History Main / JackOfAllStats

22nd Sep '16 7:15:21 AM pinkdalek
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*** Cid. He's designed to be a toned-down version of the MasterOfAll Cloud, with similar great, offensive LimitBreak skills and equivalent weapons (both the only characters to get Triple-growth Materia weapons), but lower stats in general. Since he becomes party leader when Cloud is absent, this allows the player to use him in whatever way they had been using Cloud.
*** Red XII is the fastest character in the game but is middle-of-the-road in all other stats, and has a mixture of offensive and support Limit Breaks that make him an effective attacker or healer depending on what you want.

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*** Cid.***Cid. He's designed to be a toned-down version of the MasterOfAll Cloud, with similar great, offensive LimitBreak skills and equivalent weapons (both the only characters to get Triple-growth Materia weapons), but lower stats in general. Since he becomes party leader when Cloud is absent, this allows the player to use him in whatever way they had been using Cloud.
*** Red XII ***Red XIII is the fastest character in the game but is middle-of-the-road in all other stats, stats. He's not as tough as MagicallyIneptFighter StoneWall Barret, he's not as magical as {{Squishy Wizard}}s Aeris and Vincent, but he can do everything OK, and has a mixture of offensive and support Limit Breaks that make him an effective attacker or healer depending on what you want.
22nd Sep '16 7:06:07 AM pinkdalek
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** In ''VideoGame/FinalFantasyV'', the Blue Mage and Red Mage have average, subpar stats, somewhat mitigated by the fact that they can equip most of the sword-based weapons in the game at that point. It helps that the Blue Mage can grow ''severely'' overpowered in the early game, with spells like White Wind, Death Claw, and others - and while the Red Mage starts and finishes weak, their ultimate ability, dualcast, synergizes with other classes to provide a boatload of pain... if you want to grind long enough to get it.

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** In ''VideoGame/FinalFantasyV'', the Blue Mage and Red Mage have average, subpar stats, somewhat mitigated by the fact that they can equip most of the sword-based weapons in the game at that point. It helps that the Blue Mage can grow ''severely'' overpowered in the early game, with spells like White Wind, Death Claw, and others - and while the Red Mage starts and finishes weak, their ultimate ability, dualcast, Dualcast, synergizes with other classes to provide a boatload of pain... if you want to grind long enough to get it.it.
** ''VideoGame/FinalFantasyVII'':
***Cid. He's designed to be a toned-down version of the MasterOfAll Cloud, with similar great, offensive LimitBreak skills and equivalent weapons (both the only characters to get Triple-growth Materia weapons), but lower stats in general. Since he becomes party leader when Cloud is absent, this allows the player to use him in whatever way they had been using Cloud.
***Red XII is the fastest character in the game but is middle-of-the-road in all other stats, and has a mixture of offensive and support Limit Breaks that make him an effective attacker or healer depending on what you want.
30th Aug '16 11:40:57 AM TheRedRedKroovy
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* [[https://en.wikipedia.org/wiki/Polymath#Renaissance_ideal:_the_Renaissance_man Renaissance men/polymaths]]

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* [[https://en.wikipedia.org/wiki/Polymath#Renaissance_ideal:_the_Renaissance_man Renaissance men/polymaths]]men/polymaths.]]
* The [[https://en.wikipedia.org/wiki/Scout_rifle scout rifle]] concept, conceived by former US Marine and firearms instructor/historian Jeff Cooper, is designed to be a general survival gun suited for anything that wasn't specialized hunting, capable of taking down humans and big game up to a thousand pounds while being small enough that it won't encumber a lone scout or survivalist out in the wilderness. It was to be a carbine under one meter in length and three kilograms in weight, chambered in a high-caliber round like .308 Winchester or 7mm-08 Remington (with .243 Winchester recommended as an alternative for younger or smaller shooters, albeit only with a 22-inch barrel), and capable of putting down a four-inch group on a target from 200 meters away. A 2x or 3x telescoping scope was optional, but recommended, paired with ghost ring iron sights in case the scope was damaged; said scope was to be forward-mounted to increase peripheral vision, make it easier to clear jams, allow the loading of rounds from a stripper clip (in a bolt-action rifle), and make it so that the recoil wouldn't push the scope into the shooter's face.
27th Aug '16 4:05:10 PM BossKey
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* ''VideoGame/HeroesOfTheStorm'''s incarnation of [[Characters/{{Starcraft}} Tassadar]] is a perfect example of "good at everything, best at nothing". While he's classified as a Support and is indeed decent at keeping allies alive by granting them shields, he's the only Support in the game with no healing ability, and the closest thing he gets is a talent that lets his shields persist indefinitely. He can push down towers and minions quickly, but not as quickly as a dedicated Specialist. While normally something of a SquishyWizard, his [[SuperMode Archon]] Heroic Ability allows him to tank and deal a significant amount of damage, but he's not as good at dealing damage as a dedicated Assassin nor is he as tanky as a typical Warrior. He lacks a hard disable, but partially compensates with talents that let him slow enemies and the Force Wall Heroic Ability, which lets him block off enemies. Finally, he can turn invisible and invulnerable briefly, which gives him a way to get out of trouble, but it's not quite as effective as some of the other repositioning/escape abilities in the game. All things considered, Tassadar's main outstanding quality is that almost no other hero has a kit as versatile as his.
26th Aug '16 10:21:20 PM BossKey
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* ''VideoGame/DOTA2'': has quite a few examples
** Wraith King: Support, Initiator, Jungler, Carry. Thanks to a simple yet effective moveset of LifeDrain aura, AutoRevive, a standard-issue fireball with a good stun and low cooldown, and a powerful Critical Hit, most of which work for basically every role his team needs want.

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* ''VideoGame/DOTA2'': ''[[VideoGame/Dota2 Dota 2]]'' has quite a few examples
examples as well:
** Wraith King: Support, Initiator, Jungler, Carry. Thanks to King has a simple yet effective moveset consisting of LifeDrain aura, AutoRevive, a standard-issue fireball fire-and-forget ranged stun with a good stun and low cooldown, and a LifeDrain aura, a powerful Critical Hit, most CriticalHit, and an AutoRevive ultimate that also slows enemies nearby when it goes off. This grants him excellent sustain, damage, initiation, and support potential, letting him fill just about any role on the team.
** Alchemist's main schtick is [[MoneyMultiplier earning craptons
of gold very quickly]], which work for basically every role logically pushes him towards carrying. However, he also possesses the unique ability to gave his team needs want.slotless Aghanim's Scepters. Combined with his powerful stun and reliable early game zoning from Acid Spray, there's nothing stopping Alchemist from playing support early on and then six-slotting himself after his team's carry gets farmed.



** Alchemist: His only real "Power" is [[MoneyMultiplier Gold]], which does push him towards the Carry role, but his ability to gave his team slotless Aghanim's Scepters, along with his powerful stun and reliable early game zoning from Acid Spray let him support and then pick up a full 6-slot set of items anyways after the carry's finished farming.
** Doom: Via the simple method of simply [[CannibalismSuperpower Eating a creep with a skill he needs]] Doom can gain various skills, combined with the innate gold bonus he gets from eating any creep, his durability and highly useful ultimate make him a good addition to any lineup.
** Lone Druid: With a bear as his personal bodyguard/last hit engine/tower smacker, and the ability to switch between a ranged druid and a slower but far more durable melee bear form, giving him the raw stats to carry with later on.

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** Alchemist: His only real "Power" is [[MoneyMultiplier Gold]], which does push him towards the Carry role, but his ability to gave his team slotless Aghanim's Scepters, along with his powerful stun and reliable early game zoning from Acid Spray let him support and then pick up a full 6-slot set of items anyways after the carry's finished farming.
** Doom: Via the simple method of
Doom can can gain various skills by simply [[CannibalismSuperpower Eating eating the corresponding neutral creep]], which also earns him a creep with a skill he needs]] bit of bonus gold for good measure. This alone lets Doom can gain various skills, combined with the customize his abilities and items for any situation. Add on some innate gold bonus he gets from eating any creep, his durability tankiness, respectable damage output, and highly useful an ultimate make him a good addition which translates to any lineup.
"neuter target hero for an entire teamfight" and you've got a particularly versatile hero.
** Lone Druid: With Druid gets to summon a bear as his personal bodyguard/last hit engine/tower smacker, [[StoneWall meat shield]]/[[MoneyMultiplier farm enhancer]]/[[ExitPursuedByABear harasser]]/[[SiegeEngines tower redecorator]] and the ability to switch between a fast but squishy ranged druid form and a slower but far more durable melee bear form, giving him the raw stats to carry form. He also comes with later on.decent damage output and a soft disable, letting the Druid adapt to most lineups. It also helps that he gets twelve item slots to work with between him and his bear as opposed to the usual six and can farm up quickly enough to take advantage of them.



** Leshrac: A supposed-hard-to-land (read: it isn't) area of effect stun, a spammable ChainLightning slow, and his int stat makes him a good support. He's also a workable carry through the simple fact that he can burn everyone near him for constant high damage, meaning if he's allowed to buy items, he becomes a nigh-godlike GameBreaker.

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** Leshrac: A supposed-hard-to-land (read: it isn't) area of effect stun, Leshrac has a solid mana pool, a spammable ChainLightning multi-target slow, and his int stat makes an area stun, making him a good decent support. He's also However, if Leshrac gets farmed, the other half of his skillset allows him to ''vaporize'' anyone who so much as approaches him, making him a workable carry through the simple fact that he can burn everyone near him for constant high damage, meaning if he's allowed to buy items, he becomes a nigh-godlike GameBreaker.as well.



** Silencer: An area of effect Damage Over Time ability that punishes the opponent for casting spells, a single target one that punishes opponents for ''not'' casting spells, and a massive manapool make him a ''brutally'' oppressive lane oponent that can solo the hard lane or tyrannize the enemy one, his Global Silence is one of the most powerful ultimates in the game and practically wins a teamfight by itself, no positioning required, ireversibly ''stealing'' 2 intelligence from anyone that dies near him, and gaining up to 90% of his intelligence as un-counterable pure damage while his over-the-top agility growth gives him further damage. He can support, counter-initiate, and Carry all in the same game without giving up ''any'' of those.
** While he ''does'' have a rather specialized moveset, Bane is notable for having a perfectly set of base stats.

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** Silencer: An area of effect Damage Over Time ability that punishes the opponent for casting spells, a single target one that punishes opponents for ''not'' casting spells, and a massive manapool make him a ''brutally'' oppressive lane oponent opponent that can solo the hard lane or tyrannize the enemy one, his Global Silence is one of the most powerful ultimates in the game and practically wins a teamfight by itself, no positioning required, ireversibly irreversibly ''stealing'' 2 intelligence from anyone that dies near him, and gaining up to 90% of his intelligence as un-counterable pure damage while his over-the-top agility growth gives him further damage. He can support, counter-initiate, and Carry all in the same game without giving up ''any'' of those.
** While he ''does'' have a rather his abilities are specialized moveset, for support, Bane is notable for having a perfectly even set of base stats.stats and stat growth.
25th Aug '16 5:49:46 AM IndigoFenix
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** Karma was likely designed with this concept in mind, being a MartialPacifist CombatMedic whose backstory is based on trying to find balance. Very well-rounded stat-wise, less squishy than most wizards, with spells that work for both attack and support and a versatile R ability that can power up any one of her other spells. Unfortunately, since she doesn't really fall into any particular dedicated role in the metagame, she is a rather unpopular champion - a common joke among the playerbase is people not knowing who she is. Her lack of a flashy ultimate doesn't help either.

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** Karma was likely designed with this concept in mind, being a MartialPacifist CombatMedic whose backstory is based on all about trying to find balance. Very well-rounded stat-wise, less squishy than most wizards, with spells that work for both attack and support and a versatile R ability that can power up any one of her other spells. Unfortunately, since she doesn't really fall into any particular dedicated role in the metagame, she is a rather unpopular champion - a common joke among the playerbase is people not knowing who she is. Her lack of a flashy ultimate or interesting gimmick doesn't help either.
25th Aug '16 5:20:48 AM IndigoFenix
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** Karma was likely designed with this concept in mind, being a MartialPacifist CombatMedic whose backstory is based on trying to find balance. Very well-rounded stat-wise, less squishy than most wizards, with spells that work for both attack and support and a versatile R ability that can power up any one of her other spells. Unfortunately, since she doesn't really fall into any particular dedicated role in the metagame, she is a rather unpopular champion - a common joke among the playerbase is people not knowing who she is. Her lack of a flashy ultimate doesn't help either.
19th Aug '16 1:22:26 PM Gosicrystal
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%%* In ''VideoGame/MarioSportsMix'', we have Mario, Luigi, Yoshi, and Ninja.

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%%* * In ''VideoGame/MarioSportsMix'', we have Mario, Luigi, Yoshi, Ninja and Ninja.the Miis have an average skill on all stats, making them neither slow or fast, neither strong or weak, and so on. Mario gets the prize, though, as [[ExaggeratedTrope all three stats for him are just in the middle of the skill gauge]].


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* ''VideoGame/ArcStyleBaseball3D'':
** Normal type characters are decent at everything. [[DownplayedTrope They are specially good at fielding, though]]: when the games prompts you to press the A button to catch a ball, the sign will appear sooner than with other characters, giving you more reaction time.
** Team Hamstars takes this UpToEleven by being in the middle of the spectrum both in ERA and batting average, ''and'' having all female players, so the stats are the same for everyone; they don't have any specialist for power or speed.
16th Aug '16 12:01:14 AM TheSinful
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** The Protoss Photon Cannon certainly fits compared to other turrets. It's not as good at anti-air as a Terran Missle Turret or as good at dealing with multiple foes and anti-ground as a Bunker. It can't relocate like Zerg Spine Crawlers and Spore Crawlers. But it's the only turret that can attack air and land units while also functioning as a detector.
13th Aug '16 6:59:28 PM Gaming28
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* With its FanNickname of D&D 3.75 it unsurprisingly also has humans as the Jack race. They gain a +2 bonus to one stat of the player's choice, making humans as viable as any race in their field. Half-elves and Half-orcs were modified to make them Jack races as well. Bards and Inquisitors are both Jack classes, with Bards receiving upgrades to make them much more useful than they were in D&D 2-3. Bards in D&D 1 worked in a completely different manner.

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* ** With its FanNickname of D&D 3.75 it unsurprisingly also has humans as the Jack race. They gain a +2 bonus to one stat of the player's choice, making humans as viable as any race in their field. Half-elves and Half-orcs were modified to make them Jack races as well. Bards and Inquisitors are both Jack classes, with Bards receiving upgrades to make them much more useful than they were in D&D 2-3. Bards in D&D 1 worked in a completely different manner.
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