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Some bosses can be fought from ledges, pillars, or terrain pockets that limit their moveset or pathing, making dangerous fights much easier.
Mounted double jumps and cliff geometry let players bypass intended pathways and reach late or hidden regions early.
Careful death and load manipulation can relocate the player to unintended checkpoints or areas, skipping major route segments.
By using precise menu and input timing, players can launch across huge distances almost instantly. The zip became one of Elden Ring's most famous speedrun exploits.
During some sets, bench and inventory edge cases let players hold components or units more flexibly than the normal cap suggests, preserving strong pivot options.
Early versions allowed profitable loops with crafted goods, ammo, or merchant pricing that generated resources faster than intended survival pacing.
By cycling pals and job priorities, players can keep key production lines active more consistently than the base AI seems meant to allow.
Thrown spheres and pathing interactions have sometimes let players secure captures through railings, thin surfaces, or awkward geometry.
Because first-catch bonuses are so strong, players mass-capture low-risk Pals to level far faster than ordinary combat would allow. It became an early progression exploit.
Standing and moving at precise angles during carousel rounds can improve access to priority units or items beyond casual pathing expectations.
Expert players rapidly sell and rebuy units around round transitions to hit interest thresholds without fully sacrificing board strength. It is a signature TFT optimization exploit.
Late-game boards are often positioned to exploit likely enemy targeting and limit how much scouting converts into effective counter-positioning.
Terran players can front-load income or recovery with precise MULE usage, exploiting timing windows to smooth over economic damage more effectively than opponents expect.
Players use stance, battle trigger locations, and map edges to make reinforcements arrive in safer or more favorable positions than the default encounter setup suggests.
Workers ordered to mine can phase through unit bodies to escape surrounds or enter tight spaces. This is one of StarCraft's most iconic collision exploits.
Terran structures can be lifted and positioned to scout, block, or hide information in ways that strain standard map control expectations.
Very tight wall-offs can admit or deny only specific unit sizes, producing defensive holds that rely on exact collision boxes.
Players intentionally lose early rounds while preserving gold and carousel priority, turning the game's loss-streak system into a powerful economy exploit.