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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instead load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Then, once that grenadier is outside of the Cactus and therefore able to be given orders (which are buffs the player can add to their units), give the grenadier the orders "Attack Weak Spot" (to increase damage against the tank's radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Finally, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from all four radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.

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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instead load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload spend a move to deploy the grenadier from out of the Cactus but end the movement phase ''without'' attacking ''not'' immediately attack the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Then, once that grenadier is outside of the Cactus and therefore able to be given orders (which are buffs the player can add to their units), give the grenadier the orders "Attack Weak Spot" (to increase damage against the tank's radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Finally, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from all four radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.
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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instead load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Then, once that the grenadier is outside of the Cactus and therefore able to be given orders, give them the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Finally, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from all four radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.

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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instead load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Then, once that the grenadier is outside of the Cactus and therefore able to be given orders, orders (which are buffs the player can add to their units), give them the grenadier the orders "Attack Weak Spot" (to increase damage against the tank's radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Finally, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from all four radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.
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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instea load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.

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** In order to skip this exhausting game of whack-a-mole and avoid putting their soldiers in harm's way, the player can instea instead load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Next, give Then, once that the grenadier is outside of the Cactus and therefore able to be given orders, give them the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, Finally, fire mortar rounds at the spot right behind the ''Lophius's'' periscope, which is equidistant from the all four radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the fight against the ''Lophius''.
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None


** In order to avoid this game of whack-a-mole and keep their soldiers out of harms way, the player can load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn, and use it to drive the grenadier to the place where the Lophius will surface at the end of its first dive. The grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the point right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within the time limit.

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** In order to avoid skip this exhausting game of whack-a-mole and keep avoid putting their soldiers out of harms in harm's way, the player can instea load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during their first turn, and use it turn. The player uses the Cactus to drive the grenadier to the place where the Lophius will surface at the end of its first dive. The dive; this grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. The reason is that unequal damage to any of the radiators will mess up the cheese tactic, which requires all the radiators to be destroyed in one shot at ''exactly'' the same time. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the point spot right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within two turns before continuing the time limit.fight against the ''Lophius''.
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** The way to avoid this game of whack-a-mole is to load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during the player's first turn, and use it to drive the grenadier to the place where the Lophius will surface at the end of its first dive. The grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the point right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within the time limit.

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** The way In order to avoid this game of whack-a-mole is to and keep their soldiers out of harms way, the player can load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during the player's their first turn, and use it to drive the grenadier to the place where the Lophius will surface at the end of its first dive. The grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the point right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within the time limit.
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* ''VideoGame/ValkyriaChronicles4'': The final mission of the game requires Squad E to destroy the ''Lophius'', the main villain's submersible super-heavy tank. It's a complicated and even frustrating boss battle for many players, but there's a cheap trick the player can use to win in just two turns.
** The battle takes place on a large ice sheet on top of the Crystal Sea, which is pierced in several places by holes large enough for the ''Lophius'' to enter the water through. The ''Lophius'' follows a predictable pattern each turn where it will attack with its main gun; drive along a specific path into the nearest hole; swim under the ice; and then reemerge at a different surfacing point on the map. The tank's weak spots are four radiators on its sides which need to be exposed whenever the tank surfaces from a dive; each time a radiator is destroyed, all of the others are retracted and become invulnerable until the Lophius emerges from its next dive. At the same time, the destruction of each radiator causes additional enemy units to spawn next to the ''Lophius''. The radiators are only vulnerable to attacks from above, meaning the only ways to attack them are to use grenadiers to lob anti-armor mortar rounds, or else have engineers hook rope ladders onto the sides of the Lophius so that units can climb onto the tank's back to attack the radiators. The player's engineers can also be taken to certain locations in order to plug up a surfacing hole by collapsing nearby mounds of ice, thus confining the ''Lophius'' to fewer parts of the map.
** The way to avoid this game of whack-a-mole is to load a grenadier equipped with an anti-armor mortar into the Cactus armored personnel carrier during the player's first turn, and use it to drive the grenadier to the place where the Lophius will surface at the end of its first dive. The grenadier should be left inside the Cactus until the second turn, both to protect them and to prevent them from automatically launching interception fire at the ''Lophius''. At the beginning of the player's second turn, when the Lophius has surfaced and exposed its radiators, the player should unload the grenadier from the Cactus but end the movement phase ''without'' attacking the ''Lophius''. Next, give the grenadier the orders "Attack Weak Spot" (to increase damage against the radiators) and "Blast Boost" (to enlarge the blast area and thus damage multiple radiators with each hit). Then, fire mortar rounds at the point right behind the ''Lophius's'' periscope, which is equidistant from the radiators and will cause all of them to be damaged equally while "Blast Boost" is in effect. Even on hard difficulty, two shots behind the periscope will cause all of the radiators to be destroyed at the same time and grant victory before the end of the second turn. This way the ''Lophius'' gets no chance to retract any radiators or move around the map; none of the additional troops the ''Lophius'' would spawn have a chance to come out; and when completing the mission so quickly it isn't even necessary for the player to send Riley to the Centurion to defuse the bomb within the time limit.
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Cheese strategies only overlap with Low Tier Letdown if players have sharply divided opinions on whether a character/class is useful


May overlap with AIBreaker, EasyLevelTrick (especially in single-player games), DungeonBypass in games centered around puzzle-solving and exploration, LowTierLetdown or HighTierScrappy (particularly the first variety), or a GameBreaker mechanic, where a character, object, strategy, etc., is so fundamentally broken that merely using them elicits anger.

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May overlap with AIBreaker, EasyLevelTrick (especially in single-player games), DungeonBypass in games centered around puzzle-solving and exploration, LowTierLetdown or HighTierScrappy (particularly the first variety), HighTierScrappy, or a GameBreaker mechanic, where a character, object, strategy, etc., is so fundamentally broken that merely using them elicits anger.
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* ''Radio/TheUnbelievableTruth'': In one episode, Henning Wehn goes first, manages to get a large number of truths past everyone else, then, pondering that a great strategy to ensure victory would be to simply not say anything else for the rest of the episode, decides to do just that. This causes a certain amount of tension as the rest of the panel slowly realise the implications for the show if he's right.

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* ''Radio/TheUnbelievableTruth'': In one episode, Henning Wehn Creator/HenningWehn goes first, manages to get a large number of truths past everyone else, then, pondering that a great strategy to ensure victory would be to simply not say anything else for the rest of the episode, decides to do just that. This causes a certain amount of tension as the rest of the panel slowly realise the implications for the show if he's right.
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** In the ''Wings of Liberty'' days, many levels of play were dominated by the Protoss Void Ray Rush. A Void Ray is a mid-tier air unit that fires in a continuous beam, and in its initial incarnation this beam did more damage the longer it was maintained. The Void Ray Rush was a build designed to hurry out a Void Ray as fast as possible, with the expectation that if an opponent didn't specifically prepare for it, the Void Ray could first charge up to max damage by firing on a building, and then maintain that damage bonus when it switched fire to another unit, thus quickly killing any anti-air unit that could threaten it as soon as it was produced. The cheese was prevalent enough that Blizzard completely changed how Void Rays worked. Instead of a passive ability that progressively increases damage dealt to all targets, Prismatic Alignment is now a manually activated ability that temporarily gives a damage bonus against buildings and armored units at the cost of reduced move speed.
** In ''Legacy of the Void'' it is still possible to Void Ray rush, but the method has changed: the cheese Protoss will produce out of proxy stargates, and build shield batteries on the low ground outside the opponent’s main base. The Void rays can keep up constant pressure by alternating between attacking while their shields are high, and falling back to recharge depleted shields at the shield batteries. The cliff—which normally serves to protect the defender's main base from attack by ground units—instead hobbles the defender by preventing their ground units from giving chase to the Void rays as they withdraw, or from taking out the shield batteries.
** Proxy Tempest is another Protoss option, which involves proxying stargates near the opponent's base and rapidly building a Fleet Beacon to enable tempest production. The cheeser may begin with proxy Void Rays to initiate the pressure early, and quickly transition to building tempests. Tempests are slow-moving siege flyers that have relatively low DPS, but they have ''extremely'' long attack range. With the help of observers or oracles for vision, a sufficient number of tempests can abuse cliffs and shield batteries to bombard the enemy to death from a safe distance, picking off the defending units and destroying the buildings before they can get out enough anti-air fliers to counter. Upgrade them with Tectonic Destabilizers, and they do double the damage to structures, allowing them to melt through them at an alarming rate.

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** In the ''Wings of Liberty'' days, many levels of play were dominated by the Protoss Void Ray Rush. A Void Ray is a mid-tier air unit that fires in a continuous beam, and in its initial incarnation this beam did more damage the longer it was maintained. The Void Ray Rush was a build designed to hurry out a Void Ray as fast as possible, with the expectation that if an opponent didn't specifically prepare for it, the Void Ray could first charge up to max damage by firing on a building, and then maintain that damage bonus when it switched fire to another unit, thus quickly killing any anti-air unit that could threaten it as soon as it was produced. The cheese was prevalent enough that Blizzard completely changed how Void Rays worked. Instead of a passive ability that progressively increases damage dealt to all types of targets, Prismatic Alignment is now a manually activated ability that temporarily gives a damage bonus against buildings and armored units at the cost of reduced move speed.
** In ''Legacy of the Void'' it is still possible to the Void Ray rush, but rush still exists in a different form, which takes advantage of shield batteries being added to the method has changed: game as well as the cheese fact that the Void Ray is fairly durable for an air unit. The Protoss player will produce out of proxy stargates, and build shield batteries on the low ground outside the opponent’s main base. The Void rays can keep up constant pressure by alternating between attacking while their shields are high, and falling back to recharge depleted shields at the shield batteries. The cliff—which normally serves to protect the defender's main base from attack by ground units—instead hobbles the defender by preventing their ground units from giving chase to the Void rays as they withdraw, or from taking out the shield batteries.
batteries that are built just out of reach.
** Proxy Tempest is another Protoss option, which involves proxying stargates near the opponent's base and rapidly building a Fleet Beacon to enable tempest production. The cheeser may begin with proxy Void Rays to initiate the pressure early, and quickly transition to building tempests. Tempests are slow-moving siege flyers that have relatively low DPS, but they have ''extremely'' very long attack range. With the help of observers or oracles for vision, a sufficient number of tempests can abuse cliffs and shield batteries to bombard the enemy to death from a safe distance, picking off the defending units and destroying the buildings before they can get out enough anti-air fliers to counter. Upgrade them with Tectonic Destabilizers, and they do double the damage to structures, allowing them to melt through them at an alarming rate.
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[[folder:Sports]]
* [[https://text.npr.org/530504774 Underhand throws (also known as "granny style")]] in basketball. Despite being highly effective ([[https://www.discovermagazine.com/the-sciences/physics-proves-it-everyone-should-shoot-granny-style as borne out by physics]]), the style tends to be avoided by professional players.
[[/folder]]

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* ''TabletopGame/{{Pokemon}}'': Base Set Mewtwo has a move that expends a Psychic Energy but nullifies the effect of all attacks. One viable deck consisted of 1 Mewtwo and everything else as Psychic Energy, the "Mewtwo Mulligan," ensuring that once Mewtwo shows up, it cannot be harmed as the opponent slowly runs out of cards to use unable to do anything about it. This resulted in two [[ObviousRulePatch changes to the game to prevent this]]: The first is that if you start a game with no Pokémon, the opponent is no longer required to draw a card--this was the crux of the Mewtwo Mulligan deck to ensure the opponent had fewer remaining cards; and the second is that Base Set Mewtwo was eventually banned from official tournaments and no Pokémon card printed since has had an attack like it (when Base Set Mewtwo was retrained in the Evolutions set, the offending move was changed to be unusable if you used it last turn).
* ''TabletopGame/{{Risk}}'': The well-known Australia fortress strategy. In ''Risk'', at the start of each turn, factions gain a certain number of armies each turn based on the total number of provinces they own and whether or not they own an entire single continent. The minimum amount of armies they can gain is 3. Owning all of Australia adds 2 extra armies per turn. In addition, if a player captures even a single province on their turn, they get a card, which they can cash in either a set of these cards or three of a kind in exchange for even more armies. On top of all of this, Australia only has a single point of entry into the continent, meaning the player in control of it can just stick all of their armies into this chokepoint to create a massive plug that forces any would-be opponents to throw all of their armies at this single point, setting up a major disadvantage. Thus, the strategy is simple. Take over all of Australia, move all armies into Siam, then take one additional Asian province once per turn to get a card, while the player simply sits back and waits for their opponents to wear themselves down so they can sweep across the map and overwhelm everyone.



* ''TabletopGame/{{Pokemon}}'': Base Set Mewtwo has a move that expends a Psychic Energy but nullifies the effect of all attacks. One viable deck consisted of 1 Mewtwo and everything else as Psychic Energy, the "Mewtwo Mulligan," ensuring that once Mewtwo shows up, it cannot be harmed as the opponent slowly runs out of cards to use unable to do anything about it. This resulted in two [[ObviousRulePatch changes to the game to prevent this]]: The first is that if you start a game with no Pokémon, the opponent is no longer required to draw a card--this was the crux of the Mewtwo Mulligan deck to ensure the opponent had fewer remaining cards; and the second is that Base Set Mewtwo was eventually banned from official tournaments and no Pokémon card printed since has had an attack like it (when Base Set Mewtwo was retrained in the Evolutions set, the offending move was changed to be unusable if you used it last turn).
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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' prevents you from using the Zonai Parts in your inventory for the Shrine of Light puzzles, which are meant to be solved with just the parts provided in the Shrines themselves. But that doesn't stop you from using Zonai Parts that have been fused to your weapons or shields, meaning you can trivialize puzzles that way.
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** Mob grinders. In laymans terms, this means creating a structure that takes advantage of the game's mob spawning mechanics and forces mobs to ''only'' be able to spawn inside said structure, which funnels them into a kill zone where you can effortlessly wipe them out by the dozens to gain items and experience. Suddenly keeping all your Mending-enchanted Netherrite gear and obtaining arrows and gunpowder is very, ''very'' easy. The best part is, while incredibly convoluted mob grinders exist, the simplest one is effectively a tower with a few trapdoors and an "AFK platform", all of which can be built early game with some trapdoors, a water bucket, some hoppers, and a few stacks of cobblestone.
** When a new villager spawns, he will take a nearby bed and, if a work table exists, will adopt that trade and have several randomly-selected trades available. So long as you don't trade with him, you can replace his work table and change his trade. If you replace it with the same table, it will shuffle his randomly-selected trades. Furthermore, when a villager is turned into a zombie you can cure him and get lifelong discounts. These discounts ''stack'', allowing you to repeatedly infect and cure a villager until they'll sell everything for 1 emerald. A patient player can have a Librarian who sells Sharpness V, Infinity, Protection IV, Unbreaking III, or god-forbid ''Mending'' for sale for 1 emerald a pop, and all you have to do to earn some emeralds is grow some sugarcane and craft it into paper to sell to that very same Librarian...
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* In ''VideoGame/MickeyMousecapade'', the normal strategy for the first encounter with [[ThatOneBoss Pete]] as the boss of the Pirate Ship is to inch Mickey up the ladder and take pot shots at him, so as to avoid his continuous [[FlechetteStorm barrage of daggers]]. However, since [[GameplayAllyImmortality Minnie is invincible]], if she has her Stars equipped, you can send her up to take out Pete with impunity. The same strategy can be used on the first boss, Witch Hazel.
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** Thanks to ''Starcraft II'' making Ghosts a Tier 1.5 unit with good amount of health and powerful spell abilities, it is now possible for Terrans to rush out a Ghost Academy a scant few minutes into a match and start training Ghosts from a Barracks with an attached Tech Lab. While 2-3 Ghosts are being trained, Personal Cloaking is researched and the Ghosts are sent out on a round-about path while research is finishing so the opponent doesn’t suspect something fishy. The invisible Ghosts sneak into the opponent's base and start firing upon workers to take out as many as possible which can be devastating. If the opponent holds on past this point, the Terran may build a Factory for the sole purpose of enabling Nuke production from the Ghost Academy and may build additional Academies as resources allow; now the opponent has to deal with Nuke strikes hitting key or dummy targets while mass Ghosts are surprisingly tanky and can hold up well in a straight fight. Against a Protoss army, Ghosts can strip away shields with EMP to even the odds and/or snipe key targets, while against Zerg, any of their units are vulnerable to Steady Targeting (the aforementioned snipe attack). Even if the opponent brings out detection, the Ghosts can use their abilities to eliminate many detection methods; EMP decloaks Protoss Observers so they can be shot down ([[DefogOfWar Orbital Command scans]] work too), Zerg Overseers can be sniped in two shots, and opposing Terran Orbital Commands can be [=EMPed=] to remove their energy to deny detecting scans. All of this makes mass Ghosts a major problem to deal with if the opponent isn't prepared with the proper counter-army.

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** Thanks to ''Starcraft II'' making Ghosts a Tier 1.5 unit with good amount of health and powerful spell abilities, it is now possible for Terrans to rush out a Ghost Academy a scant few minutes into a match and start training Ghosts from a Barracks with an attached Tech Lab. While 2-3 Ghosts are being trained, Personal Cloaking is researched and the Ghosts are sent out on a round-about path while research is finishing so the opponent doesn’t suspect something fishy. The invisible Ghosts sneak into the opponent's base and start firing upon workers to take out as many as possible which can be devastating. If the opponent holds on past this point, the Terran may build a Factory for the sole purpose of enabling Nuke production from the Ghost Academy and may build additional Academies as resources allow; now the opponent has to deal with Nuke strikes hitting key or dummy targets while mass Ghosts are surprisingly tanky and can hold up well in a straight fight. Against a Protoss army, Ghosts can strip away shields with EMP to even the odds and/or snipe key targets, while against Zerg, any of their units are vulnerable to Steady Targeting (the aforementioned snipe attack). Even if the opponent brings out detection, the Ghosts can use their abilities to eliminate many detection methods; EMP decloaks Protoss Observers so they can be shot down ([[DefogOfWar Orbital Command scans]] work too), Zerg Overseers can be sniped in two shots, and opposing Terran Orbital Commands can be [=EMPed=] to remove their energy to deny detecting scans. All of this makes mass Ghosts a major problem to deal with if the opponent isn't prepared with the proper counter-army. Notably, Steady Targeting got a nerf by giving it a maximum range during the channeling phase, so that the opponent can counter it by fleeing out of range.

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* TabletopGame/DungeonsAndDragons: 3rd edition had "[[https://1d4chan.org/wiki/CoDzilla CoDzilla]]" (Cleric or Druid + Godzilla), in reference to the fact that those two classes had extremely powerful physical and magical abilities that allowed them to dominate the game.

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* TabletopGame/DungeonsAndDragons: TabletopGame/DungeonsAndDragons:
**
3rd edition had "[[https://1d4chan.org/wiki/CoDzilla CoDzilla]]" (Cleric or Druid + Godzilla), in reference to the fact that those two classes had extremely powerful physical and magical abilities that allowed them to dominate the game.game.
** Also, the famous DungeonBypass technique "scry-and-die." Use a divination spell to pinpoint the BigBad, buff up for combat, teleport to his location and kill him in the surprise round, bypassing any and all defenses he's built up. There has been a significant amount of gaming ink spilled on how to stop this.
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* ''Creator/ProZD'' has a series of videos parodying card games, in which one player demonstrates far more knowledge and deckbuilding ability than the other. The card game itself seems to be built around cows, milk, and the dairy industry. [[StealthPun There's often a literal cheese strategy,]] such as [=SungWon=] using a duplication card to create infinite cow cards.

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* ''Creator/ProZD'' ''WebVideo/ProZD'' has a series of videos parodying card games, in which one player demonstrates far more knowledge and deckbuilding ability than the other. The card game itself seems to be built around cows, milk, and the dairy industry. [[StealthPun There's often a literal cheese strategy,]] such as [=SungWon=] using a duplication card to create infinite cow cards.

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* ''VideoGame/AdvanceWars:''
** [[ZergRush Mech Rushing]] is a simple yet diabolically effective strategy on a lot of maps. Even moreso when using Sami, who gains infantry attack bonuses and has a 1.5x property capture rate. As Mech Units are cheap enough to spam, can capture properties, cross terrain like rivers and mountains, and are effective at taking out most ground units save for the heavy hitters like the more powerful tank units, you can overwhelm enemy units and force your way onto their properties, costing them opportunities to repair, supply, and gain funds as you chip away at their health and get ever closer to their HQ. The only time it's not effective is on a map with few properties or when facing an opponent like Grit who can pick them off with increased indirect attacks or when facing Max and Jess who have boosted vehicle attack power.
** In the first game, you can use [=APCs=] as bait to lure attacks. The enemy AI ''hates'' these things, so much that they will violate not only common sense but unique mission-specific hardcoded AI scripts[[note]]Certain units on certain maps have specific scripts that ignore the game's vanilla movement logic, such as a specific Infantry being instructed to capture specific properties or a Medium Tank being specifically instructed to hold a certain position. Possibly due to a bug in coding, even ''these'' are ignored to take potshots at an APC.[[/note]] to attack them. The AI will drive a unit off of its HQ, drive past the infantry it just unloaded, and attack the APC that dropped it off, and it will continue to attack that APC ''while said infantry captures its HQ'' and wins the battle. Some missions, like ''Olaf's Navy'', can be cheesed by repeatedly building [=APCs=] in range of his Battleships so he'll keep shooting at them... while you sail your own navy around and sink them one-by-one and make a beeline for his HQ for a capture. Later games adjusted the AI script to fix this, but even ''then'' they remain rather high on the enemy's attack priority.
** Any mission against Eagle in the first game can be cheesed by simply waiting for about 35 Days, when all his Fighters and Bombers will run out of fuel and crash. It won't take out his Battle or Transport copters as his reduced air fuel usage will keep them aloft while stationary, and it'll get you a terrible time rank, but it removes the worst of his forces with little to no effort.
** Also in the first game is ''Battle Mystery'' as Sami, where you're tasked with protecting a single Infantry unit for 8 days. Normally this is no easy feat as the [[TheComputerIsACheatingBastard the AI can see your units even when hidden by]] FogOfWar and, because Infantry and transports are high on the AI's priority list, Drake will chase the thing relentlessly whether you try to hide it in the forests up north or load it onto a Transport Copter or Lander. However, Cruisers are low on the AI's attack priority: load the infantry onto a Transport Copter, land that on your Cruiser, and sail it into a reef: Drake will ignore it entirely to go after your units and move for your HQ, ensuring an easy A or S rank depending on how many units overall are destroyed.
** While there is some RNG involved and it doesn't always work, the most reliable strategy to finish the infamously hard ''[[BonusLevel Rivals!]]'' map basically amounts to spamming ''nothing'' but Transport Copters loaded with Infantry, just making a maniacal dash toward his HQ, and hoping one survives long enough to capture his HQ while his ''ocean'' of units utterly decimates them.
** ''Advance Wars: Black Hole Rising'' infamously has "Two Week Test", a mission where Colin must HoldTheLine for 14 days against Lash and a ''vastly'' superior army under her command. However, as it's a deployment map where you start with no units, it's impossible for Lash to win by routing all your troops if you never build anything. Then, with no targets to slow her down, her faster-moving vehicles will press forward and clutter all over your properties, ''preventing her own troops from reaching your HQ and winning by capture''. In other words, you [[WinsByDoingAbsolutelyNothing win by doing absolutely nothing]] because [[AIBreaker the AI was never coded to anticipate]] such a stupid strategy as [[ViolationOfCommonSense doing nothing to defend yourself]].
** Much less infamously is "Andy's Time" which can be cheesed by building nothing but Recons for your first few turns. Flak only has two properties to start and lacks the funds to make anything other than Infantry, so he is hard-coded to build nothing but infantry the first few turns, do some capturing, and then build nothing at the end of Day 4 to save up for a tank. This gives you just enough time to scoot a couple of Recons across the map and park them on his bases, which ''completely blocks off his deployment capabilities and leaves him with nothing but Infantry''. Congratulations, you've won -- destroy the cannon and mop up the straggling enemy Infantry for an easy 300pts S Rank.
** "Nature Walk" is a StealthBasedMission of sorts where you, as Grit, must get through a map covered by three gigantic cannons using forests as cover, with the objective being ''any'' of your units must reach your HQ. The best way to win is to leave all your units behind and send a single tank (the left one is best for this) from forest to forest, while leaving your other units visible at the bottom of the map. It might take you a try or two to figure out how to fandangle around the anti-air near the HQ that loves to try and block you, but it's by and far the easiest method to win the mission. ''You don't even need to attack''.
** "The Hunts End", the final Yellow Comet mission, has a factory that always spawns a Battleship and Transport Copter on Day 1. Units spawned have a chance of having a "passive" AI, where they will just sort of sit there and only engage units that come into range, so if the Battleship has that AI it will block one of the factory slots. Since factories are hard-coded to spawn specific units from specific slots on specific days, if you keep restarting the mission until that Battleship gets the passive AI, you won't have to contend with any unit that would have come from the left spot for the remainder of the match.



* ''VideoGame/MetalGearSolid3SnakeEater''

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* ''VideoGame/MetalGearSolid3SnakeEater''''VideoGame/MetalGearSolid3SnakeEater'':


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* ''VideoGame/NintendoWars'':
** [[ZergRush Mech Rushing]] is a simple yet diabolically effective strategy on a lot of maps. Even moreso when using Sami, who gains infantry attack bonuses and has a 1.5x property capture rate. As Mech Units are cheap enough to spam, can capture properties, cross terrain like rivers and mountains, and are effective at taking out most ground units save for the heavy hitters like the more powerful tank units, you can overwhelm enemy units and force your way onto their properties, costing them opportunities to repair, supply, and gain funds as you chip away at their health and get ever closer to their HQ. The only time it's not effective is on a map with few properties or when facing an opponent like Grit who can pick them off with increased indirect attacks or when facing Max and Jess who have boosted vehicle attack power.
** In the first ''Advance Wars'' game, you can use [=APCs=] as bait to lure attacks. The enemy AI ''hates'' these things, so much that they will violate not only common sense but unique mission-specific hardcoded AI scripts[[note]]Certain units on certain maps have specific scripts that ignore the game's vanilla movement logic, such as a specific Infantry being instructed to capture specific properties or a Medium Tank being specifically instructed to hold a certain position. Possibly due to a bug in coding, even ''these'' are ignored to take potshots at an APC.[[/note]] to attack them. The AI will drive a unit off of its HQ, drive past the infantry it just unloaded, and attack the APC that dropped it off, and it will continue to attack that APC ''while said infantry captures its HQ'' and wins the battle. Some missions, like ''Olaf's Navy'', can be cheesed by repeatedly building [=APCs=] in range of his Battleships so he'll keep shooting at them... while you sail your own navy around and sink them one-by-one and make a beeline for his HQ for a capture. Later games adjusted the AI script to fix this, but even ''then'' they remain rather high on the enemy's attack priority.
** Any mission against Eagle in the first game can be cheesed by simply waiting for about 35 Days, when all his Fighters and Bombers will run out of fuel and crash. It won't take out his Battle or Transport copters as his reduced air fuel usage will keep them aloft while stationary, and it'll get you a terrible time rank, but it removes the worst of his forces with little to no effort.
** Also in the first game is ''Battle Mystery'' as Sami, where you're tasked with protecting a single Infantry unit for 8 days. Normally this is no easy feat as the [[TheComputerIsACheatingBastard the AI can see your units even when hidden by]] FogOfWar and, because Infantry and transports are high on the AI's priority list, Drake will chase the thing relentlessly whether you try to hide it in the forests up north or load it onto a Transport Copter or Lander. However, Cruisers are low on the AI's attack priority: load the infantry onto a Transport Copter, land that on your Cruiser, and sail it into a reef: Drake will ignore it entirely to go after your units and move for your HQ, ensuring an easy A or S rank depending on how many units overall are destroyed.
** While there is some RNG involved and it doesn't always work, the most reliable strategy to finish the infamously hard ''[[BonusLevel Rivals!]]'' map basically amounts to spamming ''nothing'' but Transport Copters loaded with Infantry, just making a maniacal dash toward his HQ, and hoping one survives long enough to capture his HQ while his ''ocean'' of units utterly decimates them.
** ''Advance Wars: Black Hole Rising'' infamously has "Two Week Test", a mission where Colin must HoldTheLine for 14 days against Lash and a ''vastly'' superior army under her command. However, as it's a deployment map where you start with no units, it's impossible for Lash to win by routing all your troops if you never build anything. Then, with no targets to slow her down, her faster-moving vehicles will press forward and clutter all over your properties, ''preventing her own troops from reaching your HQ and winning by capture''. In other words, you [[WinsByDoingAbsolutelyNothing win by doing absolutely nothing]] because [[AIBreaker the AI was never coded to anticipate]] such a stupid strategy as [[ViolationOfCommonSense doing nothing to defend yourself]].
** Much less infamously is "Andy's Time" which can be cheesed by building nothing but Recons for your first few turns. Flak only has two properties to start and lacks the funds to make anything other than Infantry, so he is hard-coded to build nothing but infantry the first few turns, do some capturing, and then build nothing at the end of Day 4 to save up for a tank. This gives you just enough time to scoot a couple of Recons across the map and park them on his bases, which ''completely blocks off his deployment capabilities and leaves him with nothing but Infantry''. Congratulations, you've won -- destroy the cannon and mop up the straggling enemy Infantry for an easy 300pts S Rank.
** "Nature Walk" is a StealthBasedMission of sorts where you, as Grit, must get through a map covered by three gigantic cannons using forests as cover, with the objective being ''any'' of your units must reach your HQ. The best way to win is to leave all your units behind and send a single tank (the left one is best for this) from forest to forest, while leaving your other units visible at the bottom of the map. It might take you a try or two to figure out how to fandangle around the anti-air near the HQ that loves to try and block you, but it's by and far the easiest method to win the mission. ''You don't even need to attack''.
** "The Hunts End", the final Yellow Comet mission, has a factory that always spawns a Battleship and Transport Copter on Day 1. Units spawned have a chance of having a "passive" AI, where they will just sort of sit there and only engage units that come into range, so if the Battleship has that AI it will block one of the factory slots. Since factories are hard-coded to spawn specific units from specific slots on specific days, if you keep restarting the mission until that Battleship gets the passive AI, you won't have to contend with any unit that would have come from the left spot for the remainder of the match.
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* The ''WebVideo/TwoBestFriendsPlay'' Zaibatsu lampshade their own lack of skill and reliance on cheese strategies with the CatchPhrase, "Lame it out! Lame it out like it's ''[[VideoGame/StreetFighterXTekken X Tekken]]!''" A notable example of "laming it out" is the [[https://www.youtube.com/watch?v=iuepMOTzeyY "Mortal Kombat: The Final Challenge"]] video, where Woolie beats the 300th floor of the ''VideoGame/MortalKombat9'' Challenge Tower by playing as Kung Lao and abusing his ability to teleport. Afterwards, someone on Twitter claimed Woolie's victory didn't count because he didn't "do combo" [sic], and [[https://www.youtube.com/watch?v=oelaWxTKIg8 that became a Best Friends meme as well]].

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* The ''WebVideo/TwoBestFriendsPlay'' Zaibatsu lampshade their own lack of skill and reliance on cheese strategies with the CatchPhrase, catchphrase, "Lame it out! Lame it out like it's ''[[VideoGame/StreetFighterXTekken X Tekken]]!''" A notable example of "laming it out" is the [[https://www.youtube.com/watch?v=iuepMOTzeyY "Mortal Kombat: The Final Challenge"]] video, where Woolie beats the 300th floor of the ''VideoGame/MortalKombat9'' Challenge Tower by playing as Kung Lao and abusing his ability to teleport. Afterwards, someone on Twitter claimed Woolie's victory didn't count because he didn't "do combo" [sic], and [[https://www.youtube.com/watch?v=oelaWxTKIg8 that became a Best Friends meme as well]].

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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' is rarely a stealth game once you learn how to time cartwheeling through crowds. A guard who spots you actually has to radio it in for an Alert Phase to begin, but if you take him down with a cartwheel before he gets to his radio he won't call it in until he gets back up. If you exit the area before the guard gets back up, he is de-loaded and the Alert Phase never happens. Since most areas are small, you'll easily make it through the loading zone and into the next area ''before he gets up''. There's actually very few areas where this isn't viable, and only non-human entities capable of triggering alerts (like Ciphers and Cameras) need to actually be dodged... and all of these can be disabled with Chaff Grenades. This tactic notably makes getting the coveted Big Boss rating ''much'' easier to acquire, and completely neuters the game's challenge on lower difficulties. Notably, this strategy proved ''so'' cheesy that Konami actually tweaked the Alert mechanic for the next game: following this one, taking down a guard who spots you only delays when backup arrives but still triggers the Alert Phase.

to:

* ''VideoGame/MetalGearSolid2SonsOfLiberty'' ''VideoGame/MetalGearSolid2SonsOfLiberty'':
** It
is rarely a stealth game once you learn how to time cartwheeling through crowds. A guard who spots you actually has to radio it in for an Alert Phase to begin, but if you take him down with a cartwheel before he gets to his radio he won't call it in until he gets back up. If you exit the area before the guard gets back up, he is de-loaded and the Alert Phase never happens. Since most areas are small, you'll easily make it through the loading zone and into the next area ''before he gets up''. There's actually very few areas where this isn't viable, and only non-human entities capable of triggering alerts (like Ciphers and Cameras) need to actually be dodged... and all of these can be disabled with Chaff Grenades. This tactic notably makes getting the coveted Big Boss rating ''much'' easier to acquire, and completely neuters the game's challenge on lower difficulties. Notably, this strategy proved ''so'' cheesy that Konami actually tweaked the Alert mechanic for the next game: following this one, taking down a guard who spots you only delays when backup arrives but still triggers the Alert Phase.Phase.
** During the rather odious battle against swarms of [[EliteMooks Arsenal Tengu]] with [[ReverseEscortMission Snake backing you up]], you can just stand at the entrance door with the HF Blade equipped blocking. It'll be slow, but you'll deflect anything that comes at you while Snake, who will soon run into the room behind you, will snipe the foes down one by one as they cluster at the door. It's slow, but even on the highest difficulties it allows you to win the fight without taking any damage.



** When battling [[spoiler: the Shagohod, your rockets actually ''do'' do ScratchDamage to it despite [[spoiler:Volgin's]] insistence they won't even scratch its armor. Since you can quickly reload rockets via the [[AscendedGlitch Tactical Reload]] (where you quickly unequip and equip the weapon, which refills the ammo), you have unlimited ammo while on the motorcycle, and there are large swaths of the battle where really all you would normally be doing is [[ControllableHelplessness waiting for the bike to travel a pre-determined path]], you can just ''feed'' this thing rockets every second there is and do enough damage to drain its health by ''almost half'' before the proper boss fight even begins. This makes the actual battle much easier.

to:

** When battling [[spoiler: the Shagohod, Shagohod]], your rockets actually ''do'' do ScratchDamage to it despite [[spoiler:Volgin's]] insistence they won't even scratch its armor. Since you can quickly reload rockets via the [[AscendedGlitch Tactical Reload]] (where you quickly unequip and equip the weapon, which refills the ammo), you have unlimited ammo while on the motorcycle, and there are large swaths of the battle where really all you would normally be doing is [[ControllableHelplessness waiting for the bike to travel a pre-determined path]], you can just ''feed'' this thing rockets every second there is and do enough damage to drain its health by ''almost half'' before the proper boss fight even begins. This makes the actual battle much easier.
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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' is rarely a stealth game once you learn how to time cartwheeling through crowds. A guard who spots you actually has to radio it in for an Alert Phase to begin, but if you take him down with a cartwheel before he gets to his radio he won't call it in until he gets back up. Since most areas are small, you'll easily make it through the loading zone and into the next area ''before he gets up''. There's actually very few areas where this isn't viable, and only non-human entities capable of triggering alerts (like Ciphers and Cameras) need to actually be dodged... and all of these can be disabled with Chaff Grenades. Notably, this strategy proved ''so'' cheesy that Konami actually tweaked the Alert mechanic for the next game: following this one, taking down a guard who spots you only delays when backup arrives but still triggers the Alert Phase.

to:

* ''VideoGame/MetalGearSolid2SonsOfLiberty'' is rarely a stealth game once you learn how to time cartwheeling through crowds. A guard who spots you actually has to radio it in for an Alert Phase to begin, but if you take him down with a cartwheel before he gets to his radio he won't call it in until he gets back up. If you exit the area before the guard gets back up, he is de-loaded and the Alert Phase never happens. Since most areas are small, you'll easily make it through the loading zone and into the next area ''before he gets up''. There's actually very few areas where this isn't viable, and only non-human entities capable of triggering alerts (like Ciphers and Cameras) need to actually be dodged... and all of these can be disabled with Chaff Grenades. This tactic notably makes getting the coveted Big Boss rating ''much'' easier to acquire, and completely neuters the game's challenge on lower difficulties. Notably, this strategy proved ''so'' cheesy that Konami actually tweaked the Alert mechanic for the next game: following this one, taking down a guard who spots you only delays when backup arrives but still triggers the Alert Phase.

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* ''VideoGame/MetalGearSolid3SnakeEater'' has a simple-to-perform tactic to easily land headshots. Take aim at a guard and Snake will automatically aim at centre-of-mass, then go into first-person and hold L2 and R2 to make Snake stand on his toes. This will raise the gun just enough that it is pointed ''directly at their head''. This tactic breaks the game to absolute pieces, even on higher difficulties, as it allows you to quickly and instantly tranq guards with a single shot even at considerable distances.

to:

* ''VideoGame/MetalGearSolid3SnakeEater'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' is rarely a stealth game once you learn how to time cartwheeling through crowds. A guard who spots you actually has to radio it in for an Alert Phase to begin, but if you take him down with a cartwheel before he gets to his radio he won't call it in until he gets back up. Since most areas are small, you'll easily make it through the loading zone and into the next area ''before he gets up''. There's actually very few areas where this isn't viable, and only non-human entities capable of triggering alerts (like Ciphers and Cameras) need to actually be dodged... and all of these can be disabled with Chaff Grenades. Notably, this strategy proved ''so'' cheesy that Konami actually tweaked the Alert mechanic for the next game: following this one, taking down a guard who spots you only delays when backup arrives but still triggers the Alert Phase.
* ''VideoGame/MetalGearSolid3SnakeEater''
** A very
simple-to-perform tactic to easily land headshots.headshots relies on a simple abuse of two mechanics that intermingle in an unintended way. Take aim at a guard and Snake will automatically aim at centre-of-mass, then go into first-person and hold L2 and R2 to make Snake stand on his toes. This will raise the gun just enough that it is pointed ''directly at their head''. This tactic breaks the game to absolute pieces, even on higher difficulties, as it allows you to quickly and instantly tranq guards with a single shot even at considerable distances.distances.
** The box allows for some truly... odd bits of cheesiness. Thanks to the way guards priorities are encoded, a guard will ignore the box to check on a fallen comrade. This inexplicably includes ''if the box is moving''. Thus, as long as one guard is in view of another, you can drop one with a tranquilizer dart and run right past the other one with the box over you while he nudges his buddy to wake back up.
** When battling [[spoiler: the Shagohod, your rockets actually ''do'' do ScratchDamage to it despite [[spoiler:Volgin's]] insistence they won't even scratch its armor. Since you can quickly reload rockets via the [[AscendedGlitch Tactical Reload]] (where you quickly unequip and equip the weapon, which refills the ammo), you have unlimited ammo while on the motorcycle, and there are large swaths of the battle where really all you would normally be doing is [[ControllableHelplessness waiting for the bike to travel a pre-determined path]], you can just ''feed'' this thing rockets every second there is and do enough damage to drain its health by ''almost half'' before the proper boss fight even begins. This makes the actual battle much easier.
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* Despite ''VideoGame/DemonsSouls''' [[NintendoHard infamous difficulty]], people have discovered ways to trivialize many of its bosses. The most well-known boss cheese strat that's likel intended is fighting [[BlindWeaponmaster Old Hero]] with the Thief's Ring so that it can't hear your footsteps and always lose aggro after being attacked. There's even a cheese strat for the final boss, Old King Allant, where you stay back at the fog gate as far as possible with the Thief's Ring equipped, wait several minutes for him to walk over and then walk to his spot after he loses aggro, then poison him with Poison Mist while his back is turned and wait for him to die while he stands there doing nothing.

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* Despite ''VideoGame/DemonsSouls''' [[NintendoHard infamous difficulty]], people have discovered ways to trivialize many of its bosses. The most well-known boss cheese strat that's likel likely intended is fighting [[BlindWeaponmaster Old Hero]] with the Thief's Ring so that it can't hear your footsteps and always lose aggro after being attacked. There's even a cheese strat for the final boss, Old King Allant, where you stay back at the fog gate as far as possible with the Thief's Ring equipped, wait several minutes for him to walk over and then walk to his spot after he loses aggro, then poison him with Poison Mist while his back is turned and wait for him to die while he stands there doing nothing.
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* ''LightNovel/InAnotherWorldWithMySmartphone'': Protagonist Touya Mochizuki can use [[MasterOfAll any form of magic]] he has seen or heard about secondhand. This includes "Null Magic", which is supposed to be innate to a person and thus unlearnable to others. Through this, he learns spells that other people could [[WrongContextMagic never use in as many situations as he does]] such as using "Slip" to cause enemies to repeatedly fall over and thus be unable to fight (which the King of Mismede [[ObviousRulePatch immediately bans]] after losing their first duel in a matter of seconds), or destroying a NighInvulnerable monster by riding on his flying base directly above it and later using a teleport spell that can only take him places he's already been to drop the monster thousands of feet and destroying it easily.
* ''LightNovel/Overlord2012'': The Baharut Empire has an arena that hosts battles between strong challengers. Magic was outlawed in fights ever since one team simply cast Fly on themselves, rendering the mundanely-armed opposing team utterly helpless to do anything but surrender. On hearing the story, Ainz agrees not to use magic when he participates, [[spoiler:and seeing him solo a ginormous troll without the use of his magic causes the Emperor to fully submit to Ainz and become his vassal.]]

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* ''LightNovel/InAnotherWorldWithMySmartphone'': ''Literature/InAnotherWorldWithMySmartphone'': Protagonist Touya Mochizuki can use [[MasterOfAll any form of magic]] he has seen or heard about secondhand. This includes "Null Magic", which is supposed to be innate to a person and thus unlearnable to others. Through this, he learns spells that other people could [[WrongContextMagic never use in as many situations as he does]] such as using "Slip" to cause enemies to repeatedly fall over and thus be unable to fight (which the King of Mismede [[ObviousRulePatch immediately bans]] after losing their first duel in a matter of seconds), or destroying a NighInvulnerable monster by riding on his flying base directly above it and later using a teleport spell that can only take him places he's already been to drop the monster thousands of feet and destroying it easily.
* ''LightNovel/Overlord2012'': ''Literature/Overlord2012'': The Baharut Empire has an arena that hosts battles between strong challengers. Magic was outlawed in fights ever since one team simply cast Fly on themselves, rendering the mundanely-armed opposing team utterly helpless to do anything but surrender. On hearing the story, Ainz agrees not to use magic when he participates, [[spoiler:and seeing him solo a ginormous troll without the use of his magic causes the Emperor to fully submit to Ainz and become his vassal.]]
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Outside of Meta Knight being busted, this is very inaccurate. His Down-B being used as an attack was NOT reliable or even common, with it nearly always being used as a recovery mixup instead. While Infinite Dimensional Cape IS broken, it's for an entirely different reason (being able to disappear indefinitely) and that tactic was quickly banned from competitive play upon discovery. Meta Knight was also "banned" for only 3 months and Project M is essentially a different game entirely.


** In the early days of ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' play, before ''VideoGame/ProjectM'' began to make the rounds, Meta Knight was infamous for being nearly untouchable in the right hands. In particular, his down-B attack caused him to disappear from the map, reappear, and slash opponents while invincible. It became a common tactic to simply spam that attack, simply because you were literally untouchable so long as it was well-timed, which wasn't hard to figure out. This led to Meta Knight being banned entirely from competitive play until ''Project M'' rebalanced the character.
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* ''VideoGame/StarWarsTheOldRepublic'' has a few cheesy strategies like the kiting enemies while you hit with ranged attacks, using stealth on some classes to bypass boring mook fights, or equipping a healer or tank with DPS gear to get through daily areas and planets quickly, saving the *good* tank/heal gear for endgame ops. A tank class with DPS gear is often called a "skank tank" and used as an off-tank/extra DPS on operations.


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** Likewise, pumping a few points into Demolitions, recovering mines and re-laying them in the path of a boss or mob is a ''fantastic'' way for a squishy or otherwise sub par character build to even the score against a tough foe.
** There's also the rancor in the sewers. If you don't feel like doing the "feed it a bomb" strategy, you can kite it to the room's exit. It's too big to fit through the door, but your party members with blasters can take pot shots at it until it drops.
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* In ''VideoGame/OctopathTraveler'', there is a strategy allowing players to take out one of the game's OptionalBoss enemies at a low level. Dreisang the Archmage attacks almost entirely through elemental attacks, so a typical strategy to defeat him at a low level is to cast the dancer's Divine skill Sealticge's Seduction on a cleric, who will then cast a max-boosted Reflect Veil. Reflect Veil typically only reflects one elemental attack and is applied to only one party member, but Sealticge's Seduction allows it to apply to the entire party, and boosting it allows extra attacks to be blocked. Thus, Dreisang's attacks will constantly be reflected back on himself, allowing the party to simply focus on keeping the Reflect Veil up, and the boss will slowly kill itself. This will unlock the Sorcerer Advanced class, which can break the game wide-open even more from that point on.

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* In ''VideoGame/OctopathTraveler'', there is a strategy allowing players to take out one of the game's OptionalBoss enemies at a low level. Dreisang the Archmage attacks almost entirely through elemental magical attacks, so a typical strategy to defeat him at a low level is to cast the dancer's Divine skill Skill Sealticge's Seduction on a cleric, Cleric, who will then cast a max-boosted Reflect Reflective Veil. Reflect Under normal circumstances, Reflective Veil typically only reflects one elemental attack and is applied to only one party member, puts a one-use, magic-spell-only AttackReflector buff on a single ally, but Sealticge's Seduction allows it to apply to the entire party, and boosting it allows extra attacks layers of Reflective Veil to be blocked. applied. Thus, Dreisang's attacks will constantly be reflected back on himself, allowing the party to simply focus on keeping the Reflect Reflective Veil up, and the boss will slowly kill itself. This will unlock the Sorcerer Advanced advanced class, which can break the game wide-open even more from that point on.on. This strategy can also be used on Steorra, which likewise unlocks the Starseer advanced class.
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* ''VideoGame/ResidentEvil4:''
** The village segment of the game is the first truly difficult moment in the game, and it happens [[EarlyGameHell mere moments into the game]]. You have to fend off an entire village of Ganados, one of which may have a ''chainsaw'', with only a handgun, knife, a couple grenades, and (if you're willing to face a chainsaw) a shotgun, and you either have to kill enough enemies or survive for enough time for it to end. If you climb the tower they will light it on fire rather than chase you, but this fire ''can't kill you'': it will drop your health as low as possible but cannot actually finish you. So, for the price of a couple of herbs or a first-aid spray you can just wait the entire fight out in the comfort and safety of arson without spending a single bullet.
** [[DemonicSpiders Regenerators]] can be knifed to death ''very'' easily if you strike their leg and take it off. They won't be able to do anything until they stand up and regenerate their leg, and they won't be able to stand up until you stop knifing them, so you will ''eventually'' kill them.
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* ''VideoGame/MetalGearSolid3SnakeEater'' has a simple-to-perform tactic to easily land headshots. Take aim at a guard and Snake will automatically aim at centre-of-mass, then go into first-person and hold L2 and R2 to make Snake stand on his toes. This will raise the gun just enough that it is pointed ''directly at their head''. This tactic breaks the game to absolute pieces, even on higher difficulties, as it allows you to quickly and instantly tranq guards with a single shot even at considerable distances.
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** Monster spawners are tricky. As soon as you get near one, it begins quickly spawning hostile mobs and will make quick work of a player who tries to stand his ground or take it out. Or, you can just burrow under the ground like a mole, seal the hole behind you to prevent enemies from following you, navigate underneath the spawner, and dig up to take it out from below.

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** Monster spawners are tricky. As soon as you get near one, it begins quickly spawning hostile mobs and will make quick work of a player who tries to stand his ground or take it out. Or, you can just burrow under the ground like a mole, seal the hole behind you to prevent enemies from following you, navigate underneath the spawner, and dig up to take it out from below. Failing that, if you sprint up to it like a madman and manage to plant a torch on top, it won't be able to spawn monsters anymore: you'll take some hits from the enemies it spawns, but it'll put an end to that spawning nonsense quick, fast, and in a hurry.

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