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** The survivor AI will sometimes teleport to save other survivors form a "point of no return". Once you get past the point, there is no way to proceed further. Survivors left hanging behind sometimes get pinned by infected, and any human survivors would not be able to help the pinned survivor, even though an AI survivor can teleport back to help the pinned survivor.

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** The survivor AI will sometimes teleport to save other survivors form a "point of no return". Once you get past the point, there is no way to proceed further.recede. Survivors left hanging behind sometimes get pinned by infected, and any human survivors would not be able to help the pinned survivor, even though an AI survivor can teleport back to help the pinned survivor.
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* A computer version of Avalon Hill's board game Diplomacy allows fleets to support attacks into adjacent inland provinces or coastal provinces that share only a land border, though this is more likely a programming glitch than deliberate cheating. The interface does not allow a human player to submit such an order.

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* A computer version of Avalon Hill's board game Diplomacy ''TabletopGame/{{Diplomacy}}'' allows fleets to support attacks into adjacent inland provinces or coastal provinces that share only a land border, though this is more likely a programming glitch than deliberate cheating. The interface does not allow a human player to submit such an order.



* AI aircraft in ''MS Flight Simulator'' will nonchalantly blaze right through the player, taking no damage while the player's airplane falls out of the sky. Gods help you if you're running a virtual airline add-on when this happens. They also blatantly ignore ATC instructions and FAA regulations with no penalties. Real-world pilots playing MSFS tend to turn off AI traffic for exactly this reason.

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* AI aircraft in ''MS Flight Simulator'' ''VideoGame/MicrosoftFlightSimulator'' will nonchalantly blaze right through the player, taking no damage while the player's airplane falls out of the sky. Gods help you if you're running a virtual airline add-on when this happens. They also blatantly ignore ATC instructions and FAA regulations with no penalties. Real-world pilots playing MSFS tend to turn off AI traffic for exactly this reason.



* In ''Xenosaga Episode I'', enemies seem to get unlimited boosts that completely fudge the order of character and enemy turns. Its sequels, luckily, restrict them.

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* In ''Xenosaga ''VideoGame/{{Xenosaga}} Episode I'', enemies seem to get unlimited boosts that completely fudge the order of character and enemy turns. Its sequels, luckily, restrict them.
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* ''VideoGame/PerfectDark'' features the [[HarderThanHard Dark Sims]] in multiplayer, who combine PerfectPlayAI with TheComputerIsACheatingBastard. The Dark Sims can teleport at will, fire at a faster rate than a human, and have nearly instant reload times. On top of that, they seem to peak out of corners right when you're coming around them and blast you with ''just'' enough frames for them to get back into cover. To the game's credit, it tells you that the Dark Sims can do all of this before you pick them, so at least [[Administrivia/YouHaveBeenWarned you were warned]].

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* ''VideoGame/PerfectDark'' features the [[HarderThanHard Dark Sims]] in multiplayer, who combine PerfectPlayAI with TheComputerIsACheatingBastard. The Dark Sims can teleport at will, fire at a faster rate than a human, and have nearly instant reload times. On top of that, they seem to peak peek out of corners right when you're coming around them and blast you with ''just'' enough frames for them to get back into cover. To the game's credit, it tells you that the Dark Sims can do all of this before you pick them, so at least [[Administrivia/YouHaveBeenWarned you were warned]].
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* In the [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames fifth-gen]] ''VideoGame/{{Wipeout}}'' games, when you push an opponent off the track they will just ''clip through'' obstacles and ignore gravity [[HoistByHisOwnPetard while you]] collide with the wall or fall into the pit you tried to push them into. They also do not brake for corners and start off the race by blasting off into the distance and then slowing down.

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* In the [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames [[MediaNotes/TheFifthGenerationOfConsoleVideoGames fifth-gen]] ''VideoGame/{{Wipeout}}'' games, when you push an opponent off the track they will just ''clip through'' obstacles and ignore gravity [[HoistByHisOwnPetard while you]] collide with the wall or fall into the pit you tried to push them into. They also do not brake for corners and start off the race by blasting off into the distance and then slowing down.

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** ''VideoGame/PokemonMasters'' has it both ways with regards to [[LimitBreak sync moves]]: The player's sync moves can only damage one Pokémon, while the opponent's sync moves damage all the player's Pokémon. On the plus side, the player has three sync moves (one for each Pokémon they have) they can use, while the opponent only has one.
** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is the titular Arceus itself, who can change types by using the plates, which are Key Items in the game (Akin to its ability Multitype), and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.

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** ''VideoGame/PokemonMasters'' has it both ways with regards to [[LimitBreak sync moves]]: The player's sync moves can only damage one Pokémon, Pokémon (unless they're a 6* EX Strike Pair or have the Strike EX Role), while the opponent's sync moves damage all the player's Pokémon. On the plus side, the player has three sync moves (one for each Pokémon they have) they can use, while the opponent only has one.
** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is the titular Arceus itself, who can change types by using the plates, which are Key Items in the game (Akin (akin to its ability Multitype), and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.ability.
*** ''Legends Arceus'' has a more straightforward example in the form of the FinalBoss, [[spoiler:Volo]]. He fights you with a full team of six Pokémon, but straight after you beat him, he summons [[spoiler:Giratina]] and sics it on you. And after you beat ''that'', [[spoiler:it [[TurnsRed changes into its Origin Forme]] and you have to beat it ''again'']]. This essentially amounts to [[spoiler:Volo]] using ''eight'' Pokémon in a single trainer battle, when the usual limit is six.



** In all versions, Little Mac has to get to a full standing position before the KO count will stop, but the opponent only needs to twitch to stop or pause it. The only exception is the SNES Version, where the opponents can stand all the way up, only to fall back down again, and the count will keep going until they're actually up and ready to continue the fight. On the other hand, in the SNES version, unlike the other games (or actual boxing) where you have three rounds and after which you can still win by decision, you ''have'' to KO or TKO your oponent before time is up or you lose, no matter how much health you have over the oponent.

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** In all versions, Little Mac has to get to a full standing position before the KO count will stop, but the opponent only needs to twitch to stop or pause it. The only exception is the SNES Version, version, where the opponents can stand all the way up, only to fall back down again, and the count will keep going until they're actually up and ready to continue the fight. On the other hand, in the SNES version, unlike the other games (or actual boxing) where you have three rounds and after which you can still win by decision, you ''have'' to KO or TKO your oponent before time is up or you lose, no matter how much health you have over the oponent.
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* In ''VideoGame/ShinMegamiTenseiIIINocturne'', the Trumpeter has an attack he uses periodically that instantly kills whoever has the lowest HP, as well as another that fully heals whoever has the lowest HP, including himself. That means he can also OneHitKO himself, right? Wrong! If the Trumpeter gets off his instant kill attack while he's the one with the lowest HP, it will instead target the protagonist.
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* In ''VideoGame/TrialsOfMana'', enemies who can use Techs can use them as a counter to your Techs/Magic, as a desperation attack when they're almost dead, or whenever they feel like it (even though the player needs to attack multiple times to use a Tech). This can be particularly dangerous near the end of the game when some mooks have Techs that can wipe out your entire party in one or two hits. A simple way out is not using any magic or techs and only use normal attack, the game is designed to have enemies counter every single special move but uses very little tech if you simply use normal attack.

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* In the Super Famicom version of ''VideoGame/TrialsOfMana'', enemies who can use Techs can use them as a counter to your Techs/Magic, as a desperation attack when they're almost dead, or whenever they feel like it (even though the player needs to attack multiple times to use a Tech). This can be particularly dangerous near the end of the game when some mooks have Techs that can wipe out your entire party in one or two hits. A simple way out is not using any magic or techs and only use normal attack, the game is designed to have enemies counter every single special move but uses very little tech if you simply use normal attack. (In the remake, tech-using monsters ''can'' still use them more freely than you can, but they do not counter your own techs and magic any longer.)

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CommonKnowledge.Pokemon explicitly refutes the RNG being rigged. Arena Trap doesn't work on Flying-types anyway.


*** Lance in ''Gold''/''Silver''/''Crystal'' versions uses two Dragonite at Level 47 and a third at Level 50, while the lowest level at which a player can legitimately have one is Level 55. In ''Red''/''Blue''/''Yellow'', his Dragonite knows Barrier, a move which is impossible for a human-owned Dragonite to learn. [[note]] Until 2016, when he finally gets to learn Barrier legally.... at least, the event Dragonites that are in themselves a reference to Lance's Dragonite.[[/note]] His ''Gold''/''Silver''/''Crystal'' Aerodactyl has Rock Slide, which that generation's players' Aerodactyl didn't have access to, but later generations did (too bad you can't trade back...). In ''[=HeartGold=]/[=SoulSilver=]'', he has one at Level 40, two at Level 49, and one at Level 50. Dragonite can once again only be obtained at Level 55 or higher, except through an event at Level 50, which is STILL higher than three of Lance's.
*** In ''Black/White'' you have the pleasure to face a Level 54 Hydreigon. Normally, its pre-evolution wouldn't evolve until Level ''64''. It also has perfect [=IVs=] and uses all its [=EVs=]. It will destroy your team. Earlier, Grimsley uses a Level 50 Bisharp -- there is no way to legitimately get a Bisharp until 52.

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*** Lance in ''Gold''/''Silver''/''Crystal'' versions ''VideoGame/PokemonGoldAndSilver'' uses two Dragonite at Level 47 and a third at Level 50, while the lowest level at which a player can legitimately have one is Level 55. In ''Red''/''Blue''/''Yellow'', his Dragonite knows Barrier, a move which is impossible for a human-owned Dragonite to learn. [[note]] Until 2016, when he finally gets to learn Barrier legally.... at least, the event Dragonites that are in themselves a reference to Lance's Dragonite.[[/note]] His ''Gold''/''Silver''/''Crystal'' Aerodactyl has Rock Slide, which that generation's players' Aerodactyl didn't have access to, but later generations did (too bad you can't trade back...). In ''[=HeartGold=]/[=SoulSilver=]'', he has one at Level 40, two at Level 49, and one at Level 50. Dragonite can once again only be obtained at Level 55 or higher, except through an event at Level 50, which is STILL higher than three of Lance's.
*** In ''Black/White'' ''VideoGame/PokemonBlackAndWhite'' you have the pleasure to face a Level 54 Hydreigon. Normally, its pre-evolution wouldn't evolve until Level ''64''. It also has perfect [=IVs=] and uses all its [=EVs=]. It will destroy your team. Earlier, Grimsley uses a Level 50 Bisharp -- there is no way to legitimately get a Bisharp until 52.



** In the Battle Tower, should the player and the opponent be down to their last Pokémon, the Self-KO (Kamikaze) Clause comes into play, where the player loses if he or she happens to command a Pokémon to use Explosion or Selfdestruct. But say the ''computer'' decides to finish the match with an all-out Explosion? The player still loses without the opponent being penalized, despite the sacrificial KO being ''solely'' the fault of the computer. Similar unfairness occurs when both Pokémon faint simultaneously due to the effects of Destiny Bond or Perish Song. So if you lose, the computer wins. If you "tie" with the computer, the computer ''still'' wins. To "win" (and thus preserve streaks), you have to ''win'', no questions asked.
** Also with the Battle Tower, as well as all of the various post-game battle facilities throughout the series, as you increase your win streak the game will begin to fudge RNG in an attempt to screw you over. There are no shortage of horror stories out there of a Walrein getting off Quick Claw + Sheer Cold three times in a row.[[note]]Quick Claw is a held item that makes its user have a 20% chance of moving before the opponent. Sheer Cold is an instant KO move that has an accuracy based on how high your level is compared to your opponent's, being 30% accurate in this case because you and the Walrein are the same level. Successfully using both 3 times in a row has a 0.0216% chance of happening.[[/note]]

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** In the Battle Tower, should the player and the opponent be down to their last Pokémon, the Self-KO (Kamikaze) Clause comes into play, where the player loses if he or she happens to command a Pokémon to use Explosion or Selfdestruct.Self-Destruct. But say the ''computer'' decides to finish the match with an all-out Explosion? The player still loses without the opponent being penalized, despite the sacrificial KO being ''solely'' the fault of the computer. Similar unfairness occurs when both Pokémon faint simultaneously due to the effects of Destiny Bond or Perish Song. So if you lose, the computer wins. If you "tie" with the computer, the computer ''still'' wins. To "win" (and thus preserve streaks), you have to ''win'', no questions asked.
** Also with the Battle Tower, as well as all of the various post-game battle facilities throughout the series, as you increase your win streak the game will begin to fudge RNG in an attempt to screw you over. There are no shortage of horror stories out there of a Walrein getting off Quick Claw + Sheer Cold three times in a row.[[note]]Quick Claw is a held item that makes its user have a 20% chance of moving before the opponent. Sheer Cold is an instant KO move that has an accuracy based on how high your level is compared to your opponent's, being 30% accurate in this case because you and the Walrein are the same level. Successfully using both 3 times in a row has a 0.0216% chance of happening.[[/note]]
asked.



*** In ''VideoGame/PokemonXAndY'', the Legendary Bird that you're chasing [[note]]dependent on your chosen starter Pokémon[[/note]] will flee the first ten encounters with the player, who does not get to use a move to try and trap it. "Trapping" Abilities like Arena Trap and Shadow Tag also do not apply to these encounters. Furthermore, though the encounter is played out like a "battle", the player does not even get an opportunity to select a move or use an item, preventing the player from even trying to catch it until it's good and ready to be fought properly, despite the fact that in all other battles, trainer actions (like item use) take place before Pokémon actions.
** In the first generation of games, the player's Pokémon are the only ones that can have their moves run out of [[{{Mana}} PP.]]
** Actually downplayed in the Battle Maison for ''VideoGame/PokemonXAndY''. There are instances of abilities/items unavailable for this generation, such as Contrary Serperior or Snow Warning Aurorus [[note]]programmed in and intended as Hidden Abilities, but unreleased when the games launched, though they were eventually released late in the generation as Pokémon Bank and tournament rewards respectively.[[/note]], and Jaboca Berry [[note]]available in Gen V, but unavailable in -- and cannot be transferred via Pokémon Bank to -- Gen VI, etc.[[/note]], but they are examples of moves/items that were DummiedOut for some reason, not illegal moves and items per se. Playing fair: Pretty much everything else. With the exception of the above, all movesets/abilities of opponent's Pokémon are obtainable by the player, and the legendaries being used in the consecutive battles are all legal in rated battles.

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*** In ''VideoGame/PokemonXAndY'', the Legendary Bird legendary bird that you're chasing [[note]]dependent chasing[[note]]dependent on your chosen starter Pokémon[[/note]] will flee the first ten encounters with the player, who does not get to use a move to try and trap it. "Trapping" Abilities like Arena Trap and Shadow Tag also do not apply to these encounters. Furthermore, though the encounter is played out like a "battle", the player does not even get an opportunity to select a move or use an item, preventing the player from even trying to catch it until it's good and ready to be fought properly, despite the fact that in all other battles, trainer actions (like item use) take place before Pokémon actions.
** In the first generation of games, ''VideoGame/PokemonRedAndBlue'', the player's Pokémon are the only ones that can have their moves run out of [[{{Mana}} PP.]]
** Actually downplayed in the Battle Maison for ''VideoGame/PokemonXAndY''. There are instances of abilities/items unavailable for this generation, such as Contrary Serperior or Snow Warning Aurorus [[note]]programmed Aurorus[[note]]programmed in and intended as Hidden Abilities, but unreleased when the games launched, though they were eventually released late in the generation as Pokémon Bank and tournament rewards respectively.[[/note]], and Jaboca Berry [[note]]available Berry[[note]]available in Gen V, but unavailable in -- and cannot be transferred via Pokémon Bank to -- Gen VI, etc.[[/note]], but they are examples of moves/items that were DummiedOut for some reason, not illegal moves and items per se. Playing fair: Pretty much everything else. With the exception of the above, all movesets/abilities of opponent's Pokémon are obtainable by the player, and the legendaries being used in the consecutive battles are all legal in rated battles.
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added example(s) Also note: No enemies have Devil Axe/Sword in the original Fire Emblem Shadow Dragon And The Blade Of Light

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** In both ''VideoGame/FireEmblemGaiden'' and ''VideoGame/FireEmblemMysteryOfTheEmblem'' (Original only, not the remake), enemies will never backfire from weapons that can backfire (Shadow Sword in ''Gaiden'', Devil Axe and Devil Sword in ''Mystery'') while the player units are still stuck with the (21-Luck)% chance. This is dropped starting from ''[[VideoGame/FireEmblemThracia776 Thracia 776]]'', where enemies can ''and will'' be very likely to suffer Devil Axe backfire themselves due to their low (often non-existent) luck.
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* ''VideoGame/FZero'':

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* ''VideoGame/FZero'':''VideoGame/FZero1990'':
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* If you're playing in Endurance or Grand Prix mode in ''VideoGame/DaytonaUSA 2'', you have to deal with a slowly draining supply of gasoline as well as tire erosion. The only way to repenish your gas and change your tires is by making pit stops, which eats up a ton of time. The computer racers don't have to deal with this, so they never have to pit.

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* If you're playing in Endurance or Grand Prix mode in ''VideoGame/DaytonaUSA 2'', you have to deal with a slowly draining supply of gasoline as well as tire erosion. The only way to repenish replenish your gas and change your tires is by making pit stops, which eats up a ton of time. The computer racers don't have to deal with this, so they never have to pit.
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** If you're playing in Endurance or Grand Prix mode in ''VideoGame/DaytonaUSA 2'', you have to deal with a slowly draining supply of gasoline as well as tire erosion. The only way to repenish your gas and change your tires is by making pit stops, which eats up a ton of time. The computer racers don't have to deal with this, so they never have to pit.

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** * If you're playing in Endurance or Grand Prix mode in ''VideoGame/DaytonaUSA 2'', you have to deal with a slowly draining supply of gasoline as well as tire erosion. The only way to repenish your gas and change your tires is by making pit stops, which eats up a ton of time. The computer racers don't have to deal with this, so they never have to pit.
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** If you're playing in Endurance or Grand Prix mode in ''VideoGame/DaytonaUSA 2'', you have to deal with a slowly draining supply of gasoline as well as tire erosion. The only way to repenish your gas and change your tires is by making pit stops, which eats up a ton of time. The computer racers don't have to deal with this, so they never have to pit.
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* {{Inverted}} in ''VideoGame/LikeADragonInfiniteWealth'': battles are typically conducted in a turn-based system, but Kiryu has a special ability called "[[SuperMode Dragon Resurgence]]" which allows him to ''break'' the turn-based battle system and attack enemies in realtime, ala pre-''VideoGame/YakuzaLikeADragon'' games.

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* The Aetherium Wars side mode in ''VideoGame/HonkaiStarRail'' allows players to [[DoesThisRemindYouOfAnything command a team of enemy monsters against other players eerily similar to Pokemon]]. However, several units fight differently when the player controls them than when they're fought as an enemy (even as an enemy controlled by a human in Aetherium Wars). This can also be an inversion depending on the difference.
** Aurumaton Gatekeepers typically automatically trigger Sanction Mode after being attacked 3 times and can also use Dread to increase Sanction Mode by 33%. However, player controlled Aurumaton Gatekeepers can only use Sanction Mode after accumulating 3 units of energy, and Dread is also an attacking move that can debuff enemies.
** AI controlled Frigid Prowlers can summon Everwinter Shadewalkers and later devour them to increase their attack. But players cannot summon Everwinter Shadewalkers and instead absorb adjacent allies' HP.
** Blazes Out of Space controlled by AI can use Molten Fusion to raise their attack by 30%. Player controlled Blazes Out of Space cannot use Molten Fusion.

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* ''VideoGame/HonkaiStarRail'', by and large, does not pretend to be a symmetrical game, with several mechanics only being available to one side or the other (for instance, enemies aren't bound by SP, but they also can't use ultimates). ''That said'':
**Several status effects work slightly differently depending on the side of the field they're on-- Bleed, shock, and burn have much higher stack limits when they're on your characters, and imprisoned only deals damage to playable characters.
**
The Aetherium Wars side mode in ''VideoGame/HonkaiStarRail'' allows players to event about [[DoesThisRemindYouOfAnything an oddly familiar game]] where you [[VideoGame/{{Pokemon}} command a team of enemy monsters in fights against other players eerily similar doing the same]] initially ''tries'' to Pokemon]]. However, several units fight differently when seem like enemies are following the same rules as the players-- Enemies follow the same teambuilding restrictions as the player controls them than when they're fought as an enemy (even as an enemy controlled by a human in Aetherium Wars). This can also be an inversion depending on and they even have the difference.
** Aurumaton Gatekeepers typically automatically trigger Sanction Mode after being attacked 3 times and can also use Dread to increase Sanction Mode by 33%. However, player controlled Aurumaton Gatekeepers can only use Sanction Mode after accumulating 3 units
same ults... but the ults are used ''in lieu of energy, and Dread is also an attacking move that can debuff enemies.
** AI controlled Frigid Prowlers can summon Everwinter Shadewalkers and later devour them to increase
their attack. But players cannot summon Everwinter Shadewalkers and regular turn'' instead absorb adjacent allies' HP.
** Blazes Out
of Space controlled by AI can use Molten Fusion in addition to raise it, and as the event goes on it becomes more and more apparent that the enemy monsters are much closer to their attack by 30%. Player controlled Blazes Out of Space cannot use Molten Fusion.main-game counterparts than the versions that the player gets are.
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** ''VideoGame/FireEmblemThracia776'' contains an example that you'll only realize in retrospect: throughout the game you face Dark Mages, who use a spell that does heavy damage ''and'' inflicts [[StatusEffects Poison.]] When you later get a Dark Mage of your own, the same spell used by you ''doesn't poison.''

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** ''VideoGame/FireEmblemThracia776'' contains an example that you'll only realize in retrospect: throughout the game you face Dark Mages, who use a spell that does heavy damage ''and'' inflicts [[StatusEffects Poison.]] [[StatusInflictionAttack Poison]]. When you later get a Dark Mage of your own, the same spell used by you ''doesn't poison.''

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