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* ''VideoGame/HeroesOfTheStorm'':
** Chromie is the longest-ranged mage in the game, and can safely throw out a barrage of sand from the backlines. However, she has very few tools for dealing with attackers that get close to her or force her out of position. All of her abilities have a significant delay that requires her to LeadTheTarget, something that's not really feasible in close combat. Add in a lack of escape tools, and she demands you to stay as far from the fight as possible.
** Hanzo requires a healthy distance between him and his enemies. His health is low and all of his abilities either require or provide positional advantage. In compensation, his Basic Attack range is 6.5 instead of the usual 5.5, and he can easily reposition himself between basic attacks due to his ridiculously low attack speed or while using his ChargedAttack.
** Li-Ming is a SquishyWizard with a SphereOfDestruction spell that becomes more powerful the farther it travels (and is almost worthless in melee range). Most builds will want to stay as far from enemies as possible. She can however avert this by taking Calamity, a talent that gives her short-ranged teleport the ability to deal damage. With it and her inherent CooldownManipulation, she can play a lot more forward.
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* ''Anime/CodeGeass'': Lelouch tends to use Knightmare Frames specialized for ranged combat over melee, mostly due to him being a NonActionGuy who simply cannot keep up in a close quarters fight. Most of his Knightmares also have complex systems that wouldn't really be useful in close quarters due to the amount of attention needed to manage them - the Gawain needs two pilots to function properly while the Shinkiro uses a keyboard control system that requires intense focus to change between its BeamSpam primary weapon and energy shielding.
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[[folder:Western Animation]]
* This is the default of [[ElementalPowers benders]] in both ''WesternAnimation/AvatarTheLastAirbender'' and SequelSeries ''WesternAnimation/TheLegendOfKorra''. Being able to shoot their element of choice at someone from long range (or in the case of [[DishingOutDirt earth benders]], even controlling the ground under your feet), gives them an enormous advantage against any non-bender, to the point that non-bending fighters and soldiers usually have little chance against even a mediocre bender. However, getting close enough can nullify that advantage, with the most prominent example in the original series being Ty Lee, an acrobat who uses her extreme agility and fast movements to get close to benders and then hit them with pressure point attacks that simultaneously [[TheParalyzer causes paralysis]] and disrupts their chi, [[AntiMagic temporarily stopping them from being able to manipulate the element they control]]. This was further explored in the sequel, especially the first season of ''Korra'', where the bad guys are an [[AntiMagicalFaction anti-bending group]] known as the Equalists. While Equalists often use advanced technology to their advantage, it's also shown that when they don't have that advantage, they usually only attempt to strike at benders when a bender is close enough that they can use the same chi blocking techniques that Ty Lee used in the original series. And it's shown on multiple occasions that at close range, benders don't have nearly as much of an advantage as they do at longer range.
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'''BLU Spy:''' HAW HAW! What are you going to do - run five miles away and ''shoot'' me?\\
'''RED Sniper:''' Ye- no...\\

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'''BLU Spy:''' HAW HAW! What are you going to do - -- run five miles away and ''shoot'' me?\\
'''RED Sniper:''' Ye- Ye– no...\\


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* ''Fanfic/BetweenDreamsAndMemoriesUniverse'': In ''Between Heroes and Villains'' Chapter 100, "The Hog Hunt (Part 4)", while analyzing the Butcher Army and thinking of tactics to counter them, Techno notes that Fundy specializes in ranged combat.
-->Fundy wasn't good in personal, up-close combat, which Techno remembered back from the revolution. He had a bow strapped to his back — [h]is dominant weapon. He would no doubt switch to it the moment he made some distance between himself and the fight, so keeping him close would be smart.

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Placed examples in alphabetical order


* In ''Anime/MobileSuitGundamWing'', Trowa's "Heavyarms" Gundam was equipped almost exclusively with long-range weapons (with a single pop-out physical knife as an EmergencyWeapon), where the other Gundams relied more often on Beam Sabres or other close-range weapons. ''[[Anime/MobileSuitGundamWingEndlessWaltz Gundam Wing: Endless Waltz]]'' upped the ante with "Heavyarms Custom" being equipped with even MoreDakka. Its appearance in ''Gundam Battle Assault 2'' reflects this, with almost its entire repertoire of attacks being of some manner of projectile or shot.
** It's worth mentioning that "Heavyarms" did not have BottomlessMagazines. It could, and often did, run out of ammo if an engagement drew out too long - a fact that Oz was keenly aware of.
* ''Anime/AfterWarGundamX'': Leopard Gundam in a nutshell, as well as its upgraded form of Leopard Destroy.
* ''[[Anime/MobileSuitGundam00 Gundam 00]]'' has this in the form of Virtue Gundam and its successor Seravee Gundam, as does Dynames Gundam and its successor Cherudim Gundam. Reborns Gundam also does this while in the form of Reborns Cannon.
* ''Anime/MobileSuitGundamSEED'' has a few of these as well. Of the first generation Gundams, the Buster Gundam was the only one without some form of beam saber, leaving it entirely reliant on its combinable beam guns and missiles. Of the second generation Calamity Gundam was armed entirely with a variety of guns. Few if any mobile suits in [[Anime/MobileSuitGundamSEEDDestiny the sequel]] were quite as specialized carrying at least an EmergencyWeapon to cover close combat.

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* In ''Manga/EdensZero'', the villainous Poseidon Shura is this when compared to the protagonist Shiki. Both have [[GravityMaster power over gravity]], but while Shiki manipulates his personal gravity to throw himself around the battlefield and add weight to his attacks, Shura specializes in manipulating the gravity of other people or objects which gives him more of a projectile-based fighting style.
* ''Franchise/{{Gundam}}'':
**
In ''Anime/MobileSuitGundamWing'', Trowa's "Heavyarms" Gundam was equipped almost exclusively with long-range weapons (with a single pop-out physical knife as an EmergencyWeapon), where the other Gundams relied more often on Beam Sabres or other close-range weapons. ''[[Anime/MobileSuitGundamWingEndlessWaltz Gundam Wing: Endless Waltz]]'' upped the ante with "Heavyarms Custom" being equipped with even MoreDakka. Its appearance in ''Gundam Battle Assault 2'' reflects this, with almost its entire repertoire of attacks being of some manner of projectile or shot.
**
shot. It's worth mentioning that "Heavyarms" did not have BottomlessMagazines. It could, and often did, run out of ammo if an engagement drew out too long - a fact that Oz was keenly aware of.
* ** ''Anime/AfterWarGundamX'': Leopard Gundam in a nutshell, as well as its upgraded form of Leopard Destroy.
* ** ''[[Anime/MobileSuitGundam00 Gundam 00]]'' has this in the form of Virtue Gundam and its successor Seravee Gundam, as does Dynames Gundam and its successor Cherudim Gundam. Reborns Gundam also does this while in the form of Reborns Cannon.
* ** ''Anime/MobileSuitGundamSEED'' has a few of these as well. Of the first generation Gundams, the Buster Gundam was the only one without some form of beam saber, leaving it entirely reliant on its combinable beam guns and missiles. Of the second generation Calamity Gundam was armed entirely with a variety of guns. Few if any mobile suits in [[Anime/MobileSuitGundamSEEDDestiny the sequel]] were quite as specialized carrying at least an EmergencyWeapon to cover close combat.



* Volkein from ''Anime/GunXSword'' fits into this easily as all of its weapons are guns and missiles.
* Stands in ''Manga/JoJosBizarreAdventure'' has this in two forms. Most long range Stands have less direct abilities an power, generally rank low in precision, and are less effective if forced in to melee range. There are also automated Stands, which can operate independently at a range far, far away from their users while still being quite powerful, but can only operate on simple, "pre-programmed" instructions, such as focusing exclusively on the biggest heat source in a room.



* Ramiel from ''Anime/NeonGenesisEvangelion'' and to an extent Arael especially since they have no known close range attacks.



* Volkein from ''Anime/GunXSword'' fits into this easily as all of its weapons are guns and missiles.
* Ramiel from ''Anime/NeonGenesisEvangelion'' and to an extent Arael especially since they have no known close range attacks.



* Stands in ''Manga/JoJosBizarreAdventure'' has this in two forms. Most long range Stands have less direct abilities an power, generally rank low in precision, and are less effective if forced in to melee range. There are also automated Stands, which can operate independently at a range far, far away from their users while still being quite powerful, but can only operate on simple, "pre-programmed" instructions, such as focusing exclusively on the biggest heat source in a room.



* In ''Manga/EdensZero'', the villainous Poseidon Shura is this when compared to the protagonist Shiki. Both have [[GravityMaster power over gravity]], but while Shiki manipulates his personal gravity to throw himself around the battlefield and add weight to his attacks, Shura specializes in manipulating the gravity of other people or objects which gives him more of a projectile-based fighting style.



* ''Series/UltraSeven'': Dinosaur Tank. Name says all although it does have some close range capabilities.
* ''Series/UltramanDyna'': Satan Lovemos is pretty much laser guns and cannons on treads.



* ''Series/UltramanDyna'': Satan Lovemos is pretty much laser guns and cannons on treads.
* ''Series/{{Ultraseven}}'': Dinosaur Tank. Name says all although it does have some close range capabilities.



* Similar to the Tau, the Hivers in ''Traveller'' have a powerful space fleet and prefer to win battles without ever seeing the enemy. If ground combat is required, they leave it to their allies the Ithklur (who ''love'' to mix it up at close quarters with the enemy).



* Similar to the Tau, the Hivers in ''TabletopGame/{{Traveller}}'' have a powerful space fleet and prefer to win battles without ever seeing the enemy. If ground combat is required, they leave it to their allies the Ithklur (who ''love'' to mix it up at close quarters with the enemy).



* Grit from ''[[VideoGame/NintendoWars Advance Wars]]''. His indirect units have increased firepower and range, but his direct units are weaker.
* Mycale, Anonym, and Perfecti from ''VideoGame/AkatsukiBlitzkampf'' all fit here, in one way or another. Mycale is an expert in SummonMagic and has MagicalGirl-like abilities, Anonym is a practitioner of GunKata who's at her best when she shoots her foes away, and while Perfecti has a {{bayonet|Ya}} as her weapon her specialty is attacking with her quite nice array of projectiles.
* ''VideoGame/TheBattleCats'':
** Among the [[ComMons Normal Cats]], Gross Cat and Lizard Cat both specialize in long-ranged attacks. They're slow to attack and less able to fend for themselves compared to the others, but can accumulate high DPS when stacked up. Plenty of other long-ranged units in the game follow suit — even the heavy ones, like Bahamut Cat and most ranged [[OlympusMons Ubers]], tend to be {{Glass Cannon}}s that need to be protected from melee enemies.
** Cats and enemies with the Long Distance ability have greatly increased attack range, but [[ArbitraryWeaponRange can't attack anything that's too close,]] effectively falling under this trope by default.
* This is what made [[SNKBoss Nu-13]] so deadly in ''VideoGame/BlazBlueCalamityTrigger''. She had a 5-hit meterless projectile combo that hit 3/4 of the screen away, making it impossible for some of the slower characters to approach.



* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Lizalfos primarily use ranged weaponry such as bows and arrows, bladed boomerangs, and water bullets spat from their mouths. They try to keep their distance from Link as a result, making a point of keeping several meters between themselves and him instead of rushing for melee combat like other monsters do. When they use melee weapons, these are long-distance ones such as spears and strikes from their long tongues, and here they use HitAndRunTactics to minimize how long their within Link's own melee range.
** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Horriblins tend to stick to the ceilings of their cave dwellings, attacking by throwing rocks from a distance and with spear-type weapons that a second spear weapon fused to them for extra length.
* ''VideoGame/StarCraft'': Terrans are this. With the exception of the [[WorkerUnit SCV]], all terran units are ranged.
* ''Manga/{{Naruto}}'': Sakura, Part 1. She often has a good, fast, and strong shuriken combo.
** The ''Ultimate Ninja Storm'' series has several, though Part 1 Sakura isn't one of them. (She's a TrapMaster instead.) [[FlechetteStorm Tenten]], [[BeeBeeGun Shino]], [[RazorWind Temari]], [[MadBomber Deidara]] and [[BubbleGun Utakata]] are all prime examples. The Puppet Master characters (Kankuro, Sasori and Chiyo) are a variation: they control puppets from a distance, which do their fighting for them. [[MakingASplash The Second Mizukage]] (a non-playable enemy) is the most powerful example, whose projectile combos are quick, rapid, break guard easily, and can't be easily dodged.
** In the US-exclusive ''VideoGame/NarutoClashOfNinja Revolution'' series, Komachi. She can throw needles at her opponent at a very fast speed, and she is the only one who initiates their special move with a long-range attack.
* ''VideoGame/StreetFighterII'''s Dhalsim is pretty much the forefather of this in fighting games. He can attack from a halfscreen away, using his extendable/retractable limbs; though they are punishable. To make up for this, he supplements his arsenal with breath attacks that can strike from anywhere onscreen. And, in later installments, he gains the ability to teleport (originally a glitch); used chiefly to put distance between himself and the opponent.
** Sagat is played like this. [[https://www.youtube.com/watch?v=Zk6jRjzE_pw Just]] [[https://www.youtube.com/watch?v=cbMllTeLTR0&feature=related look]] at how many Tiger Shots are thrown in the whole match.
** Guile is played more effective at playing mind games with his signature Sonic Boom.
** ''VideoGame/StreetFighterIII'' has Necro, seen by many as the new and improved model. His limbs are flexible, whereas Dhalsim's are linear, plus his attacks are faster; making them harder to predict or react to. And, while he's primarily a ranged fighter, he's just as lethal in close quarters. [[SquishyWizard A stark contrast to his predecessor]].

to:

* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Lizalfos primarily use ranged weaponry such as bows and arrows, bladed boomerangs, and water bullets spat from their mouths. They try to keep their distance from Link as a result, making a point of keeping several meters between themselves and him instead of rushing for melee combat like other monsters do. When they use melee weapons, these are long-distance ones such as spears and strikes from their long tongues, and here they use HitAndRunTactics to minimize how long their within Link's own melee range.
** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Horriblins tend to stick to the ceilings of their cave dwellings, attacking by throwing rocks from a distance and with spear-type weapons that a second spear weapon fused to them for extra length.
* ''VideoGame/StarCraft'': Terrans are this. With the exception of the [[WorkerUnit SCV]], all terran units are ranged.
* ''Manga/{{Naruto}}'': Sakura, Part 1. She often has a good, fast, and strong shuriken combo.
** The ''Ultimate Ninja Storm'' series has several, though Part 1 Sakura isn't one of them. (She's a TrapMaster instead.) [[FlechetteStorm Tenten]], [[BeeBeeGun Shino]], [[RazorWind Temari]], [[MadBomber Deidara]] and [[BubbleGun Utakata]] are all prime examples. The Puppet Master characters (Kankuro, Sasori and Chiyo) are a variation: they control puppets from a distance, which do their fighting for them. [[MakingASplash The Second Mizukage]] (a non-playable enemy) is the most powerful example, whose projectile combos are quick, rapid, break guard easily, and can't be easily dodged.
**
In the US-exclusive ''VideoGame/NarutoClashOfNinja Revolution'' series, Komachi. She can throw needles at her opponent at a very fast speed, and she is the only one who initiates their special move with a long-range attack.
* ''VideoGame/StreetFighterII'''s Dhalsim is pretty much the forefather of this in fighting games. He
''VideoGame/CryingSuns'', Cruisers can attack from a halfscreen away, using his extendable/retractable limbs; though 2-3 tiles away but cannot defend themselves against adjacent enemy squadrons. Impaler Cruisers take it to the point of CripplingOverspecialization: they are punishable. To make up for this, he supplements his arsenal with breath attacks that can strike shoot at the enemy battleship from anywhere onscreen. And, in later installments, he gains on the map, but they can ''only'' shoot at the enemy battleship.
* ''VideoGame/DeadByDaylight:''
** The Huntress is the only Killer among the base, non-DLC characters who can attack at range. While she has her trusty axe for melee, she can also hurl hatchets at Survivors from a distance. She can only carry so many hatchets at once and, once out, must find a locker to collect more.
** The Plague can potentially become this. Her power, Vile Purge, allows her to vomit on Survivors and makes them sick, which can render them injured, unhealable, and capable of spreading it if not cleansed at one of the fountains scattered around her map. However, if a Survivor ''does'' cleanse their sickness, the Plague can then go to the fountain they cleansed at and use it to upgrade her Vile Purge to Corrupt Purge, which turns her projectile vomit red and damages Survivors rather than infecting them.
* Lady in ''VideoGame/DevilMayCry4: Special Edition'' has this as her preferred fighting style after being PromotedToPlayable. It's also her primary fighting style in the cinemas of ''VideoGame/DevilMayCry3DantesAwakening''. Although this is justified - the other playable characters are {{half|HumanHybrid}}-demon, or fully demonic in the case of Trish, so they can take much more punishment than she can.
* ''VideoGame/{{Diablo}}'': The Rogue character class, and the Amazon character class from ''VideoGame/DiabloII'', along with the Rogues you can hire in Act I. Both specialize in bows, crossbows, and javelins. ''VideoGame/DiabloIII'''s Demon Hunter specializes in crossbows, though he or she can wield any bow with lethal precision.
* ''VideoGame/DivinityOriginalSinII'': The Huntsman
ability increases the [[GeoEffects damage bonus for attacking from high ground]] and unlocks a variety of skills that enhance long-range attacks, including an ArmorPiercingAttack, a RainOfArrows, and a shot that gains bonus damage proportional to teleport (originally a glitch); used chiefly to put the distance between himself and to the opponent.
** Sagat is played like this. [[https://www.youtube.com/watch?v=Zk6jRjzE_pw Just]] [[https://www.youtube.com/watch?v=cbMllTeLTR0&feature=related look]]
target.
* Drow Ranger from ''VideoGame/Dota2'' can keep enemies
at how many Tiger Shots are thrown in the whole match.
** Guile is played more effective at playing mind games
bay with his signature Sonic Boom.
** ''VideoGame/StreetFighterIII'' has Necro, seen by many as the new and improved model. His limbs are flexible, whereas Dhalsim's are linear, plus his attacks are faster; making
her Frost Arrows to slow them harder down and Gust to predict or react to. And, while he's primarily push away and silence them. Her ultimate gives her a ranged fighter, he's just as lethal in huge damage boost and a chance to fire [[ArmorPiercingAttack armor-piercing shots]], but it's completely disabled if a single enemy hero gets too close quarters. [[SquishyWizard A stark contrast to his predecessor]].her, crippling her damage output.
* In ''VideoGame/DuneII'' the missile tank couldn't hit targets that were close to it. If it tried to the missiles would go wild and hit random squares close by.



* ''Franchise/{{Persona}}'':
** While most party members in the first ''VideoGame/{{Persona|1}}'' have both a melee weapon and a firearm, both of Maki's weapons (a bow and a handgun) are ranged. There's also Yukino, who throws razorblades when not using her shotgun.
** Though it doesn't really affect gameplay, several party members in ''VideoGame/Persona2'' use only ranged weapons; Maya and Katsuya use pistols, Eikichi has a machine gun disguised as a guitar case, Yukino still throws razorblades, Baofu throws coins and other small objects, and Jun throws ''flowers''.
** Yukari and Aigis from ''VideoGame/Persona3'' use bows and guns respectively, and your main character can choose to use a bow in the original version and ''FES''. On the field, their attacks have a large reach and can hit most opponents easily compared to short range weapons. In battle, long-range characters have the advantage of not falling when they miss an attack; however, they have a relatively low accuracy.
** ''VideoGame/Persona4'' has Yukiko and Naoto, who use throwing fans and pistols respectively. However, Yukiko tends to favor [[BlackMage magic attacks]] over physical combat.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' and ''VideoGame/PersonaQ2NewCinemaLabyrinth'' have party members who specialize in long-distance combat, which allows them to strike from the back row and reach enemies in the opposing party's back row. This includes the aforementioned Yukari, Aigis, Yukiko and Naoto, as well as Morgana in Q2(who uses his slingshot as his primary weapon), and the crossbow-wielding [[OriginalGeneration Zen]] in Q.
* This is what made [[SNKBoss Nu-13]] so deadly in ''VideoGame/BlazBlueCalamityTrigger''. She had a 5-hit meterless projectile combo that hit 3/4 of the screen away, making it impossible for some of the slower characters to approach.
** [[ElegantGothicLolita Rachel]], [[EldritchAbomination Arakune]], and Mu also plays like this.
* ''VideoGame/{{Diablo}}'': The Rogue character class, and the Amazon character class from ''VideoGame/DiabloII'', along with the Rogues you can hire in Act I. Both specialize in bows, crossbows, and javelins. ''VideoGame/DiabloIII'''s Demon Hunter specializes in crossbows, though he or she can wield any bow with lethal precision.
* The Vanquisher from ''VideoGame/{{Torchlight}}'' specialises in ranged weapons and abilities (although she can also use traps and close ranged ambush tactics).
* Several ships in the ''VideoGame/StarControl'' games are this, but none so much as the Earthling Cruiser. The Cruiser has a very weak short range attack, but if an enemy can close, the Cruiser is probably toast. If the Cruiser can stay away, however, it can pretty much kill anything with its MX Peacekeeper missiles, which can cross the bulk of the screen and have excellent (they're called fire-and-forget for a reason) tracking. The Chenjesu Broodhome is also very much one of these. The Mmrnmhrm X-Form could transform from a long-range, fast, fighter -which if caught at close range in such form could become history fast- to a slow, short-range, one, making it one of the deadliest ships in the game. On the Hierarchy side, the Spathi Discriminator could fire a long-range tracking missile from the rear of the ship, meaning it could shoot while running away.
* The Pixies in ''VideoGame/MonsterRancher'' have their strongest attacks at long range.
* [[VideoGame/{{Killzone}} Colonel Mael Radec]] in ''VideoGame/PlayStationAllStarsBattleRoyale'' is terrible up close, but very, very effective from a distance. He's been given 8 types of projectiles and bombs, and all of his Supers are ranged, including a [[FinishingMove Level 3 Super]] in which he picks off his enemies in a first-person shooting mode.
* In ''VideoGame/DuneII'' the missile tank couldn't hit targets that were close to it. If it tried to the missiles would go wild and hit random squares close by.
* ''VideoGame/SmashTV'' and the sequel ''Total Carnage'': The playable characters use only firearms, no melee weapons.
* ''VideoGame/MarvelUltimateAlliance'': The two catapults used by dark elves in Niffleheim are exclusively used in long range and upon getting within thirty feet of them will make them defenseless.
* Comicbook/GhostRider at ''Ultimate VideoGame/MarvelVsCapcom3'', his chain has incredible reach and he's able to punish several ranged characters with more ease. His close range options, on the other hand, is limited (although if you can land a Penance Stare, you can dish out good damage. Problem is, 3 bars and a grab move, good luck landing it well)
* The Tatsu Steed dream eater along with the various beetle dream eaters in ''VideoGame/KingdomHearts3DDreamDropDistance'' possess a variety of extremely long range attacks, but next to nothing for dealing with close range targets effectively. Taking them out first is generally a good idea, as they make going toe to toe with other more melee capable enemies a pain.
* Chester from ''VideoGame/TalesOfPhantasia'' uses bows and arrows in combat, letting him deal damage on par with Cress from afar.
* Hunters started as 'fights exclusively at range' in ''VideoGame/WorldOfWarcraft''; they were able to use melee weapons, but only did ScratchDamage with them.[[note]]Hunters who used their melee weapons did exist, often without pets as a SelfImposedChallenge, were derided as Huntards since they did MUCH less damage.[[/note]] With the ''Mists of Pandaria'' expansion, they've lost their deadzone and can use their abilities and ranged weapons in melee range.
* This is Peacock's specialty fighting style in ''VideoGame/{{Skullgirls}}''. Most of Peacock's special attacks are projectiles of some kind, such as cannonballs, bullets, walking bombs, [[ItMakesSenseInContext car/plane-riding bombs]], and lasers. On the other hand, she's not very good at mixing up the opponent up close...
* The ''[[Videogame/{{X}} X-Universe]]'' series features the Missile Frigate and the Bomber ship classes, which rely on [[MacrossMissileMassacre long-ranged anti-ship missiles]] rather than projectile weapons for their offensive capacity. The ships are capable of leveling entire sectors and fleets on their own, but god help you if a fighter gets close to the ship and starts shooting your missiles down as soon as they launch, because at best, the ships have only a pair of rear-facing turrets, and [[PointDefenseless some of them don't even get that]].
* Most fire-support assets in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' sacrifice close range usability for withering firepower to pour down-range. Long Ranged Missiles fire [[MacrossMissileMassacre massive salvos of accurate, guided missiles]], but will simply arc over targets within 150 meters (and assets that carry [=LRMs=] often [[CripplingOverspecialization only carry LRMs]]). Arrow IV launchers fire a single massive high-explosive guided cruise missile, but have a minimum range of 300 meters and will generate an [[OverHeating enormous amount of heat when fired]]; plus, the launcher is so heavy that assets typically can ''only'' carry the missile launcher, with [[PointDefenseless nothing for up-close fighting]]. The [[MechanicallyUnusualClass Long Tom Artillery Piece]] is a [[{{BFG}} 30 metric ton cannon]] which can [[OneHitKill one-shot]] any asset lighter than 50 tons with a direct hit, but it almost always requires assistance from allies to find a good firing solution, while the gun is incapable of aiming down to fire at nearby enemies, plus it has [[SquishyWizard tissue paper for armor]] and [[PointDefenseless no secondary weapons]].
* In ''VideoGame/ShiningForce'', Archers/Snipers, Rangers/Bow Knights, and Brass Gunners can shoot two or three (depending on the quality of arrow) spaces away, but are helpless up close. Knights if armed with spears can attack up close or afar, but spears tend to be weaker than lances. Thieves and Ninjas in ''Final Conflict'' can also attack close or afar, but unlike most examples of this trope, they're lethal from any distance.
* It's possible, with the right commands, for the main characters in the ''Franchise/KingdomHearts'' series to use long-ranged attacks. One party member [[spoiler:and villain]], Tron[[spoiler:/Rinzler]], will specialize in this type.
** And there's also villains such as [[ChuckCunninghamSyndrome Clayton]] and [[ColdSniper Xigbar]] who are this trope.
* This is how the Infiltrator class plays like in ''VideoGame/MassEffect2'' and ''[[VideoGame/MassEffect3 3]]''. [[PlayingWithFire Incinerate]] is a great offensive power usable from a distance, and [[InvisibilityCloak Tactical Cloak]] makes you invisible, which allows you to flank your enemies easily and line up the perfect [[BoomHeadshot headshot]]. They'll also get a damage bonus on {{Sniper Rifle}}s and even [[BulletTime slow down time]] when using them (though only in single-player). There is an alternative, however - people who are really good at hit-and-run combat may favour the widely feared Shotgun Infiltrator, who uses a ShortRangeShotgun from tactical cloak to inflict obscene amounts of damage.
** Engineers and Adepts, as {{Squishy Wizard}}s, are strongly encouraged to stay behind something heavy and throw ranged tech or biotic attacks at every opportunity. Sentinels ''would'' be this, too, if Tech Armour didn't make them alarmingly tanky.
** The M-44 Hammerhead is a GlassCannon with a heavy rocket launcher and no armour, so the pilot is strongly advised to try and handle enemies from a safe distance.



* Likewise, bow users in the ''VideoGame/VandalHearts'' are most effective from a distance. In the original game, Archers took extra damage from sword-wielders.
** And once again, magic users are fragile and work better from a distance.
* ''VideoGame/XCom''
** The sniper class from ''VideoGame/XCOMEnemyUnknown'' is the go-to long distance fighter. They're the only class whose hit chance gets worse at close ranges, and their aim stat growth is by far the best in the roster, which, especially when combined with Squadsight[[note]]the ability to shoot at enemies beyond the sniper's visual range that can be seen by allies, provided the line of fire is unobstructed[[/note]], means they can and often will be shooting at enemies from ''literally'' the other side of the map. Even with Snap Shot[[note]]the ability to move and fire in the same turn[[/note]], that trades range for mobility, the sniper is still at their best hitting enemies right at the edge of visual range.
** The old sniper's tradition is maintained in ''VideoGame/XCOM'' by the Sharphooter, who works essentially the same way. The difference is that Squadsight comes by default, and it has a mounting accuracy penalty at truly extreme ranges.
* Although most of the weapons in ''VideoGame/TeamFortress2'' are guns, the Sniper is uniquely suited to attacking at long-range. His sniper rifle is perfectly accurate and its damage is unaffected by range, whereas pretty much every combat-oriented class is encourage to [[ShortRangeLongRangeWeapon fight at fairly close range]] by inaccuracy of {{hitscan}} weapons, [[PainfullySlowProjectile slow movement speed of projectiles]], and/or severe damage penalties for attacking from far away. Sniper is thus favored to attack from a distance because the damage loss to all other classes' attacks makes up for his [[GlassCannon low health]] and [[ChargedAttack slow attack speed.]] His Huntsman bow is the closest he gets to mid range attacks and his Jarate is best used for supporting teammates on fire or finding Spies rather than direct attacks with the Bushwacka (which does a guaranteed CriticalHit every time against piss-soaked foes but causes Sniper to take a ''20%'' damage increase).
* Grit from ''[[VideoGame/NintendoWars Advance Wars]]''. His indirect units have increased firepower and range, but his direct units are weaker.

to:

* Likewise, bow users Published by Creator/StrategicSimulationsInc in the ''VideoGame/VandalHearts'' are most effective from a distance. In the original game, Archers took extra damage from sword-wielders.
** And once again, magic users are fragile
1980s, ''Gemstone Warrior'' and work better from a distance.
* ''VideoGame/XCom''
** The sniper class from ''VideoGame/XCOMEnemyUnknown'' is the go-to long distance fighter. They're the
''Gemstone Healer'' features your protagonist who goes up against demons armed only class whose hit chance gets worse at close ranges, and their aim stat growth is by far the best in the roster, which, especially when combined with Squadsight[[note]]the ability to shoot at enemies beyond the sniper's visual range that can be seen by allies, provided the line of fire is unobstructed[[/note]], means they can a crossbow and often will be shooting at enemies from ''literally'' the other side limited supply of the map. bolts and even scarcer [[OneHitKill fireballs]]. Even with Snap Shot[[note]]the ability to move and fire in though the same turn[[/note]], that trades range for mobility, the sniper is still Warrior can find a dagger, it's not usable at their best hitting enemies right at the edge of visual range.all.
** The old sniper's tradition is maintained in ''VideoGame/XCOM'' by the Sharphooter, who works essentially the same way. The difference is that Squadsight comes by default, and it has * ''VideoGame/{{Gods}}'': You'd think a mounting accuracy penalty at truly extreme ranges.
* Although most of the weapons in ''VideoGame/TeamFortress2'' are guns, the Sniper is uniquely suited to attacking at long-range. His sniper rifle is perfectly accurate and its damage is unaffected by range, whereas pretty much every combat-oriented class is encourage to [[ShortRangeLongRangeWeapon fight at fairly close range]] by inaccuracy of {{hitscan}} weapons, [[PainfullySlowProjectile slow movement speed of projectiles]], and/or severe damage penalties for attacking
warrior from far away. Sniper is thus favored Ancient Greece would know how to attack from a distance because the damage loss to all other classes' attacks makes up for his [[GlassCannon low health]] and [[ChargedAttack slow attack speed.]] His Huntsman bow is the closest he gets to mid range attacks and his Jarate is best used for supporting teammates on fire or finding Spies rather than direct attacks stab someone with the Bushwacka (which does a guaranteed CriticalHit every time against piss-soaked foes but causes Sniper to take spear. Not your hero, if it's a ''20%'' damage increase).
* Grit from ''[[VideoGame/NintendoWars Advance Wars]]''. His indirect units have increased firepower and range, but his direct units are weaker.
weapon then it must be thrown. Luckily for him, he's got BottomlessMagazines.



* Drow Ranger from ''VideoGame/Dota2'' can keep enemies at bay with her Frost Arrows to slow them down and Gust to push away and silence them. Her ultimate gives her a huge damage boost and a chance to fire [[ArmorPiercingAttack armor-piercing shots]], but it's completely disabled if a single enemy hero gets too close to her, crippling her damage output.
* ''VideoGame/SuperSmashBros''
** Samus Aran, Captain Olimar, Snake, Zelda, Mega Man and Duck Hunt all specialize this way. Good as their projectiles are, however, Olimar and Zelda still need to get in close to deliver a KO effectively, and Samus and Snake, while technically able to KO from afar, still find it difficult to do so.[[note]]Samus's Charge Shot can score [=KOs=] easily when fully charged, but being a ChargedAttack, relying on it means allowing the opponent a chance to close in. As for Snake, his Up Smash has fantastic ''vertical'' range when charged, but where it ends up on the '''X''' (read: horizontal) axis is a total crapshoot.[[/note]] Mega Man actually does have good, reliable long-ranged KO moves, but is also relatively weak up close. Duck Hunt, who represents NES Light Zapper games, has a number of moves that work best at long range. Link and Young/Toon Link are debatable examples, as they have at least four different kinds of long-range moves, one of which is a grab, but their uses are limited and the Links generally prefer to get up close anyway.
** Mii Gunner, a [[CharacterCustomization customizable]] long-range fighter who's both slower and weaker than the other Mii classes in terms of ability and attack, but whose moveset and specials are more versatile and possess [[SquishyWizard many useful properties and traits for tactical warfare and battlefield control]], allowing the Gunner to compensate for their weakness.
** [=SSB4=] DLC grants us [[VideoGame/FireEmblemFates Corrin]], who is practically to this game what Dhalsim is to ''Street Fighter''. While he does have a sword, most of his damage will come from his [[LovecraftianSuperpower Dragon Fang]] attacks, especially if they hit at the tip.
** ''VideoGame/SuperSmashBrosUltimate'' introduces [[Franchise/{{Castlevania}} Simon and Richter Belmont]], whose smash and special moves are all long-range or projectile-based. Their vampire killers manage to be ''even longer'' then Corrin's Dragon Fang attacks.
** ''Ultimate'''s second round of DLC fighters starts with [[VideoGame/{{ARMS}} Min Min]], who can cover the length of a Battlefield stage using her ARMS and doesn't even get damaged by counter type special attacks, but [[NecessaryDrawback in return suffers in close range]] since that's not what her home game really specializes in.
* In ''VideoGame/SonicBoom'', Tails is capable of long-ranged combat, using {{sticky bomb}}s in ''Shattered Crystal'' and bombs and rockets in ''Rise of Lyric''. In the latter, he also has a [[AttackDrone Buddy-bot]] which can operate devices in otherwise unreachable areas and attack enemies relentlessly, giving Tails and the others an opening to reprise or deal with other threats. Sticks also has her PrecisionGuidedBoomerang to tag switches and attack enemies at a distance.
** E-123 Omega is this in ''VideoGame/SonicTheHedgehog2006''. His wide array of guns and rockets give him hundreds of ways to snipe opponents from distance, but he completely lacks any physical combat moves. This is in contrast to other playable depictions of him where he more uses [[MightyGlacier crushing physical blows and heavy weapons to dish out pain in close-to-mid-range.]]
** Shadow the Hedgehog tends to fall into this thanks to his access to Chaos Energy attacks and [[VideoGame/ShadowTheHedgehog firearms]].
** Silver the Hedgehog is another example of this. He's able to use his Psychokinesis to assault his enemies at range and in [[VideoGame/SonicGenerations some instances]] his usage of his powers can get VERY creative. Unfortunately, he tends to fall apart in close quarters, [[SquishyWizard not having very many hand-to-hand abilities and withstanding hits like a wet napkin.]]
* Mycale, Anonym, and Perfecti from ''VideoGame/AkatsukiBlitzkampf'' all fit here, in one way or another. Mycale is an expert in SummonMagic and has MagicalGirl-like abilities, Anonym is a practitioner of GunKata who's at her best when she shoots her foes away, and while Perfecti has a {{bayonet|Ya}} as her weapon her specialty is attacking with her quite nice array of projectiles.
* Lady in ''VideoGame/DevilMayCry4: Special Edition'' has this as her preferred fighting style after being PromotedToPlayable. It's also her primary fighting style in the cinemas of ''VideoGame/DevilMayCry3DantesAwakening''. Although this is justified - the other playable characters are {{half|HumanHybrid}}-demon, or fully demonic in the case of Trish, so they can take much more punishment than she can.
* ''VideoGame/TheBattleCats'':
** Among the [[ComMons Normal Cats]], Gross Cat and Lizard Cat both specialize in long-ranged attacks. They're slow to attack and less able to fend for themselves compared to the others, but can accumulate high DPS when stacked up. Plenty of other long-ranged units in the game follow suit — even the heavy ones, like Bahamut Cat and most ranged [[OlympusMons Ubers]], tend to be {{Glass Cannon}}s that need to be protected from melee enemies.
** Cats and enemies with the Long Distance ability have greatly increased attack range, but [[ArbitraryWeaponRange can't attack anything that's too close,]] effectively falling under this trope by default.
* In ''VideoGame/MordheimCityOfTheDamned'', this is the entire schtick of the Human Mercenaries faction. They have an entire range of various ranged weapons with their own strengths and weaknesses: longbows are low-damage but can shoot multiple times a turn, handguns are great at defeating enemies in heavy armor, long rifles have a better critical hit chance and longer range, blunderbusses can hit multiple enemies (and also allies!) in a cone but only at close range. Even their dedicated melee specialists can pack pistols and crossbows along with their close combat weapons. They're not ''helpless'' in close combat but the other factions will outclass them: the Skaven ({{Ninja}} [[YouDirtyRat rat-people]]) are faster and can dodge more, the Sisters of Sigmar (effectively a squad of [[AmazonBrigade female]] [[ThePaladin paladins]]) have better armour, better melee weapons and support spells, and the Chaos Cultists ([[ReligionOfEvil demon-worshipping cultists]], fairly self-explanatory) have better melee weapons and [[BodyHorror mutations]] which also give them an edge. However the Skaven and Cultists have limited ranged ability and the Sisters of Sigmar have '''none''' on top of being {{Mighty Glacier}}s.
* This is the domain of Bowgun and Bow users, a.k.a. "Gunners" in ''VideoGame/MonsterHunter''. They can attack from further away compared to melee weapon users, but without a good stockpile of ammo or proper distancing they will suffer in the damage-per-second department. Additionally, Gunners can't use the same kind of armor melee users can, and have to use exclusive armor that is higher on elemental resistances but has roughly half the raw defense, meaning that they ''need'' the distance and good evasive skills or they're going to get torn into shreds.
* In ''VideoGame/StarWarsBattlefront2015'', Boba Fett's gun has incredible accuracy and he can find nearly any target by flying over the map, but he has no melee attack at all. His flamethrower is meant to compensate for this, but once he's forced to let it cooldown, he's completely vulnerable.
* The Scaredy-Shroom from ''VideoGame/PlantsVsZombies'' is a cheap cost unit that fires long range spores. However, when a zombie gets close, he retracts into the ground and cowers, becoming completely useless and vulnerable. All other shooting plants in the series can at least still fire at the zombie that's chewing on them.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Strawburst [[ChargedAttack grows a strawberry]] that gets increasingly stronger and deals heavy SplashDamage from afar, but if a zombie manages to get into attacking distance when it has grown a berry, it explodes and dies instantly [[TakingYouWithMe although damaging the zombie in the process]].
** The Shadow Peashooter fires weak shadowy peas if unpowered, and powerful, slowing OneHitPolykill beams of darkness if powered by a Moonflower. However, it will retreat into the ground if a zombie gets close by on its lane, preventing it from attacking. Dowmplayed in that if it's hidden, it'll [[BuriedAlive drag a zombie that steps on it into the ground]] for a OneHitKill, but it disappears immediately if not powered and can only do this up to three times if powered, making it have a much better role at a long-distance attacker than a close-range trap.
* ''VideoGame/PlantsVsZombiesGardenWarfare'': The Cactus adopts the role of the Plant team's sniper and can plant Tall-Nut barricades and Potato Mines to keep enemies distant. Lastly, she can deploy an AttackDrone, allowing her to do serious damage and call in [[DeathFromAbove airstrikes]] while staying ''far'' away from the enemy team.
* Youko Mizuno (''Rosa Chinensis'' from ''Literature/MariaWatchesOverUs'') appears in the doujin FightingGame ''[[VideoGame/{{Maribato}} Maribato!]]'' as a playable character. Youko's whip gives her a good range, and she has a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.
* ''VideoGame/{{Sundered}}'' has Hunters, stationary robots armed with laser cannons. They can shoot the player character from off screen several rooms away, but their only defense against melee attacks is curling up into a ball and raising their [[RegeneratingShieldsStaticHealth shields]]. Stronger variants can attack the player at close range with a slow, highly-telegraphed energy pulse.
* ''VideoGame/TreasurePlanetBattleAtProcyon'':
** Any ship that is equipped primarily with long ranged weapons, such as [[{{Plasma Cannon}} Plasma Cannons]], [[{{Homing Projectile}} Torpedeos]] and Mortars. In Open Skirmishes it is possible to make most ships into this by refitting them with either Plasma Cannons and/or Mortars, although even outside of Open Skirmishes there are several ships that come with long ranged weapons by default. For example: the Imperial Fast Frigate and all Ironclads come with Plasma Cannons by default, while both the Imperial and Procyon Man of War come with Star Mortars.
** The Imperial [=StarHammer=] and Procyon Ice Fist, as they are equipped with the [[{{BFG}} Nova Mortar]], the longest ranged and most powerful weapon in the game.
** Procyon ships in general, as not only do they have access to all long ranged weapons in the game, their ships often come with Torpedoes, making them well suited to longer range, especially when combined with the other long range weapons they have in their arsenel.
* ''VideoGame/KingdomRush'' series:
** Most ranged heroes are relatively squishy in close combat, and are unable to use their more potent abilities.
** ''Kingdom Rush: Frontiers'' has the Saurian Deathcoil enemies. They have an attack range of nearly half the map, and snipe your troops with a ranged attack that hits for a huge 100 armor-piercing damage. If forced into melee by barracks or heroes, they only deal a measly 12-22 physical damage.
** ''Kingdom Rush: Origins'' has the Dark Spitter enemies. They spit [[TheCorruption dark blood]] at your troops from a distance, which hits hard, inflicts a painful temporary health-draining status, and if a troop dies while corrupted, they [[TheVirus turn into a Shadowspawn]]. Dark Spitters are however a lot less threatening in melee combat, dealing relatively low damage without infecting your troops.



* Published by Creator/StrategicSimulationsInc in the 1980s, ''Gemstone Warrior'' and ''Gemstone Healer'' features your protagonist who goes up against demons armed only with a crossbow and limited supply of bolts and even scarcer [[OneHitKill fireballs]]. Even though the Warrior can find a dagger, it's not usable at all.
* ''VideoGame/DeadByDaylight:''
** The Huntress is the only Killer among the base, non-DLC characters who can attack at range. While she has her trusty axe for melee, she can also hurl hatchets at Survivors from a distance. She can only carry so many hatchets at once and, once out, must find a locker to collect more.
** The Plague can potentially become this. Her power, Vile Purge, allows her to vomit on Survivors and makes them sick, which can render them injured, unhealable, and capable of spreading it if not cleansed at one of the fountains scattered around her map. However, if a Survivor ''does'' cleanse their sickness, the Plague can then go to the fountain they cleansed at and use it to upgrade her Vile Purge to Corrupt Purge, which turns her projectile vomit red and damages Survivors rather than infecting them.
* ''Franchise/{{Splatoon}}'':
** [[SniperRifle Charger]]-type weapons have long charging times that prevent them from going up close, but their range and high damage at a full charge make up for that. Taken even further with specific chargers like the E-Liter 3K (as well as the E-Liter 4K, its upgraded model in [[VideoGame/Splatoon2 the sequel]]), which sacrifices mobility, charge time, and ink efficiency for even greater range, and the chargers equipped with scopes, allowing for easier aiming and a slight increase in range at the expense of being automatically forced into tunnel vision after reaching a certain level of charge.
** Despite Rollers normally being close range, the Dynamo Roller attacks very slowly, to the point that one getting caught in melee rarely comes out on top. However, their ink flinging attack has an impressively long range and wide spread, allowing it to excel at keeping opponents at arms length.
** Among Shooter weapons, the Jet Squelcher line has comparable range to Chargers (other than the E-Liter 3K). While it has less damage, slower fire rate and worse turf coverage compared to most lower range shooters, Jet Squelchers have the advantage in combat as long as the user stays out of reach of any rivals.
** [[GatlingGood Splatlings]] sacrifice the ability to fire immediately by having superb range combined with quick fire rate. However, this means that a Splatling user caught by surprise at close range is at a severe disadvantage.
* ''VideoGame/ThemsFightinHerds'': Velvet was designed as the "zoner" of the original roster. Her moveset and magic meter is specialized at fighting enemies at a distance by firing icicles at different speeds, casting ice attacks from any direction, and can even force opponents away (or closer) by [[BlowYouAway spinning in a cyclone to keep them away.]]
* In ''VideoGame/CryingSuns'', Cruisers can attack from 2-3 tiles away but cannot defend themselves against adjacent enemy squadrons. Impaler Cruisers take it to the point of CripplingOverspecialization: they can shoot at the enemy battleship from anywhere on the map, but they can ''only'' shoot at the enemy battleship.
* ''VideoGame/ToughLoveArena'' has Noodle and Rice, who have RubberHoseLimbs that let them hit their opponents from further away than anyone else.
* ''VideoGame/DivinityOriginalSinII'': The Huntsman ability increases the [[GeoEffects damage bonus for attacking from high ground]] and unlocks a variety of skills that enhance long-range attacks, including an ArmorPiercingAttack, a RainOfArrows, and a shot that gains bonus damage proportional to the distance to the target.
* In ''VideoGame/{{Gods}}'': You'd think a warrior from Ancient Greece would know how to stab someone with a spear. Not your hero, if it's a weapon then it must be thrown. Luckily for him, he's got BottomlessMagazines.
* In the ''VideoGame/WonderBoy'' series, Boy from the first game (plus Tina and her boomerangs in the remake) is the only protagonist without a melee option. If he sees an enemy, then he's got to throw his stone axe at it - with a max of 2 axes at a time. Woe to Boy if he misses with the two axes and the enemies get in close...
* ''VideoGame/TotalWarWarhammer'':
** The Empire. Justified because ordinary human State Troopers are woefully outmatched in melee by most of their adversaries, and the generals know it. Missiles and artillery are quite vital to whittling down the enemy from a distance before they close with the frontline, and then using cavalry to wheel around the flanks and finish the enemy off.
** The Dwarfs use no cavalry or magic, and their infantry are extremely slow on the run which puts them at a great disadvantage in open field battles. So, their way of war can be summed up as handgunners and artillery pieces parked on a strong defensive position behind a row of stout, heavily-armoured dwarf infantry to protect them. Let the enemy come to them, and break themselves against the wall of guns and gromril.
** The polar opposite of the Dwarfs, the Wood Elves have an army composed largely of archers, missile cavalry and flying units. They're very fast on the move (and able to shoot arrows while moving, averting DoNotRunWithAGun), masters of lightning attacks and guerrilla warfare, but they have nothing resembling heavy infantry and hilariously poor staying power. The few tough units they can field - Treemen, Zoats, Forest Dragons - are all expensive, top-tier monster units.
* ''VideoGame/TotalWarWarhammerII'':
** The Vampire Coasts are [[GhostPirate undead pirates]] with a dizzying variety of zombies armed with pistols, handguns, rifles, grenades, swivel cannons, rusty cannons... Even their ''monsters'' have the ability to shoot at their enemies. To top it off, they are the only faction that can resupply their missile units ''mid-battle'' and buff them with special gunpowder. But their melee infantry aren't great and their reliance on guns as their only ranged option means they are heavily reliant on having line-of-sight; forests and uneven terrain neuter their ability to lay down the hurt.
* ''VideoGame/TotalWarWarhammerIII'': The Daemons of Tzeentch are this on a factional level -- while they do have several decent melee options, the vast majority of their units attack by shooting TechnicolorFlames at the enemy, with the majority of the melee damage coming from monster units, several of which ''also'' have ranged options. Especially notable since the other daemonic factions have few to no ranged units in their rosters.

to:

* Published by Creator/StrategicSimulationsInc in the 1980s, ''Gemstone Warrior'' and ''Gemstone Healer'' features your protagonist who goes up against demons armed only ''Franchise/KingdomHearts'':
** It's possible,
with a crossbow and limited supply of bolts and even scarcer [[OneHitKill fireballs]]. Even though the Warrior can find a dagger, it's not usable at all.
* ''VideoGame/DeadByDaylight:''
** The Huntress is
right commands, for the only Killer among the base, non-DLC main characters who can attack at range. While she has her trusty axe for melee, she can in the series to use long-ranged attacks. One party member [[spoiler:and villain]], Tron[[spoiler:/Rinzler]], will specialize in this type.
** There's
also hurl hatchets at Survivors from a distance. She can only carry so many hatchets at once and, once out, must find a locker to collect more.
villains such as [[ChuckCunninghamSyndrome Clayton]] and [[ColdSniper Xigbar]] who are this trope.
** The Plague can potentially become this. Her power, Vile Purge, allows her Tatsu Steed dream eater along with the various beetle dream eaters in ''VideoGame/KingdomHearts3DDreamDropDistance'' possess a variety of extremely long range attacks, but next to vomit on Survivors and makes nothing for dealing with close range targets effectively. Taking them sick, which can render them injured, unhealable, and out first is generally a good idea, as they make going toe to toe with other more melee capable of spreading it if not cleansed at one of the fountains scattered around her map. However, if enemies a Survivor ''does'' cleanse pain.
* ''VideoGame/KingdomRush'' series:
** Most ranged heroes are relatively squishy in close combat, and are unable to use
their sickness, more potent abilities.
** ''Kingdom Rush: Frontiers'' has
the Plague can then go to the fountain they cleansed at and use it to upgrade her Vile Purge to Corrupt Purge, which turns her projectile vomit red and damages Survivors rather than infecting them.
* ''Franchise/{{Splatoon}}'':
** [[SniperRifle Charger]]-type weapons
Saurian Deathcoil enemies. They have long charging times that prevent them from going up close, but their an attack range of nearly half the map, and high damage at a full charge make up for that. Taken even further snipe your troops with specific chargers like the E-Liter 3K (as well as the E-Liter 4K, its upgraded model in [[VideoGame/Splatoon2 the sequel]]), which sacrifices mobility, charge time, and ink efficiency a ranged attack that hits for even greater range, and the chargers equipped with scopes, allowing for easier aiming and a slight increase in range at the expense of being automatically huge 100 armor-piercing damage. If forced into tunnel vision after reaching melee by barracks or heroes, they only deal a certain level of charge.
measly 12-22 physical damage.
** Despite Rollers normally being close range, ''Kingdom Rush: Origins'' has the Dynamo Roller attacks very slowly, to the point that one getting caught Dark Spitter enemies. They spit [[TheCorruption dark blood]] at your troops from a distance, which hits hard, inflicts a painful temporary health-draining status, and if a troop dies while corrupted, they [[TheVirus turn into a Shadowspawn]]. Dark Spitters are however a lot less threatening in melee rarely comes out on top. However, combat, dealing relatively low damage without infecting your troops.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Lizalfos primarily use ranged weaponry such as bows and arrows, bladed boomerangs, and water bullets spat from
their ink flinging attack mouths. They try to keep their distance from Link as a result, making a point of keeping several meters between themselves and him instead of rushing for melee combat like other monsters do. When they use melee weapons, these are long-distance ones such as spears and strikes from their long tongues, and here they use HitAndRunTactics to minimize how long their within Link's own melee range.
** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Horriblins tend to stick to the ceilings of their cave dwellings, attacking by throwing rocks from a distance and with spear-type weapons that a second spear weapon fused to them for extra length.
* Youko Mizuno (''Rosa Chinensis'' from ''Literature/MariaWatchesOverUs'') appears in the doujin FightingGame ''VideoGame/{{Maribato}}'' as a playable character. Youko's whip gives her a good range, and she
has an impressively a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.
* ''VideoGame/MarvelUltimateAlliance'': The two catapults used by dark elves in Niffleheim are exclusively used in
long range and wide spread, allowing it to excel upon getting within thirty feet of them will make them defenseless.
* Comicbook/GhostRider
at keeping opponents at arms length.
** Among Shooter weapons, the Jet Squelcher line
''Ultimate VideoGame/MarvelVsCapcom3'', his chain has comparable range to Chargers (other than the E-Liter 3K). While it has less damage, slower fire rate and worse turf coverage compared to most lower range shooters, Jet Squelchers have the advantage in combat as long as the user stays out of incredible reach of any rivals.
** [[GatlingGood Splatlings]] sacrifice the ability
and he's able to fire immediately by having superb range combined punish several ranged characters with quick fire rate. However, this means that a Splatling user caught by surprise at more ease. His close range is at a severe disadvantage.
* ''VideoGame/ThemsFightinHerds'': Velvet was designed as
options, on the "zoner" of other hand, is limited (although if you can land a Penance Stare, you can dish out good damage. Problem is, 3 bars and a grab move, good luck landing it well)
* This is how
the original roster. Her moveset Infiltrator class plays like in ''VideoGame/MassEffect2'' and magic meter ''[[VideoGame/MassEffect3 3]]''. [[PlayingWithFire Incinerate]] is specialized at fighting a great offensive power usable from a distance, and [[InvisibilityCloak Tactical Cloak]] makes you invisible, which allows you to flank your enemies easily and line up the perfect [[BoomHeadshot headshot]]. They'll also get a damage bonus on {{Sniper Rifle}}s and even [[BulletTime slow down time]] when using them (though only in single-player). There is an alternative, however - people who are really good at hit-and-run combat may favour the widely feared Shotgun Infiltrator, who uses a distance by firing icicles at different speeds, casting ice ShortRangeShotgun from tactical cloak to inflict obscene amounts of damage.
** Engineers and Adepts, as {{Squishy Wizard}}s, are strongly encouraged to stay behind something heavy and throw ranged tech or biotic
attacks at every opportunity. Sentinels ''would'' be this, too, if Tech Armour didn't make them alarmingly tanky.
** The M-44 Hammerhead is a GlassCannon with a heavy rocket launcher and no armour, so the pilot is strongly advised to try and handle enemies
from any direction, a safe distance.
* Most fire-support assets in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' sacrifice close range usability for withering firepower to pour down-range. Long Ranged Missiles fire [[MacrossMissileMassacre massive salvos of accurate, guided missiles]], but will simply arc over targets within 150 meters (and assets that carry [=LRMs=] often [[CripplingOverspecialization only carry LRMs]]). Arrow IV launchers fire a single massive high-explosive guided cruise missile, but have a minimum range of 300 meters
and can even force opponents away (or closer) by [[BlowYouAway spinning in a cyclone to keep them away.]]
* In ''VideoGame/CryingSuns'', Cruisers can attack from 2-3 tiles away but cannot defend themselves against adjacent enemy squadrons. Impaler Cruisers take it to
will generate an [[OverHeating enormous amount of heat when fired]]; plus, the point of CripplingOverspecialization: they can shoot at the enemy battleship from anywhere on the map, but they launcher is so heavy that assets typically can ''only'' shoot at carry the enemy battleship.
* ''VideoGame/ToughLoveArena''
missile launcher, with [[PointDefenseless nothing for up-close fighting]]. The [[MechanicallyUnusualClass Long Tom Artillery Piece]] is a [[{{BFG}} 30 metric ton cannon]] which can [[OneHitKill one-shot]] any asset lighter than 50 tons with a direct hit, but it almost always requires assistance from allies to find a good firing solution, while the gun is incapable of aiming down to fire at nearby enemies, plus it has Noodle [[SquishyWizard tissue paper for armor]] and Rice, who have RubberHoseLimbs that let them hit their opponents [[PointDefenseless no secondary weapons]].
* This is the domain of Bowgun and Bow users, a.k.a. "Gunners" in ''VideoGame/MonsterHunter''. They can attack
from further away than anyone else.
* ''VideoGame/DivinityOriginalSinII'': The Huntsman ability increases
compared to melee weapon users, but without a good stockpile of ammo or proper distancing they will suffer in the [[GeoEffects damage bonus for attacking from high ground]] damage-per-second department. Additionally, Gunners can't use the same kind of armor melee users can, and unlocks a variety of skills have to use exclusive armor that enhance long-range attacks, including an ArmorPiercingAttack, a RainOfArrows, and a shot is higher on elemental resistances but has roughly half the raw defense, meaning that gains bonus damage proportional to they ''need'' the distance and good evasive skills or they're going to the target.
get torn into shreds.
* The Pixies in ''VideoGame/MonsterRancher'' have their strongest attacks at long range.
* In ''VideoGame/{{Gods}}'': You'd think a warrior from Ancient Greece would know how to stab someone with a spear. Not your hero, if it's a weapon then it must be thrown. Luckily for him, he's got BottomlessMagazines.
* In the ''VideoGame/WonderBoy'' series, Boy from the first game (plus Tina and her boomerangs in the remake)
''VideoGame/MordheimCityOfTheDamned'', this is the only protagonist without a melee option. If he sees entire schtick of the Human Mercenaries faction. They have an enemy, then he's got to throw his stone axe at it - entire range of various ranged weapons with a max of 2 axes at a time. Woe to Boy if he misses with the two axes their own strengths and the weaknesses: longbows are low-damage but can shoot multiple times a turn, handguns are great at defeating enemies get in close...
* ''VideoGame/TotalWarWarhammer'':
** The Empire. Justified because ordinary human State Troopers are woefully outmatched
heavy armor, long rifles have a better critical hit chance and longer range, blunderbusses can hit multiple enemies (and also allies!) in a cone but only at close range. Even their dedicated melee by most of specialists can pack pistols and crossbows along with their adversaries, and the generals know it. Missiles and artillery are quite vital to whittling down the enemy from a distance before they close with the frontline, and then using cavalry to wheel around the flanks and finish the enemy off.
** The Dwarfs use no cavalry or magic, and their infantry are extremely slow on the run which puts them at a great disadvantage in open field battles. So, their way of war can be summed up as handgunners and artillery pieces parked on a strong defensive position behind a row of stout, heavily-armoured dwarf infantry to protect them. Let the enemy come to them, and break themselves against the wall of guns and gromril.
** The polar opposite of the Dwarfs, the Wood Elves have an army composed largely of archers, missile cavalry and flying units.
combat weapons. They're not ''helpless'' in close combat but the other factions will outclass them: the Skaven ({{Ninja}} [[YouDirtyRat rat-people]]) are faster and can dodge more, the Sisters of Sigmar (effectively a squad of [[AmazonBrigade female]] [[ThePaladin paladins]]) have better armour, better melee weapons and support spells, and the Chaos Cultists ([[ReligionOfEvil demon-worshipping cultists]], fairly self-explanatory) have better melee weapons and [[BodyHorror mutations]] which also give them an edge. However the Skaven and Cultists have limited ranged ability and the Sisters of Sigmar have '''none''' on top of being {{Mighty Glacier}}s.
* ''Franchise/{{Naruto}}'':
** The ''VideoGame/NarutoUltimateNinjaStorm'' series has several, though Part 1 Sakura isn't one of them. (She's a TrapMaster instead.) [[FlechetteStorm Tenten]], [[BeeBeeGun Shino]], [[RazorWind Temari]], [[MadBomber Deidara]] and [[BubbleGun Utakata]] are all prime examples. The Puppet Master characters (Kankuro, Sasori and Chiyo) are a variation: they control puppets from a distance, which do their fighting for them. [[MakingASplash The Second Mizukage]] (a non-playable enemy) is the most powerful example, whose projectile combos are quick, rapid, break guard easily, and can't be easily dodged.
** In the US-exclusive ''VideoGame/NarutoClashOfNinja Revolution'' series, Komachi. She can throw needles at her opponent at a
very fast on the move (and able to shoot arrows while moving, averting DoNotRunWithAGun), masters of lightning attacks speed, and guerrilla warfare, but they have nothing resembling heavy infantry and hilariously poor staying power. The few tough units they can field - Treemen, Zoats, Forest Dragons - are all expensive, top-tier monster units.
* ''VideoGame/TotalWarWarhammerII'':
** The Vampire Coasts are [[GhostPirate undead pirates]] with a dizzying variety of zombies armed with pistols, handguns, rifles, grenades, swivel cannons, rusty cannons... Even their ''monsters'' have the ability to shoot at their enemies. To top it off, they are
she is the only faction that can resupply one who initiates their missile units ''mid-battle'' and buff them with special gunpowder. But their melee infantry aren't great and their reliance on guns as their only ranged option means they are heavily reliant on having line-of-sight; forests and uneven terrain neuter their ability to lay down the hurt.
* ''VideoGame/TotalWarWarhammerIII'': The Daemons of Tzeentch are this on a factional level -- while they do have several decent melee options, the vast majority of their units attack by shooting TechnicolorFlames at the enemy,
move with the majority of the melee damage coming from monster units, several of which ''also'' have ranged options. Especially notable since the other daemonic factions have few to no ranged units in their rosters.a long-range attack.



* In the ''VisualNovel/{{Sunrider}}'' series, Sola di Ryuvia is a ColdSniper whose ryder's kinetic rifle has the best range of any weapon in the player's arsenal, particularly when her SuperMode is active. It's only in ''Sunrider 4: The Captain's Return'' that she truly embraces this trope, as her rifle is given an ArbitraryWeaponRange which prevents her from shooting enemies that are too close to her.

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* ''Franchise/{{Persona}}'':
** While most party members in the first ''VideoGame/{{Persona|1}}'' have both a melee weapon and a firearm, both of Maki's weapons (a bow and a handgun) are ranged. There's also Yukino, who throws razorblades when not using her shotgun.
** Though it doesn't really affect gameplay, several party members in ''VideoGame/Persona2'' use only ranged weapons; Maya and Katsuya use pistols, Eikichi has a machine gun disguised as a guitar case, Yukino still throws razorblades, Baofu throws coins and other small objects, and Jun throws ''flowers''.
** Yukari and Aigis from ''VideoGame/Persona3'' use bows and guns respectively, and your main character can choose to use a bow in the original version and ''FES''. On the field, their attacks have a large reach and can hit most opponents easily compared to short range weapons. In battle, long-range characters have the advantage of not falling when they miss an attack; however, they have a relatively low accuracy.
** ''VideoGame/Persona4'' has Yukiko and Naoto, who use throwing fans and pistols respectively. However, Yukiko tends to favor [[BlackMage magic attacks]] over physical combat.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' and ''VideoGame/PersonaQ2NewCinemaLabyrinth'' have party members who specialize in long-distance combat, which allows them to strike from the back row and reach enemies in the opposing party's back row. This includes the aforementioned Yukari, Aigis, Yukiko and Naoto, as well as Morgana in Q2(who uses his slingshot as his primary weapon), and the crossbow-wielding [[OriginalGeneration Zen]] in Q.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Strawburst [[ChargedAttack grows a strawberry]] that gets increasingly stronger and deals heavy SplashDamage from afar, but if a zombie manages to get into attacking distance when it has grown a berry, it explodes and dies instantly [[TakingYouWithMe although damaging the zombie in the process]].
** The Shadow Peashooter fires weak shadowy peas if unpowered, and powerful, slowing OneHitPolykill beams of darkness if powered by a Moonflower. However, it will retreat into the ground if a zombie gets close by on its lane, preventing it from attacking. Dowmplayed in that if it's hidden, it'll [[BuriedAlive drag a zombie that steps on it into the ground]] for a OneHitKill, but it disappears immediately if not powered and can only do this up to three times if powered, making it have a much better role at a long-distance attacker than a close-range trap.
* The Scaredy-Shroom from ''VideoGame/PlantsVsZombies'' is a cheap cost unit that fires long range spores. However, when a zombie gets close, he retracts into the ground and cowers, becoming completely useless and vulnerable. All other shooting plants in the series can at least still fire at the zombie that's chewing on them.
* ''VideoGame/PlantsVsZombiesGardenWarfare'': The Cactus adopts the role of the Plant team's sniper and can plant Tall-Nut barricades and Potato Mines to keep enemies distant. Lastly, she can deploy an AttackDrone, allowing her to do serious damage and call in [[DeathFromAbove airstrikes]] while staying ''far'' away from the enemy team.
* [[VideoGame/{{Killzone}} Colonel Mael Radec]] in ''VideoGame/PlayStationAllStarsBattleRoyale'' is terrible up close, but very, very effective from a distance. He's been given 8 types of projectiles and bombs, and all of his Supers are ranged, including a [[FinishingMove Level 3 Super]] in which he picks off his enemies in a first-person shooting mode.
* In ''VideoGame/ShiningForce'', Archers/Snipers, Rangers/Bow Knights, and Brass Gunners can shoot two or three (depending on the quality of arrow) spaces away, but are helpless up close. Knights if armed with spears can attack up close or afar, but spears tend to be weaker than lances. Thieves and Ninjas in ''Final Conflict'' can also attack close or afar, but unlike most examples of this trope, they're lethal from any distance.
* This is Peacock's specialty fighting style in ''VideoGame/{{Skullgirls}}''. Most of Peacock's special attacks are projectiles of some kind, such as cannonballs, bullets, walking bombs, [[ItMakesSenseInContext car/plane-riding bombs]], and lasers. On the other hand, she's not very good at mixing up the opponent up close...
* ''VideoGame/SmashTV'' and the sequel ''Total Carnage'': The playable characters use only firearms, no melee weapons.
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicBoom'', Tails is capable of long-ranged combat, using {{sticky bomb}}s in ''Shattered Crystal'' and bombs and rockets in ''Rise of Lyric''.
In the ''VisualNovel/{{Sunrider}}'' series, Sola di Ryuvia is a ColdSniper whose ryder's kinetic rifle latter, he also has a [[AttackDrone Buddy-bot]] which can operate devices in otherwise unreachable areas and attack enemies relentlessly, giving Tails and the best others an opening to reprise or deal with other threats. Sticks also has her PrecisionGuidedBoomerang to tag switches and attack enemies at a distance.
** E-123 Omega is this in ''VideoGame/SonicTheHedgehog2006''. His wide array of guns and rockets give him hundreds of ways to snipe opponents from distance, but he completely lacks any physical combat moves. This is in contrast to other playable depictions of him where he more uses [[MightyGlacier crushing physical blows and heavy weapons to dish out pain in close-to-mid-range.]]
** Shadow the Hedgehog tends to fall into this thanks to his access to Chaos Energy attacks and [[VideoGame/ShadowTheHedgehog firearms]].
** Silver the Hedgehog is another example of this. He's able to use his Psychokinesis to assault his enemies at
range and in [[VideoGame/SonicGenerations some instances]] his usage of his powers can get VERY creative. Unfortunately, he tends to fall apart in close quarters, [[SquishyWizard not having very many hand-to-hand abilities and withstanding hits like a wet napkin.]]
* ''Franchise/{{Splatoon}}'':
** [[SniperRifle Charger]]-type weapons have long charging times that prevent them from going up close, but their range and high damage at a full charge make up for that. Taken even further with specific chargers like the E-Liter 3K (as well as the E-Liter 4K, its upgraded model in [[VideoGame/Splatoon2 the sequel]]), which sacrifices mobility, charge time, and ink efficiency for even greater range, and the chargers equipped with scopes, allowing for easier aiming and a slight increase in range at the expense of being automatically forced into tunnel vision after reaching a certain level of charge.
** Despite Rollers normally being close range, the Dynamo Roller attacks very slowly, to the point that one getting caught in melee rarely comes out on top. However, their ink flinging attack has an impressively long range and wide spread, allowing it to excel at keeping opponents at arms length.
** Among Shooter weapons, the Jet Squelcher line has comparable range to Chargers (other than the E-Liter 3K). While it has less damage, slower fire rate and worse turf coverage compared to most lower range shooters, Jet Squelchers have the advantage in combat as long as the user stays out of reach
of any rivals.
** [[GatlingGood Splatlings]] sacrifice the ability to fire immediately by having superb range combined with quick fire rate. However, this means that a Splatling user caught by surprise at close range is at a severe disadvantage.
* Several ships in the ''VideoGame/StarControl'' games are this, but none so much as the Earthling Cruiser. The Cruiser has a very weak short range attack, but if an enemy can close, the Cruiser is probably toast. If the Cruiser can stay away, however, it can pretty much kill anything with its MX Peacekeeper missiles, which can cross the bulk of the screen and have excellent (they're called fire-and-forget for a reason) tracking. The Chenjesu Broodhome is also very much one of these. The Mmrnmhrm X-Form could transform from a long-range, fast, fighter -which if caught at close range in such form could become history fast- to a slow, short-range, one, making it one of the deadliest ships in the game. On the Hierarchy side, the Spathi Discriminator could fire a long-range tracking missile from the rear of the ship, meaning it could shoot while running away.
* ''VideoGame/StarCraft'': Terrans are this. With the exception of the [[WorkerUnit SCV]], all terran units are ranged.
* In ''VideoGame/StarWarsBattlefront2015'', Boba Fett's gun has incredible accuracy and he can find nearly any target by flying over the map, but he has no melee attack at all. His flamethrower is meant to compensate for this, but once he's forced to let it cooldown, he's completely vulnerable.
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterII'': Dhalsim is pretty much the forefather of this in fighting games. He can attack from a halfscreen away, using his extendable/retractable limbs; though they are punishable. To make up for this, he supplements his arsenal with breath attacks that can strike from anywhere onscreen. And, in later installments, he gains the ability to teleport (originally a glitch); used chiefly to put distance between himself and the opponent.
** Sagat is played like this. [[https://www.youtube.com/watch?v=Zk6jRjzE_pw Just]] [[https://www.youtube.com/watch?v=cbMllTeLTR0&feature=related look]] at how many Tiger Shots are thrown in the whole match.
** Guile is played more effective at playing mind games with his signature Sonic Boom.
** ''VideoGame/StreetFighterIII'' has Necro, seen by many as the new and improved model. His limbs are flexible, whereas Dhalsim's are linear, plus his attacks are faster; making them harder to predict or react to. And, while he's primarily a ranged fighter, he's just as lethal in close quarters. [[SquishyWizard A stark contrast to his predecessor]].
* ''VideoGame/{{Sundered}}'' has Hunters, stationary robots armed with laser cannons. They can shoot the player character from off screen several rooms away, but their only defense against melee attacks is curling up into a ball and raising their [[RegeneratingShieldsStaticHealth shields]]. Stronger variants can attack the player at close range with a slow, highly-telegraphed energy pulse.
* ''VideoGame/SuperSmashBros''
** Samus Aran, Captain Olimar, Snake, Zelda, Mega Man and Duck Hunt all specialize this way. Good as their projectiles are, however, Olimar and Zelda still need to get in close to deliver a KO effectively, and Samus and Snake, while technically able to KO from afar, still find it difficult to do so.[[note]]Samus's Charge Shot can score [=KOs=] easily when fully charged, but being a ChargedAttack, relying on it means allowing the opponent a chance to close in. As for Snake, his Up Smash has fantastic ''vertical'' range when charged, but where it ends up on the '''X''' (read: horizontal) axis is a total crapshoot.[[/note]] Mega Man actually does have good, reliable long-ranged KO moves, but is also relatively weak up close. Duck Hunt, who represents NES Light Zapper games, has a number of moves that work best at long range. Link and Young/Toon Link are debatable examples, as they have at least four different kinds of long-range moves, one of which is a grab, but their uses are limited and the Links generally prefer to get up close anyway.
** Mii Gunner, a [[CharacterCustomization customizable]] long-range fighter who's both slower and weaker than the other Mii classes in terms of ability and attack, but whose moveset and specials are more versatile and possess [[SquishyWizard many useful properties and traits for tactical warfare and battlefield control]], allowing the Gunner to compensate for their weakness.
** [=SSB4=] DLC grants us [[VideoGame/FireEmblemFates Corrin]], who is practically to this game what Dhalsim is to ''Street Fighter''. While he does have a sword, most of his damage will come from his [[LovecraftianSuperpower Dragon Fang]] attacks, especially if they hit at the tip.
** ''VideoGame/SuperSmashBrosUltimate'' introduces [[Franchise/{{Castlevania}} Simon and Richter Belmont]], whose smash and special moves are all long-range or projectile-based. Their vampire killers manage to be ''even longer'' then Corrin's Dragon Fang attacks.
** ''Ultimate'''s second round of DLC fighters starts with [[VideoGame/{{ARMS}} Min Min]], who can cover the length of a Battlefield stage using her ARMS and doesn't even get damaged by counter type special attacks, but [[NecessaryDrawback in return suffers in close range]] since that's not what her home game really specializes in.
* Chester from ''VideoGame/TalesOfPhantasia'' uses bows and arrows in combat, letting him deal damage on par with Cress from afar.
* Although most of the weapons in ''VideoGame/TeamFortress2'' are guns, the Sniper is uniquely suited to attacking at long-range. His sniper rifle is perfectly accurate and its damage is unaffected by range, whereas pretty much every combat-oriented class is encourage to [[ShortRangeLongRangeWeapon fight at fairly close range]] by inaccuracy of {{hitscan}} weapons, [[PainfullySlowProjectile slow movement speed of projectiles]], and/or severe damage penalties for attacking from far away. Sniper is thus favored to attack from a distance because the damage loss to all other classes' attacks makes up for his [[GlassCannon low health]] and [[ChargedAttack slow attack speed.]] His Huntsman bow is the closest he gets to mid range attacks and his Jarate is best used for supporting teammates on fire or finding Spies rather than direct attacks with the Bushwacka (which does a guaranteed CriticalHit every time against piss-soaked foes but causes Sniper to take a ''20%'' damage increase).
* ''VideoGame/ThemsFightinHerds'': Velvet was designed as the "zoner" of the original roster. Her moveset and magic meter is specialized at fighting enemies at a distance by firing icicles at different speeds, casting ice attacks from any direction, and can even force opponents away (or closer) by [[BlowYouAway spinning in a cyclone to keep them away.]]
* The Vanquisher from ''VideoGame/{{Torchlight}}'' specialises in ranged weapons and abilities (although she can also use traps and close ranged ambush tactics).
* ''VideoGame/TotalWarWarhammer'':
** The Empire. Justified because ordinary human State Troopers are woefully outmatched in melee by most of their adversaries, and the generals know it. Missiles and artillery are quite vital to whittling down the enemy from a distance before they close with the frontline, and then using cavalry to wheel around the flanks and finish the enemy off.
** The Dwarfs use no cavalry or magic, and their infantry are extremely slow on the run which puts them at a great disadvantage in open field battles. So, their way of war can be summed up as handgunners and artillery pieces parked on a strong defensive position behind a row of stout, heavily-armoured dwarf infantry to protect them. Let the enemy come to them, and break themselves against the wall of guns and gromril.
** The polar opposite of the Dwarfs, the Wood Elves have an army composed largely of archers, missile cavalry and flying units. They're very fast on the move (and able to shoot arrows while moving, averting DoNotRunWithAGun), masters of lightning attacks and guerrilla warfare, but they have nothing resembling heavy infantry and hilariously poor staying power. The few tough units they can field - Treemen, Zoats, Forest Dragons - are all expensive, top-tier monster units.
* ''VideoGame/TotalWarWarhammerII'':
** The Vampire Coasts are [[GhostPirate undead pirates]] with a dizzying variety of zombies armed with pistols, handguns, rifles, grenades, swivel cannons, rusty cannons... Even their ''monsters'' have the ability to shoot at their enemies. To top it off, they are the only faction that can resupply their missile units ''mid-battle'' and buff them with special gunpowder. But their melee infantry aren't great and their reliance on guns as their only ranged option means they are heavily reliant on having line-of-sight; forests and uneven terrain neuter their ability to lay down the hurt.
* ''VideoGame/TotalWarWarhammerIII'': The Daemons of Tzeentch are this on a factional level -- while they do have several decent melee options, the vast majority of their units attack by shooting TechnicolorFire at the enemy, with the majority of the melee damage coming from monster units, several of which ''also'' have ranged options. Especially notable since the other daemonic factions have few to no ranged units in their rosters.
* ''VideoGame/ToughLoveArena'' has Noodle and Rice, who have RubberHoseLimbs that let them hit their opponents from further away than anyone else.
* ''VideoGame/TreasurePlanetBattleAtProcyon'':
** Any ship that is equipped primarily with long ranged weapons, such as [[{{Plasma Cannon}} Plasma Cannons]], [[{{Homing Projectile}} Torpedeos]] and Mortars. In Open Skirmishes it is possible to make most ships into this by refitting them with either Plasma Cannons and/or Mortars, although even outside of Open Skirmishes there are several ships that come with long ranged weapons by default. For example: the Imperial Fast Frigate and all Ironclads come with Plasma Cannons by default, while both the Imperial and Procyon Man of War come with Star Mortars.
** The Imperial [=StarHammer=] and Procyon Ice Fist, as they are equipped with the [[{{BFG}} Nova Mortar]], the longest ranged and most powerful
weapon in the player's arsenal, particularly game.
** Procyon ships in general, as not only do they have access to all long ranged weapons in the game, their ships often come with Torpedoes, making them well suited to longer range, especially
when combined with the other long range weapons they have in their arsenel.
* ''VideoGame/VandalHearts'':
** Bow users are most effective from a distance. In the original game, Archers took extra damage from sword-wielders.
** Magic users are fragile and work better from a distance.
* In the ''VideoGame/WonderBoy'' series, Boy from the first game (plus Tina and
her SuperMode boomerangs in the remake) is active. It's the only protagonist without a melee option. If he sees an enemy, then he's got to throw his stone axe at it - with a max of 2 axes at a time. Woe to Boy if he misses with the two axes and the enemies get in ''Sunrider 4: close...
* Hunters started as 'fights exclusively at range' in ''VideoGame/WorldOfWarcraft''; they were able to use melee weapons, but only did ScratchDamage with them.[[note]]Hunters who used their melee weapons did exist, often without pets as a SelfImposedChallenge, were derided as Huntards since they did MUCH less damage.[[/note]] With the ''Mists of Pandaria'' expansion, they've lost their deadzone and can use their abilities and ranged weapons in melee range.
*
The Captain's Return'' that she truly embraces this trope, as her rifle is given an ArbitraryWeaponRange ''[[Videogame/{{X}} X-Universe]]'' series features the Missile Frigate and the Bomber ship classes, which prevents her from rely on [[MacrossMissileMassacre long-ranged anti-ship missiles]] rather than projectile weapons for their offensive capacity. The ships are capable of leveling entire sectors and fleets on their own, but god help you if a fighter gets close to the ship and starts shooting your missiles down as soon as they launch, because at best, the ships have only a pair of rear-facing turrets, and [[PointDefenseless some of them don't even get that]].
* ''VideoGame/XCom'':
** The sniper class from ''VideoGame/XCOMEnemyUnknown'' is the go-to long distance fighter. They're the only class whose hit chance gets worse at close ranges, and their aim stat growth is by far the best in the roster, which, especially when combined with Squadsight[[note]]the ability to shoot at
enemies beyond the sniper's visual range that are too close can be seen by allies, provided the line of fire is unobstructed[[/note]], means they can and often will be shooting at enemies from ''literally'' the other side of the map. Even with Snap Shot[[note]]the ability to her.move and fire in the same turn[[/note]], that trades range for mobility, the sniper is still at their best hitting enemies right at the edge of visual range.
** The old sniper's tradition is maintained in ''VideoGame/XCOM'' by the Sharphooter, who works essentially the same way. The difference is that Squadsight comes by default, and it has a mounting accuracy penalty at truly extreme ranges.


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[[folder:Visual Novels]]
* In the ''VisualNovel/{{Sunrider}}'' series, Sola di Ryuvia is a ColdSniper whose ryder's kinetic rifle has the best range of any weapon in the player's arsenal, particularly when her SuperMode is active. It's only in ''Sunrider 4: The Captain's Return'' that she truly embraces this trope, as her rifle is given an ArbitraryWeaponRange which prevents her from shooting enemies that are too close to her.
[[/folder]]
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* Published by ''Strategic Simulations Inc.'' in the 1980s, ''Gemstone Warrior'' and ''Gemstone Healer'' features your protagonist who goes up against demons armed only with a crossbow and limited supply of bolts and even scarcer [[OneHitKill fireballs]]. Even though the Warrior can find a dagger, it's not usable at all.

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* Published by ''Strategic Simulations Inc.'' Creator/StrategicSimulationsInc in the 1980s, ''Gemstone Warrior'' and ''Gemstone Healer'' features your protagonist who goes up against demons armed only with a crossbow and limited supply of bolts and even scarcer [[OneHitKill fireballs]]. Even though the Warrior can find a dagger, it's not usable at all.

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* From ''VideoGame/TheBattleCats'', we have Nerd Cat. Although he has low health and an ArbitraryWeaponRange, he has the longest range of all Cats in the entire game! His evolved form, [[HollywoodHacking Hacker Cat]], gains an [[OneHitPolykill Area Attack]], making him an even straighter example.

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* From ''VideoGame/TheBattleCats'', we have Nerd Cat. Although he has low health ''VideoGame/TheBattleCats'':
** Among the [[ComMons Normal Cats]], Gross Cat
and an ArbitraryWeaponRange, he has Lizard Cat both specialize in long-ranged attacks. They're slow to attack and less able to fend for themselves compared to the longest range others, but can accumulate high DPS when stacked up. Plenty of all Cats other long-ranged units in the entire game! His evolved form, [[HollywoodHacking Hacker Cat]], gains an [[OneHitPolykill Area Attack]], making him an game follow suit — even straighter example.the heavy ones, like Bahamut Cat and most ranged [[OlympusMons Ubers]], tend to be {{Glass Cannon}}s that need to be protected from melee enemies.
** Cats and enemies with the Long Distance ability have greatly increased attack range, but [[ArbitraryWeaponRange can't attack anything that's too close,]] effectively falling under this trope by default.
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* Hunters started as 'Fights exclusively at range' in ''VideoGame/WorldOfWarcraft''; they were able to use melee weapons but did ScratchDamage with them. [[note]]Hunters who used their melee weapons did exist, often without pets as a self-imposed challenge were derided as Huntards since they did MUCH less damage.[[/note]]. But with the ''Mists of Pandaria'' expansion, they've lost their deadzone and can use their abilities and ranged weapons in melee range.

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* Hunters started as 'Fights 'fights exclusively at range' in ''VideoGame/WorldOfWarcraft''; they were able to use melee weapons weapons, but only did ScratchDamage with them. them.[[note]]Hunters who used their melee weapons did exist, often without pets as a self-imposed challenge SelfImposedChallenge, were derided as Huntards since they did MUCH less damage.[[/note]]. But with [[/note]] With the ''Mists of Pandaria'' expansion, they've lost their deadzone and can use their abilities and ranged weapons in melee range.

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* The [[SniperRifle sniper class]] from ''VideoGame/XcomEnemyUnknown'' is the go-to long distance fighter. They're the only class whose hit chance gets ''better'' with longer range, which combined with their squadsight ability to shoot at any enemy that can be seen means that provided there are no obstacles, they could be shooting at enemies from the other side of the map.

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* ''VideoGame/XCom''
**
The [[SniperRifle sniper class]] class from ''VideoGame/XcomEnemyUnknown'' ''VideoGame/XCOMEnemyUnknown'' is the go-to long distance fighter. They're the only class whose hit chance gets ''better'' with longer range, which worse at close ranges, and their aim stat growth is by far the best in the roster, which, especially when combined with their squadsight Squadsight[[note]]the ability to shoot at any enemy enemies beyond the sniper's visual range that can be seen means that by allies, provided there are no obstacles, the line of fire is unobstructed[[/note]], means they could can and often will be shooting at enemies from ''literally'' the other side of the map.map. Even with Snap Shot[[note]]the ability to move and fire in the same turn[[/note]], that trades range for mobility, the sniper is still at their best hitting enemies right at the edge of visual range.
** The old sniper's tradition is maintained in ''VideoGame/XCOM'' by the Sharphooter, who works essentially the same way. The difference is that Squadsight comes by default, and it has a mounting accuracy penalty at truly extreme ranges.
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* ''TabletopGame/FabulaUltima'' has the Sharpshooter class. Its skills focus exclusively on ranged combat, doing such things as making the Sharpshooter's ranged attacks more accurate and/or more powerful, giving them the ability to hit multiple targets with every attack, and letting them fire trick shots that can intimidate foes or negate enemy ranged attacks.
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Updating Link


* ''ComicBook/RobinSeries'': The Rising Sun Archer does have some martial arts training but as Tim says, she's phenomenal with a bow and only decent fighting without. When Tim manages to get in close she's completely outclassed as a close range fighter and they both know it.

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* ''ComicBook/RobinSeries'': ''ComicBook/{{Robin|1993}}'': The Rising Sun Archer does have some martial arts training but as Tim says, she's phenomenal with a bow and only decent fighting without. When Tim manages to get in close she's completely outclassed as a close range fighter and they both know it.

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* In ''VideoGame/StarCraft'', Terrans are this. With the exception of the [[WorkerUnit SCV]], all terran units are ranged.
* Sakura, Part 1, in ''Manga/{{Naruto}}'' video games. She often has a good, fast, and strong shuriken combo.

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* In ''VideoGame/StarCraft'', ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Lizalfos primarily use ranged weaponry such as bows and arrows, bladed boomerangs, and water bullets spat from their mouths. They try to keep their distance from Link as a result, making a point of keeping several meters between themselves and him instead of rushing for melee combat like other monsters do. When they use melee weapons, these are long-distance ones such as spears and strikes from their long tongues, and here they use HitAndRunTactics to minimize how long their within Link's own melee range.
** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Horriblins tend to stick to the ceilings of their cave dwellings, attacking by throwing rocks from a distance and with spear-type weapons that a second spear weapon fused to them for extra length.
* ''VideoGame/StarCraft'':
Terrans are this. With the exception of the [[WorkerUnit SCV]], all terran units are ranged.
* ''Manga/{{Naruto}}'': Sakura, Part 1, in ''Manga/{{Naruto}}'' video games.1. She often has a good, fast, and strong shuriken combo.
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Dewicking a trope


* Youko Mizuno (''Rosa Chinensis'' from ''Literature/MariaWatchesOverUs'') appears in the doujin FightingGame ''[[VideoGame/{{Maribato}} Maribato!]]'' as a playable character. Youko's [[WhipItGood whip]] gives her a good range, and she has a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.

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* Youko Mizuno (''Rosa Chinensis'' from ''Literature/MariaWatchesOverUs'') appears in the doujin FightingGame ''[[VideoGame/{{Maribato}} Maribato!]]'' as a playable character. Youko's [[WhipItGood whip]] whip gives her a good range, and she has a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.
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* The [[SniperRifle sniper class]] from [[VideoGame/XCOMEnemyUnknown Xcom: Enemy Unknown]] is the go-to long distance fighter. They're the only class whose hit chance gets ''better'' with longer range, which combined with their squadsight ability to shoot at any enemy that can be seen means that provided there are no obstacles, they could be shooting at enemies from the other side of the map.

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* The [[SniperRifle sniper class]] from [[VideoGame/XCOMEnemyUnknown Xcom: Enemy Unknown]] ''VideoGame/XcomEnemyUnknown'' is the go-to long distance fighter. They're the only class whose hit chance gets ''better'' with longer range, which combined with their squadsight ability to shoot at any enemy that can be seen means that provided there are no obstacles, they could be shooting at enemies from the other side of the map.
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* In the ''VisualNovel/{{Sunrider}}'' series, Sola di Ryuvia is a ColdSniper whose ryder's kinetic rifle has the best range of any weapon in the player's arsenal, particularly when her SuperMode is active. It's only in ''Sunrider 4: The Captain's Return'' that she truly embraces this trope, as her rifle is given an ArbitraryWeaponRange which prevents her from shooting enemies that are too close to her.
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-->-- ''The Insult'', ''VideoGame/TeamFortress2''

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-->-- ''The Insult'', ''VideoGame/TeamFortress2''
''VideoGame/TeamFortress2'', "The Insult"
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Added page quote taken from Team Fortress 2's Jarate comic "The Insult"

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->'''RED Sniper:''' Hey! We're trying to enjoy this capture point, you bully!\\
'''BLU Spy:''' HAW HAW! What are you going to do - run five miles away and ''shoot'' me?\\
'''RED Sniper:''' Ye- no...\\
'''RED Sniper:''' ''[thinking] How did he know?''
-->-- ''The Insult'', ''VideoGame/TeamFortress2''
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** ''VideoGame/PersonaQShadowOfTheLabyrinth'' and ''VideoGame/PersonaQ2NewCinematicLabyrinth'' have party members who specialize in long-distance combat, which allows them to strike from the back row and reach enemies in the opposing party's back row. This includes the aforementioned Yukari, Aigis, Yukiko and Naoto, as well as Morgana in Q2(who uses his slingshot as his primary weapon), and the crossbow-wielding [[OriginalGeneration Zen]] in Q.

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** ''VideoGame/PersonaQShadowOfTheLabyrinth'' and ''VideoGame/PersonaQ2NewCinematicLabyrinth'' ''VideoGame/PersonaQ2NewCinemaLabyrinth'' have party members who specialize in long-distance combat, which allows them to strike from the back row and reach enemies in the opposing party's back row. This includes the aforementioned Yukari, Aigis, Yukiko and Naoto, as well as Morgana in Q2(who uses his slingshot as his primary weapon), and the crossbow-wielding [[OriginalGeneration Zen]] in Q.
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* From ''VideoGame/TheBattleCats'', we have Nerd Cat. Although he has low health and an ArbitraryMinimumRange, he has the longest range of all Cats in the entire game! His evolved form, [[HollywoodHacking Hacker Cat]], gains an [[OneHitPolykill Area Attack]], making him an even straighter example.

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* From ''VideoGame/TheBattleCats'', we have Nerd Cat. Although he has low health and an ArbitraryMinimumRange, ArbitraryWeaponRange, he has the longest range of all Cats in the entire game! His evolved form, [[HollywoodHacking Hacker Cat]], gains an [[OneHitPolykill Area Attack]], making him an even straighter example.
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* Noel Vermillion is this in ''Fanfic/BlazBlueAlternativeRemnant'' (''Franchise/BlazBlue'' and ''WebAnimation/{{RWBY}}''). Unlike her teammates, she tends to work best from a distance either as a sniper or gunner. During her battles, she often serves as long-range support for her team. This is in rather stark contrast to the games, where she was, ironically, a CloseRangeCombatant.

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* Out of the main cast, Lisha and Krulcifer from ''LightNovel/UndefeatedBahamutChronicle'' are oriented towards long-range attacks. Lisha specialises in wide-area destruction and Krulcifer in accurate sniping that freezes the target. Both do have close combat options as well: Lisha can [[spoiler:modify her Drag-Ride into one specialised for close combat]] while Krulcifer can use her CombatClairvoyance to fight at close range.



[[folder:Literature]]
* Out of the main cast, Lisha and Krulcifer from ''Literature/UndefeatedBahamutChronicle'' are oriented towards long-range attacks. Lisha specialises in wide-area destruction and Krulcifer in accurate sniping that freezes the target. Both do have close combat options as well: Lisha can [[spoiler:modify her Drag-Ride into one specialised for close combat]] while Krulcifer can use her CombatClairvoyance to fight at close range.
[[/folder]]



* Youko Mizuno (''Rosa Chinensis'' from ''LightNovel/MariaWatchesOverUs'') appears in the doujin FightingGame ''[[VideoGame/{{Maribato}} Maribato!]]'' as a playable character. Youko's [[WhipItGood whip]] gives her a good range, and she has a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.

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* Youko Mizuno (''Rosa Chinensis'' from ''LightNovel/MariaWatchesOverUs'') ''Literature/MariaWatchesOverUs'') appears in the doujin FightingGame ''[[VideoGame/{{Maribato}} Maribato!]]'' as a playable character. Youko's [[WhipItGood whip]] gives her a good range, and she has a lot of options for her projectiles, however, the range of her whip also leaves her vulnerable up close.
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* ''VideoGame/{{Splatoon}}''

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* ''VideoGame/{{Splatoon}}''''Franchise/{{Splatoon}}'':

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