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Competitive Balance

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In any game that offers the player a selection of multiple options to play as (whether it be characters in fighting games, cars in racing games, factions in strategy games, or whatever), Competitive Balance comes into play. Since these options are meant to compete directly against each other, they need to be roughly equally powerful, or else you run into the problems with Character Tiers.
Some common character builds are defined by their imbalance and have a foil to go with them:
Range:
Close-Range Combatant: Powerful up close but poor or useless at long range.
Long-Range Fighter: Powerful at long range but poor and/or vulnerable up close.
Weight:
Fragile Speedster: Light, but quick.
Acrofatic: Looks heavy, but light on their feet.
Mighty Glacier: Heavy, but sluggish. May Shed Armor, Gain Speed to turn into a speedster.
Glacier Waif: Looks light, but lands heavy.
Damage-Sponge Boss: A boss that relies more on high attack and defense than new testing of player skill.
Offense/Defense
Glass Cannon: Can dish it out, but can't take it.
Rush Boss: The boss can take you out swiftly, but can fall just as quickly.
Stone Wall: Can take it, but can't dish it out.
Marathon Boss: A boss fight that tests your endurance.
Special Abilities
Magically Inept Fighter: Physically strong but has little to no magical ability.
Resistant to Magic: Able to stand up well to magic attacks.
Weak to Magic: Very physically defensive, but very vulnerable to magic attacks.
Mage Killer: Good physical attack while possessing strong defense against magic, making it the prime counter to the Squishy Wizard.
Squishy Wizard: Uses magic, items, or special skills but is physically weak without them.
Black Mage: Uses special abilities offensively, but usually lacks defensive options.
White Mage/The Medic: Uses special abilities defensively (healing, barriers, Status Buffs), but usually lacks offensive options.
The Red Mage/Combat Medic: Uses special abilities offensively and defensively, but not as well as either of the above.
Magic Knight/Kung-Fu Wizard: Has physical strength and magical ability, but not as much as either of the above.
Growth Potential
Magikarp Power: Starts weak, but gets exponentially stronger.
Crutch Character: Starts strong, but has diminishing returns.
Player Skill
Difficult, but Awesome: Among the most inept characters in the hands of a beginner, but among the most powerful of the cast once the player has overcome the hurdle of learning to use their abilities.
Skill Gate Characters: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.
Overall Effectiveness
Joke Character: Deliberately ineffective, exists mainly for humor. May have an exploitable gimmick that turns them into a Lethal Joke Character to be viable.
Lightning Bruiser: Fast, powerful, and sturdy. Can be magically inept, be less agile than they're fast, or have some other gimmick drawback to keep them from being a full-on Game-Breaker or SNK Boss.
Overall Balance
Jack of All Stats: Not really good at anything, but not really bad at anything either. When all of the above are more or less balanced.
Master of None: A generalist that can't keep up with specialists.
Master of All: A generalist that makes specialists redundant.
Crippling Overspecialization: Really, really good at one thing; really, really bad at everything else. When any one of the above gets out of hand.
Other common ways and gimmicks to competitively balance without a direct foil:
Armored But Frail: Low HP covered by very high defenses.
Confusion Fu: Relies on being unpredictable to succeed.
Critical Hit Class: Relies on scoring unusually boosted damage or other bonuses consistently.
Deadly Upgrade: Has more power than the baseline, but is balanced by carrying some sort of risk to the user. Or to everyone around the user.
Ditto Fighter: Uses the movesets of other characters.
Moveset Clone: Characters that are very similar, with slightly altered statistic balance and move-set.
Mechanically Unusual Fighter: A character who is mostly defined by a unique gimmick. Its effectiveness depends on how much the player can exploit said gimmick and how much the opponent has the tools to counter it.
Necessary Drawback: For every advantage, there's always a disadvantage.
Pintsized Powerhouse: A physically small character who is surprisingly powerful in combat.
Powerful, but Inaccurate: Great when it works, but more likely to fail. High risk, high reward.
Puppet Fighter: Calls on a powerful ally or two in order to protect themselves or attack.
Minion Master: Calls multiple allies to fight for them.
The Turret Master: Creates structures to fight for them.
Stance System: Can use one of several builds of strengths and weaknesses.
Multiform Balance: The same, when applied to a Shapeshifter, Swiss-Army Hero, or Swap Fighter.
Stealth Expert: Uses information and special abilities to sneak around enemies.
Support Party Member: Makes their allies more effective, but weak on their own.
Trap Master: Controls the field by setting up obstructions.
Utility Party Member: Weak in combat, but useful out of combat.
And this is all before you add in Elemental Rock-Paper-Scissors.
Competitive Balance necessarily exists as a relationship between stats in video games or characters in non-videogame settings. All super heroes are probably fast, strong, and sturdy compared to civilians, but interactions in context with their peer heroes may highlight particular strong suits and challenges. See Cast Speciation.
In a cooperative context, where each member of a team is balanced in how they contribute to the group's success, see An Adventurer Is You. If you apply Competitive Balance to factions or countries instead of characters or units, then you get A Commander Is You. When a former boss is Promoted to Playable, they will usually be retooled to fit one of the above.
This is especially important to encourage diversity in a game with loads of characters and different types to choose from without making all the characters just flat-out clones of each other. Not to mention from a development standpoint this is often hard to do and needs to be constantly readjusted to make sure players don't just spam the same character(s) and make almost every match a Mirror Match.
Super-Trope to Balance, Power, Skill, Gimmick which is usually a Power Trio of Jack of All Stats, Mighty Glacier, Fragile Speedster and something else for variety.
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StarCraft uses this as well. The Terrans are a mixture of Glass Cannons and Jacks; per unit cost, their units have less HP than any other, but they can do fearsome damage. The Protoss are a combination of the Mighty Glacier and Squishy Wizard; their units have the highest HP per-unit-cost, and their spellcasters can be game-changing. The Zerg are naturally Fragile Speedsters, but with some attributes of the Glass Cannon. Their units are cheap, fast, and fragile, but per-unit-cost, they do lots of damage over time. Their speed extends even into how they produce units. The Protoss and the Terrans have production buildings that can make one unit at a time each; the Zerg have a production building that can make 3 at once, and they'll have lots of them lying around since they need them to expand. The Zerg also produce all of their units from the same place, so they can quickly adjust strategies and change up their army.
Interesting in that their play speeds are inverted when it comes to building structures. The slow but strong Protoss have the easiest building method where only one unit needs to begin construction and then the building builds itself letting one unit set up all the buildings it can quickly then going back to work in seconds. Zerg on the other hand have their drones BECOME the building meaning each building costs one drone permanently making it the slowest and costliest method. And Terran SCVs must stick to constructing a new building until it is completed, and only after that can the SCVs be freed up for other tasks.
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Threadbare: The world of Generica is an RPG Mechanics 'Verse. While it is far from perfectly balanced, there is always something keeping the most overpowered Jobs from becoming too powerful, whether it be slow growth, narrow specialization, or just weird and bizarre requirements to unlock it. This is referred to in-universe as "nerfing."
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Devil May Cry 4: The Special Edition added Trish, Lady, and Vergil as playable characters alongside Dante and newcomer Nero. All 5 play very differently from one another, requiring at least moderate effort to use them all well.
Trish is a Close-Range Combatant. Her standard primary weapon isn't actually the Sparda sword this time around; it's her Bare Knuckle playstyle utilizing mostly her fists and kicks, which either do weak damage or have to be charged to be truly effective - both of which mean it takes her time to defeat enemies. Her moveset with the Sparda sword is akin to an alternate Style, but it's just as melee-focused. She also has her Luce & Ombra handguns and the Pandora briefcase as ranged weapons, but they have fewer moves than Dante's counterparts. Furthermore, she doesn't have a lot of options in mobility, instead having attacks which bring enemies to her, or keep them stationary to help give her time to attack.
Lady is a Glass Cannon and Long-Range Fighter. She doesn't have access to a Devil Trigger like other characters do, thus lacking their regenerating health in that mode. Her limited melee attacks are also incredibly slow and comparatively weak. To compensate, many of her long-ranged moves deal significant damage or involve a hailstorm of bullets and high explosives, and she has a meter in place of the DT Gauge which allows her to cover her surroundings with extremely deadly grenades.
Nero is the Jack of All Stats. He doesn't have access to other swappable weapons or Styles as the other characters do, but he also doesn't have a lot of glaring weaknesses in mobility or defence, as he has both a dodge move and the ability to move himself or enemies around with his Devil Bringer's Snatch. Furthermore, with his Red Queen's Exceed mechanic and his Devil Bringer's Buster, he can upgrade his modest abilities to do a lot more damage.
Vergil is a Lightning Bruiser. He loses a lot of the versatility he had with Dark Slayer Style in 3, but he more than makes up for it with a wide repertoire of attacks which come out very fast, hit very hard, and can cause him to positively zip around. In his Devil Trigger mode, he takes this playstyle further, even by the standards of this franchise!
Dante is the Master of All, who can switch between the first four styles from 3, plus allowing him to switch between seven different weapons, which altogether makes him very versatile without sacrificing anything. Effectively using all of his myriad attacks and mechanics to their fullest potential requires lots of time and practice.
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While the first game was all about Balance, Power, Skill, Gimmick, the following installments made three big character classes:
The lightweights (also called feather in other games) are "quick to start but hard to catch up": they are the quickest to start, the easiest to control, the less vulnerable to off-road and they have the best turbos. However, because they are lightweights, heavier vehicles easily bump them out of the road and their top speed is not impressive.
On the other hand, the heavyweights are "slow to start but hard to stop": their weight allows them to bump opponents and their top speed makes them almost unbeatable when well-trained players control them. However, their weight also reduces their acceleration, their top speed makes them harder to control, going to off-road often means the race is over for them and they usually lack impressive turbos.
The balanced characters are a compromise between the two former examples.
Since Mario Kart 7, there are other classes in-between: the light characters have the size of middleweights, but are between them and feather characters while the cruiser drivers have the size of heavyweights, but are less powerful and more balanced.
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Each weapon type in Monster Hunter fits into a certain role:
Sword and Shield is Jack of All Stats. It allows running, hits fast, it has a guard — albeit a rather weak one, and high attack speed and elemental damage often make up for lack of raw physical power. Sword and Shield is the only weapon type that lets you use items while the weapon is drawn.
Dual Swords is Fragile Speedster. Dual Swords lack a guard, and damage-per-hit is still low, but between the high attack speed and the Demon mode that lets you unleash deadly combos and flurries of attacks, you'll be hitting a lot.
Great Sword is Mighty Glacier. Great Swords deal very high damage and have a stronger guard than Sword and Shield, as well as deadly charged attacks. However, the very slow attack and movement speed mean that an understanding of timing and positioning is crucial.
Lance is Stone Wall. Lances have a huge shield that can withstand plenty of punishment, and you can re-adjust the direction you're facing mid-guard, allowing you to fend off multiple attacks from different angles easily. However, the lance itself is slow and unwieldy, limiting possible attacks to the front of the player. Damage potential for Lances has been consistently nerfed with each game.
Hammer and Longsword are both Glass Cannon. Unlike Great Swords, Hammers do not limit movement, they hit far faster and have even more damage potential... but guarding is impossible. The Longsword trades raw hitting power for attack speed, and a Spirit Gauge which increases attack power for a time, but still no guard. Hope you're good at dodging.
Hunting Horn is a Squishy Wizard. Functionally, they are the same as Hammers but with less damage potential. However, they are a boon to a hunter group for their ability to play music which grants Status Buffs like attack or defense boosts.
Light Bowgun is a ranged Squishy Wizard. Light Bowguns offer the best mobility, and they can be drawn and reloaded quickly. However, they have the least damage potential of practically any weapon. They also have a tendency towards support ammunition such as stun, poison, healing, etc.
Medium Bowgun is a ranged Jack of All Stats. Medium Bowguns offer a compromise of raw damage and mobility, allowing running, but being slow on the draw.
Heavy Bowgun is a ranged Mighty Glacier. They're far too heavy to run with, and have a slow reload. Damage-per-shot is comparatively high, however, and they tend to be compatible with damaging ammunition such as crag, pellet, pierce, etc. You can even equip a Heavy Bowgun with a barrel shield, which allows a guard on par with the Sword and Shield.
Gunlance is a Magic Knight. They're much like Lances in that they allow good defence and long-reach attacks, but they also have a fire shot attack which is powerful but has limited range.
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Earth Defense Force: Iron Rain changes things up a bit. All classes are now capable of using items and summoning, a privilege originally reserved for Air Raiders. Three of the classes are renamed versions of classes from previous games: the Ranger is now the Trooper, which can perform dodges and sprint indefinitely; the Wing Diver is now the Jet Lifer, which can now use some ballistic weapons; and the Fencer is now the Heavy Striker, which can project force fields. The Air Raider, meanwhile, is replaced with the Prowl Rider, who can use a BFS, zip around the battlefield with a grappling wire, and summon a giant insect to use as a mount for their Limit Break.
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Fire Emblem games have most or all of the main character types, with the challenge being creating a team that has the best mix for the current level. Certain characters can be gamebreakers. For example, in Path of Radiance, it is completely possible to solo the game with Ike, who after getting Ragnell, can best be described as a Lightning Bruiser on steroids, alone.
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In The Legend of Zelda: Breath of the Wild, the Champions's blessings cover the four major stats: health (Mipha's Grace), offense (Urbosa's Fury), defense (Daruk's Protection) and mobility (Revali's Gale). Implied by their abilities and weapons, Daruk is the Fighter with the most raw power, Urbosa is the Mage with lightning attacks, Revali is the Thief with the most mobility and Mipha is the combat Medic. Then, there is Link who is able to use all the blessings and can switch between all four classes of weapons at any time, making him the Master of All.
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Marvel vs. Capcom: On one side, you have a Servbot, and on the other, you have the Hulk. Not to mention guys like Blackheart and Shuma-Gorath.
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Odin Sphere: The faster paced and more action packed style introduced in Leifthrasir isn't some one-sided gameplay overhaul where the player characters become more versatile while the enemies remain the same as they were. The enemies were given more HP and they've become more aggressive and come in larger numbers, but the real notable changes were given to the bosses: In addition to having much more HP, they've turned into real sponges, and some have new attacks that are completely devastating. Then there's the exclusive bosses only found in Leifthrasir who've been made from the ground up with the new gameplay in mind, with a whole gallery of varied attacks that will annihilate those who aren't well prepared.
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Project M is a Super Smash Bros. Brawl mod designed with competitive balance explicitly in mind. As well as altering the mechanics of Brawl to more resemble Melee (which is generally considered the mechanically deeper of the two games), it seeks to re-balance characters from Melee to make them more competitively viable against established high-tier characters, as well as bring Brawl characters into a more Melee-esque environment while making them viable as well.
Super Smash Flash 2, another fan project, also aims for this as part of their goal for professional quality. In v0.9a, the Character Tiers are so close together that the official chart has the borders blurred. Very noticeable in some cases, such as Ichigo, one of the characters ranked lowest.note 20 out of 26 having a clear advantage against all three of the characters in the S Tier.note Sonic the Hedgehog, Jigglypuff, and Pikachu, in descending order. Ichigo has the upper hand because all three rely on close range, while his main strength is a massive disjointed hitbox in Zangetsu, giving him a solid defense in close combat.
Brawl− is another Brawl mod that aims to be more competitively balanced... by making every single character overpowered.
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Dawn of War: The first game game and its expansions eventually end up picking Competitive Balance over lore accuracy, much to the fans' displeasure.
The Eldar in particular were turned by successive patches into a Game-Breaker Lightning Bruiser faction in contrast of the Difficult, but Awesome Glass Cannon they are canonically supposed to be. Even worse is that despite the Eldar being supposed to be The Remnant in canon, they are one of the most Zerg Rush-heavy races in the game.
With the release of Dark Crusade, the firing accuracy of all ranged weapons has been severely nerfed for the benefit of melee-heavy factions like Orks and Chaos, further aided by the game automatically halving ranged damage against units currently locked in melee combat with someone else.
Also with the release of Dark Crusade, Ork Slugga Boys and Chaos Space Marines lost their anti-armor weapons in order to turn them from general-purpose Jack of All Trades units to dedicated anti-infantry, forcing both factions to rely on dedicated anti-armor units (Tankbustaz and Horrors) which would otherwise stay unused due to their Crippling Overspecialization. Space Marine squads retained their devastating anti-armor capabilities, since the faction does not have dedicated anti-armor infantry and of the other infantry units with anti-armor abilities, Assault Marines have a very long recharge time on their Melta Bombs and Assault Terminators are now hard-capped to one squad at a time due to being nigh-impossible to kill otherwise.
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MechWarrior has four weight classes—generally speaking, it has its Fragile Speedster light 'Mechs, its Jack of All Stats medium 'Mechs, its semi-Lightning Bruiser heavy 'Mechs, and Mighty Glacier assault 'Mechs. The weight classes remain competitive by having different roles on the field and ensuring that bigger doesn't always equal better, especially in double-blind games.
Lights provide the greatest recon ability as well as the largest number of electronic-warfare options. They are usually the most agile option on the field as well. To balance this out, most lights carry limited weaponry with short ranges and equally limited armor, and most can be brought down fairly quickly. The class' exemplar is probably the Raven, which carries a suite of ECM and sensors that will give unprepared opponents fits, but can be brought down by one good hit and has only three light weapons.
Mediums provide a combination of speed, armor, and firepower to fill out a battle lance without slowing it down the way a larger 'Mech might. Most mediums have a good degree of each asset, though not the most. As a result they can be adapted to fight at almost any range and any role, but not as well as the designs tailored for it. The Griffin embodies the spirit of medium designs, having decent speed, decent armor, and decent ranged weapons, enough to fight almost anywhere, at least for a while.
Heavies are almost the natural choice for a competitive game. While moving slower than the lighter classes, their armor and weapons are inherently superior, and most of them aren't too slow. Heavy 'Mechs will likely end up in the thickest of the fighting, but must rely on their armor rather than their agility to survive. The Thunderbolt is a good example of a heavy 'Mech due to its thick armor and impressive array of weapons, hampered only somewhat by modest ground speeds and heat dissipation abilities.
Assaults are the largest, toughest, most well armed units on the field. Most carry large numbers of long-ranged weapons or devastating short ranged broadsides, but even the most agile examples of the weight class are sluggish at best and relatively easy to outmaneuver if against a smaller, faster opponent. While it may take lighter 'Mechs forever to chip through their armor, a sneaky one can do so with relative impunity. The Atlas is far and away the iconic assault—big, slow, and mean as hell.
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Heavy Gear's video game adaptations feature a variety of machines, all of which generally fall into the typical arrangement of the Fragile Speedster light Gears, Jack of All Stats medium Gears, semi glacier heavy Gears, and Mighty Glacier walkers. There is some variation with individual designs, at least, such as the Naga walker being more of a Glass Cannon or the lightweight Gila being a tiny Lightning Bruiser for its size.
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Competitive Balance / int_454d0351
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Competitive Balance
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Monday Night Combat's six classes are pretty evenly distributed. The Assault is the Jack of All Stats, being mobile but not too mobile, powerful but not too powerful, etc. The Tank is the Mighty Glacier, existing to slowly plod his way through the level to the enemy base and then break stuff, which he does incredibly well. The Support is the Squishy Wizard, being a combination engineer and medic with some turret and bot buffs thrown in. The Assassin is the Fragile Speedster, having a frightening run speed and an absolutely brutal backstab attack. The Gunner is the Stone Wall, designed to shred enemy players that wander too close. Finally, the Sniper is the Glass Cannon, built around picking off enemies before they get into attacking range.
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Competitive Balance / int_45602249
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Star Wars: Squadrons has four classifications of starfighters, each with differing strengths and shortcomings:
Fighters (X-Wings and TIE Fighters): The Jacks of All Stats that can adapt to a variety of situations, but lack the overall power of more specialized starfighters.
Interceptors (A-Wings and TIE Interceptors): The Fragile Speedsters with the maneuverability and firepower to cut other starfighters down, but lacking in durability or the ordinance needed to take on capital ships.
Bombers (Y-Wings and TIE Bombers): The Mighty Glaciers that bring heavy ordinance and durable shields to a fight, allowing them to take on capital ships. Their lack of anti-starfighter weapons and mobility make them vulnerable to fighters and interceptors, however.
Supports (U-Wings and TIE Reapers): Combat Medic-esque ships with shields that are second only to bombers and decent mobility. What they lack in the firepower to excel in dogfights, they make up for in tools that can keep allies armed and alive while playing havoc on enemies.
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Competitive Balance
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The fanmade Sonic Robo Blast 2 Kart balances its characters on a stat grid, with the X-axis being acceleration-to-speed and the Y-axis being weight-to-handling. For example, Sonic is fast but can't accelerate very well, and he has good handling at the cost of being lightweight. On the other hand, Eggman is among the heaviest characters and accelerates quickly, but his weak top speed forces him to rely on turbo boosts and his weight requires anticipation to take even the most simple corners.
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Competitive Balance
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World of Warcraft has twelve character classes with an average of three talent trees each (one class has four, another has two), making for a total of 36 builds to balance against each other in small group PvE, large group PvE, arena PvP, and battleground PvP, across 110 levels and 15+ tiers of gear, and this doesn't even count variant builds and racial bonuses. That this task is impossible is mitigated only by Blizzard's determination to try, and balance has consistently improved over time despite the protests of the fanbase. Dueling, or one-on-one PvP, is the sole place they've disclaimed attempts to provide perfect balance, as that would inevitably lead to all classes being the same.
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Competitive Balance
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Kamen Rider Ex-Aid applies this trope to the Riders rather than give the protagonist the usual Multiform Balance. Ex-Aid is a Jack of All Stats for most of his forms, Brave is a Mighty Glacier who becomes a Magic Knight as he levels up, Snipe is a Glass Cannon across all his forms, Lazer is a Fragile Speedster who becomes a Lightning Bruiser, Gemn is a Stone Wall until his Enemy Mine, where he becomes a Squishy Wizard, Para-DX uses a Stance System with a Squishy Wizard and a Magically Inept Fighter and eventually gets a Super Mode which combines the two, Poppy is a Lethal Joke Character and Cronus is a Purposefully Overpowered Master of All.
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Divekick has each character on either side of the balance of either Diving or Kicking sans three
Divers, like Dive, Mr. N, and S-Kill have great diving heights (S-Kill in particual teleports), but have terrible Kicking distances (The worst being Mr. N)
Kickers, like Kick, JohnnyGat and Dr. Victoria Shoals have great kicking distance (Gat having the third best, and Victoria having the best due to Rocket Boots), but small Diving Heights (Gat's being the worst of all.)
The odd men out are Uncle Senshi who has both a Diving (on feet) and Kicking (on hands) Stance System, Stream, who can alter both of his diving and kicking variations and Jefailey who fights with terrible Dive Heights (that gets better the bigger his head is) and poor Kick Distances (Which can be charged to reach further away). It's that very balance system of Jefaileys' that makes S-Kill deem a Worthy Opponent.
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Since Mario Kart 7, there are other classes in-between: the light characters have the size of middleweights, but are between them and feather characters while the cruiser drivers have the size of heavyweights, but are less powerful and more balanced.
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While not standardized, off-road is a recovery stat, being often linked to acceleration; however, other types of characters have this power without forcingly being so quick and/or actually being too heavy to be considered "fragile", making it a defensive stat for them.
 Competitive Balance / int_554058cf
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Competitive Balance / int_554058cf
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Competitive Balance
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Mario Kart's competitive balance is a bit different from other games:
While the first game was all about Balance, Power, Skill, Gimmick, the following installments made three big character classes:
The lightweights (also called feather in other games) are "quick to start but hard to catch up": they are the quickest to start, the easiest to control, the less vulnerable to off-road and they have the best turbos. However, because they are lightweights, heavier vehicles easily bump them out of the road and their top speed is not impressive.
On the other hand, the heavyweights are "slow to start but hard to stop": their weight allows them to bump opponents and their top speed makes them almost unbeatable when well-trained players control them. However, their weight also reduces their acceleration, their top speed makes them harder to control, going to off-road often means the race is over for them and they usually lack impressive turbos.
The balanced characters are a compromise between the two former examples.
Since Mario Kart 7, there are other classes in-between: the light characters have the size of middleweights, but are between them and feather characters while the cruiser drivers have the size of heavyweights, but are less powerful and more balanced.
Since Mario Kart: Double Dash!!, the vehicles' stats matter as much as the character inside it. This requires further explanations about vehicles' different characteristics:
The real speed stat of the game is acceleration; it also works as a recovery stat after having been pushed off-road or hit by an item.
On the other hand, top speed actually is more comparable to a power stat, being the privilege of Mighty Glaciers and Glass Cannons.
Mini-turbo, being on a line between acceleration and top speed, can be considered a magic stat: it is always Fragile Speedsters' weapon to compensate their low top speed, but it can also be Glass Cannons' power to increase their performances on the road; along with the latter, some heavyweight vehicles also have this power in Mario Kart Wii and are the slowest to start to compensate.
Weight is between power and defense, as it is as useful to push opponents to the side and to protect yourself from said attacks.
While not standardized, off-road is a recovery stat, being often linked to acceleration; however, other types of characters have this power without forcingly being so quick and/or actually being too heavy to be considered "fragile", making it a defensive stat for them.
Handling and drift can be considered agility stats.
Traction (also called grip) describes the stability of the vehicle and reveals its true efficiency on tricky environments; this is the strangest example, being a bonus for the lightest characters, but also for the heaviest vehicles in Mario Kart 8. Like off-road, it can be an agility stat for the former and a defensive one for the latter.
Mario Kart Wii probably is the more complex episode regarding of its competitive balance. First, alongside the light, middle, and heavy weights, every single character has hidden bonuses which give them subtle advantages. Second, alongside karts, the game introduces bikes, lighter vehicles which can't reach the super mini-turbo, but can go faster on straight lines by doing a wheelie, and are themselves divided between outside and inside drift, the former being more accessible and the latter being more precise. Third, each weight class has six karts and six bikes with radically different stats which can be classified into six categories:
Standard karts and bikes give a taste of their character classes without being too disadvantaged.
Starter vehiclesnote Booster Seat, Bit Bike, Daytripper, Sugarscoot, Zip Zip, Offroader and Wario Bike focus on handling, acceleration, off-road and mini-turbo, but have a bad top speed and drift. Depending on the weight class, they can be either very light, very heavy, or well-balanced.
Skill vehiclesnote Cheep Charger, Quacker, Classic Dragster, Honey Coupe and Shooting Star focus on good drifts and turbos, but still have the advantages and defaults of their respective classes: this category is the most complicated to classify, as it includes the lightest kart and bike of the game (the latter even having inside drift), two slower and more skill-based versions of power vehicles, and an early game middleweight which, despite having great acceleration and subpar top speed, is still fairly balanced.
Power vehicles note Mini-Beast, Bullet Bike, Wild Wing, Mach Bike, Flame Flyer and Flame Runner give up acceleration, handling, and off-road for the best mini-turbos, the most precise drifts (bikes take this further as they all have inside drift), and a good top speed. While all of them have decent weight for their categories, the lighter vehicles are Glass Cannons while the heaviers are Mighty Glaciers.
Off-road vehiclesnote Tiny Titan, Magikruiser, Super Blooper and Dolphin Dasher have average stats and mediocre drift, but an excellent off-road which gives them a greater stability on slippy tracks and allows them to take paths where the frontier between track and off-road is unclear. Large vehiclesnote Piranha Prowler and Phantom only subvert this category, as they either have all the stats except for the main advantage and default, or precisely these while being a starter vehicle otherwise.
Speed vehiclesnote Blue Falcon, Jet Bubble, Sprinter, Sneakster, Jetsetter and Spear have an incredible top speed, a decent weight... and nothing else. While the lighter ones still are viable in manual, only determined players can control the heavier ones this way: otherwise, they are better in automatic mode. Like the power vehicles, lighter vehicles are Glass Cannons while heaviers are Mighty Glaciers.
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Being entirely PvP and having a booming competitive scene, Dota 2 relies on multiple angles of balancing to keep the game in a stable state:
Carries start out weak but grow over the course of the game to become the strongest hero on the map. They typically have very low damage at the early levels, offer little to no utility for the team and are prone to dying when targeted. Give them some time to farm gold, however, and they become fearsome beasts capable of single-handedly winning the game. Playing against a team that has more "carry potential" than you do means you have a window to end the game quickly — but if you don't, you're screwed.
Mid heroes are typically a Lightning Bruiser with high-damage output and mobility, but rely on their snowball to keep rolling to dominate the game. If they are stalled out or get countered in their aggression, they can fall behind and become less useful.
Offlaners are Stone Walls who can absorb punishment and offer good crowd-control spells. They can charge recklessly into fights and lock down the enemies, but don't really offer the damage by themselves and rely on the team to follow up.
Supports are the strongest in the early game, and have game-changing spells with great utility. However, they are usually a Squishy Wizard who also doesn't get much gold, and end up having to be extremely careful as the game goes on or they could die without using any of their spells.
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Competitive Balance / int_5e12aaa7
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Competitive Balance
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Super Mario Bros. 2: Mario is the Jack of All Stats, Luigi jumps the highest but has imprecise controls, Peach picks up items slowest but can float, and Toad runs and picks up items fastest but has the lowest jump.note Running speed is only evident once a character picks up an item; everyone runs at the same speed otherwise.. The same applies to the four characters in Doki Doki Panic: Imajin, the Mario; Mama, the Luigi; Lina, the Peach and Papa, the Toad.
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Competitive Balance / int_62bf542
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Dragon Quest V has the three Heavenly Brides:
Bianca is a Jack-of-All-Stats Magic Knight, who learns the full Frizz and Sizz families of spells.
Flora is a Squishy Wizard Black Mage, with less physical strength and health than Bianca, but access to the powerful Kaboom spell, which Bianca can't use. She even has Midheal for healing options.
Debora is a Mighty Glacier White Mage, of all things, with only one offensive spell (Kasizzle) but much higher physical stats than the other girls and more powerful weapon options.
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BlazBlue has a bizarre roster of characters(that gets bigger with every incarnation) that tend to combine two or three types of classes. Most fighters can destroy the rest of the roster with ease, save for a handful of characters designed specifically to trump them.
Noel is a Fragile Speedster crossed with a Glass Cannon. Quick, decently hard hitting attacks combined with short cooldown and startup times, as well as having the only legitimate combo system in the series make her deadly on the offensive. However, she falls short against characters who can use her lack of long and medium range attacks, and she has a ridiculous stagger time that makes it easy to keep her on the defensive.
Tager is a Mighty Glacier and a Close Range Combatant. With punishing attacks, high defense, and one of the quickest recovery rates in the series, he's a difficult hurdle to those who can't keep him zoned or outspeed his recovery. However, he has an extremely short range, and is the equivalent of a walking tank, so characters like Hazama or Noel can take him down easily with enough skill.
Arakune is an odd combination of a zoner and rushdown character, thanks to his Crimson drive. Under normal circumstances, he's a fairly poor zoner or stone wall, due to his poor damage, neutral, screen control, oki...and pretty much everything else. However, once gets a few hits with his drive, a special mode called Curse activates for a short period of time, allowing Arakune to summon different bugs each time a button is released. This not only allows him to play rushdown, but makes him excel at it, more than making up for how bad he is normally when in the hands of a skilled player.
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Competitive Balance / int_684610
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Competitive Balance
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Mario Kart Wii probably is the more complex episode regarding of its competitive balance. First, alongside the light, middle, and heavy weights, every single character has hidden bonuses which give them subtle advantages. Second, alongside karts, the game introduces bikes, lighter vehicles which can't reach the super mini-turbo, but can go faster on straight lines by doing a wheelie, and are themselves divided between outside and inside drift, the former being more accessible and the latter being more precise. Third, each weight class has six karts and six bikes with radically different stats which can be classified into six categories:
Standard karts and bikes give a taste of their character classes without being too disadvantaged.
Starter vehiclesnote Booster Seat, Bit Bike, Daytripper, Sugarscoot, Zip Zip, Offroader and Wario Bike focus on handling, acceleration, off-road and mini-turbo, but have a bad top speed and drift. Depending on the weight class, they can be either very light, very heavy, or well-balanced.
Skill vehiclesnote Cheep Charger, Quacker, Classic Dragster, Honey Coupe and Shooting Star focus on good drifts and turbos, but still have the advantages and defaults of their respective classes: this category is the most complicated to classify, as it includes the lightest kart and bike of the game (the latter even having inside drift), two slower and more skill-based versions of power vehicles, and an early game middleweight which, despite having great acceleration and subpar top speed, is still fairly balanced.
Power vehicles note Mini-Beast, Bullet Bike, Wild Wing, Mach Bike, Flame Flyer and Flame Runner give up acceleration, handling, and off-road for the best mini-turbos, the most precise drifts (bikes take this further as they all have inside drift), and a good top speed. While all of them have decent weight for their categories, the lighter vehicles are Glass Cannons while the heaviers are Mighty Glaciers.
Off-road vehiclesnote Tiny Titan, Magikruiser, Super Blooper and Dolphin Dasher have average stats and mediocre drift, but an excellent off-road which gives them a greater stability on slippy tracks and allows them to take paths where the frontier between track and off-road is unclear. Large vehiclesnote Piranha Prowler and Phantom only subvert this category, as they either have all the stats except for the main advantage and default, or precisely these while being a starter vehicle otherwise.
Speed vehiclesnote Blue Falcon, Jet Bubble, Sprinter, Sneakster, Jetsetter and Spear have an incredible top speed, a decent weight... and nothing else. While the lighter ones still are viable in manual, only determined players can control the heavier ones this way: otherwise, they are better in automatic mode. Like the power vehicles, lighter vehicles are Glass Cannons while heaviers are Mighty Glaciers.
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Dungeons & Dragons, while not a PvP game, historically had issues with this trope. The theory was that clerics are stone walls, fighters are almighty glaciers, rogues are fragile speedsters, and sorcerers and wizards are squishy wizards. Outside of the four "basic" classes barbarians and monks are lightning bruisers, paladins and rangers are magic knights, and bards and druids are jacks-of-all-stats (and masters of none) to different extents. There's quite a bit of room for customization in there though. Unfortunately, this game brought us Linear Warriors, Quadratic Wizards and is in large part responsible for its spread — spellcasters were horribly overpowering for decades until the advent of 4th edition. 3.x (and its offbranch, Pathfinder) were the worst in this respect — characters were much more likely to survive into higher levels (where spellcasters quickly become gods if halfway competently played), spellcasters were stronger at low levels than they had been historically, and they had an unprecedented breadth of ability. It didn't help that PCs and NPCs were built using the same rules, meaning that spellcasting enemies were vastly more dangerous than anything else, and high level games degraded into a game of rocket tag, where whoever had their spell work first, won.
In 4th edition the archetypes were the basis for the class system's design, and monsters were designed using their own, separate system, resulting in the game working much better as the game no longer had to care about PvP balance — with the wonderfully ironic end result that the system ended up much more balanced for PvP combat than previous editions.
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Several new features were added in Pokémon Gold and Silver at least partially for the purpose of countering Psychic-types, which were overpowering in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the Elemental Rock-Paper-Scissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak; had Ghost-type moves actually worked against Psychic-types, they would have been in the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the very weak Lick. Gen II promptly introduced some stronger Bug-type and Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.
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Sports spinoffs of the Super Mario Bros. franchise usually group playable characters into different categories based on how they perform. To use Mario Tennis as an example:
All-Around characters are well-rounded players with no glaring weaknesses.
Technical characters are Weak, but Skilled players with better control over the trajectory of the ball.
Speedy characters have higher running speeds than the others.
Tricky characters are capable of sending the ball on a more curved trajectory.
Powerful characters hit the ball harder than other characters.
Defensive characters have a longer reach than the other characters.
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Sonic Forces enables you to pick a species for your custom character, each with their own advantage.
Hedgehog: Can grab rings back after getting hit.
Wolf: Automatically attracts nearby rings.
Rabbit: Longer Mercy Invincibility after getting hit.
Cat: Always keeps one ring after taking damage.
Dog: Starts with five rings after dying.
Bear: Stronger Homing Attack that blows enemies away.
Bird: Can Double Jump.
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The plots of Type Moon's Melty Blood Fighting Games are driven by the reality-warping Night of Wallachia. This crazy phenomenon is used to justify Miyako's leap from martial arts student to prime Street Fighter candidate. More amusing is Kohaku and Hisui's transformation from simple maids into Martial Arts and Crafts masters capable of fighting half-demons and ancient vampires.
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Since Mario Kart: Double Dash!!, the vehicles' stats matter as much as the character inside it. This requires further explanations about vehicles' different characteristics:
The real speed stat of the game is acceleration; it also works as a recovery stat after having been pushed off-road or hit by an item.
On the other hand, top speed actually is more comparable to a power stat, being the privilege of Mighty Glaciers and Glass Cannons.
Mini-turbo, being on a line between acceleration and top speed, can be considered a magic stat: it is always Fragile Speedsters' weapon to compensate their low top speed, but it can also be Glass Cannons' power to increase their performances on the road; along with the latter, some heavyweight vehicles also have this power in Mario Kart Wii and are the slowest to start to compensate.
Weight is between power and defense, as it is as useful to push opponents to the side and to protect yourself from said attacks.
While not standardized, off-road is a recovery stat, being often linked to acceleration; however, other types of characters have this power without forcingly being so quick and/or actually being too heavy to be considered "fragile", making it a defensive stat for them.
Handling and drift can be considered agility stats.
Traction (also called grip) describes the stability of the vehicle and reveals its true efficiency on tricky environments; this is the strangest example, being a bonus for the lightest characters, but also for the heaviest vehicles in Mario Kart 8. Like off-road, it can be an agility stat for the former and a defensive one for the latter.
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Impossible Creatures has 127,392 possible "characters", but these are simply specific combinations of two creatures, from a pool of seventy-five. Of the creatures, many fit into a character tier:
Cheetahs are the Fragile Speedster.
Scorpions and lobsters are Mighty Glaciers.
Dragonflies are Glass Cannons all the way.
Bombardier Beetles are the Squishy Wizard, but if combined with larger creatures, they can shoot poison up to 90 metres. Unlike most other ranged units, though, they don't have anything to fall back on if attacked at close range.
Magic Knight — chimps and porcupines can fight back if engaged at close range, and poison dart frogs poison enemies on contact.
The Ken — a few creatures are described as with higher stats and . Mountain lions, for example, are slightly tougher and slower cheetahs. Panthers are slightly larger cheetahs, lions are larger panthers that get bonuses for attacking in a group, etc.
Game-Breaker — moose. To put it in perspective, nearly every army fields some sort of moose combo by level 5 (while mammoths and elephants are The Ken to moose, so they might be used). Those that don't use moose combo either have a unit meant to kill the more common moose-lobster or moose-gorilla hybrids, and it's not unheard of for an evenly matched player to send an army of normal moose to war against genetic mutants. Their Game-Breaker status is only balanced by the fact that they cost a lot to summon, and it takes 10 minutes to reach the tech level to send out a moose hybrid even if you forgo base defense. But by this point, a single moose-lobster could take down most armies that a player would be using by the 10-minute mark.
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Dragon Quest II has the three playable characters: the Prince of Midenhall has the higher offensive and defensive stats by far, but he knows exactly zero spells; the Prince of Cannock is weaker and definitely less resilient, but he can still deal decent damage and has access to several healing and attack spells; finally, the Princess of Moonbrooke has the lowest physical attack of the trio, but she learns the most powerful magic in the game.
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Deadliest Warrior tends to like matchups between big, heavily-armoured and shielded Mighty Glacier warriors versus lightly-armoured Fragile Speedster types who rely more on agility. Examples from the series include Apache vs. Gladiator (Apache won), Ninja vs. Spartan (Spartan won), and Pirate vs. Knight (Pirate won). Viking vs. Samurai also arguably fits, though they are both moderately fast armoured warriors (the Viking's sheer size and power advantage and his shield might make him the strong, slow guy to the Samurai's lighter fast guy here; the Samurai still won, albeit narrowly). Shaolin Monk vs. Maori Warrior might also qualify.
The fighting game it is based on separates the warriors into different classes: Guerillas like the Ninja and Apache are light on their feet but have no armour to speak of, so one good hit is enough to kill them; Berserkers like the Viking and Pirate have a fierce offensive arsenal but less in the way of defence; and Champions like the Samurai and the Knight have the heaviest protection available and hit like trucks, but are slow as molasses.
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S.L.A.I.: Steel Lancer Arena International has five standard manufacturers with differing design philosophies that play into the game's competitive balance—Justified, due to the game's setting being an arena combat sport. They have to appeal to the different tastes of various players in-universe.
Japanese manufacturer Kojima produces the Proton, a Fragile Speedster that relies on its fast ground speed and good jumping ability to evade destruction. Their weapons are generally focused on close range combat.
Russian manufacturer OMSK produces the KNT, a lightweight Glass Cannon that has low-to-average armor at best, but decent agility and camouflage values to make the most of its excellent long range weapons.
Italian manufacturer Ventuno produces the Carro, a Jack of All Stats machine that is extremely well balanced in all areas with a diverse spread of weapon choices, most notably a very large Vulcan cannon.
German manufacturer S&V Ma. Fabrik produces the Zwerg, a stronger but slower Stone Wall design with good armor but relatively medicore ranged weapons—its main strengths lie in its potent melee attacks.
American manufacturer American Stars produces the Hartman, an undisputed Mighty Glacier that suffers from slow ground speeds and short jumps, but boasts thick armor and hideous amounts of high-tech firepower.
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In One Piece, some Devil Fruits appear to be upgraded versions of other Devil Fruits. However, on closer examination, the "stronger" fruits either have extra drawbacks or lack certain secondary benefits.
The Dice-Dice Fruit allows the user to turn their own body into blades, while the Arms-Arms Fruit allows the user to turn their own body into all manner of weapons, such as blades, guns or even explosives. However, the Dice-Dice also gives the user the durability of steel blades even while untransformed, while the Arms-Arms does not.
The Kilo-Kilo and the Ton-Ton Fruits allow the user to alter their own weight, with a maximum weight of 10,000 kilograms for the former and 10 million for the latter. However, the Kilo-Kilo Fruit can also be used to reduce the user's weight; the Ton-Ton Fruit lacks this ability.
The Stone-Stone and Isle-Isle Fruits allow the user to fuse with stone and an entire island respectively. The latter is obviously more powerful, since the user can also fuse with non-stony islands and manipulate structures such as wooden houses; however, when fused, any damage inflicted on the land results in the user experiencing pain or discomfort.
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While Pokémon is an RPG, the standard battle only has one mon per side at a time, and tends to have a cross between these and the ones for RPG.
While official tournaments tend to just ban the major legendaries and call it a day, large portions of the fanbase have taken it upon themselves to create their own tier lists and rulesets, the most popular being Smogon's, which attempts to divide Pokémon up by usage statistics, with the special Ubers tier reserved for species that are deemed too powerful for the highest standard tier. In battles adhering to these rules, Pokémon above the chosen tier can't be used, in an attempt to give even weaker species a chance to shine against comparable foes; while the balance still isn't perfect, it does generally set things on a more equal footing.
Several new features were added in Pokémon Gold and Silver at least partially for the purpose of countering Psychic-types, which were overpowering in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the Elemental Rock-Paper-Scissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak; had Ghost-type moves actually worked against Psychic-types, they would have been in the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the very weak Lick. Gen II promptly introduced some stronger Bug-type and Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.
The introduction of the Fairy-type in Pokémon X and Y was done at least partially for this purpose. Fairy's slot in the Elemental Rock-Paper-Scissors diminish the Dragon, Fighting, and Dark types that were previously three of the most dominant types. On the flipside, Fairy's weakness provides more use offensively for the Poison and Steel types, which prior to the introduction of Fairy, were nearly worthless offensively, along with providing Fire a new defensive resistance where it had previously been very weak defensively.
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Teenage Mutant Ninja Turtles: Usually, Donatello counteracts his slow speed with a long-ranged weapon, Raphael counteracts his short range with speed, and Michelangelo and Leonardo are well-balanced in speed, range and strength.
As of the 2012 series, primarily the games based off of them, but alluded to in the show itself
Leo: Jack of All Stats — Medium in Power, Defense, Speed, and Range
Raph: Mighty Glacier — High Power, Medium Defense, Low Speed, Low Range (Subverted by throwing his sai)
Don: Stone Wall — Low Power, High Defense, Medium Speed, High Range
Mike: Fragile Speedster — Medium Power, Low Defense, High Speed, Medium Range
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Magic: The Gathering has developed an elaborate metagame that is usually divided into three broad categories: Combo (the Fragile Speedster relying on IKEA Weaponry), Aggro (the Zerg Rush Glass Cannon), and Control (a Stone Wall relying on tossing a Spanner in the Works and often winning the game through incidental value). Typically, Combo kills Aggro before it can get started, Aggro overwhelms Control with sheer number of threats, and Control gets rid of Combo's keystone cards, though sometimes the wheel reverses depending on the metagame. (And, in practice, few decks can survive as purely one of these three archetypes.)
Second level archetypes are midrange, tempo, and ramp.
Midrange is a Mighty Glacier, based on playing the most impactful cards at each stop on its mana curve; it tends to handily beat control and aggro, lose to ramp, and be evenly matched with combo and tempo.
Tempo is a Squishy Wizard Glass Cannon. It relies on sticking some early threats and then disrupting the opponent long enough to close out the game. Tempo is good at getting and staying ahead, but bad at coming back from behind. Typically very good against Combo and Ramp, average against Midrange and Aggro, and weak to Control.
Ramp is a Magikarp Power Mighty Glacier that spends early turns powering up its mana base and then casting spells far more powerful than any other deck can cast at all, let alone on that turn (the most famous variant is Urza Tron, which aims to have seven mana on turn 3). It annihilates Midrange and Control, but is weak to Tempo and rarely has effective tools to fight Combo. Whether a Ramp deck is good against Aggro is highly contextual.
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Brawl− is another Brawl mod that aims to be more competitively balanced... by making every single character overpowered.
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Starting with the third game, Earth Defense Force has had four classes of soldier for players to choose from, each with their own strengths and weaknesses: the Ranger, the Jack of All Stats; the Wing Diver; the Fragile Speedster who favors energy weapons and aerial mobility; the Fencer, the Mighty Glacier that favors heavy armor and heavy ordinance; and the Air Raider the Combat Medic who can deploy health kits, force fields, and vehicles.
Earth Defense Force: Iron Rain changes things up a bit. All classes are now capable of using items and summoning, a privilege originally reserved for Air Raiders. Three of the classes are renamed versions of classes from previous games: the Ranger is now the Trooper, which can perform dodges and sprint indefinitely; the Wing Diver is now the Jet Lifer, which can now use some ballistic weapons; and the Fencer is now the Heavy Striker, which can project force fields. The Air Raider, meanwhile, is replaced with the Prowl Rider, who can use a BFS, zip around the battlefield with a grappling wire, and summon a giant insect to use as a mount for their Limit Break.
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In Babe Ruth: Man-Tank Gladiator man-tanks come in three styles: Heavy, the largest, strongest, and slowest style; Agile, the fastest and most nimble; and Long-reach, with extending tentacles capable of extending a good distance. The Heavy can withstand the most of the Agile's attack and lay it out easily if it hits. The Agile can dodge the Long-Reach's attack and slip in close enough to hit it almost unchecked. And lastly, the Long-Reach can easily attack the Heavy from a distance, leaving it unable to hit back.
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In Ninja Gaiden Sigma II, the three playable female characters — Ayane, Rachel and Momiji — all play differently from each other. Ayane is a Fragile Speedster, weak attacks that add up quickly and highly mobile. Rachel is a Mighty Glacier, able to inflict massive damage with her warhammer but lacking the agility of the other women. Momiji is a Jack of All Stats, faster than Rachel but stronger than Ayane, and uniquely the only one who can Double Jump.
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Splatoon balances main weapons based on how they control the space around them.
All players have a swift-to-deplete 100 HP, so main weapons are built with range and kill speed being inversely proportional to each other. Backline weapons, like certain Chargers and Splatlings, can attack from a long distance, but they take a longer time to splat opponents. Short-range weapons, like many Shooters and Rollers, can't approach a longer-ranged weapon head-on, but they use the maps' flank routes and cover — as well as concealment in their own ink — to safely get close enough to their opponents to deal lethal damage in a shorter amount of time.
Rollers, Sloshers, and Blasters have very low fire rates compared to other weapon classes, but those weapon classes are less aim-intensive and have big hitboxes that can hit over ledges. Blasters' are relatively small, but they have the unique ability to land indirect hits around corners.
The Rapid Blasters and the S-BLAST's long-range mode can poke at enemies from a long distance, so their explosions are smaller to compensate. Conversely, the Skill Gate Weapon of the class, the Clash Blaster, unstealthily alerts opponents with the fastest fire rate of Blasters and a short range, but it has the largest explosions too.
The weapon kits of the traditional long-range Chargers, either the Splat Charger or the extra-long-range E-Liter, each have an unscoped variant and a scoped variantnote with sub and special weapons being identical. The unscoped Chargers can store a full charge in swim form (for added stealth to somewhat bypass their charge times with), and maintain their peripheral vision when charging; but scoped Chargers have slightly longer range and zoom in to their targets for added precision.
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Games Workshop, the creators of Warhammer and Warhammer40000 appear to be almost utterly uninterested in paying attention to Competitive Balance, with the result that at times the metagame in both systems has been completely dominated by two factions.
For Warhammer it was the end of 7th edition, when Vampire Counts and Daemons of Chaos were functionally unbeatable by any faction except one of those two.
For 40K it was the period of time running from the release of 6th edition to September 2014 with Tau Empire and Eldar ruling the roost. Eldar in particular have drawn a lot of hate because, while the Tau Empire codex is very very strong, it is well balanced internally, with almost all units being usable. By contrast, the Eldar book is hideously powerful thanks largely to about 4 or 5 units (Seerstar, Wave Serpents, Wraithknights, Dire Avengers and Wraithknights) with most of the rest being overly expensive (Shining Spears), largely ineffective (the flyers), or both at the same time (Howling Banshees). The result of this is that a variety of differently-constructed Tau armies can be used to good effect (although Riptide spam remains the undisputed king of the heap), while Eldar armies tend to be endless clones of each other. The Wave Serpent in particular is hideously powerful, very durable, faster than average, and scoring, so it isn't going anywhere soon.
This kind of balance even finds its way into the lore. In some campaigns, GW decrees that the players' outcomes will become canon. Unfortunately, their best-selling armies are Space Marines, meaning a lot of inexperienced players buy them, meaning the Space Marines get steamrolled. Causing GW to declare the Marines had won moral victories, to the ire of non-Marine players.
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In Team Fortress 2, the nine classes form a rather nuanced balance to one another.
Scouts are Fragile Speedsters who can deal intense close up damage but must avoid being hit, making them vulnerable to Heavies. They are also greatly limited when encountering an entrenched Engineer, because Sentry Guns have auto-aiming functions that take the guesswork out of hitting a Scout.
Soldiers are Jack of All Stats with high healthpools, great damage output with rockets, and excellent mobility with their rocket jumps, but are large targets with the second slowest running speed in the game, and can have their rockets reflected at them by Pyros.
The Pyro is a counter to Spies and projectile spam, but must rely on surprise or teammates to overcome their poor ranged options. This makes them weaker to Heavies, whose weapons cannot be deflected by the Pyro's special compressed air blast and who can out-damage the Pyro. The Pyro can also be shut down by the Engineer, whose Sentry Gun grossly out-ranges almost all available Pyro weapons.
The Demoman has high damage and the best zoning in the game, but Scouts will spell his end due to having no reliable close-range weapons (besides his melee weapon, anyway). The Demoman is also a victim of Crippling Overspecialization—while his play styles are powerful, none of them are nearly as well rounded as the Soldier, and they demand that he either use explosives and risk self damage or get extremely close to the enemy, making him weak to agile foe that can evade or deflect his attacks.
The Heavy is the Mighty Glacier with 300HP (the highest in the game, being more than double that of the Scout, Spy, Sniper, and Engineer and twice as much as the Medic) and an anti-aircraft minigun that mows people down in seconds, but his mobility is so poor that without careful positioning he cannot escape from damage dealt to him, making him vulnerable to Snipers, Spies, and reasonably accurate Demomen or Soldiers.
Engineers deploy and maintain a variety of utilities, including Teleporters, Sentries and Dispensers, but they all take significant time to deploy, and Spies can easily sap their sentries if they know what they are doing. Their equipment is also slow to build and relocate, meaning a Soldier or Demoman can quickly destroy an Engineer setup.
The Medic can heal people and deploy the game-changing Ubercharge, and the only counter to an enemy Medic's Uber is a ready Ubercharge of your own; however, an unprotected Medic is a fairly easy kill for fast or accurate opponents like a Scout or Spy, and generally at the top of the priority list.
Snipers defy the game's built-in long-range damage reduction by using their Sniper Rifle and delivering an instant death headshot from across the map, but have horribly low health and no one-on-one combat potential with any other class. In their constant zoomed-in state, Snipers are vulnerable to Scouts, Pyros, and especially Spies.
Spies can turn invisible, sap Engineer buildings and One-Hit Kill any class with a Back Stab, but are generally incapable of facing off against other classes in a straight-up fight outside of their revolver, including the Medics. They are also not particularly fast and easily discovered and eliminated with by Pyros and Scouts.
This also applies somewhat with the weapons choices themselves. All alternative weapons are fairly balanced, incoporating necessary drawbacks wherever a definite advantage is applied, and using unique effects instead of just stat fiddling. You could have a battle between two of the same class, with completely different loadouts, requiring a completely different playstyle for each, yet still being incredibly well-balanced.
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Super Mario 3D World has the same four characters as Super Mario Bros. 2 with the same roles. Captain Toad is also playable in his own levels where he lacks the ability to jump and therefore cannot attack. Rosalina is a Secret Character, slower than Peach but jumps as high as Luigi and if she doesn't have a power-up she can use the Spin Attack from the Galaxy series that works as a small Double Jump. note  In lieu of determining speeds by holding an item, acceleration is inversely proportional to running speed.
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In Dragon Ball Xenoverse, each race for created characters has abilities and statistics that differentiate them from one another:
Earthlings are Jacks of All Stats, being overall well-rounded and benefiting from both regenerating ki and an attack boost when their ki gauge is at max.
Saiyans are Glass Cannons: low health, but high attack power that increases each time they revive. They also have Super Saiyan transformations that afford them unlimited use of ultimate attacks while active.
Namekians are Stone Walls: while their attack power isn't as high as the others, their defensive stats and health are higher, and they have regenerating health.
Majins are Mighty Glaciers: slow movement, slow stamina recovery, but defensive stats that exceed Namekians and get a boost when stamina is topped off.
Frieza's Clan are Fragile Speedsters: They have high speed, but low attack power. When their health drops under 50%, their speed increases.
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The Angry Video Game Nerd Adventures: The four characters display this. The Nerd is a Jack of All Stats, the Guitar Guy is the fastest, the Bullshit Man has the strongest attack and can Double Jump, and Mike Matei can spot secret paths and has the highest jump.
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A weird instance with the Robot Girl class in Disgaea 6: Defiance of Destiny: They're based on the Majin/Android class, who used to be the Jack of All Stats Master of All that were gradually nerfed to being a Master of None, to the point they were removed by Disgaea D2. They received the Evilities that Sages from Disgaea 5 had, who were considered the best spellcaster class in the game. Combine the Majin's bad traits with the Sage's good traits, plus the changes to the game's systems (mainly the reduced impact on weapon levels), and you get a middle-of-the-road class that covers the Sage's supposed niche (huge AoE attacks) without outclassing others.
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Mr. Driller has a total of 7 characters, each one with their own stats; it varies from characters with slow speed but slow air cost, to speedsters with fast air cost rate.
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The (currently) 40 usable planets in Meteos differ in nearly every aspect, from the types and quantity of Falling Blocks present and the speed they fall to playing field width and quantity of garbage blocks both sent and received. There are many more differences dealing with game mechanics specific to the series, but suffice to say that separate strategies are needed playing as and against each planet. Each game to date has illustrated this by having the blocks take different appearances for each planet. In the original DS game, for instance, Freaze's blocks look normal but are frozen over, while Gigagush takes on an 8-bit style with animated blocks resembling Space Invaders. By Meteos Wars, every planet has been pretty well balanced with a few exceptions, under normal circumstances.
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The PS1 Mega Man X games balanced out X and Zero by having X start out weak, but with the ability to collect various upgrades to boost his attack, defense and max health to become the more powerful character of the two. Zero, on the other hand, is extremely powerful from the get-go, but is stuck with close-range attacks (only occasionally getting a very weak, impractical buster,) low health and little in the way of upgrades, making him a Difficult, but Awesome Glass Cannon. When Axl was introduced in the PS2 era, he was highly unbalanced on the low end, being largely an inferior version of X, but Mega Man X8 balanced him out more properly by giving him weak but multidirectional rapid-fire capabilities and unlimited ammo for his special weapons.
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Pangya: Scout [Ken/Nuri] and Hana [Erika/Hana] — the Mario and the Ken (appropriately enough) as they are the starting characters for male and female players.
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Pikmin Balances the nine types of Pikmin by having hazards that affect all but one type and have them differ in effectiveness in other areas.
Red Pikmin deal extra damage to enemies and gates and are immune to fire.
Yellow Pikmin can be thrown higher, are immune to electricity, can be used to conduct electricity, and can use Bomb Rocks in the first gamenote Bomb rocks can't be held by any type in 2 and can be carried by all types in 3. They're also faster at digging in the third game.
Blue Pikmin can walk underwater without drowning. This is changed to swimming in 3. They also are the only Pikmin with average stats.
Purple Pikmin have the strength of ten regular Pikmin, deal more damage, have ground pound attacks when thrown, and are immune to being blown back by wind attacks. This is balanced by their rarity, slow speed, and awkward and low throw arc. 3 takes away the ground pound and increased damage.
White Pikmin are immune to poison, are poisonous themselves, can find buried items, and are fast. They're also rare.
Bulbmin are immune to fire, water, electricity, and poison. They're very rare and can't leave caves.
Rock Pikmin can't be crushed or impaled by enemies, carry objects faster, deal more damage when thrown, and can break glass and the shells of certain enemies. They can't grab onto enemies they're thrown at, however, and have to resort to a weak tackle after the initial throw.
Winged Pikmin fly and thus can avoid many hazards and can take shortcuts when carrying objects, and also slowly home in on enemies they're thrown at. They deal less damage, and carry objects slowly.
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Competitive Balance
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Dragon Quest:
Dragon Quest II has the three playable characters: the Prince of Midenhall has the higher offensive and defensive stats by far, but he knows exactly zero spells; the Prince of Cannock is weaker and definitely less resilient, but he can still deal decent damage and has access to several healing and attack spells; finally, the Princess of Moonbrooke has the lowest physical attack of the trio, but she learns the most powerful magic in the game.
Dragon Quest V has the three Heavenly Brides:
Bianca is a Jack-of-All-Stats Magic Knight, who learns the full Frizz and Sizz families of spells.
Flora is a Squishy Wizard Black Mage, with less physical strength and health than Bianca, but access to the powerful Kaboom spell, which Bianca can't use. She even has Midheal for healing options.
Debora is a Mighty Glacier White Mage, of all things, with only one offensive spell (Kasizzle) but much higher physical stats than the other girls and more powerful weapon options.
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This is especially prevalent in games such as Tekken, where tournament play is the general focus: In Tekken Tag Tournament, while Ogre and True Ogre might be bosses of death, they're still balanced enough that you can generally beat them with anyone you know how to use correctly. The only exceptions to balance appear at the lower levels of skill, where certain characters are easier to use than others (try using Guile as a beginning player, without a good grasp of charging; and after THAT, you need to learn how to do jump in combos in order to really use him).
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Competitive Balance
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GTFO has 4 melee weapons that all have advantages and disadvantages over each other.
The Sledgehammer has high base damage, and is generally useful in any situation, making it a good Jack-Of-All-Trades weapon that doesn't excel in any particular category.
The Spear has lower damage than the sledgehammer but has the longest reach out of any melee weapon and can pierce targets, allowing you to hit multiple enemies with a single thrust, making it a very low-risk weapon that excels in zoning enemies.
The bat charges attacks faster than either the spear or sledgehammer and consumes far less stamina than they do, and it excels in staggering enemies and breaking environmental objects (such as locks), but this is offset by low base damage.
The knife has the lowest base damage of any weapon, but it has a hidden 2x damage multiplier against sleeping enemies, has the fastest charge time of any weapon, and the attacks consume no stamina. Kills with the knife also make less noise than the other 3 melee weapons, so enemies are less likely to wake up if you kill sleeping enemies in close proximity. The knife excels in stealth situations and fights against smaller, weak enemies, but is the worst option for larger enemies.
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Competitive Balance
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The Armored Core series sees just about every possible facet of this system, and (at least, after a bit of trial-and-error with regulations files) it generally avoids Game Breakers.
 Competitive Balance / int_e60954ea
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Competitive Balance
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Virtual-ON, a Vehicular Combat game with Humongous Mecha. The Jack of All Stats is the Temjin and Apharmd lines, with the former being simply well balanced and the latter being absolutely brutal at close range. Representing the Fragile Speedster are the Viper and Fei-Yin series, both of which are smaller and agile, but can't take hits very well. In early games, the Belgdor and succesors offer examples of Glass Cannon designs, being somewhat fragile but possessing great hitting power. Bal series are Squishy Wizard, with overall low stats but have nasty trick for those who can master their Attack Drone (including AI). Finally, the Raiden and Dorkas are clear Mighty Glacier most of the time, being among the largest and most powerful but least maneuverable designs in the series.
 Competitive Balance / int_e62c0797
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Competitive Balance / int_e62c0797
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Competitive Balance
 Competitive Balance / int_e8e80e95
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Also with the release of Dark Crusade, Ork Slugga Boys and Chaos Space Marines lost their anti-armor weapons in order to turn them from general-purpose Jack of All Trades units to dedicated anti-infantry, forcing both factions to rely on dedicated anti-armor units (Tankbustaz and Horrors) which would otherwise stay unused due to their Crippling Overspecialization. Space Marine squads retained their devastating anti-armor capabilities, since the faction does not have dedicated anti-armor infantry and of the other infantry units with anti-armor abilities, Assault Marines have a very long recharge time on their Melta Bombs and Assault Terminators are now hard-capped to one squad at a time due to being nigh-impossible to kill otherwise.
 Competitive Balance / int_e8e80e95
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Competitive Balance / int_e8e80e95
 Competitive Balance / int_ed2a7866
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Competitive Balance
 Competitive Balance / int_ed2a7866
comment
Sword Art Online: In one episode, Kirito mentions that while SAO is horrible, it is essentially fair to all the players and gives everyone a chance to succeed. The fact that Kayaba (the one who trapped them) is a Fair-Play Villain is what leads Kirito to realize that Kayaba is actually in there with them, and they might be able to end the game early by challenging him.
 Competitive Balance / int_ed2a7866
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Competitive Balance / int_ed2a7866
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Competitive Balance
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Street Fighter has not all that much of a balance gap (though occasionally you get some accidentally devastating characters, such as Guile in Street Fighter II and his mystical "Magic Throw" and "handcuffs" glitches, not to mention his great range and priority; Zangief could also apply, with his extremely powerful throws). Akuma, for instance, is actually fairly fragile, taking the most damage of any of the characters in most of the games where he's a standard character.
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Competitive Balance / int_ef661e97
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Competitive Balance
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The introduction of the Fairy-type in Pokémon X and Y was done at least partially for this purpose. Fairy's slot in the Elemental Rock-Paper-Scissors diminish the Dragon, Fighting, and Dark types that were previously three of the most dominant types. On the flipside, Fairy's weakness provides more use offensively for the Poison and Steel types, which prior to the introduction of Fairy, were nearly worthless offensively, along with providing Fire a new defensive resistance where it had previously been very weak defensively.
 Competitive Balance / int_f858847a
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Competitive Balance / int_f858847a
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Competitive Balance
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City of Heroes: The roles tend to be rather fluid, but generally the Blaster and sometimes Corrupters and Defenders fall into Glass Cannon, Brutes and some Scrappers fall under Mighty Glacier, Tankers and some Brutes tend toward Stone Wall, Dominators and Controllers come off as somewhere between Glass Cannon and Mighty Glacier, and Masterminds, depending on the quality of the build, can be either a Jack of All Stats, a Joke Character, or a Lethal Joke Character, or a straight-up Lightning Bruiser.
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Competitive Balance / int_fa5e90fd
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Competitive Balance
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Briefly invoked in the credits of the Gravity Falls episode dealing with video games: Dipper, Mabel, Stan and Wendy are shown as sprites in a game. When the cursor moves to Stan, he mentions that he's slow but jumps higher.
 Competitive Balance / int_fdbace96
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The following is a list of statements referring to the current page from other pages.

 Competitive Balance
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Acceptable Breaks from Reality
 Competitive Balance
processingCategory2
Gaming Stat Tropes
 Competitive Balance
processingCategory2
Rule of Fun
 Bakugan: Battle Planet / int_9f4a47f2
type
Competitive Balance
 Pokémon: Destiny Deoxys / int_9f4a47f2
type
Competitive Balance
 REDLINE / int_9f4a47f2
type
Competitive Balance
 Fate Revelation Online (Fanfic) / int_9f4a47f2
type
Competitive Balance
 Power Rider Citrus Slasher (Fanfic) / int_9f4a47f2
type
Competitive Balance
 Sudden Contact (Fanfic) / int_9f4a47f2
type
Competitive Balance
 To My Death I Fight (Fanfic) / int_9f4a47f2
type
Competitive Balance
 Splatoon (Franchise) / int_9f4a47f2
type
Competitive Balance
 Babe Ruth: Man-Tank Gladiator / int_9f4a47f2
type
Competitive Balance
 The Avatar Chronicles / int_9f4a47f2
type
Competitive Balance
 The Spectrum Game / int_9f4a47f2
type
Competitive Balance
 Worm / int_9f4a47f2
type
Competitive Balance
 AllGenesAreCoDominant
seeAlso
Competitive Balance
 AnalyzingInbounds
seeAlso
Competitive Balance
 Ptitler4e1mm02
seeAlso
Competitive Balance
 RuleBreaker
seeAlso
Competitive Balance
 SunderTheGold
seeAlso
Competitive Balance
 TheGreatPlayerVersusPlayerDebate
seeAlso
Competitive Balance
 VideoGameCharacters
seeAlso
Competitive Balance
 Anne Happy (Manga) / int_9f4a47f2
type
Competitive Balance
 Beet the Vandel Buster (Manga) / int_9f4a47f2
type
Competitive Balance
 A Song Of Peace (Roleplay) / int_9f4a47f2
type
Competitive Balance
 Shadows over the South (Roleplay) / int_9f4a47f2
type
Competitive Balance
 Shin Hyakuji High School (Roleplay) / int_9f4a47f2
type
Competitive Balance
 Beetleborgs / int_9f4a47f2
type
Competitive Balance
 Big Brother / int_9f4a47f2
type
Competitive Balance
 Deadliest Warrior / int_9f4a47f2
type
Competitive Balance
 Kamen Rider Gaim / int_9f4a47f2
type
Competitive Balance
 Robot Combat League / int_9f4a47f2
type
Competitive Balance
 Robot Wars / int_9f4a47f2
type
Competitive Balance
 Blood Bowl (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Burning Wheel (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Chronicles of Darkness (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 d20 Rebirth (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Digimon (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Dungeons & Dragons 4th Edition (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Dungeons & Dragons 3rd Edition (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Everyone Is John (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Future Card Buddyfight (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Lost Ruins of Arnak (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Mansions of Madness (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Monte Cook's World of Darkness (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Mutants & Masterminds (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Trading Card Game (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Rifts (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Risk (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Scythe (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Small World (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Star Wars Epic Duels (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 The Dark Eye (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 The Witcher Role Playing Game (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Vampire: The Masquerade (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Violenceâ„¢: The Roleplaying Game of Egregious and Repulsive Bloodshed (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Warhammer Fantasy Roleplay (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Wild Talents (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 Yu-Gi-Oh! Rush Duel (Tabletop Game) / int_9f4a47f2
type
Competitive Balance
 ARK: Survival Evolved (Video Game) / int_9f4a47f2
type
Competitive Balance
 Absolver (Video Game) / int_9f4a47f2
type
Competitive Balance
 Ace Combat Infinity (Video Game) / int_9f4a47f2
type
Competitive Balance
 America's Army (Video Game) / int_9f4a47f2
type
Competitive Balance
 Anarchy Reigns (Video Game) / int_9f4a47f2
type
Competitive Balance
 Apex Legends (Video Game) / int_9f4a47f2
type
Competitive Balance
 Arc Angle (Video Game) / int_9f4a47f2
type
Competitive Balance
 Armored Core (Video Game) / int_9f4a47f2
type
Competitive Balance
 Armored Warriors (Video Game) / int_9f4a47f2
type
Competitive Balance
 BattleTech (Video Game) / int_9f4a47f2
type
Competitive Balance
 BattleTech (2018) (Video Game) / int_9f4a47f2
type
Competitive Balance
 Bloodstained: Ritual of the Night (Video Game) / int_9f4a47f2
type
Competitive Balance
 Bombergirl (Video Game) / int_9f4a47f2
type
Competitive Balance
 Brave Frontier (Video Game) / int_9f4a47f2
type
Competitive Balance
 Brave Nine (Video Game) / int_9f4a47f2
type
Competitive Balance
 Brawl− (Video Game) / int_9f4a47f2
type
Competitive Balance
 Brigador (Video Game) / int_9f4a47f2
type
Competitive Balance
 Burnout (Video Game) / int_9f4a47f2
type
Competitive Balance
 Cadillacs and Dinosaurs (Video Game) / int_9f4a47f2
type
Competitive Balance
 Cannon Spike (Video Game) / int_9f4a47f2
type
Competitive Balance
 Captain Commando (Video Game) / int_9f4a47f2
type
Competitive Balance
 Castlevania: Harmony of Despair (Video Game) / int_9f4a47f2
type
Competitive Balance
 City of Heroes (Video Game) / int_9f4a47f2
type
Competitive Balance
 ClaDun (Video Game) / int_9f4a47f2
type
Competitive Balance
 Command & Conquer: Red Alert 2 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Command & Conquer: Generals (Video Game) / int_9f4a47f2
type
Competitive Balance
 Cookie Run Kingdom (Video Game) / int_9f4a47f2
type
Competitive Balance
 Cossacks: European Wars (Video Game) / int_9f4a47f2
type
Competitive Balance
 Crash Nitro Kart (Video Game) / int_9f4a47f2
type
Competitive Balance
 Crystal Crisis (Video Game) / int_9f4a47f2
type
Competitive Balance
 Cubivore (Video Game) / int_9f4a47f2
type
Competitive Balance
 Dead Meets Lead (Video Game) / int_9f4a47f2
type
Competitive Balance
 Def Jam Series (Video Game) / int_9f4a47f2
type
Competitive Balance
 Demon's Souls (Video Game) / int_9f4a47f2
type
Competitive Balance
 Descent (Video Game) / int_9f4a47f2
type
Competitive Balance
 Devil May Cry (Video Game) / int_9f4a47f2
type
Competitive Balance
 Devil May Cry 2 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Devil May Cry 4 (Video Game) / int_9f4a47f2
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Competitive Balance
 Devil May Cry 5 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Digimon Digital Card Battle (Video Game) / int_9f4a47f2
type
Competitive Balance
 Digimon Survive (Video Game) / int_9f4a47f2
type
Competitive Balance
 Digimon World Dawn/Dusk (Video Game) / int_9f4a47f2
type
Competitive Balance
 Disgaea 7: Vows of the Virtueless (Video Game) / int_9f4a47f2
type
Competitive Balance
 Disney Speedstorm (Video Game) / int_9f4a47f2
type
Competitive Balance
 DmC: Devil May Cry (Video Game) / int_9f4a47f2
type
Competitive Balance
 Dong Dong Never Die (Video Game) / int_9f4a47f2
type
Competitive Balance
 Dragon Quest II (Video Game) / int_9f4a47f2
type
Competitive Balance
 Dragon Quest V (Video Game) / int_9f4a47f2
type
Competitive Balance
 Dungeon Fighter Online (Video Game) / int_9f4a47f2
type
Competitive Balance
 Edain (Video Game) / int_9f4a47f2
type
Competitive Balance
 Elements (Video Game) / int_9f4a47f2
type
Competitive Balance
 Elevator Action: Old & New (Video Game) / int_9f4a47f2
type
Competitive Balance
 Elevator Action Returns (Video Game) / int_9f4a47f2
type
Competitive Balance
 Emperor: Rise of the Middle Kingdom (Video Game) / int_9f4a47f2
type
Competitive Balance
 Epic Seven (Video Game) / int_9f4a47f2
type
Competitive Balance
 Evolve (Video Game) / int_9f4a47f2
type
Competitive Balance
 F-Zero (Video Game) / int_9f4a47f2
type
Competitive Balance
 F-Zero 99 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Fate/unlimited codes (Video Game) / int_9f4a47f2
type
Competitive Balance
 Fighters Destiny (Video Game) / int_9f4a47f2
type
Competitive Balance
 Final Fantasy VII New Threat Mod (Video Game) / int_9f4a47f2
type
Competitive Balance
 Final Fantasy XII (Video Game) / int_9f4a47f2
type
Competitive Balance
 Fire Emblem Engage (Video Game) / int_9f4a47f2
type
Competitive Balance
 Fire Warrior (Video Game) / int_9f4a47f2
type
Competitive Balance
 Flawed Crystals (Video Game) / int_9f4a47f2
type
Competitive Balance
 Flyff (Video Game) / int_9f4a47f2
type
Competitive Balance
 Freedom Wars (Video Game) / int_9f4a47f2
type
Competitive Balance
 Friday the 13th (Video Game) / int_9f4a47f2
type
Competitive Balance
 Friday the 13th: The Game (Video Game) / int_9f4a47f2
type
Competitive Balance
 Front Mission (Video Game) / int_9f4a47f2
type
Competitive Balance
 GTFO (Video Game) / int_9f4a47f2
type
Competitive Balance
 Gears of War (Video Game) / int_9f4a47f2
type
Competitive Balance
 Ghostbusters (1990) (Video Game) / int_9f4a47f2
type
Competitive Balance
 Gigantic (Video Game) / int_9f4a47f2
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Competitive Balance
 Global Agenda (Video Game) / int_9f4a47f2
type
Competitive Balance
 Grand Chase (Video Game) / int_9f4a47f2
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Competitive Balance
 Growl (Video Game) / int_9f4a47f2
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Competitive Balance
 Gunman Clive (Video Game) / int_9f4a47f2
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Competitive Balance
 Hades (Video Game) / int_9f4a47f2
type
Competitive Balance
 Halo 4 (Video Game) / int_9f4a47f2
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Competitive Balance
 Home Sheep Home (Video Game) / int_9f4a47f2
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Competitive Balance
 Homeworld (Video Game) / int_9f4a47f2
type
Competitive Balance
 Hunt: Showdown (Video Game) / int_9f4a47f2
type
Competitive Balance
 Imperator: Rome (Video Game) / int_9f4a47f2
type
Competitive Balance
 Impossible Creatures (Video Game) / int_9f4a47f2
type
Competitive Balance
 Iron Brigade (Video Game) / int_9f4a47f2
type
Competitive Balance
 Jurassic Park Builder (Video Game) / int_9f4a47f2
type
Competitive Balance
 Jurassic World: The Game (Video Game) / int_9f4a47f2
type
Competitive Balance
 Kirby Fighters Deluxe (Video Game) / int_9f4a47f2
type
Competitive Balance
 Kirby: Triple Deluxe (Video Game) / int_9f4a47f2
type
Competitive Balance
 Legends of Runeterra (Video Game) / int_9f4a47f2
type
Competitive Balance
 Luna Online (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mario & Wario (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mario Kart DS (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mario Kart: Double Dash!! (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mario Kart Wii (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mario + Rabbids Kingdom Battle (Video Game) / int_9f4a47f2
type
Competitive Balance
 Marvel vs. Capcom 3 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Medarot: Kabuto and Kuwagata (Video Game) / int_9f4a47f2
type
Competitive Balance
 Medieval II: Total War (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mega Man Battle Network 2 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Metal Gear Online (Video Game) / int_9f4a47f2
type
Competitive Balance
 Metal Gear Solid 3: Snake Eater (Video Game) / int_9f4a47f2
type
Competitive Balance
 Metal Gear Solid: Peace Walker (Video Game) / int_9f4a47f2
type
Competitive Balance
 Monster Rancher EVO (Video Game) / int_9f4a47f2
type
Competitive Balance
 Mr. Driller (Video Game) / int_9f4a47f2
type
Competitive Balance
 Need for Speed Payback (Video Game) / int_9f4a47f2
type
Competitive Balance
 Nexus War (Video Game) / int_9f4a47f2
type
Competitive Balance
 99Vidas (Video Game) / int_9f4a47f2
type
Competitive Balance
 Ninja Gaiden (Video Game) / int_9f4a47f2
type
Competitive Balance
 Nintendo Land (Video Game) / int_9f4a47f2
type
Competitive Balance
 No More Heroes 2: Desperate Struggle (Video Game) / int_9f4a47f2
type
Competitive Balance
 Odin Sphere (Video Game) / int_9f4a47f2
type
Competitive Balance
 Oh Joes! (A Proto Man Adventure) (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pathway (Video Game) / int_9f4a47f2
type
Competitive Balance
 Persona 5 Strikers (Video Game) / int_9f4a47f2
type
Competitive Balance
 Phantom Breaker (Video Game) / int_9f4a47f2
type
Competitive Balance
 Phoenix Point (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pipeworks ''Godzilla'' Trilogy (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Gold and Silver (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Let's Go, Pikachu! and Let's Go, Eevee! (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Quest (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Red and Blue (Video Game) / int_9f4a47f2
type
Competitive Balance
 Pokémon Unite (Video Game) / int_9f4a47f2
type
Competitive Balance
 Primal Carnage (Video Game) / int_9f4a47f2
type
Competitive Balance
 Project M (Video Game) / int_9f4a47f2
type
Competitive Balance
 Q-Clash! (Video Game) / int_9f4a47f2
type
Competitive Balance
 Quake III: Arena (Video Game) / int_9f4a47f2
type
Competitive Balance
 Quake IV (Video Game) / int_9f4a47f2
type
Competitive Balance
 Railroad Tycoon (Video Game) / int_9f4a47f2
type
Competitive Balance
 Rainbow Six Siege (Video Game) / int_9f4a47f2
type
Competitive Balance
 Renegade Ops (Video Game) / int_9f4a47f2
type
Competitive Balance
 Resident Evil 4 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Resident Evil 4 (Remake) (Video Game) / int_9f4a47f2
type
Competitive Balance
 Richman (Video Game) / int_9f4a47f2
type
Competitive Balance
 Rogue Squadron (Video Game) / int_9f4a47f2
type
Competitive Balance
 Rune Factory 5 (Video Game) / int_9f4a47f2
type
Competitive Balance
 SD Gundam Battle Alliance (Video Game) / int_9f4a47f2
type
Competitive Balance
 Scott Pilgrim vs. The World: The Game (Video Game) / int_9f4a47f2
type
Competitive Balance
 Shovel Knight (Video Game) / int_9f4a47f2
type
Competitive Balance
 Sift Heads (Video Game) / int_9f4a47f2
type
Competitive Balance
 Skylanders (Video Game) / int_9f4a47f2
type
Competitive Balance
 Smite (Video Game) / int_9f4a47f2
type
Competitive Balance
 Sonic Boom (Video Game) / int_9f4a47f2
type
Competitive Balance
 Sonic.exe The Disaster 2D Remake (Video Game) / int_9f4a47f2
type
Competitive Balance
 Sonic Heroes (Video Game) / int_9f4a47f2
type
Competitive Balance
 Sonic Robo Blast 2 Kart (Video Game) / int_9f4a47f2
type
Competitive Balance
 Splinter Cell: Blacklist (Video Game) / int_9f4a47f2
type
Competitive Balance
 Star Wars: Squadrons (Video Game) / int_9f4a47f2
type
Competitive Balance
 Steredenn (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Bomberman (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Mario 3D World (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Mario Bros. 2 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Mario Bros. 35 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Mario Kart (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Mario Run (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Robot Wars (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Robot Wars V (Video Game) / int_9f4a47f2
type
Competitive Balance
 Super Robot Wars X (Video Game) / int_9f4a47f2
type
Competitive Balance
 Superhot (Video Game) / int_9f4a47f2
type
Competitive Balance
 Supre Smesh Bras (Video Game) / int_9f4a47f2
type
Competitive Balance
 Tachyon: The Fringe (Video Game) / int_9f4a47f2
type
Competitive Balance
 Tales of Innocence (Video Game) / int_9f4a47f2
type
Competitive Balance
 Teenage Mutant Ninja Turtles: Shredder's Revenge (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Angry Video Game Nerd Adventures (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Battle for Middle-earth (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Beatles: Adventures In Pepperland (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Binding of Isaac (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Crackpet Show (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Crew (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Crew (2014) (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Legend of Korra (Video Game) / int_9f4a47f2
type
Competitive Balance
 The Simpsons Hit & Run (Video Game) / int_9f4a47f2
type
Competitive Balance
 Think Tanks (Video Game) / int_9f4a47f2
type
Competitive Balance
 Tiger Knight: Empire War (Video Game) / int_9f4a47f2
type
Competitive Balance
 Time Clickers (Video Game) / int_9f4a47f2
type
Competitive Balance
 Titanfall (Video Game) / int_9f4a47f2
type
Competitive Balance
 Tokyo Jungle (Video Game) / int_9f4a47f2
type
Competitive Balance
 Total War: Warhammer II (Video Game) / int_9f4a47f2
type
Competitive Balance
 Touhou Gouyoku Ibun ~ Suibotsushita Chinshuu Jigoku (Video Game) / int_9f4a47f2
type
Competitive Balance
 Touhou Gouyoku Ibun ~ Sunken Fossil World (Video Game) / int_9f4a47f2
type
Competitive Balance
 Transformers: Prime – The Game (Video Game) / int_9f4a47f2
type
Competitive Balance
 Tribes (Video Game) / int_9f4a47f2
type
Competitive Balance
 Unreal Tournament 2004 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Valkyria Chronicles (Video Game) / int_9f4a47f2
type
Competitive Balance
 Vendetta (1991) (Video Game) / int_9f4a47f2
type
Competitive Balance
 Warhammer 40,000: Darktide (Video Game) / int_9f4a47f2
type
Competitive Balance
 Who's Your Daddy? (Video Game) / int_9f4a47f2
type
Competitive Balance
 WipEout (Video Game) / int_9f4a47f2
type
Competitive Balance
 Yakuza 4 (Video Game) / int_9f4a47f2
type
Competitive Balance
 Zak McKracken and the Alien Mindbenders (Video Game) / int_9f4a47f2
type
Competitive Balance
 Zombie Revenge (Video Game) / int_9f4a47f2
type
Competitive Balance
 Choice of Games / Videogame / int_9f4a47f2
type
Competitive Balance
 Sonic Forces (Video Game) / int_9f4a47f2
type
Competitive Balance
 Splatoon (Video Game) / int_9f4a47f2
type
Competitive Balance
 Aokana: Four Rhythm Across the Blue (Visual Novel) / int_9f4a47f2
type
Competitive Balance
 Extra Credits (Web Animation) / int_9f4a47f2
type
Competitive Balance
 Fantastic Four: World's Greatest Heroes / int_9f4a47f2
type
Competitive Balance
 Wreck-It Ralph / int_9f4a47f2
type
Competitive Balance
 Sword of the Stars (Video Game) / int_9f4a47f2
type
Competitive Balance
 Ys (Video Game) / int_9f4a47f2
type
Competitive Balance