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* ''VideoGame/{{Palworld}}'', like any SurvivalSandbox game has its share of cheap tactics.

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* ''VideoGame/{{Palworld}}'', like any SurvivalSandbox game has its share of cheap tactics.tactics:


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** Palboxes are buildable near boss arenas and Pals stationed at bases will attack anything that is hostile. This has led to the tactic of building a Palbox near a field boss, deploying a horde of powerful Pals at the base, [[DrawAggro provoking]] the field boss into attacking and then luring it to the base where the gathered Pals will immediately ZergRush it.
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* ''VideoGame/{{Palworld}}'', like any SurvivalSandbox game has its share of cheap tactics.
** Flying mounts can be used to avoid several threatening and dangerous attacks in the game, making potentially deadly encounters easy. Tocotoco and Beegarde can't get you with their suicide explosions if you're far too high up. Certain moves that strike the ground under the target (i.e. Spine Vine) will also become unable to hit. Mind you, the player isn't the only one who uses this, as Marcus Dryden and his Faleris will also exploit their aerial advantage for all it's worth.
** Alpha Anubis's [[ThatOneAttack Forceful Charge]] won't stop until it hits an enemy or travels a certain distance without hitting one. Terrain doesn't count as an enemy, so you can bait it into using the attack near a group of trees and get it stuck, letting you shoot it with impunity.
** Jetragon spawns conveniently near a cliff side. For some odd reason, it's able to take fall damage. If the player heads to the bottom of the cliff and into the water, Jetragon will follow — and lose a huge chunk of its health in the process.
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* In ''VideoGame/ResidentEvilRemake'', Yawn can be killed more easily with ''the knife'' than with any other weapon. You can lure him around the central bookshelf over and over and keep stabbing the tip of his tail since the shelf is just wide enough to keep his mouth out of range of you when you're at his slithery rear. Just keep in mind [[DeathOfAThousandCuts it'll take until the next coming of Christ to do]], that is 53 hits from Chris or 87 from Jill.
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** A trick that requires some patience is to take a character like [[UtilityPartyMember Mission]], who has computer skill and OptionalStealth and sneak them deep inside an enemy base, then park them at a terminal and cause absolute mayhem by blowing up terminals and conduits, gassing rooms, turning droids on enemies, disabling and relaying mines, etc. It's possible to wipe out a significant chunk of a level's enemies this way without having to power up your saber.
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[[folder:Fan Works]]

* ''Fanfic/FateRevelationOnline'':
** As explained during the raid against the first boss, raids max out at 60 players, and bosses are balanced for that. However, since it's a ''death game'', and the next floor will open up for everyone as long as ''someone'' kills the boss, the players just accept everyone who is strong enough and go into the fight with almost a hundred people. Sure, this means they'll get less experience and money overall, but that can just be made up with LevelGrinding on the next floor.
** Griselda's party faces an AntlionMonster with a ManaDrain field effect. However, monsters suffer the same dangers from the magic system as players do; Grimlock instructs their party to break their prana potions, pushing the monster over its maximum, which both damages it and interrupts its spell, causing further damage from the spell failure. In the end, a small party kills a boss estimated to have been intended for a raid with minimal risk.
** The players try this with Moby Roc, a GiantFlier boss, using traps and lures to bring it to the ground. It proves too strong and just flies off again. Shirou ends up killing it in two shots with sword-arrows.
** King Krab is a GiantMook sitting out in the open on an island. The players use the construction rules to set up bunkers around the boss arena, then ram it with a rocket-powered yacht.

[[/folder]]
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* ''VideoGame/Yakuza0'' has dangerous enemies wandering the streets called Mr. Shakedowns. If you try taking them on in a straight fight, it's appropriately difficult, with the threat of losing all your money hanging over your head. Or, you can just stock up on heat restoratives and spam weapon-based Heat Moves on them. You'll be swimming in cash while just needing to exercise a little caution in each encounter, and since money doubles as XP in this installment, you're feeding into your own stat growth by whaling on Mr. Shakedowns, making them easier each time.
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* ''VideoGame/StarcraftII'' has a number of hated or controversial cheeses. Admittedly, the word "cheese" has been used so loosely in the ''Starcraft II'' fandom that it can now refer to almost any rush-type strategy that isn't classic macro, and doesn’t carry as much of a negative connotation as it used to. Still, there are a couple of strats that meet the trope definition, and will at the very least frustrate or annoy many of your opponents. Something worth noting before we proceed is that (as explained by [=WinterStarcraft=]) the starcraft fandom makes a distinction between a Cheese and an All-In, the main difference being that the success of a Cheese largely relies on the opponent not scouting it early enough to shut it down, while an All-In doesn’t necessarily lose its effectiveness even if they find out it’s coming. An All-In is also defined by the fact that you stake everything on one all-out attack, and are almost certain to lose if it fails; some cheese builds can be done with partial commitment and aborted if the opponent doesn’t fall for it. So although many cheeses are all-ins, not every cheese is all-in, and not every all-in is cheese.

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* ''VideoGame/StarcraftII'' has a number of hated or controversial cheeses. Admittedly, the word "cheese" has been used so loosely in the ''Starcraft II'' fandom that it can now refer to almost any rush-type strategy that isn't classic macro, and doesn’t carry as much of a negative connotation as it used to. Still, there are a couple of strats that meet the trope definition, and will at the very least frustrate or annoy many of your opponents. Something worth noting before we proceed is that (as explained by [=WinterStarcraft=]) the starcraft Starcraft fandom makes a distinction between a Cheese and an All-In, the main difference being that the success of a Cheese largely relies on the opponent not scouting it early enough to shut it down, while an All-In doesn’t necessarily lose its effectiveness even if they find out it’s coming. An All-In is also defined by the fact that you stake everything on one all-out attack, and are almost certain to lose if it fails; some cheese builds can be done with partial commitment and aborted if the opponent doesn’t fall for it. So although many cheeses are all-ins, not every cheese is all-in, and not every all-in is cheese.



** Protoss players also had the "Archon Toilet" tactic where they used the Protoss Mothership's Vortex ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. It was [[https://www.youtube.com/watch?v=FMHXyUXZ4bA reviled]] enough that a successfully executed Archon Toilet often led to the other player going "[[RageQuit gg]]" even if their base was intact and they could replace their units. Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and by ''Heart of the Swarm'', they were forced to replace the Vortex ability with the Time Warp ability.

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** Protoss players also had the "Archon Toilet" tactic where they used the Protoss Mothership's Vortex ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. It was The sheer rage-inducing sight of watching an army instantly destroyed often [[https://www.youtube.com/watch?v=FMHXyUXZ4bA reviled]] enough that a successfully executed Archon Toilet often led to the other player player]] going "[[RageQuit gg]]" once they were on the receiving end of a successfully executed Archon Toilet, even if they had the resources and capability to rebuild their base was intact and they could replace their units.army. In particular, people have also complained that the tactic turned Protoss-vs-Zerg matchups into a coin toss where victory more or less depended on if the Protoss [[DeathOrGloryAttack successfully]] pulled off the "Archon Toilet". Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and by ''Heart of the Swarm'', they were forced to replace the Vortex ability with the Time Warp ability.
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** Protoss players also had the "Archon Toilet" tactic where they used the Protoss Mothership's Vortex ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. It was [[https://www.youtube.com/watch?v=FMHXyUXZ4bA reviled]] enough that a successfully executed Archon Toilet often led to the other player going "[[RageQuit gg]]" even if their base was intact and they could replace their units. Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and by ''Heart of the Swarm'', they were forced to replace the Vortex ability with the Time Warp ability.
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General clarification on works content


** 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. This was so effective that Mojang ''heavily'' {{nerf}}ed the tactic in 20.1, making it so only specific villagers can sell specific enchantments (though somewhat balanced by how a master of each biome is guaranteed to sell a certain one) and making it so cured zombie discounts don't stack, but it's very telling that ''even then'' this tactic is cheesy.

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** 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. This was so effective that Mojang ''heavily'' {{nerf}}ed the tactic in Java 1.20.1, 1 and the corresponding Bedrock version, making it so cured zombie discounts don't stack. Additionally, experimental features in the associated snapshots and previews/betas made it so only specific villagers can sell specific enchantments (though this is somewhat balanced by how a master of each biome is guaranteed to sell a certain one) enchantment), but this hasn't yet been added to the full game as of Java 1.20.4 and making it so cured zombie discounts don't stack, but it's Bedrock 1.20.51. It's very telling telling, however, that ''even then'' this tactic is still a bit cheesy.
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* High Elf Archer in ''Manga/GoblinSlayer'' finds that his usual methods for killing goblins are ''too'' effective, in that they take the point out of adventuring. Rather than actually entering a goblin nest and fighting them in a "fair" battle, he prefers to simply seal off their escape routes and then poison, drown, or immolate them. She eventually forces him to stop using such cheap methods if he wishes for her to remain in his party.

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Moved Pokemon examples to their own sub-page as it was well past the example threshhold needed for a sub-page. It declutters this page and makes example organization easier there. Added examples, cleaned up wording and tense, removed some justifying edits.


* ''CheeseStrategy/{{Pokemon}}''



* ''Franchise/{{Pokemon}}'':
** The widely-hated "FEAR" Strategy:
*** It first became possible in ''VideoGame/PokemonDiamondPearlAndPlatinum'' and has persisted ever since. FEAR stands for '''F'''ocus Sash[[note]]A held item which allows the Mon holding it to retain 1 HP if they're hit by an attack that would KO them from full[[/note]], '''E'''ndeavour[[note]]The targeted Mon has their HP reduced to the same total as the attacker's, as long as the attacker's is less than the target's[[/note]], Quick '''A'''ttack[[note]]Priority move that would always go first as long as the opponent didn't use another priority move in the same turn[[/note]], Level 1 '''R'''attata. The gist of it is Rattata would use Endeavour after soaking up a powerful attack and surviving with 1HP, Endeavour would then bring the opponent's HP down to 1 as well, and Rattata would follow up with a Quick Attack to deal 1HP in damage. It eventually became widespread enough to take on another meaning, "Fucking Evil Annoying Rodent".
*** A variant saw the Clefable line use Magic Guard (preventing Focus Sash from being undone by weather effects) along with a damaging weather such as Hail or Sandstorm.
*** [[VideoGame/PokemonBlackAndWhite Generation 5]] changed the game with the ability Sturdy, which essentially worked as a Focus Sash without taking up the item slot. It also could proc more than once as long as the attacked pokemon started at 100% HP, as opposed to the Sash which only worked once per battle. Thus, the FEAR strategy changed to being centered around either Level 1 Aron or Level 2 Probopass[[note]]Nosepass had to level up at least once to evolve[[/note]]. In addition to the change to Sturdy, a move called "Pain Split" was introduced, which would match the HP for both Mons, taking up to half of the targeted Pokemon's remaining HP and healing the attacker for the same amount. Thus Aron or Probopass could continue hitting the opponents with Pain Split while their HP continued to recover, all while Sandstone added chip damage in the background.
*** The Reuniclus line had a mimicked version of the Clefable Magic Guard strategy as well, though it wasn't quite as effective.
*** Following Gen 5 and major nerfs to weather effects, FEAR as a strategy almost dropped off the map except for some small attempts to bring it back, such as Togedemaru in [[Videogame/PokemonSunAndMoon Generation 7]], but they never lasted long.
*** All of this being said, FEAR as a strategy was extremely unreliable, and even the smallest amount of preparation could completely upend it, and thus while it was widespread in casual Pokemon play, it was nowhere to be found in any competitive setting.
** Other Franchise-wide examples:
*** Using Legendary Pokémon on your team is frowned upon by skill-oriented players for this reason. There is no rule saying you can't use Legendaries if you want to, but it's viewed as a Cheese Strategy by those players. In competitive battling, Legendary Pokémon are usually relegated to the Uber tier and can only be used against players who are also using Legendaries against you, though there are some exceptions that aren't considered [[GameBreaker Game-Breaking]] enough to warrant being banished to Uber in spite of their in-game Legendary status.
*** "Para-Flinch" is a strategy where your Pokémon first paralyzes the opponent (only giving them a 75% chance of attacking while drastically lowering their speed, so they'll always attack second), then uses a fliching move (Bite, Headbutt, etc.) which has a 30% chance of preventing them from attacking. Using a Pokémon with the ability Serene Grace increases the chances of causing paralysis and flinching even further, which certain held items will add yet another 10% chance of causing flinching. Sometimes, confusion is added to the mix, which adds a 50% chance (reduced to 33% in later generations) of damaging themselves, but unlike paralysis, will resolve itself within 2-5 turns. It's an incredibly frustrating strategy to face.
** [[VideoGame/PokemonRedAndBlue Generation I Games]]:
*** The "Wrap-spam" strategy. In later generations, Wrap deals damage per turn while allowing both the player and opponent to continue acting, but in Generation I, Wrap hits 2-5 times for little damage, but locks the enemy Pokémon from attacking or retreating, so it became a common tactic to stun-lock the opponent, especially if the opposing Mon was afflicted with paralysis to prevent it from ever attacking first.
*** The Gen I AI was [[AIBreaker easily broken]] in a number of ways. One of the most famous was using part-Poison-type Pokémon against those with non-damaging Psychic-type (strong against Poison-type) moves, such as Barrier or Agility. As Gen I AI Pokémon did not use up PP when attacking, they would spam these non-damaging moves non-stop, allowing your Pokémon, no matter how weak, to eventually whittle it down. This strategy works even against high-level opponents including the Elite Four. This strategy became wide-spread following its (unintentional) use in ''WebVideo/TwitchPlaysPokemonRed''.
** ''VideoGame/PokemonUltraSunAndUltraMoon'' has Ultra Necrozma as its ClimaxBoss, and it's remarkably difficult to fight fairly against. While there ''are'' means to fight against it without resorting to cheesing (most of them boil down to the fact its moveset is completely resisted by Steel-type Pokémon), most players instead resort to things like exploiting ArtificialStupidity (by sending a Zoroark disguised as a Pokémon that is weak to Psychic-type attacks, making Ultra Necrozma use Photon Geyser, which Zoroark is immune to), or by using an Inkay or Malamar and use [[HoistByTheirOwnPetard Topsy-Turvy]] to turn Ultra Necrozma's massive x1.5 boost to all its stats turn into a x2/3 drop.
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* ''VideoGame/PizzaTower''[='=]s fourth boss has an attack that involves multiple hazards running back and forth along the bottom of the screen, which you're intended to dangerously jump over to avoid them. However, since Peppino is able to run straight up walls, it's possible to disengage with the attack entirely by simply running up a wall of the arena and continually pressing the grab button to bonk repeatedly into the ceiling until the attack ends, avoiding all danger.
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** The aptly named "[[FanNickname Nurse Cheese]]" tactic consists of building a home for the nurse in your arena and attacking [[AttackAttackAttack constantly]], eschewing dodging in the process and simply healing everytime your health gets low. 1.4 ''attempted'' to remedy this by making the healing cost more money as the game progresses.

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** The aptly named "[[FanNickname Nurse Cheese]]" tactic consists of building a home for the nurse The Nurse in your arena and attacking [[AttackAttackAttack constantly]], eschewing dodging in the process and simply healing everytime every time your health gets low. 1.4 ''attempted'' to remedy this by making the healing cost more money as the game progresses.
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* ''Videogame/{{Darkstone}}:

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* ''Videogame/{{Darkstone}}:''Videogame/{{Darkstone}}'':



** Due to a quirk in his AI, [[FinalBoss Drakk]] could be cheesed by hiding in a specific location inside an alcove inside his dungeon. This causes him to try and constantly attack you in melee combat instead of using his BreathWeapon. As long as you stay in that specific location, he cannot harm you and you are free to pound away at him with whatever weapon you choose.

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** Due to a quirk in his AI, [[FinalBoss Drakk]] could be cheesed by hiding in a specific location inside an alcove inside his dungeon. This causes him to try and constantly attack you in melee combat instead of using his BreathWeapon.BreathWeapon...and he cannot fit inside that alcove nor reach you in melee combat. As long as you stay in that specific location, he cannot harm you and you are free to pound away at him with whatever weapon you choose.
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* ''Videogame/{{Darkstone}}:
** Magic bomb and poison cloud originally could be cast anywhere you could see. Even if it was completely unreachable. People quickly turned dungeons into jokes by trapping enemies behind doors and then blasting/fumigating them into oblivion. It is telling that the ''first'' patch for the game fixed this exploit by making it so that you need to have a path to the target to cast spells at that location and allowing enemies to open doors.
** Due to a quirk in his AI, [[FinalBoss Drakk]] could be cheesed by hiding in a specific location inside an alcove inside his dungeon. This causes him to try and constantly attack you in melee combat instead of using his BreathWeapon. As long as you stay in that specific location, he cannot harm you and you are free to pound away at him with whatever weapon you choose.
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** The aptly named "[[FanNickname Nurse Cheese]]" tactic consists of building a home for the nurse in your arena and attacking [[AttackAttackAttack constantly]], eschewing dodging in the process and simply healing everytime your health gets low. 1.4 ''attempted'' to remedy this by making the healing cost more money as the game progresses.
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** {{Zerg Rush}}ing your foes with armies of wolves. With two tamed wolves, a chicken farm, and some patience, you can have an exponentially growing army of wolves. These things will follow you loyally and lay waste to any foe that either you attack or that attacks you, and while they will die quickly they are easily replacable. Youtuber Kolanii took this to the extreme by unleashing ''[[https://www.youtube.com/watch?v=AWypd22Q4yU 2000 wolves]]'' against various {{Superboss}}es like [[RunOrDie The Warden]] or [[WalkingWasteland The Wither]] on hardcore and devastated them so quickly he was able to win both fights in third person, against ''three Withers'' at the same time, and ended both fights in about a minute -- he only took 1000 of the 2000 wolves for each fight, and even then he comments that he really only needed 100 or so wolves for each fight.
---> '''Kolanii:''' We are 30 seconds in and I think I've broken the game. It doesn't matter anymore! There is ''nothing'' good enough to beat me! I'd say we're about 100 dogs down... [[FriendlyFire most of them are from me]]... oh this is just embarrassing! This is hard to watch; the game is too easy now! I do boss fights in third-person mode! ''It's too easy now!!!''

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** 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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** 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...Librarian. This was so effective that Mojang ''heavily'' {{nerf}}ed the tactic in 20.1, making it so only specific villagers can sell specific enchantments (though somewhat balanced by how a master of each biome is guaranteed to sell a certain one) and making it so cured zombie discounts don't stack, but it's very telling that ''even then'' this tactic is cheesy.
** Not even [[{{Superboss}} The Wither]] can break Bedrock, and you get to summon this guy anywhere you want. So, by summoning him beneath the top-layer of Bedrock in The Nether or beneath the portal in The End, you can render him [[ZeroEffortBoss completely unable to move or fight back]]. Suddenly the hardest part of fighting the [[WalkingWasteland flying withering land-destroying abomination]] is farming the Wither Skulls needed to summon him, and ''that'' can also be cheesed since Wither Skeletons can't enter 2-block-high spaces like the player can.
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* ''VideoGame/{{Besiege}}'' has the Great Balls Of Fire strategy, which exploits the way physics intermingle to basically create an apocalyptic meteor shower. Move the key block up as high as it will go. Place a single Flaming Ball in the center of the box. Keep duplicating and moving the copies out 0.75 block widths until the entire bottom-most layer of the box is filled. Now duplicate this layer vertically, moving up 0.75 blocks a time, as many times as your poor computer can handle (you really only need 2 layers for most stages). The second you hit play these things will hurl themselves outward in all directions, ''annihilating'' every destroyable block on the field in under a second. Not only will you win any "destroy x" mission in an instant, but you'll also get a number of otherwise-difficult achievements[[note]]A Swift Seige, Piloting 101, Barely Standing, Birbecue, Anti-Aircraft, Rube Goldberg Machine, Through and Through, Dodger, and Demolition Expert[[/note]] very easily.

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* ''VideoGame/{{Besiege}}'' has the Great Balls Of Fire strategy, which exploits the way physics intermingle to basically create an apocalyptic meteor shower. Move the key block up as high as it will go. Place Key Block to the ground and place a single Flaming Ball in the center of the box. on it. Keep duplicating that Flaming Block and moving the copies out 0.75 5 block widths until the entire bottom-most layer of the box is filled. Now duplicate this layer vertically, moving up 0.75 5 blocks a time, as many times as your poor computer can handle (you really only need 2 layers for most stages). The second you hit play these things will hurl themselves outward in all directions, ''annihilating'' every destroyable block on the field in under about 0.4 of a second. Not only will you win any "destroy x" mission in an instant, but you'll also get a number of otherwise-difficult achievements[[note]]A Swift Seige, Piloting 101, Barely Standing, Birbecue, Anti-Aircraft, Rube Goldberg Machine, Through and Through, Dodger, and Demolition Expert[[/note]] very easily.
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* ''VideoGame/{{Besiege}}'' has the Great Balls Of Fire strategy, which exploits the way physics intermingle to basically create an apocalyptic meteor shower. Move the key block up as high as it will go. Place a single Flaming Ball in the center of the box. Keep duplicating and moving the copies out 0.75 block widths until the entire bottom-most layer of the box is filled. Now duplicate this layer vertically, moving up 0.75 blocks a time, as many times as your poor computer can handle (you really only need 2 layers for most stages). The second you hit play these things will hurl themselves outward in all directions, ''annihilating'' every destroyable block on the field in under a second. Not only will you win any "destroy x" mission in an instant, but you'll also get a number of otherwise-difficult achievements[[note]]A Swift Seige, Piloting 101, Barely Standing, Birbecue, Anti-Aircraft, Rube Goldberg Machine, Through and Through, Dodger, and Demolition Expert[[/note]] very easily.
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previous video was privated, so switching to this one.


* ''Series/BattleBots'': In the 2020 competition, Jake Ewert knew his robot, Hydra, would stand no chance against Jonathan Schultz's robot, HUGE. Hydra is a "flipper" robot, meaning it wedges a hydraulic flipper arm under the opponent and flings them into the air, causing them to take fall damage and perhaps render them FlippingHelpless. Problem is that HUGE is specifically designed to be immune to this, as it consists of an elongated horizontal body with a single axle running through it; two very large wheels on either end of the axle; two tail sticks to help it "right" itself in case it gets flipped; and a spinning metal bar in the center of the axle as its weapon. The wheels of HUGE are strong and bouncy enough to resist any shocks, and since everything important on the bot sticks out by less than the diameter of the wheels, none of it can be harmed by a fall. In response to this problem, Jake installed a wide "cowcatcher" made of metal tubing on the front of Hydra, designed to catch the wheels of HUGE and push it around. It also negated HUGE's spinning weapon because its reach was less than the diameter of HUGE's own wheels. However, Jake also had to remove Hydra's flipping mechanism in order to install the cowcatcher while keeping his bot under the weight maximum set by the rules, so the [[https://youtu.be/K_-ia1Zczz4 Hydra vs. HUGE match]] consisted mainly of Hydra pushing HUGE into the hazards along the arena wall for one or two hits, and then trapping HUGE in a corner to run out the clock. Jake's strategy proved to be so uninteresting to watch and so against the spirit of ''[=BattleBots=]'' that, while Jake allowed anyone to use his cowcatcher if they ever fought HUGE, all of the other teams refused out of principle.

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* ''Series/BattleBots'': In the 2020 competition, Jake Ewert knew his robot, Hydra, would stand no chance against Jonathan Schultz's robot, HUGE. Hydra is a "flipper" robot, meaning it wedges a hydraulic flipper arm under the opponent and flings them into the air, causing them to take fall damage and perhaps render them FlippingHelpless. Problem is that HUGE is specifically designed to be immune to this, as it consists of an elongated horizontal body with a single axle running through it; two very large wheels on either end of the axle; two tail sticks to help it "right" itself in case it gets flipped; and a spinning metal bar in the center of the axle as its weapon. The wheels of HUGE are strong and bouncy enough to resist any shocks, and since everything important on the bot sticks out by less than the diameter of the wheels, none of it can be harmed by a fall. In response to this problem, Jake installed a wide "cowcatcher" made of metal tubing on the front of Hydra, designed to catch the wheels of HUGE and push it around. It also negated HUGE's spinning weapon because its reach was less than the diameter of HUGE's own wheels. However, Jake also had to remove Hydra's flipping mechanism in order to install the cowcatcher while keeping his bot under the weight maximum set by the rules, so the [[https://youtu.be/K_-ia1Zczz4 [[https://www.youtube.com/watch?v=kun8mj6uanI Hydra vs. HUGE match]] consisted mainly of Hydra pushing HUGE into the hazards along the arena wall for one or two hits, and then trapping HUGE in a corner to run out the clock. Jake's strategy proved to be so uninteresting to watch and so against the spirit of ''[=BattleBots=]'' that, while Jake allowed anyone to use his cowcatcher if they ever fought HUGE, all of the other teams refused out of principle.
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** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.

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** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring exploiting the "Idiot Savant" perk at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
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It was adding the Notes that did it, looks like.


*** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
* ''Fester's Quest'''s FinalBoss, which is near-impossible to fight legitly without loads of healing and invincibility potions, can be cheesed by standing in a certain spot just out of reach of both the turrets and the main core's sine wave projectile, and unloading on it with gunfire or missiles.

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*** ** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
* ''Fester's Quest'''s FinalBoss, which is near-impossible to fight legitly legitimately without loads of healing and invincibility potions, can be cheesed by standing in a certain spot just out of reach of both the turrets and the main core's sine wave projectile, and unloading on it with gunfire or missiles.
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*** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
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For whatever reason me adding the last edit just nuked the entire page's text; even though it still pops up in Edit Mode. Un-doing that for stability.


** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk[[note]]The lower your character's Intelligence, the higher the chances of gaining double experience for most actions.[[/note] at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
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** Speaking of Settlements, you get a small amount of experience whenever you craft something at a workbench or in a settlement. Settlements often have lots of scenery items you can scrap and craft with the moment you find them, and the various usual chems you find can be combined at a chemistry station into a new one. Add in that settlers in a settlement can farm food and scavenge scrap for you, and you can slowly but surely grind experience just by building settlements and crafting chems and food items, which can then be sold for profit. A commonly-known strategy for exploring the "Idiot Savant" perk[[note]]The lower your character's Intelligence, the higher the chances of gaining double experience for most actions.[[/note] at the start of the game is to create wooden fence-posts en-masse to take advantage of the experience boost and gain effortless levels.
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* ''VideoGame/ProjectZomboid'' has the tactic of building bridges from roof to roof. Unlike everything else in the game, which is just about as realistic as you could expect a game to be, building bridges essentially follows ''VideoGame/{{Minecraft}}'' rules where you can just keep moving horizontally in any direction until you run out of materials. It's entirely possible to spider-web out some bridges that connect the roofs of houses and buildings, have a fully functioning garden and plumbed sinks and generators and power up there, and create what is essentially a floating fortress where zombies can never hope to touch you. This eliminates ''the main threat of the game'' and, unless you need to make a mad dash for supplies, you can focus entirely on becoming self-sufficient in full safety. The only requirement to do this is sufficient carpentry skills which can be ground up in the early game while scavenging, and it's not prohibitively expensive to start as a Carpenter with the Handy trait either.

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** A common strategy in {{Fighting Game}}s is "chipping out" an opponent; that is, forcing an opponent to block a series of special abilities that cause [[ScratchDamage "Chip Damage"]] and slowly whittle away their health until they die. This strategy is so derided that the ''Videogame/StreetFighterAlpha'' series literally had a small "cheese" icon appear on the screen instead of the normal victory icon if a player won this way. In later games, the icon was simply replaced with a "C", which can either mean "Cheese" or "Cheap" depending on the game. ''Videogame/MarvelVsCapcom3'' and ''Videogame/StreetFighterXTekken'' both included ways to avoid taking any chip damage completely, while ''Videogame/StreetFighterV'', ''Videogame/Tekken7'', and ''Videogame/SoulCaliburVI'' all made it impossible to lose by chip damage (unless certain conditions are met by the enemy).

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** A common strategy in {{Fighting Game}}s is "chipping out" an opponent; that is, opponent, forcing an opponent them to block a series of special abilities that cause [[ScratchDamage "Chip Damage"]] take ScratchDamage from blocked attacks and slowly whittle away their health until they die. This strategy is so derided that the ''Videogame/StreetFighterAlpha'' series literally had a small "cheese" icon appear on the screen instead of the normal victory icon if a player won this way. In later games, the icon was simply replaced with a "C", which can either mean "Cheese" or "Cheap" depending on the game. ''Videogame/MarvelVsCapcom3'' and ''Videogame/StreetFighterXTekken'' both included ways to avoid taking any chip damage completely, while ''Videogame/StreetFighterV'', ''Videogame/Tekken7'', and ''Videogame/SoulCaliburVI'' all made it impossible to lose win a round by chip damage (unless outside certain conditions are met by the enemy).specific situations.



** Often referred to just as "cheese", it references a design oversight that allows players to skip parts or the entirety of levels. This design oversight can be a wall being too low (thus allowing players to jump over it), the player being able to use their frames of MercyInvincibility to skip obstacles, or the ability to bring an item or PowerUp into an area where it shouldn't be.

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** Often referred to just as "cheese", "cheese," it references a design oversight that allows players to skip parts or the entirety of levels. This design oversight can be a wall being too low (thus allowing players to jump over it), the player being able to use their frames of MercyInvincibility to skip obstacles, or the ability to bring an item or PowerUp into an area where it shouldn't be.



* ''VideoGame/DeadRising'':
** The final boss in Overtime Mode is a military veteran whom Frank has to fight hand-to-hand on top of a tank surrounded by zombies. Trying to fight him head-on is very difficult, as you would expect when a photojournalist fights a soldier. It's much easier to climb onto the tank turret and jump back down to the tank's chassis with a jumping kick, catching the boss when he's following you and unable to attack, and repeat until he goes down.



** The fight against T.K's helicopter is normally a PuzzleBoss where you have to winch it down into range to throw objects found on the roof at its rotors. The cheese strategy comes if you bring a Toy Spitball gun, a normally harmless JokeWeapon that normally deals no damage, as the Toy Spitball gun's projectiles are coded as "thrown objects" rather than projectiles, and T.K's helicopter is coded to take fixed damage from "thrown objects". Due to the ExactWords nature of how the game was coded, and how the Toy Spitball gun can reach the helicopter without winching it down, you can take the helicopter down in ''seconds'' by shooting what are basically sponges at it.

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** The fight against T.K's helicopter is normally a PuzzleBoss where you have to winch it down into range to throw objects found on the roof at its rotors. The cheese strategy comes if you bring a Toy Spitball gun, a normally harmless JokeWeapon that normally deals no damage, as the Toy Spitball gun's projectiles are coded as "thrown objects" rather than projectiles, and T.K's helicopter is coded to take fixed damage from "thrown objects". objects." Due to the ExactWords nature of how the game was coded, and how the Toy Spitball gun can reach the helicopter without winching it down, you can take the helicopter down in ''seconds'' by shooting what are basically sponges at it.
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* The "tush push"/"Brotherly Shove" form of quarterback sneak is causing serious debate among defensive players and fans due to it being an extremely reliable form of short-yardage play that the defense finds difficult to counter. The offense lines up with eight players on the line of scrimmage, the quarterback under center, and two running backs immediately behind the QB who will physically shove him forward with their hands as soon as the QB snaps the ball. This was invented by the Philadelphia Eagles (hence the second name) in the 2022-23 season and was used to great effect, to the point where other teams have started to use it as well. What makes it such a contentious topic, however, is that the defensive side of the ball is not allowed to do something similar on plays such as field goals or punts, with the NFL previously citing health and safety reasons, so many players and fans are decrying the double-standard and how it creates an unfair advantage for the offense that is created when the defense is not allowed to counteract it via doing the same thing.

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