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* ''VideoGame/LegacyOfKain: SoulReaver'' has glyph spells. They're only attainable by completing increasingly complicated side-levels (some of which would be nigh-impossible without a strategy guide). Since the bosses are all puzzle-fights (figure out their one weakness, which always involves environmental weapons), the glyphs are useless against them. In addition, the "magic points" necessary to use them are limited and hidden. On top of that, only two of the 6 glyphs could consistently kill normal enemies. The only reasons to actually use them are laziness (they restrain/kill enemies in a large area), gratification for completing the ridiculous puzzles necessary to find them, and because they look cool.

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* ''VideoGame/LegacyOfKain: SoulReaver'' ''[[VideoGame/LegacyOfKain Legacy of Kain: Soul Reaver]]'' has glyph spells. They're only attainable by completing increasingly complicated side-levels (some of which would be nigh-impossible without a strategy guide). Since the bosses are all puzzle-fights (figure out their one weakness, which always involves environmental weapons), the glyphs are useless against them. In addition, the "magic points" necessary to use them are limited and hidden. On top of that, only two of the 6 glyphs could consistently kill normal enemies. The only reasons to actually use them are laziness (they restrain/kill enemies in a large area), gratification for completing the ridiculous puzzles necessary to find them, and because they look cool.
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*** Aspir also deserves special mention, as it's a ManaDrain spell whose restoration effect depends on ''physical'' attack power, [[DidntThinkThisThrough which works about as well as you'd expect]] on a [[SquishyWizard magic user]]. Though it is quite useful when used as [[MagicKnight Sword Magic]] instead.
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man I don\'t know what I\'m doing


* ''Fallout: New Vegas'' has no shortage of these perks. In Shining Armour, according to the description, reduces the damage you take from energy weapons if you're wearing metal armour. In reality, it's glitched and does nothing at all. Nerves of Steel is intended to increase AP regeneration by 20%, but actually gives you 1 AP every 10 seconds, a ridiculously minuscule amount that you'll likely never benefit from. Certified Tech says it gives you an extra 25% critical hit chance against robots, but it's also glitched and instead gives 0.25% chance... which is automatically rounded down to 0% and therefore has no benefit. The list goes on.

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* ''Fallout: ''VideoGame/{{Fallout New Vegas'' Vegas}}'' has no shortage of these perks. In Shining Armour, according to the description, reduces the damage you take from energy weapons if you're wearing metal armour. In reality, it's glitched and does nothing at all. Nerves of Steel is intended to increase AP regeneration by 20%, but actually gives you 1 AP every 10 seconds, a ridiculously minuscule amount that you'll likely never benefit from. Certified Tech says it gives you an extra 25% critical hit chance against robots, but it's also glitched and instead gives 0.25% chance... which is automatically rounded down to 0% and therefore has no benefit. The list goes on.
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* ''VideoGame/{{Fallout: New Vegas}} has no shortage of these perks. In Shining Armour, according to the description, reduces the damage you take from energy weapons if you're wearing metal armour. In reality, it's glitched and does nothing at all. Nerves of Steel is intended to increase AP regeneration by 20%, but actually gives you 1 AP every 10 seconds, a ridiculously minuscule amount that you'll likely never benefit from. Certified Tech says it gives you an extra 25% critical hit chance against robots, but it's also glitched and instead gives 0.25% chance... which is automatically rounded down to 0% and therefore has no benefit. The list goes on.

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* ''VideoGame/{{Fallout: ''Fallout: New Vegas}} Vegas'' has no shortage of these perks. In Shining Armour, according to the description, reduces the damage you take from energy weapons if you're wearing metal armour. In reality, it's glitched and does nothing at all. Nerves of Steel is intended to increase AP regeneration by 20%, but actually gives you 1 AP every 10 seconds, a ridiculously minuscule amount that you'll likely never benefit from. Certified Tech says it gives you an extra 25% critical hit chance against robots, but it's also glitched and instead gives 0.25% chance... which is automatically rounded down to 0% and therefore has no benefit. The list goes on.
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Added New Vegas\'s uselessly useful perks.

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*''VideoGame/{{Fallout: New Vegas}} has no shortage of these perks. In Shining Armour, according to the description, reduces the damage you take from energy weapons if you're wearing metal armour. In reality, it's glitched and does nothing at all. Nerves of Steel is intended to increase AP regeneration by 20%, but actually gives you 1 AP every 10 seconds, a ridiculously minuscule amount that you'll likely never benefit from. Certified Tech says it gives you an extra 25% critical hit chance against robots, but it's also glitched and instead gives 0.25% chance... which is automatically rounded down to 0% and therefore has no benefit. The list goes on.
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** Several [[JobSystem job]] abilities in ''VideoGame/LufiaTheRuinsOfLore'' are of questionable usage. The most glaring is Blunt Hit, the first ability of the Knight job, which is used to ''instantly knock out your own party members and have them revive at 1 HP after battle''.

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** Several [[JobSystem job]] abilities in ''VideoGame/LufiaTheRuinsOfLore'' are of questionable usage. The most glaring is Blunt Hit, the first ability of the Knight job, which is used to ''instantly knock out your own party members and have them revive at 1 HP after battle''.battle''.
* Debuff spells in ''VideoGames/{{Avernum}}''. Due to the number of enemies it's generally more efficient to use buff spells on your party members instead of debuff spells on enemies (i.e. bless instead of curse and haste instead of slow). The effects are roughly the same and you don't have to cast them on as many people to get the full benefit.
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** Played straight with some powers that are of questionable utility. In particular the powers that make enemies intangible (Dimension Shift, Black Hole and detention Field). While they did render enemies unable to attack they also made it impossible for players to damage them which meant the team had to pause until the power wore off.
*** Time Bomb from Devices and Traps was another example. The damage wasn't bad but it took a total of 24 seconds to deal damage in which time you could kill the enemies more efficiently with other powers.
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** Synchronoise is a Psychic-type move that only hits your opponent if they share a type with the user. This is unnecessarily restrictive in the first place (it's the only offensive move in the game that's so picky about what it can hit), and it certainly doesn't help that over half of the Pokémon that can use it are Psychic-types, and Psychic resists itself. Furthermore, in the fifth generation, it was weaker than the much more ubiquitous and far less restrictive Psychic attack, though the sixth gen did bump its power up. For added fun, Umbreon can learn it. Umbreon is a pure Dark-type, and Dark-types NoSell Psychic attacks, meaning that it's even less practical on Umbreon than anything else.
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* In VideoGame/{{Culdcept}}, the spell Haunt is an extremely annoying example. It puts the target under the control of an AI for two rounds, which will almost invariably do something [[ArtificialStupidity infuratingly stupid]] if it is used on you, but if used on an opponent it just puts them under the control of the same AI that was controlling them before.

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* In VideoGame/{{Culdcept}}, ''VideoGame/{{Culdcept}}'', the spell Haunt is an extremely annoying example. It puts the target under the control of an AI for two rounds, which will almost invariably do something [[ArtificialStupidity infuratingly stupid]] if it is used on you, but if used on an opponent it just puts them under the control of the same AI that was controlling them before.



** The Dominion Rod is the most useless of the dungeon items. It is only used in the Temple of Time and is never used again. However, when it is used, it can pack some serious damage to enemies thanks to the living Armos.

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** The Dominion Rod is the most useless of the dungeon items. It is only used in the Temple of Time and is never used again. for exactly one more thing afterwards (after going through a long quest to get the thing working outside the Temple of Time). However, when it is used, it can pack some serious damage to enemies thanks to the living Armos.Armos, but it only really works inside the Temple of Time because the statues outside of it cannot attack.
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** The Dominion Rod is the most useless of the dungeon items. It is only used in the Temple of Time and is never used again. However, when it is used, it can pack some serious damage to enemies thanks to the living Armos.
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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.

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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst ''worst'' thing out there, but there are much much, ''much'' better uses for 30 EP, EP in the game, even if you're not using it to deal damage.
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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.

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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.damage.
* ''VideoGame/LufiaAndTheFortressOfDoom'' has the [[TakenForGranite Statue]] spell. It is meant to be used ''on your own party members''. While enemies do sometimes attack a petrified party member (for no damage), that's a party member that you couldn't otherwise be attacking or ''healing'' with.
** The Cooking IP ability in ''VideoGame/LufiaTheLegendReturns'' turns enemies into items if it kills the target. Not only does this rarely obtain useful items that you wouldn't have dozens of from thorough dungeon delving, the Cooking attack itself inflicts so little damage that it's extremely difficult to actually kill an enemy with it.
** Several [[JobSystem job]] abilities in ''VideoGame/LufiaTheRuinsOfLore'' are of questionable usage. The most glaring is Blunt Hit, the first ability of the Knight job, which is used to ''instantly knock out your own party members and have them revive at 1 HP after battle''.

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** Most spells in ''VideoGame/FinalFantasyII'' were useless aside from Cure, Life, element Magic, Flare, and Osmose. The reason for this is that any spell you picked up needed to be [[LevelGrinding ground from scratch]], which was painstaking even if you used the [[GoodBadBugs glitch]] that allowed you to speed it up by several orders of magnitude. You needed to cast buffs ''several hundred times'' before they'd reliably land on ''one person'', much less the whole party. Debuffs needed even more ludicrous grind, since foes already have a propensity for resisting or being immune. The [[SwordOfPlotAdvancement plot-central]] Ultima not only [[CantCatchUp started at level 1 and came into play near the end]], but nearly scaled worse than the spells you bought at the beginning of the game -- and certainly worse than normal attacks.
*** However, if you did take the time to power up spells, they turned out ''extremely'' useful. A high-powered Teleport spell is relatively easy to get and kills a surprising number of creatures reliably. The Berserk and Haste spells make your physical attackers walking death machines, and proper application of the Toad spell makes much of the game a complete joke. (remakes of the game also significantly cut down on the grind needed to level up) Ultima still sucks, at least in the original release. It's meant to scale in power depending on every other spell and ability you've leveled up, but a glitch means that it, in a word, doesn't.

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** Most spells in ''VideoGame/FinalFantasyII'' were useless aside from Cure, Life, element Magic, Flare, and Osmose. The reason for this is that any spell you picked up needed requires spells to be [[LevelGrinding ground up from scratch]], which was painstaking even if you used the [[GoodBadBugs glitch]] that allowed you to speed it up by several orders of magnitude. You needed to cast buffs ''several hundred times'' before they'd reliably land on ''one person'', much less the whole party. Debuffs needed even more ludicrous grind, since foes already have a propensity for resisting or being immune. The [[SwordOfPlotAdvancement plot-central]] Ultima not only [[CantCatchUp started at level 1 Level 1, and came into play near the end]], but nearly scaled worse than the spells you bought at the beginning of the game -- and certainly worse than normal attacks.
*** However, if you did take the time to power up spells, they turned out ''extremely'' useful. A high-powered Teleport
a low-level spell is relatively easy to get and kills about as worthwhile as throwing a surprising number of creatures reliably. The Berserk and Haste rock at enemies. Some spells make your physical attackers walking death machines, simply never become worthwhile—debuffs are inaccurate and proper application of often resisted, Protect is worthless compared to Blink, and the Toad spell makes much Aura and Wall spells require extreme amounts of the game a complete joke. (remakes of the game also significantly cut down on the grind needed grinding in order to level up) Ultima still sucks, bestow their maximum benefits. Basuna is a glaring offender, as it only removes ailments that wear off after battle anyway and has to be at least Level 6 to ''potentially'' cure all temporary ailments. The Death spell is the only spell with the Death element, and as such is resisted by almost every enemy worth using it on (unlike the [[GameBreaker Game-Breaking]] Matter-element instant-death spells). And the Ultima spell grows stronger based on the level of the user's weapon skills and other spells, but even in the original release. It's meant post-Famicom versions where this function actually ''works'', the average player won't level up enough spells to scale in power depending on every other spell and ability you've leveled up, but make Ultima a glitch means that it, in a word, doesn't.particularly powerful attack.
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*** Weavile's hidden ability Pickpocket steals held items from opponents who use moves that make direct contact. However, Weavile's Defense is low, so it would probably faint from that physical move before getting a chance to make any real use of that ability. Also, its regular ability, Pressure, forces the opponent to use two PP for every move instead of one, but Weavile's main role is to take out opponents as fast as possible with its incredibly high Attack and Speed, while its Defense is fairly low, so it doesn't usually have much use for that ability either.

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*** Weavile's hidden ability Pickpocket steals held items from opponents who use moves that make direct contact. However, Weavile's Defense is low, so it would probably faint from that physical move before getting a chance to make any real use of that ability. Also, its regular ability, Pressure, forces the opponent to use two PP for every move instead of one, but Weavile's main role is to take out opponents as fast as possible with its incredibly high Attack and Speed, while its Defense is fairly low, so it doesn't usually have much use for that ability either.in single and rotation battles either. In double and triple battles, however, Weavile can potentially have a partner that can significantly extend its longevity, making the ability far more effective.
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** ''CityOfHeroes'' support effects are very powerful indeed, however, their power is mitigated by the sheer number of opponents you face. It's ludicrously easy to debuff a {{Mook}} into oblivion, then again, your average solo mission pits you against groups of 3 to 10 bad guys at the same time (depending on the faction you're fighting). Numbers are exponentially larger for group endeavors and boss battles. Note also that direct damage is equally over the top -- any class (properly built) can pretty much turn a roomfull of Minions into chunky goop in a flash. The real challenge of any mission is always the boss fight, not the slosh through the hordes of faceless goons. Par for the course in a superhero game, innit ?

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** ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' support effects are very powerful indeed, however, their power is mitigated by the sheer number of opponents you face. It's ludicrously easy to debuff a {{Mook}} into oblivion, then again, your average solo mission pits you against groups of 3 to 10 bad guys at the same time (depending on the faction you're fighting). Numbers are exponentially larger for group endeavors and boss battles. Note also that direct damage is equally over the top -- any class (properly built) can pretty much turn a roomfull of Minions into chunky goop in a flash. The real challenge of any mission is always the boss fight, not the slosh through the hordes of faceless goons. Par for the course in a superhero game, innit ?
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** A fair number of the support spells also count, though probably the worst one is Regen. It restores a bit of HP every turn it's active, doesn't wear off, and can be set by a particular Time Magic spell or a particular item compound. Seems decent enough, but it follows reason 12 on the main page in ''spades'': the amount of HP restored is absolutely ''pathetic'', at 3% per turn, so if your character has, say, 2000 HP, their HP will get restored every turn by a whole...'''60'''. Of course, it works just fine [[HealthDamageAsymmetry when Qada uses it during his boss battle]], but for your characters, even when group-cast, it's pretty much outclassed by every other healing spell and item in the game (except the Potion and maybe Hi-Potion).
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*** However, Reflect is an ''extremely'' useful skill even in the original Kingdom Hearts II. It not only prevented enemies from damaging you, but it could be cast three times in succession and [[ExactlyWhatItSaysOnTheTin reflects damage back to the enemies.]] It was also essential if you want to win a tough fight quickly or didn't want to be hit by [[ThatOneBoss Xaldin's]] hurricane sweep in Beast's Castle.

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*** However, Reflect is an ''extremely'' useful skill even in the original Kingdom ''Kingdom Hearts II. II''. It not only prevented enemies from damaging you, but it could be cast three times in succession (more with Combo Plus) and [[ExactlyWhatItSaysOnTheTin reflects damage back to the enemies.]] If that damage came from ThatOneBoss or a BonusBoss... well, [[GameBreaker you can see where this is going.]] It was also essential if you want to win a tough fight quickly or didn't want to be hit by [[ThatOneBoss Xaldin's]] hurricane sweep in Beast's Castle.
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* Following the above, ''VideoGame/{{Persona 3}}'' plays this trope straight for about twenty levels, then suddenly averts it. ''Persona 3'' introduces "Mudo" (darkness, chance of instant death) at level 10 -- it's a skill included with a persona available in the card shuffle. Unfortunately, Hama and Mudo skills won't become valuable for another 20 or so levels, when personae with much higher hit rates are available. "Mudo" is generally a UselessUsefulSpell, particularly on a low-level persona, but ''Mudoon'' doubles your chance of success from 25 to 50 percent. Since "luck" is always boosted by at least one point when increasing "agility," your chances of inflicting instant death can easily overcome 1:1. The first spell in ''any'' sequence is usually "good idea, no chance of executing it" until you're able to acquire skills like Charm Boost, Auto-[Defence/Attack Boost], etc. This goes for your enemies as well -- outside of a boss fight[[note]]bosses are immune to Instant Kill attacks[[/note]] (or a BossInMookClothing "purple Shadow" fight), they are equally incompetent with Hama, Mudo, Marin Karin, etc. Their best hope of success comes when (1) they are using ''at least'' the second evolution of the spell; (2) the party is significantly under-leveled; and (3) they target someone unable to resist. Junpei is defenseless against Hama and Mudo skills, but with a high evasion rate (or by decreasing the hit rate of the enemy), it's a moot point. If the enemy has the first turn, however, and a 1:1 chance of success, they may take out half your party with a group "instant kill" spell.

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* Following the above, ''VideoGame/{{Persona 3}}'' plays this trope straight for about twenty levels, then suddenly averts it. ''Persona 3'' introduces "Mudo" (darkness, chance of instant death) at level 10 -- it's a skill included with a persona available in the card shuffle. Unfortunately, Hama and Mudo skills won't become valuable for another 20 or so levels, when personae with much higher hit rates are available. "Mudo" is generally a UselessUsefulSpell, particularly on a low-level persona, but ''Mudoon'' doubles your chance of success from 25 to 50 percent. Since "luck" is always boosted by at least one point when increasing "agility," your chances of inflicting instant death can easily overcome 1:1. The first spell in ''any'' sequence is usually "good idea, no chance of executing it" until you're able to acquire skills like Charm Boost, Auto-[Defence/Attack Boost], etc. This goes for your enemies as well -- outside of a boss fight[[note]]bosses are immune to Instant Kill attacks[[/note]] (or a BossInMookClothing "purple Shadow" fight), they are equally incompetent with Hama, Mudo, Marin Karin, etc. Their best hope of success comes when (1) they are using ''at least'' the second evolution of the spell; (2) the party is significantly under-leveled; and (3) they target someone unable to resist. Junpei is defenseless against Hama and Mudo skills, but with a high evasion rate (or by decreasing the hit rate of the enemy), it's a moot point. If the enemy has the first turn, however, and a 1:1 chance of success, they may take out half your party with a group "instant kill" spell.



* The first ''PhantasyStar'' game had another almost certainly unintentional exception. There was a ROPE spell that would paralyze a monster, and a medusa boss that required a mirrored shield to defeat. If you successfully used the ROPE spell on the boss, the paralyzed medusa would not be able to turn anyone to stone and could be killed without the item.

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* The first ''PhantasyStar'' ''VideoGame/PhantasyStar'' game had another almost certainly unintentional exception. There was a ROPE spell that would paralyze a monster, and a medusa boss that required a mirrored shield to defeat. If you successfully used the ROPE spell on the boss, the paralyzed medusa would not be able to turn anyone to stone and could be killed without the item.



* ''BaldursGate'' and its sequel. Bosses were invariably immune, petrification and disintegration would destroy your enemy's loot as well, and silencing was ''particularly'' useless, as every enemy wizard would immediately cast the "Vocalize" counterspell. Of course, ''you'' had to make sure to be protected against all of this; helmets of Charm Protection were indispensable. However, there were exceptions; debuff spells like "Dispel Magic" were indispensable even in your hands, since many of the bosses and mini-bosses of the game were spellcasters with so many protective spells stacked on that they were literally invulnerable without their aid. Furthermore, in the first game many of the bosses can be Charmed and even forced to kill themselves with their own spells.

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* ''BaldursGate'' ''VideoGame/BaldursGate'' and its sequel. Bosses were invariably immune, petrification and disintegration would destroy your enemy's loot as well, and silencing was ''particularly'' useless, as every enemy wizard would immediately cast the "Vocalize" counterspell. Of course, ''you'' had to make sure to be protected against all of this; helmets of Charm Protection were indispensable. However, there were exceptions; debuff spells like "Dispel Magic" were indispensable even in your hands, since many of the bosses and mini-bosses of the game were spellcasters with so many protective spells stacked on that they were literally invulnerable without their aid. Furthermore, in the first game many of the bosses can be Charmed and even forced to kill themselves with their own spells.



** Most boss fights in BaldursGate2 and ThroneOfBhaal are almost puzzle-like in nature, in that you need to figure out precisely what protections the boss is using, combined with innate abilities, in order to neutralize them. When you add the fact that many bosses have hidden immunities, that some of them bend or outright ignore the game rules, and that none of this is explained in the manual or anywhere in the game, it all adds up to a massive headache. In the end, it's usually easier to rely on the universal "dispel magic" spell (or even better, Inquisitor ability), summon creatures, and just whack everything with a big sword until it dies, rather than try to figure out the spell-counterspell tangle. Thankfully, in later games the whole system was somewhat simplified.

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** Most boss fights in BaldursGate2 ''VideoGae/BaldursGate2'' and ThroneOfBhaal ''VideoGame/ThroneOfBhaal'' are almost puzzle-like in nature, in that you need to figure out precisely what protections the boss is using, combined with innate abilities, in order to neutralize them. When you add the fact that many bosses have hidden immunities, that some of them bend or outright ignore the game rules, and that none of this is explained in the manual or anywhere in the game, it all adds up to a massive headache. In the end, it's usually easier to rely on the universal "dispel magic" spell (or even better, Inquisitor ability), summon creatures, and just whack everything with a big sword until it dies, rather than try to figure out the spell-counterspell tangle. Thankfully, in later games the whole system was somewhat simplified.



* ''WorldOfWarcraft'' boss mobs are notorious for their immunity to crowd control spells like polymorph, shackle, and fear.

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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' boss mobs are notorious for their immunity to crowd control spells like polymorph, shackle, and fear.



* Both played straight and averted ''LostOdyssey''. Enemies tend to inflict lots of nasty status effects on the [=PCs=] that they themselves cannot cast as effectively at that point, but any status effects enemies aren't outright immune to tend to be equally easy to inflict upon them, and in fact it's a necessary part of several boss battles. The fact that the programmers decided to signify status immunity with a "miss" instead of "immune" like in ''VideoGame/FinalFantasyX'' for example for some weird reason and not showing anything when the enemy isn't immune to the status the spell inflicts but it doesn't manage to connect doesn't help the said spells' reputation much though.

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* Both played straight and averted ''LostOdyssey''.''VideoGame/LostOdyssey''. Enemies tend to inflict lots of nasty status effects on the [=PCs=] that they themselves cannot cast as effectively at that point, but any status effects enemies aren't outright immune to tend to be equally easy to inflict upon them, and in fact it's a necessary part of several boss battles. The fact that the programmers decided to signify status immunity with a "miss" instead of "immune" like in ''VideoGame/FinalFantasyX'' for example for some weird reason and not showing anything when the enemy isn't immune to the status the spell inflicts but it doesn't manage to connect doesn't help the said spells' reputation much though.



** Also in ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'', the Soviet Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. Also corrected in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', the Iron Curtain then has the ability to protect up to 9 tanks, flak tracks, or terror drones.

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** Also in ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'', ''VideoGame/CommandAndConquerRedAlert'', the Soviet Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. Also corrected in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', the Iron Curtain then has the ability to protect up to 9 tanks, flak tracks, or terror drones.



** However in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.

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** However in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'': ''VideoGame/CommandAndConquerRedAlert2'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.



* Likewise, ''VideoGame/CityOfHeroes'' shows why designers tend to put these limitations in place. Archvillains and Heroes (not [=PCs=]) sport the standard immunity (most of the time) and are always highly credible threats. Anything below that level of resistance will be sleeping, frozen, confused, blinded, suspended from the ceiling and have its accuracy, resistance, defense, damage, regeneration and anything else floored to minimum values before it can say, "these are support effects any other MMO would kill for!" As a result, PlayerVersusEnvironment gameplay tends to end up being rather easy.

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* Likewise, ''VideoGame/CityOfHeroes'' shows why designers tend to put these limitations in place. Archvillains and Heroes (not [=PCs=]) sport the standard immunity (most of the time) and are always highly credible threats. Anything below that level of resistance will be sleeping, frozen, confused, blinded, suspended from the ceiling and have its accuracy, resistance, defense, damage, regeneration and anything else floored to minimum values before it can say, "these are support effects any other MMO would kill for!" As a result, PlayerVersusEnvironment gameplay tends to end up being rather easy.



* The ''KingdomHearts'' [[UpdatedRerelease Final Mixes]] seemed to be bent on making the respective games' [[UselessUsefulSpell useless useful spells, abilities, and forms]] into actually useful skills: Stop is necessary to defeat most of the added monsters in the original Final Mix, and the same for Aero (which was not so much useless as too costly for its benefits). In Final Mix+, a whole slew of BonusBoss fights and [[ThatOneSidequest sidequests]] became either significantly easier or even possible in the first place by cunning use of Wisdom Form, the by-far least useful of Sora's forms in the main game, or various kinds of magic (including [[LimitBreak limits]]), often eschewed in the main playthrough or the original versions as it is generally easy enough to off the mooks with regular attacks.

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* The ''KingdomHearts'' ''VideoGame/KingdomHearts'' [[UpdatedRerelease Final Mixes]] seemed to be bent on making the respective games' [[UselessUsefulSpell useless useful spells, abilities, and forms]] into actually useful skills: Stop is necessary to defeat most of the added monsters in the original Final Mix, and the same for Aero (which was not so much useless as too costly for its benefits). In Final Mix+, a whole slew of BonusBoss fights and [[ThatOneSidequest sidequests]] became either significantly easier or even possible in the first place by cunning use of Wisdom Form, the by-far least useful of Sora's forms in the main game, or various kinds of magic (including [[LimitBreak limits]]), often eschewed in the main playthrough or the original versions as it is generally easy enough to off the mooks with regular attacks.



* ''ValkyrieProfile 2'' often had useful status effects against bosses 0- paralysis, Frailty (which stopped enemies from healing themselves) and some are even susceptible to ''Stone''.
** The same happens in other ''ValkyrieProfile'' games. In the first, Might Reinforce and Sap Guard are two of the best spells in the game. There are very few spells that afflict just status, but they are capable of damaging so they are not entirely worthless. And in ''CovenantOfThePlume'', moves such as Suspend Motion are very useful (just not on bosses), and it's possible to Sap Guard or Sap Power the bosses.
* ''The Spirit Engine'' has a really vicious one. At first, the Life Drain spell seems really great -- it deals the highest damage in the game, doesn't take too long to cast and completly bypasses any protection an enemy may have. And it really IS great for the majority of the game. [[spoiler:And then you come to the final two bosses. Not only are they two the [[ThatOneBoss worst difficulty spikes]] I've EVER seen, they're also completly immune to this spell. Since you likely sunk all your skill points into this spell, what with it looking like a gamebreaker, you'll be left with at least one useless character.]] Since combats are luck-indepentent in The Spirit Engine, you may have rendered your game unwinnable.

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* ''ValkyrieProfile ''VideoGame/ValkyrieProfile 2'' often had useful status effects against bosses 0- paralysis, Frailty (which stopped enemies from healing themselves) and some are even susceptible to ''Stone''.
** The same happens in other ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' games. In the first, Might Reinforce and Sap Guard are two of the best spells in the game. There are very few spells that afflict just status, but they are capable of damaging so they are not entirely worthless. And in ''CovenantOfThePlume'', moves such as Suspend Motion are very useful (just not on bosses), and it's possible to Sap Guard or Sap Power the bosses.
* ''The Spirit Engine'' has a really vicious one. At first, the Life Drain spell seems really great -- it deals the highest damage in the game, doesn't take too long to cast and completly completely bypasses any protection an enemy may have. And it really IS great for the majority of the game. [[spoiler:And then you come to the final two bosses. Not only are they two some of the [[ThatOneBoss worst difficulty spikes]] I've EVER seen, in a game, they're also completly completely immune to this spell. Since you likely sunk all your skill points into this spell, what with it looking like a gamebreaker, you'll be left with at least one useless character.]] Since combats are luck-indepentent luck-independent in The Spirit Engine, you may have rendered your game unwinnable.



* Bombchu in the Gameboy Color ''Zelda'' games. In the N64 games they could ''sometimes'' be useful to hit far-off bomb sites that a normal bomb can't reach, and ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' made their use essential, but ''VideoGame/TheLegendOfZeldaOracleGames''? You'll never need them. Ever. They're completely pointless. Worse, you can only get them by completing ALL of one game and at least a significant portion of the other. By the time you get them, you don't need them.

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* Bombchu in the Gameboy Color ''Zelda'' games. In the N64 games they could ''sometimes'' be useful to hit far-off bomb sites that a normal bomb can't reach, and ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' ''VideoGame/TheLegendOfZeldaPhantomHourglass'' made their use essential, but ''VideoGame/TheLegendOfZeldaOracleGames''? You'll never need them. Ever. They're completely pointless. Worse, you can only get them by completing ALL of one game and at least a significant portion of the other. By the time you get them, you don't need them.



* ''LegacyOfKain: SoulReaver'' has glyph spells. They're only attainable by completing increasingly complicated side-levels (some of which would be nigh-impossible without a strategy guide). Since the bosses are all puzzle-fights (figure out their one weakness, which always involves environmental weapons), the glyphs are useless against them. In addition, the "magic points" necessary to use them are limited and hidden. On top of that, only two of the 6 glyphs could consistently kill normal enemies. The only reasons to actually use them are laziness (they restrain/kill enemies in a large area), gratification for completing the ridiculous puzzles necessary to find them, and because they look cool.

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* ''LegacyOfKain: ''VideoGame/LegacyOfKain: SoulReaver'' has glyph spells. They're only attainable by completing increasingly complicated side-levels (some of which would be nigh-impossible without a strategy guide). Since the bosses are all puzzle-fights (figure out their one weakness, which always involves environmental weapons), the glyphs are useless against them. In addition, the "magic points" necessary to use them are limited and hidden. On top of that, only two of the 6 glyphs could consistently kill normal enemies. The only reasons to actually use them are laziness (they restrain/kill enemies in a large area), gratification for completing the ridiculous puzzles necessary to find them, and because they look cool.



* ''VideoGame/DevilSurvivor'', despite being a ''MegaTen'' game. Normal enemies die too quickly for status effects to be useful, and bosses are invariably immune to them. Buffs and instant kill abilities just don't exist.

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* ''VideoGame/DevilSurvivor'', despite being a ''MegaTen'' ''Franchise/ShinMegamiTensei'' game. Normal enemies die too quickly for status effects to be useful, and bosses are invariably immune to them. Buffs and instant kill abilities just don't exist.



* Attack spells, especially single target ones, in quite a few [=RPG=]s, especially if healing spells are available for the MP to be used on. Who is going to spend even 2 MP on spells that the most powerful of which rarely deal much more damage than your physical attacks? For that matter, why not use that MP on healing if plausible so that your characters live to deal ''more'' damage? ''VideoGame/SuperMarioRPG'' is a particularly big offender because you get a healer early on, your healing spells are very cost effective, and everybody ''shares [[CallAHitPointASmeerp FP]]''; but any other RPG can be just as bad about it because the spells may run into immunities or even be ''absorbed''. Luckily for these spells, though, bestiaries have been put in use as of late, so the [[ForMassiveDamage elemental weaknesses]] aren't as much of a potential GuideDangIt as before, although if you have to have already defeated the monster to know its weaknesses, it's no help against bosses.
* The learnable technique Influence in ''BreathOfFireIII'' is generally useless. It's meant to order anyone influencable in the battle to attack a specified target every turn until they die. Of course, ''very'' few monsters listen to this, other than a handful of goblins. [[GameBreaker Use it when you send a specific one of your own characters into an increasingly berserk Weretiger form, however...]]

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* Attack spells, especially single target ones, in quite a few [=RPG=]s, [=RPGs=], especially if healing spells are available for the MP to be used on. Who is going to spend even 2 MP on spells that the most powerful of which rarely deal much more damage than your physical attacks? For that matter, why not use that MP on healing if plausible so that your characters live to deal ''more'' damage? ''VideoGame/SuperMarioRPG'' is a particularly big offender because you get a healer early on, your healing spells are very cost effective, and everybody ''shares [[CallAHitPointASmeerp FP]]''; but any other RPG can be just as bad about it because the spells may run into immunities or even be ''absorbed''. Luckily for these spells, though, bestiaries have been put in use as of late, so the [[ForMassiveDamage elemental weaknesses]] aren't as much of a potential GuideDangIt as before, although if you have to have already defeated the monster to know its weaknesses, it's no help against bosses.
* The learnable technique Influence in ''BreathOfFireIII'' ''VideoGame/BreathOfFireIII'' is generally useless. It's meant to order anyone influencable in the battle to attack a specified target every turn until they die. Of course, ''very'' few monsters listen to this, other than a handful of goblins. [[GameBreaker Use it when you send a specific one of your own characters into an increasingly berserk Weretiger form, however...]]



* Defender missiles in EveOnline. One race's ships are heavily reliant on missiles, and another race's make moderate use of them, so anti-missile missiles would seemingly be quite advantageous. However, many missile types can take two or three hits before being shot down, Defenders must be manually fired, and- critically- defenders cannot be intercept missiles fired at friendly vessels. In all but a few niche circumstances, it's just easier to load offensive missiles and shoot the bastard.
* The Cure and Detoxify spells in ''RagnarokOnline''. The former cures [[StandardStatusEffects Blind, Confusion, and Silence,]] while the latter cures Poison. Both spells are covered under a single, dirt-cheap, Green Potion purchasable at Tool Dealers in almost every town.

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* Defender missiles in EveOnline.''VideoGame/EveOnline''. One race's ships are heavily reliant on missiles, and another race's make moderate use of them, so anti-missile missiles would seemingly be quite advantageous. However, many missile types can take two or three hits before being shot down, Defenders must be manually fired, and- critically- defenders cannot be intercept missiles fired at friendly vessels. In all but a few niche circumstances, it's just easier to load offensive missiles and shoot the bastard.
* The Cure and Detoxify spells in ''RagnarokOnline''.''VideoGame/RagnarokOnline''. The former cures [[StandardStatusEffects Blind, Confusion, and Silence,]] while the latter cures Poison. Both spells are covered under a single, dirt-cheap, Green Potion purchasable at Tool Dealers in almost every town.



** Though, it is worth mentioning that on lower difficulty levels, skills like Dominate and Hacking, which are nearly useless in the higher difficulty levels are basically GameBreakers.

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** Though, it is worth mentioning that on lower difficulty levels, skills like Dominate and Hacking, which are nearly useless in the higher difficulty levels are basically GameBreakers.{{Game Breaker}}s.



* In ''BatenKaitos Origins'', you can get a variety of artifact magnus that do things such as ward damage off, display enemy health, or slow the opposing party down. However, most of those are too limited to be of any real use, and given how the battle system in this game works, it's much smarter to just pack weapons and armor.

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* In ''BatenKaitos ''VideoGame/BatenKaitos Origins'', you can get a variety of artifact magnus that do things such as ward damage off, display enemy health, or slow the opposing party down. However, most of those are too limited to be of any real use, and given how the battle system in this game works, it's much smarter to just pack weapons and armor.



** OneHitKO moves are limited to 5PP, auto-fail against faster ([[VideoGame/PokemonRedAndBlue RBY]]) or higher-leveled enemies, and their accuracy is an absolutely puny 30% plus your level difference from [[VideoGame/PokemonGoldAndSilver GSC]] onwards... Which means to even have a 50% chance of hitting the opponent with them, you need to be twenty levels above them, at which point regular attack moves are much better. The only way to get any mileage of such moves is by comboing them with ways to automatically hit.

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** OneHitKO moves are limited to 5PP, auto-fail against faster ([[VideoGame/PokemonRedAndBlue RBY]]) (VideoGame/PokemonRedAndBlue) or higher-leveled enemies, and their accuracy is an absolutely puny 30% plus your level difference from [[VideoGame/PokemonGoldAndSilver GSC]] VideoGame/PokemonGoldAndSilver onwards... Which means to even have a 50% chance of hitting the opponent with them, you need to be twenty levels above them, at which point regular attack moves are much better. The only way to get any mileage of such moves is by comboing them with ways to automatically hit.



* The early ''QuestForGlory'' games generally do a good job of keeping the various utility spells useful. By the later games, ''particularly'' in ''QuestForGloryV'', the focus shifts increasingly, if not totally, to the combat magic, making the utility spells such as Fetch and Open much less useful. Probably the ''the'' best example of this trope however, is Juggling Lights. It's needed precisely ''once'' in the entire series: during the mage duel with the Leopardman Shaman in ''QuestForGloryIII'', and otherwise serves no real purpose. It can also be used on one screen of ''QuestForGloryIV'', but this usage is entirely optional. Thermonuclear Blast can also be considered this, as when cast it destroys everything within a 10-mile radius, including the Hero. It ''can'' be used in the confrontation with the Dragon of Doom in ''Quest for Glory V'', but results in a NonStandardGameOver.

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* The early ''QuestForGlory'' ''VideoGame/QuestForGlory'' games generally do a good job of keeping the various utility spells useful. By the later games, ''particularly'' in ''QuestForGloryV'', the focus shifts increasingly, if not totally, to the combat magic, making the utility spells such as Fetch and Open much less useful. Probably the ''the'' best example of this trope however, is Juggling Lights. It's needed precisely ''once'' in the entire series: during the mage duel with the Leopardman Shaman in ''QuestForGloryIII'', and otherwise serves no real purpose. It can also be used on one screen of ''QuestForGloryIV'', but this usage is entirely optional. Thermonuclear Blast can also be considered this, as when cast it destroys everything within a 10-mile radius, including the Hero. It ''can'' be used in the confrontation with the Dragon of Doom in ''Quest for Glory V'', but results in a NonStandardGameOver.



* ''[[VideoGame/TheLegendOfHeroesTrailsInTheSky The Legend of Heroes: Trails in the Sky]]'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.

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* ''[[VideoGame/TheLegendOfHeroesTrailsInTheSky The Legend of Heroes: Trails in the Sky]]'': ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or Clock Up EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.
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* In ''VideoGame/{{Persona Q}}'', Hama and Mudo's hit rates were buffed to the point they became outright [[GameBreaker Game Breakers]]. Oddly enough, the straight examples in this game are some of the highest tier elemental damaging spells. Specifically, [[PlayingWithFire Ragnarok]] [[ShockAndAwe Thunder Reign]] and [[BlowYouAway Phanta Rei]]. While these spells would normally be very useful, they happen to be exclusive to [[NorseMythology Surt, Thor and Odin]] respectively, all of whom are primarily physical Personas that don't boost MP much, so equipping them to spellcasters is a waste. In earlier games these skills could be passed down to more suitable Personas, but not here, leaving them ironically a waste of a skill slot for their respective Personas.
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* ''[[VideoGame/TheLegendOfHeroesTrailsInTheSky The Legend of Heroes: Trails in the Sky]]'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or to cast Clock Up EX ''three'' times. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.

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* ''[[VideoGame/TheLegendOfHeroesTrailsInTheSky The Legend of Heroes: Trails in the Sky]]'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or to cast Clock Up EX ''three'' times.EX. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.
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* Used in ''[[FateStayNight Fate/stay night]]'' in the form of the "Projection" magecraft, which allows users to create objects out of their own {{Mana}}. However, since it relies on the user's own image of the object, the result is always degraded from the original and disappears eventually. Basically, "if you know everything about the object and its material composition, why not just ''get'' the resources and physically make it?" However, it is also from this "useless" spell that the protagonist [[FieldOfBlades gains his powers]].

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* Used in ''[[FateStayNight Fate/stay night]]'' ''VisualNovel/FateStayNight'' in the form of the "Projection" magecraft, which allows users to create objects out of their own {{Mana}}. However, since it relies on the user's own image of the object, the result is always degraded from the original and disappears eventually. Basically, "if you know everything about the object and its material composition, why not just ''get'' the resources and physically make it?" However, it is also from this "useless" spell that the protagonist [[FieldOfBlades gains his powers]].
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*** Farore's Wind [[NotCompletelyUseless can be useful]] in cases where you need to get to a specific room quickly (like the room with the switch controlling the twisted corridor in the Forest Temple), or where you're prone to falling long distances or getting caught by a [[MookBouncer Wallmaster]]. It [[NotTheIntendedUse also can function]] as a puzzle ResetButton if cast twice in succesion. Sure, it's not useful in its most obvious purpose, but there are ways to put it to work.

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*** Farore's Wind [[NotCompletelyUseless can be useful]] in cases where you need to get to a specific room quickly (like the room with the switch controlling the twisted corridor in the Forest Temple), or where you're prone to falling long distances or getting caught by a [[MookBouncer Wallmaster]]. It [[NotTheIntendedUse can also can function]] as a puzzle ResetButton if cast twice in succesion. Sure, it's not useful in its most obvious purpose, but there are ways to put it to work.
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*** Farore's Wind [[NotCompletelyUseless can be useful]] in cases where you need to get to a specific room quickly (like the room with the switch controlling the twisted corridor in the Forest Temple), or where you're prone to falling long distances or getting caught by a [[MookBouncer Wallmaster]]. It [[NotTheIntendedUse also can function]] as a puzzle ResetButton if cast twice in succesion. Sure, it's not useful in its most obvious purpose, but there are ways to put it to work.
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* ''[[VideoGame/TheLegendOfHeroesTrailsInTheSky The Legend of Heroes: Trails in the Sky]]'': Sylphen Wing, a stat buff that grants a 1-point increase to movement range and costs 30 [[{{Mana}} EP]]. Increased movement range is useful, right? Well, not enough so to cast a single-target ability that doesn't last all that long and costs 30 EP, which is enough to cast Earth Wall (which is a [[DepartmentOfRedundancyDepartment Useful Useful Spell]]) or to cast Clock Up EX ''three'' times. Or, you know, any number of attack spells. Sylphen Wing isn't the worst thing out there, but there are much better uses for 30 EP, even if you're not using it to deal damage.

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** In the last couple of expansions, Blizzard has been hard at work removing anything remotely considered useless. Like the druid spell Thorn, which gave a weak damage reflect with no downside. For Hunters Mark, a debuff that only really benefited hunters, they changed it to be applied automatically when using other abilities, and next expansion it will be removed completely (hunters just get the damage boost automatically), despite being such an iconic ability for the class. Other spells which suffered from limited utility simply got their utility expanded, like the previously mentioned elemental Wards.

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** In the last couple of expansions, Blizzard has been hard at work removing anything remotely considered useless. Like the druid spell Thorn, Thorns, which gave a weak damage reflect with no downside. For Hunters Hunter's Mark, a debuff that only really benefited benefitted hunters, they changed it to be applied automatically when using other abilities, and next expansion in ''Warlords of Draenor'' it will be was removed completely (hunters just get the damage boost automatically), despite being such an iconic ability for the class. Other spells which suffered from limited utility simply got their utility expanded, like the previously mentioned elemental Wards.
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*** Not really, unless you're one of the players who [[AttackAttackAttack doesn't care about anything but DPS]]. What Blizzard attempted to do was remove the glyphs that were deemed indispensable, making the Glyph system something that each player tailors to their own playstyle rather than a system where everyone just picks the few that StopHavingFunGuys have deemed the most powerful(granted, in many cases, there are still some that are considered more necessary than others, and the specific encounter also tends to come into play). For example, the "Improves X spell but increases its cooldown" example above can apply to players who don't use the spell often, so they can get a greater effect when they ''do'' use it.

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*** Not really, unless you're one of the players who [[AttackAttackAttack doesn't care about anything but DPS]]. What Blizzard attempted to do was remove the glyphs that were deemed indispensable, making the Glyph system something that each player tailors to their own playstyle rather than a system where everyone just picks the few that StopHavingFunGuys have deemed the most powerful(granted, powerful (granted, in many cases, there are still some that are considered more necessary than others, and the specific encounter also tends to come into play). For example, the "Improves X spell but increases its cooldown" example above can apply to players who don't use the spell often, so they can get a greater effect when they ''do'' use it.
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** However in ''[[[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.

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** However in ''[[[[VideoGame/CommandAndConquerRedAlert2 ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.
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* In an odd RTS example, in ''CommandAndConquer: Red Alert'', a few missions from the end the allies acquire the ability to use the Chronosphere, a teleportation device. However, in game (more powerful in CutscenePowerToTheMax), you can only teleport a single tank at once, and cannot teleport air units or [=APCs=] with people, with the given reason that the people in the [=APCs=] will die, which really doesn't make sense because the tanks have to have people in them (and a known cheat can disable it). This is largely corrected in Red Alert 2, where the Chronosphere has the power to teleport up to 9 small tanks, including vehicles with people in them, as well as some air units. In fact, you're able to teleport land units into the sea and sea units onto the land, making it somewhat of an offensive weapon too. Unshielded infantry still die in Chronoshifting.
** Also in ''Red Alert'', the Soviet Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. Also corrected in Red Alert 2, the Iron Curtain then has the ability to protect up to 9 tanks, flak tracks, or terror drones.

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* In an odd RTS example, in ''CommandAndConquer: Red Alert'', ''VideoGame/CommandAndConquerRedAlert'', a few missions from the end the allies acquire the ability to use the Chronosphere, a teleportation device. However, in game (more powerful in CutscenePowerToTheMax), you can only teleport a single tank at once, and cannot teleport air units or [=APCs=] with people, with the given reason that the people in the [=APCs=] will die, which really doesn't make sense because the tanks have to have people in them (and a known cheat can disable it). This is largely corrected in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2, 2]]'', where the Chronosphere has the power to teleport up to 9 small tanks, including vehicles with people in them, as well as some air units. In fact, you're able to teleport land units into the sea and sea units onto the land, making it somewhat of an offensive weapon too. Unshielded infantry still die in Chronoshifting.
** Also in ''Red Alert'', ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'', the Soviet Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. Also corrected in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2, 2]]'', the Iron Curtain then has the ability to protect up to 9 tanks, flak tracks, or terror drones.



** However in ''Red Alert 2'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.

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** However in ''Red ''[[[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'': 2]]'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.



* Likewise, ''CityOfHeroes'' shows why designers tend to put these limitations in place. Archvillains and Heroes (not [=PCs=]) sport the standard immunity (most of the time) and are always highly credible threats. Anything below that level of resistance will be sleeping, frozen, confused, blinded, suspended from the ceiling and have its accuracy, resistance, defense, damage, regeneration and anything else floored to minimum values before it can say, "these are support effects any other MMO would kill for!" As a result, PlayerVersusEnvironment gameplay tends to end up being rather easy.

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* Likewise, ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' shows why designers tend to put these limitations in place. Archvillains and Heroes (not [=PCs=]) sport the standard immunity (most of the time) and are always highly credible threats. Anything below that level of resistance will be sleeping, frozen, confused, blinded, suspended from the ceiling and have its accuracy, resistance, defense, damage, regeneration and anything else floored to minimum values before it can say, "these are support effects any other MMO would kill for!" As a result, PlayerVersusEnvironment gameplay tends to end up being rather easy.

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* ''Franchise/TheElderScrolls'' games tend to fall victim to this. They typically include lots of negative status effects and very strong buffs, but most status effects fall victim to "why don't you just kill him" syndrome while buffs tend to last for a very short time and keeping them active slows you down more than being a little more careful in combat ever will. In the end, all you need in combat is paralysis and the biggest boom you can get.
** ''VideoGame/TheElderScrollsIIIMorrowind'' and its gazillion offensive and defensive magic effects, almost all of which available to create custom spells, most of them useless compared to simply blasting away with damaging spells.

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* ''Franchise/TheElderScrolls'' games tend to fall victim to this. They typically include lots of negative status effects and very strong buffs, but most status effects fall victim to "why don't you just kill him" syndrome while buffs tend to last for a very short time and keeping them active slows you down more than being a little more careful in combat ever will. In the end, all you need in combat is paralysis and the biggest boom you can get.
''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIIMorrowind'' and its gazillion offensive and defensive magic effects, almost all of which available to create custom spells, most of them useless compared to simply blasting away with damaging spells.''VideoGame/TheElderScrollsIIIMorrowind'':



** In ''VideoGame/TheElderScrollsIVOblivion'' the spell/poison effect "Burden", which reduces the carrying capacity, potentially over-encumbering the victim, is only really useful for opponents to cast against the player, not the other way around, since the player is the only creature in the entire world who regularly (OK, always) carries enough stuff to ''almost'' max out their capacity. The player would have to inflict enormous amounts of the "Burden" effect on opponents to slow them down or stop them -- and that only works on humanoid opponents who actually carry any equipment, unlike the numerous animals and monsters.
*** That said, the game is otherwise almost completely devoid of "it only works on the player" spells. It just makes the really useful effects either nearly inaccessible or extremely costly (not that this prevents players from finding {{Game Breaker}}s).

to:

** In ''VideoGame/TheElderScrollsIVOblivion'' the ''VideoGame/TheElderScrollsIVOblivion'':
*** The
spell/poison effect "Burden", which reduces the carrying capacity, potentially over-encumbering the victim, is only really useful for opponents to cast against the player, not the other way around, since the player is the only creature in the entire world who regularly (OK, always) carries enough stuff to ''almost'' max out their capacity. The player would have to inflict enormous amounts of the "Burden" effect on opponents to slow them down or stop them -- and that only works on humanoid opponents who actually carry any equipment, unlike the numerous animals and monsters.
*** That said, the game is otherwise almost completely devoid of "it only works on the player" spells. It just makes the really useful effects either nearly inaccessible or extremely costly (not that this prevents players from finding {{Game Breaker}}s).
monsters.



*** Drain spells for the most part affect enemies in ways that they would never use anyway. Drain personality and drain luck, anybody?
**** Drain health 100pt for 1 sec, on the other hand, is a DiscOneNuke. The victim gets the health back after a second, except if he died. Drain strength/agility/speed are also useful.
***** Certain Status Effects are the key to ultimate power. In particular, Weakness to Magic and Weakness to Fire/Frost/Shock. Combined, you can kill anything that vulnerable to it.

to:

*** Drain spells for the most part affect enemies in ways that they would never use anyway. Drain personality and drain luck, anybody?
****
anybody? Drain health 100pt for 1 sec, on the other hand, is a DiscOneNuke. The victim gets the health back after a second, except if he died. Drain strength/agility/speed are also useful.
***** Certain Status Effects are the key to ultimate power. In particular, Weakness to Magic and Weakness to Fire/Frost/Shock. Combined, you can kill anything that vulnerable to it.
useful.
Is there an issue? Send a MessageReason:
this probably needs paring down anyway.

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* In VideoGame/{{Culdcept}}, the spell Haunt is an extremely annoying example. It puts the target under the control of an AI for two rounds, which will almost invariably do something [[ArtificialStupidity infuratingly stupid]] if it is used on you, but if used on an opponent it just puts them under the control of the same AI that was controlling them before.
* ''Franchise/TheElderScrolls'' games tend to fall victim to this. They typically include lots of negative status effects and very strong buffs, but most status effects fall victim to "why don't you just kill him" syndrome while buffs tend to last for a very short time and keeping them active slows you down more than being a little more careful in combat ever will. In the end, all you need in combat is paralysis and the biggest boom you can get.
** ''VideoGame/TheElderScrollsIIIMorrowind'' and its gazillion offensive and defensive magic effects, almost all of which available to create custom spells, most of them useless compared to simply blasting away with damaging spells.
*** ''Noise'': 3-8% chance that an enemy spell fails, melee range, lasts 5 seconds. This is admittedly a low level spell, but all of the higher level ones have a very low minimum chance (2-60%??) and all of them last 5 seconds.
*** ''Armor Eater'': 10-30 points of [[BreakableWeapons durability damage]] to an equipped item. Given that each individual piece of armor has three figure durability and unique items often have thousands of it, and there are 9 armor pieces, good luck grinding away their items. Or you could just make a spell that drains 100% of their armor skill, which leaves them with 0 armor and takes one cast and about twenty times less magicka and doesn't make you repair their loot.
*** ''Buoyancy'': swim [[EpicFail 1%]] faster for 20 seconds. There's also a potion like it, which lasts 8 seconds. It does give you the spell effect for use in the spell maker, but Fortify Speed is twice as effective for the same [[ManaMeter magicka cost]] and also works on land.
*** ''Spite'': drain 5-20 points of personality from the target. The only personality stat that matters during conversation is your own, and casting it on your conversation partner counts as assault. The other Drain Attribute effects are equally dubious; it is neat that you can drain 5-20 points of luck from the target and reduce their chance to hit by up to 2.5%, but you probably have better things to do with your time. And then there's a series of Damage Attribute spells that do the same thing but less so and permanently.
*** ''Resist Corprus Disease'' doesn't do anything because the only time this disease is inflicted on you is during a quest and this always succeeds. Also, ''Weakness to [any] Disease'' spells are useless because the player has no way to apply diseases to enemies.
*** Overlapping spells in general. You can slow enemies with Burden, Damage Strength, Damage Speed, Drain Strength, Drain Speed, Damage Fatigue, Drain Fatigue, Absorb Fatigue, Paralyze (or a 1 point Levitate due to a bug), or weaken their casting capabilities with Sound, Silence, Damage Intelligence, Damage Willpower, Damage Magicka, Drain Intelligence, Drain Willpower, Drain Magicka, Absorb Magicka; ...
** In ''VideoGame/TheElderScrollsIVOblivion'' the spell/poison effect "Burden", which reduces the carrying capacity, potentially over-encumbering the victim, is only really useful for opponents to cast against the player, not the other way around, since the player is the only creature in the entire world who regularly (OK, always) carries enough stuff to ''almost'' max out their capacity. The player would have to inflict enormous amounts of the "Burden" effect on opponents to slow them down or stop them -- and that only works on humanoid opponents who actually carry any equipment, unlike the numerous animals and monsters.
*** That said, the game is otherwise almost completely devoid of "it only works on the player" spells. It just makes the really useful effects either nearly inaccessible or extremely costly (not that this prevents players from finding {{Game Breaker}}s).
*** Until later in the game, the Chameleon spell is entirely worthless, because it lasts a short time for a high cost, and only makes you partially invisible. That is, until you infuse 5 pieces of armor with 20% Chameleon effect, making you 100% invisible, ALL THE TIME. It utterly destroys the enemy AI's response mechanics, allowing the player to hack down everything with impunity because nothing would even attempt to attack you.
*** Drain spells for the most part affect enemies in ways that they would never use anyway. Drain personality and drain luck, anybody?
**** Drain health 100pt for 1 sec, on the other hand, is a DiscOneNuke. The victim gets the health back after a second, except if he died. Drain strength/agility/speed are also useful.
***** Certain Status Effects are the key to ultimate power. In particular, Weakness to Magic and Weakness to Fire/Frost/Shock. Combined, you can kill anything that vulnerable to it.
** ''VideoGame/TheElderScrollsVSkyrim'':
*** ''Dragonhide''. This is one of two Master Alteration spells, requiring a quest that involves killing a dragon and retrieving an item. It is supposed to be the pinnacle of the line of alteration armor spells, and it delivers: it reduces physical damage taken by 80% and maxes out your armor rating. For 20 seconds (30 with the appropriate perk). Also, unlike every other armor spell in the game, its cast animation is not a quick 0.5 second one handed gesture but an elaborate [[OverlyLongFightingAnimation 4 second ritual]] that takes up both hands and prevents you from moving. Any enemy deserving of 80% damage reduction is going to kill you before you can complete its casting.
*** The thu'um Elemental Fury ("Su Grah Dun") increases the speed of your weapon swings temporarily (i.e. you can attack more times in the same period). And it has no effect on enchanted weapons, which is the only kind most players will use. Compare with the Slow Time ("Tiid Klo Ul") shout, which works just fine with enchanted weapons and helps with evasion, as well.
* Dogmeat, the player's canine companion in ''VideoGame/{{Fallout 3}}'', is extremely death-prone at high-level play due to his low hit points. Since [[KilledOffForReal death is permanent]] in Fallout, Dogmeat therefore became of extremely marginal use. To counteract this, the Puppies! perk was added in a DLC expansion; this perk allowed Dogmeat to respawn (replaced by one of his puppies) any time he died. Trouble is, that same DLC expansion also made Dogmeat level with the player; thanks to his explosive HitPoint growth, Dogmeat became [[TheDeterminator all]] [[NighInvulnerable sorts]] [[MadeOfIron of]] [[ImplacableMan invincible]], almost completely obviating the need to have him respawn. At best, you'd use the perk once[[note]]because the leveling-with-the-player feature doesn't kick in if you install the DLC after finding Dogmeat unless you use the perk to respawn him[[/note]] and then never take advantage of it again.
** The perk's real value [[NotTheIntendedUse is for its unintended effect]]. Whenever Dogmeat (or a puppy) dies, your companion allowance resets to let you recruit another. However, Dogmeat and his descendants are unique among companions in that you're always able to recruit him no matter how many followers you already have. Combined, the result was that one could kill Dogmeat, recruit a companion, recruit a puppy, kill the puppy, recruit another companion, and so on until you picked up all 8 of the potential companions when you normally [[ArbitraryHeadcountLimit were stuck with one plus Dogmeat]].
* ''MightAndMagic VI'' is a weird mix of aversion and using this trope. For one, most mind spells are useless against almost all tough enemies, which is where you would want to use them. There is a spell called Finger of Death which instantly kills a foe but has small rate of success ([[TheComputerIsACheatingBastard however your foes have much higher rates than you]]) and it's completely ineffective against tougher foes; plus you don't have access to it early on. On the other hand, there is a percentage damage spell which is extremely effective against powerful enemies (mass distortion) and other feels-like-cheating spells join the chorus as well, such as Fly, Town Portal and Lloyd's Beacon (instant teleport, by placing gates wherever the hell you want). And again, on the other side of table, you have spirit magic, a whole school of magic, which becomes completely redundant when you acquire light and dark magic, save for the life sharing spell, because there are three spells in these schools which cast all of the protective and boosting spirit ones, at a much higher level (they also send a fair amount of the other schools to the trash). There are also spells like fear, petrify, paralyze, etc, which only work on very low-level foes, making them redundant (by the time you acquire them). There's a resurrection spell on spirit magic, but after you become master of water it becomes redundant, since you can town portal to a temple and have them resurrect you.
* VideoGame/ShinMegamiTenseiIV averts this with its insta-kill light and darkness spells. If a target is weak to the skill, it's very likely to die - and some of those skills target the entire opposing party at once. However, most of its status effects still play this trope straight.
* Following the above, ''VideoGame/{{Persona 3}}'' plays this trope straight for about twenty levels, then suddenly averts it. ''Persona 3'' introduces "Mudo" (darkness, chance of instant death) at level 10 -- it's a skill included with a persona available in the card shuffle. Unfortunately, Hama and Mudo skills won't become valuable for another 20 or so levels, when personae with much higher hit rates are available. "Mudo" is generally a UselessUsefulSpell, particularly on a low-level persona, but ''Mudoon'' doubles your chance of success from 25 to 50 percent. Since "luck" is always boosted by at least one point when increasing "agility," your chances of inflicting instant death can easily overcome 1:1. The first spell in ''any'' sequence is usually "good idea, no chance of executing it" until you're able to acquire skills like Charm Boost, Auto-[Defence/Attack Boost], etc. This goes for your enemies as well -- outside of a boss fight[[note]]bosses are immune to Instant Kill attacks[[/note]] (or a BossInMookClothing "purple Shadow" fight), they are equally incompetent with Hama, Mudo, Marin Karin, etc. Their best hope of success comes when (1) they are using ''at least'' the second evolution of the spell; (2) the party is significantly under-leveled; and (3) they target someone unable to resist. Junpei is defenseless against Hama and Mudo skills, but with a high evasion rate (or by decreasing the hit rate of the enemy), it's a moot point. If the enemy has the first turn, however, and a 1:1 chance of success, they may take out half your party with a group "instant kill" spell.
** Fortunately, the two companions who make use of Hama and Mudo skills, Ken and Koromaru, also pad their arsenals out with plenty of alternatives (physical damage for Ken, [[KillItWithFire Agi spells]] for Koromaru) and support spells, so they can contribute more viable options to the fight as well.
** Making things worse, not only are Hama and Mudo possessed of inherently worse accuracy, they are subject to the same rules governing ElementalRockPaperScissors as all the others in this games. Not only does this mean there are enemies who are Resistant to them, making their accuracy even worse, but some enemies outright Nullify it, Drain it[[note]]are healed by it instead of being hurt by it[[/note]] -- which automatically makes it "hit", or even Reverse it back on the caster.
* Though this is mostly averted in the game, ''VideoGame/{{Persona 4}}'' has light ("Hama") and dark ("Mudo") spells. As in the above examples, they're instant kills, meaning all bosses are immune to them, and many enemies in higher class dungeons are resistant or outright immune to them -- some even bounce them right back at the caster! They also have much higher spirit point costs than regular elemental attacks, and a dramatically lower chance of hitting, even against enemies that are actually weak to them. Each character in the game has a particular skill specialization (fire, ice, physical attacks, etc), and Naoto has light/dark skills as a specialization. At worst, this trope can make Naoto's character ''as a whole'' next to useless, and many players don't even bother to level Naoto up or use the character at all as a member of their permanent party.
** This is also brought up in ''Anime/Persona4TheAnimation'', during the boss fight with Shadow Naoto and [[spoiler:Margaret]].
** Naoto gets better in ''Persona 4 Golden'', with a handful of other elemental attacks to balance out her arsenal.
** ''Persona 4 Golden'' also made enemies with a vulnerability to Hama or Mudo get automatically hit by them, which actually makes the usually inaccurate spells more viable.
* ''VideoGame/VampireTheMasqueradeBloodlines'' has the ''Dementation'' discipline "Vision of Death" and the ''Dominate'' disciplines "Suicide" and "Mass Suicide", all of which kill human and lesser Sabbat {{mooks}} instantaneously. They do not, however, have the same effect on tougher foes, although they can do a lot of damage to them.
** Although one boss-level opponent (Chastity, a [[Series/BuffyTheVampireSlayer Slayer]] type, can be one-shotted with Vision of Death, ''if'' you catch her before she's braced for combat (and a Malkavian can). If you're not putting points towards guns, don't have Bedlam yet, and are ''[[StealthRun still]]'' feeling violent, there are also ambushes where it's a solid alternative to trying for stealth kills.
* Nearly every ''Franchise/FinalFantasy'' game has a few of these. There are some exceptions, of course -- [[UniversalPoison the Bio spell]] is occasionally the only way to deal steady damage to an opponent, and the final boss of ''VideoGame/FinalFantasyX'' [[ReviveKillsZombie practically requires Zombify]] (unless you took a short side trip to the [[GameBreaker Omega Ruins]]).
** The Gravity/Demi spells in almost any ''Franchise/FinalFantasy'' suffer from a similar, if not quite identical, problem. Gravity spells cannot traditionally kill your enemy -- it deals a percentage of their current health as damage, usually in increments of 10% or 25%. Theoretically, this is very useful for bosses and strong enemies -- however, both of these tend to be resistant or immune to gravity. When they're not, though, it's often quite effective. It was also one of the best spells in ''KingdomHearts'' since it could work on several enemies in close quarters and would pull them to the ground and immobilize them; in the sequel, however, it was removed and replaced with the Magnet spell, one with somewhat more obvious uses.
*** The Demi series, surprisingly, works against [[VideoGame/FinalFantasyVII Emerald]] [[BonusBoss WEAPON]]. Since Emerald has, literally, [[MarathonBoss a million hit points]], you'll do [[{{Cap}} 9,999]] damage with it on nearly every turn, and when it starts inflicting less than 9,999 it means you're almost there. Of course, 9,999 is but a scratch to that boss, so better couple it with W-magic and Quadra Magic. And then mimic it.
*** Earth based magic and techniques tend to fall to the wayside due to a good amount of bosses and large enemies hovering above the ground, which makes all earth based attacks miss. On the plus side, ''those'' bosses tend to be resistant to Gravity instead of immune to it.
*** Several monsters in ''VideoGame/FinalFantasyVII'' '''absorb''' gravity—using it on them ''restores'' a percentage of their HP instead! With the right combination of [[GreenRocks materia]] (Elemental paired with Gravity on your armor) and sufficient LevelGrinding (you need 40,000 AP on an Elemental materia), you could do this to your party as well.
** Instant kill spells are particularly prone to this. When you get the spell, you're too desperate for the MP to use it; but the readier you are to use it, the more likely the enemies are to be highly resistant. And naturally, bosses are immune. Occasionally a boss ''will'' be vulnerable to the insta-kill spells, just for variety. The classic example is Tiamat, Fiend of Air in ''VideoGame/FinalFantasyI'', who can be killed instantly with BANE/Scourge or BRAK/Break (though it'll take you a few tries).
** Reflect in most of the series are usually more trouble than they are worth. Most enemies that cast a spell that are either elemental and can absorb that element so you wind up healing them if the spell is bounced back or the spell they use is immune to being reflected. In some of the games, [[TheComputerIsACheatingBastard the computer says fuck it and can use spells on you while ignoring your reflect status completely.]] Using reflect also means more micro managing since beneficial magic like Cure and Esuna can also be reflected, making you use items instead (some games give the party the ability to ignore reflect status when casting).
*** FFIX averts this heavily for reflect, at least, though: not only can Eiko/Garnet pierce reflect to heal, but Vivi can double his damage output by reflecting his spells off his allies into his enemies, allowing him to hit the damage cap with Flare the moment he learns Reflect x2.
*** Reflect is useful, if situational, in ''VideoGame/FinalFantasyVI''. Notably in Kefka's Tower, many enemies have a permanent Reflect status. Since a spell can't be Reflected twice, it's easier to equip the entire party with Wall Rings (and Cure Rings to offset the inability to heal with spells) and bounce spells off the party to hit Reflected enemies than remember which ones have Reflect and hit them with barrier-piercing spells.
** On a similar note, the confusion status is rarely helpful since the confused enemy may attack itself, snapping itself out of confusion. For the ''VideoGame/FinalFantasyTactics'' series, Immobilize is useful at the start, but it quickly loses usefulness when you encounter enemies that have ranged attacks or have abilities that can hit you no matter where you run to.
** ''VideoGame/FinalFantasyI'' had more useless spells than any other game. AMUT (Vox in re-releases) reversed the effect of silence spells, except there is only one enemy in the entire game that uses it and your chances of ever seeing said enemy use it are slim. RUB, ZAP!, QUAK and XXXX (Death/Reaper, Warp, Quake and Kill in re-releases) were all useless instant death spells because by the time you could learn them... all enemies were invulnerable to it, except those that a White Mage could kill in a single punch. Even useful spells like HEAL, [=LIT2=] [=FIR2=] (Thundara and Fira) and others could be replicated by specific weapons and armors used as items during battles (Thor's Hammer for instance can cast [=LIT2=]).
*** Due to programming mistakes in the game, many spells actually did nothing...unless they were used on you, in which case they were absolutely devastating.
*** In a similar fashion, Steiner's Thunder Slash skill is supposed to cause lightning damage to an enemy, but it would always fail because of a programming glitch that mixed up its success rate with Iai Strike. When you fight Beatrix ([[spoiler: and later when she joins as a guest member]]), her version of the skill never fails because her skill isn't under the same programming like Steiner's. If Vivi is in the active roster with Steiner, you could get a similar effect by having Steiner use Thunder/Thundara/Thundaga Sword attack.
**** A notable exception was Kary/Maralith, who was actually quite vulnerable to several useless-useful status spells. Possibly the most hilarious way to deal with her was Confusing her into attacking herself for several rounds. So much for the Legendary Fiend of Fire.
** Most spells in ''VideoGame/FinalFantasyII'' were useless aside from Cure, Life, element Magic, Flare, and Osmose. The reason for this is that any spell you picked up needed to be [[LevelGrinding ground from scratch]], which was painstaking even if you used the [[GoodBadBugs glitch]] that allowed you to speed it up by several orders of magnitude. You needed to cast buffs ''several hundred times'' before they'd reliably land on ''one person'', much less the whole party. Debuffs needed even more ludicrous grind, since foes already have a propensity for resisting or being immune. The [[SwordOfPlotAdvancement plot-central]] Ultima not only [[CantCatchUp started at level 1 and came into play near the end]], but nearly scaled worse than the spells you bought at the beginning of the game -- and certainly worse than normal attacks.
*** However, if you did take the time to power up spells, they turned out ''extremely'' useful. A high-powered Teleport spell is relatively easy to get and kills a surprising number of creatures reliably. The Berserk and Haste spells make your physical attackers walking death machines, and proper application of the Toad spell makes much of the game a complete joke. (remakes of the game also significantly cut down on the grind needed to level up) Ultima still sucks, at least in the original release. It's meant to scale in power depending on every other spell and ability you've leveled up, but a glitch means that it, in a word, doesn't.
** Kimahri picks up quite a few of these in ''VideoGame/FinalFantasyX'' if you find his Blue Mage-like ability to be interesting. For example, you can have him master the Stone Breath attack of an enemy...except that then we ''guarantee'' that whenever you use that particular Overdrive attack, the target will be immune to petrification. Even if it's a random encounter. That doesn't have petrify effects.
*** It and its [[{{VideoGame/FinalFantasyX2}} sequel]] have a few status effects that work on almost anything, including anything that inflicts [[OneHitKill Eject]] and -strike skills on weapons, including Stonestrike, which could be acquired early and caused instant petrification and shattering if Stonestrike activated, which it did so at a surprisingly high rate for an OHKO skill.
*** FFX allows the creation of customized weapons, so you could create them with the status effect you wanted. If it didn't work, you'd still deal physical damage, though in that case you'd be better off with a legendary weapon with Break Damage Limit.
** While ''VideoGame/FinalFantasyXIII'' averts most of the usual useless useful spells of the franchise, it still has one in the form of Quake. Quake is a technique, not a spell, so it runs off of Tech Points, which can only be recharged by doing well in battle, by using a particular accessory, or using a ludicrously rare Ethersol. You can have a maximum of ''five'' tech points, and Quake uses one. Yes, it hits everything on the field, but you're not going to waste a tech point on a rather weak spell when you could use it for offensive boons like Dispelga, Renew, or summoning your Eidolon.
*** It has one use: If you get a preemptive strike on a large group of enemies, Quake will instantly stagger everything on the field.
*** Quake's major benefit is the 26.67 seconds it adds to chain duration. Opening with Quake is an excellent way to enable simultaneous chain-building on multiple targets.
** ''VideoGame/FinalFantasyXIII2'' has the Wound spell. Wounding reduces the max HP of the victim. On your characters, getting severely wounded was a grave concern, and a serious impetus to finish battles against enemies capable of Wounding quickly. Since enemies tend to have high HP and don't usually heal much, it's much less useful in player hands unless you have a monster with the Bloodthirsty ability.
*** The Jungle Law passive ability certain monsters have. It increases the strength and magic of the monster against enemies with less HP than they have, but decreases it against enemies with more HP. This is a game where your average mook has five digit HP, and since only a handful of monsters break five digits, it generally reduces them to infusion fodder or permanent benchwarmers.
** ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime'' gives this status to Haste and Slow, which are fiddly to pull off - requiring stacking spell target rings in combat - and have a duration so short that you can miss your entire buffed period by blinking at the wrong time.
** ''VideoGame/FinalFantasyVIII'' has an option that lets one circumvent this to some degree: junctioning. Casting the spell is about as useless as usual, not to mention it depletes your stock of stored spells, but you can junction a status spell to your attack, giving your physical strikes its effect. If it worked, great, but if not, at least you didn't waste a spell and a turn trying.
* The first ''PhantasyStar'' game had another almost certainly unintentional exception. There was a ROPE spell that would paralyze a monster, and a medusa boss that required a mirrored shield to defeat. If you successfully used the ROPE spell on the boss, the paralyzed medusa would not be able to turn anyone to stone and could be killed without the item.
** However, Phantasy Star IV directly averts this. There are a number of instant death spells, most of which with a high enough success rate to be worth using against many enemies. (Still worthless against bosses, though.)
*** The fact that most of these spells didn't use MP but instead had their own limited use count also meant that you're not losing anything but a battle turn when the spells fail. Weapons with an added instant-death effect also didn't have a significantly lower regular attack power like in most other [=RPGs=]. Nice.
* ''BaldursGate'' and its sequel. Bosses were invariably immune, petrification and disintegration would destroy your enemy's loot as well, and silencing was ''particularly'' useless, as every enemy wizard would immediately cast the "Vocalize" counterspell. Of course, ''you'' had to make sure to be protected against all of this; helmets of Charm Protection were indispensable. However, there were exceptions; debuff spells like "Dispel Magic" were indispensable even in your hands, since many of the bosses and mini-bosses of the game were spellcasters with so many protective spells stacked on that they were literally invulnerable without their aid. Furthermore, in the first game many of the bosses can be Charmed and even forced to kill themselves with their own spells.
** To counteract this, several spells exist solely for making enemies more vulnerable to magic, occasionally making the Useless Useful Spell, well, useful. If you're enough CrazyPrepared with spells of "Lower Resistance" (SelfExplanatory) and "Greater Malison" (lower save rolls) then you can kill pretty much anything except the BigBad and TheUndead with a single "Finger Of Death" spell.
*** Very few bosses are in fact totally immune (as opposed to having ludicrous magic resistance or good saves) to every kind of status effect or instant-death attack. The trick is almost always to use the * right* one. It got even more ludicrous in Throne of Bhaal: One of the bosses' magic resistance can only be breached by a level 8 spell, but he ALSO casts a spell which protects against that particular kind of magic, so you need to use a separate level 7 spell to breach that one...
** Most boss fights in BaldursGate2 and ThroneOfBhaal are almost puzzle-like in nature, in that you need to figure out precisely what protections the boss is using, combined with innate abilities, in order to neutralize them. When you add the fact that many bosses have hidden immunities, that some of them bend or outright ignore the game rules, and that none of this is explained in the manual or anywhere in the game, it all adds up to a massive headache. In the end, it's usually easier to rely on the universal "dispel magic" spell (or even better, Inquisitor ability), summon creatures, and just whack everything with a big sword until it dies, rather than try to figure out the spell-counterspell tangle. Thankfully, in later games the whole system was somewhat simplified.
** The second game also introduced Power Words which induce a status effect (sleep, silence, stun, or death, depending on the spell) in a single target. However, they're ineffective against targets with too many hit points, and in this case "too many" generally means "enough to be worth using a spell slot on it". The best use of most Power Word spells is in conjunction with Spell Trap and Project Image to refill a wizard's spell slots, although even that can be done faster with Wish.
** Baldur's Gate and sequels use VancianMagic: if you've got more Silence spells prepared than the enemy has Vocalize spells, you win. Of course, you've probably got better things to do with those spell slots, so...
* ''VideoGame/{{Diablo}} 2'' used to be chock-full of these -- before synergies were introduced, characters would spend their early levels not wasting skill points on ''any'' low-level spell because it would be supremely ineffective even before the end of ''Normal,'' much less [[IdiosyncraticDifficultyLevels Nightmare and Hell difficulty.]] But even after synergies this trope persists, with several spells per character falling victim to Useless Usefulness:
** Necromancers: The Weaken curse has never been useful; despite cutting monsters' physical damage by a third and having a wide area of effect, it is unnecessary in Normal and doesn't do nearly enough mitigation in Nightmare and Hell. It is also outclassed completely by Decrepify, which cuts monster offense in HALF, along with the monster's defense AND speed. Talk about obsolete!
** Amazons:
*** The Magic Arrow spell lets 'zons fire arrows/bolts without worrying about ammunition. Yet arrows are so cheap, so many monsters drop them and they stack to such huge amounts that this never matters.
*** Ice Arrow. Completely outclassed by Freezing Arrow aside, it doesn't even synergy well with FA, only providing a measly 0.2 extra second of freezing per hard point.
** Paladins:
*** Conversion is one of the worst attacks in the game. While it does have a chance of converting monsters, doing so usually takes much longer than just killing them. Even worse, after they change back, they retain your beneficial aura (or are immune to your offensive aura) for a short period of time. So the demon charging at you has your own Fanaticism...
*** The healing aura, Prayer, heals far too little and drains too much mana to be of any use, even at the beginning of the game when you get it. Their Blessed Aim and Might Auras are also outclassed (by Fanaticism and Concentration), plus the former two can be obtained on a mercenary.
** Barbarians:
*** Two words: Increased Stamina. More words: You never really have trouble with stamina, and even if you do, there are always better places to spend your skill points.
*** Leap is almost totally outclassed by Leap Attack, which lacks the limited range of Leap. The only function left for Leap is if you want to knockback a group of mobs for some reason.
** Assassins: Psychic Hammer, a hilariously low-damage skill that really can't do anything other than maybe knocking people out of desync.
* Magic (as in the elemental type 'Magic', separate from 'Fire' and 'Lightning') in the first ''VideoGame/{{Diablo}}''. It was represented by three spells, including the high level ''Bone Spirit'' which removed 1/3 of an enemy's current health. Because of this spell, almost every single enemy in the higher difficulties was magic immune, making it and the other two magic spells useless -- ironically even if it did work on everything it would be far weaker than your elemental spells which could kill any non-immune monster in one hit or all monsters on the screen in two.
** ''VideoGame/{{Diablo}}'s'' unofficial expansion ''Hellfire'' attempted to take care of the Magic immunity problem by implementing a few [[ThisLooksLikeAJobForAquaman monsters vulnerable to magic]] but not to fire or lightning. Unfortunately ''Bone Spirit'' couldn't actually kill the monsters because it did fractional damage and the other two magic spells were so weak that players simply treated them like triple immunes in the regular game: ''Stone Curse'' and bash them.
* Most ether effects in the first two ''VideoGame/{{Xenosaga}}'' games were virtually useless, with the notable exception of spells to change a character's attack element that were available in Episode 2. Episode 3 largely remedied this issue.
* ''WorldOfWarcraft'' boss mobs are notorious for their immunity to crowd control spells like polymorph, shackle, and fear.
** And often using more powerful variations of those spells. One particular boss parodies mages by turning the whole raid into sheep at low mana, and then sitting down to drink (which restores mana). The effect cannot be broken like the regular spell either, and even works on most druid forms, even though they are immune to polymorph. Another boss uses an area fear with such a wide range that only casters and hunters with the right talent to increase their range can avoid getting caught in it.
*** Relatedly, in Vanilla [=WoW=], a lot of bosses had resistance to a certain school of magic. Fire mages hated that. Are you the class that dishes out [[GlassCannon most damage]] in the game? Well too bad: The first two raids will have nothing but bosses who are immune to you!
** On the other hand though, such spells tend to work quite well on regular enemies, and better than on players, which cannot be disabled for longer than ten seconds (especially true for the priests Mind Control, which gives full control over a monster, but only allows movement and basic attacks on a player). Such spells, usually referred to as [=CrowdControl=], are a vital part of group gameplay, since they can be used to reduce the number of enemies that need to be fought at once. Their only limitation is the enemy type. Undead for example can not be affected by most of these spells, but priests may shackle them.
*** In Arena/PVP, this trope is completely inverted. Not only are these 'status' spells like Hex and Polymorph useful, you would be very, VERY hard pressed to win at high brackets without them.
** There have been notable mishaps involving bosses and instakill spells. For instance, one of the bosses uses a curse which drains 100% of the player's maximum health over 8 seconds (necessitating a well-timed heal). Then somebody discovered you could reflect this curse upon the boss and he wasn't immune to it...
** Warlock's Infernal and Doomguard were like this for a long time. Infernal summons a powerful demon, but the spell keeping it in control broke after 5 minutes, causing it to attack the user. It also replaces the Warlock's normal minion (which has to be resummoned with a long cast time) and could only be used outdoors. Doomguard was even more useless: The ritual required to summon it killed one party member at random, it had to be enslaved by the warlock and wasn't really much stronger than the normal minions. In the new expansion, the spells got retooled to make them more useful (both demons had their damage increased and now despawn instead of breaking free. In addition Infernal can now be used indoors and Doomguard no longer kills a party member when summoned). They're still situational at best, but no longer completely useless.
*** The warlock spells Detect Invisibility and Breathe Underwater also border on useless. The latter was quite useful for lower level underwater quests (which weren't really popular), but the expansions have cut back on those and provided players with consumables for the same effect. The time a player can breathe underwater unaided was also tripled. The former suffers from CripplingOverspecialization, as it only helps against actual invisibility, not stealth. Only a few mobs in the game use invisibility, and on the player side it's only the succubus pet and a mage skill added much later.
*** Unending Breath also got a buff in the newest expansion, as an Affliction Warlock can now burn a gem to change it into a walk-on-water spell.
** Shadow Ward, Fire Ward, and Frost Ward are also rather useless useful spells. They absorb shadow, fire and frost damage, right? Well unfortunately; you had to ''know'' when you were gonna take Fire or Frost Damage otherwise you're just wasting mana, potions could do what Fire and Frost ward did and better (And could bypass class barriers; mages could only use it on themselves) and a lot of enemies dealt shadow or nature damage, making them useless anyways. They also absorbed a set amount of damage, too, so they didn't scale. They've been retooled in Cataclysm though: Fire and Frost Ward were merged into [[http://www.wowhead.com/spell=543 Mage Ward]], which absorbs Arcane, Frost and Fire damage [[labelnote:even more awesome]]1. ''It scales!'' 2. [[http://www.wowhead.com/spell=44395 It empowers Arcane mages when absorbing damage.]][[/labelnote]]. [[http://www.wowhead.com/spell=6229 Shadow Ward]] is still there, but there's a Destruction warlock [[http://www.wowhead.com/spell=91713 talent]] that makes it [[http://www.wowhead.com/spell=91711 absorb any kind of magic damage]].
** ''World Of Warcraft'' also had a useless useful weapon skill: Unarmed and fist weapons. It should be rather obvious why people don't even bother to level Unarmed unless they're looking for an achievement or the occasional "naked duels". Fighting without a weapon pretty much gimps your stats anyways, so why bother? Fist weapons on the other hand use the same skill as unarmed, but it's not commonly used for one main reason: Lack of selection. You could actually count on ''one hand'' how many fist weapons were in the classic game, and could see why people didn't even bother leveling it. Things improved a little in ''Burning Crusade'', but even then, the dual-wielders picked daggers, swords, maces, and axes more solely because there were way more.
*** Additionally, several of the best rogue attacks require daggers to be used, so using fist weapons would leave you short several excellent damage options, making them even less desirable.
*** Polearms suffered from the same issue as fist early on. It later became weapon type very desirable by hunters and druids looking for agility-centric two-handed weapons (the latter had practically no use for weapons at all due to mechanical issues with animal forms before).
** Fear is this in general when playing solo. If a mob fears you then you are likely to run into other mobs causing them to join their friend and attack you. But if you Fear a mob then they are also likely to run into nearby mobs, causing said mobs to attack you.
*** It's recently had its glyph overhauled, which now causes feared mobs to cower in place rather than run but gives it a short cooldown.
** In ''Cataclysm'', Warriors got a wonderful new ability: Heroic Leap. You can select where you want to go and you soar through the air to reach your destination, dealing damage as you land. This sounds INCREDIBLY awesome... Until you inevitably discover that it won't work uphill, won't cross gaps, you need a PERFECTLY straight line between you and your destination, you can't jump over objects no matter their size ("Whoops, blade of grass no leap 4 u!") and half the time, it just refuses to work (Blizzard did a great job at fixing that though). No wonder people at the start of the expansion called it "Heroic Fail" and "Heroic No Path Available" [[DontExplainTheJoke (The error message that appears when either Heroic Leap or Charge cannot reach a target due to pathing issues.)]] However, it does prove to be an excellent gap-closer when it works, can be used to instantly get out of the fire and somewhere safe and can be used to move around faster when you leap closer to where you're going.
*** Mages feel your pain. We've had this sort of glitches with Blink since vanilla.
** Thrown weapons were only usable by three classes, Warriors, Hunters and Rogues. Warriors only ever used them to pull distant targets for when Heroic Throw was on CD, and if they really needed a statstick for the crit bonus Agility granted a ranged weapon worked just as well, for Hunters it was a piss-poor alternative to ranged weapons since while thrown weapons had infinite ammo compared to ranged weapons before ''Cataclysm'' removed ammo, they restricted the use of most of their spells, and Rogues didn't really use them either outside of Deadly Throw, which used Combo Points and required a minimum distance between the Rogue and the target, making it impractical since the Combo Points would be better spent on their core abilities and Rogues are a ''melee'' class. Blizzard eventually acknowledged this, as the itemization system in ''Mists of Pandaria'' removed the third weapon slot entirely and all thrown weapons were turned into VendorTrash.
** For a long time in [=PvE=], The Paladin talent Reckoning has been this way: It currently provides [[StoneWall Protection Paladins]] with a 20% chance that a blocked attack will enable the next four weapon swings to generate an extra weapon swing almost simultaneously. Sound fun and useful for increasing singe-target DPS but a major problem with it is that most of the Paladin's threat to a creature is generated by player-cast attacks and spells, and (at least before the Cataclysm expansion) attacking more often increased the risk of a Boss parrying an attack and getting a DPS increase on the Tank (making them harder to heal). Not to mention, this type of paladin is not intended for maximizing DPS, unless threat-output is concerned.
** Many, many glyphs. Players can use a limited number of these to tweak their character but after Cataclysm all the good ones (that actually increased damage/healing/survivability) were removed. Every class now has multiple major glyphs that are either so situational as to be useless or that have any benefits cancelled out by the appearance of the word 'but' in their descriptions (e.g. 'Slightly improves ability X but doubles its cooldown').
*** Not really, unless you're one of the players who [[AttackAttackAttack doesn't care about anything but DPS]]. What Blizzard attempted to do was remove the glyphs that were deemed indispensable, making the Glyph system something that each player tailors to their own playstyle rather than a system where everyone just picks the few that StopHavingFunGuys have deemed the most powerful(granted, in many cases, there are still some that are considered more necessary than others, and the specific encounter also tends to come into play). For example, the "Improves X spell but increases its cooldown" example above can apply to players who don't use the spell often, so they can get a greater effect when they ''do'' use it.
** In the last couple of expansions, Blizzard has been hard at work removing anything remotely considered useless. Like the druid spell Thorn, which gave a weak damage reflect with no downside. For Hunters Mark, a debuff that only really benefited hunters, they changed it to be applied automatically when using other abilities, and next expansion it will be removed completely (hunters just get the damage boost automatically), despite being such an iconic ability for the class. Other spells which suffered from limited utility simply got their utility expanded, like the previously mentioned elemental Wards.
* ''VideoGame/GoldenSun'' on any number of counts. That InfinityPlusOneSword you picked up? You'll only be using it on {{Mooks}} you could easily kill anyway. Likewise, Bosses are functionally immune to most status effects, so the one case in which it would be worth your time to try for some strategy, it simply won't work. And in [=GS2=], by the time you pick up the best Summon Magic in the game, there is exactly one creature left worth using it on, and the cost of doing so is very high; depending on your class setup, it can cost you your best healing for several rounds.
** However, this is often averted in at least the first game, as bosses can be afflicted with various useful status effects (Like Sleep which, as you might guess, makes the target completely inactive for several rounds) reasonably often, sometimes even multiple times per fight. Sadly the same cannot be said for the summons of the second game, as mentioned above.
*** The first game's Tempest Lizard, especially. An optional boss that could be fought repeatedly, gives out loads of EXP, always dropped a potion when it was beaten, and could easily be effected by the Curse Psyenergy, which would make it go down after attacking a certain number of times? And it attacks twice per turn, speeding it up that much? Sign me up!
** Heck, nearly all of the Psynergy you learn in all three of the games quickly get outclassed by the more exotic weapons with fancy unleash abilities. Aside from using the fancy and strong weapons to deal damage faster, it is usually faster to attack one enemy at a time instead of trying to hit all enemies at once every time and waste PP with Psynergy doing so. Most of the time, the only Psynergy you will use are healing/revive types, Psynergy that boosts your stats, or Psynergy that factors in your weapon strength, such as Ragnarok and Plume Edge.
** And in a less combat-oriented sense, Insight Psynergy in ''Dark Dawn''. In theory, it's supposed to be an at-will hint-dropper for the game's myriad puzzles. In practice, all it does is [[StopHelpingMe make you want to yell at Amiti]], with relatively minor exceptions (Djinn in hard-to-reach places sometimes have to be knocked down with Fireball or Slap, and [[ThatOnePuzzle the goat puzzle]] can be solved by using Insight to map out a path for each goat).
* Both played straight and averted ''LostOdyssey''. Enemies tend to inflict lots of nasty status effects on the [=PCs=] that they themselves cannot cast as effectively at that point, but any status effects enemies aren't outright immune to tend to be equally easy to inflict upon them, and in fact it's a necessary part of several boss battles. The fact that the programmers decided to signify status immunity with a "miss" instead of "immune" like in ''VideoGame/FinalFantasyX'' for example for some weird reason and not showing anything when the enemy isn't immune to the status the spell inflicts but it doesn't manage to connect doesn't help the said spells' reputation much though.
** Also amusingly inverted in that by the end of the game, your entire party can ''also'' be immune to all status effects (except Instant Death, only enemies can be immune to that), but of course the ArtificialStupidity never catches on and the enemies will cast them at you constantly.
* In ''VideoGame/SailorMoonAnotherStory'', using a Holy Grail to transform Moon or Chibimoon to their Super states gave them increased attack powers. It also took away their healing powers and kept them from using Team attacks with the other Senshi (besides one team attack with each other). Not to mention the attack boost didn't put them that much above Saturn or Uranus (The game's designated tanks)
* In ''VideoGame/OdinSphere'', one potion leaves behind a toxic cloud that kills anything after a short delay, regardless of how much HP it has left. Unfortunately, this has a tendency not to work on boss enemies, but always on you. Sure, it kills slimes, but you've always got Napalm for doing that cheaper.
* ''VideoGame/EtrianOdyssey'' manages to mostly avoid this trope (see Aversions below), but the Beast class suffers from a severe case of this trope with their Loyalty skill, which makes a Beast take a blow for any other available party member. The problem? Loyalty makes Beasts take damage depending on the Defense-stat of the character they're defending, as opposed to their own Defense (so if your Beast is defending, say, an [[SquishyWizard Alchemist]], they'll take more damamge than if they were blocking a [[StoneWall Protector]] from the same attack]]). This ends up damaging the Beast-class as a whole, as some of the Beast skills require mastery of Loyalty to some degree.
** The [[WhipItGood Dark Hunters]] can learn a skill named Ecstasy: when maxed out, it has a 100% chance of automatically killing any enemy that is affected by all three kinds of Bind effects (Head, Arms, and Legs). This ''would'' be an aversion, as surprisingly few enemies are resistant to OHKO-moves, except that all four of those skills need to be maxed out to be reliable, and by the time they are, you can just outright kill a monster using the individual skills as opposed to depending on Ecstasy. Fortunately, there's Climax...
** The "curse" status effect, which makes the afflicted take damage equal to half of what they deal, works identically on enemies and player characters, but HealthDamageAsymmetry makes it far more dangerous to you--a party member may instantly cause their own death with just a single moderately powerful attack, whereas mooks rarely will and bosses can cause a [[TotalPartyKill one-turn party wipe]] without even losing one tenth of their health. Not quite useless, and you need to kill some enemies this way to get certain items, but inferior to basically every other status effects you can use.
* In an odd RTS example, in ''CommandAndConquer: Red Alert'', a few missions from the end the allies acquire the ability to use the Chronosphere, a teleportation device. However, in game (more powerful in CutscenePowerToTheMax), you can only teleport a single tank at once, and cannot teleport air units or [=APCs=] with people, with the given reason that the people in the [=APCs=] will die, which really doesn't make sense because the tanks have to have people in them (and a known cheat can disable it). This is largely corrected in Red Alert 2, where the Chronosphere has the power to teleport up to 9 small tanks, including vehicles with people in them, as well as some air units. In fact, you're able to teleport land units into the sea and sea units onto the land, making it somewhat of an offensive weapon too. Unshielded infantry still die in Chronoshifting.
** Also in ''Red Alert'', the Soviet Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. Also corrected in Red Alert 2, the Iron Curtain then has the ability to protect up to 9 tanks, flak tracks, or terror drones.
*** The Iron Curtain can protect a valuable building that is in imminent danger of being destroyed, such as a Construction Yard, which can buy you time to kill off the invading force or repair it. Another (more fun) strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it -- if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it.
** However in ''Red Alert 2'': Yuri's Revenge, the Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free.
*** When you figured out the secret, the Mutator was possibly the best superweapon in the game. Use it with the grinder and Yuri has potentially infinite cash, especially useful in a long game where the ore has run out.
* Likewise, ''CityOfHeroes'' shows why designers tend to put these limitations in place. Archvillains and Heroes (not [=PCs=]) sport the standard immunity (most of the time) and are always highly credible threats. Anything below that level of resistance will be sleeping, frozen, confused, blinded, suspended from the ceiling and have its accuracy, resistance, defense, damage, regeneration and anything else floored to minimum values before it can say, "these are support effects any other MMO would kill for!" As a result, PlayerVersusEnvironment gameplay tends to end up being rather easy.
** This leads to a very rewarding experience if you play the Dominator class. Dominators rely on status ailments to disable foes while dealing decent damage and even get a SuperMode to make their status effects harder to resist. When properly built, Dominators are the only class that can overcome an Archvillain's status protection by themselves (Controllers can also achieve this feat, but it usually takes 2 or 3 of them).
** ''CityOfHeroes'' support effects are very powerful indeed, however, their power is mitigated by the sheer number of opponents you face. It's ludicrously easy to debuff a {{Mook}} into oblivion, then again, your average solo mission pits you against groups of 3 to 10 bad guys at the same time (depending on the faction you're fighting). Numbers are exponentially larger for group endeavors and boss battles. Note also that direct damage is equally over the top -- any class (properly built) can pretty much turn a roomfull of Minions into chunky goop in a flash. The real challenge of any mission is always the boss fight, not the slosh through the hordes of faceless goons. Par for the course in a superhero game, innit ?
** Technically, Hero/Archvillain/Giant Monster types aren't completely immune to status effects, they just have really high protection against them and cause them to wear off faster.
*** It's much easier to actually mezz a boss in a raid situation, which are only possible in the field. Since all Mezz effects stack, enough Controllers or Dominators (Or Warshades, or Fortunatas, Or...) could hold the Hamidon, if not for very long. (Indeed, prior to it's revamp, this was a ''requirement'' in order to keep the raid from wiping).
* The Death Spell in ''{{Seiken Densetsu 3}}'' deals 999 damage (the damage cap) and can be used on bosses, but it only works on enemies that are at a lower level than the caster. The only character class that learns the spell can already OHKO most regular enemies with cheaper elemental spells, and if you're ever at a higher level than a boss, you've probably level grinded enough to not even need the Death Spell.
* In ''KnightsOfTheOldRepublic'', Jedi Sentinels, and Canderous Ordo, have passive abilities that grant them immunity from MindRape [[TheForce force attacks]]. The thing is, you can count on one hand the number of enemies that actually use these attacks...
** Also, Jedi in your party have access to two abilities that remove force power buffs (absorbing damage, attacking faster etc) from enemies. Well, most of those buffs are [[WhiteMagic Light Side powers]], while you only ever fight [[TheDarkSide Dark Sided]] [[TheForce force]] users, who rarely use the neutral buff powers either. The only enemy that reliably buffs himself is the final boss, who uses force immunity on himself.
* ''ShiningForce 2'' gives you the "death" spell, at a late point in the game where most of the enemies you'll be fighting are undead or demons, both immune to that. Of course, it does work perfectly well on the player party.
** Desoul (the aforementioned instant death spell) shows up in the original ''ShiningForce'' as well, and is a fair bit more effective on enemies. Instead, the spell Muddle literally does ''nothing'' in the original game, but in the second is a style of confusion spell that can be at times quite amusing. Not that it's any more accurate than it was before.
** The remake averts this -- well, partially. Status infliction spells are still worthless; but as for status ''buffs'', especially Narsha's? These easily veer into GameBreaker-level of usefulness. Heck; one of the best ones is one that ''buffs your movement''. In a strategy game where you're limited by how much you can move at once? That's ''really'' useful!
* Used in ''[[FateStayNight Fate/stay night]]'' in the form of the "Projection" magecraft, which allows users to create objects out of their own {{Mana}}. However, since it relies on the user's own image of the object, the result is always degraded from the original and disappears eventually. Basically, "if you know everything about the object and its material composition, why not just ''get'' the resources and physically make it?" However, it is also from this "useless" spell that the protagonist [[FieldOfBlades gains his powers]].
** Technically, he's cheating [[spoiler:because he's not even using "Projection" magecraft in the first place, as he's actually using an application of a Reality Marble.]]
* Nondamaging spells in ''VideoGame/BreathOfFireII'' are especially guilty of this, for all three of the listed reasons, but especially the third one. The one that was supposed to lower agility doesn't work on anything.
* The pocket watch in the ''Franchise/{{Castlevania}}'' games is largely a Useless Useful Item. Paying 5 hearts to stop time for 5 seconds sounds like a good deal -- until you realize that almost all the bosses, ''and even some of the stronger normal enemies'', are still able to move during the watch's use. The watch is occasionally useful in some of the game's more NintendoHard segments (such as some difficult platforming sections with flying enemies around), and does quite well against Medusa, the second level boss in the first game (one of the few bosses in the entire series who is vulnerable to its effect), but it's largely useless, and hardly ever more useful than any other weapon you can carry.
** This is averted in ''VideoGame/HauntedCastle'' however, as it makes the watch cost only ''two'' hearts, making it actually efficient, and it can affect bosses in the game.
** The watch in ''Videogame/CastlevaniaCircleOfTheMoon'' ordinarily only stops regular enemies, slows down larger ones, and doesn't do a thing at all to bosses. There is an item crash spell available later in the game that enhances the watch to make it stop all enemies and even slow down bosses (including Dracula himself), but at this point you have much better spells that actually do damage.
** And again in ''VideoGame/CastlevaniaSymphonyOfTheNight'', we've got Dark Metamorphosis, which allows our vampeal hero to heal with the blood shed by enemies... of course, most things, exploding into flames on death and dying in one hit, or being animated armor or skeletons or whatever else, don't bleed; the most powerful early-game weapons (Jewel Knuckles and spells) won't draw blood from any enemy; and the late game most powerful weapons (Crissaegrim, Alucard Shield, spells) are such complete {{game breaker}}s you'll almost or entirely never will need to heal.
** Similarly, an early-acquired weapon, the Red Rust, will curse enemies (preventing them from attacking). Of course, it's slower and ''weaker'' than ''punching with fists'', has a random chance of failing to swing on Alucard's part, and ''only affects the two Doppelganger boss enemies in the game''.
** Also, from ''VideoGame/CastlevaniaOrderOfEcclesia'', there's Scutum. It's the first shield spell you get, and is entirely useless against attacks that aren't ''directly above you''. Guess where the hardest-to-dodge attack of the end boss comes from?
* ''FireEmblem'''s Sleep and Silence staves are guaranteed a 100% hit in the SNES game provided the user's magic is higher than the target's magic defense, but are severely downgraded in the GBA installments to the point where 90% of the time you might as well [[VendorTrash sell the things for money]] rather than waste time trying to put an enemy to sleep or block their magic.
** Although they do give nice experience even when they miss.
** In Radiant Dawn, the Sleep Staff is a definite aversion: You're given one in an Info Conversation on [[ThatOneLevel Chapter 3-13]]... given the [[RogueProtagonist boss of that chapter]] [[GameBreaker is the strongest unit in the game]], [[HopelessBossFight and he gets much stronger back up on turn 10]], you pretty much have to take him out, before he kills you horribly, but has a very low RES stat, meaning he can be hit by the staff... it's pretty much your only hope.
** FE 4's "Berserk Sword" -- a sword with a chance to inflict the [[BrainwashedAndCrazy Berserk Status]] upon foes. Seems useful, right? Well, it's only got a range of 1. Which means: Either the enemy is still going to attack you on their turn or, have already used it. So it's kinda pointless. However, the Staff has a 100% chance to hit if the enemy's MDEF is lower than the caster's MAG stat... which is an aversion. HilarityEnsues when that hits the right target, like say, ThatOneBoss, when she's next to the FinalBoss.
** The series also loves giving skills that increase the Skl stat to archers/snipers, classes that already have absurdly high levels in that stat. FireEmblemTheSacredStones even gave them a skill that allowed a guaranteed hit when activated, despite their chance of hitting probably never dropping below 100 due to the aforemented Skl stat.
** Lifetaker in FireEmblemAwakening seems like a good idea, healing you if you kill an enemy. Only works on your turn though, so it's useless if you want to restore the hitpoints to survive an onslaught of enemies, and overshadowed completely by Sol or Aether (which has Sol embedded), both of which have a chance to restore HP on each hit and even works on enemy turns.
*** Lifetaker [[NotCompletelyUseless can be more useful than Sol or Aether with certain high-level builds]]. Because it only works on your turn, a character with Vantage won't [[GoneHorriblyRight accidentally heal themselves over 50% HP during the Enemy Phase and get killed by the next enemy]], and unlike Sol and Aether, Lifetaker doesn't conflict with other trigger skills like Vengeance, which you may need to do enough damage to kill the enemy before they kill you.
* ''VideoGame/MegaManXCommandMission'' suffers from this greatly, although spells are relegated to items. None of them will ever work...EVER unless they are attack or healing items.
* ''VideoGame/SkiesOfArcadia'' plays this straight with the silver-magic "Instant Death" spells. Bosses use these (with [[TheComputerIsACheatingBastard such high levels of success]]) so often that you must use Aika's magic-nullifying Delta Shield every single turn... which renders all your ''other'' spells useless! You're better off just using items, since they can replicate magic effects, cost no SP to use, bypass the Delta Shield and are [[MoneyForNothing piss-easy to acquire]].
** The reason that the instant death spells have such high levels of success is because they were built that way. Eternum has a 100% chance of instant killing anything not totally immune to instant death, and does a pretty decent amount of damage to anything that is. While this may sound like an aversion, it also costs a fairly large amount of SP.
* The online RPG ''[[http://www.rinkworks.com/vault Murkon's Refuge]]'' has many high-level spells that attempt to paralyze, silence, or even instantly kill entire monster groups. Naturally, the highest dungeon levels are rife with monsters immune to these spells, especially the undead and the ones capable of paralyzing your front-row characters in a single hit. In a semi-subversion, you can actually retrain your characters into Assassins who can deliver similar instant-paralysis hits (without having to use MP!) and even instant-death critical hits (at least on the non-immune monsters). Plus, you can make your own characters immune to paralysis if you boost their armor class enough.
* Mesmers in ''GuildWars'' are dangerous in PvP due to their ability to drain their opponent's energy and disable their skills. In [[PlayerVersusEnvironment PvE]], however, enemies rarely show detrimental effects from energy denial (making such skills typically used for their secondary effects if at all) while powerful bosses are typically immune to skill disabling (as they would be too easily rendered helpless otherwise).
** Interrupts are essential Mesmer fare in PvP. Try having an interrupt-battle against an AI-controlled Mesmer though, and you'll likely see your interrupts interrupted (something which takes insanely good timing for a human to pull off).
** Hexes still work, though. Actually, they work better in [[PlayerVersusEnvironment PVE]] because the AI is too stupid to stop attacking/casting through them.
** Conditions still work on bosses as well (though some bosses are only affected for half the stated duration). Daze is extremely helpful in Factions, Nightfall, and Eye of the North, since bosses get a 2x damage bonus.
** Inverted, even, with certain hexes that have an effect if they end without being removed, since they end faster. In particular, Wastrel's Worry (Which deals damage after a certain amount of time if the target hasn't used a skill) becomes spamable and does quite a bit of pain.
* Nearly every offensive spell in the first ''[[HarvestMoon Rune Factory]]'', as the player character only has 100 [[{{Mana}} RP]] per day to work with (for the most part) and the spells have a fixed RP cost. Fixed in the sequel, where magic costs decrease with practice just like every other ability.
* The ''KingdomHearts'' [[UpdatedRerelease Final Mixes]] seemed to be bent on making the respective games' [[UselessUsefulSpell useless useful spells, abilities, and forms]] into actually useful skills: Stop is necessary to defeat most of the added monsters in the original Final Mix, and the same for Aero (which was not so much useless as too costly for its benefits). In Final Mix+, a whole slew of BonusBoss fights and [[ThatOneSidequest sidequests]] became either significantly easier or even possible in the first place by cunning use of Wisdom Form, the by-far least useful of Sora's forms in the main game, or various kinds of magic (including [[LimitBreak limits]]), often eschewed in the main playthrough or the original versions as it is generally easy enough to off the mooks with regular attacks.
** Vexen can be ''incredibly'' trivialized in Final Mix 2+. You can attack while moving so you can avoid the trap that collects data and summons a Shadow Sora while you destroy his shield...then what do you do after that? FIRAGA SPAM!!! Lexaeus also likewise requires you to pretty much spam reflect unless you don't wanna get crushed by tons of boulders.
*** However, Reflect is an ''extremely'' useful skill even in the original Kingdom Hearts II. It not only prevented enemies from damaging you, but it could be cast three times in succession and [[ExactlyWhatItSaysOnTheTin reflects damage back to the enemies.]] It was also essential if you want to win a tough fight quickly or didn't want to be hit by [[ThatOneBoss Xaldin's]] hurricane sweep in Beast's Castle.
* In the ''VideoGame/MegaMan'' games, the player may obtain a shield weapon which supposedly offers protection. But there were problems with many of them until Jewel Satellite in ''9''. Basically they would either disappear after anything hit it or were limiting in some way (such as if Mega Man moved, the shield would be "shot" in that direction). Rolling Shield in Mega Man X was a slight aversion, but the only enemies that didn't cause the shield to disappear were ''GoddamnedBats''.
** The two exceptions are the Leaf Shield and Junk Shield. The former takes hits quite well and can destroy an unlimited number of annoying Pipi birds and weaker enemies, but you automatically throw it when you press the D-pad. The latter lets you move freely and is very durable; enemies gradually wear it down by breaking off small pieces of it upon contact.
*** The Water Shield from ''Mega Man 10'' is similar to the Junk Shield, and while not as strong defensively as the Jewel Satellite, it is often the go-to weapon against large enemies due to the number of times it can hit.
** Flash Man's power, Time Stopper, was a Useless Useful for 95% of ''Mega Man II.'' Its only real use came against Quick Man, where it could be used to give you a free fall through a long sequence of insta-death beams, and could also knock off a major chunk of the boss's life bar.
* It could be argued that all Magirock spells in ''VideoGame/{{Terranigma}}'' falls under this category -- most of the standard enemies are relatively easy to dispatch through conventional means, and Magirock is not usable in nearly all boss battles.
** The key word there is ''"nearly".'' You are notably allowed to use magic against at least one boss- ThatOneBoss. Bloody Mary.
* In ''VideoGame/LegendOfLegaia'', one of the Seru whose powers you can absorb is Nighto, and when used by one of your characters, has the power to either confuse or kill a single enemy. Sounds pretty good, right? Well...the chances of confusion actually working are fairly low (compounded by the fact that confusion, although doing exactly what one would expect in that it causes monsters to attack fellow monsters, tends to last only one turn on stronger beasts, much like other status changes in this game), and the chances of actually killing an opponent are almost nil. But, there's one glorious exception, and that's the ''very'' difficult mid-game boss Berserker, where Nighto's chances of instantly killing Berserker are actually quite good.
** Legaia's fairly bad about this, actually -- the majority of your Seru (essentially your magic spells and main means of dealing out huge damage to bosses) will reduce enemy stats or have other such effects at higher levels... but typically kill normal enemies in one hit, and ''of course'' bosses are immune to these effects. And even if someone does bother to fight normal enemies, magic doesn't regenerate and boss fights are generally wars of attrition that involve healing spells ''every turn''... hope you stored a lot of mana poti- I mean mana leaves.
* ''ValkyrieProfile 2'' often had useful status effects against bosses 0- paralysis, Frailty (which stopped enemies from healing themselves) and some are even susceptible to ''Stone''.
** The same happens in other ''ValkyrieProfile'' games. In the first, Might Reinforce and Sap Guard are two of the best spells in the game. There are very few spells that afflict just status, but they are capable of damaging so they are not entirely worthless. And in ''CovenantOfThePlume'', moves such as Suspend Motion are very useful (just not on bosses), and it's possible to Sap Guard or Sap Power the bosses.
* ''The Spirit Engine'' has a really vicious one. At first, the Life Drain spell seems really great -- it deals the highest damage in the game, doesn't take too long to cast and completly bypasses any protection an enemy may have. And it really IS great for the majority of the game. [[spoiler:And then you come to the final two bosses. Not only are they two the [[ThatOneBoss worst difficulty spikes]] I've EVER seen, they're also completly immune to this spell. Since you likely sunk all your skill points into this spell, what with it looking like a gamebreaker, you'll be left with at least one useless character.]] Since combats are luck-indepentent in The Spirit Engine, you may have rendered your game unwinnable.
** Fortunately the skill system is set up so that unleveled skills are still ok if used in an appropriate situation, and you can't put more than half your points in one skill (unless you count putting the rest in HP/MP). The shield spells are still useful for the semifinal boss and the final boss's first and third forms. The problem is if you were so foolish as to rely on the spell that completely ignores armor as your main method of beating armor, because the final boss's ''second'' form has obscenely high damage resistance that half the game's attacks can barely dent, and shields are only useful as a backup plan if you fail to stop secondary attack--once. The game throws you a bone with TheCavalry showing up if you're losing with a strong attack... except there's no real way of protecting the guy and his health will not last through the battle. The author learned his lesson and in the next game the only boss that has damage soak higher than the stronger normal enemies is an optional fight.
* Bombchu in the Gameboy Color ''Zelda'' games. In the N64 games they could ''sometimes'' be useful to hit far-off bomb sites that a normal bomb can't reach, and ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' made their use essential, but ''VideoGame/TheLegendOfZeldaOracleGames''? You'll never need them. Ever. They're completely pointless. Worse, you can only get them by completing ALL of one game and at least a significant portion of the other. By the time you get them, you don't need them.
** The Bomblings in ''VideoGame/TheLegendOfZeldaTwilightPrincess'' are equally useless...What they work best for (hitting far away or otherwise hard to reach targets) could be handled much more easily and quickly by just combining regular bombs with arrows for exploding arrows.
** Also in ''Videogame/TheLegendOfZeldaOcarinaOfTime'' is Farore's Wind. Pretty easy to find some time before the TimeSkip occurs, and its purpose is something of a save point in dungeons that let you teleport to almost any room you set it up in (almost like the Ooccoo in Twilight Princess about 8 or 9 years later), but it eats up a decent amount of magic, and it isn't very helpful in contrast to sheer patience or soft resetting. Worse, every single dungeon in ''Ocarina of Time'' is designed so that the boss's lair is near the entrance; only the Shadow Temple has any real resistance in between once you've solved all the puzzles. Thus, it largely fails to even save much time if you're trying to restock just before a boss.
* ''Age of Pirates 2: City of Abandoned Ships'' contains a particularly egregious example. In one of the most involved and lengthy quests you can eventually gain a special item that allows you to resurrect any of your companions who get killed in combat (and who, given the game's relatively realistic setting, would otherwise be [[FinalDeath gone for good]]). Sounds great, except for the fact that raising them makes all items in their inventory disappear, which means that, assuming you can even ''carry'' all that additional weight, you have to loot the corpse first before you resurrect your companion, and afterwards give all the stuff back to the crewman in question, and all that in one of the worst inventory systems ever conceived in a computer game. In short, rather than actually ''use'' the ability it's easier to choose the lesser of two annoyances and simply load a saved game, hoping the bugger won't die this time.
* ''LegacyOfKain: SoulReaver'' has glyph spells. They're only attainable by completing increasingly complicated side-levels (some of which would be nigh-impossible without a strategy guide). Since the bosses are all puzzle-fights (figure out their one weakness, which always involves environmental weapons), the glyphs are useless against them. In addition, the "magic points" necessary to use them are limited and hidden. On top of that, only two of the 6 glyphs could consistently kill normal enemies. The only reasons to actually use them are laziness (they restrain/kill enemies in a large area), gratification for completing the ridiculous puzzles necessary to find them, and because they look cool.
* Played straight and subverted in ''VideoGame/EndlessFrontier'' both cases, the snipe effect is very good in keeping mooks from attacking you while you gang up on another grunt yet it is totally worthless against bosses. In a game where even with high level equips your foes can finish you in two hits if the CPU felt like it.
* ''VideoGame/DevilSurvivor'', despite being a ''MegaTen'' game. Normal enemies die too quickly for status effects to be useful, and bosses are invariably immune to them. Buffs and instant kill abilities just don't exist.
** The one exception is Stone, which can be very helpful due to its effect of making enemies unable to attack, and vulnerable to being broken by a single physical strike.
* Attack spells, especially single target ones, in quite a few [=RPG=]s, especially if healing spells are available for the MP to be used on. Who is going to spend even 2 MP on spells that the most powerful of which rarely deal much more damage than your physical attacks? For that matter, why not use that MP on healing if plausible so that your characters live to deal ''more'' damage? ''VideoGame/SuperMarioRPG'' is a particularly big offender because you get a healer early on, your healing spells are very cost effective, and everybody ''shares [[CallAHitPointASmeerp FP]]''; but any other RPG can be just as bad about it because the spells may run into immunities or even be ''absorbed''. Luckily for these spells, though, bestiaries have been put in use as of late, so the [[ForMassiveDamage elemental weaknesses]] aren't as much of a potential GuideDangIt as before, although if you have to have already defeated the monster to know its weaknesses, it's no help against bosses.
* The learnable technique Influence in ''BreathOfFireIII'' is generally useless. It's meant to order anyone influencable in the battle to attack a specified target every turn until they die. Of course, ''very'' few monsters listen to this, other than a handful of goblins. [[GameBreaker Use it when you send a specific one of your own characters into an increasingly berserk Weretiger form, however...]]
** Another example is the Resist spell, whichmakes the caster immune to damage at the expense of his or her own turn. Useless in its own right, but it finds a purpose with the chain formation when your fastest (and defensively weakest) character is leading the team and taking most of the damage.
* In ''VideoGame/TeamFortress2'', The Sandman was subject to a lot of complaints and balance changes. Eventually, Valve made a drastic change by removing the full stun (except at the maximum range) and replacing it with a "scared" animation that disabled weaponry and reduced movement speed. Due to a bug, however, the 'stunned' players could still fire their weapon. Once that was fixed, however, it became a pretty balanced sidegrade.
** The playerbase goes back and forth on whether the Razorback is this or not. It's a wooden shield with a car battery taped to it. It completely blocks one backstab while also stunning the Spy who did it for 2 seconds. However, it takes up your secondary slot (thus preventing you from using your SMG or the highly-useful Jarate), only works once (you have to run all the way back to base to get another one), and there's nothing stopping the Spy from just shooting you instead. In high-level play, however, where a Spy lives or dies on how well he can slip past (and kill) enemies while in disguise, the Razorback is a god-send since it's a major inconvenience to the Spy, who must stop to pull out his Revolver and shoot it (which breaks the Spy's disguise, as well as being fairly loud).
* The Scrambler perk in ''ModernWarfare 2''. In theory, it lets you jam enemy radars, so that they won't know where you and your teammates are. In practice, it tells them exactly how close you are, and they can still read their radar perfectly fine until you're very close. There's also a killstreak reward called the Counter-UAV, which does it much better and with no drawbacks.
* Defender missiles in EveOnline. One race's ships are heavily reliant on missiles, and another race's make moderate use of them, so anti-missile missiles would seemingly be quite advantageous. However, many missile types can take two or three hits before being shot down, Defenders must be manually fired, and- critically- defenders cannot be intercept missiles fired at friendly vessels. In all but a few niche circumstances, it's just easier to load offensive missiles and shoot the bastard.
* The Cure and Detoxify spells in ''RagnarokOnline''. The former cures [[StandardStatusEffects Blind, Confusion, and Silence,]] while the latter cures Poison. Both spells are covered under a single, dirt-cheap, Green Potion purchasable at Tool Dealers in almost every town.
* Thrown rocks in ''VideoGame/AncientDomainsOfMystery'' are an inversion of this: even to low-level player characters, they are usually just a nuisance, while they remain a very useful weapon for player characters of every level. The latter is because missile damage in ADOM is primarily dependent on the fixed damage bonus that grows with experience, with negligible hit dice (1d4 for rocks) from the missile itself.
* Any magic spell in ''VideoGame/{{Ys}} IV: Mask of the Sun'' and ''VideoGame/{{Ys}} V''. And you can't use magic at all in the latter's boss battles.
* Most status effect skills in ''VideoGame/MassEffect2'' fall into this trope at higher difficulty levels. This is due to everyone (players and enemies) being immune to them if they have shields/barrier/armor remaining. On higher difficulty levels, every enemy outside the tutorial segment in the beginning has at least one of these. By the time you get through these defenses, killing your target only takes a couple more shots.
** Though, it is worth mentioning that on lower difficulty levels, skills like Dominate and Hacking, which are nearly useless in the higher difficulty levels are basically GameBreakers.
* Elemental spells and weapons become less useful as your reach higher levels in ''InfinityBlade'' since most enemies will have some elemental resistances. The God King will become immune to everything after beating him once making Healing the only magic worth using against him. Appropriately enough, this means that the eponymous Infinity Blade, which deals more non-elemental damage than any other weapon in the game, is the best weapon to use against him.
* In ''VideoGame/{{Borderlands}}'' the entire shock element is useless as it's only useful for removing shields that only appear on a select number of human enemies and are easily dealt with without shock weapon. Furthermore the Hunter class gets a late game ability to bypass shields all together. Their only real use is against a few enemies that spawn is a very specific location and the hardest boss in the game.
** Trespass is also an example. It let's you bypass shields, but outside one type of enemy, shields are meaningless defenses. It is further hurt by being the cap skill on Sniping, which is inferior to Gunslinger, the pistol tree, even in terms of boosting sniper rifle damage.
* In ''BatenKaitos Origins'', you can get a variety of artifact magnus that do things such as ward damage off, display enemy health, or slow the opposing party down. However, most of those are too limited to be of any real use, and given how the battle system in this game works, it's much smarter to just pack weapons and armor.
* ''VideoGame/{{Civilization}} IV'' has several Civics that are of varying usefulness. Probably the most notorious for this trope, however, was Environmentalism. In its original form, it gave your cities a small Health boost, plus one Happiness for each forest and jungle within your culture's borders. The problem is that you got a production bonus for ''clearing'' jungles and forest, and you can't use Environmentalism until very late in the game, so by the time you can access it, it gives you almost ''nothing''. Fortunately, Firaxis retooled this with the ''Beyond The Sword'' expansion -- in it, Environmentalism gave a substantially larger Health bonus, another one for building Public Transportation, and a ''money'' bonus for Windmills (which are useful anyway) and Forest Preserves (which give Happiness on their own). This made Environmentalism a very useable late-game Civic.
* ''VideoGame/ChronoCross'' features 'sealing' elements, which shut off elements of a specific color. This will seem ridiculously useful, until you realize that these are only worth using against bosses, which are usually completely immune to sealing. Even more so for [=SealAll=], which shuts off ''all'' elements on the battlefield; however, using it in a boss fight tends to result in it missing the boss [[HoistByHisOwnPetard but leaving your party sealed]]. There's a boss battle that exploits it's immunity with [=SealAll=] and can get you offguard if you're not using an accessory that gives you immunity to an specific element color seal (hopefully White so you can then heal the others with Purify or Panacea).
* ''Franchise/{{Disgaea}}'' and healing spells. They are useful for much of the game (the entire story mode, for example), but as soon as you start getting into the post-game, battles tend to be [[OneStatToRuleThemAll an offense only affair]]. Eventually both you and the enemies will be so powerful that any attack ''will'' kill in one hit (advantage yours, since you go first), and in-combat healing is meaningless.
** For the same reason, defensive buff spells. Shield is useless late-game, since no matter how high you get your DEF you still can't take hits. Magic Wall is likewise unnecessary, since RES acts like DEF for magic spells (and boosts healing magic, which as stated above is useless). Speed Boost gets a pass, since SPD is a damage dealing stat for Fist and Gun users, and enemies who miss you entirely are still a possibility. Offensive buffs in general remain handy.
* In ''Holy Diver'', the Blizzard spell is most useful for temporarily freezing {{Lava Pit}}s, but it also freezes some types of enemies. Most later enemies, let alone bosses, are immune to this secondary effect.
* Power bombs in ''VideoGame/{{Metroid}} Fusion'' had their usefulness reduced. While still incredibly powerful against enemies, you don't need them to progress like in other ''Metroid'' games -- their sole use in exploration is to find more power bombs. ''Metroid: Zero Mission'' doesn't make them much better, as the one obstacle they seem necessary to pass (blocks in the path to the FinalBoss) can be skipped entirely through a hidden tunnel; once again, their only other real use is finding more items.
* Bowser's magic spells in ''Videogame/SuperMarioRPG'' are mostly worthless due to Bowser's magic power being the lowest out of everyone in the party.
* ''VideoGame/{{Avadon}}''. Nearly all debuffing abilities(and there's a heck of a lot of debuffing abilities there) almost never work on bosses. Take stun, for example -- sure, you can easily stun a grind mob with it (only why would you want to? it's faster to simply kill it), but when it comes to a boss (e.g. to a situation where you really needed) your chances are abysmal. You stun them occasionally, but it's totally not worth it. And same goes for the acid, poison, slows and other debuffs. Buffs are also not that useful since, once again, you don't need them versus common creeps and when it comes to bosses, tough ones, it is usually more efficient to use buffing scrolls\crystals\potions. Summons also don't do much to bosses, they can't even hope to tank them.
* A number of moves and abilities in the ''VideoGame/PokemonMysteryDungeon'' series are virtually useless in the hands of the player, and exist mostly for the purpose of letting enemies make your life miserable. Some examples include Embargo, which denies the usage of items (Enemies are almost never holding items and even fewer actually use them), Bug Bite/Pluck/Incinerate, which are weak and use or destroy an edible item in the target's possession (Pointless for the same reason as the previous move), and Heal Block, which prevents any HP recovery for its duration (Enemies go down too quickly for it to be worth using on them).
* Averted for the most part in the Pokémon main series, where various status effects are all helpful in the competitive battling realm, either for whittling that one opponent that just won't go down (burn, poison, confusion, leech seed) or just getting in that extra hit before your opponent does (sleep, freeze, paralysis, confusion, infatuation).
** Certain moves and abilities can, however, become this in the Pokémon main series games, depending on if they are given to a Pokémon that can't make good use of it. In other words, moves and abilities that will be very useful to one Pokémon may be a very poor match for another Pokémon that has them.
*** Electrode can learn Gyro Ball by leveling up, which makes sense, as it is known as the Ball Pokémon. However, Gyro Ball is a physical move that does more damage the slower the user is compared to its opponent. Electrode is one of the fastest Pokémon in the game and its Attack is terrible, making it the opposite of what kind of Pokémon should learn it.
*** Weavile's hidden ability Pickpocket steals held items from opponents who use moves that make direct contact. However, Weavile's Defense is low, so it would probably faint from that physical move before getting a chance to make any real use of that ability. Also, its regular ability, Pressure, forces the opponent to use two PP for every move instead of one, but Weavile's main role is to take out opponents as fast as possible with its incredibly high Attack and Speed, while its Defense is fairly low, so it doesn't usually have much use for that ability either.
*** Cryogonal is capable of learning Attract. However, it is genderless so it would have no effect on any target.
*** For Dark-types in general, Dark-type moves were this in Gen II and III. Back then, all Dark-type moves were special, but most Dark-type Pokémon had better Attack than Special Attack, meaning they couldn't properly take advantage of their STAB moves. This problem was resolved in Gen IV, thanks to the physical-special split, which actually made most Dark-type moves physical ones.
*** Skitty and Delcatty can have the ability Normalize, which turns all of their moves into Normal-type ones. While this means they get STAB on everything, it also means they can't hit anything for super-effective damage and they are completely useless against Ghost Pokémon and also easily walled by Rock and Steel Pokémon.
*** Petal Blizzard is one of the strongest physical Grass-type moves in the series, and is able to hit every Pokemon adjacent to the user. Unfortunately, every Pokemon that learns the move is built towards Special Attack and only a few of the said group have a respectable Attack stat.
*** During Gen V, Genesect's SecretArt Techno Blast was largely useless since Flamethrower, Ice Beam and Thunderbolt were more powerful, had more PP, could easily be replaced on the field thanks to infinite [=TMs=] and didn't require Genesect to hold an item to use a Fire/Ice/Electric attack. Genesect couldn't even get STAB for it (the Water type was the "best" type, since Genesect couldn't learn any Water attacks, aside from potentially Hidden Power). Gen VI averted this, however, by buffing its power to 120, making it an always accurate Hydro Pump/Blizzard/Thunder/Fire Blast (which were all nerfed in power to 110, making it even stronger than them).
** OneHitKO moves are limited to 5PP, auto-fail against faster ([[VideoGame/PokemonRedAndBlue RBY]]) or higher-leveled enemies, and their accuracy is an absolutely puny 30% plus your level difference from [[VideoGame/PokemonGoldAndSilver GSC]] onwards... Which means to even have a 50% chance of hitting the opponent with them, you need to be twenty levels above them, at which point regular attack moves are much better. The only way to get any mileage of such moves is by comboing them with ways to automatically hit.
* ''VideoGame/DragonQuestIX'' has Treasure Eye Land as the ultimate Thief ability, which marks the location of red treasure chests on your map (including towns) and the stairs to the next level in grottoes. Sounds good, except that the only treasure chests in grottoes are ''blue'', meaning you still have to look for them yourself. Depending on when you get it, it can range from a time saver to only useful on the first two floors (which have no chests).
* The ''VideoGame/MonsterHunter'' series has Armor skills that fall under this. Increasing your max HP or stamina is pretty much useless as not only are there easily acquired items to do just that and possibly more, eating food before heading out on a hunt can also do this. You're gonna eat before every hunt, and unlike every other food effect, getting HP or Stamina doesn't depend on the combination of food but rather the level of food (for stamina) and the stars that appear on the menu (for health). If you levelled up the canteen a few times, you'll rarely even have use for the ''items'' that do these, let alone ever present armor skills.
** Some people view Mind's Eye as this. The Armor Skill prevents your weapon from bouncing off an enemy regardless of sharpness. It may be useful earlier on if you don't have access to higher sharpness weapons or sharpness increasing skills, eventually it'd be better to just increase the weapon's sharpness level as there are very few monsters, and of these monsters only a few certain body parts that deflect weapons regardless of sharpness. You're gonna sharpen your weapon once it decreases anyway due to the lower damage output as well as the fact that a deflected weapon strike does not actually decrease the damage you do with the attack, only preventing you from comboing (unless you're using a hammer in which case it actually lets you combo faster than if your attack went through completely) and leaving you more open than a non-deflected attack (which is less of a problem once you learn a monster's patterns). The only real problem that results from deflected attacks is that the cause weapon sharpness to decrease faster, but giving your weapon another level of sharpness means you can let the weapon drop more levels before sharpening, which in the end means you'll end up sharpening your weapon LESS than if you didn't deal any deflected attacks at all. Plus, the required sharpness to attack a body part without the attack deflecting decreases to the point that you probably won't worry about deflected attacks once that part is broken, which will happen if you're attacking the deflecting body part enough to worry about your attacks being deflected.
** There are quite a few food effects that help out on quests that don't do with hunting a monster, such as helping when carrying something or climbing a wall. These quests are few and far between as the focus of the game is hunting. Thankfully, as food effects, you can choose them with those quests and then just forget about it.
* Status ailments are fairly useless in ''VideoGame/BravelyDefault''. The game is designed so you can blitz random encounters in a single round and you get an experience bonus for doing so, so there's not much point in bothering with anything but raw damage there. Bosses have massive resistances to status ailments if they're not outright immune, to the point that you'll likely spend more time trying to inflict the staus than they'll spend under it (and while poison doesn't wear off, bosses take heavily reduced damage from it). Now, ''debuffs'', on the other hand, work just fine.
** Though the Fear spell really ''is'' useless. Anything hit with Dread status will lose any accumulated BP and will not be able to Brave or Default. While things like Poison and Sleep can at least work decently on certain regular enemies, very few of them even use Brave or Default. Some bosses ''will'' make use of the BP system, but naturally, getting it to stick on bosses is nigh-impossible, so there is pretty much no reason to ever use Fear...''ever''. [[ArsonMurderAndJaywalking And it is, inexplicably, level 4 Black Magic instead of level 2 like the other three main status effect spells.]]
** That said, Poison/Sleep + Exterminate/Twilight are pretty useful for level grinding when coupled with Group Cast All, since it generally ends fights against mooks in a single turn. Use that tactic in any PeninsulaOfPowerLeveling, and you'll get your party's levels maxed out in no time at all. Poison + Exterminate is also a very good tactic against bosses that don't resist Poison or Dark damage.
** Most attack spells are often useless as you get further and further on in the game. At the beginning, they're not too bad, but as physical attacks get better and better, they just get more and more outclassed. For a while, they still manage to be useful for hitting groups or exploiting weaknesses, but their MP cost makes this use prohibitive and there are alternatives that are often preferable. Once you get the Vampire class around the midgame, you all of a sudden get a variety of powerful spells that use your attack power to hit all enemies for elemental damage, and can drain MP to refuel. Combined with the fact that the games Speed stat increases physical damage and that the games LimitBreaks are all based on physical damage, and there is almost no reason to use all but a few magical attacks. And the only reason you use those magical attacks is because you've already taken Time or White magic for their highly useful utility spells. Black Magic has become almost completely useless.
* The early ''QuestForGlory'' games generally do a good job of keeping the various utility spells useful. By the later games, ''particularly'' in ''QuestForGloryV'', the focus shifts increasingly, if not totally, to the combat magic, making the utility spells such as Fetch and Open much less useful. Probably the ''the'' best example of this trope however, is Juggling Lights. It's needed precisely ''once'' in the entire series: during the mage duel with the Leopardman Shaman in ''QuestForGloryIII'', and otherwise serves no real purpose. It can also be used on one screen of ''QuestForGloryIV'', but this usage is entirely optional. Thermonuclear Blast can also be considered this, as when cast it destroys everything within a 10-mile radius, including the Hero. It ''can'' be used in the confrontation with the Dragon of Doom in ''Quest for Glory V'', but results in a NonStandardGameOver.
** The Paladin's [[SpiderSense danger sense]] as well. Usually when it triggers it's only a vague and undefined warning and the player is aware they're in a dangerous place or situation without needing it (since this is a [[TheManyDeathsOfYou Sierra game]], that covers about 90% of the game screens). On the rare occasions where it ''does'' provide a specific warning, the danger is generally blindingly obvious.
* ''VideoGame/PAYDAY2'' has several class skills that are either too situational or worthless to be of any use:
** The Mastermind's Stockholm Syndrome lets you use civilians to revive you if you go down and acing the skill has civilians give you ammo when they revive you. The skill becomes completely useless in levels that do not have civilians in them and if you do manage to have civilians around, they cannot be tied down in order for them to revive you. Considering that SWAT tend to rescue civilians fairly quickly, you will barely get any use out of the skill.
** Dead Presidents for the Ghost tree boosts the value of loose valuables that you steal. Handy in the start of the game when you're hurting for money, but you'll quickly gain lots of money from your paydays, making the skill useless.
*** Lucky Charm in the same tree did nothing but ''slightly'' boost your chances of scoring a rare item drop. What makes this more infuriating is the skill is at the very top of the tree, requiring you to spend a ton of skill points just to get to it. The skill was eventually replaced with a slightly more useful skill called Camera Loop, which scrambled a camera for a few seconds so you could sneak past it. However, you could only disable one camera at a time and the skill becomes worthless once stealth fails.
* Fever mode in ''VideoGame/{{DJMAX}} Technika 2'' and ''3''. Activating it converts all green MAX hits during its activation period to rainbow MAX hits, and a rainbow MAX is higher than a green MAX...by 1 point...out of 300,000. Therefore Fever is only ever useful if you are capable of getting a [[FlawlessVictory Perfect Play]] (all MAX hits in the chart, rainbow or otherwise). To add insult to injury, activating Fever requires tapping a button in the top right corner of the screen, which can distract you, causing you to get a COOL or worse in the process, thereby rendering Fever useless for the remainder of the song.

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