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{{examples}}
* The [[Undead Slayer]] in [[Adventure Quest]] Worlds is amazing in Doomwood due to it's unique quality of quickly becoming well over 9000 by a Spirit Power system that only works when fighting undead. Its normal power when out of it's element is pretty Dismal
* The Viy fight in ''[[La
** The Throwing Knives did have one other big use-- Hell Temple. While the area may be filled with false floors, a thrown knife traces the actual path of the floor-- Passing right through the "gaps" to show the real path.
** Throwing Knives also make a small number of puzzles much easier than they would be with other, more obviously applicable weapons.
** The throwing knives are actually significantly stronger than shuriken, and can hit sufficiently large enemies twice (they go through most enemies). it's just that shuriken have a (usually) far superior movement pattern. And you can throw more shuriken at once than you can knives.
* The last boss of ''[[Mystic Defender]]'': it could be trivially defeated by using the weapon that bounces balls off walls and crouching in the lower right hand corner of the screen. The balls would bounce and hit the boss in just the right spot. The weapon was otherwise useless for most of the game.
* In ''[[
* Completing a sidequest involving [[No Sense of Direction|directing an easily-lost scholar home]] in ''[[
* Vulcan Raven in ''[[Metal Gear Solid]]'': it is implied you must use your missile weapons for this battle, which he can easily shoot down if you don't use them carefully. Alternatively, you can lay claymore mines around the arena and wait for him to step on them; this is one of the only good uses of claymore mines in the game.
** In a similar manner, the relatively useless chaff grenades can be used to make the fight against the cyborg ninja much easier. They're also essential to taking out the M1 tank and can make the battle against Metal Gear Rex easier as well.
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** Shroooom! can be a rather tough boss...unless you use the otherwise nigh-useless PSI Flash Beta against him, which will either paralyze or kill him in one shot.
* In the ''Mega Man'' series:
** The last boss in ''[[
** Also, starting with Bubble Lead against the final boss of ''2'', the most unwieldy weapon is often the final boss's weakness, except in {{spoiler|''1'', where Wily is vulnerable to all the weapons, and the [[Good Bad Bugs|Pause Trick]] works just as well as it does elsewhere, and ''5'', in which Beat turns Wily into an [[Anticlimax Boss]]}}.
** ''[[
** In ''7'', you remember those Wild Coils? You will when you fight Wily!
** In ''8'', one of the boss's weaknesses...well, the only thing you could probably use against it save for Astro Crash, is the mostly neglected Mega Ball.
** The Mega Ball also permits you to perform [[Double Jump|multiple midair jumps]] if your timing is good. [[Not Completely Useless]]!
** Actually averted more often than not with Sigma in the ''[[
** ''[[
* ''[[World of Warcraft]]'': In the early days of raiding, hunters received a new ability, Tranquilizing Shot. It's only use was to remove frenzy effects found on some of the bosses (which would make them much stronger). Ironically, due to issues hunters had, this one trick made hunters much more likely to even get into raids. The second expansion finally gives it a broader range of uses, even against other players. A similar case was the Mage spell Detect Magic (shows active buffs on the target) which was very helpful on some bosses that required the raid to dispel certain effects otherwise hard to see, but in this case, the spell was eventually removed (and buffs made always visible).
** Another classic case of this is the Warlock spell Detect Invisibility. Until Mages got a corresponding skill this was completely useless (Rogues use ''Stealth'', which is a different mechanic) with a few select locations that have invisible enemies. Even there it's not necessary to use the spell, but it avoids nasty surprises (especially in Naxxramas where the first player the monster spots usually gets killed in one hit.
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** The ''[[Yu-Gi-Oh Card Game]]'' had a few blatant examples of this, such as Gryphon Wing, White Hole, and Anti-Raigeki, whose ''only uses'' were to negate specific overpowered cards. Then they discovered banning, and these counter cards quickly became dead weight. A less blatant example is Kuriboh, a mostly-underpowered card that for a while was the only effective way of stopping several one-turn-KO combos.
** The card game ''[[Doomtown]]'' was especially bad at this. In one of the later expansions, the cards in question really ''were'' Magic Bullets--"Bullet" type cards were designed to insta-kill various character types.
** ''[[Magic:
** The [[Pokémon (
* ''[[Diablo 2]]'' features a Paladin ability called "Holy Bolt". Virtually useless unless you're focusing on healing teammates or damaging Undead. Of course, only a 1/4 of all the monsters in the game are Undead so you're helpless against everything else, but Holy Bolt does smash the daylights out of Undead.
** If you spec out a Paladin to maximize Holy Bolt's healing properties, you won't be able to hit any monsters past Act 3 Normal. On the other hand, with the right gear (Faster Cast Rate rings for the win) you can heal 500+ HP a second. Not bad for a game that allegedly doesn't have a healing class.
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** Cielo has mediocre stats and a weakness to any skill that inflicts status ailments. Virtually every enemy has an attack that inflicts status ailments, so Cielo is often times a bad choice, even against electric enemies who he is supposed to be most useful against. The one time he is legitimately useful is in the same fight where the aforementioned Null Sleep is required. The reason is because his weakness to status ailments means he is almost guaranteed to be hit with the sleep status ailment.
* In ''[[Persona 4]]'' there are items that deal a fixed amount of damage, low even for the early parts of the first dungeon (and you don't find them till you get near the end of said dungeon!) make short work of [[Metal Slime|Metal Slimes]]. Also good for exploiting elemental weaknesses without burning SP. Later on, however, you get the Magatama items, which deal 150 damage to all enemies; you'll likely find them useful on the bosses for the striptease and [[Retraux|Void Quest]] dungeons.
* ''[[
* ''[[Ancient Domains of Mystery]]'' hangs a lampshade on this with the "potion of uselessness." When drunk, it's...useless. But if thrown in the [[Slippy-Slidey Ice World]], it propels you along like any other thrown object... {{spoiler|and your god is impressed enough to give you an artifact for finding a use for it.}}
** Oh, it gets better. It's not merely useless if you drink it. It's useless if you throw it at a monster. It's useless if you dip an item in it. It's never an alchemical ingredient. And many, if not most, potions are useful for more than one of those reasons.
* In ''[[
** Version 1.6 changed the reflection mechanic so that deflecting an enemy projectile no longer counts as your kill. Unless of course, it's a projectile they reflected back at you, but with the reflector's load time, you probably won't be able to reflect it again anyway.
** The Resonance Reflector is an upgraded version of the Resonance Detonator, which is even more useless since it shares the Reflector's absurdly long reload time but its effect is identical to your kick attack (which is always a keypress away and doesn't require you to switch weapons). Kicking also takes a lot less time than charging the Detonator does. The only advantage provided by the Detonator is that it fires instantly when you press the button, while the kick only deals damage about half a second into the attack animation. Enter Tasen Shredders, vehicles that both Iji and the Tasen can use. Most of them spawn with a Tasen rider, but you can kick them off without destroying the Shredder - if you manage to hit a fast-moving vehicle with your foot in the split second before it knocks you down. Resonance Detonators make this feasible.
* The Tractor Beam spell in ''[[
** In ''[[
* In ''Dink Smallwood: Mystery Island'', you learn a spell called Duck Magic through a subplot involving a human-to-duck transforming magic fountain. This spell does nothing at all except summon ducks. {{spoiler|The final boss is the only thing they work on, because it "forgot to put on feet armor".}}
* In ''[[
* ''[[Final Fantasy VI]]'' has the Rasp spell, which eliminates enemy magic points. While stronger at this task than the Osmose spell (the latter also gives you the magic points, saving on Ethers), most players overlook it for spells that do hit point damage - killing things the old-fashioned way. However, there are several enemies (including both iterations of the Atma/Ultima Weapon and literally every enemy in the Fanatics' Tower) that die if all their magic is depleted. On top of that, they usually have [[Taking You
** Then there's Relm's Sketch command, which most people ignore, given that, well, it sucks. However, it's a [[One-Hit Kill]] against a few foes. Similarly, you won't use Celes' Runic very often, but there are a few bosses that are significantly incapacitated by it.
** X-zone is a spell that removes enemies from combat. Like most instant death spells it rarely works on anyone you'd care to kill instantly. It works a lot better if you cast vanish on an enemy first (this may be unintentional), but it also works on the boss known as Wrexsoul, ensuring a quick end to an otherwise annoying boss fight (though you miss out on a reward).
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*** The Fanatics' Tower messes with your character's command windows so you can only use magic spells or items in combat. Since Umaro doesn't have a command window, he completely ignores this restriction and will simply attack anyway. This can be a lifesaver-when fighting the [[Magi Master]] in the Fanatics' Tower, most players will Berserk him to stop him from constantly changing his elemental weakness. Unfortunately, you might end up Berserking him when he's only vulnerable to an element you can't target with your magic. If you don't have a spell like Flare, and you don't have the ability, much less the patience, to use Rasp, the fight can become [[Unwinnable]] unless you can find some other way to damage him. Even if he has to do it all himself, Umaro can still destroy the [[Magi Master]] for you.
*** Cyan is frequently seen as a [[Crutch Character]] because you have to charge up his Bushido attacks before he can use them. You can't input any commands for your other party members until Cyan is ready...but since Umaro has no command window, he can and will attack while Cyan is powering up.
* Across the ''[[Final Fantasy]]'' series in general, there are many enemies that trigger [[Taking You
** Similarly, the status buff, Reflect can get this treatment. Reflect returns most magic spells back at the caster/caster's party. However, some enemies will cast Reflect on the player's party so that their healing or buffing spells are reflected back at the enemy party. Not only that, but most enemies that use elemental magic absorb what they are casting, thus reflecting magic back at them would just heal them. That is the main reason why Reflect is hardly used by the player, but if enemies cast Reflect upon themselves, the player party can cast Reflect on themselves and cast magic on themselves to bounce it back at enemies without a counter reflect (except for [[Final Fantasy VII]] where if the party and enemies have reflect, the spells will keep bouncing back and forth until Reflect fades for someone).
*** Alternately, sometimes you can dispel the enemies' Reflect spells and let them get blasted by their own spells. One particularly funny instance is against the fight against Seymour on Mt. Gagazet in ''[[Final Fantasy X]]'', where he tries to bounce a Flare spell off his Reflect barrier to hit you. If you dispel his barrier before he gets the chance, he'll hit himself and then the game will snarkily note that the "Combination Failed".
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* ''[[Kingdom of Loathing]]'' has many combat items that are mostly useless (due to the existence of skills and/or other items that make far superior alternatives), until you reach the final quest. There are 24 different [[Puzzle Boss|Puzzle Bosses]] (originally 6 before ascension was implemented, then 12 until the NS13 expansion), of which the game will choose 6 randomly; each one can only be defeated using a specific combat item.
** There are many other items with similar unexpected usefulness, like the Antique Hand Mirror; using it normally just breaks it and gives you [[Bad Luck Charm|7 turns of "bad luck"]] (which [[Subverted Trope|does nothing]]), but using it while fighting the absurdly powerful {{spoiler|[[The Worm That Walks|Guy Made Of Bees]]}} will kill him instantly. The Chaos Butterfly normally has minor, random effects, or gives a seemingly meaningless message. Yet, not only is the Butterfly one of the special deadly combat items mentioned above, but using it in any combat allows you to [[Guide Dang It|complete a certain unrelated quest in half the usual amount of time, if you choose exactly the right multiple-choice options]].
* In ''[[
* ''[[Champions of Norrath]]'' and its sequel have several spells that either only work on undead, or are much more effective on undead. For example, the dark elf shadowknight's Convert Undead is absolutely useless ''unless'' you're fighting a horde of undead. The high elf cleric has several [[Holy Hand Grenade]] spells that are only useful against undead.
* There's a Disney game for the Sega Genesis called ''The Great Circus Mystery.'' In it you get several suits that allow Mickey and/or Minnie to solve puzzles, get items and open pathways. You know how you tend to forget about the first one or two weapons you get as the game progresses? Well, nothing will take down Level 5's boss except for the vacuum cleaner-suit from WAY back.
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** The sequel had Mira's unique power: while she was your active character, your party wouldn't trigger mines. Normally mines in the KotOR series are widely-spread and easy enough to simply walk around (or ''through'' -- they don't do very much damage). However, precisely one area in the game, not long after you recruit Mira in the first place, has ''dozens'' of mines in thick clusters, entirely unlike the usual arrangement.
** The sequel also emphasized this with skills through the crafting mechanic. Usually you could rely on your party's skills, rather than your own -- and a few, like Awareness and Stealth, were not very useful to begin with. However, they were the basis of the crafting system, and most of the time you were forced to use your own skills when determining what upgrades you could make.
* ''[[Magic:
** Lifegain also became nasty when they began adding specific cards that let you win the game if your life passed a certain extent. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185743 Felidar Sovereign] springs to mind.
*** Additionally, due to lifegain's percieved weakness, you can gain ''tons'' of it for very cheap with a number of black, green, or especially white cards. Then you have certain creatures like Serra Ascendant and Divinity of Pride, which both become ENORMOUSLY overpowered for their costs if you have 25-30 life on hand, and both have the powerful lifelink ability to convert any damage they do into more life. Combine that with an artifact recently spoiled from Innistrad that can tap every turn for 5 damage if you managed to get to 30 or more life and the aforementioned Sovereign...
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** Avoid the harsh penalty for death, since a secondary effect of Mijin Gakure is to remove all penalties for dying and being raised back to life.
** A poor man's Warp, since you can return to your home point after you die and again there is no death penalty for doing it this way. This has become less useful due to how easy it is to Warp through higher level spells and items.
* Fina in ''[[
* In theory, [[Arrows
* ''[[Starcraft]] II'''s campaign features one new unit in most missions, and typically the mission revolves around that new unit to a greater or lesser extent. This can make a number of these units [[Not Completely Useless]], though which ones will depend on a given player's style. Battlecruisers, for instance, are generally held to be [[Awesome but Impractical]] in terms of resources, but are essential to "Maw of the Void", the mission which unlocks them, since their health lets them weather the environmental effects better than other, more efficient units.
* * The 'mutate' perk in the ''[[Fallout]]'' universe. You can re-pick your traits, how grand. Too bad you pick your traits yourself in the beginning of the game and there are few, if any, traits that it would be worth a perk switching to mid-game. Meanwhile, in ''[[Fallout Tactics]]'', your team-mates have pre-picked traits, and getting [[Game Breaker|Gifted]] ''is'' worth the perk slot.
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