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* ''VideoGame/TheBattleCats'' [[ParodiedTrope parodies]] this. In addition to the other types, represented by [[ColorCodedForYourConvenience flat colours]], [[spoiler:the Cat God]] has his own unique type not shared by anything else in the game, [[spoiler:Cool Dude]], which, functionally, is just the Traitless enemy type under a different name.
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** At the same time, chaos damage doesn't deal any bonus damage to any armor type and normal damage is very close behind chaos damage, dealing reduced damage only to fortified armor (most structures), dealing bonus damage to medium armor (most ranged attackers), and normal damage is given to most melee units. Thus in multiplayer, a respectable army of melee troops can actually be more physically damaging if given the opportunity to shine.
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** Technically, ''VideoGame/FinalFantasyXII'' doesn't have this since all its elements are in mutually opposing pairs. In practice, Holy is the Infinity +1 Element. It's available to the player later than other elements, and it's effective against undead (common in late-game and bonus dungeons) as well as some bonus bosses, while few enemies resist it.
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** The DLC for ''VideoGame/PokemonScarletAndViolet'' introduces the Stellar Type, a Tera Type that can harness the power of every type. This grants a boost to moves of any type, but only once per type each battle. In addition, the two moves that can be Stellar-type themselves (Tera Blast and Tera Starstorm) are guaranteed to hit any Pokémon for at least neutral damage (except Terastal Form Terapagos while Tera Shell is active), and can hit any Terastalized Pokémon for supereffective damage.

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** The DLC for ''VideoGame/PokemonScarletAndViolet'' introduces the Stellar Type, a Tera Type that can harness the power of every type. This grants a boost to moves of any type, but only once per type each battle. In addition, the two moves that can be Stellar-type themselves (Tera Blast and Tera Starstorm) are guaranteed to hit any Pokémon for at least neutral damage (except Terastal Form Terapagos while Tera Shell is active), and can hit any Terastalized Pokémon for supereffective damage. This is exceptionally good on Pokémon with the ability Contrary; ordinarily, using a Stellar Tera Blast lowers the user's Attack and Special Attack, but Contrary causes it to boost them instead.
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** The DLC for ''VideoGame/PokemonScarletAndViolet'' introduces the Stellar Type, a Tera Type that can harness the power of every type. This grants a boost to moves of any type, but only once per type each battle. In addition, the two moves that can be Stellar-type themselves (Tera Blast and Tera Starstorm) are guaranteed to hit any Pokémon for at least neutral damage (except Terastal Form Terapagos while Tera Shell is active), and can hit any Terastalized Pokémon for supereffective damage.
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*** In later generations, more Dragon-type Pokémon and moves were introduced (if it turned out not to be a GameBreaker, why not treat it like the other types?) but it still retained some of this flavor - Dragon-types usually aren't encountered until late in the game, and a great number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. By [[VideoGame/PokemonBlackAndWhite Gen V]], dragons started edging into GameBreaker territory ''anyway'', not because it was inherently a better type, but because dragons are just strong in general. It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.

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*** In later generations, more Dragon-type Pokémon and moves were introduced (if it turned out not to be a GameBreaker, why not treat it like the other types?) but it still retained some of this flavor - Dragon-types usually aren't encountered until late in the game, and a great number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. By [[VideoGame/PokemonBlackAndWhite Gen V]], dragons started edging into GameBreaker territory ''anyway'', not because it was inherently a better type, type[[labelnote:*]]although the fact that nothing except Steel resisted Dragon was a huge factor - most types were restrained from setting up and sweeping whole teams because there were a handful of Pokémon types they'd do poorly against, but with only one resistance, Dragons were able to rampage through teams if Steel types were removed first. In fact, the popular "[=DragMag=]" strategy in Gen V was based entirely on using Magnezone to do this.,[[/labelnote]] but because dragons are just strong in general. It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.



** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StatusEffects status effect]], including the "toxic" variant. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)

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** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StatusEffects status effect]], including the "toxic" variant. The trade-off is that Steel is a comparatively weak attacking type, with poor coverage and few good moves, but most Steels have a second, better offensive type to use for STAB. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
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** ''VideoGame/{{Diablo II}}'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack for bosses.

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** ''VideoGame/{{Diablo II}}'' ''VideoGame/DiabloII'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack for bosses.
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[[folder:Fan Works]]

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[[folder:Fan [[folder: Fan Works]]



** An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
* ''VideoGame/FinalFantasyCrystalChronicles'': The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.

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** An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course course, you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
* ** ''VideoGame/FinalFantasyCrystalChronicles'': The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.
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* ''VideoGame/OctopathTravelerII'' at first seems to follow the same paradigm as [[VideoGame/OctopathTraveler the first game]], with magic split between Fire, Ice, Lightning, Wind, Light and Dark. Until the game introduces "Gratton's Hypothesis": based on the story of the legendary mage D'Arquest blowing a gigantic crater into a continent with magic alone, a scholar named Gratton concluded that the six elements were too limited by their status as physical manifestations to achieve that level of power, and theorized the existence of "The One True Magic", that trumps all others. Osvald, the playable Scholar, and his archnemesis Harvey have had a longstanding rivalry over their race to properly discover the One True Magic. [[spoiler:In the end, they reach it through the one thing unbound by the laws of reality: raw emotion, with Osvald achieving ThePowerOfLove and Harvey ThePowerOfHate]]. As a playable ability, the One True Magic bypasses the [[AttackItsWeakPoint attribute weakness system]] and just punches through shield levels no matter the target.

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* ''VideoGame/OctopathTravelerII'' at first seems to follow the same paradigm as [[VideoGame/OctopathTraveler the first game]], with magic split between Fire, Ice, Lightning, Wind, Light and Dark. Until the game introduces "Gratton's Hypothesis": based on the story of the legendary mage D'Arquest blowing a gigantic crater into a continent with magic alone, a scholar named Gratton concluded that the six elements were too limited by their status as physical manifestations to achieve that level of power, and theorized the existence of "The One True Magic", that trumps all others. Osvald, the playable Scholar, and his archnemesis Harvey have had a longstanding rivalry over their race to properly discover the One True Magic. [[spoiler:In the end, they reach Osvald reaches it through the one thing unbound by the laws of reality: raw emotion, with Osvald achieving ThePowerOfLove and ThePowerOfLove, while Harvey ThePowerOfHate]].settled on trying to harness the power of the local GodOfDarkness (which it turns out was also how D'Arquest did it) until [[EvilIsNotAToy it blew up in his face]]]]. As a playable ability, the One True Magic bypasses the [[AttackItsWeakPoint attribute weakness system]] and just punches through shield levels no matter the target.
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None

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* ''VideoGame/OctopathTravelerII'' at first seems to follow the same paradigm as [[VideoGame/OctopathTraveler the first game]], with magic split between Fire, Ice, Lightning, Wind, Light and Dark. Until the game introduces "Gratton's Hypothesis": based on the story of the legendary mage D'Arquest blowing a gigantic crater into a continent with magic alone, a scholar named Gratton concluded that the six elements were too limited by their status as physical manifestations to achieve that level of power, and theorized the existence of "The One True Magic", that trumps all others. Osvald, the playable Scholar, and his archnemesis Harvey have had a longstanding rivalry over their race to properly discover the One True Magic. [[spoiler:In the end, they reach it through the one thing unbound by the laws of reality: raw emotion, with Osvald achieving ThePowerOfLove and Harvey ThePowerOfHate]]. As a playable ability, the One True Magic bypasses the [[AttackItsWeakPoint attribute weakness system]] and just punches through shield levels no matter the target.

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* ''Franchise/{{Pokemon}}'' has had several throughout its existence:
** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter which starter you picked you were at a disadvantage. Add to it, there was only one dragon type family and only the Champion and final Rival battle used them. This didn't quite work in practice, as while the type's defensive strengths functioned fine, its ''offensive'' capabilities were rendered meaningless by the fact that the type had one (1) damaging move, a FixedDamageAttack that was exempt from ElementalRockPaperScissors entirely.
*** In later generations, more Dragon-type Pokémon and moves were introduced (if it turned out not to be a GameBreaker, why not treat it like the other types?) but it still retained some of this flavor - Dragon-types usually aren't encountered until late in the game, and a great number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. By [[VideoGame/PokemonBlackAndWhite Gen V]], dragons started edging into GameBreaker territory ''anyway'', not because it was inherently a better type, but because dragons are just strong in general. It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.
** While Dragons were intended as this, the real GameBreaker type of Generation 1 was [[PsychicPowers Psychic]]. Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak, and Ghost was actually ineffective against Psychic due to an error. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
** In competitive play, Normal types ruled Gen I along with the Psychics. Since Fighting moves were basically nonexistent in competitive matches, Normal types had no weaknesses to worry about, got a massive variety of attacks, and could abuse the strongest attack in the game (at the time): Hyper Beam, which in Gen I didn't need a recharge turn if you knocked out an enemy with it.
** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StatusEffects status effect]], including the "toxic" variant. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
** ''VideoGame/PokemonXDGaleOfDarkness'' only - [[TheCorruption Shadow power]] is explicitly this on an offensive level. Shadow moves aren't very effective on Shadow Pokémon (the only Pokémon that can use Shadow moves), but super-effective against ''everything else!'' Due to Shadow Pokémon being exclusive to Cipher and its affiliates, not a soul outside of Orre is aware of this. [[TheDarkArts Maybe it's better that way.]]
** In the ''VideoGame/PokemonMysteryDungeon'' sub-series, Ghost-type is god. The ability to literally walk through walls is supremely powerful, and it's quite telling that under normal circumstances you aren't allowed to recruit them until you beat the main story.
* In ''VideoGame/LilMonster'', the "Star" element is one of these--it breaks the card suit theme of the other "elements." Only one {{Mon}}, the FinalBoss, is Star-type naturally, but it drops a gem that will turn your monster Star-typed, making it strong against all suits.
* The Boss-types in ''VideoGame/DragonQuestMonsters'' games--they're hard to breed, and resistant to most magic types. They also have fast-growing stats. But be warned! Getting even the ''first'' one (the basic Dragonlord) is [[ThatOneSidequest a timesink and a half.]]
* In ''VideoGame/FossilFighters'', OlympusMons Frigisaur and Ignosaur [[spoiler: and Guhnash, the final boss]] have a special black "Legendary" element no other types have. They're resistant to most attack types. The sequel, ''Fossil Fighters Champions,'' introduces five new Legendary mons in the form of [[spoiler: the [[NinjaPirateZombieRobot Zombiesaurs]], which includes the final boss, Zongazonga]].
* ''VideoGame/EternalDarkness''. Mantorok-aligned spells. The other three ancients had a clearly defined ElementalRockPaperScissors deal going on. Mantorok's rune was hidden in a secret area halfway through the game, and casting your spells with it had some very game-breaking effects such as [[spoiler:turning your character completely invisible]] or, even better, [[spoiler:giving you a constant regeneration effect for ALL of your vital stats at once via the Magick Pool spell]]. According to the plot, the as-of-yet-unrevealed yellow ancient can counter all four of the others.
* ''VideoGame/FinalFantasyCrystalChronicles'' example: The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.
** Though it does come with the cost of not granting the bonus immunities that the base elements did.
* ''VideoGame/GranblueFantasy'' would rather call it the Infinity+1 Race. Some of the game's skills and items only benefit a specific race, most notably the Bahamut Weapons. However, characters of Unknown race (who don't fit in the main four races, such as demons, vampires, or Primal Beasts in human form) get bonuses from any and all of these. This includes the player character, allowing him/her to fit into any party setup.
* ''Franchise/{{Disgaea}}'': The series generally has three elements -- Fire, Ice and Wind -- with every enemy having varied weaknesses and resistances to each. And then there's the "Star" Element, which nobody resists or are weak to. It's not quite the same as being a [[NonElemental "neutral"]] type, though, since there are enemies that will resist non-type damage (and quite well, at that), but not Star. ''VideoGame/Disgaea5'' changed Star to be [[ElementNumberFive its own element]], with its own resistance values.
* ''VideoGame/Pikmin2'': The Bulbmin are resistant to ''all'' overworld hazards, instead of just the standard one the rest of the colored Pikmin are. The game balances them, however, by making them the rarest Pikmin type by far. They are only found in three of the hardest dungeons in the game, you can't take them out of the dungeon you find them in, and at absolute most you can only have up to forty of them at once. The only cave that gives you forty of them is also the one that is on a time limit before an invincible boss chases you.
* ''VideoGame/WorldOfWarcraft'' has its magic attacks split to schools by damage type. There's fire, frost, nature, arcane and shadow. While no enemy is really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy damage has no resistance score. To compensate for this, holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.
* ''VideoGame/WarcraftIII'' also had chaos damage, which ignored all resistances and damage reduction effects. This was mostly exclusive to the Burning Legion however, and the only unit players got to control (outside of the single-player campaign) that did chaos damage was the summonable Infernal and the Demon Hunter's [[OneWingedAngel ultimate form]], both of which only lasted a limited time. (The expansion adds a Pit Lord hero that can summon a Doom Guard, which also deals chaos damage much like the Infernal).
** The campaign-only Divine armor type used by some bosses. Whoever has it is invulnerable to (well, takes ScratchDamage from) everything except chaos damage. When it appears, either the boss in question isn't supposed to be killed or (in one instance) something else is needed to gain the ability to kill it; so yes, Divine armor is a honest-to-God PlotArmor.

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* ''Franchise/{{Pokemon}}'' ''VideoGame/AdventureQuest'' has had several throughout its existence:
the Void element, made from the raw energy of uncreation. While reliable sources of Void damage are exceedingly hard to come by, it is generally well worth the cost as the vast majority of monsters take 200% base damage from Void-element attacks by default.[[note]]For comparison, most monsters take 130% base damage from their primary elemental weakness, making Void damage more than 1.5 times as effective as elemental weaknesses on average.[[/note]]
** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter Its {{prequel}} AlternateContinuity ''[[VideoGame/{{Dragonfable}} [=DragonFable=]]]'' has a few of these, all of which starter you picked you were at focus more on a disadvantage. Add to it, there was only one dragon type family lack of weaknesses/resistances than being strong against anything: There's Void, Harm, Good, and only the Champion and final Rival battle used them. This didn't quite work in practice, as while the type's defensive strengths functioned fine, its ''offensive'' capabilities were rendered meaningless by the fact that the type had one (1) damaging move, [[ArsonMurderAndJaywalking Bacon]]. Yes, ''[[EdibleBludgeon Bacon]]'' is an element.
* ''VideoGame/AlterAILA'' has
a FixedDamageAttack that was exempt from somewhat different ElementalRockPaperScissors entirely.
*** In later generations, more Dragon-type Pokémon and moves were introduced (if it turned out not to be a GameBreaker, why not treat it like the other types?) but it still retained some of this flavor - Dragon-types usually aren't encountered until late in the game, and a great number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. By [[VideoGame/PokemonBlackAndWhite Gen V]], dragons started edging into GameBreaker territory ''anyway'', not because it was inherently a better type, but because dragons are just strong in general. It retains the highest average base stat total of all types,
with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.
** While Dragons were intended as this, the real GameBreaker type of Generation 1 was [[PsychicPowers Psychic]]. Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak, and Ghost was actually ineffective against Psychic due to an error. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
** In competitive play, Normal types ruled Gen I along with the Psychics. Since Fighting moves were basically nonexistent in competitive matches, Normal types had no weaknesses to worry about, got a massive variety of attacks, and could abuse the strongest attack in the game (at the time): Hyper Beam, which in Gen I didn't need a recharge turn if you knocked out an enemy with it.
** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting
its immunity to Poison. A pure-Steel Pokémon would normal/fire/electric weapons. Nominally, everything should be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StatusEffects status effect]], including the "toxic" variant. This was {{nerf}}ed slightly in Gen VI, where weak to the fourth element "Psi," though it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
** ''VideoGame/PokemonXDGaleOfDarkness'' only - [[TheCorruption Shadow power]] is explicitly this on an offensive level. Shadow moves aren't very effective on Shadow Pokémon (the only Pokémon
doesn't work out that can use Shadow moves), but super-effective against ''everything else!'' Due way in practice. [[spoiler:Each character's secret final weapon appears to Shadow Pokémon being exclusive to Cipher and its affiliates, not be a soul outside of Orre is aware of this. [[TheDarkArts Maybe it's better fifth element ("laser," perhaps) that way.nothing resists.]]
** In the ''VideoGame/PokemonMysteryDungeon'' sub-series, Ghost-type is god. The ability to literally walk through walls is supremely powerful, and it's * ''VideoGame/{{Angband}}'' has quite telling that under normal circumstances you aren't allowed to recruit them until you beat the main story.
* In ''VideoGame/LilMonster'', the "Star" element is one of these--it breaks the card suit theme of the other "elements." Only one {{Mon}}, the FinalBoss, is Star-type naturally, but it drops
a gem that will turn your monster Star-typed, making it strong against all suits.
* The Boss-types in ''VideoGame/DragonQuestMonsters'' games--they're hard to breed, and resistant to most magic types. They also have fast-growing stats. But be warned! Getting even the ''first'' one (the basic Dragonlord) is [[ThatOneSidequest a timesink and a half.]]
* In ''VideoGame/FossilFighters'', OlympusMons Frigisaur and Ignosaur [[spoiler: and Guhnash, the final boss]] have a special black "Legendary" element no other types have. They're resistant to most attack types. The sequel, ''Fossil Fighters Champions,'' introduces five new Legendary mons in the form of [[spoiler: the [[NinjaPirateZombieRobot Zombiesaurs]], which includes the final boss, Zongazonga]].
* ''VideoGame/EternalDarkness''. Mantorok-aligned spells. The other three ancients had a clearly defined ElementalRockPaperScissors deal going on. Mantorok's rune was hidden in a secret area halfway through the game, and casting your spells with it had some very game-breaking effects
few powerful elemental types, such as [[spoiler:turning your character completely invisible]] or, even better, [[spoiler:giving you a constant regeneration effect for ALL of your vital stats at once via Time, Gravity, Nexus, Chaos, and Nether. However the Magick Pool spell]]. According to the plot, the as-of-yet-unrevealed yellow ancient can counter all four of the others.
* ''VideoGame/FinalFantasyCrystalChronicles'' example: The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.
** Though it does come with the cost of not granting the bonus immunities that the base elements did.
* ''VideoGame/GranblueFantasy''
crowning example would rather call it the Infinity+1 Race. Some of the game's skills and items only benefit a specific race, most notably the Bahamut Weapons. However, characters of Unknown race (who don't fit in the main four races, such as demons, vampires, or Primal Beasts in human form) get bonuses from any and all of these. This includes the player character, allowing him/her to fit into any party setup.
* ''Franchise/{{Disgaea}}'': The series generally has three elements -- Fire, Ice and Wind -- with every enemy having varied weaknesses and resistances to each. And then there's the "Star" Element,
be Mana, which nobody resists or are weak to. It's not quite unlike the same as being a [[NonElemental "neutral"]] type, though, since there are enemies that will resist non-type damage (and quite well, at that), but not Star. ''VideoGame/Disgaea5'' changed Star to others cannot be [[ElementNumberFive its own element]], with its own resistance values.
* ''VideoGame/Pikmin2'': The Bulbmin are resistant to ''all'' overworld hazards, instead of just the standard one the rest of the colored Pikmin are. The game balances them, however, by making them the rarest Pikmin type by far. They are only found in three of the hardest dungeons in the game, you can't take them out of the dungeon you find them in, and at absolute most you can only have up to forty of them at once. The only cave that gives you forty of them is also the one that is on a time limit before an invincible boss chases you.
* ''VideoGame/WorldOfWarcraft'' has its magic attacks split to schools by damage type. There's fire, frost, nature, arcane and shadow. While no enemy is really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy damage has no resistance score. To compensate for this, holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.
* ''VideoGame/WarcraftIII'' also had chaos damage, which ignored all resistances and damage reduction effects. This was mostly exclusive to the Burning Legion however, and the only unit players got to control (outside of the single-player campaign) that did chaos damage was the summonable Infernal and the Demon Hunter's [[OneWingedAngel ultimate form]], both of which only lasted a limited time. (The expansion adds a Pit Lord hero that can summon a Doom Guard, which also deals chaos damage much like the Infernal).
** The campaign-only Divine armor type used by some bosses. Whoever has it is invulnerable to (well, takes ScratchDamage from) everything except chaos damage. When it appears, either the boss in question isn't supposed to be killed or (in one instance) something else is needed to gain the ability to kill it; so yes, Divine armor is a honest-to-God PlotArmor.
resisted.



* ''VideoGame/TheBattleCats'' [[ParodiedTrope parodies]] this. In addition to the other types, represented by [[ColorCodedForYourConvenience flat colours]], [[spoiler:the Cat God]] has his own unique type not shared by anything else in the game, [[spoiler:Cool Dude]], which, functionally, is just the Traitless enemy type under a different name.
* ''Manga/{{Bleach}} 3rd Phantom'' has bosses using an "All" element, which behaves like this.
* The later ''Franchise/{{Castlevania}}'' games can be like this with the Holy/Light elemental. It's not that it is broken in and in itself, considering it depends almost entirely on the enemies you fight and some DO resist it, it's that over half of the enemies ARE weak to it. In ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'', Holy damage is also pretty uncommon for Soma to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.
* The Light element in ''VideoGame/ChildOfLight'', which is not resisted by any enemy and there's quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].



* ''Manga/{{Bleach}} 3rd Phantom'' has bosses using an "All" element, which behaves like this.
* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'': Entering Fury mode allows both Spyro and Cynder to use a special "Fury Flame" BreathWeapon. It has no particular element, and does a ''lot'' of damage to the [[OptionalBoss Elite Enemies]] specifically.
* ''Franchise/FinalFantasy'':
** An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
** In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the OptionalBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** In ''VideoGame/FinalFantasyXI'':
*** All elements follow ElementalRockPaperScissors, but the ''distribution'' of elemental spells and abilities is highly skewed. Light and Darkness-elemental abilities that ''actually deal damage'' are rare among players, as per typical Final Fantasy thoroughfare.
*** Perhaps the best example of this trope would come in the form of skillchain properties. As skillchains increase in level, they take on more elements and become more devastating. The ultimate skillchain, Cosmic Elucidation, represents all 8 elements simultaneously, hits for a substantial amount of damage, and is only wielded by one boss in the entire game. It ''currently'' cannot be executed by players. It also has an additional effect of ejecting your party from the fight, resulting in an automatic loss.
** ''VideoGame/FinalFantasyXIV'' used to have this, but it's been removed apart from certain boss mechanics and The Forbidden Land: Eureka. There are six elements, the classic four plus Ice and Lightning, and two meta "aspects," Dark (chaos/activity) and Light (order/stasis). Non-elemental magic attacks deal "unaspected" damage. The 1.0 release intended elemental resistances to matter, but the ARR re-release made them mostly irrelevant, and patch 4.2 removed player-side elemental resistances entirely. Player-used magic attacks may still have elemental aspects, but purely as flavor. While some bosses, and the Eureka elemental wheel, still consider elemental resistance, non-elemental damage isn't relevant to either.
* In ''Franchise/FireEmblem'', while dark magic always factors into ElementalRockPaperScissors, it is the most damaging form of magic and almost all dark spells have bonus effects (fixed damage, ignoring defenses, healing the user etc). It's also the rarest form of magic, few playable units can use it. In ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.
** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' has Fire, Wind, and Thunder as the three rock-paper-scissor elements that make up the magic triangle. However, it also has the rare Light and Dark elements, which beat all 3 common elements and are neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes are enemy-exclusive.
** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and light magic is almost entirely absent. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Thunder is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Dark magic is powerful but inaccurate, like Thunder, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity +1 Element too.

to:

* ''Manga/{{Bleach}} 3rd Phantom'' has bosses using an "All" element, which behaves like this.
* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'': Entering Fury mode allows both Spyro
Light-type was this in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, and Cynder many were outright weak to use a special "Fury Flame" BreathWeapon. It has it. Light-type Denpas also had no particular element, and does weaknesses; only a ''lot'' of damage resistance to the [[OptionalBoss Elite Enemies]] specifically.
* ''Franchise/FinalFantasy'':
** An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with
enemy-exclusive Dark type. In the right materia configuration]].
** In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the OptionalBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** In ''VideoGame/FinalFantasyXI'':
*** All elements follow ElementalRockPaperScissors, but the ''distribution'' of elemental spells and abilities is highly skewed.
following games, however, Light was {{nerf}}ed to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and Darkness-elemental abilities that ''actually deal damage'' are rare among players, as per typical Final Fantasy thoroughfare.
*** Perhaps
[[UnusableEnemyEquipment Dark was no longer enemy-exclusive.]]
* In ''VideoGame/{{Diablo}}'',
the best example of "magic" element (as distinct from fire and lightning spells) is this trope would come in the form of skillchain properties. As skillchains increase in level, they take on more elements and become more devastating. The ultimate skillchain, Cosmic Elucidation, represents all 8 elements simultaneously, hits for a substantial amount of damage, and is only wielded by one boss lore, but ''not'' in the entire game. It ''currently'' cannot game - enemies can resist or be executed by players. It also has an additional effect of ejecting your party from immune to magic and still vulnerable to the fight, resulting in an automatic loss.
** ''VideoGame/FinalFantasyXIV'' used to have this, but it's been removed apart from certain boss mechanics and The Forbidden Land: Eureka. There are six
elements, and this is a very common scenario due to the classic four plus Ice and Lightning, and two meta "aspects," Dark (chaos/activity) and Light (order/stasis). Non-elemental existence of a magic attacks deal "unaspected" damage. The 1.0 release intended elemental damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefullyOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances to matter, but the ARR re-release made them mostly irrelevant, and patch 4.2 removed player-side elemental resistances entirely. Player-used magic attacks may still have elemental aspects, but purely as flavor. While some bosses, and the Eureka elemental wheel, still consider elemental resistance, non-elemental damage isn't relevant to either.
* In ''Franchise/FireEmblem'', while dark magic
always factors into ElementalRockPaperScissors, it is the most damaging form of magic and almost all dark spells have bonus effects (fixed damage, ignoring defenses, healing the user etc). It's also the rarest form of magic, few playable units can use it. In ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.
hits.
** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' has Fire, Wind, and Thunder as the three rock-paper-scissor elements that make up the magic triangle. However, it also ''VideoGame/{{Diablo II}}'' has the rare Light and Dark elements, which beat all 3 common elements and are neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes are enemy-exclusive.
** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and light magic is almost entirely absent. Each
odd "burn" element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, is [[DummiedOut not accessible]] to players, but mods and one that boosts Speed. Fire is balanced, has hacks can give players burn attacks. It creates a spell that boosts Magic. Thunder is inaccurate, but glitchy flame sprite on the most powerful, target, deals immense amounts of damage and has a critical chance. Its top spells boost Skill and have high critical rates. Dark magic is powerful but inaccurate, like Thunder, but some tomes also have powerful side effects. You can steal enemy HP, impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity +1 Element too. for bosses.



* ''VideoGame/YggdraUnion'' has this in spades. So, [[TacticalRockPaperScissors swords beat axes, which beats spears, which beat swords. All three of these weapons beat bows, bows beat magic, and magic beats these three weapons.]] ...and the BigBad has [[GameBreaker SCYTHES]], which are strong against the three main weapons and weak against NOTHING. Before you ask, yes, only he can use them.
** Except in the PSP remake, where you can recruit [[OptionalPartyMember a sweet little housewife with a gardening scythe.]] [[BadassNormal SHE IS JUST AS STRONG AS DRAGON RIDERS.]]
** Don't forget Durant and his pet dragon! He can upgrade to Gulcasa's class, too, with it. [[GameBreaker So guess what happens to other enemy units in the game?]]
* ''VideoGame/KingdomOfLoathing'' has three: Slime in the Clan BonusDungeon The Slime Tube, and has a bunch of items in the Tube that affect slime. There's also Shadow, used by your shadow, which is damage immune but [[ReviveKillsZombie takes damage when you heal yourself.]] Then there is finally Bad Spelling, which take damage when you [[GoodHurtsEvil read the dictionary to them.]]
* ''VideoGame/TheLegendOfDragoon'' has two of these. One is literally Non-Elemental, which is neutral to everything and exists mainly in item form, except for [[EleventhHourSuperpower one battle]]. The other is Thunder, which is also neutral to everything, but has a Dragoon associated with it by the end of Disc One.
* ''VideoGame/AlterAILA'' has a somewhat different ElementalRockPaperScissors with its normal/fire/electric weapons. Nominally, everything should be slightly weak to the fourth element "Psi," though it doesn't work out that way in practice. [[spoiler:Each character's secret final weapon appears to be a fifth element ("laser," perhaps) that nothing resists.]]
* The ''VideoGame/{{Disciples}}'' line of games has the standard elements (Fire, Earth, Water, Air, Physical, Mind), and various creatures have resistances to each of these. There are 2 more elements however. Death is an Infinity-Plus-Or-Minus-One element. It's only available to 1 of the factions, which is almost entirely Undead, and thus immune to Death attacks, the Minus-One comes in when you have Undead vs. Undead fights where it's worthless. There is NOTHING immune to the last element Life, and only the capital guardians and the odd campaign boss use it. (The healing units technically use Life, but they heal your guys, they can't cause any damage)
* The later ''Franchise/{{Castlevania}}'' games can be like this with the Holy/Light elemental. It's not that it is broken in and in itself, considering it depends almost entirely on the enemies you fight and some DO resist it, it's that over half of the enemies ARE weak to it. In ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'', Holy damage is also pretty uncommon for Soma to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.
* ''VideoGame/LuminousArc2'' has [[spoiler: the silver element]], which universally resists everything.

to:

* ''VideoGame/YggdraUnion'' has this in spades. So, [[TacticalRockPaperScissors swords beat axes, which beats spears, which beat swords. All three of these weapons beat bows, bows beat magic, and magic beats these three weapons.]] ...and the BigBad has [[GameBreaker SCYTHES]], which are strong against the three main weapons and weak against NOTHING. Before you ask, yes, only he can use them.
** Except in the PSP remake, where you can recruit [[OptionalPartyMember a sweet little housewife with a gardening scythe.]] [[BadassNormal SHE IS JUST AS STRONG AS DRAGON RIDERS.]]
** Don't forget Durant and his pet dragon! He can upgrade to Gulcasa's class, too, with it. [[GameBreaker So guess what happens to other enemy units in the game?]]
* ''VideoGame/KingdomOfLoathing'' has three: Slime in the Clan BonusDungeon The Slime Tube, and has a bunch of items in the Tube that affect slime. There's also Shadow, used by your shadow, which is damage immune but [[ReviveKillsZombie takes damage when you heal yourself.]] Then there is finally Bad Spelling, which take damage when you [[GoodHurtsEvil read the dictionary to them.]]
* ''VideoGame/TheLegendOfDragoon'' has two of these. One is literally Non-Elemental, which is neutral to everything and exists mainly in item form, except for [[EleventhHourSuperpower one battle]]. The other is Thunder, which is also neutral to everything, but has a Dragoon associated with it by the end of Disc One.
* ''VideoGame/AlterAILA'' has a somewhat different ElementalRockPaperScissors with its normal/fire/electric weapons. Nominally, everything should be slightly weak to the fourth element "Psi," though it doesn't work out that way in practice. [[spoiler:Each character's secret final weapon appears to be a fifth element ("laser," perhaps) that nothing resists.]]
* The ''VideoGame/{{Disciples}}'' line of games has the standard elements (Fire, Earth, Water, Air, Physical, Mind), and various creatures have resistances to each of these. There are 2 more elements however. Death is an Infinity-Plus-Or-Minus-One element. It's only available to 1 of the factions, which is almost entirely Undead, and thus immune to Death attacks, the Minus-One comes in when you have Undead vs. Undead fights where it's worthless. There is NOTHING immune to the last element Life, and only the capital guardians and the odd campaign boss use it. (The healing units technically use Life, but they heal your guys, they can't cause any damage)\n
* ''Franchise/{{Disgaea}}'': The later ''Franchise/{{Castlevania}}'' games can be like this series generally has three elements -- Fire, Ice and Wind -- with every enemy having varied weaknesses and resistances to each. And then there's the Holy/Light elemental. "Star" Element, which nobody resists or are weak to. It's not that it is broken in and in itself, considering it depends almost entirely on quite the same as being a [[NonElemental "neutral"]] type, though, since there are enemies you fight and some DO that will resist it, it's that over half of the enemies ARE weak to it. In ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'', Holy non-type damage is also pretty uncommon for Soma (and quite well, at that), but not Star. ''VideoGame/Disgaea5'' changed Star to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.
* ''VideoGame/LuminousArc2'' has [[spoiler: the silver
be [[ElementNumberFive its own element]], with its own resistance values.
* The Boss-types in ''VideoGame/DragonQuestMonsters'' games--they're hard to breed, and resistant to most magic types. They also have fast-growing stats. But be warned! Getting even the ''first'' one (the basic Dragonlord) is [[ThatOneSidequest a timesink and a half.]]
* In ''VideoGame/TheElderScrollsVSkyrim'':
** The Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is "bleed" damage from weapons
which universally resists everything.is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.



* In ''Vattroller X'', the weapons owned by the [[GuestFighter guest characters]] have no type. This means that once you [[GuideDangIt insert their passwords]] [[DoubleUnlock and buy them]], you can equip them as soon as possible, especially because save slots share equipments.
* ''VideoGame/{{Angband}}'' has quite a few powerful elemental types, such as Time, Gravity, Nexus, Chaos, and Nether. However the crowning example would be Mana, which unlike the others cannot be resisted.
* ''VideoGame/GloryOfHeraclesDS'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.
* ''VideoGame/SuperRobotWars'' generally classifies attacks as Physical Blade/[[LaserBlade Energy Blade]]/[[EnergyWeapon Beam]]/[[KineticWeaponsAreJustBetter Bullet]]/Missile/[[AttackDrone Remote]], with some units having abilities which can block attacks of a certain type (such as jamming or reflective armour). However, it sometimes gives Anime/{{Dancougar}}'s attacks the unique "Beast" type which bypasses all such abilities.
* ''VideoGame/MonsterHunter'':
** Before ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''VideoGame/MonsterHunter4'' renamed it the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore. Most weapons that have a status ailment will usually inflict it once, ''maybe'' twice on a monster during a fight, plus some monsters may be resistant or even immune to the standard status ailments. Blast, however, has almost ''no'' monsters who are resistant to it.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand, Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.
* ''[[VideoGame/InfinityBlade Infinity Blade II's]]'' Holy element (separate from its Light element, funnily enough) does not have a separate resistance associated with it. The only resistance offered against Holy is provided by Prism Defense.
* The ''Franchise/ShinMegamiTensei'' series has the Almighty element. Partial resistance is extremely rare on enemies and available to the player only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost. Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main character to use since he gets a unique passive skill late in the game that grants all of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.

to:

* In ''Vattroller X'', ''VideoGame/EternalDarkness''. Mantorok-aligned spells. The other three ancients had a clearly defined ElementalRockPaperScissors deal going on. Mantorok's rune was hidden in a secret area halfway through the weapons owned by the [[GuestFighter guest characters]] have no type. This means that once you [[GuideDangIt insert their passwords]] [[DoubleUnlock game, and buy them]], you can equip them as soon as possible, especially because save slots share equipments.
* ''VideoGame/{{Angband}}'' has quite a few powerful elemental types,
casting your spells with it had some very game-breaking effects such as Time, Gravity, Nexus, Chaos, and Nether. However the crowning example would be Mana, which unlike the others cannot be resisted.
* ''VideoGame/GloryOfHeraclesDS'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.
* ''VideoGame/SuperRobotWars'' generally classifies attacks as Physical Blade/[[LaserBlade Energy Blade]]/[[EnergyWeapon Beam]]/[[KineticWeaponsAreJustBetter Bullet]]/Missile/[[AttackDrone Remote]], with some units having abilities which can block attacks of a certain type (such as jamming or reflective armour). However, it sometimes gives Anime/{{Dancougar}}'s attacks the unique "Beast" type which bypasses all such abilities.
* ''VideoGame/MonsterHunter'':
** Before ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''VideoGame/MonsterHunter4'' renamed it the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore. Most weapons that have a status ailment will usually inflict it once, ''maybe'' twice on a monster during a fight, plus some monsters may be resistant or even immune to the standard status ailments. Blast, however, has almost ''no'' monsters who are resistant to it.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand, Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.
* ''[[VideoGame/InfinityBlade Infinity Blade II's]]'' Holy element (separate from its Light element, funnily enough) does not have a separate resistance associated with it. The only resistance offered against Holy is provided by Prism Defense.
* The ''Franchise/ShinMegamiTensei'' series has the Almighty element. Partial resistance is extremely rare on enemies and available to the player only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost. Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main
[[spoiler:turning your character to use since he gets completely invisible]] or, even better, [[spoiler:giving you a unique passive skill late in constant regeneration effect for ALL of your vital stats at once via the game that grants Magick Pool spell]]. According to the plot, the as-of-yet-unrevealed yellow ancient can counter all four of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.the others.



* The "Stasis" element ''used'' to be this to a T for the ''WesternAnimation/{{Wakfu}}'' MMORPG, because no enemy had resistances to it (except bosses, to prevent Game Breaker status). "Stasis" is the essence of destruction and the opposite of Wakfu (the essence of life and growth), so it was only used by the Foggernaut, steam-powered robots who could shoot lasers of Stasis. Only six of the Foggernaut's attacks could cause Stasis damage, and the Foggernaut had no way to gain elemental mastery for Stasis like other elements, so the spells themselves were beefed up to compensate. As of writing, the Foggernaut's Stasis abilities have been revised, and now automatically target the enemies' weakest defense, and the Foggernaut gains mastery equal to the average mastery of his/her other elements. Considering enemies still have no specific resistance to it and ''all'' of the attacks add ''negative'' Stasis resistance to their targets, even the revision fits this trope.
* Light-type was this in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, and many were outright weak to it. Light-type Denpas also had no weaknesses; only a resistance to the enemy-exclusive Dark type. In the following games, however, Light was {{nerf}}ed to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and [[UnusableEnemyEquipment Dark was no longer enemy-exclusive.]]
* The Light element in ''VideoGame/ChildOfLight'', which is not resisted by any enemy and there's quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].
* Some of the earlier ''Franchise/YuGiOh'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters and a few other rare ones (and in games that include them, the Egyptian God Cards) had the "Divine" attribute that put them outside of the cycle, preventing them from being arbitrarily destroyed.
* ''VideoGame/AdventureQuest'' has the Void element, made from the raw energy of uncreation. While reliable sources of Void damage are exceedingly hard to come by, it is generally well worth the cost as the vast majority of monsters take 200% base damage from Void-element attacks by default.[[note]]For comparison, most monsters take 130% base damage from their primary elemental weakness, making Void damage more than 1.5 times as effective as elemental weaknesses on average.[[/note]]
** Its {{prequel}} AlternateContinuity ''[[VideoGame/{{Dragonfable}} [=DragonFable=]]]'' has a few of these, all of which focus more on a lack of weaknesses/resistances than being strong against anything: There's Void, Harm, Good, and [[ArsonMurderAndJaywalking Bacon]]. Yes, ''[[EdibleBludgeon Bacon]]'' is an element.
* ''VideoGame/RuneScape'' includes a combat triangle that states melee is strong to range, range to magic, and magic to melee. This transfers over to style armours in the form of rather large resistances to the opposing style while a glaring weakness exists for the others; certain high-end boss monsters have been given essentially an "all" damage type which ignores the armour bonuses making the triangle fairly moot.
** Thankfully, this is averted in the ''Old School'' variant. A select few bosses were given "untyped" damage of the combat triangle, which in practice just means you can't use Protection From X prayers to negate damage, but are still just as vulnerable to being stopped by armour as the "typed" variants. The kraken, which is the first thing to be given untyped damage, is notably stopped dead by typical high-leveled range armour due to using untyped magic.
* ''VideoGame/StarWarsGalaxies'' had the "lightsaber" damage typing (which nothing resisted) and a runner up in stun damage for [=PvP=] (which could be resisted, but at far lower rates than the more common damage typings like Energy or Kinetic).
* ''VideoGame/{{Warframe}}'' features True Damage, which suffers no drawbacks against any health type and [[ArmorPiercingAttack outright ignores armor]]. Fittingly, it's the rarest damage type in the game; it can't be added to weapons with mods, and it only comes from finisher attacks, Slash procs, and a handful of Warframe powers.

to:

* The "Stasis" element ''used'' to be this to a T for the ''WesternAnimation/{{Wakfu}}'' MMORPG, because Bleed Damage under Elder Scrolls also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy had or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]]), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time. What's even better: No enemy in the entire game inflicts bleed damage by default. The only times you might find yourself exposed to it are the rare instances of some legendary baddy turning the legendary Bleeding weapon they're carrying on the player character.
** Though it does come with the cost of not granting the bonus immunities that the base elements did.
* ''Franchise/FinalFantasy'':
** An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
* ''VideoGame/FinalFantasyCrystalChronicles'': The last element your Crystal Chalice can get is [[spoiler:Memory]], and can be used to bypass miasma streams of any element.
** In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the OptionalBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** In ''VideoGame/FinalFantasyXI'':
*** All elements follow ElementalRockPaperScissors, but the ''distribution'' of elemental spells and abilities is highly skewed. Light and Darkness-elemental abilities that ''actually deal damage'' are rare among players, as per typical Final Fantasy thoroughfare.
*** Perhaps the best example of this trope would come in the form of skillchain properties. As skillchains increase in level, they take on more elements and become more devastating. The ultimate skillchain, Cosmic Elucidation, represents all 8 elements simultaneously, hits for a substantial amount of damage, and is only wielded by one boss in the entire game. It ''currently'' cannot be executed by players. It also has an additional effect of ejecting your party from the fight, resulting in an automatic loss.
** ''VideoGame/FinalFantasyXIV'' used to have this, but it's been removed apart from certain boss mechanics and The Forbidden Land: Eureka. There are six elements, the classic four plus Ice and Lightning, and two meta "aspects," Dark (chaos/activity) and Light (order/stasis). Non-elemental magic attacks deal "unaspected" damage. The 1.0 release intended elemental
resistances to it (except bosses, to prevent Game Breaker status). "Stasis" is matter, but the essence of destruction ARR re-release made them mostly irrelevant, and the opposite of Wakfu (the essence of life and growth), so it was only used by the Foggernaut, steam-powered robots who could shoot lasers of Stasis. Only six of the Foggernaut's attacks could cause Stasis damage, and the Foggernaut had no way to gain patch 4.2 removed player-side elemental mastery for Stasis like other elements, so the spells themselves were beefed up to compensate. As of writing, the Foggernaut's Stasis abilities have been revised, and now automatically target the enemies' weakest defense, and the Foggernaut gains mastery equal to the average mastery of his/her other elements. Considering enemies resistances entirely. Player-used magic attacks may still have elemental aspects, but purely as flavor. While some bosses, and the Eureka elemental wheel, still consider elemental resistance, non-elemental damage isn't relevant to either.
* In ''Franchise/FireEmblem'', while dark magic always factors into ElementalRockPaperScissors, it is the most damaging form of magic and almost all dark spells have bonus effects (fixed damage, ignoring defenses, healing the user etc). It's also the rarest form of magic, few playable units can use it. In ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.
** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' has Fire, Wind, and Thunder as the three rock-paper-scissor elements that make up the magic triangle. However, it also has the rare Light and Dark elements, which beat all 3 common elements and are neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes are enemy-exclusive.
** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is
no rock-paper-scissors for magic, and light magic is almost entirely absent. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Thunder is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Dark magic is powerful but inaccurate, like Thunder, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity +1 Element too.
* In ''VideoGame/FossilFighters'', OlympusMons Frigisaur and Ignosaur [[spoiler: and Guhnash, the final boss]] have a special black "Legendary" element no other types have. They're resistant to most attack types. The sequel, ''Fossil Fighters Champions,'' introduces five new Legendary mons in the form of [[spoiler: the [[NinjaPirateZombieRobot Zombiesaurs]], which includes the final boss, Zongazonga]].
* ''VideoGame/GloryOfHeraclesDS'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.
* ''VideoGame/GranblueFantasy'' would rather call it the Infinity+1 Race. Some of the game's skills and items only benefit a
specific race, most notably the Bahamut Weapons. However, characters of Unknown race (who don't fit in the main four races, such as demons, vampires, or Primal Beasts in human form) get bonuses from any and all of these. This includes the player character, allowing him/her to fit into any party setup.
* ''[[VideoGame/InfinityBlade Infinity Blade II's]]'' Holy element (separate from its Light element, funnily enough) does not have a separate
resistance to it and ''all'' of the attacks add ''negative'' Stasis associated with it. The only resistance to their targets, even the revision fits this trope.
offered against Holy is provided by Prism Defense.
* Light-type was this ''VideoGame/KingdomOfLoathing'' has three: Slime in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, Clan BonusDungeon The Slime Tube, and many were outright weak to it. Light-type Denpas has a bunch of items in the Tube that affect slime. There's also had no weaknesses; only a resistance to Shadow, used by your shadow, which is damage immune but [[ReviveKillsZombie takes damage when you heal yourself.]] Then there is finally Bad Spelling, which take damage when you [[GoodHurtsEvil read the enemy-exclusive Dark type. In the following games, however, Light was {{nerf}}ed dictionary to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and [[UnusableEnemyEquipment Dark was no longer enemy-exclusive.them.]]
* The Light element in ''VideoGame/ChildOfLight'', ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has unstoppable damage which is absolutely can not resisted by any enemy and there's quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].
* Some of the earlier ''Franchise/YuGiOh'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters
resisted. They generally come from disruptor blasters and a few other rare ones (and in games that include them, the Egyptian God Cards) had the "Divine" attribute that put them outside of the cycle, preventing them from being arbitrarily destroyed.
lightsabers crystals.
* ''VideoGame/AdventureQuest'' ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'': Entering Fury mode allows both Spyro and Cynder to use a special "Fury Flame" BreathWeapon. It has the Void no particular element, made from the raw energy and does a ''lot'' of uncreation. While reliable sources of Void damage are exceedingly hard to come by, it is generally well worth the cost as [[OptionalBoss Elite Enemies]] specifically.
* ''VideoGame/TheLegendOfDragoon'' has two of these. One is literally Non-Elemental, which is neutral to everything and exists mainly in item form, except for [[EleventhHourSuperpower one battle]]. The other is Thunder, which is also neutral to everything, but has a Dragoon associated with it by
the vast majority end of monsters take 200% base damage from Void-element attacks by default.[[note]]For comparison, most monsters take 130% base damage from their primary elemental weakness, Disc One.
* In ''VideoGame/LilMonster'', the "Star" element is one of these--it breaks the card suit theme of the other "elements." Only one {{Mon}}, the FinalBoss, is Star-type naturally, but it drops a gem that will turn your monster Star-typed,
making Void damage more than 1.5 times as effective as elemental weaknesses on average.[[/note]]
** Its {{prequel}} AlternateContinuity ''[[VideoGame/{{Dragonfable}} [=DragonFable=]]]'' has a few of these, all of which focus more on a lack of weaknesses/resistances than being
it strong against anything: There's Void, Harm, Good, all suits.
* ''VideoGame/LuminousArc2'' has [[spoiler: the silver element]], which universally resists everything.
* ''VideoGame/MagicalVacation'': Dark magic does double damage to just about every other element in the game
and [[ArsonMurderAndJaywalking Bacon]]. Yes, ''[[EdibleBludgeon Bacon]]'' is an element.
* ''VideoGame/RuneScape'' includes a combat triangle that states melee
only weak against Holy magic which itself is strong the rarest element in the game. The catch? One must have [[SocializationBonus 100 amigos]] to range, range to learn the magic, which is an all but impossible task.
* ''Videogame/MightAndMagic'' series has an Energy element in some of its games. Usually nothing in them has any resistance to it whatsoever,
and no magic to melee. This transfers over to style armours in school can cast spells that do energy damage. To you, if it is available at all, it is exclusively through Blasters, an endgame weapons (in ''VI'' the form of rather large resistances penultimate quest being to the opposing style while a glaring weakness exists for the others; certain high-end boss monsters have been given essentially an "all" damage type which ignores the armour bonuses making the triangle fairly moot.
** Thankfully, this
retrieve them because FinalBoss is averted in the ''Old School'' variant. A select few bosses were given "untyped" damage of the combat triangle, which in practice just means you can't use Protection From X prayers to negate damage, but are still just as vulnerable to being stopped by armour as ''nothing but energy''), and only the "typed" variants. The kraken, which is baddest monsters such as Gold or Crystal Dragons and Drones deal energy damage.
* ''VideoGame/MonsterHunter'':
** Before ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'',
the first thing to be given untyped damage, is notably stopped dead by typical high-leveled range armour due to using untyped magic.
* ''VideoGame/StarWarsGalaxies'' had
elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the "lightsaber" damage typing (which nothing resisted) and a runner up in stun damage for [=PvP=] (which could be resisted, but at far lower rates than the more common damage typings like Energy or Kinetic).
* ''VideoGame/{{Warframe}}'' features True Damage, which suffers no drawbacks
new Slime element. It does well against any health type all elements, [[StuffBlowingUp it explodes]] and [[ArmorPiercingAttack outright ignores armor]]. Fittingly, it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''VideoGame/MonsterHunter4'' renamed it the rarest damage type more intuitive "Blastblight" and [[{{Nerf}} reined its power in the game; it can't be added to a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore. Most weapons that have a status ailment will usually inflict it once, ''maybe'' twice on a monster during a fight, plus some monsters may be resistant or even immune to the standard status ailments. Blast, however, has almost ''no'' monsters who are resistant to it.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand, Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.
* {{Inverted}} in ''VideoGame/{{Omori}}''
with mods, the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, and it Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only comes inflicted by certain enemies (mostly the many Something variants) or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from finisher attacks, Slash procs, all the other emotions. Additionally, while other emotions confer both positive and a handful of Warframe powers.negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has the most severe negative effect (prevents the affected character from using any skills) with no positive effect.



* In ''VideoGame/{{Diablo}}'', the "magic" element (as distinct from fire and lightning spells) is this in the lore, but ''not'' in the game - enemies can resist or be immune to magic and still vulnerable to the elements, and this is a very common scenario due to the existence of a magic damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefullyOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances and always hits.
** ''VideoGame/{{Diablo II}}'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack for bosses.
* In ''VideoGame/TheElderScrollsVSkyrim'':
** The Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is "bleed" damage from weapons which is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.
* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time. What's even better: No enemy in the entire game inflicts bleed damage by default. The only times you might find yourself exposed to it are the rare instances of some legendary baddy turning the legendary Bleeding weapon they're carrying on the player character.

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* In ''VideoGame/{{Diablo}}'', ''VideoGame/Pikmin2'': The Bulbmin are resistant to ''all'' overworld hazards, instead of just the "magic" element (as distinct from fire and lightning spells) is this standard one the rest of the colored Pikmin are. The game balances them, however, by making them the rarest Pikmin type by far. They are only found in three of the hardest dungeons in the lore, game, you can't take them out of the dungeon you find them in, and at absolute most you can only have up to forty of them at once. The only cave that gives you forty of them is also the one that is on a time limit before an invincible boss chases you.
* ''Franchise/{{Pokemon}}'' has had several throughout its existence:
** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter which starter you picked you were at a disadvantage. Add to it, there was only one dragon type family and only the Champion and final Rival battle used them. This didn't quite work in practice, as while the type's defensive strengths functioned fine, its ''offensive'' capabilities were rendered meaningless by the fact that the type had one (1) damaging move, a FixedDamageAttack that was exempt from ElementalRockPaperScissors entirely.
*** In later generations, more Dragon-type Pokémon and moves were introduced (if it turned out not to be a GameBreaker, why not treat it like the other types?)
but ''not'' it still retained some of this flavor - Dragon-types usually aren't encountered until late in the game, and a great number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. By [[VideoGame/PokemonBlackAndWhite Gen V]], dragons started edging into GameBreaker territory ''anyway'', not because it was inherently a better type, but because dragons are just strong in general. It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.
** While Dragons were intended as this, the real GameBreaker type of Generation 1 was [[PsychicPowers Psychic]]. Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak, and Ghost was actually ineffective against Psychic due to an error. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
** In competitive play, Normal types ruled Gen I along with the Psychics. Since Fighting moves were basically nonexistent in competitive matches, Normal types had no weaknesses to worry about, got a massive variety of attacks, and could abuse the strongest attack
in the game - enemies can resist (at the time): Hyper Beam, which in Gen I didn't need a recharge turn if you knocked out an enemy with it.
** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant
or be immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StatusEffects status effect]], including the "toxic" variant. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
** ''VideoGame/PokemonXDGaleOfDarkness'' only - [[TheCorruption Shadow power]] is explicitly this on an offensive level. Shadow moves aren't very effective on Shadow Pokémon (the only Pokémon that can use Shadow moves), but super-effective against ''everything else!'' Due to Shadow Pokémon being exclusive to Cipher and its affiliates, not a soul outside of Orre is aware of this. [[TheDarkArts Maybe it's better that way.]]
** In the ''VideoGame/PokemonMysteryDungeon'' sub-series, Ghost-type is god. The ability to literally walk through walls is supremely powerful, and it's quite telling that under normal circumstances you aren't allowed to recruit them until you beat the main story.
* ''VideoGame/RuneScape'' includes a combat triangle that states melee is strong to range, range to magic, and
magic and to melee. This transfers over to style armours in the form of rather large resistances to the opposing style while a glaring weakness exists for the others; certain high-end boss monsters have been given essentially an "all" damage type which ignores the armour bonuses making the triangle fairly moot.
** Thankfully, this is averted in the ''Old School'' variant. A select few bosses were given "untyped" damage of the combat triangle, which in practice just means you can't use Protection From X prayers to negate damage, but are
still just as vulnerable to being stopped by armour as the elements, and this is a very common scenario due to the existence of a magic damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefullyOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances and always hits.
** ''VideoGame/{{Diablo II}}'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way.
"typed" variants. The Median XL mod repurposes it as a kind of negative energy attack for bosses.
* In ''VideoGame/TheElderScrollsVSkyrim'':
** The Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is "bleed" damage from weapons
kraken, which is also unresistable, unaffected the first thing to be given untyped damage, is notably stopped dead by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.
typical high-leveled range armour due to using untyped magic.
* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature ''Franchise/ShinMegamiTensei'' series has any the Almighty element. Partial resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time. What's even better: No enemy in the entire game inflicts bleed damage by default. The only times you might find yourself exposed to it are the is extremely rare instances of some legendary baddy turning the legendary Bleeding weapon they're carrying on enemies and available to the player character.only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost. Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main character to use since he gets a unique passive skill late in the game that grants all of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.



* This is one reason why, in ''VideoGame/XenobladeChronicles2'', Mythra and [[VideoGame/{{Xenosaga}} KOS-MOS]] are considered the best Blades in the game. Very few enemies resist Light, and you can always use a Dark attack to ''give'' them a weakness to Light. The only way to balance this is that Mythra is locked to Rex (Meaning that to build up any light elemental chains without using other elements you have to fill Rex's affinity gauge fast) and KOS-MOS is the rarest Blade in the game.

to:

* ''VideoGame/StarWarsGalaxies'' had the "lightsaber" damage typing (which nothing resisted) and a runner up in stun damage for [=PvP=] (which could be resisted, but at far lower rates than the more common damage typings like Energy or Kinetic).
* ''VideoGame/SuperRobotWars'' generally classifies attacks as Physical Blade/[[LaserBlade Energy Blade]]/[[EnergyWeapon Beam]]/[[KineticWeaponsAreJustBetter Bullet]]/Missile/[[AttackDrone Remote]], with some units having abilities which can block attacks of a certain type (such as jamming or reflective armour). However, it sometimes gives Anime/{{Dancougar}}'s attacks the unique "Beast" type which bypasses all such abilities.
* In ''Vattroller X'', the weapons owned by the [[GuestFighter guest characters]] have no type.
This is one reason why, in ''VideoGame/XenobladeChronicles2'', Mythra means that once you [[GuideDangIt insert their passwords]] [[DoubleUnlock and [[VideoGame/{{Xenosaga}} KOS-MOS]] are considered the best Blades in the game. Very few enemies resist Light, and buy them]], you can always use a Dark attack to ''give'' equip them a weakness to Light. The only way to balance this is that Mythra is locked to Rex (Meaning that to build up any light elemental chains without using other elements you have to fill Rex's affinity gauge fast) and KOS-MOS is the rarest Blade in the game. as soon as possible, especially because save slots share equipments.



* ''VideoGame/TheBattleCats'' [[ParodiedTrope parodies]] this. In addition to the other types, represented by [[ColorCodedForYourConvenience flat colours]], [[spoiler:the Cat God]] has his own unique type not shared by anything else in the game, [[spoiler:Cool Dude]], which, functionally, is just the Traitless enemy type under a different name.
* ''Videogame/MightAndMagic'' series has an Energy element in some of its games. Usually nothing in them has any resistance to it whatsoever, and no magic school can cast spells that do energy damage. To you, if it is available at all, it is exclusively through Blasters, an endgame weapons (in ''VI'' the penultimate quest being to retrieve them because FinalBoss is vulnerable to ''nothing but energy''), and only the baddest monsters such as Gold or Crystal Dragons and Drones deal energy damage.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has unstoppable damage which absolutely can not be resisted. They generally come from disruptor blasters and a few rare lightsabers crystals.
* ''VideoGame/MagicalVacation'': Dark magic does double damage to just about every other element in the game and is only weak against Holy magic which itself is the rarest element in the game. The catch? One must have [[SocializationBonus 100 amigos]] to learn the magic, which is an all but impossible task.
* {{Inverted}} in ''VideoGame/{{Omori}}'' with the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, and Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only inflicted by certain enemies (mostly the many Something variants) or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from all the other emotions. Additionally, while other emotions confer both positive and negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has the most severe negative effect (prevents the affected character from using any skills) with no positive effect.

to:

* ''VideoGame/TheBattleCats'' [[ParodiedTrope parodies]] this. In addition to the other types, represented by [[ColorCodedForYourConvenience flat colours]], [[spoiler:the Cat God]] has his own unique type not shared by anything else in the game, [[spoiler:Cool Dude]], which, functionally, is just the Traitless enemy type under a different name.
* ''Videogame/MightAndMagic'' series has an Energy
The "Stasis" element in some ''used'' to be this to a T for the ''WesternAnimation/{{Wakfu}}'' MMORPG, because no enemy had resistances to it (except bosses, to prevent Game Breaker status). "Stasis" is the essence of its games. Usually nothing in them has any destruction and the opposite of Wakfu (the essence of life and growth), so it was only used by the Foggernaut, steam-powered robots who could shoot lasers of Stasis. Only six of the Foggernaut's attacks could cause Stasis damage, and the Foggernaut had no way to gain elemental mastery for Stasis like other elements, so the spells themselves were beefed up to compensate. As of writing, the Foggernaut's Stasis abilities have been revised, and now automatically target the enemies' weakest defense, and the Foggernaut gains mastery equal to the average mastery of his/her other elements. Considering enemies still have no specific resistance to it whatsoever, and no magic school can cast spells ''all'' of the attacks add ''negative'' Stasis resistance to their targets, even the revision fits this trope.
* ''VideoGame/WarcraftIII'' also had chaos damage, which ignored all resistances and damage reduction effects. This was mostly exclusive to the Burning Legion however, and the only unit players got to control (outside of the single-player campaign)
that do energy did chaos damage was the summonable Infernal and the Demon Hunter's [[OneWingedAngel ultimate form]], both of which only lasted a limited time. (The expansion adds a Pit Lord hero that can summon a Doom Guard, which also deals chaos damage much like the Infernal).
** The campaign-only Divine armor type used by some bosses. Whoever has it is invulnerable to (well, takes ScratchDamage from) everything except chaos
damage. To you, if When it appears, either the boss in question isn't supposed to be killed or (in one instance) something else is available at all, needed to gain the ability to kill it; so yes, Divine armor is a honest-to-God PlotArmor.
* ''VideoGame/{{Warframe}}'' features True Damage, which suffers no drawbacks against any health type and [[ArmorPiercingAttack outright ignores armor]]. Fittingly, it's the rarest damage type in the game;
it is exclusively through Blasters, an endgame can't be added to weapons (in ''VI'' the penultimate quest being to retrieve them because FinalBoss is vulnerable to ''nothing but energy''), with mods, and it only the baddest monsters such as Gold or Crystal Dragons comes from finisher attacks, Slash procs, and Drones deal energy damage.
a handful of Warframe powers.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' ''VideoGame/WorldOfWarcraft'' has unstoppable its magic attacks split to schools by damage which absolutely can not be resisted. They generally come from disruptor blasters type. There's fire, frost, nature, arcane and a few rare lightsabers crystals.
* ''VideoGame/MagicalVacation'': Dark magic does double damage to just about every other element in the game and
shadow. While no enemy is only really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy magic which itself damage has no resistance score. To compensate for this, holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.
* This is one reason why, in ''VideoGame/XenobladeChronicles2'', Mythra and [[VideoGame/{{Xenosaga}} KOS-MOS]] are considered the best Blades in the game. Very few enemies resist Light, and you can always use a Dark attack to ''give'' them a weakness to Light. The only way to balance this is that Mythra is locked to Rex (Meaning that to build up any light elemental chains without using other elements you have to fill Rex's affinity gauge fast) and KOS-MOS
is the rarest element Blade in the game. The catch? One must have [[SocializationBonus 100 amigos]] to learn the game.
* ''VideoGame/YggdraUnion'' has this in spades. So, [[TacticalRockPaperScissors swords beat axes, which beats spears, which beat swords. All three of these weapons beat bows, bows beat
magic, and magic beats these three weapons.]] ...and the BigBad has [[GameBreaker SCYTHES]], which is an all but impossible task.
* {{Inverted}}
are strong against the three main weapons and weak against NOTHING. Before you ask, yes, only he can use them.
** Except
in ''VideoGame/{{Omori}}'' the PSP remake, where you can recruit [[OptionalPartyMember a sweet little housewife with the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, gardening scythe.]] [[BadassNormal SHE IS JUST AS STRONG AS DRAGON RIDERS.]]
** Don't forget Durant
and Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only inflicted by certain enemies (mostly the many Something variants) or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from all the his pet dragon! He can upgrade to Gulcasa's class, too, with it. [[GameBreaker So guess what happens to other emotions. Additionally, while enemy units in the game?]]
* Some of the earlier ''Franchise/YuGiOh'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters and a few
other emotions confer both positive and negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has rare ones (and in games that include them, the most severe negative effect (prevents Egyptian God Cards) had the affected character "Divine" attribute that put them outside of the cycle, preventing them from using any skills) with no positive effect.being arbitrarily destroyed.
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* ''VideoGame/GloryOfHeracles'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.

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* ''VideoGame/GloryOfHeracles'' ''VideoGame/GloryOfHeraclesDS'' has the standard four elements, Fire, Earth, Lightning, and Water, which have a cycle of resistances/weaknesses, but then there is the Dark element, which is strong versus all of them! And on top of that, there's the Light element, which is strong versus Dark.
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* The Light element in ''VideoGame/ChildOfLight'', which is not resisted by any enemy and there a quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].

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* The Light element in ''VideoGame/ChildOfLight'', which is not resisted by any enemy and there a there's quite a few weak to it. Light-elemental spells (which are pretty strong) can only be used by the main character. It can also be [[ElementalPunch added to anyone's physical attacks]].
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** Poison in the [[VideoGame/EpicBattleFantasy5 the fifth installment.]] This is mainly because few enemies are immune to it or absorb it and it introduces new status effect, [[TheVirus Virus]]. This is essentially poison on steroids, as it multiplies by itself and spreads to enemies and allies that interact with the infected subject, meaning you can set it up and forget about it. Of course, this means you will most likely get infected with it as well, but you can either make yourself immune to the status or outright absorb poison damage, meaning you can get free healing on top of everything else. Also Virus and actual Poison status stack, so they'll make short work of anything not outright immune to them. Some of bonus bosses practically require poison damage to defeat them.

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** Poison in the [[VideoGame/EpicBattleFantasy5 the fifth installment.]] This is mainly because few enemies are immune to it or absorb it and it introduces new status effect, [[TheVirus Virus]]. This is essentially poison on steroids, as it multiplies by itself and spreads to enemies and allies that interact with the infected subject, meaning you can set it up and forget about it. Of course, this means you will most likely get infected with it as well, but you can either make yourself immune to the status or outright absorb poison damage, meaning you can get free healing on top of everything else. Also Virus and actual Poison status stack, so they'll make short work of anything not outright immune to them. Some of bonus bosses practically require poison damage to defeat them.
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** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and light magic is almost entirely absent. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Thunder is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Dark magic is powerful but inaccurate, like thunder, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 Element too.

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** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and light magic is almost entirely absent. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Thunder is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Dark magic is powerful but inaccurate, like thunder, Thunder, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 Infinity +1 Element too.
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The paragraph on Fire Emblem Awakening didn't use the correct terminology, and the Book of Naga being reworked into a Wind tome is just straight up wrong, as it has a unique icon.


** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and Light magic no longer exists. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Lightning is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Darkness is powerful but inaccurate, like Lightning, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using Tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is treated as a Wind tome, even though it was a Light tome in past games and in this game it has anti-dragon properties instead of just anti-flying. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 element too.

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** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and Light light magic no longer exists.is almost entirely absent. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts Speed. Fire is balanced, has a spell that boosts Magic. Lightning Thunder is inaccurate, but the most powerful, and has a critical chance. Its top spells boost Skill and have high critical rates. Darkness Dark magic is powerful but inaccurate, like Lightning, thunder, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using Tomes), tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and the DLC versions of Micaiah and Katarina.[[/note]] The Book of Naga is treated as a Wind tome, even though it was a Light tome in past games and in this game it has anti-dragon properties instead of just anti-flying. the only light magic tome. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 element Element too.
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clarified that Afraid in Omori (Infinity -1 Element) was inflicted by some enemies, not used by them


* {{Inverted}} in ''VideoGame/{{Omori}}'' with the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, and Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only available to certain enemies or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from all the other emotions. Additionally, while other emotions confer both positive and negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has the most severe negative effect (prevents the affected character from using any skills) with no positive effect.

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* {{Inverted}} in ''VideoGame/{{Omori}}'' with the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, and Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only available to inflicted by certain enemies (mostly the many Something variants) or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from all the other emotions. Additionally, while other emotions confer both positive and negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has the most severe negative effect (prevents the affected character from using any skills) with no positive effect.

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pointed out that Yugioh's Egyptian Gods do get innate gameplay benefits


* In ''Anime/YuGiOh'', the Egyptian God Cards (and in the [[Anime/YuGiOh5Ds 5D's]] anime, the [[Myth/NorseMythology Aesir]]) are DIVINE-Attribute and Divine Beast-Type, which more reflects on their status as PhysicalGods than conferring any innate gameplay benefit. In fact, even though the Egyptian God Cards now have official tournament-legal counterparts, they're not very playable ''because'' of their unique Attribute and Type, which means they have ''no'' support whatsoever.

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* In ''Anime/YuGiOh'', the Egyptian God Cards (and in the [[Anime/YuGiOh5Ds 5D's]] anime, the [[Myth/NorseMythology Aesir]]) are DIVINE-Attribute and Divine Beast-Type, which more reflects on their status as PhysicalGods than conferring any innate and confers some gameplay benefit. In fact, benefits such as immunity to monster effects, resistance to all spells, and inability to trigger traps. However, even though the Egyptian God Cards now have official tournament-legal counterparts, they're not very playable ''because'' of their unique Attribute and Type, which means they have ''no'' support whatsoever.
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* ''VideoGame/{{Warframe}}'' features Finisher damage, which suffers no drawbacks against any health type and outright [[ArmorPiercingAttack ignores armor and shields]]. Fittingly, it's the rarest damage type in the game; it can't be added to weapons with mods, and it only comes from [[ExactlyWhatItSaysOnTheTin Finisher attacks]], Slash procs, and a handful of Warframe powers. It also doesn't have any status effects of its own.

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* ''VideoGame/{{Warframe}}'' features Finisher damage, True Damage, which suffers no drawbacks against any health type and outright [[ArmorPiercingAttack outright ignores armor and shields]]. armor]]. Fittingly, it's the rarest damage type in the game; it can't be added to weapons with mods, and it only comes from [[ExactlyWhatItSaysOnTheTin Finisher attacks]], finisher attacks, Slash procs, and a handful of Warframe powers. It also doesn't have any status effects of its own.powers.
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oops. missed a spot.


Naturally, the ability to be strong against ''every single element'' makes these types of things more or less an intentional GameBreaker, so they're generally hidden at the end of {{Bonus Boss}}es or ThatOneSidequest. Sometimes overlaps with NonElemental, though NonElemental monsters tend more toward being [[JackOfAllStats Jacks of All Stats]] --Infinity Plus One Elementals tend to be [[MasterOfAll better at everything.]] Sometimes takes the form of an EleventhHourSuperpower. Compare ElementNumberFive, which may overlap, and ElementalTiers, where it's due to a balance mistake rather than a deliberate design.

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Naturally, the ability to be strong against ''every single element'' makes these types of things more or less an intentional GameBreaker, so they're generally hidden at the end of {{Bonus Boss}}es {{Superboss}}es or ThatOneSidequest. Sometimes overlaps with NonElemental, though NonElemental monsters tend more toward being [[JackOfAllStats Jacks of All Stats]] --Infinity Plus One Elementals tend to be [[MasterOfAll better at everything.]] Sometimes takes the form of an EleventhHourSuperpower. Compare ElementNumberFive, which may overlap, and ElementalTiers, where it's due to a balance mistake rather than a deliberate design.
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Bonus Boss was renamed by TRS


However, [[BossBattle Bosses]] (especially [[BonusBoss bonus]] ones) and OlympusMons don't always play by these rules. So frequently in [=RPG=]s or games with RPGElements, you'll encounter a rare {{Mon}}, spell, or other doohicky that ''doesn't'' play by the rule of ElementalRockPaperScissors. It frequently has its ''own'' unique "element," shared by no (or ''very'' few other) monsters, spells, weapons, or whatever. It belongs to an Infinity Plus One Element. Said element generally has the following traits:

to:

However, [[BossBattle Bosses]] (especially [[BonusBoss bonus]] ones) {{Superboss}}es) and OlympusMons don't always play by these rules. So frequently in [=RPG=]s or games with RPGElements, you'll encounter a rare {{Mon}}, spell, or other doohicky that ''doesn't'' play by the rule of ElementalRockPaperScissors. It frequently has its ''own'' unique "element," shared by no (or ''very'' few other) monsters, spells, weapons, or whatever. It belongs to an Infinity Plus One Element. Said element generally has the following traits:



* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'': Entering Fury mode allows both Spyro and Cynder to use a special "Fury Flame" BreathWeapon. It has no particular element, and does a ''lot'' of damage to the [[BonusBoss Elite Enemies]] specifically.

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* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'': Entering Fury mode allows both Spyro and Cynder to use a special "Fury Flame" BreathWeapon. It has no particular element, and does a ''lot'' of damage to the [[BonusBoss [[OptionalBoss Elite Enemies]] specifically.



** A BonusBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
** In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the BonusBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.

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** A BonusBoss An OptionalBoss of ''VideoGame/FinalFantasyVII'' has a special "untyped" elemental attack. Of course you can protect yourself against it [[GoodBadBugs with the right materia configuration]].
** In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the BonusBoss OptionalBoss Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
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* The later ''Franchise/{{Castlevania}}'' games can be like this with the Holy/Light elemental. It's not that it is broken in and in itself, considering it depends almost entirely on the enemies you fight and some DO resist it, it's that over half of the enemies ARE weak to it. In the [[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow games]], Holy damage is also pretty uncommon for Soma to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.

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* The later ''Franchise/{{Castlevania}}'' games can be like this with the Holy/Light elemental. It's not that it is broken in and in itself, considering it depends almost entirely on the enemies you fight and some DO resist it, it's that over half of the enemies ARE weak to it. In the [[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow games]], ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow'', Holy damage is also pretty uncommon for Soma to come by. Most things that resist Holy don't take much damage, or are weak to Dark, that isn't too hard to get. Additionally, aside from bosses, Holy-resisting enemies don't take many hits, or it's a monster that resists EVERYTHING.
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* ''Manga/YuYuHakusho'': ''Sei Kou ki'', or Sacred Energy, is considered the ultimate type of power, far superior to both ''Youki'' (Demon Energy) and ''Reiki'' (Spirit Energy). It normally takes 40 years of intense meditation and training to master, but Sensui [[LoopHoleAbuse cheated]] by having each of his [[SplitPersonality seven personalities]] do the training at the same time, so he achieved it in less than 6 years. Even Koenma's trump card, the Mafuuken, a spirit-energy based spell built up over centuries that was designed to seal the most powerful demons in the absolute worst-case scenario, failed to contain Sensui due to the fact that it was designed to work against demons, and it just wasn't that effective against Sacred energy. However, while his Sacred energy may have been stronger pound-for-pound than any other type of spiritual power, it could still be overwhelmed by enough brute force, which was just what happened when Yusuke was temporarily [[DemonicPossession possessed]] by his [[LivingDistantAncestor ancestor]] Raizen, because he was simply that much more powerful than Sensui.
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* {{Inverted}} in ''VideoGame/{{Omori}}'' with the Afraid emotion. The standard emotions form a Rock-Paper-Scissors relationship (Happy beats Angry, Angry beats Sad, and Sad beats Happy, while Neutral is unaffected by anything). The Afraid emotion is much rarer, only available to certain enemies or in story-driven battles, but it is the ''weakest'' emotion. An Afraid character takes more damage from all the other emotions. Additionally, while other emotions confer both positive and negative effect (e.g. Angry increases Attack but reduces Defense), Afraid has the most severe negative effect (prevents the affected character from using any skills) with no positive effect.

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** Before ''3 Ultimate'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''4'' renamed it to the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore.
*** Most weapons that have a status ailment will usually inflict it once, ''maybe'' twice on a monster during a fight, plus some monsters may be resistant or even immune to the standard status ailments. Blast, however, has almost ''no'' monsters who're resistant to it.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.

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** Before ''3 Ultimate'', ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''4'' ''VideoGame/MonsterHunter4'' renamed it to the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore.
***
anymore. Most weapons that have a status ailment will usually inflict it once, ''maybe'' twice on a monster during a fight, plus some monsters may be resistant or even immune to the standard status ailments. Blast, however, has almost ''no'' monsters who're who are resistant to it.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness; on the other hand hand, Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.



* The ''Franchise/ShinMegamiTensei'' series has the Almighty element. Partial resistance is extremely rare on enemies and available to the player only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost.
** Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main character to use since he gets a unique passive skill late in the game that grants all of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.

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* The ''Franchise/ShinMegamiTensei'' series has the Almighty element. Partial resistance is extremely rare on enemies and available to the player only in [[VideoGame/DevilSurvivor2 one spinoff title]], while full immunity is relegated to bosses with StoryDrivenInvulnerability or ThatOneAttack. To offset the overall lack of targets that can resist Almighty, most Almighty attacks will carry a high MP/[[VideoGame/Persona3 S]][[VideoGame/Persona4 P]] cost.
**
cost. Ironically, in ''VideoGame/ShinMegamiTenseiIVApocalypse'', Almighty is the ''worst'' element for the main character to use since he gets a unique passive skill late in the game that grants all of his attacks Pierce properties and Pierce now breaks through Repel-level defenses.
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Crosswicking Pokemon Wack and making a Fan Works folder for it.




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[[folder:Fan Works]]
* ''VideoGame/PokemonWack'': The Void and Wack types. Void is immune to every type in the game, and Wack resists every type and is super effective against every type. These types are reserved for a few special bosses.
[[/folder]]

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