve'''s Aya has exactly two attacks in her list of magic abilities, both of which pack a punch. However, the first one, which is described as draining the user's energy, reduces Aya's movement speed from a run to a slow, slow crawl for a considerable amount of time. The second one is capable of obliterating anything that isn't a boss... but completely wipes Aya's Parasite Energy, leaving her unable to do other useful things that require PE, such as heal. With either of these moves, you're screwed if your target survives.
* RogueGalaxy gives us super cool LimitBreak combos for each playable character. Based on the buttons you press during the sequence, you'll accumulate more damage. Some of it's VERY flashy too. This works great on enemies and you can restock on your limit pretty quickly too (blue balls for each kill). The downside is that you can't use them on bosses. AT ALL.
* Up & Away in ''VideoGame/PaperMario'' will destroy the enemies, without giving you a single [[ExperiencePoints star point]]. It can easily miss the target, how it's [[UselessUsefulSpell useless in Bosses]], and the Star Power cost, when pressing the "Run Away" button has the same effects, except you lose a bit of your money instead... [[MoneyForNothing not like you'll miss it by the time you get the attack, either]].
** Showstopper in ''VideoGame/PaperMarioTheThousandYearDoor'' works in a similar way to Up & Away, but rewards the player with star points so they can still level up. However, strong enemies have a higher resistance to Showstopper and every boss (except the FinalBoss, who is immune to it) has an extremely low success rate for the move. Luckily, Showstopper is cheap to use, but you're better off using other abilities.
*** Supernova is an extremely damaging move that, when used to the fullest, causes 15 points of damage to all enemies, but using the move eats a ton of star power.
* Maxwell in ''VideoGame/TalesOfSymphonia'' -- he's the most powerful SummonMagic bar none and casts a higher-power meteor storm that blankets most of the battle, but he can only be cast while Sheena is in [[SuperMode Over Limit]] mode, which happens more or less randomly, and he appears only once you've unlocked the last stage of TheVeryDefinitelyFinalDungeon. Odds are you'll never get to summon him at all; never mind summon him in a battle where he'd actually be useful. The worst part? This applies to all summons.
** Presea and Lloyd both have flashy, awesome-looking powers that have long lists of absurd requirements that are never even vaguely hinted at in-game. Consider Hien Messhoujin (spelling?). Presea is able to rip off half of the ultimate boss's health, or downright kill the third sword dancer in one use. Problem? Everyone else in her team needs to be dead, she needs to be next to dead herself, she needs to have access to the Mighty Charge EX skill, and have it work, and have used Beast 100+ times. Then, activate Mighty Charge (it'll probably fail), run up to whatever needs to meet death, and use Beast. If you don't die from being below 15% HP.
** Colette's "Sacrifice". If its absurd [[{{Mana}} TP]] Cost isn't enough of a deterrent, casting the spell ''causes Colette to die.'' While its effects are nothing to scoff at, you will rarely want to use this. It's only useful in [[GodzillaThreshold desperate situations when your healer has died and you've run out of life bottles.]]
** [[spoiler:Kratos]]'s Judgment. He only knows it if he rejoins your party late in the game ([[GuideDangIt which is near impossible if you don't know how to do it)]], and while it's more powerful than Colette's and has an ''[[BadassCreed awesome incantation]]'', [[spoiler:Kratos]] takes significantly longer to cast Judgment than Colette (''fifteen seconds!''), his version's accuracy is just as piss-poor as hers, and his magic stat is low enough that even though his version is more powerful, he would still deal less damage if they are anywhere near the same level.
*** This applies to judgment in the whole Tales series, including Colette's. Yeah, it nukes the whole field with insanely powerful rays of light, and CAN be a field-wiper if you're lucky enough. The problem is that at least in most of the games, as mentioned, it takes so long to cast on random battle encounters that the battle's practically done by the time it's cast. On bosses, you're relying on chance to make enough Judgment rays hit the single target to justify its massive cast time and TP cost, which almost never happens.
* Beryl Benito's Combination Blaster Extensions in ''VideoGame/TalesOfHearts'' are impractical for the same reason the Maxwell extensions in ''Eternia'' were - a downright silly CG consumption, and her RelationshipValues have to be in the sky to boot. You have to grind Beryl stupid in the first place to have a chance of seeing it.
* Fatal Strikes in ''VideoGame/TalesOfVesperia'' are an instant kill on all normal enemies, but in the course of normal comboing you're never going to see them. In fact, even if your normal combo is right for building up a Fatal Strike, the target is still probably dead or almost dead when the FS activates.
** If you're playing on an elevated difficulty or at a low level, then the Fatal Strike is a good way to finish the battle more quickly. You also more rewards at the end of the battle if you finish with Fatal Strikes. Generally, they become more efficient the further in the game you are.
* The second-level mystic artes in ''VideoGame/TalesOfTheAbyss'' are nearly impossible to figure out how to use, but are absolutely brutal.
* In ''VideoGame/TheWorldEndsWithYou'', most of the Gatito pins don't have any workarounds for their problems and are in fact quite Awesome But Impractical. Also, the elemental deck. It looks cool, but it's not exactly a deck to play seriously with. The Anguis pin has the highest attack power of all the pins...but it's extremely slow to level and does not reboot once used.
* The Almighty spells in the ''Franchise/ShinMegamiTensei'' games. On the surface it sounds like a dream come true: A type that ''no demon'' is resistant to in a game where elemental resistances are your main obstacle to victory. However, the inflated MP cost and lackluster damage compared to your normal elemental spells means that they just aren't worth it. Making things worse, no demon is weak against the Almighty type and by the time you gain access to the Almighty spells you'll already have figured out that it's far more profitable to aim for a demon's weakness to earn more actions.
** It gains practicality in ''VideoGame/DevilSurvivor'', especially against bosses, in the form of Drain and Holy Dance. Since many late-game bosses are at least strong to every element, if not outright draining or repulsing at least one, the two-to-five hit Holy Dance has a chance to deal tremendous damage by itself without risking an Extra Turn for the enemy. Follow it up with a Drain to restore MP and take some away from the boss, and it's a very practical nuke.
** This trope is rather subjective because Almighty varies in effectiveness depending on the game. For example ''VideoGame/ShinMegamiTenseiStrangeJourney'' makes them almost required in the endgame setting because the bosses there have shifting weaknesses. Others like Digital Devil Saga REALLY make them reliable with Ragnarok and Lost Word being strong contenders for a reliable attack despite their high cost.
*** Not to mention [[VideoGame/ShinMegamiTenseiIIINocturne Freikugel, Fire of Sinai]] and [[RaidouKuzunohaVsTheSoullessArmy Astral Burst]].
** Fourth-tier elemental spells (described as inflicting "severe" damage instead of "heavy") tend to be this. They're not much more powerful than the third-tier "-dyne" spells, and they're inefficient--for instance, the fire-elemental single-target Ragnarok spell in ''{{Persona 3}}'' costs 30 SP, which is even more than Maragidyne (third-tier, hits all enemies, and costs 24 SP)...and ''only does about 30-40% more damage than Agidyne ''(third-tier, one enemy, 12 SP)''!''
** Even worse are the series of spells in ''Strange Journey'' that hit every enemy and inflict some sort of status ailment. They cost a whopping 65 MP to use (vs. the 20-30 MP for Ma-dyne spells), don't always cause the corresponding ailment, and worst of all, the damage ranges from on par with -dyne spells at best (Cold World) to ''as much as first-tier spells'' at worst (Charming Bolt).
*** Speaking of ''Strange Journey'', its take on the repelling "-karn" spells. A spell that repels attacks aimed at you and your demons! Cool! Except the effect only lasts on the current turn so there's no point in a demon casting it if they aren't fast enough to move first. Not to mention, each casting costs 45 MP. You're better off using Attack and Magic Mirrors, especially since using an item grants you maximum turn priority.
** Averted in ''VideoGame/ShinMegamiTenseiIMAGINE'', where, although still rather expensive and with a huge cooldown (Megidoraon costs 80 MP plus 200 Magnetite, and has 6 minutes cooldown, for example), they can be very useful. Also, most mages have at least 25% MP reduction, at least 60% cooldown reduction, and at least +300% MP regeneration. Not to mention there are ways to be able to shoot it ''four times'' before the cooldown takes place.
*** Although in that game building a character around counter/guard/dodge is a very bad move if you plan on doing combat. It's great for crafters who simply need to level and don't want to be TheLoad when a monster spots them, but the damage from them is dependent at best, and TacticalRockPaperScissors means you may not do all that much if the enemy doesn't comply. Depending on defensive skills is a wonderful way to stay alive, but the damage is very poor so it's better to take only a few levels (that way any cooling guard has a backup, but even then it might be redundant) and spend the rest of the time focusing on more offensive branches.
** ''VideoGame/ShinMegamiTenseiIV'' has two demons that fit this:
*** Mother Harlot, the strongest member of the infamous Fiend clan of {{Bonus Boss}}es, is exactly as powerful as that descriptor implies, and comes with the her unique move, Babylon Goblet, that deals a stupid amount of damage and inflicts [[HatePlague Panic]] besides. Thing is, her fusion chain requires each of the lesser Fiends at some point or other, and getting ''them'' requires an [[ThatOneSidequest absurdly aggravating and tedious sidequest]], plus a quest to unlock the Mother herself. By the time you get all the lesser Fiends, fuse them, do the Mother's quest, and fuse ''her'', you'll probably have several demons of similar power to her but significantly easier to get (such as Mara, Shiva, Lucifuge, or Yamato-Takeru), meaning the Mother basically exists to be [[HundredPercentCompletion Compendium-filler]].
*** Then there's Masakado's Shadow, the single most overpowered demon in the game. He ''begins'' with an attack that always hits as a weakness, no matter what the opponent's weakness is, and with leveling up can learn to NoSell all the elements and finally a move that gives him three free turns. Only, to unlock Masakado's Shadow, you have to beat the single cheapest boss in the game, which is... Masakado's Shadow. What use is a demon that powerful if you can already beat the hardest boss in the game without it?
* ''VideoGame/{{Xenosaga}}'' has a few examples:
** First, the last special attacks that can be earned for certain characters. They are awesome to watch and rack up the damage, but unless you have the right accessories and/or items, you'll never have enough boosts in your gauge to pull them off.
** Second, Erde Kaiser Sigma. Leaving out the fact that the crucial item needed to get this ether skill is only obtained through a near impossible side-boss battle, the ether cost is absurdly restrictive. The Erde Kaiser line is like this in all three games. Insane damage, but insane ether cost too.
** An item in Episode III called Seven Moons brings the character back with full HP and EP. Unfortunately it can sometimes crystalize the character you use it on, meaning if you don't have the item that cures crystallization, they're out in three anyway. And to upgrade this to its better form (no crystallization), you have to go through a GuideDangIt sidequest in a limited-time area.
*** Or, you could spend a lot of money to build up your characters' resistance to the virus that causes them to crystallize.
* In ''BatenKaitos Origins'', you can get a lot of artifacts designed to screw with your enemies; showing their health, decreasing their turnover speed, etc. However, most of them are ridiculously limited, take a whole turn just to use, or both. In general, the deck space is better allotted to simpler cards; equipment magnus, healing or revival artifacts, or specials.
* In SummonNight Swordcraft Story, the elemental attack spells, especialy the screen wide spell of your Guardian Beast is this, but mostly in the second game. In the first game, the damage and area combination is really neat and useful during some hard to manage random ecounters, and save it from being completely useless, even the ultimate spells that charges slowly. Against boss since using weapon is simply faster and more efficient, you will want to use the enchancement spells most of the time. However, by the second game, the random ecounters are simply easier to handle, especialy considering the new buffed Drill, making them completely useless.
** The second game is really, filled with this. The high end technique that consumes tons of weapon durability, some of them even outright destroyed your weapon. It deals 999 damage easilly. But it wont even OneHitKill a boss, and combo moves that hits less multiple time and deals higher damage for far less cost, and [[GameBreaker Drill Special]] that is simply absurd and has ridiculously small cost. The EleventhHourSuperpower version and Standard version of the transformation move counts as well. It increases your stats at the cost of taking away your special move slot into an exclusive special move that simply shots a red wave of power for massive damage. Except, it only hit once. Part of the reason why the FinalBoss is harder in its OneWingedAngel mode is because you are forced to use this form against said boss, since despite the battle allows you to use spells and items, you cant use your locked weapon special move since otherwise you can just spam Combo and Drill Special and win in seconds. As for the normal version, you will prefer to use your offensive spells and basic move against random ecounters. Against boss, Basic multiple hit Special moves deals massive damage for low cost. This translates to it being useless except for the revival effect. And this before we count the fact that your weapon durability is degenerated and you cant use spells and items when transformed coupled with the fact that you need to recharge the Daemon gem before using it again.
* Many weapons and items in ''VideoGame/DarkSouls'' are like this. One of the biggest examples is the Dragon Great Sword, a huge person sized weapon that appears to be made of flesh. Not only that but it has a special attack which causes a huge RazorWind to tear along the ground, wrecking enemies. Unfortunately the stat requirements for it are insane, and by the time you have the stats to use it, there are other better weapons available because it also doesn't scale with stats.
* The Quadruple Giga in ''MonMusuQuest 2''. Not only does it take four turns without spirits to charge up (that's more than enough to be defeated in, by the way) but you need to do it ''without getting hit''. It's only truly useful in a few, very specific situations.
* In ''VideoGame/LiveALive'', Masaru's final skill does high damage against enemies in a large area and has a pretty cool rock-splitting animation. Too bad its charge time is so agonizingly long that you're better off using his skills that activate immediately.
* ''{{Gungnir}}'' gives us War Gods, powerful summons that would be incredibly useful if they discriminated friend from foe, which they don't.
** War Gods actually do target only enemies, but only if you meet certain requirements, making them useful for a pre-empitive attack or a desperation attack. Naturally, the game doesn't tell you this, nor do they tell you the requirements each god has.
** Gungnir itself arguably qualifies, as it takes up ''3/4 of the user's inventory'', thus restricting them to little armour or items. While it certainly has some advantages to make up for this, some may argue that it's inferior to a normal weapon. Averted later on, as Giulio becomes strong enough to make up for the spear's weight.
* In ''BreathOfFireIII'', Garr can obtain a weapon called the Beast Spear. At 150 attack points, it's far and away his strongest weapon (the second strongest weapon, the Dragon Spear, only has 110 Attack Power), and is even obtained about halfway through the game (provided [[GuideDangIt you know where to look]], and [[LostForever don't miss it]]), instead of at the end like most of the other strongest weapons. However, the Beast Spear also weighs a whopping 15 points (making it heavier than any other item in the game and practically ensuring that Garr will have a Speed of 0) and will drain 10% of Garr's max HP every single round. These drawbacks will naturally turn most players away from it (though if you're willing to work with them, Garr can become a damage dealer, thanks to his already high Attack power).
* ''LostOdyssey's'' "ultimate" magic spells require the player to visit a side area and defeat a boss to obtain them. The rewards? "Sacrifice Self" kills the caster to revive any dead party members and "Divide" damages the entire enemy party for an amount equal to the caster's current health divided by the number of enemies. Averted with "Leveler", which has an ingame description that makes it sound like a single-target version of Divide, but it's actually based entirely on the caster's Magic Attack stat and is the only spell in the game that can reliably do 5-digit damage. Divide also tends to veer towards NotCompletelyUseless when it comes to the final [[MonsterArena Backyard]] opponent and the DLC BonusBoss, since they're both basically immune to all other physical and magical attacks.
** That's not even touching the cannons that shoot ''swords'' instead of arrows.
* In ''VideoGame/{{Robopon}}'', the * (Star) software sort of falls into this. On one hand, the attacks they create can do obscene amounts of damage. On the other, they require a team of Robopon that mutually like each other, eat anywhere from a third to a half of a Robopon's Energy Points, and do pathetic damage if the enemy has appropriate stats.
* In ''VideoGame/MetalWalker'', Marine Cores have good attack and defense, but can only move well underwater. Coupling that with the fact that their weakness, Sky Cores, can move well on any field, you'll likely switch to something else as soon as you hit land.

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