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*** One of the two possible triangle attacks in the [[VideoGame/FireEmblemTellius Tellius duology]] is with the three brothers [[NiceGuy Oscar]], [[BoisterousBruiser Boyd]] and [[AdorablyPrecociousChild Rolf]], whom unlike every other triangle attack in the series is limited to bows than a class type, meaning that if you seek to divvied up your party equally among classes, it becomes ''slightly'' more practical to use... which even then, if you're playing for keeps, it's ''still'' impractical; Rolf is regarded tier-wise as a resource sink that doesn't have enough pay-off to warrants the cost of investing into him, and while Oscar and Boyd are both solid units in both games, bows are regarded as the worst weapon-type in both games due to a lack of enemy combat phase when equipped with them. Combine this with the [[GuideDangIt overwhelmingly arcane method]] of acquiring the triange attack of the three brothers, and this also means that there's only really ''one'' instance in ''both games'' the attack would be useful[[note]]using it to hit the highly-evasive and borderline-unstoppable Naesala for a OneHitKill in Chapter 19, which is exclusively as a BraggingRightsReward that has you lose a valuable item if you chose that over having Reyson talk to him instead to make him leave[[/note]], and that's it.
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*** Unlike most games in the series, Corrin and Kana's Dragon forms via Dragonstones are this. The Dragonstones all give major buffs to most of your stats except Speed and Skill, and early on in the game you'll find yourself able to one-shot a major amount of enemies with how strong your Dragon form is, while also being your main source of magic damage in the game. However, it's also hit by a significant handicap: it cannot double, at all. This means that while Dragonstones peak in the earlygame, the lategame has it much more unreliable for tanking and taking down the opponent with one blow, especially against tankier units, due to the sheer disadvantage being unable to double effectively means. This often leads to most players outright skipping using Dragonstones and instead use the [[SwordOfPlotAdvancement Yato]], which both [[InfinityMinusOneSword gradually]] [[InfinityPlusOneSword upgrades]] over the course of the route you're on, which only further serves to obsolete Dragonstones as the damage you do with your Yato eventually completely outstrips what even the ''more'' AwesomeButImpractical Dragonstone+ can do, while also giving +4 Stat bonuses to two (and in one route, ''four'') stats depenedant on the route, and being unbreakable with no downsides outside of being locked at close-range. The [[BlackKnight Nohr Noble]]'s class ability to equip tomes only serves as the final nail in the coffin, as you can forge yourself a powerful Thunder tome that has 1-2 range and ''none'' of the downsides the Dragonstone has.

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*** Unlike most games in the series, Corrin and Kana's Dragon forms via Dragonstones are this. The Dragonstones all give major buffs to most of your stats except Speed and Skill, and early on in the game you'll find yourself able to one-shot a major amount of enemies with how strong your Dragon form is, while also being your main source of magic damage in the game. However, it's also hit by a significant handicap: it cannot double, at all. This means that while Dragonstones peak in the earlygame, the lategame has it much more unreliable for tanking and taking down the opponent with one blow, especially against tankier units, due to the sheer disadvantage being unable to double effectively means. This often leads to most players outright skipping using Dragonstones and instead use the [[SwordOfPlotAdvancement Yato]], which both [[InfinityMinusOneSword gradually]] [[InfinityPlusOneSword upgrades]] over the course of the route you're on, which only further serves to obsolete Dragonstones as the damage you do with your Yato eventually completely outstrips what even the ''more'' AwesomeButImpractical Dragonstone+ can do, while also giving +4 Stat bonuses to two (and in one route, ''four'') stats depenedant dependant on the route, and being unbreakable with no downsides outside of being locked at close-range. The [[BlackKnight Nohr Noble]]'s class ability to equip tomes only serves as the final nail in the coffin, as you can forge yourself a powerful forged Thunder tome that has 1-2 range and ''none'' of the downsides the Dragonstone has.
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*** Unlike most games in the series, Corrin and Kana's Dragon forms via Dragonstones are this. The Dragonstones all give major buffs to most of your stats except Speed and Skill, and early on in the game you'll find yourself able to one-shot a major amount of enemies with how strong your Dragon form is, while also being your main source of magic damage in the game. However, it's also hit by a significant handicap: it cannot double, at all. This means that while Dragonstones peak in the earlygame, the lategame has it much more unreliable for tanking and taking down the opponent with one blow, especially against tankier units, due to the sheer disadvantage being able to double effectively means. This often leads to most players outright skipping using Dragonstones and instead use the [[SwordOfPlotAdvancement Yato]], which both [[InfinityMinusOneSword gradually]] [[InfinityPlusOneSword upgrades]] over the course of the route you're on, which only further serves to obsolete Dragonstones as the damage you do with your Yato eventually completely outstrips what even the ''more'' AwesomeButImpractical Dragonstone+ can do, while also giving +4 Stat bonuses to two (and in one route, ''four'') stats depenedant on the route, and being unbreakable with no downsides outside of being locked at close-range. The [[BlackKnight Nohr Noble]]'s class ability to equip tomes only serves as the final nail in the coffin, as you can forge yourself a powerful Thunder tome that has 1-2 range and ''none'' of the downsides the Dragonstone has.

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*** Unlike most games in the series, Corrin and Kana's Dragon forms via Dragonstones are this. The Dragonstones all give major buffs to most of your stats except Speed and Skill, and early on in the game you'll find yourself able to one-shot a major amount of enemies with how strong your Dragon form is, while also being your main source of magic damage in the game. However, it's also hit by a significant handicap: it cannot double, at all. This means that while Dragonstones peak in the earlygame, the lategame has it much more unreliable for tanking and taking down the opponent with one blow, especially against tankier units, due to the sheer disadvantage being able unable to double effectively means. This often leads to most players outright skipping using Dragonstones and instead use the [[SwordOfPlotAdvancement Yato]], which both [[InfinityMinusOneSword gradually]] [[InfinityPlusOneSword upgrades]] over the course of the route you're on, which only further serves to obsolete Dragonstones as the damage you do with your Yato eventually completely outstrips what even the ''more'' AwesomeButImpractical Dragonstone+ can do, while also giving +4 Stat bonuses to two (and in one route, ''four'') stats depenedant on the route, and being unbreakable with no downsides outside of being locked at close-range. The [[BlackKnight Nohr Noble]]'s class ability to equip tomes only serves as the final nail in the coffin, as you can forge yourself a powerful Thunder tome that has 1-2 range and ''none'' of the downsides the Dragonstone has.

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** The Bifrost Staff in ''VideoGame/FireEmblemFates'' revives a fallen character, a major rarity for the series. Unfortunately, it only has one use, you only get it 2 chapters before the end of the game, you need an S rank in staves to use it (which only Maids and Butlers can reach, so if you haven't been training any you're out of luck) and unlike earlier revival staves in the series it's a lot more restricted: it can only bring back someone who died ''in the current battle'' and you don't get to choose if there are multiple, it'll just revive whoever most recently died.
** ''Fates'' also did away with BreakableWeapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.

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** ''VideoGame/FireEmblemFates'':
*** Unlike most games in the series, Corrin and Kana's Dragon forms via Dragonstones are this. The Dragonstones all give major buffs to most of your stats except Speed and Skill, and early on in the game you'll find yourself able to one-shot a major amount of enemies with how strong your Dragon form is, while also being your main source of magic damage in the game. However, it's also hit by a significant handicap: it cannot double, at all. This means that while Dragonstones peak in the earlygame, the lategame has it much more unreliable for tanking and taking down the opponent with one blow, especially against tankier units, due to the sheer disadvantage being able to double effectively means. This often leads to most players outright skipping using Dragonstones and instead use the [[SwordOfPlotAdvancement Yato]], which both [[InfinityMinusOneSword gradually]] [[InfinityPlusOneSword upgrades]] over the course of the route you're on, which only further serves to obsolete Dragonstones as the damage you do with your Yato eventually completely outstrips what even the ''more'' AwesomeButImpractical Dragonstone+ can do, while also giving +4 Stat bonuses to two (and in one route, ''four'') stats depenedant on the route, and being unbreakable with no downsides outside of being locked at close-range. The [[BlackKnight Nohr Noble]]'s class ability to equip tomes only serves as the final nail in the coffin, as you can forge yourself a powerful Thunder tome that has 1-2 range and ''none'' of the downsides the Dragonstone has.
***
The Bifrost Staff in ''VideoGame/FireEmblemFates'' revives a fallen character, a major rarity for the series. Unfortunately, it only has one use, you only get it 2 chapters before the end of the game, you need an S rank in staves to use it (which only Maids and Butlers can reach, so if you haven't been training any you're out of luck) and unlike earlier revival staves in the series it's a lot more restricted: it can only bring back someone who died ''in the current battle'' and you don't get to choose if there are multiple, it'll just revive whoever most recently died.
** *** ''Fates'' also did away with BreakableWeapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.
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** In ''VideoGame/FireEmblemShadowDragon'', there's [[GoodBadBugs the Dragonstone glitch.]] Using a promotion item on Bantu or Tiki causes them to gain a massive amount of defense, to the point of breaking the game's cap. This makes them effectively invincible... which causes enemies to now ignore them completely. And since they can no longer have enemies attack them, this means they can't counterattack them, turning them into a nonfactor on enemy phase. They still have some tactical use, like blocking off certain zones, but the inability for them to fight off multiple enemies becomes painful quickly.
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Removed the trainee entry regarding FE because in the games that they do appear in, they're generally of such ease of use with grinding a few enemies that they're not really impractical, just time-consuming; this in itself is, for better or worse, Developers Foresight and something that's the expected usage of the classes - and if you're not handicapping yourself, it's very practical. A better example would be the Est archetype due to being in a game without grinding and generally coming in Overrated And Underleveled. So please, do keep in mind neutrality when it comes to portrayed game intent vs. what the meta says, as not everything that's Boring But Practical fits the criteria.


** This is also the case for most of the various "trainee" units across the franchise, which start in a trainee class before promoting into a "real" class at tenth level, offering the advantage of having ten levels to grow over their peers. Too bad their base stats tend to be so miserable that those ten levels are basically just their growths trying to play damage control, so it's much easier to just use a character who ''starts'' good.
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* The Indoraptors in ''VideoGame/JurassicWorldTheGame''. All the hybrids cost quite a bit of food and DNA to create, along with first having to level and combine the base species, but both Indoraptor versions take it UpToEleven. They’re the most powerful creatures in the game and nothing can defeat a squad of three of them in battle. But the cost is high to create them. Both eat a ton and The gen 2 Indoraptor can deplete even the maxed out stores of hacker players by the time it’s level 40. The heal time is also days long unless you spend dino bucks.
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*** Except in [[VideoGame/FireEmblemTellius the Tellius games]], where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even mediocre physical fighters tend to have enough Strength to avoid being weighed down by anything. [[SquishyWizard Magic users, however, aren't so lucky...]]

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*** Except in [[VideoGame/FireEmblemTellius The big exception to the Tellius games]], weight issue is in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even mediocre physical fighters tend to have enough Strength to avoid being weighed down by anything. [[SquishyWizard Magic users, however, aren't so lucky...]]
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* The [[WaveMotionGun Stellar Converter]] in ''VideoGame/MasterOfOrion II'' is normally a very powerful, very useful weapon, particularly for planetary defense. However, it's function to obliterate an enemy planet instead of bombing it, conquering it, or (if you're telepathic) mind-controling the population. This normally serves no purpose whatsoever, as the goal of the game is to expand (it's one of the [=Xs=] in 4X). Having no planet means you can't expand, save for a tiny outpost that doesn't help you much.

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* The [[WaveMotionGun Stellar Converter]] in ''VideoGame/MasterOfOrion II'' is normally a very powerful, very useful weapon, particularly for planetary defense. However, it's its function to obliterate an enemy planet instead of bombing it, conquering it, or (if you're telepathic) mind-controling the population. This normally serves no purpose whatsoever, as the goal of the game is to expand (it's one of the [=Xs=] in 4X). Having no planet means you can't expand, save for a tiny outpost that doesn't help you much.



** The Edelweiss from a story perspective. Is very durable, only requires two operators and can aim 360 degrees. Even though it's quite old by the time it's taken back out of storage for the events of the first game, it's still quite capable of holding its own against newer tanks. It's high cost of production, however, prevented it from being mass produced, leaving it as an AceCustom.

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** The Edelweiss from a story perspective. Is very durable, only requires two operators and can aim 360 degrees. Even though it's quite old by the time it's taken back out of storage for the events of the first game, it's still quite capable of holding its own against newer tanks. It's Its high cost of production, however, prevented it from being mass produced, leaving it as an AceCustom.

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* ''VideoGame/AdvanceWars: Dual Strike'':

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* ''VideoGame/AdvanceWars: Dual Strike'':Strike'': No thanks to [[GameBreaker Black Bombs]], the following units are this:



** The Stealth planes are aerial submarines, able to hide from enemy sight unless adjacent to an enemy unit. Even when discovered, hidden Stealths can only be attacked by Fighters and other Stealths. Furthermore, they're versatile attackers, able to attack any unit in the game (except submerged subs) for good damage. ''However'', they cost more to deploy than almost any other unit and their small fuel capacity is used up in the blink of an eye while Hidden. Stealths need constant resupply (at least once everuy other turn) to get anything done at all. Combined with the cost, they're more trouble than they're worth.
* The Seaplane in ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'' is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon. The intended use appears to be: build four Seaplanes, keep two in the Carrier at all times to be launched good-as-new next turn. This allows for a very strong offensive, especially since Carriers heal damage to housed air units.
** Seaplanes are a bit more practical if your CO is Admiral Greyfield, since his CO Power replenishes supplies, ammo, ''and materials'' of all units, allowing a single carrier to build as many seaplanes as you like, provided you can inflict enough damage to activate the power! Unfortunately you cannot use Greyfield during the campaign, only in skirmishes and multiplayer...

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** The Stealth planes are aerial submarines, able to hide from enemy sight unless adjacent to an enemy unit. Even when discovered, hidden Stealths can only be attacked by Fighters and other Stealths. Furthermore, they're versatile attackers, able to attack any unit in the game (except submerged subs) for good damage. ''However'', they cost more to deploy than almost any other unit and their small fuel capacity is used up in the blink of an eye while Hidden. Stealths need constant resupply (at least once everuy every other turn) to get anything done at all. Combined with the cost, they're more trouble than they're worth.
* The Seaplane in ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'' is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon. The intended use appears to be: build four Seaplanes, keep two in the Carrier at all times to be launched good-as-new next turn. This allows for a very strong offensive, especially since Carriers heal damage to housed air units.
** Seaplanes are a bit more practical if your
units. The only CO that makes great use of this is Admiral Greyfield, since his CO significantly increases seaplane and naval units and his CO Power replenishes supplies, ammo, ''and materials'' of all units, allowing a single carrier to build as many seaplanes as you like, provided you can inflict enough damage to activate the power! Unfortunately you cannot use Greyfield during the campaign, only in skirmishes and multiplayer...multiplayer. In addition, such strategy means you are left wide open in the beginning run of the game against other COs. If you are unable to protect your Carriers sufficiently, you are toast.

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The Branch of Fate doesn't really apply, and some of the drawbacks only happen in specific circumstances


** In ''Fates'', the Skip to Branch of Fate, meant to be AntiFrustrationFeatures so the player doesn't have to replay Chapters P-5 every time they want to play another route, has a few issues. Firstly, it only carries over levels from your most recent Chapter 5 save, rather than letting you choose. The reason this is an issue is because a file that went on to Birthright won't serve well for a Conquest run, as Rinkah and Sakura don't join there so all EXP they gained is wasted. Even worse, players who want to change their Avatar's gender will be stuck with a Lv. 1 Felicia or Jakob as both of them are considered separate characters. This is especially problematic on Conquest or Revelation, as the Avatar's servant is one of the few units they have for a while and so having one who dies in one or two hits makes the already present EarlyGameHell even worse. And the extra levels on the other servant are useless as by the time they rejoin, they're auto-leveled to around 13 anyway. These factors often make it better just to start a New Game.



** In ''VideoGame/FireEmblemThreeHouses'', Petra's unique skill dramatically increases her Critical Hit rate against enemies that are below half health. Since a critical hit deals triple damage, that's quite a boost, even with Petra's lackluster Strength growths, and is usually enough to result in a OneHitKill. Unfortunately, most enemies with below half health are weak enough that you can finish them off without the aid of a critical hit. Monsters are an exception, but there are other ways to inflict severe damage on them, such as Blessed weapons or certain Combat Arts.
** Also from ''Three Houses'', you can zoom the camera all the way in on your units so that you control them like you would in a regular, third person, adventure game. This allows full 360 degree freedom within the character's movement range and lets you see their battalions moving along with them. While a neat and visually appealing feature, it offers almost no tactical benefit whatsoever since it significantly reduces your field of vision with the zoomed in camera. A mini map is displayed to help alleviate this but it is still much less useful than sticking to the traditional, zoomed out camera angle of the grid.
* ''VideoGame/GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it ''is'' built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted a great deal.

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** In ''VideoGame/FireEmblemThreeHouses'', ''VideoGame/FireEmblemThreeHouses''
***
Petra's unique skill dramatically increases her Critical Hit rate against enemies that are below half health. Since a critical hit deals triple damage, that's quite a boost, even with Petra's lackluster Strength growths, and is usually enough to result in a OneHitKill. Unfortunately, most enemies with below half health are weak enough that you can finish them off without the aid of a critical hit. Monsters are an exception, but there are other ways to inflict severe damage on them, such as Blessed weapons or certain Combat Arts.
** Also from ''Three Houses'', you *** You can zoom the camera all the way in on your units so that you control them like you would in a regular, third person, adventure game. This allows full 360 degree freedom within the character's movement range and lets you see their battalions moving along with them. While a neat and visually appealing feature, it offers almost no tactical benefit whatsoever since it significantly reduces your field of vision with the zoomed in camera. A mini map is displayed to help alleviate this but it is still much less useful than sticking to the traditional, zoomed out camera angle of the grid.
*** The "Defiant" skills grant eight points to certain statistics while the user is below 25% health. Not only is it difficult to get your units to that level of health, but said units are very easy to kill if they're that low on health.
*** The Crest of Blaiddyd (Dimitri's Crest) doubles the Might of Combat Arts when triggered. However, it also doubles the durability cost of said Combat Arts, making you burn through Dimitri's weapons that much faster. This is particularly a problem in the late game, when Dimitri will usually be wielding pricier, lower-durability weapons.
*** Astra, the combat art gained by mastering the Swordmaster class. While it hits five times, each hit is very weak, which generally doesn't justify spending the extra durability to use it. By comparison, the ''Fates'' version of Astra was only reduced to half damage, randomly triggered, and each hit had a chance to crit(which, at triple damage, made it one and a half times as strong as a normal hit), making it especially devastating in Ryoma's hands.
* ''VideoGame/GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it ''is'' built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted babysat a great deal.

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*** Even among triangle attacks, though, the Armor Knight triangle attack in ''VideoGame/TheBindingBlade'' stands out for almost never seeing use. This is due to the game as a whole being a low point for the Armor Knight class, thanks to its giant maps, so you don't really want to deploy ''any'' of the three available ones, especially when one is considered the game's worst unit. And even if you are deploying all three Armors, the distinguishing trait of an Armor Knight is its low mobility, which means getting them into position to use it is at best irritating.

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*** Even among triangle attacks, though, the Armor Knight triangle attack in ''VideoGame/TheBindingBlade'' ''VideoGame/FireEmblemTheBindingBlade'' stands out for almost never seeing use. This is due to the game as a whole being a low point for the Armor Knight class, thanks to its giant maps, so you don't really want to deploy ''any'' of the three available ones, especially when one is considered the game's worst unit. And even if you are deploying all three Armors, the distinguishing trait of an Armor Knight is its low mobility, which means getting them into position to use it is at best irritating.

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any attack type that requires you to raise rolf and give oscar a bow is not worth it


* The triangle attack in ''Franchise/FireEmblem'' gives you a guaranteed CriticalHit, which is nothing to be scoffed at. However, it requires that you raise three characters of the same class (Strike 1: you want variety) and position them in the same part of the map (Strike 2: If you ''do'' have multiple people that do the same thing, you want them spread out).
** ''Sacred Stones'' eased up a bit on the triangle attack. The core requirement of the triangle attack is still there (you MUST have the "pegasus" sisters formed in a triangle), but all three do not have to be Falcoknights. You can have one be a Draco Knight (Tana and Vanessa can become this) and still have it work. Combined with Draco Knight's Pierce ability (30% chance to negate your opponent's defense stat) plus the getting the critical does make this to be one of the most powerful offensive attacks. However, it is still impractical to try to do the triangle attack unless you are aiming to do quick work of bosses (ESPECIALLY Generals).
** ''VideoGame/FireEmblemTellius'' removes a lot of the triangle attack's impracticality for at least one of the trios that can use it. All three are in very different classes and are only required to use the same weapon type (a bow). It's still a bit impractical to change the weapons on two of them and get all three in position, but it's much more usable than in its other appearances.

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* ''Franchise/FireEmblem'':
**
The triangle attack in ''Franchise/FireEmblem'' gives you a guaranteed CriticalHit, which is nothing to be scoffed at. However, it tends to be restricted to a trio of Pegasus Knight units, and it requires that you raise three characters of the same class (Strike 1: you want variety) and to position all three around a single enemy. The signature trait of Pegasi is their extreme mobility, allowing them in to strike out alone and reach hard-to-find places, so even if you are fielding three or more fliers, bunching them together so they can kill one enemy at a time is probably the same part worst use of the map (Strike 2: If them. And in any case, if you ''do'' have multiple people surround an enemy with three different units, you'd be better off just attacking them with three units, which will bring down most anything that do isn't a boss (and if you are having trouble with a boss, the same thing, you want them spread out).
** ''Sacred Stones'' eased up a bit on the
low strength of Pegasus Knights means that they still don't do that much damage).
*** Even among
triangle attack. The core requirement of attacks, though, the Armor Knight triangle attack in ''VideoGame/TheBindingBlade'' stands out for almost never seeing use. This is still there (you MUST have due to the "pegasus" sisters formed in game as a triangle), but whole being a low point for the Armor Knight class, thanks to its giant maps, so you don't really want to deploy ''any'' of the three available ones, especially when one is considered the game's worst unit. And even if you are deploying all three do not have to be Falcoknights. You can have one be a Draco Armors, the distinguishing trait of an Armor Knight (Tana and Vanessa can become this) and still have it work. Combined with Draco Knight's Pierce ability (30% chance to negate your opponent's defense stat) plus the is its low mobility, which means getting the critical does make this to be one of the most powerful offensive attacks. However, it is still impractical to try to do the triangle attack unless you are aiming to do quick work of bosses (ESPECIALLY Generals).
** ''VideoGame/FireEmblemTellius'' removes a lot of the triangle attack's impracticality for at least one of the trios that can use it. All three are in very different classes and are only required
them into position to use the same weapon type (a bow). It's still a bit impractical to change the weapons on two of them and get all three in position, but it's much more usable than in its other appearances.it is at best irritating.

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*** Weight becomes a particular problem with ''VideoGame/FireEmblemTheBlazingBlade'''s [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is strong as a bull, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.

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*** Weight becomes a particular problem with ''VideoGame/FireEmblemTheBlazingBlade'''s [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is strong as a bull, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], boss, you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.double-attack. And even then, Lyn ''really'' shouldn't be fighting said boss, as even with an effective weapon, she still struggles to damage the big guy.


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** This is also the case for most of the various "trainee" units across the franchise, which start in a trainee class before promoting into a "real" class at tenth level, offering the advantage of having ten levels to grow over their peers. Too bad their base stats tend to be so miserable that those ten levels are basically just their growths trying to play damage control, so it's much easier to just use a character who ''starts'' good.
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* In ''VideoGame/SDGundamGGeneration Cross Rays'', there's the Gundam Sisquiede, both the pre-order Titans version and the freebie AEUG versions. It is one of the first Gundams you can obtain right off the bat outside of the Phoenix Gundam lineage that you start with, has the powerful I-Field Launcher that can pierce defenses and has the powerful Offensive Mode 1 and 2. However, it has too many downsides. First of all, the I-Field Launcher is the ''only'' range attack until you gain access to Offensive Mode 2, it has a prohibitive energy usage of 25 EN per shot -- meaning that it only because useful as part of a Raid Group and with a lot of its level up bonuses focusing on its EN amount -- and it only being a beam weapon means that its useless in water stages or against ''Iron-Blooded Orphans'' units. As well, it's the first unit to ''not'' evolve into other units and while the DLC units do the same in not evolving into other units, they all have much more useful weaponry.
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*** Luna in ''Blazing Blade'' also tended to be a lot less impressive in ''Blazing Blade'' than most would make you think. It's an ArmorPiercingAttack with 0 MT, meaning it essentially deals the wielder's Magic in damage. Thing is, enemies also tend to have miserable Resistance to begin with, and Luna weighs a ton, so most of the time, you'd do more damage off a doubled Flux. This pretty much limits Luna solely to killing bosses, who usually aren't that big a threat anyway. Canas also doesn't really have the Magic to put Luna to work; Athos does, but he doesn't join until the last chapter anyway.

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** The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in [=FE6=], Gespenst and Ereshkigal in [=FE7=], Gleipnir and Naglfar in [=FE8=]). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least ''seven'' points, and Gleipnir and Gespenst result in you losing ''twelve'' Speed. Not good. Apocalypse does have a surprising use, though: its +5 to Magic significantly increases the power of staves, and you pick up Niime, a Druid who needs only a little grinding to wield Apocalypse and has A-rank in staves to start with. Because of this, it's not uncommon to see players give Niime the tome and then have her spam powerful staves like Warp, Berserk, Physic, or Rescue for the rest of the game.

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** The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in [=FE6=], Gespenst and Ereshkigal in [=FE7=], Gleipnir and Naglfar in [=FE8=]). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least ''seven'' points, and Gleipnir and Gespenst result in you losing ''twelve'' Speed. Not good. Apocalypse does have a surprising use, though: its +5 to Magic significantly increases the power of staves, and you pick up Niime, a Druid who needs only a little grinding to wield Apocalypse and has A-rank in staves to start with. Because of this, it's not uncommon to see players give Niime the tome and then have her spam powerful staves like Warp, Berserk, Physic, or Rescue for the rest of the game.game, never bothering to use its high damage.



*** Weight becomes a particular problem with ''[[VideoGame/FireEmblemElibe Blazing Sword's]]'' [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is strong as a bull, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.

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*** Weight becomes a particular problem with ''[[VideoGame/FireEmblemElibe Blazing Sword's]]'' ''VideoGame/FireEmblemTheBlazingBlade'''s [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is strong as a bull, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.


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*** The Nosferatu tome also suffers from this in ''Blazing Blade'' and ''Sacred Stones''. In theory, a LifeDrain tome sounds awesome, and it definitely is in other games... but when your Druids are struggling to wield boring ol' Flux, Nosferatu risks putting them in doubling range. This means a lot of encounters with enemies involve the enemy smacking the Druid, the Druid using Nosferatu to heal up, and then the enemy smacking them again and undoing all the healing Nosferatu just managed.

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** The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in [=FE6=], Gespenst and Ereshkigal in [=FE7=], Gleipnir and Naglfar in [=FE8=]). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least ''seven'' points, and Gleipnir and Gespenst result in you losing ''twelve'' Speed. Not good.

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** The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in [=FE6=], Gespenst and Ereshkigal in [=FE7=], Gleipnir and Naglfar in [=FE8=]). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least ''seven'' points, and Gleipnir and Gespenst result in you losing ''twelve'' Speed. Not good. Apocalypse does have a surprising use, though: its +5 to Magic significantly increases the power of staves, and you pick up Niime, a Druid who needs only a little grinding to wield Apocalypse and has A-rank in staves to start with. Because of this, it's not uncommon to see players give Niime the tome and then have her spam powerful staves like Warp, Berserk, Physic, or Rescue for the rest of the game.
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** In ''VideoGame/FireEmblemThreeHouses'', Petra's unique skill dramatically increases her Critical Hit rate against enemies that are below half health. Since a critical hit deals triple damage, that's quite a boost, even with Petra's lackluster Strength growths, and is usually enough to result in a OneHitKill. Unfortunately, most enemies with below half health are weak enough that you can finish them off without the aid of a critical hit. Monsters are an exception, but there are other ways to inflict severe damage on them, such as Blessed weapons or certain Combat Arts.
** Also from ''Three Houses'', you can zoom the camera all the way in on your units so that you control them like you would in a regular, third person, adventure game. This allows full 360 degree freedom within the character's movement range and lets you see their battalions moving along with them. While a neat and visually appealing feature, it offers almost no tactical benefit whatsoever since it significantly reduces your field of vision with the zoomed in camera. A mini map is displayed to help alleviate this but it is still much less useful than sticking to the traditional, zoomed out camera angle of the grid.
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** The "Est" RecurringElement is a character that is [[LateCharacterSyndrome obtained very late]] and underleveled, but possesses very high growths. Put in the work to get them fully leveled, and they will be incredibly powerful and cap stats left and right... but at that stage in the game, most characters are already capping stats left and right. Their extreme reliance on growths and lack of time to build up Supports or Weapon Ranks also tends to result in them being outperformed by your longtime party members. Though they will usually add up to being stronger in sheer stats, their sheer power is rarely more than overkill, and when playing for ranks, doesn't much compensate for the maps where they're still being built up and a liability.
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** The Edelweiss from a story perspective. Is very durable, only requires two operators and can aim 360 degrees. Even though it's quite old by the time it's taken back out of storage for the events of the first game, it's still quite capable of holding its own against newer tanks. It's high cost of production, however, prevented it from being mass produced, leaving it as an AceCustom.

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* ''VideoGame/YuGiOhDungeonDiceMonsters'':
** Level 3 and 4 Dice usually offer the strongest monsters and items in terms of stats and ability. The higher level a Dice is however, the less Summon Crests on the Die. This makes it harder to summon Level 3 and especially level 4 monsters or items compared to the weaker Dice.
** Exodia the Forbidden One has his InstantWinCondition fully transferred over from his card game counterpart to here, but you need to get pretty lucky to summon his Level 3 limbs ''and'' Level 4 head. Because you have to summon them, the Exodia Pieces are also at risk of being destroyed pretty easily due to their low stats.
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* The triangle attack in ''FireEmblem'' gives you a guaranteed CriticalHit, which is nothing to be scoffed at. However, it requires that you raise three characters of the same class (Strike 1: you want variety) and position them in the same part of the map (Strike 2: If you ''do'' have multiple people that do the same thing, you want them spread out).

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* The triangle attack in ''FireEmblem'' ''Franchise/FireEmblem'' gives you a guaranteed CriticalHit, which is nothing to be scoffed at. However, it requires that you raise three characters of the same class (Strike 1: you want variety) and position them in the same part of the map (Strike 2: If you ''do'' have multiple people that do the same thing, you want them spread out).
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* The tank in ''VideoGame/ValkyriaChronicles'' can sweep anti-personnel mines, crush a lot of barriers, and damage enemy tanks without needing to hit the radiators. But they can't take bases, and their low movement ability and the fact that they require 2 CP to use at all means that on levels that don't strictly require the use of a tank, it's often easier to not step on the mines, go around the barriers, and circle around the enemy tanks to hit them from behind. Later games in the series reduce this factor by making the tank a 1 CP unit like everything else.

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* The tank in ''VideoGame/ValkyriaChronicles'' are immune to everything except anti-tank mines and artillery, can sweep anti-personnel mines, crush a lot of barriers, and damage enemy tanks without needing to hit the radiators. But they can't take bases, and their low movement ability and the fact that they require 2 CP to use at all means that on levels that don't strictly require the use of a tank, it's often easier to not step on the mines, go around the barriers, and circle around the enemy tanks to hit them from behind. Later games in the series reduce this factor by making the tank a 1 CP unit like everything else.
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* The tank in ''VideoGame/ValkyriaChronicles'' can sweep anti-personnel mines, crush a lot of barriers, and damage enemy tanks without needing to hit the radiators. But they can't take bases, and their low movement ability and the fact that they require 2 CP to use at all means that on levels that don't strictly require the use of a tank, it's often easier to not step on the mines, go around the barriers, and circle around the enemy tanks to hit them from behind. Later games in the series reduce this factor by making the tank a 1 CP unit like everything else.
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* The Fury interceptor from ''VideoGame/Xenonauts''. Blazingly fast and long ranged, it can obliterate any UFO anywhere on the planet with a 100% chance of succes on autoresolve. The problem? Well, apart from its Singularity Torpedo obliterating the target so utterly there's no wreck left to get resources from, it requires an investment of at least 2 Singularity Cores (one to research, on for each Fury built). Said cores can only be gotten by shooting down a Battleship UFO and raiding the wreck. The Battleship UFO is also the strongest UFO your interceptors need to take on during the game. Essentially, you can only get the Fury once you've proven you no longer need it.

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* The Fury interceptor from ''VideoGame/Xenonauts''.''{{VideoGame/Xenonauts}}''. Blazingly fast and long ranged, it can obliterate any UFO anywhere on the planet with a 100% chance of succes on autoresolve. The problem? Well, apart from its Singularity Torpedo obliterating the target so utterly there's no wreck left to get resources from, it requires an investment of at least 2 Singularity Cores (one to research, on for each Fury built). Said cores can only be gotten by shooting down a Battleship UFO and raiding the wreck. The Battleship UFO is also the strongest UFO your interceptors need to take on during the game. Essentially, you can only get the Fury once you've proven you no longer need it.
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* The Fury interceptor from ''VideoGame/Xenonauts''. Blazingly fast and long ranged, it can obliterate any UFO anywhere on the planet with a 100% chance of succes on autoresolve. The problem? Well, apart from its Singularity Torpedo obliterating the target so utterly there's no wreck left to get resources from, it requires an investment of at least 2 Singularity Cores (one to research, on for each Fury built). Said cores can only be gotten by shooting down a Battleship UFO and raiding the wreck. The Battleship UFO is also the strongest UFO your interceptors need to take on during the game. Essentially, you can only get the Fury once you've proven you no longer need it.
** The other use for Singularity Cores is the Singularity Cannon, a highly accurate infantry that does massive damage in a huge radius. Unfortunately, you need the [[MiniMecha Predator armor]] just to be able to fire it, and even then it weighs the soldier down to about 2/3rds of his regular action points. And that's if the soldier carries nothing but the Cannon, with no spare ammo. Every other shot slows the soldier down further. And it costs nearly all action points of a turn to fire the damn thing. Still, it's the more useful option, especially if you have a second Predator-equiped soldier carry the reloads for the Cannon. Realistically, you can't get a shot off more than once every 3 turns, but on the VeryDefinitelyFinalDungeon it can still be a godsent to wipe out whole rooms at once.
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** ''Awakening'' has glass weapons. They do as much damage as the top tier Silver weapons and can be used by anyone who can use the weapon type. They also last [[RealityEnsues roughly as long as you expect weapons made out of glass to last]] (in fact, 5 hits may be giving glass too much credit).

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** ''Awakening'' has glass weapons. They do as much damage as the top tier Silver weapons and can be used by anyone who can use the weapon type. They also last [[RealityEnsues roughly as long as you expect weapons made out of glass to last]] (in fact, 5 3 hits may be giving glass too much credit).
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* Catapults in ''VideoGame/AncientEmpires''. They have the longest attack range of any unit and the second most powerful attack. However, they also have numerous disadvantages. Their damage is much more randomised than any other unit, making them slightly unreliable. They are the slowest unit in the game, compounded by their inability to attack and move in the same turn. And they can't attack units next to them, so any other unit can attack them with impunity by moving close. Trying to use catapults as they were used in real life - to attack enemy bases - requires you to wait a while for your catapults to actually ''reach'' said base and they'll get destroyed quickly if not protected. Leaving them at your base to defend it makes their slow movement irrelevant, but they still can only attack one unit at a time and still can't do anything about fast units that rush in to melee range. To top it all off, [[BoringButPractical you can buy multiple Archers for the same cost as one catapult]], and these archers will be much more versatile.
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Moved "Stars!" entry from Real-time strategy to Turn-based strategy

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* In the classic 4X game ''Stars!'' you can build orbital mass-drivers to fling minerals around your empire at high warp speeds, so as to avoid the need for freighters, which are slower and could be intercepted by the enemy. Now if you read the game's help file, you might notice that there's a table for ''damage inflicted by uncaught mass packets''. That's right, if you fling minerals at an enemy colony which doesn't have a mass driver to catch them, the minerals will ''hit the planet and inflict damage'', just like a meteor random event! Unfortunately the amounts of minerals required to inflict decent damage are rather high, and you'd be better off building a war fleet and attacking the enemy colony the old-fashioned way... if the enemy colony ''did'' have a mass driver after all, congratulations, you just gave your opponent free minerals!

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