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* In ''VideoGame/UnicornOverlord'', many of the classes in-game have wide varieties of utility to them, some of which being mainstays on any team, some end up doing worse than other classes. However, usually all the classes have some kind of consistently designed tactical answer that at least justifies consideration for putting them on any team. There's one damning exception to the rule, however: [[TopHeavyGuy Gladiators]]. To say they fall off pretty quickly from their peak in the earlygame and consistently struggle throughout the rest of the game before they finally find their footing would be a huge understatement; on the one hand, their HP is downright astronomical, they have a self-heal, and their physickal attack is also very good... and that's pretty much where all their positives end, as their '''''[[MasterOfNone everything else]]''''' is utterly terrible. Their attacks may hit entire rows, but they are ''so'' inaccurate that even glasses can't fully salvage their hit rates against anything short of a Hoplite or another Gladiator. They are intended to be high-health heal-tanks, but as enemies get stronger and enemy squads more numerous their health simply can't keep up with enemy damage output, and their mediocre actual defense and terrible Initiative become huge liabilities as it always means in other units getting the first shot. Against a Swordfighter or flier, you might as well throw in the towel then and there. Their later skills aren't even that impressive, and as axe users they compete with Dark Knights, who benefit from being mounted, heavy synergy with other cavalry classes, and a potent high-risk high-reward CriticalStatusBuff gimmick that's easier to work around than Gladiators', Gryphon Knights, who not only enjoy all the benefits of flight but have a row-cleaving attack of their own that does extra damage to cavalry to boot, and Berengaria, who's an [[LightningBruiser unstoppable murder-machine with few weaknesses]], all of whom do much of what Gladiators do but better. Hell, even for their spot as ''infantry axe units'', they're blown out of the water by Housecarls who don't have anywhere near the levels of weaknesses Gladiators do, far more strengths, and the ability to use shields later on. It should be noted that even the Gladiator [[NotCompletelyUseless has some useful set-ups and can do well with the right team composition]]; once Sniper Lenses, an item that can guarantee an attack will land, and especially their one time occurring upgrade that provides perfect accuracy and a guaranteed critical hit become available, they finally find a niche as hard hitting backliners that can clean up after their faster allies. Unfortunately, it takes until near the end of the game for this set up to become available, on the continent where their best ability is ignored by most of the enemies you'll be encountering thanks to being ground based, so while they've a niche in cutting rows down even there, there's a very high likelihood that your teams are settled and other, more generally applicable units with less stringent gear setups are already in use before, during, and after this gameplan comes online. Even with this in mind, however this generally requires ''far more effort'' just to set up a competitive composition than it's really worth. While there are classes that are considered filler units at best, even in the case of these classes, they either have major niches that help offset their problems and give a justification for putting them on the team (e.g. Fighters), or have enough utility in general to justify set-ups with them even if they fall off later on (e.g. Thieves). Gladiators don't have either these utilities or basic niches, and as a result, they're seen as the worst class in the game by a pretty comfortable margin, as they never really get any better and by the time they finally find their stride, the game's already over. Even as enemies, Gladiators and even ''Berserkers'' tend to be pretty easy to deal with compared to other late-game opponents because of how terrible their defenses are.

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** Twelve in ''Third Strike'' is not just bad, he's ''dysfunctionally'' bad. His combos are pathetically weak and don't put his opponent at a disadvantaged state, he can't convert any of his decent normals into a combo, his specials have so much end lag that they're punishable ''on hit'', two of his supers are gimmicky as hell and the one that isn't doesn't even connect properly, and his damage output is so low that even if you make as little mistakes as possible, he will get bodied as soon as he guesses wrong once. He does possess a somewhat decent neutral game due to his high mobility and great reach on a lot of his normal moves, but the problem is that while he may not struggle with getting in hits, he has no ability to actually capitalize on those hits, meaning his only real gameplan is to slowly poke the opponent to death and hope they never get a chance to punish him.
** Sean was a bit of a monster in ''Second Impact'', and was, consequently, given a smack with the nerf bat in ''Third Strike''... which, unfortunately, turned out to be more of a hammer-blow. He's a {{Shotoclone}}, which means sharing a lot of properties and even most of his animations with Ryu and Ken, but that results in him essentially having all the worst attributes of both and the strong points of neither. His hitboxes are bad, to the point that he has few ways to combo his Tackle, and Dragon Smash, his Shoryuken equivalent, exclusively hits above his head. The Tornado, his HurricaneKick equivalent, looks flashy and strong, but its recovery is so bad when used meterless that it leaves him wide open ''even if he hits''. The result puts him in pretty close competition with Twelve for the game's worst character, and even relatively good appraisals of him will admit there's almost nothing he does that Ryu and Ken can't do better. Notably, this was intended on the part of the developers, who believed that Sean being superior to Ken would be GameplayAndStorySegregation--and not expecting the game to have the longevity it did, they paid little heed to balance.
** Vega was off to a very poor start in vanilla ''VideoGame/StreetFighterIV'', with dismal normals and not much better specials that lack invincibility. But what really held him back was some of the worst meter usage in the game, due to terrible EX specials, an all-or-nothing super without any reliable confirms, and an almost completely useless Ultra that often wasn't even guaranteed from the otherwise universal focus attack crumple. He fortunately got most of his worst traits buffed along with a much more useful Ultra II in the ''SSFIV'' re-release, putting him in a more solid mid tier position for the rest of the series.
** [=DeeJay=] fell to this place as of ''USFIV'', with him now considered to be the worst character in the game. This is due to his very limited hit confirms, having precious few ways to combo into a red-focus attack, and generally poor reversal options.
** Hugo in ''USFIV'' is an extreme MightyGlacier of a grappler, with his punches and throws having exactly the insane damage output you'd expect of an eight-foot-tall wrestler. Unfortunately, this comes at the cost of basically everything else. He has no projectiles, terrible mobility, needs to burn meter just to have a hope of approaching, and his hitbox is so gargantuan that he can be hit by anti-air projectiles while on the other side of the screen. Notably, his matchup against Gouken is considered one of the worst in the game, as even Hugo's limited approach options get countered easily.
** F.A.N.G. in ''VideoGame/StreetFighterV'' has suffered the misfortune of being the worst ranked on the tier list. Despite the unique poison gimmick, he suffers from pitiful damage output and bad health.
** Zangief's also feeling this in ''V'', to the point that several pro players maining him have switched to other characters. His lack of speed, problematic match-ups, and lack of varied tools are cited as why he's attained this status
** Alex in ''V'' was good for exactly one patch cycle, on his debut. After that, he's was stuck in the bottom of the barrel until much, much later in Season 5.

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** ''VideoGame/StreetFighterIII'':
***
Twelve in ''Third Strike'' is not just bad, he's ''dysfunctionally'' bad. His combos are pathetically weak and don't put his opponent at a disadvantaged state, he can't convert any of his decent normals into a combo, his specials have so much end lag that they're punishable ''on hit'', two of his supers are gimmicky as hell and the one that isn't doesn't even connect properly, and his damage output is so low that even if you make as little mistakes as possible, he will get bodied as soon as he guesses wrong once. He does possess a somewhat decent neutral game due to his high mobility and great reach on a lot of his normal moves, but the problem is that while he may not struggle with getting in hits, he has no ability to actually capitalize on those hits, meaning his only real gameplan is to slowly poke the opponent to death and hope they never get a chance to punish him.
** *** Sean was a bit of a monster in ''Second Impact'', and was, consequently, given a smack with the nerf bat in ''Third Strike''... which, unfortunately, turned out to be more of a hammer-blow. He's a {{Shotoclone}}, which means sharing a lot of properties and even most of his animations with Ryu and Ken, but that results in him essentially having all the worst attributes of both and the strong points of neither. His hitboxes are bad, to the point that he has few ways to combo his Tackle, and Dragon Smash, his Shoryuken equivalent, exclusively hits above his head. The Tornado, his HurricaneKick equivalent, looks flashy and strong, but its recovery is so bad when used meterless that it leaves him wide open ''even if he hits''. The result puts him in pretty close competition with Twelve for the game's worst character, and even relatively good appraisals of him will admit there's almost nothing he does that Ryu and Ken can't do better. Notably, this was intended on the part of the developers, who believed that Sean being superior to Ken would be GameplayAndStorySegregation--and not expecting the game to have the longevity it did, they paid little heed to balance.
** Vega ''VideoGame/StreetFighterIV'':
***Vega
was off to a very poor start in vanilla ''VideoGame/StreetFighterIV'', vanilla, with dismal normals and not much better specials that lack invincibility. But what really held him back was some of the worst meter usage in the game, due to terrible EX specials, an all-or-nothing super without any reliable confirms, and an almost completely useless Ultra that often wasn't even guaranteed from the otherwise universal focus attack crumple. He fortunately got most of his worst traits buffed along with a much more useful Ultra II in the ''SSFIV'' re-release, putting him in a more solid mid tier position for the rest of the series.
** *** [=DeeJay=] fell to this place as of ''USFIV'', with him now considered to be the worst character in the game. This is due to his very limited hit confirms, having precious few ways to combo into a red-focus attack, and generally poor reversal options.
** *** Hugo in ''USFIV'' is an extreme MightyGlacier of a grappler, with his punches and throws having exactly the insane damage output you'd expect of an eight-foot-tall wrestler. Unfortunately, this comes at the cost of basically everything else. He has no projectiles, terrible mobility, needs to burn meter just to have a hope of approaching, and his hitbox is so gargantuan that he can be hit by anti-air projectiles while on the other side of the screen. Notably, his matchup against Gouken is considered one of the worst in the game, as even Hugo's limited approach options get countered easily.
** ''VideoGame/StreetFighterV'':
***
F.A.N.G. in ''VideoGame/StreetFighterV'' has suffered the misfortune of being the worst ranked on the tier list. Despite the unique poison gimmick, he suffers from pitiful damage output and bad health.
** *** Zangief's also feeling this in ''V'', to the point that several pro players maining him have switched to other characters. His lack of speed, problematic match-ups, and lack of varied tools are cited as why he's attained this status
** *** Alex in ''V'' was good for exactly one patch cycle, on his debut. After that, he's was stuck in the bottom of the barrel until much, much later in Season 5.
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** Flak from ''Black Hole Rising'' is a borderline joke character whose abilities revolve entirely around luck affecting the damage he deals - and it's often not in his favor, making him a strictly worse version of Nell. He was purposely made bad to serve as the first opponent, so much so that he's almost unplayable, though the next game did buff his luck to the point where it might accomplish ''something''. Regardless, due to his complete lack of consistency, he doesn't have that many fans even among those who enjoy playing bottom tiers. And despite his standing, the luck aspect makes him highly controversial in competitive play, so he's often banned regardless.
** Jugger and Koal/Zak in ''Dual Strike'' double as [[ReplacementScrappy replacement scrappies]], functioning as near identical clones of Flak and Adder[[note]]Jugger has slightly higher good and bad luck than Flak, while Koal/Zak has the same movement-increasing powers as Adder, but with a more expensive normal power and a small attack bonus on roads. [[/note]] from the last game, respectively, and taking over their roles in the story, with Flak and Adder relegated to hidden characters. The old duo was already ranked low, and the new guys are either on par or worse than them in pretty much every situation. They're often considered a waste in terms of both gameplay and character.
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Spelling/grammar fix(es)


** Selphie in ''VideoGame/FinalFantasyVIII'', mainly because of her LimitBreak. While Squall, Zell or Irvine (Zell especially) can dish out hundreds of thousands of damage with their Limit Breaks and Rinoa as well as Quistis have useful support abilities, Selphie's Limits are hard to execute (you have a list with spells/effects that will be executed and their number, you can use the current one or pass it without chance of return, you can pass spell/effect as many time as you want, but in the meantime enemies are punching/nuking Selphie and her teammates) and while she has one move that kills absolutely everything including Bosses, good luck getting it (without passing it over) during fight where it matters.
** Kimahri in ''VideoGame/FinalFantasyX'', again because of his Overdrives and the fact he has barely any Sphere Grid section of his own to speak of. He's meant to be as a WildCard, taking any role, but in the end he's more like MasterOfNone, and while he can supplant some roles you have no access to yet (for example he can learn Stealing before you get Rikku), he still lacks behind the original. His Overdrives can hit at most once and have no variety and support ability of Rikku's Mix. For these reasons, most people just ignore him.
** Fran from ''VideoGame/FinalFantasyXII'' is not very liked, surprisingly for a CuteMonsterGirl and Statuesque Stunner. However, her stats in general have MasterOfNone nature, being below average. On top, she has longer animation using her default weapon.

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** Selphie in ''VideoGame/FinalFantasyVIII'', mainly because of her LimitBreak. While Squall, Zell or Irvine (Zell especially) can dish out hundreds of thousands of damage with their Limit Breaks and Rinoa as well as Quistis have useful support abilities, Selphie's Limits are hard to execute (you have a list with spells/effects that will be executed and their number, you can use the current one or pass it without chance of return, you can pass a spell/effect as many time times as you want, but in the meantime enemies are punching/nuking Selphie and her teammates) and while she has one move that kills absolutely everything including Bosses, bosses, good luck getting it (without passing it over) during fight fights where it matters.
** Kimahri in ''VideoGame/FinalFantasyX'', again because of his Overdrives and the fact he has barely any Sphere Grid section of his own to speak of. He's meant to be as a WildCard, taking any role, but in the end he's more like a MasterOfNone, and while he can supplant perform some roles you have no access to yet (for example he can learn Stealing before you get Rikku), he still lacks lags behind the original. His Overdrives can hit at most once and have no variety and support ability lack the versatility of Rikku's Mix. For these reasons, most people just ignore him.
** Fran from ''VideoGame/FinalFantasyXII'' is not very liked, surprisingly for a CuteMonsterGirl and Statuesque Stunner. StatuesqueStunner. However, her stats in general have a MasterOfNone nature, being below average. On top, top of this, she has a longer animation using her default weapon.weapon type (bows).
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* ''LowTierLetdown/MarvelSnap''
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In fighting games and [=MOBAs=], they are frequently {{Skill Gate Character}}s who are easy to pick up and do well with and are dominant in lower-level play, but do exceptionally poorly in higher-level play; the Letdown part often comes from bad players who insist on using them with the same suboptimal strategies and builds and refuse to get better, get destroyed by competent players, and proceed to ragequit, lagswitch (if possible), abuse report functions, send abusive private messages, rage on message boards demanding nerfs, and generally act like incorrigible {{Scrub}}s.

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In fighting games and [=MOBAs=], they are frequently {{Skill Gate Character}}s SkillGateCharacters who are easy to pick up and do well with and are dominant in lower-level play, but do exceptionally poorly in higher-level play; the Letdown part often comes from bad players who insist on using them with the same suboptimal strategies and builds and refuse to get better, get destroyed by competent players, and proceed to ragequit, lagswitch (if possible), abuse report functions, send abusive private messages, rage on message boards demanding nerfs, and generally act like incorrigible {{Scrub}}s.
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* In ''VideoGame/TeamFortressClassic'', the Pyro is based on flame usage, unsurprisingly, with a lot of weapons capable of igniting the opponent and exclusive access to the game's flamethrower. The trouble is, fire damage in ''Classic'' is completely pitiful, with even full afterburn dealing only 8 damage to characters with around 100 HP before accounting for armor, meaning that the most fire can do is [[InterfaceScrew annoy players by blocking their screen]]. The flamethrower, as a result, ends up playing VideoGameFlamethrowersSuck as straight as an arrow--it's a short-ranged weapon with damage that is at best unremarkable--and the rest of the Pyro's kit is just a strictly worse version of the Soldier's. Though its ''[=TF2=]'' counterpart is often mocked as an unfocused SkillGateCharacter, it's at least a functional and usable class; the ''Classic'' Pyro, meanwhile, is considered useless for anything barring a SelfImposedChallenge.
* The Spy in ''VideoGame/TeamFortress2'' has been regarded as the weakest of the nine classes for a long time. Design-wise, Spy is a "pick" class: with the ability to turn invisible or disguise himself, building-disabling sappers, and a OneHitKill BackStab, he can get an almost guaranteed kill in the hands of a good player, but due to his low health and weak weaponry, he crumples quickly in a straight firefight, meaning he's meant for hunting down priority targets and opening holes in the enemy defense. However, he isn't the only class to fill his intended niches, and in some cases isn't even the best at it. Scouts can also act to pick off priority targets due to high speed and the power of the Scattergun, Snipers can charge their sniper rifles to also get almost-guaranteed kills with a headshot at any range, and Soldiers and especially Demomen can also proficiently smash through buildings with their explosives. And unlike his teammates, who have varying degrees of usefulness besides their primary gimmick, [[CripplingOverspecialization Spy has very little to offer outside of picking off targets]], being too frail and weak to aid in a push and lacking any real team-support abilities. Spy also suffers from the two-pronged difficulty of being both a SkillGateCharacter ''and'' DifficultButAwesome, but in the worst way. He is regarded as the hardest class in the game to play proficiently, which means that there are many people who pick the class due to being attracted by its cool factor and go on to contribute nothing but failed backstab attempts--not helped by the fact that Spy's aforementioned specialization makes him [[DiminishingReturnsForBalance highly undesirable in large numbers]]. But he is also regarded as the hardest class to play in a skilled environment, because even a modicum of team communication makes his means of stealth far less effective, since simply telling other players where a Spy is will usually lead to their demise. In competitive settings, it's often said that a Spy managing a single kill and then dying immediately afterward is an excellent showing.

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* In ''VideoGame/TeamFortressClassic'', the Pyro is based on flame usage, unsurprisingly, with a lot of weapons capable of igniting the opponent and exclusive access to the game's flamethrower. The trouble is, fire damage in ''Classic'' is completely pitiful, with even full afterburn dealing only 8 damage to characters with around 100 HP before accounting for armor, meaning that the most fire can do is [[InterfaceScrew annoy players by blocking their screen]]. The flamethrower, as a result, ends up playing VideoGameFlamethrowersSuck as straight as an arrow--it's a short-ranged weapon with damage that is at best unremarkable--and the rest of the Pyro's kit is just a strictly worse version of the Soldier's. Though its ''[=TF2=]'' counterpart is often mocked as an unfocused SkillGateCharacter, {{Skill Gate Character|s}}, it's at least a functional and usable class; the ''Classic'' Pyro, meanwhile, is considered useless for anything barring a SelfImposedChallenge.
* The Spy in ''VideoGame/TeamFortress2'' has been regarded as the weakest of the nine classes for a long time. Design-wise, Spy is a "pick" class: with the ability to turn invisible or disguise himself, building-disabling sappers, and a OneHitKill BackStab, he can get an almost guaranteed kill in the hands of a good player, but due to his low health and weak weaponry, he crumples quickly in a straight firefight, meaning he's meant for hunting down priority targets and opening holes in the enemy defense. However, he isn't the only class to fill his intended niches, and in some cases isn't even the best at it. Scouts can also act to pick off priority targets due to high speed and the power of the Scattergun, Snipers can charge their sniper rifles to also get almost-guaranteed kills with a headshot at any range, and Soldiers and especially Demomen can also proficiently smash through buildings with their explosives. And unlike his teammates, who have varying degrees of usefulness besides their primary gimmick, [[CripplingOverspecialization Spy has very little to offer outside of picking off targets]], being too frail and weak to aid in a push and lacking any real team-support abilities. Spy also suffers from the two-pronged difficulty of being both a SkillGateCharacter {{Skill Gate Character|s}} ''and'' DifficultButAwesome, but in the worst way. He is regarded as the hardest class in the game to play proficiently, which means that there are many people who pick the class due to being attracted by its cool factor and go on to contribute nothing but failed backstab attempts--not helped by the fact that Spy's aforementioned specialization makes him [[DiminishingReturnsForBalance highly undesirable in large numbers]]. But he is also regarded as the hardest class to play in a skilled environment, because even a modicum of team communication makes his means of stealth far less effective, since simply telling other players where a Spy is will usually lead to their demise. In competitive settings, it's often said that a Spy managing a single kill and then dying immediately afterward is an excellent showing.

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* The Khergits are widely considered to be the worst faction in ''VideoGame/MountAndBlade''. As [[BornInTheSaddle a nation of horse archers]] they are textbook [[FragileSpeedster fragile speedsters]] in a game that heavily favors MightyGlacier type units. A Khergit horse archer can easily outrun anything else, even other cavalry, on an open battlefield, but when he needs to hit over a dozen arrows to kill an opposing knight, whereas the knight only needs two hits to put down the horse archer, the odds are still heavily in the knight´s favor. Horse archers also have rather poor AI that causes them to occasionally charge opposing infantry head on despite their poor melee skills and their horses´ lack of armor. Things are even worse during sieges, where nobody is mounted and the ability to gain or hold ground are paramount, and the horse archers´ poor armor and ability to fight in melee often sees them devolve into cannon fodder.
* Ichiko Ohya is considered the worst Confidant in ''VideoGame/Persona5''. Her abilities let you reduce the Alert level faster, but that's already easy enough to do, since ambushing a Shadow and defeating it reduces the Alert meter, and ambushing isn't that hard to do. Unless you're ''really'' bad with the stealth mechanics, want to fuse Beelzebub and/or are going for HundredPercentCompletion, you're better off spending your time with another Confidant.

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* The Khergits are widely considered to be the worst faction in ''VideoGame/MountAndBlade''. As [[BornInTheSaddle a nation of horse archers]] they are textbook [[FragileSpeedster fragile speedsters]] in a game that heavily favors MightyGlacier type units. A Khergit horse archer can easily outrun anything else, even other cavalry, on an open battlefield, but when he needs to hit over a dozen arrows to kill an opposing knight, whereas the knight only needs two hits to put down the horse archer, the odds are still heavily in the knight´s knight's favor. Horse archers also have rather poor AI that causes them to occasionally charge opposing infantry head on despite their poor melee skills and their horses´ horses' lack of armor. Things are even worse during sieges, where nobody is mounted and the ability to gain or hold ground are paramount, and the horse archers´ archers' poor armor and ability to fight in melee often sees them devolve into cannon fodder.
* ''VideoGame/Persona5'':
**
Ichiko Ohya is considered the worst Confidant in ''VideoGame/Persona5''.the game for this reason. Her abilities let you reduce the Alert level faster, but that's already easy enough to do, since ambushing a Shadow and defeating it reduces the Alert meter, and ambushing isn't that hard to do. Unless you're ''really'' bad with the stealth mechanics, want to fuse Beelzebub and/or are going for HundredPercentCompletion, you're better off spending your time with another Confidant.Confidant.
** Despite having to [[GuideDangIt jump through hoops to unlock it]], many fans are in agreement that Akechi's Tier 3 Persona, Hereward, isn't worth the effort. It's limited to being an EleventhHourSuperpower, as Hereward can only be used against the FinalBoss. The problem is, unlike Yoshizawa's Tier 3 Persona, whose Skills are strong against the final boss, Hereward is ''weak'' to the final boss' Skills, meaning that without proper equipment, Akechi and Hereward end up being a ''hindrance'' during the final fight. As such, the only conceivable use that Hereward has is as a NewGamePlus Persona, which is still limited due to Akechi being mostly a GuestStarPartyMember.
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[[folder:Real-Time Strategy]]
* In ''VideoGame/TheBattleForMiddleEarth'', Mordor, despite being the BigBad faction, feels downright incomplete. Mordor has one big advantage: it can make base orc infantry for free. Aside from that, it has no healing, no cavalry, awful static defense, can't upgrade its troops, and has only one summon at the end of its tech tree. Its hero roster is also strikingly barren: it has Gollum, who is so weak as to border on being a JokeCharacter, a winged Nazgul, which is incredibly expensive and has only one ability, and the Witch-King, who is a clone of the winged Nazgul with nearly double the price and only one additional ability. On top of that, nearly the entire Mordor roster is weak to bows. They're meant to specialize in ZergRush tactics thanks to cheap infantry and strong siege engines, but the problem is that the aforementioned bad static defense and lack of viable early heroes means that Mordor is itself vulnerable to getting rushed. Gratefully, the sequel would improve Mordor quite a bit by simply giving it the units it was missing.
[[/folder]]
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* ''LowTierLetdown/{{Tekken}}''
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Most of his combos got either buffed or reworked, so he no longer counts.


* While most of the cast of ''VideoGame/AnimationThrowdownTheQuestForCards'' range from good to bad depending on the current theme, [[WesternAnimation/AmericanDad Avery Bullock]] is widely considered the worst character in the game. Not only has he fallen to PowerCreep due to a lack of new combos, most of his existing combos suffer from being very mediocre ability-wise (Hoverthrone King, Rocket Launcher Bullock), [[CripplingOverspecialization horribly overspecialized]] (Rocker Bullock, Furry Bullock), or having poor card distribution (Finger Cutter only works with one Legendary weapon card: [[WesternAnimation/{{Futurama}} Long Stick with Sharp Rock]]). While he still has some genuinely good combos such as Angry Bullock, Ripped Bullock and Beer Helmet, these combos aren't enough to redeem Bullock in the long run and it's widely agreed that he desperately needs new combos to use.
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** Quite a few regular mechs fall under this category too. Just to name a few: The Charger carries poor armor for its size and only carries 5 small lasers for armament, all so it can run faster than your average Assault mech. The Jaegermech also features light armor and carries so much ammo it's likely to explode if your opponent so much as glares at it. And the Cicada carries the exact same armaments, armor plating and speed rating as the much lighter locust... all for a massively increased cost in both BV and C-Bills.
** 40 ton mechs in general end up being this. Due to a quirk in the mathematics calculating engine size, they end up caught in the middle between two much more efficient weight classes. 35 ton mechs are much faster and more maneuverable, while 45 ton mechs can carry more armor and weapons. This has given rise to the fandom meme "The 40 ton curse".
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* ''VideoGame/MightAndMagic'':
** In ''VII'' Ranger is by far the worst class in the game that can even Master only some not much relevant skills, has abysmal magic abilities which can't go past Expert level, and lacks physical abilities that make Knight a killer machine and a tank. Its first promotion quest is by far the easiest one, but that's the only mercy given here.
** In ''VIII'' the Minotaurs. They are also supposedly hybrid class, and can achieve Grandmastery in Axe, but they can learn only magic school of self and at Expert at most and in general there are only very few skills Minotaurs can at least mMter. On top of that, while some classes have access to special magic proper to their race, Minotaurs have no such thing.
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* ''LowTierLetdown/DisneyHeroesBattleMode''


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* ''LowTierLetdown/{{Tekken}}''

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** ''VideoGame/FinalFantasyVI'' has Umaro the Yeti, who is TheBerserker. Since he's in a permanent Berserk status, Umaro randomly selects one of three standard attacks with varying damage output, or uses an ice attack that hits all enemies. He can't learn magic, can't change his equipment except for Relics, and his two better attacks are each unlocked only if he equips a specific relic in one of his two Relic slots. However, even Umaro has his uses - he can still be useful in the Cultists' Tower as the only character who can physically attack, and some players like to use him in the Phoenix Cave, since a lot of enemies are weak to Ice in there. Many players also like using Umaro in the Colosseum since the AIRoulette that can be negative against all the other characters doesn't apply to him. The Pixel Remaster version makes his relics absorb a few elements and greatly increase his stats, but it's really not worth the trouble. By the time you even get Umaro, other characters can be just as powerful but far more predictable. While there's [[BrokenBase consistent arguments about which characters belong where on the tier list]], Umaro is all but universally-agreed to be not worth the effort to build him up.



** Kimahri in ''VideoGame/FinalFantasyX'', again because of his Overdrives and the fact he has barely any Sphere Grid section of his own to speak of. He's meant to be as a WildCard, taking any role, but in the end he's more like MasterOfNone, and while he can supplant some roles you have no access to yet (for example he can learn Stealing before you get Rikku), he still lacks behind the original. His Overdrives can hit at most once and have no variety and support ability of Rikku's Mix. For these reasons, most people just opt to ignore him.

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** Kimahri in ''VideoGame/FinalFantasyX'', again because of his Overdrives and the fact he has barely any Sphere Grid section of his own to speak of. He's meant to be as a WildCard, taking any role, but in the end he's more like MasterOfNone, and while he can supplant some roles you have no access to yet (for example he can learn Stealing before you get Rikku), he still lacks behind the original. His Overdrives can hit at most once and have no variety and support ability of Rikku's Mix. For these reasons, most people just opt to ignore him.
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** The Wood Shooter combines the 3 movement and vulnerability to armor-slaying weapons as the [[MightyGlacier Armor Knight]], but have the additional detriment of being locked to bows like the [[CripplingOverspecialization Archer/Bow Fighter]], meaning they can't counterattack at melee range, they also lack the advantages that the other armors have.[[note]]Armored Knights can increase their movement and improve their stats with promotions, whilst also having skills or growth rates that increase their movement like urbanite or Billford's movement growth.[[/note]] That said, their [[StoneWall massive defense]] and ability to use special, albeit rare, long-range ballista weapons that only they can use make the first character in the class, Thomas, NotCompletelyUseless despite his bad stats and skills. The other Wood shooter, Hagaru, despite having better stats and skills, does not even have this. Not only does Hagar join very late in the game with terrible base stats, but he first appears as an enemy reinforcement on Turn 10 of Map 34, meaning you have to waste time on [[ThatOneLevel an already very difficult map]] to get him. Hagar also comes on the route with AntiGrinding, meaning you can't stop the campaign and put him in optional RandomEncounters to give him levels close to the rest of the party and whilst he does have a good support, it is with a high movement cavalry unit that Hagar is unlikely to reach most of the time. Even Hagar's MagikarpPower style growths have no chance of increasing movement, meaning you'll really have to slow down just to use him.

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** The Wood Shooter combines the 3 movement and vulnerability to armor-slaying weapons as the [[MightyGlacier Armor Knight]], but have with the additional detriment of being locked to bows like the [[CripplingOverspecialization Archer/Bow Fighter]], meaning they can't counterattack at melee range, they also lack the advantages that the other armors have.[[note]]Armored Knights can increase their movement and improve their stats with promotions, whilst also having skills like urbanite or growth rates that increase their movement like urbanite or Billford's movement growth.their.[[/note]] That said, their the class's [[StoneWall massive defense]] and ability to use special, albeit somewhat rare, long-range ballista weapons that only they can use use, make the first character in the class, Thomas, NotCompletelyUseless despite his bad stats and skills. The other Wood shooter, Hagaru, despite having better stats great stat growths and skills, does not even have this. Not only does Hagar join very late in the game with terrible base stats, but he first appears as an enemy reinforcement on Turn 10 of Map 34, meaning you have to waste time on [[ThatOneLevel an already very difficult map]] to get him. Hagar also comes on the route with AntiGrinding, meaning you can't stop the campaign and put him in optional RandomEncounters to give him levels close to the rest of the party party, and whilst he does have a good support, it is with a high movement cavalry unit that Hagar is unlikely to reach most of the time. Even Hagar's MagikarpPower style growths have no chance of increasing movement, meaning you'll really have to slow down just to use him.

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Zachariah and Billford do well on tier lists, the former being a Crutch Character whose skill gives him increased movement during indoor chapters. The latter is great in 0% growth runs due to his very base high stats, in addition to having good growths including movement. Thomas the Wood shooter has proved helpful on LTC runs as well as raking money in the arena.


** Armor Knights get this status ten times worse than [[Franchise/FireEmblem that series]] - while Armor Knights were largely seen in its home series as a low-tier class, there ''have'' been good Armor Knights (namely [[VideoGame/FireEmblemTheBlazingBlade Oswin]], [[VideoGame/FireEmblemRadiantDawn Gatrie, the Black Knight]], [[VideoGame/FireEmblemFates Benny and Effie]]), and the gap the class tends to demonstrate tends not to be insurmountable - they can become a LightningBruiser if things go well for them, and not only is their semi-low Move not a problem if the player doesn't go full speed ahead with Move, they may otherwise have a lot of potential utility if the player really seeks to use them. Armor knights in ''Tear Ring Saga'' have none of these boons, and they're bad for for much the same primary reason, if not worse - an abysmal 3 movement, which is even lower than the usual home series standard of Armor Knights having at least ''5 or 4 move!'' Combining this awful movement with the generally large maps in this game and a frequent emphasis on reaching objectives on the map quickly, means getting them to even see combat can be misery. Norton suffers from this slightly less than Billford and Zachariah, as he can promote into a mounted class at level 10, but even getting him to see enough combat to level him up that much can turn the game into a slog.
** [[ExaggeratedTrope There is a worse class in the game, however]] - the Wood Shooter. It shares the same 3 movement and vulnerability to armor-slaying weapons as the Armor Knight, but with the additional detriment of being locked to bows, meaning they can't counterattack at melee range, and unlike Armor Knights, they have no promotion to increase their movement or improve their stats. They could see some use with access to special long-range ballista weapons that only they can use... but not only are these rare, they also ''stop the Wood Shooter from moving for the remainder of the map'' while lowering their high Defence. Of the two, Hagaru has the worse reputation, as not only does he join very late in the game with terrible stats, but he first appears as an enemy reinforcement on Turn 10 of Map 34, meaning you have to waste time on [[ThatOneLevel an already very difficult map]] to get him.

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** Armor Knights get this status ten times worse than [[Franchise/FireEmblem that series]] - while Armor Knights were largely seen in its home series as a low-tier class, there ''have'' been good Armor Knights (namely [[VideoGame/FireEmblemTheBlazingBlade Oswin]], [[VideoGame/FireEmblemRadiantDawn Gatrie, the Black Knight]], [[VideoGame/FireEmblemFates Benny and Effie]]), and the gap the class tends to demonstrate tends not to be insurmountable - they can become a LightningBruiser if things go well for them, and not only is their semi-low Move not a problem if the player doesn't go full speed ahead with Move, they may otherwise have a lot of potential utility if the player really seeks to use them. Armor knights in ''Tear Ring Saga'' have none of these boons, and they're bad for for much the same primary reason, if not worse - an abysmal 3 movement, which is even lower than the usual home series standard of Armor Knights having at least ''5 or 4 move!'' Combining this awful movement with the generally large maps in this game and a frequent emphasis on reaching objectives on the map quickly, means getting them to even see combat can be misery. Norton suffers from this slightly less than Billford and Zachariah, as he can promote into a mounted class at level 10, but even getting him to see enough combat to level him up that much can turn the game into a slog.
** [[ExaggeratedTrope There is a worse class in the game, however]] - the
The Wood Shooter. It shares Shooter combines the same 3 movement and vulnerability to armor-slaying weapons as the [[MightyGlacier Armor Knight, Knight]], but with have the additional detriment of being locked to bows, bows like the [[CripplingOverspecialization Archer/Bow Fighter]], meaning they can't counterattack at melee range, and unlike Armor Knights, they have no promotion to also lack the advantages that the other armors have.[[note]]Armored Knights can increase their movement or and improve their stats. They could see some use stats with access promotions, whilst also having skills or growth rates that increase their movement like urbanite or Billford's movement growth.[[/note]] That said, their [[StoneWall massive defense]] and ability to special use special, albeit rare, long-range ballista weapons that only they can use... but not only are these rare, they also ''stop use make the first character in the class, Thomas, NotCompletelyUseless despite his bad stats and skills. The other Wood Shooter from moving for the remainder of the map'' while lowering their high Defence. Of the two, Hagaru has the worse reputation, as shooter, Hagaru, despite having better stats and skills, does not even have this. Not only does he Hagar join very late in the game with terrible base stats, but he first appears as an enemy reinforcement on Turn 10 of Map 34, meaning you have to waste time on [[ThatOneLevel an already very difficult map]] to get him. Hagar also comes on the route with AntiGrinding, meaning you can't stop the campaign and put him in optional RandomEncounters to give him levels close to the rest of the party and whilst he does have a good support, it is with a high movement cavalry unit that Hagar is unlikely to reach most of the time. Even Hagar's MagikarpPower style growths have no chance of increasing movement, meaning you'll really have to slow down just to use him.
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* ''LowTierLetdown/{{Warframe}}''
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* The Khergits are widely considered to be the worst faction in ''VideoGame/MountAndBlade''. As [[BornInTheSaddle a nation of horse archers]] they are textbook [[FragileSpeedster fragile speedsters]] in a game that heavily favors MightyGlacier type units. A Khergit horse archer can easily outrun anything else, even other cavalry, on an open battlefield, but when he needs to hit over a dozen arrows to kill an opposing knight, whereas the knight only needs two hits to put down the horse archer, the odds are still heavily in the knight´s favor. Horse archers also have rather poor AI that causes them to occasionally charge opposing infantry head on despite their poor melee skills and their horses´ lack of armor. Things are even worse during sieges, where nobody is mounted and the ability to gain or hold ground are paramount, and the horse archers´ poor armor and ability to fight in melee often sees them devolve into cannon fodder.

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