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Envenom is great for a very specific purpose. But it's much better upgraded.
Biggest gaps in upgrade value that come to mind that haven't already been mentioned:
True Grit - Extremely potent tool when upgraded, somewhat risky unupgraded. Depends on how reliably you can play the rest of your hand though, but the consistency is undeniably important.
Entrench - If it costs 2 energy, you're probably not going to be able to generate enough block using your remaining energy for this to make sense. It may work if you have Barricade, but it'll still be slow to set up that way, and it's all the more reason why you need to upgrade it ASAP.
Eruption - Obviously. This is the first upgrade on every Watcher run.
Most 3-costs that upgrade to 2-cost - These are often very hard to get into play, especially Powers that don't provide enough immediate benefit on the turn they're played - because you will inevitably draw them on the turn a big attack is incoming. 2-cost is often critical just to ensure you can play them.
I've actually come around to thinking the upgrade is not nearly as important as it looks, and the card certainly isn't unplayable upgraded. The value in Fission comes from getting it off early in a fight to set up a big turn that gets the rest of your deck's scaling tools online. Getting some evoke effects is a nice bonus, but it's not the card's primary purpose, and since you want to play it early your orbs likely haven't scaled enough for the evokes to do a whole lot. It can sometimes save you a turn in hallways, but that's about it.