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Master of None

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One of the classic and most common character types in gaming is the generalist, a jack-of-all-trades with capabilities in all fields and no particular weaknesses. But specialization has advantages, so it takes a deft touch to ensure that the generalist has reasons for being used.
Sometimes it simply doesn't work. They aren't completely useless at anything they try, but they're not good at it either. They have no particular weakness or vulnerability that can be easily exploited, but that's offset by the fact that they're kinda vulnerable to everything. That character is a Master of None.
Master of None is the dark side of the Jack of All Stats, where their weakness is the fact that they have no strengths that they can capitalize on. The Magic Knight is easy to make into this, if the developers want to encourage specialisation in magic or physical combat. If the Master of None is part of a band or Multiform Balance, it often has some useful ability (for example, Super Not-Drowning Skills) that prevent them from becoming a Joke Character, it's just that the ability isn't very versatile.
However, there may be some incentive to use the Master of None in circumstances over the Jack-of-All-Stats beyond the merits of the characters themselves. In an RPG setting, they're the easiest to mold and grow, and can grow themselves with less effort than the other classes or origins because they might have started in Level 1; therefore, they're more useful for experienced players who know how to spend their skill points more wisely. In a Metagame setting, the Master of None has a niche in their surprise factor and lack of predictability: not only will opponents be caught off guard at seeing an unfamiliar character, but they may not even be aware of - let alone predict or prepare for - what they can pull from their arsenal of equally viable options. While an AI opponent would be indifferent towards which playable characters are used beyond what strategies to use against them, the psychological effect a Master of None can have on human opponents may be enough to turn the tides of a match.
The difference between why a Jack-of-All-Stats is useful in one game, but becomes a Master of None in another is often tied to how large the party or units are in the game. In a game with only one character, the character needs the capacity to handle every situation themselves, and in static parties with no ability to switch characters out, the ability to just be very good in one situation means being The Load in other situations. In a strategic RPG with dozens of characters you can swap out any time you need a specialist, however, there's no reason to swap in anything but the specialist best at this particular specialization. If you can only send 4 characters in, any character 5th place or worse in your roster in that situation is a sub-optimal choice. Even if there's a character that can do nothing but use poison spells that deal more damage than normal, that's a specialization that makes them stand out from the faceless crowds sometimes. If they're not in the top spots in any situation... why ever use them at all? Some games - especially much harder ones - answer this by requiring the player to deploy the Master of None, so that they'll be using them anyway if they don't want them to be The Load.
Compare a Vanilla Unit, who is limited to doing things that don't require special abilities, and can fall victim to this trope if they have evenly distributed stats that are too weak to make up it. Also compare with Crippling Overspecialization at the other extreme, for the character who's great at one thing, but horrible at everything else. See also Solo Class, for characters purpousefully designed to give a singleplayer option.
Contrast with the Master of All, who is very good at everything. Occasionally a Master of None is made intentionally as part of Multiform Balance, as a stepping stone to stronger forms, including a true Jack-of-All-Stats. See also Giftedly Bad.
For the novel, see here. For the Netflix series, see here.
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The balance (sorcerer) class in Wizard101 is this, having buffs and traps for every other school and some multipurpose ones, as well as having a few spells that mimic those of other school's such as their unique healing spell.
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Becoming this is why Izuku doesn't get One For All in The Emerald Phoenix. Izuku's own quirk of telekinesis and telepathy has no common ground with One For All's super strength and toughness, which means, as Nedzu put it, Izuku would either have to forsake one quirk to focus on the other or work on each and be mediocre at both.
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Tiga Dark in the Ultraman Tiga movie Ultraman Tiga: The Final Odyssey is surprisingly this despite his established reputation as the strongest of the Dark Giants, due to its power being used for the good. He slowly grows out by absorbing his former teammates' powers and is eventually restored to his Jack of All Stats form as Multi Type.
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A badly made spork can seem like this. Can't hold as much food nor hold it as well as a spoon can, nor can it poke and hold as much solid food as a fork can. The knork is even worse.
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Mobile Suit Zeta Gundam gives us the RMS-106 Hizack. In theory, it's easily to see it as a major successor to the Zeon Zaku, despite it being used by the Earth Federation and the Titans. However, its power supply is lacking, meaning it can use a beam rifle or a beam saber, but not both at the same time (its back-up weapons include a standard machine gun and a heat hawk). Its early replacement, the RMS-108 Marasai, easily fixes this problem and quickly becomes the mainstay Titans unit.
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You want to achieve a balanced research in Star Ruler. While Crippling Overspecialization invites counters, spreading your research too widely will result in more focused opponents rolling over your forces with tougher ships, ships that can regenerate faster than you can hurt them or ships that can blow yours up easily.
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Gorgons in The Salvation War. "Every gorgon quickly became used to being told they were not as effective at persuading humans as succubi, much weaker fliers than harpies, less powerful witches than naga, poorer fighters than a common lesser demon."
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In Master of Magic, Orcs suffer this by virtue of being almost identical to High Men, the Jack of All Stats race. There's only a couple of differences between Orcs and High Men, but these (Shamans vs. Priests, Halberdiers vs. Pikemen, Wyvern Rider vs. Paladin) are worse across the board, so there is no reason whatsoever to take Orcs as your starting race. They make a decent conquest target for more warlike races (as their economy is identical to the High Men's - that is, they can build any building), but that's out of the player's control.
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In Dimension 20's A Starstruck Odyssey campaign this led to the failure of the Sundry Sydney android line to get beyond the marketing phase. Advertised as a combination household manager/personal assistant/bodyguard/Sexbot, most people who could afford one would prefer to get multiple specialized droids instead of one that mashes together all those functions.
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Yangus in Dragon Quest VIII looks like he should be a Mighty Glacier, with a build that suggests Stout Strength and an axe-wielder. He's certainly slow enough, but his damage output is average at best, and pales next to Jessica's spells and whips, Angelo's bows and arrows, and the Hero's swords or spears. He can get a few healing spells if you put points into Humanity, but his healing potential is limited by a small MP pool, and unlike the Hero and Angelo he never gets any way to regain magic points or mitigate casting costs. He can wear some of the best armor in the game and has a massive HP pool, which qualifies him as a Stone Wall, but since there's no way for him to Draw Aggro he can't really tank for squishier party members. His Axe skills will eventually give him an attack which is a guaranteed critical if it hits, and since criticals in this game ignore defense, it's particularly useful against late-game bosses, but it misses more often than it hits, so it's too unreliable to use in most cases. Early in the game he's useful in boss fights as a debuffer, although Jessica can do that as well or better. In the late game, he's mostly useful to hold on to a Sage's Stone, Rune Staff, Timbrel of Tension and Resurrection Staff and act as a secondary buffer and healer, not so much because he's particularly good at it, but because he's the only party member with nothing better to do.
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While every magic-user in Might and Magic VI could upgrade those magical skills they could learn to the highest rank, and so were only kept from mastery of magic or combat through what skills they could learn and how many hit points and spell points were received per level, VII to IX added the ability to restrict what rank the skill could be upgraded to. This made hybrids less powerful, as upgrading magic schools allowed the learning of new spells and enhanced old spells... though it also allowed some of them to become Masters of Something: yes, the archer might not be all that good a spellcaster, but being able to directly add to the damage done when attacking with a bow has its uses, the druid might only be second best in elemental or clerical magic, but can have more spell points than anyone, etc.
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Etrian Odyssey II: Heroes of Lagaard: Two of the classes suffer from this. Thankfully, the game's remake makes major improvements to both classes' abilities to make them viable choices for your party.
War Magi can use healing and support magic as well as sword-based attack skills, but their healing doesn't stack up next to that of a dedicated Medic (though since they can use swords instead of staves, they are significantly faster, at least), their buffs are less useful than a Troubadour's, and their attack skills are woefully situational (stunning an enemy afflicted with Sleep?). Add to that their overall unimpressive stats and there's no real reason to use a War Magus over one of the specialists.
Beasts have a variety of defensive abilities and strong offense, but due to a number of flaws with their skills as well as a lack of decent armor they usually end up being more of a liability than anything else.
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Transformers: Fall of Cybertron has the Throwback Blaster, a cute little Easter Egg that allows you to equip Megatron's Generation One Walther handgun mode as an Arm Cannon. Unfortunately, while it's got well balanced stats—five out of ten in all categories—this means that it's too slow for suppressing fire, too inaccurate for sniping, too weak to deal reliable killing blows, and too short-ranged for any engagement outside 20 meters.
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Dragon Quest III: Merchants lack the Warriors' sky-high stats, but aren't quite as slow as one.
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In Metal Gear Solid V: The Phantom Pain, the D-Walker is a selectable companion that combines the abilities of the other companions: it's a mount that you can ride like D-Horse, it can detect and mark enemies like D-Dog, and it can engage enemies independently like Quiet. At the same time, however, it lacks the specialized abilities of the other companions: it's not as good for stealth when riding like with D-Horse, it detection radius is narrower than D-Dog's (and it cannot detect plants and animals, only enemies), and it cannot evade enemy fire with the same effectiveness as Quiet.
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Notes in the Honor Harrington novel The Short Victorious War state that battleships, considered a Jack of All Stats a hundred years ago, have come to be seen as this instead by the time of the book. Sitting in the gap between battlecruisers and dreadnoughts, they lack the firepower and survivability of full ships of the wall as well as the mobility of battlecruisers or anything below; hence, nobody makes them anymore. The Havenites do redeem theirs by clever deep-raiding tactics, but even that's only something they bothered to do because they had a huge stock of the things still sitting around from their heyday; even Haven does not and will not build any new battleships.
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Puffin Forest: The character Abserd invokes this. He's a Level 15 character, but he only has one level in every class, and has an annoying voice to boot.
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Dark Souls's Self-Imposed Challenge, the Deprived class, starts with no armor and an extremely shoddy weapon and shield and has 11 in all of its stats, meaning that while it's not bad at anything to start out with, it's not particularly good at anything either, and the player will have to grind their stats up a bit before they can really be effective.
Dark Souls 3 changes how Pyromancy works, making it require both Intelligence and Faith. In the early game especially, the Pyromancer will need to balance several stats, more than any other class. Than again, PvE-wise pyromancy is by far the most effective scholl of magic for the most of the game, so...
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The Shin Megami Tensei franchise usually offers some demons, characters, and Personas that have perfectly balanced builds. These tend to be much poorer choices of party members than characters who specialize in Strength or Magic, as such balanced characters can't dish out enough damage per turn or carry enough MP to be a worthy asset.
Ken in Persona 3 is considered one of the worst party members for this exact reason: He's got well-rounded stats and Lighting and Pierce skills, but he lacks boosting passives or the adequate stats to make them shine in comparison to your damage dealers. He learns healing skills, albeit a little later than Yukari does, and although he can take hits a little better than Yukari, he doesn't have as much MP as she does. While Ken does learn Light based One-Hit Kill skills which nobody else does, he doesn't have their multi-target variants, and they're worthless in boss fights.
Once again, Ken in Persona Q2: New Cinema Labyrinth suffers from this trope. His unique skill lets his Link skills strengthen with each Link follow-up, but unlike the P3P Heroine he only goes as far as Double Link to support it. His one innate Link skill is Psystrike Link, though he's not as adept with Psy damage since Haru's taken the Psy specialist role. He's also lost the Bless specialist role to Akechi and his one Bless-based skill is the inconsistent Mahama, and he only learns single-target healing so he can't keep up with Morgana, Yukiko, or Yukari. He also has some situational physical skills but lacks the Strength to make them shine. The Skill Card and Sub-Persona systems can remedy his shortcomings, but the number of superfluous skills he learns is a bit jarring.
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Fire Emblem:
The Luck stat in general is something of a Master of None as stats go, essentially combining the advantages of Skill and Speed but in lesser quantity and with Skill's critboost and Speed's doubling replaced with situational crit avoid.
Fire Emblem: The Blazing Blade sees Eliwood's mediocre, "balanced" stat growths pale in comparison to Lyn and Hector's respective Fragile Speedster and Lightning Bruiser statuses. His son Roy, the hero of the prior game, has equal or worse growths than him in every stat bar Luck, suggesting it's hereditary.
Warrior in the DS games gets this, due to most of its focuses not really gelling properly. It combines the stat caps of a Mighty Glacier with stat bases and growths that imply a Glass Cannon, which generally means its theoretical advantage of high Defense never actually comes into play. It also suffers from this due to poor direction in its weapon types of axes and bows: of the axe-using classes, Berserker and Hero are both much faster, meaning Warrior's theoretical damage edge falls apart when it can't double, while Dracoknight is tankier and can fly, and of the bow-using classes, Sniper is both much faster and has a better bow rank, making it a better pick for shooting things down.
Fire Emblem: Awakening shows signs of this on Chrom, at least compared to the Avatar. While Chrom isn't necessarily as noticable bland thanks to his fairly decent bases, the Signature Move of Aether and Rightful King, raising his skill procs by 10%. However, his relatively basic kit has him somewhat underwhelming compared to characters who are more specialized or just Elite Tweaked to be better, leaving him with the unfortunate nickname "Chromvoy" for his unmatched skill in accessing the Convoy in map.
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Diablo II: The Druid is sometimes accused of being a Master Of None. He uses elemental magic, nature summons, and has shapeshifting for melee. However, his magic is weaker than the sorceress', often with huge timers placed on them. His summons are limited to 1, 3, or 5 damaging minions, while the Necromancer can have somewhere around 40 skeletons total. His melee skills are up to the task, but since his were-forms have limited durations, he has to worry about turning back into a human mid-battle.
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Pandemic has one role called The Generalist, which has five actions instead of the usual four, and no special powers.
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Another weapon example: assault rifles in Borderlands 2. They're touted as being more powerful and longer-reaching than SMGs, which they indeed do for a tradeoff in fire rate, reload speed and elemental proc chance. Problem is, they get trumped in their middle-range field by any half-decent Vladof machine pistol (especially if it has the shoulder stock accessory), all of which reload faster as well. Those that can hit at long range have anemic damage, at which point you're better off just using a sniper rifle. And if you're going the Jakobs route of semi-autos, they have the worst recoil of all - better just snipe with your wheelgun.
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 Borderlands 2 (Video Game)
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Red Mage in 8-Bit Theater provides the basis for the current page quote. On paper, he has a fairly versatile skillset, but in practice, his rampant Complexity Addiction and Insane Troll Logic means that he is terrible at using it to any degree of effectiveness. He also comes up short in individual skills compared to his party members, who are all far more specialized and far better at using their skills effectively (which isn't saying much, but still). He is also very prone to adding new skills to his "character sheet" to further increase his versatility, but his record in doing so is decidedly inconsistent. He does become considerably stronger by the end of the story—ironically, by specializing.
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Final Fantasy Tactics Advance's Montblanc is a character who, like any unit in the game, can go into any job that his race is capable of. However, his stats are so abysmal that there's really no point in using him at all, as even later units that join your clan have better stats. What's really crippling is the fact that the game will not even let you remove him from your party (short of killing him in a Jagd) so you'll have to endure his subparness for the whole game. He's likable enough that most people put up with him.
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The Garland from Mega Zone 23. Unlike the other mechs in the show it can transform on its own rather than having to combine with extra parts, but as a result its bike mode is extremely large and unwieldy. When Shogo first gets it and tries to weave through traffic with it the way he does with his old bike he causes a multi-vehicle accident.
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The Brig Of War in Sid Meier's Pirates!. There are two schools of play in the game, "Board 'em quick" and "Pound them until they yield", which means that players will, depending on style, get a ship that is either extremely quick and maneuverable or has a huge broadside. This leaves the Brig Of War, which is slightly above average in speed, manouvering and weight of broadside, tragically unloved.
The tragedy is compounded by several of the rare Brig of War's basic stats, such as cargo space, cannon count, and crew size being matched by the extremely common Frigate, with only a few small differences in speed and agility to differentiate the two. Similarly, this is why traders rarely take Barques out into the water; they're a little faster and a little more agile than some of their peers, but their weight of cannon is so average and their cargo capacity is so light by contrast that merchant players usually pick up something either ultralight for smuggling runs (such as the Pinnace) or something massive and decently armed for bulk shipments (such as the Merchantman). And no one likes Fluyts.
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Jagi from Fist of the North Star is the weakest of the four Hokuto Shinken brothers. He tried to compensate for his lack of skill by fighting dirty, but it didn't work out for him in the long run. Jagi also knows Nanto Seiken, but Kenshiro deemed it too slow and an "insult to Shin" before sending him to Hell.
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Master of None / int_366a284d
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The Survivalist perk in Killing Floor 2 combines some attributes of every class. This comes in the form of a universal damage bonus that applies to every weapon in the game, but which isn't as much of a bonus as the perk it's dedicated to would get at the same level. Skills allow it minor specialization, but even that's still generally split across half the perks in the game, such as its first two choices being options of faster reloads for weapons from either the quicker perks (Commando, Gunslinger and SWAT) or the heavier ones (Sharpshooter, Support and Demolitionlist), though this added another problem until an update in 2022, where the weapon you spawn with while playing as the perk was randomly selected from one of the other nine perks' starting weapons, so it was a crapshoot as to whether you'd even start with a weapon you actually specialized your skills towards. If your team already has a good set of varied perks, the Survivalist is good for supporting them all at once (e.g. keeping health up for players who still have pretty high health while the dedicated Medic focuses on more heavily-injured teammates, without sacrificing raw power to keep enemies off of your teammates in the first place) and letting the player in question use whatever they want while doing so, which also makes it perfect for messing around with random weapon combinations that don't fit together normally in solo play, but if you want or need to do something more specific, you're better off just taking the perk that's dedicated to that.
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Master of None / int_374ea557
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Zombie Stories (Roblox):
The Sniper is meant to be a Long-Range Fighter, but most levels often force players up close with zombies, and even without that, most of the Sniper's primaries are lacking sights, meaning that, ironically, the Assault, which is a Jack of All Stats, is a better sniper because most of the Sniper's weapons have terrible iron sights. Furthermore, while they have great headshot damage, the fact that the rifles the Sniper has are semi-automatic combined with his ability poorly synchronizing with it (coincidentally the same ability for the Assault) means that they can't be a great damage-dealer as well. At least their secondaries are useful, albeit with the caveat that they will take some time to be great as the other firearms.
Shotguns are designed to sweep hordes with burst damage, but various weapons have better burst damage and can sweep hordes more efficiently. Furthermore, even without that, their poor reload times and fire rate tend to leave the users behind in terms of damage dealing. A later update attempted to resolved this by adding modifications to the shotguns, with mixed success: While some of the guns still remain in low-tier, a couple of them would skyrocket into "actually usable for players".
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1.0
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Master of None / int_37abba2a
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Hugh of Phantasy Star II is unfortunately a master in an area which nearly every other party member is at least competent in, as his biologic-affecting techniques aren't that much more useful than regular techniques or even regular attacks, and the regular techniques he learns never reach their final level of power.
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In the Eberron setting, per Word of God, this was Cyre's problem in the Last War. Cyre believed that it united the strengths of the other four nations, with a mixture of Aundair's magical excellence, Breland's cunning, Karrnath's skill at arms and Thrane's faith - but, cut off from the support of those other nations, it found that the other nations tended to outgun them in their areas of expertise. For example, their best troops were equal to the Karrns who trained them...but Karrnath's militaristic culture and control of the Rekkenmark Academy meant that it had many more troops of that quality and could keep training more, while Cyre had to hastily put together its own officer academy to make up for the loss of access to the Rekkenmark.
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Master of None / int_38c57aa2
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Black Ops also has the Uzi, considered to be the worst gun in Call of Duty history. The submachine guns fall into one of two categories: slow-firing types with high bullet damage and more versatility like the AK-74u and MPL, or rapid-firing types with low bullet damage and good handling like the Spectre and Mac-11. The Uzi, presumably in an attempt to differentiate it from its Mini variation in the Modern Warfare series (where it fit into the latter group) doesn't fall into either category and suffers for it. While it has a high fire-rate, the sluggish aim time and reloads doesn't make it viable for run-and-gun tactics. Likewise, the low bullet damage and inconsistent recoil pattern make it unable to compete at range with the likes of the AK-74u, which is considered the most popular SMG. It doesn't help matters that its ironsights are terrible and it doesn't have a unique gimmick to stand out.
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Master of None / int_3be31c4
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In MechWarrior Living Legends, the "Prime" variant of Humongous Mecha is often based on the original loadout from the original boardgame, where most mechs carry weapons for any range, but don't particularly excel at any. These loadouts vary from very good Jack of All Stats (such as the "Warhammer" and "Mad Cat" heavy mechs) to borderline Joke Character master-of-none mechs like the Bushwacker Prime, which has so little firepower at any given range that twenty players in Bushwacker Primes couldn't kill each other before running out of ammo and the mission timer ending.
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Master of None / int_3cf15492
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You want to avoid this in Alpha Protocol. Without the boost from Veteran it's impossible to fully level everything, and most paths don't give you the really good stuff until far in, so too generalised a spread will leave you with a deficient Mikey that can't do much usefully. The game isn't completely unbeatable this way, but it'll be difficult. On the flipside, completely neglecting the other aspect will also end poorly; stealth/technical builds need some investment in combat skills for the unskippable bosses, and combat builds need some investment in technical skills to pass some puzzles.
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This was partly what led to Brian Jones's departure from The Rolling Stones despite being its founding member. Jones was a brilliant multi-instrumentalist, but he either couldn't or wouldn't write songs. When Mick Jagger and Keith Richards stepped up to the plate to write original material for the band, Jones's role diminished considerably, especially since a lot of the new material was guitar-based, and Jones had gotten bored with guitar. Supposedly, before he left the band, Jones asked what he could play during a recording session for Let It Bleed that was otherwise progressing fine without him, to which Jagger sneered, "I don't know, Brian. What can you play?"
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StarCraft II: Wings of Liberty: The Diamondback is a reasonably fast anti-armor unit with decent health. However, it's not as beefy as a Thor, not as hard hitting as a Siege Tank, and not as good at base raiding as a Reaper and Hellion. As a result, it sees almost no use (especially in the campaign) due to lack of specialization. To make things worse, it has a moderately expensive 150/150 cost and requires 4 supply. Contrast the 150/125 cost and 3 supply of Siege Tanks - even in the mission where you're tasked with destroying mobile trains, where the Diamondback's niche of mobile anti-armor is meant to shine, it's easier to build siege tanks and mass them ahead of the trains.
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 StarCraft II: Wings of Liberty (Video Game)
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Master of None / int_44cbf0b3
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Vehicroids. They have cards based on offense (Truckroid, Steamroid, Drillroid), defense (Decoyroid, Gyroid, Jetroid), and recovery (Expressroid, Ambulanceroid, Rescueroid), but the group of them have no real synergy between each other aside from a few combos that border on coincidental, and no real way to change up their strategy. It has several Fusions and a special Fusion card, but it only works on three of those fusions and only one is any good, and only one other card in the archetype supports a Fusion playstyle. None of them are anything above mediocre, and there's almost no relation between their effects, making even sussing out a playstyle for them difficult, as one frustrated YouTuber noted.
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 Rank10YGO (Web Video)
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Master of None / int_467a355f
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The end-game Sage class in Final Fantasy III was the best casting job in the original NES game, boasting high stats and the ability to use all types of magic. In the 3D remake, however, it's considered this since it has lower intellect and mind stats than the Devout and Magus (upgraded White and Black mages respectively), can't use the powerful high-summons, and has fewer casts of level 6-8 magic, which is what you'll mostly be using in The Very Definitely Final Dungeon right after you get the last set of jobs.
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Iron Man 3 has Tony working on a Flawed Prototype armor nicknamed "The Heartbreaker" for its exaggerated gold coloring. Most of his armors are Jack of All Stats, while he has also experimented with specialized armors. The Heartbreaker's main feature is automated deployment around Tony, which worked in principle but had numerous bugs including disengaging without command. Beyond that it had numerous features that came standard on most of his armors, but the numerous bugs proved to make the armor itself rather unremarkable.
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 Iron Man 3
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Jedi Sentinels in the first Knights of the Old Republic have the combat abilities of a consular (pure caster), and only slightly better Force powers than a Guardian (essentially a pure fighter), in exchange for skill points and immunities to various Force powers (that many items can also negate, and which only bosses use anyways). Fixed entirely in the second game, where skill points determine — among other things — your ability to craft upgrades, allowing a Sentinel to build super-equipment and make up for any of their own deficiencies, and in its corresponding Prestige Classes, the Jedi Watchman/Sith Assassin, which are built around sneak attack damage and the former has one of the best saving throws in the game. The second game also gives Sentinels the Niman lightsaber style, which like the class itself is useful in all situations but doesn't offer any particular advantages.
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Mario Kart 64 has this problem concerning Mario and Luigi: while lightweights are broken concerning acceleration, top speed, off-road and turbo, and while heavyweights at least have the power to push everyone to the side, the plumbers only are middleweights and share their top speed with heavyweights but have a worse acceleration than them. Their only advantage is handling, which is practically useless in a game where you constantly have to drift. Heavyweights actually are closer to be balanced characters than they are!
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1.0
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Party Crashers: Brent suffers this in "Mario Party but we can only get Bonus Stars", as while he's normally The Ace of the group, with Nick constantly landing on Red Spaces (giving him the Red Space Bonus) and consistently low rolling (giving him the Slowpoke Bonus), Vernias frequently receiving coins (giving him the Coin Bonus) and continuously landing on Bowser Spaces (giving him the Bowser Space Bonus), and Sophist repeatedly purchasing Triple Dice (giving him the Shopping, Item, and Sightseer Bonuses), Brent couldn't really find a niche for himself:
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Civilization:
In IV, a number of units (Spearmen, Pikemen, Grenadiers, and Marines, for instance) ended up with a promotion tree that'd fit a defensive unit while having special bonuses to incentivize aggression and offense, or vice versa. This usually left a unit that kinda sucked at both.
In V, this befalls several civs whose abilities don't synergize well, resulting in them being not as good at other civs with a more focused win condition. The Byzantine Empire is a fine example; it has two early unique units and a Religion that they can choose extra abilities for, but both early warfare and Religion development tie up a lot of resources in the early game, meaning Byzantium will have to give up on at least one (and making them mediocre against full-conquest civs like the Huns or Assyria, and full-Religion civs like the Celts or Ethiopia).
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The Order of the Stick:
Nale has levels of fighter, rogue and sorceror, giving him roughly the same ability set as his Quirky Bard twin brother, Elan, but in a needlessly complicated way. Furthermore, while he is an effective strategist and schemer, Elan's Medium Awareness cuts right through almost all of Nale's schemes. He tries to match Roy in terms of leadership, but unlike Roy only two of his minions have any form of loyalty to him, while the others are only drawn to him to fulfill their revenge against the protagonists.
Jenny, a rogue/bard/sorcerer. A bard is already sort of a combo of a rogue and a sorcerer, so she's got a whole bunch of very small, mostly redundant bonuses (and an abysmal Base Attack).
A minor character in the Thieves Guild is an aspiring arcane trickster, a rogue/wizard mix. Becoming one in the most standard way (three levels in rogue, five in wizard) means tanking his advancement in both classes for most of his early career until he can enter the Prestige Class and then try to play catch-up. He self-deprecatingly notes that "I only have two more levels of sucking ass before I can qualify for the class."
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 The Order of the Stick (Webcomic)
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This is a potential pitfall in Skyrim. With the game eschewing classes in favor of an open-ended leveling system, players going the Magic Knight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to Level Scaling, enemies constantly get stronger, but a Magic Knight will level their magic more slowly than a pure caster, and spells do not scale with your level, so by the point you get the latest level of useful spells, enemies are likely going to have out-levelled them already. Plus there is the issue of balancing Magicka/Stamina/Health, which likely either means your character will have too little magicka to make spellcasting useful for more than a weak initial shot, too low of stamina to handle themselves decently in melee, and not enough health to reliably take even single hits from more powerful enemies, especially dragons.
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 The Elder Scrolls V: Skyrim (Video Game)
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Ken in Persona 3 is considered one of the worst party members for this exact reason: He's got well-rounded stats and Lighting and Pierce skills, but he lacks boosting passives or the adequate stats to make them shine in comparison to your damage dealers. He learns healing skills, albeit a little later than Yukari does, and although he can take hits a little better than Yukari, he doesn't have as much MP as she does. While Ken does learn Light based One-Hit Kill skills which nobody else does, he doesn't have their multi-target variants, and they're worthless in boss fights.
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The repeating carbines in Fallout: New Vegas mix many of the elements of other categories of guns, but aren't especially effective in comparison: They lack the range of rifles, the raw damage and armor-penetrating capability of shotguns, the high fire rate of automatics, and the ease-of-use of handguns. Since guns have the largest variety of any weapon type in the game, a dedicated gunman can always find better options.
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 Fallout: New Vegas (Video Game)
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Warframe has several frames that, while not impossible to play, fall short of adequate:
Ash has a mix of damaging powers and stealth, but the problem is that his best powers are slow to set up or are single-target in a game that features hordes, such as his Shurikens. For the same energy cost, a Volt can charge up and cast a lightning bolt that hits everyone in a line in front of him, along with additional minor chaining to enemies within a certain radius.
Nyx is a slow, primarily defensive frame whose Mezzer-type abilities should allow her to control enemies and weaken their defenses, but the setup is so high and the payoff is so minimal that she's been reworked time and again to no avail.
Inaros is a great defensive frame whose powers ensure he can't die, but unfortunately they will also take forever to kill anything, since the abilities do low damage overall. A well built Inaros can be an aggro sponge who refuses to die while also healing his allies, but unless you have excellent weapons, Inaros won't contribute much back.
Limbo got indirectly hit with this due to the rework to Eximus units—where he used to be perfectly safe in the Rift, Eximuses are now able to hit him across the Rift (including anything or anyone he might be trying to defend by shifting them into the Rift). Add to this his weakness to nullifier bubbles and both Limbo and Limbo Prime are among the least played frames.
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1.0
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 Warframe (Video Game)
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Varian in Heroes of the Storm is purposefully like this until level 10. Varian has a generic set of skills and poor stats to go with it. He has some sticking power, some tankiness, and some damage, but not much in any direction. Once he gets his Heroic however, he can specialize in one of three ways; either a tank, burst assassin, or sustained damage assassin.
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The Eclipse Caste of the Solar Exalted (and their Infernal and Abyssal variants, the Fiends and Moonshadows) are both this and the Minmaxer's Delight, for entirely different reasons. On the one hand, several of their Caste abilities are woefully underdeveloped mechanically, making their core role as diplomats incredibly difficult to fulfill. On the other hand, their anima power allows them to learn the Charms of other beings, creating unintentional and game-breaking synergies that no one else has access to.
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In The Pentagon Wars, the Bradley Fighting Vehicle is conceptualised as a combined weapons platform, troop transports and reconnaissance vehicle. Except it sucks at all of them. It cannot carry a full-sized standard squad because some planned space for the men was filled with ammo, it cannot fight because the armour was shed to save weight for all the equipment it carries (not helping is the geniuses involved in the design requested it also be amphibious), so "real" armoured fighting vehicles will chew it up and spit it out. And it cannot scout because it's twelve feet tall and it has a turret with an enormous cannon and a missile launcher on it which means that any enemy that sees it is going to immediately mistake it for a tank and unload everything they have on it — it makes itself a target by being there.
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In Ascendancy, the metroplex structure gives small boosts to population, production, research, and prosperity, but is completely outclassed by other structures dedicated to one of those attributes at the expense of the others. It’s Not Completely Useless, though, because on small planets, where space is more of a concern, they can be life savers.
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Julette of Maglam Lord has the unique distinction of being able to access almost all the elements and weapon mastery skills in the game... at the cost of being unable to use their most powerful versions and having less than stellar raw power compared to the more specialized party members.
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The Lightning from the original X-COM: UFO Defense. It can intercept and carry troops, but is a worse fighter than the Firestorm and a worse troop bus than the Skyranger. Its successor, the Avenger, fits the trope by being Awesome, but Impractical: it carries more troops than the Skyranger and is a stronger fighter than the Firestorm, but loses by being horribly expensive to build and fuel, so a lot of players refuse to build it until it's time for the endgame mission (which requires one to carry the team) because Skyrangers and Firestorms are simply more efficient.
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 X-COM: UFO Defense (Video Game)
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Super Robot Wars: This is usually the fate of any unit that isn't a series protagonist and doesn't have some kind of major specialization to help them stand out, as the protagonists always get higher stats and more, better weapons with fancier attack animations. Gundam shows in particular will almost always fill the roster with a large number of grunt units and pilots who don't dodge well, can't take a hit, and don't do meaningful damage outside of the stage they first appear in, and possibly not even that. The nature of the upgrade system in the series means that almost any unit that the player is willing to put enough resources into can eventually perform well enough to at least beat the game with them, but such investment is typically reserved for the player's absolute favorite character or as a Self-Imposed Challenge, and otherwise these units exist to fill space until the party has enough characters gathered to fill the deployment cap with units that have actual strengths.
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Bakuman。: Orihara is by far the worst assistant Mutou Ashirogi has got during their entire career, since he lacks the experience of the veteran assistants, he isn't as fast as the other assistants and he doesn't draw as well as the other assistants. The only positive traits he has going for is his loyalty and his positive and energetic personality. That being said, he doesn't draw so bad that he would ever become The Load and is still valuable manpower for Ashirogi's team, especially when Ashirogi has to handle multiple manga at once.
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The player's ultimate goal in Rakenzarn Tales Version 1-3 is to turn Kyuu, the main character, into a Master of All. His unique class, the Arxus Rogue, is capable of learning plenty of types of physical and magical moves and wield a huge variety of weapons. However, because he's not a real fighter and suffers from Empty Levels and Non-Standard Skill Learning, a poorly handled training will turn him into this trope instead.
In Version 4.1.1., this is moved to Kyros Tazanuki. While he's a more capable fighter than Kyuu, Kyros has no actual training so he has little to no skills.
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Shining Force: Arthur starts out as a Master of None, at least until his Magikarp Power kicks in. He's a fighter with some spells, but for the first several levels after getting him, he dies in two hits, barely does more than Scratch Damage, and has only level 1 spells.
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In CRISIS: Equestria the alternate Equestrians think of Twilight Sparkle this way because in their dimension all ponies can cast spells tied to their special talent and having a talent in magic, as Twilight does, makes you a Master of None. In actuality, Twilight is something of a Master of All with her proficency in spells and magical power (especially after she receives a power boost).
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Dungeons & Dragons:
3rd Edition has several:
The half-elf and half-orc races were supposed to be a midpoint between the Jack of All Stats human and the more specialized elf and orc. In practice, this translated to them getting weaker versions of what elves and orcs could do. Half-elf bonuses were too poor to focus them down any path, while half-orc penalties were still too high to bother playing anything that an orc couldn't do better. If you wanted something versatile, you played a human, and if you wanted something specialized, you played an elf (or an elf subrace) or orc. Later editions would flesh them out a bit more to give them real focuses: half-elves got social skills, while half-orcs lost their mental penalties.
Medium armor. All the speed penalties of heavy armor while offering, at best, one extra point of AC bonus compared to light armor. At worst, they offer protection equal to light armors while being heavier, with lower maximum dexterity bonuses and higher skill penalties. The only decent medium armor is a heavy armor made of mithral, which makes it count as a medium armor.
In optimization communities, the term "multiple-ability dependency", or MAD, refers to this. Specifically, some classes require only a few good stats, while others require several. Invariably, a class that requires good all-around stats is seen as inferior to one that requires only one or two really good stats and can dump everything else. For instance, barbarians only really need Strength and Constitution for melee fighting, while paladins need that, along with Wisdom for casting and Charisma for their paladin abilities, meaning the paladin tends to fall behind in sheer damage and tanking ability.
The Hexblade, of Complete Warrior, was an early attempt at a Magic Knight base class. It failed miserably, since the designers badly overestimated how strong the Hexblade's various abilities were. On the physical side, it couldn't wear any armor heavier than a chain shirt, its Fortitude save sucked, it didn't get any feats or abilities to boost its combat capabilities, and its sole unique power was the rather poor and limited Curse debuff. On the magic side, it was limited to fourth-level spells (the same as Paladins and Rangers, who no one would call caster classes), and the need to buff its combat stats often left its Charisma lagging. The result was a fragile combatant that couldn't hit very hard and was outdone in casting by a sorcerer of half its level. On top of that, the Duskblade proved to be a better Magic Knight in almost every way, with much more focused design and stronger abilities overall. Even the class's creator apologized for it, giving the class a much-needed unofficial fix that became widely-used. Most Hexblade guides, even those using the fixed version, focus on somewhat incidental elements or alternate class features (for instance, their familiar is surprisingly pretty strong) to give them some kind of niche.
Certain official NPCs tend to become this. Most of the time, when trying to mix two classes, players prefer to either use a prestige class like Eldritch Knight to advance both, or use one class to mimic the other (for instance, a Cloistered Cleric with the Trickery domain can fill in for a Rogue pretty well). The designers took longer to figure this out. A quick look through the Forgotten Realms Campaign Setting reveals a multitude of characters with builds like Jezz the Lame - as a drow Rogue 6/Sorcerer 6, he's considered CR 14, despite possessing no spells above third-level, a Sneak Attack that deals 3d6 damage, and only thirty-six hit points. Storm Silverhand, though, is the absolute reigning queen of this. The formidable Bard of Shadowdale is a Chosen of Mystra Rogue 1/Fighter 4/Bard 8/Sorcerer 12/Harper Scout 3 - in layman's terms, a character with a CR equal to many an Eldritch Abomination, who would probably get eaten by a bog-standard beholder. Even later on in the edition's life, many sample characters in the second Dungeon Master's Guide were something like Fighter 5/Sorcerer 5, when Fighter 1/Sorcerer 6/Eldritch Knight 3 (which isn't even close to the best Magic Knight build one could make) would be better in every way.
The monk suffered heavily from this. It had abilities based on straightforward melee combat, but it was mediocre at it compared to a barbarian, fighter, or warblade due to low attack bonus, damage, and reach. It had a good skill list, but only a handful of points to spend compared to a rogue or a bard. It had the needed skills for scouting and mobility, but rogues, spellthieves, and scouts did, too, and had trap and lock removal skills that meant they could better utilize them. It got free combat maneuver feats such as trips and grapples, but a fighter could take those feats, too, and would be much better at them due to a better attack bonus and strength. It had abilities based on improving its unarmored AC, but they were so minor any character capable of wearing armor would come out ahead, other unarmored characters like wizards could outstrip it with magic, and its hitpoints were at best average. It had a smattering of other spell-like or minor abilities, but they were all limited in usage and didn't compare to the versatility of a wizard or cleric, or even a character with a few magic items. It attempted to be a caster-killer, but lacked anything to actually threaten a mage played to any degree of competence. And even as a Wuxia-style character, the swordsage was better in every way.
The soulknife was in a similar boat to the monk. Its primary class feature was summoning a magic weapon that upgraded itself as the soulknife levelled, but it scaled poorly compared to other summoned weapons, weapons crafted by an artificer or wizard, or even weapons simply bought. As a pure combat character, it was too lightly-armored and its attacks were too weak to contest a fighter. It gained limited Psychic Powers, but had almost nothing to do with them compared to a psychic warrior. Its overall fighting style leaned towards mobility, but its Bladewind was based on standing still, and it could throw its mind blade, but only once per turn, meaning no Flechette Storm. As a sneaky character, it didn't have enough skill points or the right abilities to fill the role of a rogue. It had Psychic Strike for burst damage and sneak attacks, but this was too cumbersome for straightforward combat and too weak to be used for assassination. It had Knife to the Soul for stat damage to weaken casters or lobotomize warriors, but its damage was too low to avoid the problem of either class simply taking the hit and reducing the soulknife to hamburger meat. The result was a class that pulled in every direction and failed at all of them, with even its primary class feature being outdone by an alternate class feature for the psychic warrior (which was also tougher, harder-hitting, and infinitely more versatile).
The bard in 3.0 fell pretty hard into this. In straightforward combat, it was scarcely better than a Squishy Wizard, with similar base attack, hit points, and weapons to the rogue, but no Back Stab. As a skill-oriented character, it possessed a strong list, but only four skill points to spend them on (of which two had to go to Perform and Concentration to make songs and spells work) and few congruent class features. As a caster, it was limited to 6th-level spells, cast in the worst possible way, couldn't wear armor, had no unique spells, and advanced slowly. Its main unique trait, bardsong, pointed them to the role of party support, but its actual effects ranged from gimmicky to inconsequential. Being a caster was good, but compared to a sorcerer of the same level, the 3.0 bard had few, if any, functional advantages. 3.5 largely pulled the bard out of this, giving it some extra skill points and new spells, reworking several bardsongs, adding new features, and giving it a fair bit of splatbook support, which allowed the bard to find a niche as a social-skills juggernaut and a Difficult, but Awesome buffer and indirect caster.
The dragon shaman, though professing to be about mimicking the might of dragons, ends up more in this territory. Its main feature is draconic auras that are supposed to make it a Support Party Member, but the bonuses it generates are quite small. It has healing abilities, but they are generally lesser than those of a divine caster or even some other healing-focused classes. It gains extra class skills and Skill Focus, but has few skill points to invest in them. Its high HD, immunities, and natural armor suggest a frontline warrior, but its base attack bonus is average and it can't wear heavy armor or use martial weapons, making it subpar at best there. And even its features designed to emulate dragons are very underwhelming: you don't get your Breath Weapon until 4th level (and even then, it's slow to charge), and you don't get wings until 19th level—compare that to the dragonfire adept, which starts off breathing fire whenever it wants and can start flying as early as 6th level.
Theurge-type Prestige Classes are usually seen as this, only becoming remotely passable because of the inherent power of spellcasting. The problem is that they require taking multiple levels in multiple classes, which usually don't have much synergy with each other (being able to cast cleric and wizard spells isn't really impressive when you can only cast one at a time and they're worse than the regular stuff), they often require advancing multiple stats when the lack of need to do this is usually an upside for a caster, and they tend to lack features that would allow one to use those abilities together. The standard mystic theurge has to deal with the downsides of being a cleric (relies on a deity) and a wizard (can't wear armor), while also being at least three levels behind on both classes—particularly ruinous when you start the class, at which you have worse casting than a bard or a cohort. The Fochlucan lyrist is more powerful, but its oddball requirements mean that it torpedoes both sides of its advancement, requiring levels in three different classes and only boosting parts of two of them. Both the true necromancer and the yathinshree reduce their theurge advancement even further in exchange for necromantic abilities, but those abilities are about on the level of stuff a regular necromancer could do anyway. The only theurge-type classes to be seen as good out of the box are the anima mage and the ultimate magus, both of which only require a one-level dip away from your main advancement and have multiple abilities to help synergize them.
Prestige classes meant to fill a Magic Knight role often struggle in this regard, likely due to using the somewhat underwhelming Eldritch Knight as a baseline. The early years of the game seemed to enjoy halving casting advancement, and sometimes even reducing Base Attack, which usually meant a character who could barely cast and wasn't that great at fighting, either. The Green Star adept and rage mage had the misfortune of getting both, in exchange for abilities that didn't really help them do either. Others, like the bladesinger, also had extensive feat requirements that made qualifying needlessly difficult and necessitated a very problematic early game. The only one to really avert this was the abjurant champion, which boasted easy requirements, full advancement of base attack and casting, and useful features... albeit at the price of being only five levels long.
The arcane trickster prestige class ran into similar issues. It was meant to be a mixture of a rogue and a caster, but its requirements (+2d6 Sneak Attack and at least 3rd-level arcane spells) meant you would have to be, at minimum, a Wizard 5/Rogue 3 to get into it, which meant spending eight levels as a crappy mixture before you could qualify. While it did advance Sneak Attack and casting, being a caster meant no armor, which was worse when it also had wizard HD and base attack, so using that sneak attack in combat was not easy. While it gained the ability to use its skills at range, this was torpedoed by the fact that it also dropped skill points per level from 8 to 4, meaning you couldn't advance a lot of your rogue skills. And while it gained the Impromptu Sneak Attack ability, it was incredibly limited in usage and an Improved Invisibility spell could do the same thing for nowhere near the effort. The only real bright spot was being able to use Sneak Attack to boost the damage of certain spells (damage that might make up for losing three caster levels), and even in that regard, the later unseen seer class did the same thing but better.
The ogre mage enemy fell into this, which led to it being the target of an article specifically designed to restat it. Intended as a Genius Bruiser Magic Knight that combined ogre strength and the power of a caster, it ended up with rather poor hitpoints and fighting skills, with spells that ranged from useless to redundant to good-but-only-once-per-day and a smattering of other generic abilities that didn't offer it much of a niche. This owed largely to having been translated rather literally from its 2e stats. Fortunately, the revision, and the ogre mages in later editions, tend to be more powerful.
The Expert class is a fairly deliberate example of this. It's capable of treating any ten skills as class skills, meaning it can train itself for any job. However, the Expert lacks other class features and its stats are mediocre, meaning that while it can train in any skill, it's no better at that skill than another class that simply starts with it. And on top of that, the Factotum and Savant classes treat all skills as class skills, so even mixing and matching skillsets from other classes isn't worth it. Few really complain about this, though, as the Expert isn't intended to represent an actual adventurer; it's meant to be taken by well-trained NPCs that have enough unique skills to not be commoners but still don't fit any of the classic classes.
5th Edition has its fair share as well:
The default Human race. It gives +1 to all stats, in a game where you rarely care about more than three of them, and little else. The Variant Human, on the other hand, is a Min Maxers Delight bordering on Game-Breaker.
Humans in earlier editions also frequently fell into this. They could play any class and lacked a Level Cap, but they had no bonuses or unique abilities whatsoever. Even assuming you weren't playing in one of the many groups that house ruled out the racial class restrictions and level caps, there was no reason to play a human unless it was the only possible option, since no matter what, they'd be outclassed by races that possessed actual advantages.
The pre-revision ranger is generally seen as this—not as good with weapons as a fighter, not as good at scouting and sneaking as a rogue, not as good at casting and nature stuff as a druid, and not as versatile as a bard. The revised Unearthed Arcana ranger is considerably better in every way, thankfully.
The "all classes" build, famously used by Abserd. Multiclass one level of each class. You will be able to wield nearly any weapon or armor and have a lot of skill proficiencies and cantrips, but without an extra attack or sneak attack bonus you are poor at physical combat, and you will be a poor spellcaster because you'll have a limited selection of spells and spell slots compared to a "real" spellcaster and with a poor spell save DC, you'll find they rarely work to boot.
In the Eberron setting, per Word of God, this was Cyre's problem in the Last War. Cyre believed that it united the strengths of the other four nations, with a mixture of Aundair's magical excellence, Breland's cunning, Karrnath's skill at arms and Thrane's faith - but, cut off from the support of those other nations, it found that the other nations tended to outgun them in their areas of expertise. For example, their best troops were equal to the Karrns who trained them...but Karrnath's militaristic culture and control of the Rekkenmark Academy meant that it had many more troops of that quality and could keep training more, while Cyre had to hastily put together its own officer academy to make up for the loss of access to the Rekkenmark.
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Black Ops II fixes the pistol issue from the previous game by only starting you with two handguns and giving them specific, opposite roles to fill (the Five-Seven is high-capacity with a fast rate of fire, low recoil, and quick but consistent damage drop-off; the Tac-45 is low-capacity, fires more slowly with heavier recoil, but its max-damage range reaches much farther before a very sudden drop-off), so this instead befalls the later Executioner for the reason that it's trying to fit into multiple roles at once. As a revolver that fires shotgun shells, it's meant to combine the quick switch-time and movement speed of a handgun with the raw power and spread of a shotgun. Unfortunately, it happens to be trying this in a series that A) already gives pistols ridiculously-high damage at close range (both the aforementioned pistols deal as much damage at their max-damage range as the FAL OSW, the second-strongest assault rifle in the game, which is enough to kill in two shots) and B) hates shotguns with a burning passion, so the shotgun benefits ultimately come at the cost of almost every other worthwhile attribute. While it does deal one-shot kills at point-blank range, the damage falls off so quickly that you need almost the entire five-shot cylinder for a single kill past about four feet (a distance where even the primary shotguns never need more than two unless you outright miss a shot); much further than that and the pellets disappear entirely, removing the ability to weakly plink away at an enemy to annoy them like the other pistols. If you are within the range to land that one shot kill, you are probably in range to knife the enemy instead. On top of that, its spread is actually too tight for its intended range, so glancing blows on a target who slips off the screen in a quarter of a second because you're so close to them will deal next to no damage. All this also comes packaged with the standard revolver downside that, until you manage to grind out the Fast Mags attachment to get a speedloader, you're stuck reloading each individual shell painfully slowly.
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Cradle Series: This is one of the reasons why no one tries to master two Paths of the sacred arts at once. Even if you could find two Paths with compatible madra, even if you could find someone who could teach you, mastering one Path takes all your time and attention. Instead of getting two Paths each as powerful as a normal one, you end up with two half-strength Paths. In a world where Power Levels result in major differences, that's a lethal mistake. Lindon, with his two cores, is able to use two different types of madra at once, and he uses one for a Path that is extremely powerful and quick to advance (but dangerous to the user), and the other for a Path that is slower to advance but also allows him to recover from the side effects of the first Path.
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In Star Wars Wraith Squadron, Falynn Sandskimmer sees herself as this, but in reality she really is more of a Jack of All Trades. The fact that there is always someone in the squadron that is better than her at something, not realizing that it is several different people, causes her to take extreme risks to be the first at anything. In the end she succeeds, but dies to do so.
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 X-Wing Series
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Fire Emblem: The Blazing Blade sees Eliwood's mediocre, "balanced" stat growths pale in comparison to Lyn and Hector's respective Fragile Speedster and Lightning Bruiser statuses. His son Roy, the hero of the prior game, has equal or worse growths than him in every stat bar Luck, suggesting it's hereditary.
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BioShock 2 has the poor Rivet Gun. While it acts as a decent backup weapon it's still outclassed by more specialized weapons such as the Spear Gun for headshots, Machine Gun for groups of splicers, and Grenade Launcher for beefier foes. It's even outclassed by plasmids as the super heated rivets need 3 shots in quick succession or a single headshot to ignite splicers while doing as much damage as a level 1 Incinerate! plasmid. Overall, it helps get Delta through early levels and allows the player to decide on their play style whatever it may be.
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Kratos/Zelos in Tales of Symphonia remain somewhat competent melee combatants throughout the game thanks to having the stats for it and ability to pull off a full combo, but they quickly lose in spell casting because they stop at level 2 spells (opposed to the exponentially more powerful level 3 spells Genis has) and casting does not synergize well with melee due to the rather lengthy start up times. They have decent supplemental healing though, thanks to it being based on percentage instead of fixed numbers.
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Mass Effect
Kaidan Alenko avoids being The Load in the first game only by lieu of his Romance Sidequest and interesting Backstory. He has biotics, but Liara has better ones (including Singularity, one of the most overpowered moves in the game). He has tech abilities, but so do Garrus and Tali. His weapon skills are the worst in the game (Tali, who in some ways is squishier than him, compensates for her similar weaknesses by having the highest shield ceiling in the game as well as being able to upgrade from basic pistols to shotguns), and he can only wear light armor (Garrus, in addition to being more durable, is able to upgrade to Medium Armor). Manually tweaking his stats can turn him into a versatile and powerful backup character, but most people only use him early on and dump him on the Normandy for the rest of the game.
The main result for Kaidan's lack of use in actual combat is because it's an inherent problem of the Sentinel class in the first game, undoubtedly the weakest class available. It was meant to be a tech/biotic mix, but overall squishiness combined with lack of damage output meant it was just a worse Adept. It had tech powers that could lock down enemies, but they replaced biotic abilities that could do the same thing better. It did get biotic powers that once again could lock down enemies, but they didn't get the really powerful ones. They could use pistols, but their version of the talent for pistols (in that they gained the usual benefits through their passive skill) was weaker than any other class's version, and they didn't get any other weapons to make up for this. Tech/Biotics also don't complement each other as well as Combat does with either, since both are primarily set on making enemies vulnerable while Combat actually kills them. In the Sentinel's case, making them helpless didn't matter if you could barely hurt them. Sentinels usually relied heavily on teammates to do the killing, and its only real use was via a very specialized form of Magikarp Power, where even the Final Boss could be lifted and made helpless by the Sentinel's mix of both kinds of skills. By Mass Effect 3, however, the Sentinel has become a true Jack of All Stats, when tech and biotic powers in general gained much larger damage output and the Sentinel's weapon skills became far more practical. It helped that they also got Tech Armor, making them the most durable class.
Jacob is another case as far as offense goes. He has both Pull and Incendiary Ammo as offensive powers, rather than only one of each like, respectively, Jack and Grunt, but in addition to them not being incredibly useful later on, Jack and Grunt are better in direct combat. He gets Lift Grenades in Citadel, but again doesn't bring anything else special, as another teammate (Wrex this time) has the same power and also happens to be better in combat than Jacob. It's only with his Loyalty Power, Barrier, that the tables turn in his favor, as Barrier activates faster and with more upgrades than other shield powers like Fortification or Geth Shield Boost, turning Jacob from someone you only use when you have to into the resident Stone Wall. And even then, he still comes in as inferior to Grunt, thanks to the latter's Healing Factor and huge hitpoint pool.
Thane Krios is probably the worst case, as gameplay-wise he brings nothing exceptional to the table. He's a sniper, but Garrus and DLC character Zaeed will already have that covered and are more durable to boot, and Legion comes later in the game yet can use the Widow Sniper Rifle. Biotically, Miranda and Samara will also have Warp or Throw already, in addition to being more versatile and/or effective to the point that Thane is one of the "bad" choices for the biotic bubble during the Suicide Mission. His Loyalty Power, Shredder Ammo, provides a damage boost against organic targets, but is useless against protected targets, which is everything on higher difficulty settings, and in any case the player's better off using any other ammo type except Cryo. Since there's no specialist use for him during the final mission, not even as a backup option, he's just a warm body to fill out the roster.
 Master of None / int_7988cb68
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Halfling teams in Blood Bowl consist of the Mighty Glacier treemen, and the not-so-mighty halflings. Halflings have the movement speed of dwarfs comboed with the strength and durability of goblins, while lacking the former's team-wide invulnerability (due to ridiculously high armor and high number of blitzers with Block) and the latter's penchant for bringing illegal weaponry (bombs, chainsaws, pogo sticks... the works) onto the field as equalizers. Halflings only get general skills on doubles, meaning they'll be eating dirt a lot, and their treemen launchers have a tendency to take root and become immobile. They're widely considered to be one of the Joke Teams, the other being the Ogres, and only played as a Self-Imposed Challenge. That said, their discount on master chefs is worth it when you end up stealing all your opponent's rerolls... Even if they do crush half your roster into a fine red paste as payback.
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 Blood Bowl (Tabletop Game)
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While this thankfully didn't happen with the player characters in Star Wars: The Old Republic, it still happened with one particular type of companion: The Ranged Tank. Every class in the base game has five companions that fit into one of five roles: Melee Tank, Ranged DPS, Melee DPS, Healer, and Ranged Tank. Ranged Tanks were more about control, burst damage, and Area of Effect damage rather than survivability or pure damage. This meant that, unlike the player counterparts, they were a master of none with their powers spread a little too thin: unable to keep up with DPS, but unable to keep themselves alive the way a melee tank companion could due to not having as much damage mitigation. Most classes didn't bother with them unless they had to (like the Jedi Knight) or were playing the Imperial Agent/Smuggler classes (who could burn down enemies fast enough that Kaliyo/Corso could survive casual fights). Not helping was that the AI wasn't very good at controlling targets and Area of Effect attacks didn't do as much damage against single targets. This was nixed in Knights of the Fallen Empire, where the player can now assign companions to any role, and ones that use ranged weaponry are made more durable when assigned to the Tank role.
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Trying to take on too many skills with a single character runs the risk of becoming this in Wasteland 2. There are just too few skill points available to become a Jack of All Stats. Since you can create a party of four characters in character creation and can take an additional three companions at any one time that you meet out in the world, your best bet is to have each character specialise in different skills.
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Mobile Suit Gundam SEED:
The GAT-X102 Duel Gundam, which, being a system prototype for the Earth Alliance's other, more specialised mobile suits (Buster for ranged artillery, Blitz for stealth, Aegis for commanders and Strike for either close-combat, heavy assault or high mobility) has nearly no customisation or specialisation, despite being a "Close Quarters" mobile suit. ZAFT ends up giving it the Assault Shroud, a set of strengthened armor with a built-in railgun and missile pod, just to bring it up to the standard of the others.
The basic Strike, without its Striker Packs to specialise its battlefield role, is less capable of doing anything than Duel, having next to no in-built or equipped weaponry (the others get a rifle, at the very least).
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 Mobile Suit Gundam SEED
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Mobile Suit Gundam Wing:
The Leo was built mainly as the mecha equivalent of a tank, its high modularity allows it to equip a jetpack to act as a flying mobile suit (in fact, this is the first Leo variant to appear), high-powered Shoulder Cannons to perform artillery support missions, or mount a different jetpack to fight in space (possibly with the shoulder cannons for increased firepower), and can fight in any Earth environment except underwater, in spite of its growing obsolescence (it was the only mobile suit at all for close to twenty years by the start of the series). However, aside for a few high-powered custom models, it's outperformed by specialist designs in every single job - the Aries may have less firepower and armor, but is a better flier (in fact, the flying Leo only appears in the first episode, flown by Char Clone Zechs before switching to the Aries and then the Tallgeese); the Tragos is a more stable and mobile artillery platform with more powerful and longer-ranged cannons; the Taurus is a better space-based mobile suit; and the Maganac is a superior fighter in extreme environments like the desert. This is actually acknowledged in-universe, as the specialist designs were developed precisely to take over those roles (the development and first deployment of the Taurus actually happens during the series, and provides the plot of an early episode).
Among the Gundams, Sandrock got the short end in terms of combat abilities and mission profiles. The Heat Shotels are reasonably powerful melee weapons and comes with a submachine gun, but is not as vicious in close range as the Shenron Gundam and lacks the mobility of Deathscythe Gundam, while obviously outgunned by Wing Gundam and Heavyarms Gundam. Notably, while there is a Mid-Season Upgrade for the other Gundams later in the series and all Gundams get a cosmetic upgrade for the OAV sequel, Sandrock remains roughly the same.
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War Thunder: Airplanes usually are roughly described into two categories, not mutually excluding: turnfighters, which have exceptional maneuvering capabilities that give them the advantage in close engagements and furballs, but a low top speed (e.g. Japanese A6M2, Italian G.55); and boom & zoomers, which have good top speed and climbing capabilities, but turn like bricks and bleed speed fast when maneuvering, thus they must rely on hit & run tactics from altitude (e.g. American P-51, German FW-190). The degrees vary according to the plane and its battle rating, and is also influenced by other stats like firepower, ammo quantity, structural resistance, vertical retention and acceleration. Some planes have characteristics that put them in a middle ground in terms of maneuvering and top speed. Sometimes this results in a good jack-of-all-trades that is competitive in most battles (e.g. British Spitfires). But, considering the mixed nature of matches, with teams composed of multiple nations with many different aircraft of any type... more often we have average planes that either are 1) too slow to compete with the boom & zoomers above them and too clumsy to compete with the turnfighters on their tail, 2) not fast enough to decisively outrun turnfighters before getting out of their shots and not nimble enough to effectively avoid boom & zoomers without losing too much speed and becoming sitting ducks to them, 3) or both. All in the same match.
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 War Thunder (Video Game)
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Kamil from The 7th Saga. Presumably, he was worth using in the original version, but in the version we all know, his stat growths are so hampered that he ends up below average in almost every way.
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In KonoSuba, this is Kazuma's place in the party, in opposition to his comically-overspecialized companions. He went with the Adventurer class, a class which can learn just about any skill imaginable, but in exchange has very bad advancement overall. Consequently, though Kazuma does have a pretty wide range of skills, most of them are either weak and undertuned, or theoretically good but not on a guy as physically unimpressive as he is (not helped by the fact that Kazuma is, on the whole, arrogant and lazy), leaving him to be a Butt-Monkey far more often than not. He does improve with time, though, with many fights showing him cobbling together strategies based on his smattering of abilities.
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The Ragged Edges features the character of Kaz Grin, a Mauve Shirt under the belief that he is The Generic Guy and if he doesn't find a cool persona, he will die. Unfortunately for him, being The Generic Guy, his overall skillset can best be described as "resplendent mediocrity," and since most of his personas require some level of specializing, none stick. He tries to be a suave talker and gets punched, he tries to be a Cold Sniper and misses every shot, he tries to be a tactician and can't plan, he tries to be a Boisterous Bruiser and can't fight. His only actual skills are that, being a Dirty Coward, he has some self-taught skill at field medicine and stealth, but even then, the group has actual stealth operatives and medics.
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Final Fantasy VI:
Gogo can use almost any ability worth using in the game, and the player can customize which abilities he uses. However, all of Gogo's base stats are low, and unlike most of the other characters, he can't raise them because he can't equip Espers. So Gogo can do anything, but no matter what you have him do, he'll be bad at it.
Setzer. He's not as strong as Sabin and Edgar, not as magically proficient as Relm and Strago, and worse all around than fellow Jack of All Stats characters Terra and Celes. He shares his ability to attack with full damage from the back row with a lot of Locke's best weapons, but without Locke's speed. Setzer's Slot ability has a wide range of useful (and non-useful) effects, but being luck-based and with poor odds reduces its utility. The accessory that turns Setzer's Slot into Gil Toss note GP Rain in the SNES translation has the potential to do unblockable damage, but it costs money every time it's used, and you'd need to spend tens of thousands of gil to reach even halfway-decent damage, all in one of the few games in the Final Fantasy series where money isn't useless past the halfway mark. In all cases, anything Setzer can do is something that someone else could do better, and without his drawbacks.
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 Final Fantasy VI (Video Game)
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Silver Spoon: Hachiken feels like this after his mid-term exams. While he got the best overall grades by a pretty wide margin (scoring in the nineties in all subjects) he didn't get a full hundred or the highest grade in anything.
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Gundam
Mobile Suit Zeta Gundam gives us the RMS-106 Hizack. In theory, it's easily to see it as a major successor to the Zeon Zaku, despite it being used by the Earth Federation and the Titans. However, its power supply is lacking, meaning it can use a beam rifle or a beam saber, but not both at the same time (its back-up weapons include a standard machine gun and a heat hawk). Its early replacement, the RMS-108 Marasai, easily fixes this problem and quickly becomes the mainstay Titans unit.
Mobile Suit Gundam Wing:
The Leo was built mainly as the mecha equivalent of a tank, its high modularity allows it to equip a jetpack to act as a flying mobile suit (in fact, this is the first Leo variant to appear), high-powered Shoulder Cannons to perform artillery support missions, or mount a different jetpack to fight in space (possibly with the shoulder cannons for increased firepower), and can fight in any Earth environment except underwater, in spite of its growing obsolescence (it was the only mobile suit at all for close to twenty years by the start of the series). However, aside for a few high-powered custom models, it's outperformed by specialist designs in every single job - the Aries may have less firepower and armor, but is a better flier (in fact, the flying Leo only appears in the first episode, flown by Char Clone Zechs before switching to the Aries and then the Tallgeese); the Tragos is a more stable and mobile artillery platform with more powerful and longer-ranged cannons; the Taurus is a better space-based mobile suit; and the Maganac is a superior fighter in extreme environments like the desert. This is actually acknowledged in-universe, as the specialist designs were developed precisely to take over those roles (the development and first deployment of the Taurus actually happens during the series, and provides the plot of an early episode).
Among the Gundams, Sandrock got the short end in terms of combat abilities and mission profiles. The Heat Shotels are reasonably powerful melee weapons and comes with a submachine gun, but is not as vicious in close range as the Shenron Gundam and lacks the mobility of Deathscythe Gundam, while obviously outgunned by Wing Gundam and Heavyarms Gundam. Notably, while there is a Mid-Season Upgrade for the other Gundams later in the series and all Gundams get a cosmetic upgrade for the OAV sequel, Sandrock remains roughly the same.
Mobile Suit Gundam SEED:
The GAT-X102 Duel Gundam, which, being a system prototype for the Earth Alliance's other, more specialised mobile suits (Buster for ranged artillery, Blitz for stealth, Aegis for commanders and Strike for either close-combat, heavy assault or high mobility) has nearly no customisation or specialisation, despite being a "Close Quarters" mobile suit. ZAFT ends up giving it the Assault Shroud, a set of strengthened armor with a built-in railgun and missile pod, just to bring it up to the standard of the others.
The basic Strike, without its Striker Packs to specialise its battlefield role, is less capable of doing anything than Duel, having next to no in-built or equipped weaponry (the others get a rifle, at the very least).
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Sailor Moon: In the anime, Mamoru notes that he's studied a lot of different subjects, but hasn't found anything in particular to focus on. Makoto, impressed with his extensive knowledge, states he's a jack of all trades yet a master of none. Mamoru has to point out to her that what she said was not a compliment.
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Most of BattleTech's various Humongous Mecha and other combat are specialized to a degree, such as Fragile Speedster scout 'Mechs and hovercraft, or Mighty Glacier assault units and main battle tanks. Even main-line combat units are designed to favor power or speed for a specific reason. Some designs, however, are so average that they ultimately can't accomplish much.
The SHD-2H Shadow Hawk is a 55-ton 'Mech that has average speed, average armor, and average firepower for its size. However, this means that while it can fill a hole in a unit, it can't actually do anything effectively. It is too slow to act as a scout and lacks the agility to flank, but does not have the firepower to do more than plug gaps in a line of battle. It suffers from terrible range overlap, where half of its weapons will work well at one range but not the other, and ultimately means it does mediocre damage at every range. The Shadow Hawk's greatest problem is that it comes in the exact same weight class and similar Battle Value to the WVR-6R Wolverine and the GRF-1N Griffin, the former a proper Jack of All Stats that's deadlier close up and the latter much better as a Long-Range Fighter, while both have better jumping capability.
The STN-3K Sentinel weighs 40 tons and moves at an average speed for that size. It carries modest armor and a small selection of weapons, but suffers from the same problems as the aforementioned Shadow Hawk by having its largest and most powerful weapon suffer inaccuracy at short range, which is the only range that its small missile launcher and laser can reach. It is generally not guilty of any major battlefield sins aside from not being able to fill a useful role, which is in some ways the ultimate failure.
The SR1-O Strider is another 40-ton machine that, in spite of its good armor and acceptable speed, is considered something of a joke by the fanbase, due to its nature as a highly expensive and experimental Inner Sphere Omnimech with the ability to be reconfigured for multiple roles...and not actually being much good in any of them. It can choose to be a slow and defenseless scout, a wimpy close-fighter, or an underpowered missile boat.
The Clan-built Thresher is explicitly noted to be one of these in-universe. It is sarcastically considered the natural result of democracy, committees, and compromise, and is a Clan heavy 'Mech that doesn't kick ass and take names the way Clan heavies generally do. While it isn't a complete failure, its generalized nature makes it so mediocre (it's too expensive to even be a basic trooper design) that it has ended up doing very little other than sit around far away from the front lines and look lumpy.
The infamous Land-Air Mechs suffer from the fact that while they're both mech and fighter (depending on model, sometimes an intermediate mode too), they don’t make a good example of either. They're much slower than a dedicated aerospace fighter and can't carry as many weapons and armor as a dedicated battlemech. They are best used for scouting.
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The TaToBa Combo from Kamen Rider OOO is set up as one of these. While the form grants Eiji telescopic vision, Wolverine Claws and great jumping strength, these abilities almost never prove as good in a fight as the features granted by other Medals such as Cheetah's Super-Speed or the better weapons granted by virtually all of the other arm parts. It even has a Running Gag that its finishing move almost never successfully kills anything that it's used against. It does, however, possess one advantage: TaToBa's ability set is designed specifically to allow him to rip Medals straight out of the Greeed so that he can then use those Medals to assume a more useful form.
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 Kamen Rider OOO
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Mario in Super Smash Bros. Brawl, normally the Jack of All Stats, fell into this category. Power Creep from Melee to Brawl was not kind to him, leaving him with ungainly speed and mobility, above-average weight counterbalanced by susceptibility to chain-grabs and an unimpressive recovery, and a whole lot of moves that, on top of puny reach, were too strong to lead into combos and too weak to finish an opponent off. The following game gave him a number of buffs that let him find a proper niche.
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 Super Smash Bros. Brawl (Video Game)
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The undead Doom Howler demon from Nexus Clash can soak lots of damage, sneak around the map sniping people with charged attacks, put nasty debuffs on enemies, summon minions, and use battle magic - but never quite as well as the other five types of demon, each of which is the master of one of those abilities.
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 Nexus War (Video Game)
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Dragon Quest II has the Prince of Cannock, a Magic Knight eclipsed in magic by the Princess of Moonbrooke with a scant few unique cleric spells, and physically and equipmet-wise by the Prince of Lorasia.
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The concept is referenced in typical punny fashion in Dragon Quest IX: one of the breezes in the game's Hurricane of Puns is Abbot Jack of Alltrades Abbey, who consumes a Fygg and becomes the "Master of Nu'un".
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 Dragon Quest IX (Video Game)
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Rab in Dragon Quest XI can deal physical damage with claws, but his strength is weak. He can heal, but his heal stat is weak compared to the healer. He has some buffs, but not nearly as many buffs as the healer. He has a lot of debuffs, but debuff success rate is dependent on the magic damage stat, which is not nearly as high as the black mage in the party, who also has a lot of debuffs. He has a lot damage spells, but once again his magic damage stat is not as high as the black mage. If you feed him a lot of stat seeds he has the potential to be the most versatile character in the game, but in general anything he can do another character can do better.
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Fate/Starry Night: Aside from his sky-high Servant compatibility, Ritsuka isn't a master in any of his crafts and is repeatedly punished for it. His magical sensitivity is untrained and he can't follow ambient energy without the help of others. He also can't teach Shirou anything due to only knowing the bare essentials. He needs to follow a recipe to come anywhere near EMIYA's level of cooking and the martial arts he shows off are an improvised MMA style cobbled together from the basics of different disciplines. And it shows when Souichirou curb-stomps him in hand-to-hand combat.
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 Fate/Starry Night (Fanfic)
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A real danger in Shadowrun Returns. Since it becomes ever harder to put points into skills the higher level you go, it can be tempting to grab the low-hanging fruit instead. This spreading out of skills, however, can make things difficult in the lategame. This is further compounded by the fact that spellbook and item slots are shared among all the possible archetypes' needs. It's almost always better to specialise, and the ingame hints themselves suggest as much.
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In the sequel TIE Fighter, the TIE Avenger is one of the fighters obtained by the midgame. It's the ship that Vader's personal craft was the prototype for, a TIE fighter that was designed to traditional fighter standards rather than an engine with guns strapped to it. In its own levels, it's not really an example, as it performs quite well until you obtain the TIE Defender and stacks up well against an X-Wing. However, in-universe, it's considered an example of this: the Imperial combat doctrine is We Have Reserves, where the standard TIE Fighter and TIE Interceptor excel but the Avenger is too expensive to do, while missions that did require a smaller number of more powerful fighters would use the Defender instead, since the Defender is one of the greatest space-superiority vessels ever made while the Avenger is only decent. It says something that there were fewer Avengers made than Defenders, even though the Defender is the more expensive one.
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Kevin in Ben 10 suffers from this initially; an accident with the omnitrix leaves him with the superpowers of 10 different alien species, but those powers are 'diluted' and weaker than they should be. Several of them don't even seem to be usable (he never displays Upgrade's technology control, Grey Matter's intelligence, or Ghostfreak's intangibility, for instance). During an episode when circumstance force him into an Enemy Mine partnership with Ben, Ben suggests Kevin combines his powers to compensate for their relative weakness, such as using Super-Speed and Super-Strength to augment his melee skills, allowing him to become more of a Lightning Bruiser.
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Franklin Payne in Arcanum: Of Steamworks & Magick Obscura, due to how the game's Item Crafting system works. There are eight technological disciplines in the game, and five followers who have item-crafting skills. Franklin has novice level mastery of all eight disciplines, meaning he can craft a wide variety of basic items, but the other 4 followers (who specialise in two disciplines each and can attain technician level mastery of those two) are far better to call upon for assistance if you can recruit them.
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In the Pony POV Series, the Changelings can fly like pegasi and use magic like Unicorns, but are much weaker in both areas and are no match for Earth Ponies in terms of strength. Their forte is stealth, so they need to be able to mimic the other tribes, but they can't beat the other tribes in any of their own fortes. The one exception is General Hercules Beetle, who's their races World's Strongest Man and physically incredibly strong.
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In A.L. Phillips's The Quest of the Unaligned, the unaligned mages of the royal house have access to all four of the elemental magics. However, every time an unaligned mage uses one of the elements, they grow slightly stronger in that element and slightly weaker in its opposite. For that reason, unaligned tend to become dabblers in each of the four domains, never really growing strong in any one.
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Magic Knights in Disgaea: Hour of Darkness have only a leveling speed of B in swords and a B in staffs (most classes have an S in their main type or at least an A for the initial ones) and needs to level them both up. The same goes for the Angel class (a slightly better jack that has an A in staffs and swords). They end up becoming the strongest mages and one of the deadliest units overall in the second game and still a good class onwards, however.
Majins started off at a Master of All, but gradually became worse every game. In the first game, Majins had massive stat growth, aptitude, and weapon affinities right off the bat, with their only "drawback" being that they take an awful lot of Level Grinding to unlock. The second game toned them down by giving them low Movement range (which can be overcome), and a paltry throw range of ONE SQUARE (which cannot be enhanced). By the third game, their aptitudes and weapon affinities were made far below average, to the point where it was not worth the time fixing those issues to make them viable. Their replacement in the fourth game, Androids, ended up being just as bad as usual, and by D2 they were retired.
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The Elder Scrolls:
The Medium Armor skill in Morrowind. It is severely lacking in high end complete sets compared to Light and Heavy armors, and only has one piece of "artifact" equipment in its class (the Ebony Mail) compared to the multiple pieces for Light and Heavy. Additionally, wearing one of the best Medium armor sets (Indoril) will make Ordinators (to whom that armor is sacred) try to kill on sight for the rest of the game. An attempt is made in Tribunal to avert this with Adamantium armor, but the ore is so rare and armor so expensive to have made that few players bother. In Oblivion, medium armor was dropped entirely because of this.
This is a potential pitfall in Skyrim. With the game eschewing classes in favor of an open-ended leveling system, players going the Magic Knight route are easily tempted into spreading their points too thin and not being as effective as a pure fighter or caster. Due to Level Scaling, enemies constantly get stronger, but a Magic Knight will level their magic more slowly than a pure caster, and spells do not scale with your level, so by the point you get the latest level of useful spells, enemies are likely going to have out-levelled them already. Plus there is the issue of balancing Magicka/Stamina/Health, which likely either means your character will have too little magicka to make spellcasting useful for more than a weak initial shot, too low of stamina to handle themselves decently in melee, and not enough health to reliably take even single hits from more powerful enemies, especially dragons.
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Ivysaur, one of the Pokémon Trainer's Pokémon in Brawl, is also considered this. Ivysaur was intended to be in the middle with Squirtle being a Fragile Speedster, and Charizard being a Mighty Glacier. Problem was, it was closer to this trope. Ivysaur doesn't hit anywhere near as hard as Charizard, and it lacks Squirtle's comboing abilities. It being heavier than Squirtle is counterbalanced by the fact that it has an atrocious recovery and air game, making it comparatively easy to KO, and speed and maneuverability on the ground and in the air is abysmal compared to Charizard. Worst of all, the game attempted to implement a form of the original game's Elemental Rock-Paper-Scissors, but while plant-based moves to take down Squirtle and water-based moves to take down Charizard are only used by a handful of characters, fire-based moves are legion, making Ivysaur even easier to flatten. A number of players have argued that, were Ivysaur to be its own character, it would likely be considered the worst in the entire game.
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In the early game, this was a problem with many high-level monsters. The designers seemed to believe that a monster with good stats in both ATK and DEF was inherently more powerful than something with only one good stat, which led to, for instance, Dark Magician (2500/2100) requiring two tributes over Summoned Skull (2500/1200) requiring one. It was true that Dark Magician's higher DEF was objectively an advantage - but it was also largely negligible, since the monster would only ever use one stat at a time. You'd almost never run into a situation where Dark Magician's extra 900 DEF would come in handy, since if you were playing it in DEF, your opponent would likely have something that could kill it in ATK, and if that was true, it would die just as fast in DEF. The only time that stat would come up is if the opponent used something like Block Attack to force your monster to DEF, which simply didn't make up for the extra Tribute. This was particularly true in early games like Yu-Gi-Oh! The Duelists of the Roses, where both ATK and DEF were taken into the card's cost - a 1600/0 like Dragon Zombie had the same cost as an 800/800.
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Once again, Ken in Persona Q2: New Cinema Labyrinth suffers from this trope. His unique skill lets his Link skills strengthen with each Link follow-up, but unlike the P3P Heroine he only goes as far as Double Link to support it. His one innate Link skill is Psystrike Link, though he's not as adept with Psy damage since Haru's taken the Psy specialist role. He's also lost the Bless specialist role to Akechi and his one Bless-based skill is the inconsistent Mahama, and he only learns single-target healing so he can't keep up with Morgana, Yukiko, or Yukari. He also has some situational physical skills but lacks the Strength to make them shine. The Skill Card and Sub-Persona systems can remedy his shortcomings, but the number of superfluous skills he learns is a bit jarring.
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Fate/Grand Order:
Artoria Pendragon was designed to be an all-rounder with a mix of skills to let her fit on any team, but poor synergy between her skills and lack of power in those skills left her mediocre all-around for much of the game's lifespan. She has a decently damaging multi-target Noble Phantasm in Excalibur and a skill to boost it up... but her Attack is kind of low for her rarity, and she didn't have a way to charge it up aside from her Arts cards. She had Intuition to give herself critical stars... but her deck has only one Quick card, so she doesn't build stars much, and the skill is far too little to compete with a dedicated Quick user. And she has Charisma to boost up her allies... but not to a significant amount, especially not compared to dedicated buffers. On top of that, she's a five-star, the rarest type; compared to four-star Sabers like Artoria Alter (has a more damaging Noble Phantasm and comparable attack) or Lancelot (has two skills that not only boost his critical stars but also his critical damage), she ends up coming up short, much less other five-stars. She ended up eventually getting Intuition upgraded into the much better Radiant Road EX, which gave her a bit more of a focus as a farmer by allowing her to use Excalibur to drop a wave quickly, and Mana Burst was upgraded to Dragon Reactor Core B, making her far more effective at pure damage as a Buster-chainer, more or less completely averting this.
Siegfried at launch suffered from this. It seemed like the designers of his abilities and Noble Phantasm wanted him to be an offensive monster, while the designers of his stat spread wanted him to be an impregnable tank. The result was a Servant with extremely high HP but barely any significant defensive or survival skills besides a rather paltry self-heal, and abilities that served to boost his pathetic offense to the point that he might be able to scratch people with Balmung. He also had a focus on killing dragons, but the vast majority of dragons are Rider-class, meaning he doesn't get type advantage over them and often ends up outdone in his focus by every Assassin in the game. Later updates had to provide him with two additional skills and a buff to his Noble Phantasm.
Geronimo has three skills: one to boost his Quick cards, one to boost his Buster cards, and one to boost his Arts cards, along with a balanced deck. In theory, this means he should be able to pull off any strategy. Unfortunately, two of these three are wasted on him (he has only one Quick card, so the first is useless, and he takes a flat damage penalty due to being a Caster, so the second isn't much better). As a result, he ends up relying on his Arts boost most of the time, which comes out as mediocre when many characters, especially other Casters, actually specialize in making use of Arts cards and have multiple skills to boost Arts or decks with three Arts cards to Geronimo's two.
Boudica. The Rider class is meant to be a Critical Hit Class, and Boudica has a Quick-and-Arts focused deck to generate stars. Unfortunately, she also has a Stone Wall-style stat layout and terrible offense even for her rarity, so mostly she just sucks up all those stars for herself and then does three crits that barely scratch the enemy. This defensive focus would have potential, especially combined with her Battle Continuation to survive hits that'd kill her... except that she's in competition with Georgios, who is also a tanky Rider with Battle Continuation, but he has a self-heal, a defense increase that also forces enemies to target him, the ability to do some damage through Ascalon, and he's a whole star rating lower. Like Siegfried, she has a focus on killing a specific enemy type (Romans), but while dragons are semi-common and Lancer dragons do appear occasionally, Roman enemies are pretty rare and only one of them (Summer Nero) is a caster, so it just boosts her damage from "awful" to "still bad." Finally, her Noble Phantasm is a party-wide defense buff which also increases attack when upgraded, which is similar to Mash's Lord Camelot... except Mash is better than Boudica in every way, and despite being a star rating higher at full power, she has 0 cost, so Boudica is essentially a budget version of someone she's more expensive than. Things changed after the release of Romulus=Quirinus (a character with the ability to inflict "Roman" as a status effect), and thanks to Mash getting a nerf in the second arc of the game, Boudica is now viewed more favorably than in the game's initial launch.
Emiya is another who thankfully got buffed out of this. His main problem came down to the fact that he had a Buster-type NP, when his main skill and deck were designed to make use of Arts cards. This made it impossible for him to match it with his deck and Brave Chain, or use his boosting skill Magecraft on it, meaning his damage output was bad. Furthering the problem was his Skill, Clairvoyance, which boosted up critical star generation: would be useful if he had a Quick deck with good hitcounts, but he doesn't, so it just raised his star generation from "awful" to "still not great." Thankfully, Clairvoyance got turned into Hawkeye (which more than doubled its star generation and added a crit boost on top) and Magecraft got turned into Projection Magecraft (which turned from just boosting Arts to boosting all card types), which turned him into a fairly effective Critical Hit Class whose abilities finally synergized with each other. Another much more recent upgrade further upgrades Projection Magecraft to Trace On, which allows him to switch his NP card's type to Arts, which only further synergizes with his kit as he can now match said NP with his Arts based deck, on top of gaining access to top-tier Arts supports such as Caster Altria.
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Final Fantasy:
Red Mages in most games after the first tend to lose effectiveness very quickly. While they can use swords as well as cast both black and white magic, the spells they learn are never as powerful as dedicated black or white mages, their armor level is just okay, and their damage output is outdone by multiple other classes. And since Final Fantasy III, games that use a job system also typically give you the ability to switch to different ones, meaning the Red Mage's advantage of being potentially useful in any situation doesn't really matter when you can simply switch to something actively specialized for that situation. Final Fantasy V even taunts you by not only making the Red Mage's skills more expensive to learn than their counterparts, but by making their final ability (which is the only reason to be training a Red Mage) be the most expensive in the game at 999 Battle Points.
In the NES version of Final Fantasy, the Thief has durability and damage output a slight step above the White and Black Mages, but without the casting prowess that makes those jobs viable. They also lack stealing, the main Thief utility in later games, which gives them even less to offer. In theory, they can escape from battles more effectively, but running is infamously buggy in the NES version, so while this can be used, it isn't reliable. On paper, their class change to Ninja should boost them up by giving them better weapon and armor selection and black magic, but the low-level offensive black magic the Ninja can learn is useless at that point, while the buffs are also bugged and don't work. By contrast, the Knight gains white magic, including healing spells and a buff spell that actually works in Blinknote RUSE in the NES translation, the Master's damage output has ascended to absurdity, the Red Wizard already fills the role of a tanky black magic user that can also use white magic, and the Black Wizard can throw around more magic than the Ninja can ever dream of. What it does have going for it is that, at least by the Ninja class upgrade, is its high agility stat, allowing it to score multiple hits, and being able to use any weapon in the game. The remakes also helped the Ninja out a lot by fixing its skills to actually function, as well as the Temper and Saber spells, which as a bonus, became available as castables from late-game weapons, allowing them to buff their damage to extremely high if not game-breaking levels.
The end-game Sage class in Final Fantasy III was the best casting job in the original NES game, boasting high stats and the ability to use all types of magic. In the 3D remake, however, it's considered this since it has lower intellect and mind stats than the Devout and Magus (upgraded White and Black mages respectively), can't use the powerful high-summons, and has fewer casts of level 6-8 magic, which is what you'll mostly be using in The Very Definitely Final Dungeon right after you get the last set of jobs.
Final Fantasy VI:
Gogo can use almost any ability worth using in the game, and the player can customize which abilities he uses. However, all of Gogo's base stats are low, and unlike most of the other characters, he can't raise them because he can't equip Espers. So Gogo can do anything, but no matter what you have him do, he'll be bad at it.
Setzer. He's not as strong as Sabin and Edgar, not as magically proficient as Relm and Strago, and worse all around than fellow Jack of All Stats characters Terra and Celes. He shares his ability to attack with full damage from the back row with a lot of Locke's best weapons, but without Locke's speed. Setzer's Slot ability has a wide range of useful (and non-useful) effects, but being luck-based and with poor odds reduces its utility. The accessory that turns Setzer's Slot into Gil Toss note GP Rain in the SNES translation has the potential to do unblockable damage, but it costs money every time it's used, and you'd need to spend tens of thousands of gil to reach even halfway-decent damage, all in one of the few games in the Final Fantasy series where money isn't useless past the halfway mark. In all cases, anything Setzer can do is something that someone else could do better, and without his drawbacks.
Kimahri Ronso of Final Fantasy X suffers from this. His section of the sphere grid is rather small, forcing him to go through someone else's to remain useful. This was meant to allow the player to use him as a flexible character. The problem is that Kimahri doesn't do anything better than anyone else. His stats are just okay in everything (even when sent to someone else's section of the Sphere Grid), and his piercing spears pale in comparison to Auron's katanas, which do the same thing but cause more damage. The Lancet ability drains HP and MP from enemies, but it's so weak that it'll probably be used only to learn enemy abilities and nothing else. Not even Kimahri's Overdrives are all that special; while he can use enemy attacks, the ones that do damage all only hit once, leaving him far behind everyone else's Overdrives as early as the mid-game. Even Rikku's Overdrives are far more useful than anything Kimahri can do since Rikku's Mix Overdrive has all sorts of Game-Breaker effects when applied correctly. On top of all this, expanding into other areas of the Sphere Grid requires Level 3 Key Spheres, which are incredibly rare, discouraging most players from considering this method. In short, Kimahri's flexibility is unnecessary and leaves him without a proper place in the party.
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In Traveler generalists, trainers who don't specialize in specific type, usually struggle in battles with high level trainers with few becoming Pokémon Masters due to how hard it is to master multiple types. Whereas a fire specialist would only need to learn from a single fire type master for advanced training, a generalist would need to find several master trainers to train under.
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Purely going by her combat abilities, the Antiquarian from Darkest Dungeon is this. She can attack, buff, debuff, and heal, but not particularly well compared to more specialized classes. Fortunately, she has a redeeming factor: having an Antiquarian in your party increases how much gold you can carry, and adds some Shop Fodder items that can only be found by an Antiquarian. Bringing an Antiquarian on a quest will make most combat harder, but the rewards will be much greater if you make it out alive.
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Billy Jean Blackwood in Backyard Sports has equal stats in everything in almost every game. She's a Master of None and not a Jack of All Stats because she doesn't help your team in any way. This was probably the reason she was discontinued from the series (that and being a Southern Belle).
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Faize of Star Ocean: The Last Hope. He starts off well enough, being your first offensive symbologist and having some melee skills, but he's soon overshadowed by Lymle and Myuria in attack symbology while Edge and Meracle outclass him physically. The Bradygames strategy guide actually recommends leaving him out of the party for your first playthrough due to how hard it is for him to pull his weight since he later leaves about 5/8ths of the way through the game. Even if you keep him for a second playthrough when he has the opportunity to learn much more useful and unique symbols, he's still shortchanged in the weapons department, with his best being a coliseum prize until you get to the second bonus dungeon.
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A recurring theme in the various restaurants Gordon Ramsey sets out to fix in series like Kitchen Nightmares is a restaurant menu with too many items on it, leading to the chefs not being able to specialize and focus on cooking a few particular dishes well, a much more complicated supply chain situation that adds more stress onto the kitchen and owners, and dishes where the foods involved might be OK separately but get mixed together in ways that just don't work. Simplifying the menu is often part of the changes he implements to get the restaurant back on its feet.
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Plants vs. Zombies:
The first game has the Cactus. It has identical damage to the Peashooter, already a fairly weak offensive plant, while costing more sun and being unable to benefit from Torchwood. It can also attack Balloon Zombies, but Blover can clear the entire field of them for just 100 sun, and the Cattail has much better damage and can attack the whole board, leaving it outclassed in both areas. Plants vs. Zombies 2: It's About Time retooled Cactus heavily with new abilities, allowing it to find a proper niche.
In the sequel, this is the general opinion of the Pea-Nut. It has the same damage of a basic Peashooter while having the toughness of a Wall-Nut, and it costs 150 Sun, a combination of the two plants' costs. Unfortunately, Peashooter quickly gets overshadowed by other offensive plants, and it also holds for the Pea-Nut. Its damage is too lackluster to be useful, making it just a more expensive Wall-Nut. Making matters worse, after it takes enough damage, its rate of fire gets halved, making it one of the weakest offensive plants in the game.
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3rd Edition has several:
The half-elf and half-orc races were supposed to be a midpoint between the Jack of All Stats human and the more specialized elf and orc. In practice, this translated to them getting weaker versions of what elves and orcs could do. Half-elf bonuses were too poor to focus them down any path, while half-orc penalties were still too high to bother playing anything that an orc couldn't do better. If you wanted something versatile, you played a human, and if you wanted something specialized, you played an elf (or an elf subrace) or orc. Later editions would flesh them out a bit more to give them real focuses: half-elves got social skills, while half-orcs lost their mental penalties.
Medium armor. All the speed penalties of heavy armor while offering, at best, one extra point of AC bonus compared to light armor. At worst, they offer protection equal to light armors while being heavier, with lower maximum dexterity bonuses and higher skill penalties. The only decent medium armor is a heavy armor made of mithral, which makes it count as a medium armor.
In optimization communities, the term "multiple-ability dependency", or MAD, refers to this. Specifically, some classes require only a few good stats, while others require several. Invariably, a class that requires good all-around stats is seen as inferior to one that requires only one or two really good stats and can dump everything else. For instance, barbarians only really need Strength and Constitution for melee fighting, while paladins need that, along with Wisdom for casting and Charisma for their paladin abilities, meaning the paladin tends to fall behind in sheer damage and tanking ability.
The Hexblade, of Complete Warrior, was an early attempt at a Magic Knight base class. It failed miserably, since the designers badly overestimated how strong the Hexblade's various abilities were. On the physical side, it couldn't wear any armor heavier than a chain shirt, its Fortitude save sucked, it didn't get any feats or abilities to boost its combat capabilities, and its sole unique power was the rather poor and limited Curse debuff. On the magic side, it was limited to fourth-level spells (the same as Paladins and Rangers, who no one would call caster classes), and the need to buff its combat stats often left its Charisma lagging. The result was a fragile combatant that couldn't hit very hard and was outdone in casting by a sorcerer of half its level. On top of that, the Duskblade proved to be a better Magic Knight in almost every way, with much more focused design and stronger abilities overall. Even the class's creator apologized for it, giving the class a much-needed unofficial fix that became widely-used. Most Hexblade guides, even those using the fixed version, focus on somewhat incidental elements or alternate class features (for instance, their familiar is surprisingly pretty strong) to give them some kind of niche.
Certain official NPCs tend to become this. Most of the time, when trying to mix two classes, players prefer to either use a prestige class like Eldritch Knight to advance both, or use one class to mimic the other (for instance, a Cloistered Cleric with the Trickery domain can fill in for a Rogue pretty well). The designers took longer to figure this out. A quick look through the Forgotten Realms Campaign Setting reveals a multitude of characters with builds like Jezz the Lame - as a drow Rogue 6/Sorcerer 6, he's considered CR 14, despite possessing no spells above third-level, a Sneak Attack that deals 3d6 damage, and only thirty-six hit points. Storm Silverhand, though, is the absolute reigning queen of this. The formidable Bard of Shadowdale is a Chosen of Mystra Rogue 1/Fighter 4/Bard 8/Sorcerer 12/Harper Scout 3 - in layman's terms, a character with a CR equal to many an Eldritch Abomination, who would probably get eaten by a bog-standard beholder. Even later on in the edition's life, many sample characters in the second Dungeon Master's Guide were something like Fighter 5/Sorcerer 5, when Fighter 1/Sorcerer 6/Eldritch Knight 3 (which isn't even close to the best Magic Knight build one could make) would be better in every way.
The monk suffered heavily from this. It had abilities based on straightforward melee combat, but it was mediocre at it compared to a barbarian, fighter, or warblade due to low attack bonus, damage, and reach. It had a good skill list, but only a handful of points to spend compared to a rogue or a bard. It had the needed skills for scouting and mobility, but rogues, spellthieves, and scouts did, too, and had trap and lock removal skills that meant they could better utilize them. It got free combat maneuver feats such as trips and grapples, but a fighter could take those feats, too, and would be much better at them due to a better attack bonus and strength. It had abilities based on improving its unarmored AC, but they were so minor any character capable of wearing armor would come out ahead, other unarmored characters like wizards could outstrip it with magic, and its hitpoints were at best average. It had a smattering of other spell-like or minor abilities, but they were all limited in usage and didn't compare to the versatility of a wizard or cleric, or even a character with a few magic items. It attempted to be a caster-killer, but lacked anything to actually threaten a mage played to any degree of competence. And even as a Wuxia-style character, the swordsage was better in every way.
The soulknife was in a similar boat to the monk. Its primary class feature was summoning a magic weapon that upgraded itself as the soulknife levelled, but it scaled poorly compared to other summoned weapons, weapons crafted by an artificer or wizard, or even weapons simply bought. As a pure combat character, it was too lightly-armored and its attacks were too weak to contest a fighter. It gained limited Psychic Powers, but had almost nothing to do with them compared to a psychic warrior. Its overall fighting style leaned towards mobility, but its Bladewind was based on standing still, and it could throw its mind blade, but only once per turn, meaning no Flechette Storm. As a sneaky character, it didn't have enough skill points or the right abilities to fill the role of a rogue. It had Psychic Strike for burst damage and sneak attacks, but this was too cumbersome for straightforward combat and too weak to be used for assassination. It had Knife to the Soul for stat damage to weaken casters or lobotomize warriors, but its damage was too low to avoid the problem of either class simply taking the hit and reducing the soulknife to hamburger meat. The result was a class that pulled in every direction and failed at all of them, with even its primary class feature being outdone by an alternate class feature for the psychic warrior (which was also tougher, harder-hitting, and infinitely more versatile).
The bard in 3.0 fell pretty hard into this. In straightforward combat, it was scarcely better than a Squishy Wizard, with similar base attack, hit points, and weapons to the rogue, but no Back Stab. As a skill-oriented character, it possessed a strong list, but only four skill points to spend them on (of which two had to go to Perform and Concentration to make songs and spells work) and few congruent class features. As a caster, it was limited to 6th-level spells, cast in the worst possible way, couldn't wear armor, had no unique spells, and advanced slowly. Its main unique trait, bardsong, pointed them to the role of party support, but its actual effects ranged from gimmicky to inconsequential. Being a caster was good, but compared to a sorcerer of the same level, the 3.0 bard had few, if any, functional advantages. 3.5 largely pulled the bard out of this, giving it some extra skill points and new spells, reworking several bardsongs, adding new features, and giving it a fair bit of splatbook support, which allowed the bard to find a niche as a social-skills juggernaut and a Difficult, but Awesome buffer and indirect caster.
The dragon shaman, though professing to be about mimicking the might of dragons, ends up more in this territory. Its main feature is draconic auras that are supposed to make it a Support Party Member, but the bonuses it generates are quite small. It has healing abilities, but they are generally lesser than those of a divine caster or even some other healing-focused classes. It gains extra class skills and Skill Focus, but has few skill points to invest in them. Its high HD, immunities, and natural armor suggest a frontline warrior, but its base attack bonus is average and it can't wear heavy armor or use martial weapons, making it subpar at best there. And even its features designed to emulate dragons are very underwhelming: you don't get your Breath Weapon until 4th level (and even then, it's slow to charge), and you don't get wings until 19th level—compare that to the dragonfire adept, which starts off breathing fire whenever it wants and can start flying as early as 6th level.
Theurge-type Prestige Classes are usually seen as this, only becoming remotely passable because of the inherent power of spellcasting. The problem is that they require taking multiple levels in multiple classes, which usually don't have much synergy with each other (being able to cast cleric and wizard spells isn't really impressive when you can only cast one at a time and they're worse than the regular stuff), they often require advancing multiple stats when the lack of need to do this is usually an upside for a caster, and they tend to lack features that would allow one to use those abilities together. The standard mystic theurge has to deal with the downsides of being a cleric (relies on a deity) and a wizard (can't wear armor), while also being at least three levels behind on both classes—particularly ruinous when you start the class, at which you have worse casting than a bard or a cohort. The Fochlucan lyrist is more powerful, but its oddball requirements mean that it torpedoes both sides of its advancement, requiring levels in three different classes and only boosting parts of two of them. Both the true necromancer and the yathinshree reduce their theurge advancement even further in exchange for necromantic abilities, but those abilities are about on the level of stuff a regular necromancer could do anyway. The only theurge-type classes to be seen as good out of the box are the anima mage and the ultimate magus, both of which only require a one-level dip away from your main advancement and have multiple abilities to help synergize them.
Prestige classes meant to fill a Magic Knight role often struggle in this regard, likely due to using the somewhat underwhelming Eldritch Knight as a baseline. The early years of the game seemed to enjoy halving casting advancement, and sometimes even reducing Base Attack, which usually meant a character who could barely cast and wasn't that great at fighting, either. The Green Star adept and rage mage had the misfortune of getting both, in exchange for abilities that didn't really help them do either. Others, like the bladesinger, also had extensive feat requirements that made qualifying needlessly difficult and necessitated a very problematic early game. The only one to really avert this was the abjurant champion, which boasted easy requirements, full advancement of base attack and casting, and useful features... albeit at the price of being only five levels long.
The arcane trickster prestige class ran into similar issues. It was meant to be a mixture of a rogue and a caster, but its requirements (+2d6 Sneak Attack and at least 3rd-level arcane spells) meant you would have to be, at minimum, a Wizard 5/Rogue 3 to get into it, which meant spending eight levels as a crappy mixture before you could qualify. While it did advance Sneak Attack and casting, being a caster meant no armor, which was worse when it also had wizard HD and base attack, so using that sneak attack in combat was not easy. While it gained the ability to use its skills at range, this was torpedoed by the fact that it also dropped skill points per level from 8 to 4, meaning you couldn't advance a lot of your rogue skills. And while it gained the Impromptu Sneak Attack ability, it was incredibly limited in usage and an Improved Invisibility spell could do the same thing for nowhere near the effort. The only real bright spot was being able to use Sneak Attack to boost the damage of certain spells (damage that might make up for losing three caster levels), and even in that regard, the later unseen seer class did the same thing but better.
The ogre mage enemy fell into this, which led to it being the target of an article specifically designed to restat it. Intended as a Genius Bruiser Magic Knight that combined ogre strength and the power of a caster, it ended up with rather poor hitpoints and fighting skills, with spells that ranged from useless to redundant to good-but-only-once-per-day and a smattering of other generic abilities that didn't offer it much of a niche. This owed largely to having been translated rather literally from its 2e stats. Fortunately, the revision, and the ogre mages in later editions, tend to be more powerful.
The Expert class is a fairly deliberate example of this. It's capable of treating any ten skills as class skills, meaning it can train itself for any job. However, the Expert lacks other class features and its stats are mediocre, meaning that while it can train in any skill, it's no better at that skill than another class that simply starts with it. And on top of that, the Factotum and Savant classes treat all skills as class skills, so even mixing and matching skillsets from other classes isn't worth it. Few really complain about this, though, as the Expert isn't intended to represent an actual adventurer; it's meant to be taken by well-trained NPCs that have enough unique skills to not be commoners but still don't fit any of the classic classes.
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Ultra Series: Ever since the introduction of Multiform Balance as a staple of the Ultra Heroes in Ultraman Tiga, there have been some examples of this trope:
Tiga Dark in the Ultraman Tiga movie Ultraman Tiga: The Final Odyssey is surprisingly this despite his established reputation as the strongest of the Dark Giants, due to its power being used for the good. He slowly grows out by absorbing his former teammates' powers and is eventually restored to his Jack of All Stats form as Multi Type.
Prior to obtaining Orb Origin, Gai Kurenai's first transformation in Ultraman Orb: The Origin Saga showcases Orb Origin the First, an all red form that is not unlike Showa Ultras. In terms of strength, Origin the First is very lackluster despite his ability to defeat a fleet of Bezelbs and in the final battle, he obtained the help of his four predecessors to defeat Psyqueen. By the end of the series, this trope is no longer in effect as Orb evolved into Orb Origin, signified by his black coloration which is continued in his titular series.
The title hero of Ultraman Z is said to be this at the start of his series in his base form. To quote Ultraman Zero, Z is equal to half or a third of an experienced Ultra which forces him to assume other forms with Ultra Medals to make up for his base mode's lack of attributes and power. However, this is simply because of inexperience on his part and as the series progresses he gets stronger and less reliant on the Ultra Medals, to the point that he is able to destroy Destrudos in his base form which even his final form, Delta Rise Claw, failed to do.
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The Medium Armor skill in Morrowind. It is severely lacking in high end complete sets compared to Light and Heavy armors, and only has one piece of "artifact" equipment in its class (the Ebony Mail) compared to the multiple pieces for Light and Heavy. Additionally, wearing one of the best Medium armor sets (Indoril) will make Ordinators (to whom that armor is sacred) try to kill on sight for the rest of the game. An attempt is made in Tribunal to avert this with Adamantium armor, but the ore is so rare and armor so expensive to have made that few players bother. In Oblivion, medium armor was dropped entirely because of this.
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In DougDoug's video where he races against Raging Cherry in Super Mario 64, the two go about their practice rounds completely differently. While Cherry rushed through the entire run, only trying each strat a few times until he gets it right once before moving on, Doug takes the time to perfect each strat before he moves on. As a result, even though Doug wasn't even able to finish the final Bowser fight before the practice round was up, he beat Cherry by ten minutes.
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In the sequel, this is the general opinion of the Pea-Nut. It has the same damage of a basic Peashooter while having the toughness of a Wall-Nut, and it costs 150 Sun, a combination of the two plants' costs. Unfortunately, Peashooter quickly gets overshadowed by other offensive plants, and it also holds for the Pea-Nut. Its damage is too lackluster to be useful, making it just a more expensive Wall-Nut. Making matters worse, after it takes enough damage, its rate of fire gets halved, making it one of the weakest offensive plants in the game.
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This is revealed to be Gilgamesh's weakness in Fate/stay night: he owns the original version of every hero's weapon ever made, so on paper, he should have the combined strength of all of them. However, Gilgamesh has no real skill with any of his weapons: he owns them, but he almost never bothers to wield them. Rather than practicing with individual weapons and developing skill with them, he simply tosses them around like toys and attempts to overwhelm the opponent through a Storm of Blades, leading to him struggling against more specialized fighters when they can force him to fight on their turf.
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In Call of Juarez: Gunslinger, the Sixshooter is intended to be the middle ground between the killing power of the Ranger and the rapid-fire Quickshooter, in practice using it means getting neither the Ranger's near-guaranteed One Hit Kills nor the Quickshooter's combo-extending speed-reloads.
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The main draw of Balanced characters in Crash Team Racing Nitro-Fueled is that they're supposed to have well-rounded stats to compensate for them not excelling in anything like the other three classes, but they actually suffer from deceptively low stats that ensure they can't function as generalists. While this was already the case in the original iteration, this became worse in the remake: they're slower than Accel characters and have worse acceleration than the already-slow Turning characters, ensuring that turning is their only stat that isn't outclassed by at least two other classes. Turning itself isn't even a particularly noteworthy stat considering U-turningnote which allows players to make tight turns by braking while hopping allows Speed and Accel characters to compensate for their lower turning while still being faster overall, meaning Balanced is outclassed by its fellow intermediate class Accel in almost everything it can possibly do.
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Warhammer 40,000 has a couple of units that fall under this, although it's fully possible for an army to become a Master of None if point allocation is stretched too thin. The rule of thumb is that if you absolutely need to fulfil a specific role like taking out an enemy's vehicles, it's better to dedicate a specialist squad or unit to that task; trying to load all of your squads with some level of anti-vehicular firepower is expensive, generally not as effective, and will leave you outmatched and outnumbered in the face of combined arms tactics. That being said, there's nothing wrong with attaching some versatility wherever possible, although this is heavily dependent on how each unit is to be deployed.
The 5th edition Space Marines codex fell under this for a number of years. Although Space Marines are more of a Stone Wall and Jack of All Stats faction, the vanilla codex was overshadowed by the codices written for specific chapters like the Blood Angels, which had all of the usual Space Marine stuff in addition to having better vehicles and some of the most powerful close-combat units and characters in the game. 6th edition countered this by providing specializations for each chapter, although the Ultramarines still try to fulfill this (in practice, their rules lend themselves best to devastating alpha strikes supported by powerful special characters).
To their name, the humble Tactical Squad is the epitome of this trope; each trooper is armed with a Bolter (good against hordes of infantry), a Bolt Pistol (allowing them to fire their weapon and charge in the same turn), Frag Grenades (negating any cover bonuses when they charge an enemy) and Krak Grenades (allowing them to engage even heavy vehicles). They also all have Power Armor, and usually one trooper will be armed with a close-range special weapon (such as a flamer) and a heavy anti-tank weapon (usually a Missile Launcher or Lascannon). They are also a troop choice, meaning they also fulfill your basic minimum requirements no matter what your army is built to be. The problem is none of those weapons excel at what they do; the average space marine can't put out enough attacks in close combat to make it worth charging anyone, krak grenades only give them the ability to engage tanks (you still need 5s and 6s on a D6 to actually inflict damage against most things), and the special and heavy weapons they have do not put out enough shots to deal respectable damage to their intended targets. And prior to the Combat Squad rule, the heavy and special weapon typically couldn't even be fired at the same target (the Special Weapon usually need to be extremely close to the target, while the heavy weapon can't shoot after moving; you had to be within spitting distance of the enemy to actually fire both at the same target, and usually by then they would have already charged you). If you wanted close-range, you'd play as Assault Marines; if you wanted anti-tank infantry, you'd pick a Devastator Squad with a Meltagun; if you wanted more wounds to survive, you'd pick a squad of Terminators and a Land Raider. Everything a Tactical Squad could do, a dedicated squad could do much better.
Eldar Guardian Defenders, the generalist unit in an army of specialists, can theoretically be kitted out to provide support firepower. The problem is that they're Fragile Speedsters armed with anti-infantry guns that shoot about as far as shotguns, which mean that they get outranged in firefights or get charged once in range. They're a bit better with a heavy weapons platform (which they have to take), but that in turn means that about 90% of the squad will generally be sitting around doing nothing, either because of the aforesaid range issues or because the heavy weapon is targeting a vehicle. They are also Over Shadowed By Awesome, since Dire Avengers fulfill the same general infantry tactical niche, but do everything better than the Guardian Defenders do, from better weapon range to better armor to hitting their targets more often. The trade-off being that Dire Avengers cost more, are fielded in smaller numbers, and cannot not take heavy weapon platforms.
The Imperium's Mars-class battlecruisers have a decent gun loadout, including a Nova Cannon, and carry a good number of attack craft, but excel in neither the direct fire nor carrier field. They are widely considered undergunned and production has stopped for them. The Emperor-class battleship is effectively superior to it in all areas except mobility and long range firepower, having better protection and close range firepower as well as better hangar facilities with the Mars only excelling in comparison thanks to the Nova cannon which is not exclusive to it. Thus, the Emperor is preferred to the Mars in the Battlecarrier role.
Chaos Space Marines have taken this slot - intended to be a dark version of the Space Marines, their aging codex and power creep in the game in general have left them worse at mobility, shooting and assault than their Jack of all Trades Loyalist brethren. Like the 6th Edition Space Marines, the Chaos Space Marines received a slew of updates late in 7th Edition in the form of new psychic powers, formations, and Legion-specific wargear and rules to make them more fluffy and (in the case of some Legions such as the Death Guard and Emperor's Children) semi-competitive.
These problems were addressed in 8th Edition which emphasized their superior close combat to Loyalist marines and balanced them out better.
Troop Choices in general are this. They are suppose to be the bread and butter of your army, and thus are not really geared towards anything (but also would not leave you wanting for anything should the rest of your army bite it). Before the advent of different "Detachments", there was only one Force Organization chart, which worked around the idea that at least 2 of your choices would be dedicated to Troops as a balancing factor. This meant that in low point level games, a good chunk of your points were siphoned into troops, while this would be less of an issue in high point level games (where due to the amount of firepower present, you really did need the redundant specialist units). Once new Force Organization charts came out due to different detachments, this balance was also thrown out the window, ending up with many new players wondering exactly why some troop choices existed at all. The Detachment systems would try to remedy this by providing special rules (often obscenely good ones) to troop choices as an incentive to field them.
Chaos Defilers are equipped with a weird mishmash of weapons, all of which need to be factored into the point value, meaning that you're typically paying quite a high price for a unit that will, reliably, be wasting some of its potential every turn even when edition rules let it split its fire without penalty. A close-combat Defiler will be lumbering forward, faster than most infantry but not by as much as a Maulerfiend, with a penalty to firing its battle cannon and heavy side weapon, while a ranged one will be sitting there with giant melee claws that you're hoping it won't use. As if that wasn't enough, the weapons it does have aren't particularly focused: its battle cannon and reaper autocannon are reasonable at dealing with light vehicles, and you can swap the autocannon for a lascannon if you want more reliable anti-vehicle damage, but its other weapon is generally anti-infantry. Then there's the heavy flamer, which would be decent for a melee build except that it's the weapon that gets replaced by the scourge option. And just to salt the wound, they're also huge targets. Chaos forces that do want a generalist Heavy Support unit typically invest in Obliterators instead, which allow the player to pick the best gun for their situation instead of being stuck with gear that never coheres into a solid tactical role.
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The Mii Swordfighter, introduced in Super Smash Bros. for Nintendo 3DS and Wii U, has been considered this in both games they are featured in. They have a disjoint, but it's one of the shortest in the game; they have projectiles, but they are weak and are easy to counterplay; they have basic combos, but few strings or follow-ups outside of them. The end result is a character who can do lots of things, even in areas that other swordfighters are lacking in (like projectile reflection), but will almost always be inferior to more specialized fighters, even other swordfighters.
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Combat Rifles in Blacklight Retribution were presumably meant to fill the gap between Assault Rifles and Bolt-Action Rifles: More powerful and longer-ranged than the former, less recoil and faster-firing than the latter. In practice the downsides are more obvious: Weaker and shorter-ranged than Bolt-Actions, more recoil and slower-firing than Assaults.
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Competitive Team Fortress 2 circles assign this to the Pyro class — Pyros are among the least seen classes because their abilities, while considerable, are simply overshadowed by the other choices available to a 6-man team. Pyros move at average speed and excel at short range, but the Scout is both faster and more agile, and deals damage in bigger chunks. It's a good defensive class in close quarters, but the Heavy has better range, more health, and deals more damage. Spy checking, airblasting, Ubercharge denial, and sentry defense, its remaining important uses, simply don't account for much competitive playtime due to the lack of need or lack of acceptance of the role. Even its last remaining ability, damage over time (something only a select few other classes can inflict with specific weapons — the Pyro can do it with any of their primary weapons, a good deal of their secondaries, and one or two melee weapons), isn't all that helpful anymore, as every other update over the first four or five years introduced another easy-to-use weapon or ability to extinguish someone that a Pyro has set on fire. Ironically, this puts the Pyro (considered one of the classes requiring the least thinking to play) together with the Spy (considered the class requiring the most thinking to play) in the bottom of the competitive class tier — neither class' abilities play into a match strongly enough to justify their regular inclusion in a 6 vs. 6 skirmish. They are strong in competitive 9v9 Highlander (where only one of each class is allowed per team), however. You will want to deprive the enemy Ubercharge or kill the enemy Pyro before pushing in with your own Ubercharge first, as a defensive Pyro can utterly shut down an Uber push, especially if he receives an Ubercharge himself.
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This is a problem from some Burst Linkers in Accel World. Not many details are given but there is a point-buy system attached to the levelling up mechanic, allowing you to upgrade a Duel Avatar's existing abilities or unlock new ones as you level up. In the early game spreading points around to unlock new abilities can help cover obvious weaknesses but at turns you into this trope at the higher levels. This is noted to be a problem for Cyan Pile, who, despite being a close combat blue type, has a pile-driver that serves more as a ranged weapon, and he claims that this is because his feelings toward his long-time friends Haru and Chiyu are full of "contradictions," with a part of him wanting to keep them together and another part wanting to destroy their circle of friends. It also doesn't help that Taku's "parent," who apparently didn't care about him very much, pressured him into making less than optimal level up choices.
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In the NES version of Final Fantasy, the Thief has durability and damage output a slight step above the White and Black Mages, but without the casting prowess that makes those jobs viable. They also lack stealing, the main Thief utility in later games, which gives them even less to offer. In theory, they can escape from battles more effectively, but running is infamously buggy in the NES version, so while this can be used, it isn't reliable. On paper, their class change to Ninja should boost them up by giving them better weapon and armor selection and black magic, but the low-level offensive black magic the Ninja can learn is useless at that point, while the buffs are also bugged and don't work. By contrast, the Knight gains white magic, including healing spells and a buff spell that actually works in Blinknote RUSE in the NES translation, the Master's damage output has ascended to absurdity, the Red Wizard already fills the role of a tanky black magic user that can also use white magic, and the Black Wizard can throw around more magic than the Ninja can ever dream of. What it does have going for it is that, at least by the Ninja class upgrade, is its high agility stat, allowing it to score multiple hits, and being able to use any weapon in the game. The remakes also helped the Ninja out a lot by fixing its skills to actually function, as well as the Temper and Saber spells, which as a bonus, became available as castables from late-game weapons, allowing them to buff their damage to extremely high if not game-breaking levels.
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Kimahri Ronso of Final Fantasy X suffers from this. His section of the sphere grid is rather small, forcing him to go through someone else's to remain useful. This was meant to allow the player to use him as a flexible character. The problem is that Kimahri doesn't do anything better than anyone else. His stats are just okay in everything (even when sent to someone else's section of the Sphere Grid), and his piercing spears pale in comparison to Auron's katanas, which do the same thing but cause more damage. The Lancet ability drains HP and MP from enemies, but it's so weak that it'll probably be used only to learn enemy abilities and nothing else. Not even Kimahri's Overdrives are all that special; while he can use enemy attacks, the ones that do damage all only hit once, leaving him far behind everyone else's Overdrives as early as the mid-game. Even Rikku's Overdrives are far more useful than anything Kimahri can do since Rikku's Mix Overdrive has all sorts of Game-Breaker effects when applied correctly. On top of all this, expanding into other areas of the Sphere Grid requires Level 3 Key Spheres, which are incredibly rare, discouraging most players from considering this method. In short, Kimahri's flexibility is unnecessary and leaves him without a proper place in the party.
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My Little Pony: Friendship Is Magic: The changelings are this as a species, by essentially being watered-down alicorns. They can't fly nearly as fast as a pegasus, they can't use magic nearly as well as a unicorn, and they're not nearly as tough physically as an earth pony, but they do have limited access to all three traits. They compensate for this by attacking in swarms and disguising themselves as ponies to get their food source: the love of others. As of their transformation at the end of To Where And Back Again they apparently have become less like this and more like regular ponies: some have lost their horns and others have lost their wings, with the trade-off being they no longer need to steal love from others.
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5th Edition has its fair share as well:
The default Human race. It gives +1 to all stats, in a game where you rarely care about more than three of them, and little else. The Variant Human, on the other hand, is a Min Maxers Delight bordering on Game-Breaker.
Humans in earlier editions also frequently fell into this. They could play any class and lacked a Level Cap, but they had no bonuses or unique abilities whatsoever. Even assuming you weren't playing in one of the many groups that house ruled out the racial class restrictions and level caps, there was no reason to play a human unless it was the only possible option, since no matter what, they'd be outclassed by races that possessed actual advantages.
The pre-revision ranger is generally seen as this—not as good with weapons as a fighter, not as good at scouting and sneaking as a rogue, not as good at casting and nature stuff as a druid, and not as versatile as a bard. The revised Unearthed Arcana ranger is considerably better in every way, thankfully.
The "all classes" build, famously used by Abserd. Multiclass one level of each class. You will be able to wield nearly any weapon or armor and have a lot of skill proficiencies and cantrips, but without an extra attack or sneak attack bonus you are poor at physical combat, and you will be a poor spellcaster because you'll have a limited selection of spells and spell slots compared to a "real" spellcaster and with a poor spell save DC, you'll find they rarely work to boot.
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The Balance-class ships in space battles in Star Wars: Battlefront II (i.e., X-Wing, TIE Fighter, ARC-170 and Droid Starfighter/Vulture Droid). Anyone who knows what they're doing will immediately get in a Bomber-class ship (Y-Wing, TIE Bomber, V-Wing and CIS Strike Bomber) and go for the high-scoring capital ship vital systems. This may also be combined with a quick stop within the enemy capital ship to wreak havoc inside, in which case the heavily-armored Bombers, especially with a co-pilot to assist, are ideal (even over Transports, who can insert a team into the enemy capital ship and let them respawn there until the transport is destroyed, but are even slower, more ungainly, and less durable than Bombers - without pulling off two or three other players to escort them instead of actively contributing to the battle, it's essentially two to five free kills for whoever manages to spot them along the way). If all of the vital systems are destroyed and the match still isn't over, the only real option is to get in a Fighter-class ship (A-Wing, TIE Interceptor, Republic Starfighter and Droid Tri-fighter) and kill enemies ship-to-ship. The Balance-class ships don't have the raw payload of Bombers to be even slightly effective against capital ships and are far less effective at ship-to-ship combat than Fighters. The only possible, concrete advantage Balance ships have against Fighters is that they can attack enemies within the range of the opposing capital ship's automated defenses if those haven't been disabled yet - mildly annoying for a Balance ship and beneath notice for a Bomber, but a lightly-armored Fighter that gets in range of them will get pasted in one shot.
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For the starting handguns in Call of Duty: Black Ops, this befalls the humble M1911. All three of the starting handguns deal the same damage at the same ranges, so it's ultimately their secondary characteristics that determine which is the better sidearm - and in that area, the M1911 can at best only match one attribute of one of the other two, which is usually worse than the third anyway. It beats the ASP in attachment options, but so does the Makarov, which also beats them both in mag capacity. It beats the Makarov in capacity with Extended Mags, but that also extends its reloading time, which the ASP already beats both of them in. It gets a rate of fire increase with Dual Wield that the Makarov doesn't get, but that only makes it equal the rate of fire the ASP has at all times, alongside the inability to aim down the sights to make the faster rate of fire worth anything beyond point-blank range (at that point, if you want to go Akimbo you're better off doing it with a fully-automatic, higher-capacity SMG that makes up for the lower accuracy by spraying a lot more lead at a much quicker rate). The later CZ-75, though being worse in fire rate (matching the slower handguns normally and being even slower with Full Auto), beats them all in capacity, especially with extended mags, and the Python, while losing out in reload speed (which can be rectified) and capacity, makes up for it with greater damage and potential at range. All of the other available secondary weapons are one-shot weapons meant for specific roles, either destroying enemy killstreaks or weird '60s gimmicks the devs thought were cool, but when used on other players are all a One-Hit Kill anyway.
Black Ops also has the Uzi, considered to be the worst gun in Call of Duty history. The submachine guns fall into one of two categories: slow-firing types with high bullet damage and more versatility like the AK-74u and MPL, or rapid-firing types with low bullet damage and good handling like the Spectre and Mac-11. The Uzi, presumably in an attempt to differentiate it from its Mini variation in the Modern Warfare series (where it fit into the latter group) doesn't fall into either category and suffers for it. While it has a high fire-rate, the sluggish aim time and reloads doesn't make it viable for run-and-gun tactics. Likewise, the low bullet damage and inconsistent recoil pattern make it unable to compete at range with the likes of the AK-74u, which is considered the most popular SMG. It doesn't help matters that its ironsights are terrible and it doesn't have a unique gimmick to stand out.
Black Ops II fixes the pistol issue from the previous game by only starting you with two handguns and giving them specific, opposite roles to fill (the Five-Seven is high-capacity with a fast rate of fire, low recoil, and quick but consistent damage drop-off; the Tac-45 is low-capacity, fires more slowly with heavier recoil, but its max-damage range reaches much farther before a very sudden drop-off), so this instead befalls the later Executioner for the reason that it's trying to fit into multiple roles at once. As a revolver that fires shotgun shells, it's meant to combine the quick switch-time and movement speed of a handgun with the raw power and spread of a shotgun. Unfortunately, it happens to be trying this in a series that A) already gives pistols ridiculously-high damage at close range (both the aforementioned pistols deal as much damage at their max-damage range as the FAL OSW, the second-strongest assault rifle in the game, which is enough to kill in two shots) and B) hates shotguns with a burning passion, so the shotgun benefits ultimately come at the cost of almost every other worthwhile attribute. While it does deal one-shot kills at point-blank range, the damage falls off so quickly that you need almost the entire five-shot cylinder for a single kill past about four feet (a distance where even the primary shotguns never need more than two unless you outright miss a shot); much further than that and the pellets disappear entirely, removing the ability to weakly plink away at an enemy to annoy them like the other pistols. If you are within the range to land that one shot kill, you are probably in range to knife the enemy instead. On top of that, its spread is actually too tight for its intended range, so glancing blows on a target who slips off the screen in a quarter of a second because you're so close to them will deal next to no damage. All this also comes packaged with the standard revolver downside that, until you manage to grind out the Fast Mags attachment to get a speedloader, you're stuck reloading each individual shell painfully slowly.
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The Assassin Class in Ragnarok Online. He sucks at PvP, isn't that useful in WoE, can hardly beat any boss monster and his only specialty is grinding alone in PvE. Only that other classes such as the Hunter are much better at that, too. At least it used to be that way. With newer updates, the Assassin gained effectiveness. His rebirth class, the Assassin Cross, is the complete opposite and has been accused of being overpowered quite often.
The Super Novice class can pick any skills from the first-tier classes freely, making them a neat side-character. Unfortunately, they are limited to novice-only weapons (meaning they can take Archer skills but can't use a bow), and more cripplingly, retain Novice-level health and mana pools. They're the weakest character in the game, but they're an "Expanded Class", which Gravity has made clear are not intended to be balanced.
At top levels magic-oriented Super Novices can become immune to ranged or melee physical attacks and have near-instant spellcasting at the same time, which makes them able to do some burst damage in PvP if they get the jump on the enemy. Still, their health pools usually prevent them from surviving the return damage.
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Chest: Capulet starts at a fairly high level, but his stat growth is mediocre compared to the rest of the party and he doesn't excel at any combat role.
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Rubick from DOTA 2 has atrocious stat growth including Intelligence, despite being a Grand Magus. His skills are also gimped in some way; Telekinesis deals no damage and has a hideous cooldown for a non-ulti stun, Fade Bolt has poor mana efficiency, not helped by his aforementioned bad stat growth, and the way his ultimate works, most of the time he doesn't have an ultimate. But Tropes Are Not Bad, as said ultimate is Spell Steal, and he can use it to supplement his deficiencies and become practically anything. His skills in particular are designed to be very versatile and very combo-able with other stolen skills. Steal an areal stun and combine it with Telekinesis to initiate! Use Telekinesis to hold the enemy down to land a Powerful, but Inaccurate attack! Steal a nuke and lay heavy magic damage with his Fade Bolt! The list goes on and on...
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SPARK in XCOM 2 have skills that can replicate those of other classes', but less effectively. They can remotely hack like Specialists, but their Hack stat is terrible. They can melee attack like Rangers, but can't deal status effects or have the advanced skills that keep lategame melee-focused Rangers relevant. Bombard allows them to blow things up at range like the Grenadier's Grenade Launcher, but without the specialised grenades or perks Grenadiers get to use.
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X-Wing:
The B-Wing expansion forces this upon the humble Y-Wing. The Y-Wing is slower and less maneuverable than the X-Wing or especially the A-Wing, but had its niche with heavier armor and shielding and a larger payload of missiles, alongside being the only one of the three to have ion cannons for disabling enemy craft. Then came the B-Wing, which does everything the Y-Wing does better - faster and more maneuverable (not quite on the level of the other two, but still a noticeable improvement) with similar durability, an even larger missile payload, and not only also having ion cannons, but having three of each cannon to the Y-Wing's two. At that point the only advantage the Y-Wing has over the B-Wing is a more agreeable placement of those cannons (in-line with the nose on the Y-Wing, versus spread out across the tips of the long wings for the B-Wing), which is negligible in any cases except being at knife-fight distance from another fighter.
In the sequel TIE Fighter, the TIE Avenger is one of the fighters obtained by the midgame. It's the ship that Vader's personal craft was the prototype for, a TIE fighter that was designed to traditional fighter standards rather than an engine with guns strapped to it. In its own levels, it's not really an example, as it performs quite well until you obtain the TIE Defender and stacks up well against an X-Wing. However, in-universe, it's considered an example of this: the Imperial combat doctrine is We Have Reserves, where the standard TIE Fighter and TIE Interceptor excel but the Avenger is too expensive to do, while missions that did require a smaller number of more powerful fighters would use the Defender instead, since the Defender is one of the greatest space-superiority vessels ever made while the Avenger is only decent. It says something that there were fewer Avengers made than Defenders, even though the Defender is the more expensive one.
In-universe, this also befalls the T-Wing, which was introduced in TIE Fighter. Designed as a replacement for the A-Wing interceptor, it ended up combining the A-Wing's lack of armor or shielding with the X-Wing's lesser speed and maneuverability; the only upside was that it also had similar missile counts to the more-heavily-armed X-Wing. The Alliance ended up sticking with the A-Wing for its role and just sold off their T-Wings to make a profit, where it nevertheless became popular and useful among the neutral parties who bought them.
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Diablo III has the Crusader, often in the same boat as the Druid. A lot of their skills are Holy, and they're capable of quite a bit of damage, especially with the "Heavenly Strength" ability that lets a Crusader wield a two-handed weapon with one hand. However, they lack a lot of ranged options, their DPS isn't that high when compared to the Demon Hunter or the Witch Doctor, and their abilities frequently have long cooldowns. As a melee class, they're also incapable of matching the attack speed of Monks or the crowd-control ability of a Barbarian. A Crusader's skills with Shields and flails are capable of turning the Crusader into a defensive powerhouse, but this is irrelevant on the harder difficulties of Torment mode. The result of all of this is a Mighty Glacier that isn't that mighty, and fares poorly stacked up against the other character classes.
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In Silicon Valley, Nelson "Big Head" Bighetti has been trained in the various disciplines necessary to work in the technology field, but he's not particularly skilled in any of them. He's even called a "master of none" at one point. This is highlighted further when he is Kicked Upstairs in Hooli and Gavin Belson realizes that he's actually not that bright.
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Kengan Ashura has Takayuki Chiba, who has the ability to perfectly copy any martial arts technique after a period of practicing with footage of it. (He likes to claim he can copy any technique after seeing it used once, but this is just for intimidation.) On paper, this makes him one of the scariest people in the series, since he could theoretically use any move, but in practice, being able to use any move is not the same as being able to use it as well as the person he's copying—Chiba lacks real fighting experience, isn't especially strong or fast by Kengan standards, has little to no combat instinct, and tends to make bad decisions (in his first outing, he tried using an aikido move on one of the greatest aikidoka on the planet). Consequently, he's lost to every named character he's fought onscreen, usually with relative ease.
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In Dragon Age II, it's best to focus all of a character's ability points in their specialization tree and one ability tree, with maybe a few extra points in another tree when the first two are maxed out. Trying to spread the points equally across three or more trees can easily lead to Master Of None syndrome since you won't have enough points in any one tree to unlock the secondary bonuses, which can be a real problem at the endgame or on higher difficulties. Many of the available moves are decidedly mediocre without those bonuses.
That goes for weapon and magic skill trees. On the other hand, Rogues get a lot more value mixing-and-matching skills across trees than from most of the top ranked skills in each tree. They can still be effective as a Master Of None.
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Dragon Quest:
Yangus in Dragon Quest VIII looks like he should be a Mighty Glacier, with a build that suggests Stout Strength and an axe-wielder. He's certainly slow enough, but his damage output is average at best, and pales next to Jessica's spells and whips, Angelo's bows and arrows, and the Hero's swords or spears. He can get a few healing spells if you put points into Humanity, but his healing potential is limited by a small MP pool, and unlike the Hero and Angelo he never gets any way to regain magic points or mitigate casting costs. He can wear some of the best armor in the game and has a massive HP pool, which qualifies him as a Stone Wall, but since there's no way for him to Draw Aggro he can't really tank for squishier party members. His Axe skills will eventually give him an attack which is a guaranteed critical if it hits, and since criticals in this game ignore defense, it's particularly useful against late-game bosses, but it misses more often than it hits, so it's too unreliable to use in most cases. Early in the game he's useful in boss fights as a debuffer, although Jessica can do that as well or better. In the late game, he's mostly useful to hold on to a Sage's Stone, Rune Staff, Timbrel of Tension and Resurrection Staff and act as a secondary buffer and healer, not so much because he's particularly good at it, but because he's the only party member with nothing better to do.
Dragon Quest II has the Prince of Cannock, a Magic Knight eclipsed in magic by the Princess of Moonbrooke with a scant few unique cleric spells, and physically and equipmet-wise by the Prince of Lorasia.
Dragon Quest III: Merchants lack the Warriors' sky-high stats, but aren't quite as slow as one.
The concept is referenced in typical punny fashion in Dragon Quest IX: one of the breezes in the game's Hurricane of Puns is Abbot Jack of Alltrades Abbey, who consumes a Fygg and becomes the "Master of Nu'un".
Rab in Dragon Quest XI can deal physical damage with claws, but his strength is weak. He can heal, but his heal stat is weak compared to the healer. He has some buffs, but not nearly as many buffs as the healer. He has a lot of debuffs, but debuff success rate is dependent on the magic damage stat, which is not nearly as high as the black mage in the party, who also has a lot of debuffs. He has a lot damage spells, but once again his magic damage stat is not as high as the black mage. If you feed him a lot of stat seeds he has the potential to be the most versatile character in the game, but in general anything he can do another character can do better.
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The title hero of Ultraman Z is said to be this at the start of his series in his base form. To quote Ultraman Zero, Z is equal to half or a third of an experienced Ultra which forces him to assume other forms with Ultra Medals to make up for his base mode's lack of attributes and power. However, this is simply because of inexperience on his part and as the series progresses he gets stronger and less reliant on the Ultra Medals, to the point that he is able to destroy Destrudos in his base form which even his final form, Delta Rise Claw, failed to do.
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In the Ultima series from part four onwards, the Shepherd class is the Embodiment of Virtue of Humility and therefore has low stats across the board (compare/contrast the Ranger class, which has medium stats in everything). As a consequence, Katrina, the series' Shepherd Non-Player Companion, usually plays The Load to the Player Party in games that require recruiting her. Leveling up at the Shrine of Humility in 6 also awards you no stat points whatsoever, ensuring that its only good for challenge runs.
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Star Wars Legends has the "Ugly" starfighters, ships made by cobbling together spare parts from other ships. More often than not, they ended up getting all the weaknesses of their component parts, and few of the strengths (most notoriously, the TYE-Wing, which combined the engines of a Mighty Glacier with the hull of a Fragile Speedster). On top of that, their construction method gave them nonexistent build quality and difficult maintenance. Their main role in canon is to inflate Rogue Squadron's kill counts.
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World in Conflict: Medium tanks tend to be this. They aren't anywhere as strong or durable as heavy tanks, and they're also not as cheap, expendable or mobile as light tanks. The medium tank's special anti-infantry attack is also much less useful than the light tank's missile, with the result being that the medium is almost never used by players. Medium AA vehicles and armored transports can also fall into this trope, as they have the versatility of being able to target both air and ground units, but lack the effectiveness of tanks or dedicated anti-air.
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Señor Vorpal Kickasso in Goblins, who tries to master 11 Dungeons & Dragons classes at once and ends up with 1/11th of a level in each of them. This allows him to do things like hide 1/11th of his body in shadow (hey, it could be useful... if the enemy was only looking for his ankle), or cast 1/11th of a sleep spell (it makes you feel kind of lethargic... maybe).
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Fire Emblem: Awakening shows signs of this on Chrom, at least compared to the Avatar. While Chrom isn't necessarily as noticable bland thanks to his fairly decent bases, the Signature Move of Aether and Rightful King, raising his skill procs by 10%. However, his relatively basic kit has him somewhat underwhelming compared to characters who are more specialized or just Elite Tweaked to be better, leaving him with the unfortunate nickname "Chromvoy" for his unmatched skill in accessing the Convoy in map.
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Baldur's Gate and Baldur's Gate II:
You can easily create your character like this if you try do distribute equally your stats among the various attributes. The game itself instead suggests to focus on determinate ones depending on your class, for example, fighters with strength and constitution, wizards with intelligence. There is no point with having strength 15 and wisdom 15 for a fighter rather than strength 18 and wisdom 12. There are few checks for those attributes in dialogues and encounters, and you can use another character for them anyway, or temporarily boost your stats with a potion or a magical item. Furthermore, due to Empty Levels, certain stats don't have differences beyond a certain threshold, for example there is no difference between a Constitution of 7 or 14 in terms of bonus health points, so you must necessarily go beyond that to get some (you do get a bit more progressive resistance to intoxication when drinking in taverns, which is a case of Useless Useful Non-Combat Abilities, and dwarves/gnomes get earlier some saving throw bonuses). This leads to Min-Maxing with more than a Dump Stat as the preferred strategic choice during character creation, even if it is not much believable roleplay-wise and can lead to cases of Gameplay and Story Segregation.
The vanilla versions of many classes are pretty generally inferior to most of the specialist kits available to each class. Most of these specialist classes come with some kind of penalty relative to the generic versions in a particular area, but because you can only realistically use a limited subset of the weapons or abilities potentially available anyway, it's generally better to chose a class/kit that gains bonuses in whatever skills or weapons you plan to actually use. This is an issue inherited from AD&D, where the designers tended to balance out kits that gave bonuses to one thing by providing penalties to another, ignoring that players might simply not bother with the penalized skill.
The generic Thief class is an inferior fighter to the Swashbuckler (and his thieving skills are no better), has worse traps than the Bounty Hunter, and isn't as good a backstabber as the Assassin.
The generic Fighter is less powerful than the Kensai or Berserker with anything except missile weapons, but if you want missile weapons you'd use an Archer (a Ranger kit).
The Cleric kits all get extra spells and powers not available to a generic Cleric and their only limitation is being restricted to a particular alignment.
Each of the non-human races gets some bonuses relative to Humans, so there's no real reason to take a Human unless you want to Dual-Class (as only humans can do this) or you want to be a class that is restricted to humans (like the Paladin).
There's not much point in using a triple-multiclass (Fighter/Mage/Thief or Fighter/Mage/Cleric) either. Sure you get the abilities of all three classes, but you'll fall behind almost immediately since you're splitting your 1/6 party share of XP three ways. Pair that with an experience cap of 2.95 million and every one of your classes will cap off in the low double digits; that means a very mediocre base THAC0 (10 at BEST), you'll trail behind in thief skills in a series where traps are devastating, and you'll never get to memory-cast any spells above level six. Even with Throne of Bhaal installed (which raises the XP cap to 8 million) you'll still be far behind, with only a triple-class Thief ever breaking level 20 while the rest of your team is likely in the early to mid thirties. It's much better to find one niche role to be really good in rather than being consistently mediocre at everything. Or if you really want a versatile character who doesn't excel at any one thing, choose a Bard instead - they get some lovely support items and songs, plus a solid selection of weapons and spells and they level up at a respectable rate.
Speaking of the Bard class, it proves that being this trope isn't absolute, but rather it depends on the format of the game: while a Bard doesn't make a good teammate because even if they have a variety of skills, including Use Any Item, they're still outclassed by other specialized classes, they're by far the best choice for a Solo-Character Run, since they lack the weaknesses of those specialized classes.
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Super-Skrull from Fantastic Four has copied the powers of all four members of the team, but as a result of using them interchangeably, he's never fully mastered any of their powers in the way they have. For example, he can make himself invisible like Susan, but can't get the hang of the Barrier Warrior techniques she eventually developed, which are far are more potent and versatile. He's sometimes able to make up for the difference through Ability Mixing, but it doesn't change the fact that his understanding of his Combo Platter Powers is cripplingly incomplete.
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Yu-Gi-Oh!:
The Iron Chain cards are intended to combine a strategy of attacking, Burn damage, and milling the opponent's Deck to be flexible and overwhelm the opponent. Unfortunately for them, they're pretty bad at all three. Iron Chain Repairman is their only non-Synchro attacker, with an average-at-best 1600 ATK, while ace Iron Chain Dragon has a good-but-not-great 2500, plus an ATK bonus that might get 1000 points for one turn if you've got a lot of Chains in the Graveyard. You can try to weaken your opponent's cards with Iron Chain Snake, but even then, doing so is incredibly slow and cumbersome. Burn cards are pretty sparse; Iron Chain Blaster does 800 damage a turn at the cost of a Monster, which is pretty lame since some cards can do 500 a turn with no other requirements, while Iron Chain Repairman and Paralyzing Chain do 300 damage per activation, which is barely even chip damage. And milling the Deck? Well, there's destroying a Monster with Iron Chain Snake, which has all the problems above, there's Poison Chain, which knocks off only a few cards a turn and stops you from attacking, and Dragon, which knocks off just three cards per attack. All this, combined with how tiny the archetype is, means that the Iron Chains will do just enough attacking to stop them from using stall cards, just enough burn damage to make their attacking force insufficient, and just enough milling to give your opponent Graveyard resources.
In the early game, this was a problem with many high-level monsters. The designers seemed to believe that a monster with good stats in both ATK and DEF was inherently more powerful than something with only one good stat, which led to, for instance, Dark Magician (2500/2100) requiring two tributes over Summoned Skull (2500/1200) requiring one. It was true that Dark Magician's higher DEF was objectively an advantage - but it was also largely negligible, since the monster would only ever use one stat at a time. You'd almost never run into a situation where Dark Magician's extra 900 DEF would come in handy, since if you were playing it in DEF, your opponent would likely have something that could kill it in ATK, and if that was true, it would die just as fast in DEF. The only time that stat would come up is if the opponent used something like Block Attack to force your monster to DEF, which simply didn't make up for the extra Tribute. This was particularly true in early games like Yu-Gi-Oh! The Duelists of the Roses, where both ATK and DEF were taken into the card's cost - a 1600/0 like Dragon Zombie had the same cost as an 800/800.
Vehicroids. They have cards based on offense (Truckroid, Steamroid, Drillroid), defense (Decoyroid, Gyroid, Jetroid), and recovery (Expressroid, Ambulanceroid, Rescueroid), but the group of them have no real synergy between each other aside from a few combos that border on coincidental, and no real way to change up their strategy. It has several Fusions and a special Fusion card, but it only works on three of those fusions and only one is any good, and only one other card in the archetype supports a Fusion playstyle. None of them are anything above mediocre, and there's almost no relation between their effects, making even sussing out a playstyle for them difficult, as one frustrated YouTuber noted.
Flamvells have some cards based on offense, but of the bunch, only Firedog is notably strong for its level. They have several Burn-based cards, but the damage they inflict is pathetic and they often require some work to activate. They have a variety of Tuners with a variety of levels, but only two Synchros, both of which are mediocre. The Neo Flamvell sub-archetype focuses on banishing the opponent's Graveyard, but doesn't do so quickly enough to be disruptive, synergize with the rest of the deck, or have much of an endgame in doing so. Their best card is Rekindling, which allows for an impressive mass revival, but Rekindling doesn't actually support Flamvells; it supports Fire-types with 200 DEF, meaning other, stronger Fire archetypes can also use it (and because of those other archetypes, Rekindling is limited to one).
The iconic Red-Eyes has had to deal with this quite a bit, due to Konami's rather odd habit of seemingly giving it a new focus with every wave of release, from burn to Fusion to Geminis to Equip-use to revival. The problem is that none of these strategies really synergize, nor are they fleshed-out individually enough to excel on their own merits. Compared to the far more well-focused Blue-Eyes and Dark Magician, Red-Eyes tends to struggle as a result.
Many new players attempt to use decks based on the playstyles of characters in the anime, which suffer from this due to a mixture of CCG Importance Dissonance and lack of the Magic Poker Equation. The most infamous is Yugi's deck, which in the anime was a mixture of various smaller engines and archetypes that allowed for a good amount of flexibility and strategy. In the hands of real players, though, it becomes a complete joke, with many an erstwhile King of Games struggling to kludge something together when they draw nothing but Magnet Warrior support cards and only a Dark Magician to use them on. You're almost always better off with trying to run a deck based purely on one of these archetypes and played to its fullest.
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City of Heroes: Tri-Form Kheldians could easily fall into this trap if the player spread their enhancement slots too thin rather than choosing to make certain powers better at the price of others.
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Prior to obtaining Orb Origin, Gai Kurenai's first transformation in Ultraman Orb: The Origin Saga showcases Orb Origin the First, an all red form that is not unlike Showa Ultras. In terms of strength, Origin the First is very lackluster despite his ability to defeat a fleet of Bezelbs and in the final battle, he obtained the help of his four predecessors to defeat Psyqueen. By the end of the series, this trope is no longer in effect as Orb evolved into Orb Origin, signified by his black coloration which is continued in his titular series.
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The original version of Salomon in Heroes of Newerth was infamous for not really being good at anything. Originally designed as a support-ish, tank-ish hero, he had a wide line shot that damaged enemies and healed allies, an ability that gives him bonus movespeed and leave behind a trail that slows enemies, a passive shield that charges up by moving and can be transferred to allies, an a ultimate that unleashes 8 spinning orbs outward then return to him 2 seconds later. His first ability makes him redundant to Soul Reaper, only without the ranged attack or mana pool, his second ability has poor uptime and doesn't accomplish much besides making him easier to run away, he has to give up his own shield and tankiness to shield his allies and it's useless in team fights if he gets jumped on, and while his ultimate could deal a lot of damage, it's purely damage and not that special compared to other big AoE ultimates. He can't babysit in a lane, he has no scaling, and he doesn't generate enough threat to be a tank. His kit was completely reworked, turning him into a carry who leverages extra gold gain to scale with items faster.
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In the Transformers fandom, Triple Changers (toys with three modes as opposed to the standard two) are known to suffer from this due to the difficulties presented in packing three different modes into one figure. This tends to result in things like a jet with tank treads hanging off the bottom turning into a rickety tank with a cockpit sticking out of it, and then to a robot with tank and jet bits cluttering the design. Toys that do manage to make three modes work tend to be quite rare, and they're almost always larger than normal and abandon any kind of realistic aesthetic.
The two "Six-Changer" toys amped this up. None of the modes looked more than vaguely like what they were supposed to be.
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This was Game Sack's opinion on the Hyperkin Retron 5, a console that could play games (from the actual cartridges) from various retro consoles: they found it noticeably inferior to the original consoles in many ways, and encountered various compatibility issues (including games that couldn't even be played). While they still enjoyed playing on it, they concluded it wasn't right for their needs, and would rather just play the games on their original consoles.
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Encyclopedias can offer info on a wide variety of topics but even online user-contributed ones like The Other Wiki only have enough depth to be a good intro for any one area. There's still no generalist substitute for textbooks and training.
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Super Smash Bros.:
Mario in Super Smash Bros. Brawl, normally the Jack of All Stats, fell into this category. Power Creep from Melee to Brawl was not kind to him, leaving him with ungainly speed and mobility, above-average weight counterbalanced by susceptibility to chain-grabs and an unimpressive recovery, and a whole lot of moves that, on top of puny reach, were too strong to lead into combos and too weak to finish an opponent off. The following game gave him a number of buffs that let him find a proper niche.
The Mii Swordfighter, introduced in Super Smash Bros. for Nintendo 3DS and Wii U, has been considered this in both games they are featured in. They have a disjoint, but it's one of the shortest in the game; they have projectiles, but they are weak and are easy to counterplay; they have basic combos, but few strings or follow-ups outside of them. The end result is a character who can do lots of things, even in areas that other swordfighters are lacking in (like projectile reflection), but will almost always be inferior to more specialized fighters, even other swordfighters.
Ivysaur, one of the Pokémon Trainer's Pokémon in Brawl, is also considered this. Ivysaur was intended to be in the middle with Squirtle being a Fragile Speedster, and Charizard being a Mighty Glacier. Problem was, it was closer to this trope. Ivysaur doesn't hit anywhere near as hard as Charizard, and it lacks Squirtle's comboing abilities. It being heavier than Squirtle is counterbalanced by the fact that it has an atrocious recovery and air game, making it comparatively easy to KO, and speed and maneuverability on the ground and in the air is abysmal compared to Charizard. Worst of all, the game attempted to implement a form of the original game's Elemental Rock-Paper-Scissors, but while plant-based moves to take down Squirtle and water-based moves to take down Charizard are only used by a handful of characters, fire-based moves are legion, making Ivysaur even easier to flatten. A number of players have argued that, were Ivysaur to be its own character, it would likely be considered the worst in the entire game.
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In the Digimon Collectible Card Game, Vaccine Digimon are strong against Virus Digimon, Virus Digimon are strong against Data Digimon, and Data Digimon are strong against nothing in particular. To compensate, Data Digimon have higher stats overall.
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type
Master of None
 Master of Orion (Video Game) / int_2804d516
type
Master of None
 Medabots: Metabee and Rokusho (Video Game) / int_2804d516
type
Master of None
 Metal Gear Online (Video Game) / int_2804d516
type
Master of None
 Might and Magic (Video Game) / int_2804d516
type
Master of None
 Mobius Final Fantasy (Video Game) / int_2804d516
type
Master of None
 Monster Hunter: Rise (Video Game) / int_2804d516
type
Master of None
 Monster Sanctuary (Video Game) / int_2804d516
type
Master of None
 Mordor: The Depths of Dejenol (Video Game) / int_2804d516
type
Master of None
 Mount & Blade II: Bannerlord (Video Game) / int_2804d516
type
Master of None
 Night in the Woods (Video Game) / int_2804d516
type
Master of None
 Nintendo Wars (Video Game) / int_2804d516
type
Master of None
 Oni (Video Game) / int_2804d516
type
Master of None
 Pangya (Video Game) / int_2804d516
type
Master of None
 Path of Exile (Video Game) / int_2804d516
type
Master of None
 Pathway (Video Game) / int_2804d516
type
Master of None
 Persona Q: Shadow of the Labyrinth (Video Game) / int_2804d516
type
Master of None
 Phantom Breaker (Video Game) / int_2804d516
type
Master of None
 PlanetSide (Video Game) / int_2804d516
type
Master of None
 Plants vs. Zombies 2: It's About Time (Video Game) / int_2804d516
type
Master of None
 Pokémon Infinite Fusion (Video Game) / int_2804d516
type
Master of None
 Pokémon Legends: Arceus (Video Game) / int_2804d516
type
Master of None
 Pokemon Quarantine Crystal (Video Game) / int_2804d516
type
Master of None
 Republic at War (Video Game) / int_2804d516
type
Master of None
 RimWorld (Video Game) / int_2804d516
type
Master of None
 Rise of the Blood Elves (Video Game) / int_2804d516
type
Master of None
 Rise of the Reds (Video Game) / int_2804d516
type
Master of None
 Rust (Video Game) / int_2804d516
type
Master of None
 SD Gundam Capsule Fighter (Video Game)
seeAlso
Master of None
 Shadowverse (Video Game) / int_2804d516
type
Master of None
 Shin Megami Tensei III: Nocturne (Video Game) / int_2804d516
type
Master of None
 Shin Megami Tensei IV (Video Game) / int_2804d516
type
Master of None
 Shin Megami Tensei IV: Apocalypse (Video Game) / int_2804d516
type
Master of None
 Shogun: Total War (Video Game) / int_2804d516
type
Master of None
 Sid Meier's Pirates! (Video Game) / int_2804d516
type
Master of None
 Sonic Forces: Speed Battle (Video Game) / int_2804d516
type
Master of None
 Sonic Riders (Video Game) / int_2804d516
type
Master of None
 Spiral Knights (Video Game) / int_2804d516
type
Master of None
 Splinter Cell: Chaos Theory (Video Game) / int_2804d516
type
Master of None
 Star Ocean: The Second Story (Video Game) / int_2804d516
type
Master of None
 Star Wars Battlefront II (2017) (Video Game) / int_2804d516
type
Master of None
 Summon Night Craft Sword Monogatari: Hajimari no Ishi (Video Game) / int_2804d516
type
Master of None
 Super Mario 3D World (Video Game) / int_2804d516
type
Master of None
 Super Smash Bros. Brawl (Video Game) / int_2804d516
type
Master of None
 Tachyon: The Fringe (Video Game) / int_2804d516
type
Master of None
 Tactics Ogre (Video Game) / int_2804d516
type
Master of None
 Tales of Legendia (Video Game) / int_2804d516
type
Master of None
 Tales of Symphonia (Video Game) / int_2804d516
type
Master of None
 Tales of the Drunken Paladin (Video Game) / int_2804d516
type
Master of None
 The Binding of Isaac (Video Game) / int_2804d516
type
Master of None
 The Elder Scrolls: Arena (Video Game) / int_2804d516
type
Master of None
 The Last Promise (Video Game) / int_2804d516
type
Master of None
 Time Clickers (Video Game) / int_2804d516
type
Master of None
 Titan Quest (Video Game) / int_2804d516
type
Master of None
 Total War: Shogun 2 (Video Game) / int_2804d516
type
Master of None
 Total War: Three Kingdoms (Video Game) / int_2804d516
type
Master of None
 Total War: Warhammer (Video Game) / int_2804d516
type
Master of None
 Unlimited Saga (Video Game) / int_5e9fe8f6
type
Master of None
 War of the Visions: Final Fantasy Brave Exvius (Video Game) / int_5e9fe8f6
type
Master of None
 Wasteland 2 (Video Game) / int_2804d516
type
Master of None
 World of Tanks (Video Game) / int_2804d516
type
Master of None
 X-COM: UFO Defense (Video Game) / int_2804d516
type
Master of None
 Yu-Gi-Oh! The Duelists of the Roses (Video Game) / int_2804d516
type
Master of None
 Yu-Gi-Oh! The Falsebound Kingdom (Video Game) / int_2804d516
type
Master of None
 Choice of Games / Videogame / int_2804d516
type
Master of None
 Elite: Dangerous / Videogame / int_2804d516
type
Master of None
 Maglam Lord / Videogame / int_2804d516
type
Master of None
 Shadowrun Returns / Videogame / int_2804d516
type
Master of None
 Coμ - Black Dragon in a Gentle Kingdom (Visual Novel) / int_2804d516
type
Master of None
 Sunrider (Visual Novel) / int_2804d516
type
Master of None
 Nigel and Marmalade (Web Animation) / int_2804d516
type
Master of None
 Puffin Forest (Web Animation) / int_2804d516
type
Master of None
 Action Button (Web Video) / int_2804d516
type
Master of None
 Bad JRPG: The Legends of Krys (Web Video) / int_2804d516
type
Master of None
 Design Delve (Web Video) / int_2804d516
type
Master of None
 False Swipe Gaming (Web Video) / int_2804d516
type
Master of None
 Game Sack (Web Video) / int_2804d516
type
Master of None
 One Piece D&D (Web Video) / int_2804d516
type
Master of None
 One Piece De D (Web Video) / int_2804d516
type
Master of None
 Rank10YGO (Web Video) / int_2804d516
type
Master of None
 Scott The Woz (Web Video) / int_2804d516
type
Master of None
 Seattle By Night (Web Video) / int_2804d516
type
Master of None
 The Critical Drinker (Web Video) / int_2804d516
type
Master of None
 TierZoo (Web Video) / int_2804d516
type
Master of None
 Touhou Baseball In Heat Star 2007 (Web Video) / int_2804d516
type
Master of None
 Yung Junko (Web Video) / int_2804d516
type
Master of None
 Collar 6 (Webcomic) / int_2804d516
type
Master of None
 RPG World: Fan Revival (Webcomic) / int_2804d516
type
Master of None
 Strange Planet (Webcomic) / int_2804d516
type
Master of None
 Smogon (Website) / int_2804d516
type
Master of None
 Kiyoshi Tamura (Wrestling) / int_2804d516
type
Master of None
 The Miz (Wrestling) / int_2804d516
type
Master of None
 Tsuyoshi Kohsaka (Wrestling) / int_2804d516
type
Master of None
 Universal Wrestling Federation (Wrestling) / int_2804d516
type
Master of None
 Master of Magic (Video Game) / int_2804d516
type
Master of None