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* '''Healer:''' Healers, in essence, [[ExactlyWhatItSaysOnTheTin heal]], preventing the rest of the team, particularly the tank, from being wiped out. They may also have other support effects to help them -- such as being able to put shields around allies, remove [[StandardStatusEffects negative status effects]] or otherwise [[StatusBuff buff]] them, and sometimes even debuff enemies for good measure.

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* '''Healer:''' Healers, in essence, [[ExactlyWhatItSaysOnTheTin heal]], preventing the rest of the team, particularly the tank, from being wiped out. They may also have other support effects to help them -- such as being able to put shields around allies, remove [[StandardStatusEffects negative status effects]] or otherwise [[StatusBuff buff]] them, and sometimes even debuff enemies for good measure. To compensate for their amazing restorative powers, they tend [[SquishyWizard to be weak physically]], but they may be able to [[CombatMedic hold their own quite decently]] (just not as well as the Tank, for game balance reasons).
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* ''VideoGame/GoldenSun2001'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.

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* ''VideoGame/GoldenSun2001'': ''VideoGame/GoldenSun1'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.
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* ''{{VideoGame/Overwatch}}'' fffheroes are classed as DPS, Tank, and Support. The standard match format now requires teams composed of two players per role.

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* ''{{VideoGame/Overwatch}}'' fffheroes heroes are classed as DPS, Tank, and Support. The standard match format now requires teams composed of two players per role.

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updated the somewhat outdated Overwatch entry.


* ''{{VideoGame/Overwatch}}'' heroes were originally classed as Attack, Defence, Tank and Support. Playstyle depends on what class you pick, with a combination of two, or sometimed all three, archetypes:
** Attacks focus on being Damagers, usually with some Healer abilities (Tracer's Rewind and Soldier 76's Biotic Field) to keep them alive, or having Tank tendencies (Reaper is invulnerable while in Wraith Form).
** Defences are Tank-centric, as they are needed to hold the line. To clear the area from hostiles, they also have Damager-grade firepower (Bastion can transform into a sentry gun, Junkrat likes StuffBlowingUp). Torbjorn can also support his allies via armour packs.
** Tanks are Tanks. They can also unleash massive damage (Reinhardt's hammer and Zarya's particle cannon). Roadhog tops all with the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.
** Supports buff teammates and debuff opponents, so they're Healers. They can still kick butt (Mercy's handgun and Zenyatta's orbs), but not as powerful as everyone else. Symmetra can use her HardLight gun to pierce the usually impregnable shields.
** Eventually, the roles were reclassified into just Damage, Tank, and Support, the former consisting of the Attack and Defense rolls, plus the one Support that couldn't heal. Though this nominally comforms closer to the trope, the above-mentioned mixes still apply.

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* ''{{VideoGame/Overwatch}}'' heroes were originally fffheroes are classed as Attack, Defence, Tank DPS, Tank, and Support. Playstyle depends The standard match format now requires teams composed of two players per role.
** DPS (originally split into Attack and Defence) focuses
on what class you pick, dealing damage, relying on the others for protection. Their hero pool is the biggest, containing more than half of all heroes, and also the most diverse, with a combination of two, or sometimed all three, archetypes:
** Attacks focus on being Damagers, usually with some Healer abilities (Tracer's Rewind
such specialties as mobility (Tracer, Genji), long-range (Widowmaker), short-range (Reaper), and Soldier 76's Biotic Field) to keep them alive, or having Tank tendencies (Reaper is invulnerable while in Wraith Form).
** Defences are Tank-centric, as they are needed to hold the line. To clear the
area from hostiles, they also have Damager-grade firepower (Bastion can transform into a sentry gun, Junkrat likes StuffBlowingUp). Torbjorn can also support his allies via armour packs.
denial (Symmetra, Torbjörn).
** Tanks are Tanks. They have high health pools and large hitboxes, defending their team mostly by being in front of them. Many of them can also unleash massive deploy barriers or other blocking abilities. Their high durability is usually balanced by lower range, damage (Reinhardt's hammer output and Zarya's particle cannon). Roadhog tops all with mobility, though a few tanks (Winston, D'va, Wrecking Ball) specialize in using high mobility to control the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.
engagement.
** Supports buff teammates and debuff opponents, so they're Healers. They can still kick butt (Mercy's handgun and Zenyatta's orbs), are primarily healers, but not as powerful as everyone else. Symmetra can use her HardLight gun tend to pierce the usually impregnable shields.
** Eventually, the roles were reclassified into just Damage, Tank, and Support, the former consisting of the Attack and Defense rolls, plus the one Support that couldn't heal. Though this nominally comforms closer to the trope, the above-mentioned mixes still apply.
have secondary abilities for buffing their allies (Mercy, Lucio) or debuffing their enemies (Zenyatta, Ana).
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* ''VideoGame/{{Arknights}}'' devides all operators into classes with the Defender being the Tank, and the Medic being the Healer. Usually Guards are the source of DPS, although ranged operators like Snipers, Casters and the occasional Supporter can serve as one too. Vanguards fall into a defensive, offensive or supportive archetypes, the purpose of the first two being the holding off of enemies in early battle where one won't be able to place the aforementioned classes yet.
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* ''TabletopGame/Lancer'' Has this in the form of its Striker, Defense and Support classes of mecha.

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* ''TabletopGame/Lancer'' ''{{TabletopGame/Lancer}}'' Has this in the form of its Striker, Defense and Support classes of mecha.
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*''TabletopGame/Lancer'' Has this in the form of its Striker, Defense and Support classes of mecha.
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* ''VideoGame/GoldenSunTheBrokenSeal'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.

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* ''VideoGame/GoldenSunTheBrokenSeal'': ''VideoGame/GoldenSun2001'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.
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* '''Damager:''' Otherwise known as DPS,[[note]]from "Damage Per Second" -- the acronym stands for damagers by convention. The actual phrase it comes from refers to the "attribute" describing how much damage you do,[[/note]] the damager focuses on, you guessed it, directly damaging and killing the foe. They may be quick and able to [[DeathOfAThousandCuts slide in many attacks as fast as possible]] or simply just hit really hard. Most modern [=RPGs=] further subdivide these into [[AlphaStrike burst damage]] and [[GradualGrinder damage over time]]. To compensate for their high damage output, the damager will usually be [[GlassCannon quite]] [[SquishyWizard squishy]], unable to stand up to too many enemies (or a single [[BossBattle really powerful enemy]]) at once, requiring the tank to manage aggro and keep it off the damager.

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* '''Damager:''' Otherwise known as DPS,[[note]]from "Damage Per Second" -- the acronym stands for damagers by convention. The actual phrase it comes from refers to the "attribute" describing how much damage you do,[[/note]] the damager focuses on, you guessed it, directly damaging and killing the foe. They may be quick and able to [[DeathOfAThousandCuts slide in many attacks as fast as possible]] or simply just [[MightyGlacier hit really hard.hard]]. Most modern [=RPGs=] further subdivide these into [[AlphaStrike burst damage]] and [[GradualGrinder damage over time]]. To compensate for their high damage output, the damager will usually be [[GlassCannon quite]] [[SquishyWizard squishy]], unable to stand up to too many enemies (or a single [[BossBattle really powerful enemy]]) at once, requiring the tank to manage aggro and keep it off the damager.
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* ''VideoGame/GoldenSun'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.

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* ''VideoGame/GoldenSun'': ''VideoGame/GoldenSunTheBrokenSeal'': Played with, since class and abilities change completely depending on what Djinn are set, and many classes learn healing abilities. And while you start with three characters, you end up with four or eight at endgame.



** Similarly, The Lost Age starts with Felix (tank), Sheba (damage against enemies with wind weakness) and Jenna (healer).
** ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'' has Matthew (damage), Tyrell (tank), and Karis (healer).

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** Similarly, The Lost Age ''VideoGame/GoldenSunTheLostAge'' starts with Felix (tank), Sheba (damage against enemies with wind weakness) and Jenna (healer).
** ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'' ''VideoGame/GoldenSunDarkDawn'' has Matthew (damage), Tyrell (tank), and Karis (healer).
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** Fighters (Guardians, Berserkers, Monks, Bruisers, Paladins, Shadowknights) were tank classes who could all tank effectively in their own ways, though in most raid situations, Guardians and Berserkers proved to still be the best just at taking damage and keeping agro.

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** Fighters (Guardians, Berserkers, Monks, Bruisers, Paladins, Shadowknights) were tank classes who could all tank effectively in their own ways, though in most raid situations, Guardians and Berserkers proved to still be the best just at taking damage and keeping agro.aggro.
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** Fanbase consensus is that there's no actual need for tanks or healers outside of PVP teams because the PVE content doesn't have enemies that are tough or smart enough to require a prolonged engagement. The "shield facing" mechanic very much encourages [[AlphaStrike Alpha Strikes]] to overcome one of the enemy's shields and [[AttackItsWeakPoint fire through the opening]]. If your ship isn't built for killing things as quickly as possible, you're just slowing everyone down, which renders engineer-heavy ships like the ''Galaxy''-class family [[TierInducedScrappy Tier-Induced Scrappies]].

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** Fanbase consensus is that there's no actual need for tanks or healers outside of PVP [=PvP=] teams because the PVE content doesn't have enemies that are tough or smart enough to require a prolonged engagement. The "shield facing" mechanic very much encourages [[AlphaStrike Alpha Strikes]] to overcome one of the enemy's shields and [[AttackItsWeakPoint fire through the opening]]. If your ship isn't built for killing things as quickly as possible, you're just slowing everyone down, which renders engineer-heavy ships like the ''Galaxy''-class family [[TierInducedScrappy Tier-Induced Scrappies]].



** When queuing for PVP content, you pick a uniform that sets your role: high-powered weapons are damage, anima conduits are healer, reinforced armor is tank.

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** When queuing for PVP [=PvP=] content, you pick a uniform that sets your role: high-powered weapons are damage, anima conduits are healer, reinforced armor is tank.



* Enforced in ''VideoGame/FinalFantasyXIV: A Realm Reborn''. Every class and job is specifically assigned one of three roles - Tank, Healer, DPS - and the "Duty Finder" auto-matching feature will slot players into either a "Light Party" consisting of one Tank, one Healer, and two DPS, or a "Full Party" of two Tanks, two Healers, and four DPS depending on the content (with a few exceptions such as PvP and some of the content for Alliances [3 full parties joining forces, where one Tank gives way for a fifth DPS per party]). It is possible to defy these setup rules in some cases with completely preformed parties, but that usually only makes things harder.

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* Enforced in ''VideoGame/FinalFantasyXIV: A Realm Reborn''. Every class and job is specifically assigned one of three roles - Tank, Healer, DPS - and the "Duty Finder" auto-matching feature will slot players into either a "Light Party" consisting of one Tank, one Healer, and two DPS, or a "Full Party" of two Tanks, two Healers, and four DPS depending on the content (with a few exceptions such as PvP [=PvP=] and some of the content for Alliances [3 full parties joining forces, where one Tank gives way for a fifth DPS per party]). It is possible to defy these setup rules in some cases with completely preformed parties, but that usually only makes things harder.
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SubTrope of AnAdventurerIsYou, an overview of different classes not necessarily part of this dynamic. WhiteMage[=/=]TheMedic and StoneWall are general character and gameplay archetypes, and may or may not be part of the dynamic. Compare CombatDiplomacyStealth and FighterMageThief, other trio configurations. Contrast UtilityPartyMember, who is defined by their role ''outside'' of combat.

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SubTrope of AnAdventurerIsYou, an overview of different classes not necessarily part of this dynamic.dynamic and ThreeApproachSystem, where a game has three different gameplay types. WhiteMage[=/=]TheMedic and StoneWall are general character and gameplay archetypes, and may or may not be part of the dynamic. Compare CombatDiplomacyStealth and FighterMageThief, other trio configurations. Contrast UtilityPartyMember, who is defined by their role ''outside'' of combat.
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* ''VideoGame/HeroesOfTheStorm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''VideoGame/HeroesOfTheStorm'' splits heroes into Assassins, Warriors, Supports, Tanks, Bruisers, Healers, and Specialists, Supports. Assassins are Damagers, Tanks are Tanks, Healers are Healers, Bruisers can fill either Damager or Tank depending on the rest of the comp, and Supports are essentially [[MechanicallyUnusualClass mechanically unusual]] Healers that assist without restoring health (or at least don't focus on that). Prior to an update, they were instead split into Assassin, Warrior, Support, and Specialist with the former three being Damagers, Tanks, and Healers respectively. Specialists are were classified as [[MechanicallyUnusualFighter by having a playstyle that diverges from the norm]], norm, but in practice they're were almost all Damagers, with and were divided as such when the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). role rework was released.
**
That being said, some heroes can fall under multiple categories: Ragnaros Maiev and Uther are examples of an Assassin and Support Healer respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) Kharazim, a healer, can easily be built as Damagers. a Damager. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.body.
** The Lost Vikings are the only hero that breaks this system. They're a MechanicallyUnusualClass where the player controls three separate heroes who don't even start with active abilities, just unique passives. They can't tank, they barely deal damage, and they can't assist their teammates. What they can do however is gather experience at 3x the rate of any other hero.
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* ''VideoGame/FreedomWars'' has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.

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* ''VideoGame/FreedomWars'' has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, radius, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.
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** [[CaptainObvious Tanks are Tanks]]. They can also unleash massive damage (Reinhardt's hammer and Zarya's particle cannon). Roadhog tops all with the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.

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** [[CaptainObvious Tanks are Tanks]].Tanks. They can also unleash massive damage (Reinhardt's hammer and Zarya's particle cannon). Roadhog tops all with the highest resilience, obscene close-range power, and he can heal himself via his Take A Breather ability.
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* ''VideoGame/FreedomWars has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.

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* ''VideoGame/FreedomWars ''VideoGame/FreedomWars'' has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.
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* Almost every weapon in ''VideoGame/DragonProject'' has one kind of magi slot each: Attack Magi (red star), Recovery Magi (green heart), and Support Magi (blue diamond).


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* ''VideoGame/FreedomWars has 3 kinds of [[WhipItGood thorns]]: Binding, Healing, and Shielding thorns. Binding thorns paralyze Mooks and [[HumongousMecha Abductors]] for a set period of time. Healing thorns create a forward-facing blast that heals allies and cures their [[StandardStatusEffect status effects]], along with creating a giant tree made of thorns that create a healing AreaOfEffect that heals everyone within the radios, including the wielder. Shielding thorns buff the base defense for everyone within the radius, including the wielder, and its second charge creates a barrier that nullifies firearms from enemy Sinners and Accessories.
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Often reliant on a simple [[UsefulNotes/RolePlayingGameTerms "aggro"]] system, wherein the tank must keep the highest amount of [[UsefulNotes/RolePlayingGameTerms "threat"]] in order to keep enemies focused on him -- earlier games simply had foes go after whoever did the highest damage, rarely allowing a tank a place in combat, and earlier still featured them attacking mostly at random or just whoever they noticed first. Without this threat and aggro system, it becomes highly illogical for the enemies to not just ignore the tank and attack the other two guys. Still, it is possible to work without it: the damagers/healers could be ranged, for instance, and the tank could just be blocking the path--indeed, this is how "tanking" works in more [[CommonTacticalGameplayElements tactically-inclined]] games.

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Often reliant on a simple [[UsefulNotes/RolePlayingGameTerms "aggro"]] system, wherein the tank must keep the highest amount of [[UsefulNotes/RolePlayingGameTerms "threat"]] in order to keep enemies focused on him -- earlier games simply had foes go after whoever did the highest damage, rarely allowing a tank a place in combat, and earlier still featured them attacking mostly at random or just whoever they noticed first. Without this threat and aggro system, it becomes highly illogical for the enemies VideoGameAI to not just ignore the tank and attack the other two guys. Still, it is possible to work without it: the damagers/healers could be ranged, for instance, and the tank could just be blocking the path--indeed, this is how "tanking" works in more [[CommonTacticalGameplayElements tactically-inclined]] games.
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** {{Defied}} by Blue Mage, a MechanicallyUnusualClass introduced near the end of ''Stormblood'' 's content cycle. While officially classified as a Magical DPS class, the skillset of Blue Mages are so varied, with a wide combination of healing, tanking, and offensive spells, that they don't fit anywhere into the Tank[=/=]Healer[=/=]DPS designations. It is also for this reason that they are a "limited" class unable to queue up in the Duty Finder (unless they are in an undersized or pre-formed party) and were introduced with a lower level cap.
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[[/folder]]* ''Franchise/{{Tron}}: Endgame Scenario'' {{Discussed}} in a short fic where [[Film/TronLegacy Sam, Quorra,]] [[VideoGame/TronTwoPointOh Jet, and Mercury]] are fighting off Datawraiths. Mercury (tank) taunts the incoming horde and uses flashy acrobatics to keep their attention on her. Jet doesn't get in many hits, concentrating on invoking User power to keep Quorra and Mercury from taking damage (Healer). Sam and Quorra (DPS) are trying to take down the Wraiths as fast as possible. It's in mid-fight that Sam realizes this trope is in full effect.
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* In ''Webcomic/CrystalHeroes'', the party composition resembles this in both story and in the mini RPG scene, where Marina is the tank, Ayanna is the healer, and Garrett and Isaac are the damage.
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*** Alternatively you can use "Cover" on a character with [[GlassCannon strong physical attacks but low HP and Defence]] in order to force them to build their LimitBreak gauge quickly, allowing them to output absurd amounts of damage if you can keep them alive. (The classic strategy is to do this with Tifa.)
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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.

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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs [=NPCs=] focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.

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* ''{{VideoGame/Overwatch}}'' heroes are classed as Attack, Defence, Tank and Support. Playstyle depends on what class you pick, with a combination of two, or sometimed all three, archetypes:

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* ''{{VideoGame/Overwatch}}'' heroes are were originally classed as Attack, Defence, Tank and Support. Playstyle depends on what class you pick, with a combination of two, or sometimed all three, archetypes:


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** Eventually, the roles were reclassified into just Damage, Tank, and Support, the former consisting of the Attack and Defense rolls, plus the one Support that couldn't heal. Though this nominally comforms closer to the trope, the above-mentioned mixes still apply.
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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because MMOs have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.

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** In general, most versions of tanking in D&D, including 4th Edition, avoid forced threat aggro in favor of instituting consequences for attacking targets other than the tank. Most commonly, targets other than the tank will have a severe penalty to hit, which will tend to make the NPCs focus on the tank as an easier target. Only rarely do effects include a "you must attack x target", notably the Knight/Cavalier classes from various editions. The reasons are generally because MMOs [=MMOs=] have a computer opponent that needs a firmer rule of enemy engagement than tabletop games using a human DM that can make better judgment calls, especially for what would be considered in character.
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* ''[[VideoGame/HeroesOfTheStorm]]'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''[[VideoGame/HeroesOfTheStorm]]'' ''VideoGame/HeroesOfTheStorm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.
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* ''Heroes of the Storm'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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* ''Heroes of the Storm'' ''[[VideoGame/HeroesOfTheStorm]]'' splits heroes into Assassins, Warriors, Supports, and Specialists, with the former three being Damagers, Tanks, and Healers respectively. Specialists are classified as [[MechanicallyUnusualFighter having a playstyle that diverges from the norm]], but in practice they're almost all Damagers, with the exception of Medivh and Abathur who fall under Healer instead (though their actual healing pales compared to Supports, they focus mainly on supporting teammates). That being said, some heroes can fall under multiple categories: Ragnaros and Uther are examples of an Assassin and Support respectively that can also serve as Tanks, while Sonya and Kharazim (Warrior and Support respectively) can easily be built as Damagers. There's also Varian, whose entire gimmick is that he can be built as either as either Tank or Damage depending on his team's needs, and Cho'Gall, a two-player hero who combines Tank and Damager into one body.

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