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** Even Saxton Hale, a LightningBruiser who can comfortably deal with the army of mercenaries thrown his way in Vs. Saxton Hale Mode, has one glaring weakness; [[CloseRangeCombatant he doesn't have any guns and instead relies on his physical strength]]. Players who spread apart and take potshots at him are more likely to defeat him than those who bunch up near him, aside from similarly melee-focused builds like the Demoknight.
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* ''VideoGame/The7thSaga'' gives you seven characters to choose from. All of them learn magic, but Wilme's low magic stats means he'll cast few spell. Meanwhile, Esuna and Valsu (the SquishyMage and the WhiteMage, respectively) will almost exclusively use spells. But the game leans more and more towards physical attacks as you level up (especially since Esuna and Valsu learn powerful buffing spells), so by the end Esuna and Valsu will be decent both at attacking and casting spells, while everyone else will be sticking with physical attacks.

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* ''VideoGame/The7thSaga'' gives you seven characters to choose from. All of them learn magic, but Wilme's low magic stats means he'll cast few spell.spells. Meanwhile, Esuna and Valsu (the SquishyMage and the WhiteMage, respectively) will almost exclusively use spells. But the game leans more and more towards physical attacks as you level up (especially since Esuna and Valsu learn powerful buffing spells), so by the end Esuna and Valsu will be decent both at attacking and casting spells, while everyone else will be sticking with physical attacks.
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* The Sky Fox in ''VideoGame/RCHelicopter'' is the fastest of the three helicopters... but also the least stable. This makes it the hardest copter to use as it's the easiest to crash into things and break down.
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** The Grizzco [[BFS Splatana]] deals nightmarish damage up close and its charged slash is a OneHitKill on anything that's not a Mothership, Gusher Goldie, or a King Salmonid (none of which show up in normal waves). The downside: you don't have the SwordBeam projectiles that are your main option for painting surfaces and attacking anything not within spitting distance.

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** The Grizzco [[BFS [[{{BFS}} Splatana]] deals nightmarish damage up close and its charged slash is a OneHitKill on anything that's not a Mothership, Gusher Goldie, or a King Salmonid (none of which show up in normal waves). The downside: you don't have the SwordBeam projectiles that are your main option for painting surfaces and attacking anything not within spitting distance.

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* Common in the ''VideoGame/MechWarrior'' franchise due to it spawning from the ''TabletopGame/BattleTech'' game. Several 'Mechs are dedicated long or short-range specialists, or focus on one tactic in particular, and suffer significantly when not fighting in their preferred range bracket. The [[GlassCannon lack of foot speed or defensive armor]] on these models tends to compound their difficulties. Notable examples include the ''Hollander'' sniper 'Mech and the ''Hunchback'' close-combat 'Mech, both of which are powerful at their respective range brackets, but quickly and readily countered by one another's ranges. Overspecialization can be exacerbated by the [[DesignItYourselfEquipment MechLab]], such as a player stripping ''all'' their long-range weapons in favor of more shotguns. ''[=MechWarrior=] Living Legends'' showed the pitfalls of overspecialization with the introduction of alternate asset types such as [[PoweredArmor battlearmor]] and [[SpacePlane aerospace fighters]]; a weapon good at killing mechs at range will be pretty awful at killing a battlearmor [[SnipingTheCockpit pounding through your cockpit canopy]].



* Common in the ''VideoGame/MechWarrior'' franchise due to it spawning from the ''TabletopGame/BattleTech'' game. Several 'Mechs are dedicated long or short-range specialists, or focus on one tactic in particular, and suffer significantly when not fighting in their preferred range bracket. The [[GlassCannon lack of foot speed or defensive armor]] on these models tends to compound their difficulties. Notable examples include the ''Hollander'' sniper 'Mech and the ''Hunchback'' close-combat 'Mech, both of which are powerful at their respective range brackets, but quickly and readily countered by one another's ranges. Overspecialization can be exacerbated by the [[DesignItYourselfEquipment MechLab]], such as a player stripping ''all'' their long-range weapons in favor of more shotguns. ''[=MechWarrior=] Living Legends'' showed the pitfalls of overspecialization with the introduction of alternate asset types such as [[PoweredArmor battlearmor]] and [[SpacePlane aerospace fighters]]; a weapon good at killing mechs at range will be pretty awful at killing a battlearmor [[SnipingTheCockpit pounding through your cockpit canopy]].
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* ''VideoGame/MobileSuitGundamBattleOperation2'' offers melee and ranged combat options, as well as ground and space combat. It is also possible for some suits to be field-exclusive (for instance, the [[Anime/MobileSuitGundam0083StardustMemory Dra-C]] is a flying torso with no legs, and is therefore unable to fight on the ground). Some suits are also specialists with extremely specific niches and attempting to build outside that niche is a waste of time (due to the way additional equipment is handled). An example of combat overspecialization is the [[Anime/MobileSuitGundam Gouf]], an extremely capable duelist with good melee damage, but pitiful ranged damage capabilities, only able to call on weak FingerFirearms if an enemy is beyond sword distance. Any remotely competent pilot who can stay more than two steps away from a Gouf can blast it to pieces, even with beginner weapons.

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* The ''TabletopGame/HeavyGear'' video games occasionally do this, with one of the worst offenders being the Mammoth strider, an enormous, heavily armored machine with the ability to carry frankly absurd amounts of firepower... which [[MightyGlacier was slow as dirt]] and steered like a cow. It had no ability to dodge enemy shots and relied solely on thick armor to survive extended fights.

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* The ''TabletopGame/HeavyGear'' video games occasionally do this, with one of the worst offenders being the Mammoth strider, an enormous, heavily armored machine with the ability to carry frankly absurd amounts of firepower... which [[MightyGlacier was slow as dirt]] and steered like a cow. It had no ability to dodge enemy shots or pursue opponents and relied solely on thick armor to survive extended fights.fights, relegating it to a pure defensive role. Compare against the Naga, a less powerful but ''much'' faster Strider type unit that, while easier to kill and not nearly so well armed, could nonetheless remain mobile enough to perform duties that were denied to the Mammoth.


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* ''VideoGame/SLAISteelLancerArenaInternational'' has an entire vehicle class that is notably overspecialized, moreso than the other manufacturers in the game: Ma Fabrik's Zwerg is a heavily armored unit with mediocre mobility and only average guns at best, but feature two excellent melee weapons in the form of its 'fist' weapons, both of which deal damage over time. The EMP fist hampers electronics and the Corrosion fist degrades armor. This means that it is reliant on its InvisibilityCloak to approach targets and ''must'' engage from close range. This works rather well in PVE because the AI is rather pathetic and will always wander into close range if you are camping in a tight space. In PVP, other players are ''fully aware'' that Zwergs will want to lurk in blind corners or near drop zones and refuse to play to its strengths. Once deprived of their primary advantage, many Zwerg players will be forced to flee the field or be cut to ribbons by shotguns and Vulcan cannons.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, metallic target (and curiously inflict no splash damage either, unlike grenades). Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.

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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, metallic stationary target (and curiously inflict no splash damage either, unlike grenades). Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, metallic target (and curiously inflict no splash damage either, unlike grenades). Bring one if you need a Tank destroyed, otherwise there's little point to using them.

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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too inaccurate to be effective against anything but a big, metallic target (and curiously inflict no splash damage either, unlike grenades). Bring one if you need a Tank or heavy emplacement destroyed, otherwise there's little point to using them.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blastproof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too innacurate to be effective against anything but a big, metallic target (and curiously they inflict no splash damage either, unlike grenades). Bring one if you need a Tank destroyed, otherwise there's little point to using them.

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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blastproof blast proof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too innacurate inaccurate to be effective against anything but a big, metallic target (and curiously they inflict no splash damage either, unlike grenades). Bring one if you need a Tank destroyed, otherwise there's little point to using them.
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* In the ''VideoGame/ValkyriaChronicles'' series the Lancer is the most extreme example of this. They wear blastproof suits that let them shrug off explosives and fire anti-tank Lances, and that's it, really. They're sitting ducks against infantry and their lances are too innacurate to be effective against anything but a big, metallic target (and curiously they inflict no splash damage either, unlike grenades). Bring one if you need a Tank destroyed, otherwise there's little point to using them.
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* ''Franchise/{{Splatoon}}'': This is the running theme of the Grizzco weapons, only available in the PvE Salmon Run mode on rare occasions, which have been illegally modified by [[MissionControl Mr. Grizz]] to wipe out [[TheHorde Salmonids]] as quickly as possible. They're PurposefullyOverpowered in a few regards (usually DPS), but that usually comes with major drawbacks ranging from rapid ink consumption to the removal of major features of that weapon's class. For more specific examples:
** The Grizzco Brella is basically a full-auto shotgun that can do stellar AOE damage and can easily paint most of the map in the 10 seconds between waves... but this is possible because Mr. Grizz removed the canopy shield that's the reason the class is called Brellas.
** The Grizzco Charger doesn't have a charge time like other weapons in its class; just tap the trigger to snipe Salmonids from halfway across the map. However, the ink consumption per shot is pointedly ''not'' changed. Have fun going from a full tank to needing to reload in less than a second, even though whatever you were aiming at is almost certainly not a problem anymore.
** The Grizzco Slosher is the MightyGlacier of the class, dealing eye-watering, [[ArmorPiercingAttack armor-piercing]] damage... but each projectile uses an entire quarter of your ink tank and [[PainfullySlowProjectile can easily be outwalked]]. Better hope that Boss Salmonid doesn't reposition itself.
** The Grizzco [[BFS Splatana]] deals nightmarish damage up close and its charged slash is a OneHitKill on anything that's not a Mothership, Gusher Goldie, or a King Salmonid (none of which show up in normal waves). The downside: you don't have the SwordBeam projectiles that are your main option for painting surfaces and attacking anything not within spitting distance.
** The Grizzco Dualies have 9 exploding dodge rolls, turning you into a cephalopod wrecking ball... but the guns themselves have pitiable range that only gets better if you stay in combined fire mode after a dodge roll.
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** In the ''Trial of the Ancestors'' league some players made characters with Chaos Inoculation and [[OneHitPointWonder no energy shield at all]]. At high ranks in the trials enemy damage and toughness scaled so much it was considered essentially pointless to try to survive being hit or kill them, resulting in builds that invested solely in defenses that avoided damage entirely, with no investment in life or energy shield, and got skills that would hinder their opponents with knockback and slow instead of dealing much damage. These characters were extremely good at the trial's team battle game mode, but pretty much helpless anywhere else. As the only limit on attempting the trials was a tradeable in-game currency, nothing stopped them from using another character to acquire the silver coins or buying them with the income from winning trials.

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** In the ''Trial of the Ancestors'' league some players made characters with Chaos Inoculation and [[OneHitPointWonder no energy shield at all]]. At high ranks in the trials enemy damage and toughness scaled so much it was considered essentially pointless to try arguable whether it was worth trying to survive being hit or kill them, and generally agreed killing them was a waste of effort, resulting in builds that invested solely in defenses that avoided damage entirely, with no investment in life or energy shield, shield. Others focused heavily on health and damage reduction as well as avoidance, but both got skills that would hinder their opponents with knockback and slow instead of dealing much meaningful damage. These characters were extremely good at the trial's team battle game mode, but pretty much helpless little use anywhere else. As the only limit on attempting the trials was a tradeable in-game currency, nothing stopped them from using another character to acquire the silver coins or buying them with the income from winning trials.
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** In the ''Trial of the Ancestors'' league some players made characters with Chaos Inoculation and [[OneHitPointWonder no energy shield at all]]. At high ranks in the trials enemy damage and toughness scaled so much it was considered essentially pointless to try to survive being hit or kill them, resulting in builds that invested solely in defenses that avoided damage entirely, with no investment in life or energy shield, and got skills that would hinder their opponents with knockback and slow instead of dealing much damage. These characters were extremely good at the trial's team battle game mode, but would be essentially helpless anywhere else. As the only limit on attempting the trials was a tradeable in-game currency, nothing stopped them from using another character to acquire the silver coins or buying them with the income from winning trials.

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** In the ''Trial of the Ancestors'' league some players made characters with Chaos Inoculation and [[OneHitPointWonder no energy shield at all]]. At high ranks in the trials enemy damage and toughness scaled so much it was considered essentially pointless to try to survive being hit or kill them, resulting in builds that invested solely in defenses that avoided damage entirely, with no investment in life or energy shield, and got skills that would hinder their opponents with knockback and slow instead of dealing much damage. These characters were extremely good at the trial's team battle game mode, but would be essentially pretty much helpless anywhere else. As the only limit on attempting the trials was a tradeable in-game currency, nothing stopped them from using another character to acquire the silver coins or buying them with the income from winning trials.

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* ''VideoGame/PathOfExile'' features energy shields, in addition to the usual armour and dodge commonly seen in this kind of game. This provides a barrier that takes damage before health is harmed, except for chaos damage which penetrates straight through and always hits health. One available skill makes the character immune to chaos damage but at the cost of reducing health to exactly 1. Characters that stack energy shield tend to have low health, and so this skill can prevent them from suffering in areas that have lots of chaos damage. However, any character not planned and built entirely around this skill will likely become unplayable, since once their shield is gone they are guaranteed to die in a single hit. Indeed it's possible, although not really advised, to take this skill with a character that ''doesn't have any shield''.

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* ''VideoGame/PathOfExile'' features energy shields, in addition to the usual armour and dodge commonly seen in this kind of game. This provides a barrier that takes damage before health is harmed, except for chaos damage which penetrates straight through and always hits health. One available The Chaos Inoculation skill makes the character immune to chaos damage but at the cost of reducing health to exactly 1. Characters that stack energy shield tend to have low health, and so this skill can prevent them from suffering in areas that have lots of chaos damage. However, any character not planned and built entirely around this skill will likely become unplayable, since once their shield is gone they are guaranteed to die in a single hit. Indeed it's possible, although not really advised, to take this skill
** In the ''Trial of the Ancestors'' league some players made characters
with Chaos Inoculation and [[OneHitPointWonder no energy shield at all]]. At high ranks in the trials enemy damage and toughness scaled so much it was considered essentially pointless to try to survive being hit or kill them, resulting in builds that invested solely in defenses that avoided damage entirely, with no investment in life or energy shield, and got skills that would hinder their opponents with knockback and slow instead of dealing much damage. These characters were extremely good at the trial's team battle game mode, but would be essentially helpless anywhere else. As the only limit on attempting the trials was a tradeable in-game currency, nothing stopped them from using another character that ''doesn't have any shield''.to acquire the silver coins or buying them with the income from winning trials.
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** [[Film/BackToTheFuture Marty McFly]] only has one ability: Sonar Smash, an ability the [[Franchise/{{Batman}} Batmobile]] in the starter pack can be upgraded to have, and one most other characters have in addition to other abilities.

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** [[Film/BackToTheFuture [[Franchise/BackToTheFuture Marty McFly]] only has one ability: Sonar Smash, an ability the [[Franchise/{{Batman}} Batmobile]] in the starter pack can be upgraded to have, and one most other characters have in addition to other abilities.
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** It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else like moving, close-range combat, and so on. This type of build is also punished in ''Enemy Within'', which introduces Stalkers, stealthy robots that, once they start strangling a soldier like an isolated sniper, won't stop unless another soldier shoots it off; even if you take steps to counter their grabs, they'll still go for flanking shots.

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** It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else like moving, close-range combat, and so on. This type of build is also punished in ''Enemy Within'', which introduces Stalkers, stealthy Seekers, {{stealthy|Mook}} alien robots that, once they start strangling a soldier like an isolated sniper, won't stop unless another soldier shoots it off; even if you take steps to counter their grabs, they'll still go for flanking shots.
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* ''VideoGame/{{Underrail}}'': A lot of character builds suffer from this effect. There's no such thing as a perfect character, and everybody is going to have a weakspot. As an example a [[SquishyWizard full Psionic build]] will have a plethora of PsychicPowers to deal with most enemies in the game - they can electrify you, melt you with beams of burning energy, skewer you on icicles, freeze you solid, blast you into gibs, strangle you ''with your own shadow'', drive you violently insane or into despair so soul-crushing that you become an ExtremeDoormat who doesn't react to ''anything''... but full Psionics can do hardly anything against robotic enemies. Robots can outright NoSell most forms of direct energy damage and all thought control abilities, and are immune to most forms of crowd control too. Conversely playing as a [[BoringButPractical Tin Can Assault Tank]], basically an assault rifle-toting MightyGlacier clad in PoweredArmor, could see you being effortlessly torn apart by Psi Beetles, as psionic powers can ignore armour. Energy shields work fantastically well against plasma blasts and provide good protection against shrapnel and bullets as well, [[RockBeatsLaser but a guy with a]] [[DropTheHammer sledgehammer]] [[RockBeatsLaser is going to do a number on your spine]]. A StealthExpert with a crossbow can also negate energy shields and also be a bitch to fight against by cleverly using poison, traps, the environment and stalking and ambush tactics... but good luck ever winning a direct firefight against guys with guns, or any kind of protracted melee. The game does however provide you with some wiggle room; [[BoringButPractical bear traps, caltrops, throwing nets and flashbang grenades are handy devices that almost any kind of character can use against any kind of foe, and they are fairly cheap and easy to get hold of too]].
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** Conversely, the druid spell "call lightning" only works outdoors, which makes it a case of UselessUsefulSpell since it is quite powerful.
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* ''VideoGame/{{Persona}}'':

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* ''VideoGame/{{Persona}}'':''Franchise/{{Persona}}'':
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Crosswicking

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* ''VideoGame/MetalWarriors'': The Prometheus has extremely powerful weapons but moves slowly and can't jump at all.

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** Regieleki is the single fastest Pokemon of them all, and it's ability Transistor powers up it's electric stab by ''50%!'' The caveat is that it's coverage is abysmal, it's attacking stats are only at 100, and it's defences are a joke. Basically it is meant to hit fast with electric attacks, and that is it. Any ground type pretty much invalidates whatever threat it has, and most priority moves slaugher it easily.

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** Regieleki is the single fastest Pokemon of them all, and it's its ability Transistor powers up it's its electric stab by ''50%!'' The caveat is that it's its coverage is abysmal, it's attacking stats are only at 100, and it's its defences are a joke. Basically it is meant to hit fast with electric attacks, and that is it. Any ground type pretty much invalidates whatever threat it has, and most priority moves slaugher it easily.easily.
** Scovillain is tailor-made to be a peak sun abuser — it has the Chlorophyll ability to double its speed in the sun, learns powerful Fire moves alongside Solar Beam (which activates in one turn instead of two in the sun) to annihilate its opponents, and is Grass/Fire-type so it doesn’t take super-effective damage from enemy Fire moves, which is normally a weakness of Grass-types under the sun. Outside of the sun, it’s just a slow GlassCannon that doesn’t even have much “cannon” to it, with its offensive stats paling in comparison to many other fully-evolved Pokémon.


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* ''VideoGame/TheBattleCats'':
** Cats that can perform a CriticalHit. Against Metal enemies, their crits can pierce the enemy’s défenses and deal heavy damage. Against literally ''anything'' else, though, their damage tends to be well below-average. The only units without this tend to have critical hits as more of a secondary feature than their main focus, such as Island Cat, Tesalan Pasalan, and Kyosaka Nanaho.
** Ubers with the “target only” ability, like Takeda Shingen or Warlock and Pierre. They have very high stats, but can only attack enemies that have the types they target.
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Disambiguated.


** Ghost Rider is a LongRangeFighter, through use of his [[WhipItGood chain whip]] and [[PlayingWithFire hellfire]]. In theory, he should be able to prevent his enemies from ever approaching him. It turns out, however, that Ghost Rider's one-dimensional strategy is rather predictable, which renders him easily approachable. And once that's done, he's nearly completely unable to cope with enemies in close proximity to him, especially just above and behind him. It doesn't help that many teleports put characters in ''exactly'' this location.

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** Ghost Rider is a LongRangeFighter, through use of his [[WhipItGood chain whip]] whip and [[PlayingWithFire hellfire]].{{Hellfire}}. In theory, he should be able to prevent his enemies from ever approaching him. It turns out, however, that Ghost Rider's one-dimensional strategy is rather predictable, which renders him easily approachable. And once that's done, he's nearly completely unable to cope with enemies in close proximity to him, especially just above and behind him. It doesn't help that many teleports put characters in ''exactly'' this location.
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* The unstable overclocks in ''VideoGame/DeepRockGalactic'' give your weapons a massive boost in power and / or a very great special effect at the cost of sacrificing other attributes. For example, there's an unstable overclock for the Engineer's grenade launcher that gives it a ''huge'' power boost on a direct hit and massively boosts the velocity of the projectile to the point where the shot will instantly hit the target the moment you fire. The power is so high that hitting the weak points of the highly armored bugs can kill them instantly or at least do an insane amount of damage. The trade off is having less ammo for the weapon and the range of its splash damage being almost non existent. Because you need to score a direct hit to do sheer amounts of damage, being slightly off means doing far less damage. Since splash damage range is made incredibly tiny, the Engineer is completely screwed if there's a swarm of enemies approaching since they now have no form of crowd control.
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** It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else like moving, close-range combat, and so on. This type of build is also punished in ''XCOM Enemy Within'', which introduces Stalkers, stealthy melee combatant aliens that, once they start strangling a soldier like an isolated sniper, won't stop unless another soldier shoots it off; even if you take steps to counter their grabs, they'll still go for flanking shots.

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** It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else like moving, close-range combat, and so on. This type of build is also punished in ''XCOM Enemy ''Enemy Within'', which introduces Stalkers, stealthy melee combatant aliens robots that, once they start strangling a soldier like an isolated sniper, won't stop unless another soldier shoots it off; even if you take steps to counter their grabs, they'll still go for flanking shots.
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** In ''Diablo II'', this is often done intentionally: your character may be completely unable to kill cold immune enemies, but that's okay if there are no cold immunes in your [[LevelGrinding favourite hunting grounds]] and you got rushed to said top-level area without killing more than a handful of enemies on your way. There was a time when javazons were popular: they were only viable in ''one level'' but that just happened to be the farming hotspot.

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** In ''Diablo II'', this is often done intentionally: your character may be completely unable to kill cold immune enemies, but that's okay if there are no cold immunes in your [[LevelGrinding favourite hunting grounds]] and you got rushed to said top-level area without killing more than a handful of enemies on your way. There was a time when javazons were popular: they were only viable in ''one level'' but that just happened to be the farming hotspot. ''Diablo II: Resurrected'' remake introduced items which remove monsters' immunities, but leave them at 95% resistance, so unless you have other means to further reduce that resistance, you'll be doing pitiful damage against them.
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* Qunari in the ''Franchise/DragonAge'' franchise are divided into a FantasticCasteSystem where each qunari is expected to fulfill their assigned task and no other. When the Arishok's military force was stranded in Kirkwall in ''VideoGame/DragonAgeII'', they had no priests or diplomats and therefore nobody capable or even willing to explain why they were there, [[spoiler:allowing radical elements of the Chantry to provoke them to go to war with the moderate Viscount]].

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* Qunari in the ''Franchise/DragonAge'' franchise are divided into have a FantasticCasteSystem where each qunari ''major'' problem with this trope, which is expected a large part of why they're seen as ScaryDogmaticAliens to fulfill their assigned task everyone else on the continent. Their religion comes with an ''extremely'' strict FantasticCasteSystem; your role is given to you at birth and considered equivalent to your identity, and you perform that role and no other. When If a Qunari warship was shipwrecked, for example, they'd better hope rescue is imminent because none of the Arishok's military force was stranded soldiers onboard would even think to try to create shelter or find food and water, since they're not builders, cooks, or hunters. They have [[PoorCommunicationKills massive communication problems]] with other nations because if you ask something of a random Qunari, chances are they're not of a talky role and will categorically refuse to explain things to you. The Qunari in Kirkwall in ''VideoGame/DragonAgeII'', they ''II'' are easily [[spoiler:provoked to war by radical Chantry members]] because their group of soldiers had no priests or diplomats and therefore thus nobody capable or even willing to explain tell the Kirkwall government why they were there, [[spoiler:allowing radical elements of the Chantry to provoke them to go to war with the moderate Viscount]].weren't leaving.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** Grave Buster, Lily Pad/Tangle Kelp and Hot Potato are only useful in the worlds where there are graves, water, and frost respectively. In fact, Lily Pad, Tangle Kelp and Hot Potato can't be taken out of their respective worlds.
** Lightning Reed exists to counter Chicken Zombies, and that's it. While it can attack multiple enemies through ChainLightning. Its damage is so pitifully weak it won't be able to kill anything tougher than basic zombies. It can't even properly counter the Ice Weasels, which are basically tougher version of the Chickens.
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* In ''VideoGame/ActOfWar'', and its CreatorDrivenSuccessor ''VideoGame/ActOfAggression'', the US army suffers from this. Tough and experienced, their units outclass any other in a particular role, but are almost useless outside of that. For example, the F-15 (F-22 Raptor in [[VideoGame/ActOfAggression AoA]]) is the strongest fighter plane in the game, but only carries Anti-Air Missiles.

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* In ''VideoGame/ActOfWar'', and its CreatorDrivenSuccessor ''VideoGame/ActOfAggression'', the US army suffers from this. Tough and experienced, their units outclass any other in a particular role, but are almost useless outside of that. For example, the F-15 (F-22 in ''[=AoW=]'' and F-22 Raptor in [[VideoGame/ActOfAggression AoA]]) is ''[=AoA=]'' are the strongest fighter plane planes in the game, their respective games, but only carries carry Anti-Air Missiles.Missiles, so are ''only'' good at taking out other aircraft.






** Snipers in all games can one hit kill most infantry, but are useless against anything else. However, in ''[[VideoGame/CommandAndConquerTiberiumWars C&C 3]]'', they get a passive ability to spot for Juggernauts.
** Commandos in ''Tiberium Wars''. They are devastatingly effective against buildings and infantry, and exactly ''one'' type of vehicles: Walkers. There are, prior to the expansion, exactly 3 units of this classification, and at least one was considered AwesomeButImpractical and another was an artillery unit. In the expansion they were made a bit more useful, with a few new variants of the walkers appearing and being genuine threats, while an entire faction focused on infantry.

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** Snipers in all games can one hit kill most infantry, but are useless against anything else. However, in ''[[VideoGame/CommandAndConquerTiberiumWars ''[[VideoGame/CommandAndConquer3TiberiumWars C&C 3]]'', they get a passive ability to spot for Juggernauts.
** Commandos in ''Tiberium Wars''. They are devastatingly effective against buildings and infantry, and exactly ''one'' type of vehicles: Walkers. There are, prior to the expansion, exactly 3 units of this classification, and classification; at least one was is considered AwesomeButImpractical and another was is an artillery unit. In the expansion they were made a bit more useful, with a few new variants of the walkers appearing and being genuine threats, while an entire faction focused on infantry.






** Lampshaded in ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'' with the background information on the Allied Hydrofoil unit, which has a weapon jammer device. The background states that Allied tank crewmen and fighter pilots asked why their units could not also be equipped with jammers, but engineers the world over have encountered unspecified technical difficulties designing vehicles with multiple weapons. ''Red Alert 3'' actually changed the whole model on this one, given that all units in that game have a special ability of some type, and for about half those units that ability ''is'' a [[DualModeUnit second weapon]]. The hydrofoil's primary is an anti-aircraft gun.
*** The Apocalypse Tank (a Mammoth Tank {{Expy}}) has lost its anti-aircraft missiles in favor of a big magnet that pulls enemy vehicles towards its circular saw. Basically, the tank has been redesigned to be more effective against vehicles, something it was already good at, while leaving it vulnerable against airstrikes (lampshaded in the "Double-Barreled" Challenge mission, where the mission texts scoffs at the idea of improving the tank by adding missiles).

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** *** Lampshaded in ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'' with the background information on the Allied Hydrofoil unit, which has a weapon jammer device. The background states that Allied tank crewmen and fighter pilots asked why their units could not also be equipped with jammers, but engineers the world over have encountered unspecified technical difficulties designing vehicles with multiple weapons. ''Red Alert 3'' actually changed the whole model on this one, given that all units in that game have a special ability of some type, and for about half those units that ability ''is'' a [[DualModeUnit second weapon]]. The hydrofoil's primary is an anti-aircraft gun.
*** The Apocalypse Tank (a Mammoth Tank {{Expy}}) has lost its anti-aircraft missiles in favor of a big magnet that pulls enemy vehicles towards its circular saw. Basically, the tank has been redesigned to be more effective against other ground vehicles, something it was already good at, while leaving it vulnerable against airstrikes (lampshaded airstrikes, which was already a weak point considering its missiles were slower and weaker than its main cannons. Lampshaded in the "Double-Barreled" Challenge challenge mission, where the mission texts scoffs at the idea of improving the tank by adding missiles).missiles.
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* ''VideoGame/{{Battletanx}}: Global Assault'':

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* ''VideoGame/{{Battletanx}}: ''VideoGame/BattleTanx: Global Assault'':



** ''Battlefield 2'' has seven classes with very specific roles. Anti-Tank and Engineer in particular are fantastic at killing and supporting vehicles, but only have the world's least accurate [=SMGs=] and ShortRangeShotgun[=s=] for enemy infantry, which makes them very non-competitive on the game's huge maps. Ironically, the game's MasterOfNone class, the Assault, is hit hardest by this -- he's ''only'' good at general combat against other infantry, which several other classes are at least decent at while also packing useful, specialized abilities. This is particularly apparent with the Medic class, which is basically Assault with medical supplies instead of a GrenadeLauncher -- and which, through unlocks, gets the one of the most damaging and accurate weapons in the game, meaning a Medic can do everything an Assault does ''better, '''and''''' heal people on top of it.
** In ''VideoGame/BattlefieldBadCompany 2'' you have a choice of 4 specializations. It is possible to be crippled by the Medic's lack of explosives, or by the Recon's lack of ammo. Just as much as it is to be crippled by the Assault's [[MasterOfNone lack of specialization]].

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** ''Battlefield 2'' has seven classes with very specific roles. Anti-Tank and Engineer in particular are fantastic at killing and supporting vehicles, but only have the world's least accurate [=SMGs=] and ShortRangeShotgun[=s=] for enemy infantry, which makes them very non-competitive on the game's huge maps. Ironically, the game's MasterOfNone class, the Assault, is hit hardest by this -- he's ''only'' good at general combat against other infantry, which several other classes are at least decent at while also packing useful, specialized abilities. This is particularly apparent with the Medic class, which is basically Assault with medical supplies instead of a GrenadeLauncher -- and which, through unlocks, gets the one of the most damaging and accurate weapons in the game, meaning a Medic can do everything an Assault does ''better, '''and''''' heal people on top of it.
it. Later games would cut down the number of playable classes by [[CompositeCharacter merging the existing ones]] to give them slightly better range of what they can do, most notably ''VideoGame/Battlefield3'' [[CombatMedic merging Assault and Medic]].
** In ''VideoGame/BattlefieldBadCompany 2'' you have a choice of 4 specializations. It is possible to be crippled by the Medic's lack of explosives, or by the Recon's lack of ammo. Just as much as it is to be crippled by the Assault's [[MasterOfNone continued lack of specialization]].



*** During the WAR! update, the Demoman was given the Chargin' Targe, a shield that replaces his StickyBomb launcher with a charging rush that turns his melee attacks into guaranteed [[CriticalHit criticals]]. This has given rise to a new way to play the class, the "Demoknight". It involves using the Targe (or another shield, like the Splendid Screen) alongside one of the many sword and axe-like melee weapons he's received since then, giving him the ability to overspecialize in melee (especially if you equip the boots that increase health by replacing the grenade launcher). This all sounds great until you remember that almost every other class will still have guns (unless you're playing Medieval Mode), and these loadouts compromise the Demoman's ability to shoot back.
** The Pyro's flamethrower is, [[VideogameFlamethrowersSuck as one might imagine, a short-ranged weapon]]. [[AmbiguousGender Their]] long-range alternatives are a shotgun that [[ShortRangeShotgun isn't all that much better beyond a few feet]], or a flare gun which has significant travel time, a firing arc, and can only load one shot at a time. This makes Pyros absurdly good at ambushing, but not that useful at other forms of combat [[DifficultButAwesome unless you have the skill for it.]] Worse is that one of Pyro's primary methods of dealing damage, doing so over time by setting enemies alight, is almost entirely useless nowadays -- in the early stages of the game, fire was effective because even if a target got away before you killed him, the only ways for him to extinguish himself were either immersing themselves in water (which not every map had) or finding a friendly Medic, [[PowerCreep but then several updates happened over several years]] and now every class has ''multiple'' ways to extinguish themselves and/or teammates.

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*** During the WAR! update, the Demoman was given the Chargin' Targe, a shield that replaces his StickyBomb launcher with a charging rush that turns his melee attacks into guaranteed [[CriticalHit criticals]]. This has given rise to a new way to play the class, the "Demoknight". It involves using a shield like the Targe (or another shield, like or the Splendid Screen) Screen alongside one of the many sword and axe-like melee weapons he's received since then, giving him the ability to overspecialize in melee (especially if you equip the boots that increase health by replacing the grenade launcher). This all sounds great until you remember that almost every other class will still have guns (unless you're playing Medieval Mode), and these loadouts compromise the Demoman's ability to shoot back.
** The Pyro's flamethrower is, [[VideogameFlamethrowersSuck as one might imagine, a short-ranged weapon]]. [[AmbiguousGender Their]] long-range alternatives are a shotgun that [[ShortRangeShotgun isn't all that much better beyond a few feet]], or a flare gun which has significant travel time, a firing arc, and can only load one shot at a time. This makes Pyros absurdly good at ambushing, but not that useful at other forms of combat [[DifficultButAwesome unless you have the skill for it.to consistently get in close.]] Worse is that one of Pyro's primary methods of dealing damage, doing so over time by setting enemies alight, is almost entirely useless nowadays -- in the early stages of the game, fire was effective because even if a target got away before you killed him, the only ways for him to extinguish himself were either immersing themselves in water (which not every map had) or finding a friendly Medic, [[PowerCreep but then several updates happened over several years]] and now every class has ''multiple'' ways to extinguish themselves and/or teammates.



*** The Sniper's inability to push an offensive or handle most of their counters, coupled with their association with players who care more about kills than objectives, has led to them being declared the class least needed in large numbers. It's often said that a team with more than two or three Snipers is doomed to failure. "[[https://www.youtube.com/watch?v=6cm2iFmASBc It's like Christmas morning. It's like Christmas morning. It's like Christmas morning.]]" They can take care of problems when their team hits a log jam by targeting the Medic or other important targets, but that's it.

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*** The Sniper's inability to push an offensive or handle most of their counters, coupled with their association with players who care more about kills than objectives, has led to them being declared the class least needed in large numbers. It's often said that a team with more than two or three Snipers is doomed to failure. "[[https://www.[[https://www.youtube.com/watch?v=6cm2iFmASBc It's like Christmas morning. It's like Christmas morning. It's like Christmas morning.]]" more than two or three Snipers is doomed to failure]]. They can take care of problems when their team hits a log jam by targeting the Medic or other important targets, but that's it.

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