History Main / SkillGateCharacters

3rd Sep '16 7:26:27 PM NotJim99
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** The Britons (British) are considered to be one of the easiest civilizations to play and learn, due to their powerful Longbowmen and having strong foot archers with longer range and having a reasonable siege line where their Trebuchets deal splash damage, making them an ideal civilization for defending chokepoints (i.e. narrow pathways in Black Forest) and one of the best siege civilizations. More experienced players will often counter the Britons by sending waves of heavy cavalry units into their faces since their Longbowmen, Trebuchets, and archers are [[GlassCannon powerful, but very fragile]] and Britons are very vulnerable in more open maps like Arabia (which is the map often played by the most experienced players). That being said, the Britons is considered to be viable pick in higher [=ELOs=]. While newer players can get away spamming large number of Longbowmen and win ([[AwesomeButImpractical despite the Longbowmen ability to outrange most defensive structures, using them to take down the buildings will take a hell of long time.]]), more experienced Britons players will know that sending fragile Longbowmen and Trebuchets into the battlefield without a reliable frontline support is a very bad idea. In the case with heavy cavalry units as the main counter to Longbowmen, more experienced Britons players will often back their Longbowmen with Halberdiers to dissuade cavalry units from engaging the Longbowmen and the Longbowmen long range is good enough to flatten any onagers before they enter range (since the Briton cavalry isn't reliable due to the lack of Bloodlines, Paladin, and Hussar upgrades). In turn, the Britons are a one-trick pony archer civilization that is easily abused by newer players, but more experienced players know how to reasonably use the Britons with full effect and know their inherit strengths and weaknesses.
** The Byzantines are more straightforward example, since they have [[JackOfAllStats a versatile tech tree with little to no inherit strength and weakness]], [[ConfusionFu open to different strategies]], and teaches players how to diversify their army.
** The Celts also fit into this bill since they have a well-rounded and reasonable tech tree with archers and defense being their weak point. They are even the civilization in the official tutorial.

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** The Britons (British) are considered to be one of the easiest civilizations to play and learn, due to their powerful Longbowmen and having strong foot archers with longer range and having a reasonable siege line where their Trebuchets deal splash damage, making them an ideal civilization for defending chokepoints (i.e. narrow pathways in Black Forest) and one of the best siege civilizations. More experienced players will often counter the Britons by sending waves of heavy cavalry units into their faces since their Longbowmen, Trebuchets, and archers are [[GlassCannon powerful, but very fragile]] and Britons are very vulnerable in more open maps like Arabia (which is the map often played by the most experienced players). That being said, the Britons is considered to be viable pick in higher [=ELOs=]. While newer players can get away spamming large number of Longbowmen and win ([[AwesomeButImpractical despite the Longbowmen ability to outrange most defensive structures, using them to take down the buildings will take a hell of long time.]]), more experienced Britons players will know that sending fragile Longbowmen and Trebuchets into the battlefield without a reliable frontline support is a very bad idea. In the case with heavy cavalry units as the main counter to Longbowmen, more experienced Britons players will often back their Longbowmen with Halberdiers to dissuade cavalry units from engaging the Longbowmen and the Longbowmen long range is good enough to flatten any onagers before they enter range (since the Briton cavalry isn't reliable due to the lack of Bloodlines, Paladin, and Hussar upgrades). In turn, the Britons are a one-trick pony archer civilization that is easily abused by newer players, but more experienced players know how to reasonably use the Britons with full effect and know their inherit inherent strengths and weaknesses.
** The Byzantines are more straightforward example, since they have [[JackOfAllStats a versatile tech tree with little to no inherit strength inherent strengths and weakness]], weaknesses]], [[ConfusionFu open to different strategies]], and teaches players how to diversify their army.
** The Celts also fit into this bill since they have a well-rounded and reasonable tech tree with archers and defense being their weak point. They are even the civilization in the official tutorial.
22nd Aug '16 5:08:09 PM Fyrus
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** Jin Kisaragi: Unlike his brother, Jin is typically considered one of the game's best characters. Something of a {{ShotoClone}}, he not only has a strong projectile game, but the tools to deal with every situation, multiple reversals, safe offence, etc. But most new players crumple and die against [[MemeticMutation ice cat]] spam, whereas competent players can easily counter this kind of flailing. Put Jin in the right hands, however, and he's actually quite lethal.

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** Jin Kisaragi: Unlike his brother, Jin is typically considered one of the game's best characters. Something of a {{ShotoClone}}, he not only has a strong projectile game, but the tools to deal with every situation, multiple reversals, safe offence, etc. But most new players crumple and die against [[MemeticMutation ice cat]] car]] spam, whereas competent players can easily counter this kind of flailing. Put Jin in the right hands, however, and he's actually quite lethal.
21st Aug '16 6:20:44 AM DarkPaladinX
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** VideoGame/AgeOfEmpiresII
* The Britons (British) are considered to be one of the easiest civilizations to play and learn, due to their powerful Longbowmen and having strong foot archers with longer range and having a reasonable siege line where their Trebuchets deal splash damage, making them an ideal civilization for defending chokepoints (i.e. narrow pathways in Black Forest) and one of the best siege civilizations. More experienced players will often counter the Britons by sending waves of heavy cavalry units into their faces since their Longbowmen, Trebuchets, and archers are [[GlassCannon powerful, but very fragile]] and Britons are very vulnerable in more open maps like Arabia (which is the map often played by the most experienced players). That being said, the Britons is considered to be viable pick in higher ELOs. While newer players can get away spamming large number of Longbowmen and win ([[AwesomeButImpractical despite the Longbowmen ability to outrange most defensive structures, using them to take down the buildings will take a hell of long time.]]), more experienced Britons players will know that sending fragile Longbowmen and Trebuchets into the battlefield without a reliable frontline support is a very bad idea. In the case with heavy cavalry units as the main counter to Longbowmen, more experienced Britons players will often back their Longbowmen with Halberdiers to dissuade cavalry units from engaging the Longbowmen and the Longbowmen long range is good enough to flatten any onagers before they enter range (since the Briton cavalry isn't reliable due to the lack of Bloodlines, Paladin, and Hussar upgrades). In turn, the Britons are a one-trick pony archer civilization that is easily abused by newer players, but more experienced players know how to reasonably use the Britons with full effect and know their inherit strengths and weaknesses.
* The Byzantines are more straightforward example, since they have [[JackOfAllStats a versatile tech tree with little to no inherit strength and weakness]], [[ConfusionFu open to different strategies]], and teaches players how to diversify their army.

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* ''VideoGame/AgeOfEmpiresII''
** VideoGame/AgeOfEmpiresII
*
The Britons (British) are considered to be one of the easiest civilizations to play and learn, due to their powerful Longbowmen and having strong foot archers with longer range and having a reasonable siege line where their Trebuchets deal splash damage, making them an ideal civilization for defending chokepoints (i.e. narrow pathways in Black Forest) and one of the best siege civilizations. More experienced players will often counter the Britons by sending waves of heavy cavalry units into their faces since their Longbowmen, Trebuchets, and archers are [[GlassCannon powerful, but very fragile]] and Britons are very vulnerable in more open maps like Arabia (which is the map often played by the most experienced players). That being said, the Britons is considered to be viable pick in higher ELOs.[=ELOs=]. While newer players can get away spamming large number of Longbowmen and win ([[AwesomeButImpractical despite the Longbowmen ability to outrange most defensive structures, using them to take down the buildings will take a hell of long time.]]), more experienced Britons players will know that sending fragile Longbowmen and Trebuchets into the battlefield without a reliable frontline support is a very bad idea. In the case with heavy cavalry units as the main counter to Longbowmen, more experienced Britons players will often back their Longbowmen with Halberdiers to dissuade cavalry units from engaging the Longbowmen and the Longbowmen long range is good enough to flatten any onagers before they enter range (since the Briton cavalry isn't reliable due to the lack of Bloodlines, Paladin, and Hussar upgrades). In turn, the Britons are a one-trick pony archer civilization that is easily abused by newer players, but more experienced players know how to reasonably use the Britons with full effect and know their inherit strengths and weaknesses.
* ** The Byzantines are more straightforward example, since they have [[JackOfAllStats a versatile tech tree with little to no inherit strength and weakness]], [[ConfusionFu open to different strategies]], and teaches players how to diversify their army.army.
** The Celts also fit into this bill since they have a well-rounded and reasonable tech tree with archers and defense being their weak point. They are even the civilization in the official tutorial.
21st Aug '16 6:18:34 AM DarkPaladinX
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* The Russians in ''AgeOfEmpiresIII'' can field an army of strelets (a weak but cheap infantry unit that trains in groups of [[ZergRush eight]]) as soon as they build a barracks. Combined with an outpost, which comes with the barracks' for the Russians, and the Oprichniks in later ages, one can wipe out an entire town in less than a minute leaving no way to retaliate. New players will resign at the ''sight'' of the Russian army; veterans will tear it apart with a few walls to hold them back long enough to get the [[MightyGlacier cannons]] in position.

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** VideoGame/AgeOfEmpiresII
* The Britons (British) are considered to be one of the easiest civilizations to play and learn, due to their powerful Longbowmen and having strong foot archers with longer range and having a reasonable siege line where their Trebuchets deal splash damage, making them an ideal civilization for defending chokepoints (i.e. narrow pathways in Black Forest) and one of the best siege civilizations. More experienced players will often counter the Britons by sending waves of heavy cavalry units into their faces since their Longbowmen, Trebuchets, and archers are [[GlassCannon powerful, but very fragile]] and Britons are very vulnerable in more open maps like Arabia (which is the map often played by the most experienced players). That being said, the Britons is considered to be viable pick in higher ELOs. While newer players can get away spamming large number of Longbowmen and win ([[AwesomeButImpractical despite the Longbowmen ability to outrange most defensive structures, using them to take down the buildings will take a hell of long time.]]), more experienced Britons players will know that sending fragile Longbowmen and Trebuchets into the battlefield without a reliable frontline support is a very bad idea. In the case with heavy cavalry units as the main counter to Longbowmen, more experienced Britons players will often back their Longbowmen with Halberdiers to dissuade cavalry units from engaging the Longbowmen and the Longbowmen long range is good enough to flatten any onagers before they enter range (since the Briton cavalry isn't reliable due to the lack of Bloodlines, Paladin, and Hussar upgrades). In turn, the Britons are a one-trick pony archer civilization that is easily abused by newer players, but more experienced players know how to reasonably use the Britons with full effect and know their inherit strengths and weaknesses.
* The Byzantines are more straightforward example, since they have [[JackOfAllStats a versatile tech tree with little to no inherit strength and weakness]], [[ConfusionFu open to different strategies]], and teaches players how to diversify their army.
* The Russians in ''AgeOfEmpiresIII'' ''VideoGame/AgeOfEmpiresIII'' can field an army of strelets (a weak but cheap infantry unit that trains in groups of [[ZergRush eight]]) as soon as they build a barracks. Combined with an outpost, which comes with the barracks' for the Russians, and the Oprichniks in later ages, one can wipe out an entire town in less than a minute leaving no way to retaliate. New players will resign at the ''sight'' of the Russian army; veterans will tear it apart with a few walls to hold them back long enough to get the [[MightyGlacier cannons]] in position.






20th Aug '16 7:04:31 AM Gosicrystal
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Added DiffLines:

[[folder:Sports Games]]
* In ''VideoGame/ArcStyleBaseball3D'', Teams Rhinos and Crystal are pretty good overall and you won't have a hard time winning with them. But just the same, an experienced player will have an easy time taking them down by observing their pitching patterns and knowing their batting lineup.
[[/folder]]
2nd Aug '16 2:04:38 AM Malco
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* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.


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* ''TabletopGame/{{Pokemon}} TCG's'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
2nd Aug '16 1:59:57 AM Malco
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* Cloud in ''VideoGame/DissidiaFinalFantasy'' is easy to use for beginners but slow and predictable and therefore easy to block and counter. Though he has a couple of good wallrushing HP attacks that can hit hard if he has a decent amount of Brv, and he guard crushes in his ex-mode. In 012 his speed is improved on with aerial double cut, and assist combos means he has an easier time landing hits.
** This is even lampshaded by Kefka for his pre-battle quote against Cloud in the first game:
-->"Ah, the smell of inexperience!!"



* ''VideoGame/MarvelVsCapcom2'' had an entire Skill Gate ''Team''--Appropriately [[FanNickname nicknamed]] "Team {{Scrub}}", the team consists of [[ComicBook/XMen Cable, Sentinel]] (two of the best characters in the game), and VideoGame/CaptainCommando (for his Captain Corridor assist). It revolves mainly around abusing Cable's zoning game in conjunction with Sentinel's Sentinel Horse assist to keep them away and Captain Corridor to cover anyone who gets too close, as well as abusing safe [=DHCs=] with Sentinel whenever the team gets enough meter. It's a great team to use to understand the fundamentals of the game (proper assist calling, safe [=DHCs=], proper meter usage) but ultimately pales in comparison to some of the other top tier teams in the game (like the infamous Magneto/Sentinel-or-Storm/Psylocke team).

* [[VideoGame/DeadRising Frank West]] in ''VideoGame/MarvelVsCapcom3'' can be this. He hits ''hard'', but if you know how to avoid his slide and knee drop (his two main ways of getting in), he can be pretty easily dealt with, as he doesn't truly have any answers for people who fight at a distance.
** Once past the Skill Gate of average play, Frank tends to be a monster in high levels and tournaments, where he's never around except as an annoying assist with his shopping cart, and during tag combos designed to land two or more [[LimitBreak Supers]] that also power up the range of his normal moves with his camera.



[[folder:First-Person Shooter]]
* In ''VideoGame/{{Borderlands}}'', Mordecai's special ability, unleashing his pet hawk Bloodwing, can wipe out most low-level non-boss enemies, turning it into an "I Win" button in the early game. As the game progresses, though, the enemies increase in strength more quickly than Bloodwing does, reducing its effect and making the late game far more difficult.
** Gaige's "Best Friends Forever" skill tree in ''VideoGame/{{Borderlands 2}}'' was specifically designed this way, so as to allow novice players to succeed in the game without making Gaige a GameBreaker. Lead designer John Hemingway referred to it as "the girlfriend skill tree," i.e. the mode that your newbie girlfriend can play without being overwhelmed.

* ''Videogame/PlanetSide 2'''s Mini Chaingun - a handheld [[GatlingGood Gatling gun]] - has unmatched damage-per-second among light machine guns, can be fitted with an absolutely massive magazine, and has a terrifying firing noise (chuga [=ChuGA=] CHUGA [=BRRRRRrrrrr=]). However, it has a fixed cone-of-fire[[note]]rather than starting with pinpoint accuracy and blooming to uncontrollable ATeamFiring like most [=LMGs=], it starts slightly inaccurate and grows to be... slightly more inaccurate but still controllable, albeit nigh-impossible to headshot with.[[/note]] and a poor BoomHeadshot damage multiplier, meaning that an aware and accurate enemy can peg you in the head with his LMG or assault rifle while you're spewing away at his chest. The signature firing noise (coupled to a fast but not unnoticeable spinup time for maximum fire rate) is also one of the weapons weaknesses. The weapon is very useful for newbie players, and more of an [[AwesomeButImpractical entertaining but not terribly effective weapon]] for pros.

* ''VideoGame/{{Overwatch}}'':
** Bastion. Press one button, and he transforms into a Turret Mode with a blistering rate of fire, decent accuracy and the ability to shred through heroes like butter. New players tend to deploy Bastion at a chokepoint, sit there and fire at any enemy they see, stopping most noobs in their tracks. Skilled players will simply isolate Bastion's location and flank it, focus fire from behind Reinhardt's shield, snipe it, or even use Genji's Reflect ability to reflect bullets back at Bastion for a fast kill. Team support and changing locations regularly are essential for Bastion to remain viable at higher level play.
** Mei is another example of this. At lower levels, she is an extremely effective ambush character who can easily eliminate lone or closely grouped players, and thus is seen as extremely annoying to fight against. At higher levels however her weaknesses become more apparent, namely her short range, low damage per second, and ambush tactics being less effective against a closely coordinated team.

* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.
[[/folder]]



[[folder:Racing Games]]
* High acceleration characters/karts in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This is because they have high handling and acceleration stats, and hence can initially do well due to recovering from item hits and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts and can't do as well as far as world records/time trial goes.
** It helps that Time Trial racers don't have to contend with other players attacking them, and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.

* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.
[[/folder]]



[[folder:Tabletop Game]]

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[[folder:Role-Playing Games]]
* The [[FanNickname "Giantdad"]] of ''VideoGame/DarkSouls'' is a notable example from [[Genre/RolePlayingGame a genre]] where "characters" have to be built level-by-level and piece-by-piece. The Giantdad is a notoriously [[MinMax Min-Maxed]] build that foregoes weapon scaling to stuff more points into Endurance and Vitality, and wearing gear that [[LightningBruiser allows them to fast-roll despite wearing ridiculously heavy armor]]. Scary on paper, but their attacks are rather predictable and easy to parry or avoid for those who get the timing down, and the dreaded [[CycleOfHurting stunlock]] from their trademark [[{{BFS}} zweihander]] can be [[LagCancel toggle-canceled]] out of. MemeticMutation has since dubbed the Giantdad the Slayer of [[strike:new players]] [[InsistentTerminology Casuals]], [[MemeticBadass constantly challenging his victims to "git gud."]]

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.

* In competitive ''Franchise/{{Pokemon}}'', [[ShockAndAwe Electivire]] is considered one such example. It's got a good movepool, awesome offensive stats, decent speed, and alright defensive typing, which makes it dominate in the in-game and casual departments... But in the advanced {{metagame}} it starts to really fall apart. In a metagame where something with that kind of power is essentially required to be quick enough to be a LightningBruiser (no pun intended) or ''very'' strong defenses, its "decent" base speed of 95 is questionable in competitive play. Combined with the ubiquity of Earthquake, its GlassCannon nature, and the fact that "super-effective" does not equal "OneHitKill" as is often sought for in the metagame, it doesn't fare well competitively.
** Talonflame, in [[VideoGame/PokemonXAndY Generation VI]] of Franchise/{{Pokemon}}. This Pokémon comes with the ability Gale Wings, which gives it priority to all of its flying type moves. That, coupled with a very high Speed stat and a decent Attack stat, means it can get [[FragileSpeedster one hit KOs]] against the majority of Pokémon in the game, without even giving them the chance to strike back. Less experienced players have a lot of trouble dealing with it. But veteran players, after the initial shock, have learned to deal with it, and the metagame has adapted to it by having people use Pokémon with better defenses to counter its mediocre attack and limited coverage. Nowadays it's still a pretty good Pokémon, but it's only flawless against new players.
** Ambipom in RU is a particularly extreme example, having the highest usage of all Pokemon legal in RU play...until those usage stats are weighted according to skill, and then its usage falls low enough as to drop out of the tier entirely. Its Fake Out move is, in theory, a completely free and powerful hit on something, allowing Ambipom to easily break through users of Focus Sash (a common item among newbies) or simply KO the mon it's facing with a second hit. In practice against experts, though, it's an easy switch in to a mon that resists both Ambipom's Fake Out and its most powerful moves at the same time - and there are many examples of such mons, due to Ambipom's heavily limited coverage. It doesn't help at all that Fake Out is literally the only thing it has over competition such as Cinccino, or even better yet, Tauros, which can do everything else Ambipom can conceivably do and better. Nowadays experts consider it the single worst legal Pokemon in RU play, which baffles many beginners who still lose to it frequently.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
[[/folder]]

[[folder:Tabletop Game]]Games]]



[[folder:Third-Person Shooter]]
* The GearsOfWar series has the [[ShortRangeShotgun Gnasher Shotgun]] - and Gears of War 3 adds the [[UpToEleven Sawed-off]] variety. With the [[FragileSpeedster kinds of movement skill that are vital]] in Gears multiplayer, the only thing mitigating the point-and-shoot ease of shotguns is the fact that [[MirrorMatch everyone else has them, too]]. But when you move up to tournament levels of play, teamwork and co-ordination with [[BoringButPractical assault rifle fire]] and power weapon procurement will utterly [[CurbStompBattle destroy any teams]] that rely on wallbouncing into shotgun range to score kills.
** Despite this, you often see scrubs insisting that being able to move and aim with an assault rifle such as the [[DifficultButAwesome Markza or Retro Lancer]] in a 1 vs 1 is a "{{noob}} tactic" due to [[ComplacentGamingSyndrome not using another Gnasher]].

* Co-op example: big characters like [[MightyGlacier krogan, turians (original flavor), and batarians]] in ''VideoGame/MassEffect3'' multiplayer tend to exemplify this trope. They have more health and shielding than [[FragileSpeedster smaller characters (humans, asari, salarians, quarians, etc.),]] but in exchange lack a dodge command. On lower difficulties, a well-built krogan can shrug off nearly anything that isn't a OneHitKill, and enemies with instant kills (which are particularly nasty against slow characters) don't show up in any great number. On higher difficulties, dodging becomes much more important, since enemies with instant-kills show up earlier and more often, and damage increases mean that even a Mook or two can pose a credible threat. A player who's relied on the durability of their characters to stay alive will end up dying a lot on gold and platinum difficulties; conversely, a player skilled enough to win consistently on these levels will be good enough at avoiding enemy fire that extra health and shields won't be nearly as useful as they first appear.

* In ''VideoGame/{{Splatoon}}'', the [[LimitBreak Special Weapon]] [[DeathFromAbove Inkstrike]] allows the user to create a large circle of ink of his or her team's color anywhere on the stage that he or she wants. Also, any opponents caught in that circle when it lands is [[OneHitKill instantly splatted]]. As the objective of ''Splatoon'' is to ink more ground than your opponents, the Inkstrike comes off as very attractive to newcomers, and indeed, they are effective against those who don't take advantages of its weaknesses: It has a very long startup time beforehand and a cooldown time afterwards that's almost as long, meaning anyone who uses Inkstrike becomes a sitting duck to any opponents who can get in close. It also comes with a warning signal to opponents that shows exactly where it'll land about three seconds before it does, so experienced players will rarely get hit by one. The Inkstrike is by far the most common Special Weapon in the lower ranks and among people below Level 30, but it drops off sharply above Level 30 and in the A and S Ranks, becoming near-nonexistent towards the top, even after the buffs in the 2016 balance patches. That being said, the Inkstrike is still valued at every level of play for being the only means of inking a lot of ground after time runs out--any Inkstrikes still in progress when time runs out will still explode ink with opponents unable to do anything about it, making it great for tipping the scales in an otherwise even match.
** Alongside that is the Aerospray RG. This is a main weapon with a very short range but a very high fire rate and high running speed when firing. In addition to having, unsurprisingly, the Inkstrike as its Special Weapon, its absurd capacity for inking large amounts of ground in a short period of time is offset by how it will invariably be useless if an opponent with a longer-range weapon (that is, all of them except a few) spots an Aerospray user. Low-level rooms often have multiple Aerospray RG users, though there are some highly skilled users who have learned how to hide and ambush with one.
** The Carbon Roller and the Carbon Roller Deco have become this due to the balance patches landing a series of {{nerf}}s to rollers in general. The Carbon Rollers are oversized paint rollers, tracing a wide path of ink behind them as long as it's held to the ground, and they have the highest running speed among all traditional rollers. This means that, like the Aerospray, they are very good at inking a lot very quickly. However, they have a harder time eliminating enemies in their way than any other roller, as Carbon Rollers lack most one-hit splat moves all other rollers have, and any time spent rolling out ink is time spent exposed to enemies. Popular at first, both Carbon Rollers eventually fell to the wayside when they attracted the attention of snipers who could safely remove them from a secure location.

* ''VideoGame/{{Warframe}}'' has the Rhino and Valkyr frames. Their respectable defenses and ability to convert Energy into a shield or invulnerability duration make them very attractive to new players. However, this often encourages players to eat enemy attacks in a game that quickly turns into RocketTagGameplay, which rapidly becomes suicidal as Bombards, Napalms, Combas, and Scrambus can tear even a well-armored warframe apart if not countered quickly. Valkyr can make up for this thanks for her innate Life Strike in Hysteria mode to recover Health, but this locks her into melee attacks that aren't adequate against other mobile players, when clearing larger rooms, or when trying to defend locations, some of the more common end-game situations.
[[/folder]]




[[folder:Racing Games]]
* High acceleration characters/karts in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This is because they have high handling and acceleration stats, and hence can initially do well due to recovering from item hits and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts and can't do as well as far as world records/time trial goes.
** It helps that Time Trial racers don't have to contend with other players attacking them, and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.

* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.

to:

\n[[folder:Racing Games]]\n[[folder:Other Examples]]
* High acceleration characters/karts Shotia from ''[[VideoGame/DonPachi DoDonPachi dai ou jou]]''. Powerful regular shot, starts off with 3 bombs and maxes out at 6 (most of any character in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This game)...but she also moves very slowly when she's firing her laser, and if she dies she loses all laser power, which is a horrible thing to have happen to you against a boss or midboss.

* In ''VideoGame/{{Meteos}}'', low-gravity planets, like [[UnderTheSea Oleana]] and [[OneGenderRace Starrii]], are good for novices
because their slow movements give them time to think. At higher levels of play, however, they start falling behind against higher-gravity planets that can score and attack faster than they can. Most low-gravity planets can still win matches through flawless or near-flawless play (even in high-level play, low-gravity planets still have high handling and acceleration stats, and hence the advantage of a greater margin of error ''because'' of their slower pace) and, in ''Meteos Wars'', well-timed Planet Impacts.
** [[{{Disco}} Lumious]]
can initially do well come off this way as well, due to recovering from item hits its unusual Speeder mechanic, which increases the rate and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts that blocks fall. Someone new to Meteos will probably not use the Speeder much; they'll have a tough enough time keeping up without increasing the blocks' fall rate. However, using the Speeder on Lumious increases ignition speed and fall speed out of proportion with everything else and renders Lumious near-unplayable without learning to turn off the Speeder at critical moments, making Lumious both a Skill Gate Character and DifficultButAwesome.

* ''VideoGame/NewSuperLuigiU'' has Nabbit, who is immune to all enemy damage but
can't do utilize power-ups (though he can still take them). The official website explicitly bills him as well as far as world records/time trial goes.
** It helps
this.

* ''VideoGame/RobotArena 2'' has EMERGENCY, whose powerful drive train and armor, and ''very'' powerful flipper make him a nuisance for new players... until you realize
that Time Trial racers don't have to contend [[TechnicalPacifist flippers do almost no damage]]. Avoid edges with other players attacking them, out-of-bounds zones and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.

* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV
sure your bot can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.(or doesn't need to) self-right.



[[folder:RPG]]
* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
[[/folder]]

[[folder:Other Examples]]

* Shotia from ''[[VideoGame/DonPachi DoDonPachi dai ou jou]]''. Powerful regular shot, starts off with 3 bombs and maxes out at 6 (most of any character in the game)...but she also moves very slowly when she's firing her laser, and if she dies she loses all laser power, which is a horrible thing to have happen to you against a boss or midboss.

* ''VideoGame/RobotArena 2'' has EMERGENCY, whose powerful drive train and armor, and ''very'' powerful flipper make him a nuisance for new players... until you realize that [[TechnicalPacifist flippers do almost no damage]]. Avoid edges with out-of-bounds zones and make sure your bot can (or doesn't need to) self-right.

* Cloud in ''DissidiaFinalFantasy'' is easy to use for beginners but slow and predictable and therefore easy to block and counter. Though he has a couple of good wallrushing HP attacks that can hit hard if he has a decent amount of Brv, and he guard crushes in his ex-mode. In 012 his speed is improved on with aerial double cut, and assist combos means he has an easier time landing hits.
** This is even lampshaded by Kefka for his pre-battle quote against Cloud in the first game:
-->"Ah, the smell of inexperience!!"

* [[VideoGame/DeadRising Frank West]] in ''VideoGame/UltimateMarvelVsCapcom3'' can be this. He hits ''hard'', but if you know how to avoid his slide and knee drop (his two main ways of getting in), he can be pretty easily dealt with, as he doesn't truly have any answers for people who fight at a distance.
** Once past the Skill Gate of average play, Frank tends to be a monster in high levels and tournaments, where he's never around except as an annoying assist with his shopping cart, and during tag combos designed to land two or more [[LimitBreak Supers]] that also power up the range of his normal moves with his camera.
** ''VideoGame/MarvelVsCapcom2'' had an entire Skill Gate ''Team''--Appropriately [[FanNickname nicknamed]] "Team {{Scrub}}", the team consists of [[ComicBook/XMen Cable, Sentinel]] (two of the best characters in the game), and VideoGame/CaptainCommando (for his Captain Corridor assist). It revolves mainly around abusing Cable's zoning game in conjunction with Sentinel's Sentinel Horse assist to keep them away and Captain Corridor to cover anyone who gets too close, as well as abusing safe [=DHCs=] with Sentinel whenever the team gets enough meter. It's a great team to use to understand the fundamentals of the game (proper assist calling, safe [=DHCs=], proper meter usage) but ultimately pales in comparison to some of the other top tier teams in the game (like the infamous Magneto/Sentinel-or-Storm/Psylocke team).

* In competitive ''Franchise/{{Pokemon}}'', [[ShockAndAwe Electivire]] is considered one such example. It's got a good movepool, awesome offensive stats, decent speed, and alright defensive typing, which makes it dominate in the in-game and casual departments... But in the advanced {{metagame}} it starts to really fall apart. In a metagame where something with that kind of power is essentially required to be quick enough to be a LightningBruiser (no pun intended) or ''very'' strong defenses, its "decent" base speed of 95 is questionable in competitive play. Combined with the ubiquity of Earthquake, its GlassCannon nature, and the fact that "super-effective" does not equal "OneHitKill" as is often sought for in the metagame, it doesn't fare well competitively.
** Talonflame, in [[VideoGame/PokemonXAndY Generation VI]] of Franchise/{{Pokemon}}. This Pokémon comes with the ability Gale Wings, which gives it priority to all of its flying type moves. That, coupled with a very high Speed stat and a decent Attack stat, means it can get [[FragileSpeedster one hit KOs]] against the majority of Pokémon in the game, without even giving them the chance to strike back. Less experienced players have a lot of trouble dealing with it. But veteran players, after the initial shock, have learned to deal with it, and the metagame has adapted to it by having people use Pokémon with better defenses to counter its mediocre attack and limited coverage. Nowadays it's still a pretty good Pokémon, but it's only flawless against new players.
** Ambipom in RU is a particularly extreme example, having the highest usage of all Pokemon legal in RU play...until those usage stats are weighted according to skill, and then its usage falls low enough as to drop out of the tier entirely. Its Fake Out move is, in theory, a completely free and powerful hit on something, allowing Ambipom to easily break through users of Focus Sash (a common item among newbies) or simply KO the mon it's facing with a second hit. In practice against experts, though, it's an easy switch in to a mon that resists both Ambipom's Fake Out and its most powerful moves at the same time - and there are many examples of such mons, due to Ambipom's heavily limited coverage. It doesn't help at all that Fake Out is literally the only thing it has over competition such as Cinccino, or even better yet, Tauros, which can do everything else Ambipom can conceivably do and better. Nowadays experts consider it the single worst legal Pokemon in RU play, which baffles many beginners who still lose to it frequently.
* ''VideoGame/NewSuperLuigiU'' has Nabbit, who is immune to all enemy damage but can't utilize power-ups (though he can still take them). The official website explicitly bills him as this.
* The GearsOfWar series has the [[ShortRangeShotgun Gnasher Shotgun]] - and Gears of War 3 adds the [[UpToEleven Sawed-off]] variety. With the [[FragileSpeedster kinds of movement skill that are vital]] in Gears multiplayer, the only thing mitigating the point-and-shoot ease of shotguns is the fact that [[MirrorMatch everyone else has them, too]]. But when you move up to tournament levels of play, teamwork and co-ordination with [[BoringButPractical assault rifle fire]] and power weapon procurement will utterly [[CurbStompBattle destroy any teams]] that rely on wallbouncing into shotgun range to score kills.
** Despite this, you often see scrubs insisting that being able to move and aim with an assault rifle such as the [[DifficultButAwesome Markza or Retro Lancer]] in a 1 vs 1 is a "{{noob}} tactic" due to [[ComplacentGamingSyndrome not using another Gnasher]].

* The [[FanNickname "Giantdad"]] of ''VideoGame/DarkSouls'' is a notable example from [[Genre/RolePlayingGame a genre]] where "characters" have to be built level-by-level and piece-by-piece. The Giantdad is a notoriously [[MinMax Min-Maxed]] build that foregoes weapon scaling to stuff more points into Endurance and Vitality, and wearing gear that [[LightningBruiser allows them to fast-roll despite wearing ridiculously heavy armor]]. Scary on paper, but their attacks are rather predictable and easy to parry or avoid for those who get the timing down, and the dreaded [[CycleOfHurting stunlock]] from their trademark [[{{BFS}} zweihander]] can be [[LagCancel toggle-canceled]] out of. MemeticMutation has since dubbed the Giantdad the Slayer of [[strike:new players]] [[InsistentTerminology Casuals]], [[MemeticBadass constantly challenging his victims to "git gud."]]

* In ''VideoGame/{{Meteos}}'', low-gravity planets, like [[UnderTheSea Oleana]] and [[OneGenderRace Starrii]], are good for novices because their slow movements give them time to think. At higher levels of play, however, they start falling behind against higher-gravity planets that can score and attack faster than they can. Most low-gravity planets can still win matches through flawless or near-flawless play (even in high-level play, low-gravity planets still have the advantage of a greater margin of error ''because'' of their slower pace) and, in ''Meteos Wars'', well-timed Planet Impacts.
** [[{{Disco}} Lumious]] can come off this way as well, due to its unusual Speeder mechanic, which increases the rate and speed that blocks fall. Someone new to Meteos will probably not use the Speeder much; they'll have a tough enough time keeping up without increasing the blocks' fall rate. However, using the Speeder on Lumious increases ignition speed and fall speed out of proportion with everything else and renders Lumious near-unplayable without learning to turn off the Speeder at critical moments, making Lumious both a Skill Gate Character and DifficultButAwesome.
[[/folder]]

[[folder:First-Person Shooter]]
* In ''VideoGame/{{Borderlands}}'', Mordecai's special ability, unleashing his pet hawk Bloodwing, can wipe out most low-level non-boss enemies, turning it into an "I Win" button in the early game. As the game progresses, though, the enemies increase in strength more quickly than Bloodwing does, reducing its effect and making the late game far more difficult.
** Gaige's "Best Friends Forever" skill tree in ''VideoGame/{{Borderlands 2}}'' was specifically designed this way, so as to allow novice players to succeed in the game without making Gaige a GameBreaker. Lead designer John Hemingway referred to it as "the girlfriend skill tree," i.e. the mode that your newbie girlfriend can play without being overwhelmed.

* ''Videogame/PlanetSide 2'''s Mini Chaingun - a handheld [[GatlingGood Gatling gun]] - has unmatched damage-per-second among light machine guns, can be fitted with an absolutely massive magazine, and has a terrifying firing noise (chuga [=ChuGA=] CHUGA [=BRRRRRrrrrr=]). However, it has a fixed cone-of-fire[[note]]rather than starting with pinpoint accuracy and blooming to uncontrollable ATeamFiring like most [=LMGs=], it starts slightly inaccurate and grows to be... slightly more inaccurate but still controllable, albeit nigh-impossible to headshot with.[[/note]] and a poor BoomHeadshot damage multiplier, meaning that an aware and accurate enemy can peg you in the head with his LMG or assault rifle while you're spewing away at his chest. The signature firing noise (coupled to a fast but not unnoticeable spinup time for maximum fire rate) is also one of the weapons weaknesses. The weapon is very useful for newbie players, and more of an [[AwesomeButImpractical entertaining but not terribly effective weapon]] for pros.

* ''VideoGame/{{Overwatch}}'':
** Bastion. Press one button, and he transforms into a Turret Mode with a blistering rate of fire, decent accuracy and the ability to shred through heroes like butter. New players tend to deploy Bastion at a chokepoint, sit there and fire at any enemy they see, stopping most noobs in their tracks. Skilled players will simply isolate Bastion's location and flank it, focus fire from behind Reinhardt's shield, snipe it, or even use Genji's Reflect ability to reflect bullets back at Bastion for a fast kill. Team support and changing locations regularly are essential for Bastion to remain viable at higher level play.
** Mei is another example of this. At lower levels, she is an extremely effective ambush character who can easily eliminate lone or closely grouped players, and thus is seen as extremely annoying to fight against. At higher levels however her weaknesses become more apparent, namely her short range, low damage per second, and ambush tactics being less effective against a closely coordinated team.

* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.
[[/folder]]

[[folder:Third-Person Shooter]]
* Co-op example: big characters like [[MightyGlacier krogan, turians (original flavor), and batarians]] in ''VideoGame/MassEffect3'' multiplayer tend to exemplify this trope. They have more health and shielding than [[FragileSpeedster smaller characters (humans, asari, salarians, quarians, etc.),]] but in exchange lack a dodge command. On lower difficulties, a well-built krogan can shrug off nearly anything that isn't a OneHitKill, and enemies with instant kills (which are particularly nasty against slow characters) don't show up in any great number. On higher difficulties, dodging becomes much more important, since enemies with instant-kills show up earlier and more often, and damage increases mean that even a Mook or two can pose a credible threat. A player who's relied on the durability of their characters to stay alive will end up dying a lot on gold and platinum difficulties; conversely, a player skilled enough to win consistently on these levels will be good enough at avoiding enemy fire that extra health and shields won't be nearly as useful as they first appear.

* In ''VideoGame/{{Splatoon}}'', the [[LimitBreak Special Weapon]] [[DeathFromAbove Inkstrike]] allows the user to create a large circle of ink of his or her team's color anywhere on the stage that he or she wants. Also, any opponents caught in that circle when it lands is [[OneHitKill instantly splatted]]. As the objective of ''Splatoon'' is to ink more ground than your opponents, the Inkstrike comes off as very attractive to newcomers, and indeed, they are effective against those who don't take advantages of its weaknesses: It has a very long startup time beforehand and a cooldown time afterwards that's almost as long, meaning anyone who uses Inkstrike becomes a sitting duck to any opponents who can get in close. It also comes with a warning signal to opponents that shows exactly where it'll land about three seconds before it does, so experienced players will rarely get hit by one. The Inkstrike is by far the most common Special Weapon in the lower ranks and among people below Level 30, but it drops off sharply above Level 30 and in the A and S Ranks, becoming near-nonexistent towards the top, even after the buffs in the 2016 balance patches. That being said, the Inkstrike is still valued at every level of play for being the only means of inking a lot of ground after time runs out--any Inkstrikes still in progress when time runs out will still explode ink with opponents unable to do anything about it, making it great for tipping the scales in an otherwise even match.
** Alongside that is the Aerospray RG. This is a main weapon with a very short range but a very high fire rate and high running speed when firing. In addition to having, unsurprisingly, the Inkstrike as its Special Weapon, its absurd capacity for inking large amounts of ground in a short period of time is offset by how it will invariably be useless if an opponent with a longer-range weapon (that is, all of them except a few) spots an Aerospray user. Low-level rooms often have multiple Aerospray RG users, though there are some highly skilled users who have learned how to hide and ambush with one.
** The Carbon Roller and the Carbon Roller Deco have become this due to the balance patches landing a series of {{nerf}}s to rollers in general. The Carbon Rollers are oversized paint rollers, tracing a wide path of ink behind them as long as it's held to the ground, and they have the highest running speed among all traditional rollers. This means that, like the Aerospray, they are very good at inking a lot very quickly. However, they have a harder time eliminating enemies in their way than any other roller, as Carbon Rollers lack most one-hit splat moves all other rollers have, and any time spent rolling out ink is time spent exposed to enemies. Popular at first, both Carbon Rollers eventually fell to the wayside when they attracted the attention of snipers who could safely remove them from a secure location.

* ''VideoGame/{{Warframe}}'' has the Rhino and Valkyr frames. Their respectable defenses and ability to convert Energy into a shield or invulnerability duration make them very attractive to new players. However, this often encourages players to eat enemy attacks in a game that quickly turns into RocketTagGameplay, which rapidly becomes suicidal as Bombards, Napalms, Combas, and Scrambus can tear even a well-armored warframe apart if not countered quickly. Valkyr can make up for this thanks for her innate Life Strike in Hysteria mode to recover Health, but this locks her into melee attacks that aren't adequate against other mobile players, when clearing larger rooms, or when trying to defend locations, some of the more common end-game situations.
[[/folder]]
2nd Aug '16 1:53:06 AM Malco
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* Bob in ''VideoGame/FightersDestiny'' is a MightyGlacier with emphasis on the "mighty"; a very large portion of his move list consists of outright {{One Hit Kill}}s, and with the way the game implements its TwoAndAHalfD, it is extraordinarily hard to get around your opponent, meaning movement speed is largely a non-issue. Because of this, he can seem very overpowered to new players. The problem is that in this game, ''every character has at least one OneHitKill move'', and they can be blocked and/or dodged - and when an opponent starts doing this, you start to realize that Bob's moves are all very, very slow. Even if Bob does land a hit, one of the things balancing OneHitKill moves in this game is that HP is not the deciding factor in a match: it's points. Seven points are needed to win, and {{One Hit Kill}}s are worth three - and Bob's special finisher, the only thing worth four points, is extraordinarily hard to execute.

* Full-Moon Riesbyfe Stridberg in ''VideoGame/MeltyBlood'' Actress Again Current Code can be seen as this. With short but powerful chains that can easily do high damage, especially to more frail characters, she's held back by her absolute inability to deal with zoning in any capacity. As such, types such as Chaos can systematically take her apart.

* Deidara in ''VideoGame/{{Naruto Shippuden Ultimate Ninja Storm 2}}''. His power consists exclusively of sculpting animals out of explosive clay and allowing them to move like the animals they're based on. There is a particular long-range combo where he throws clay birds of increasing size and intensity, culminating in him creating a gigantic one, riding on it, and ramming it into the opponent. What makes this combo difficult for people not prepared for it is that Deidara goes up into the air bit by bit, becoming unreachable towards the end of the combo; and Deidara moves across the field for that last strike. However, this can be dismantled through good timing with support characters or by using the Ninja Dash to get right up to Deidara when he begins the combo, because the Ninja Dash will outprioritize Deidara's clay birds.



* In the ''VideoGame/{{Touhou}}'' spinoff fighting game ''Touhou Hisoutensoku'', Utsuho Reiuji will tear newbies apart due to her high-priority normal projectiles, full-screen lasers that do big damage, her MightyGlacier traits being partially negated by her long dashes and a basic dial-A combo which takes out 1/4 of your health. Pros will be able to interrupt the long startup of every single move she attempts with any other character, stop her easily predictable approaches, spot all the holes in her blockstrings (none of them are airtight, relying on mixups to succeed) and take her offense apart with well timed attacks. Similarly, Yuyuko Saigyouji can utterly overwhelm newbies with her spam of butterflies and ghosts, but tactically, she has GlassCannon characteristics similar to Utsuho, having rather slow movement and punishable abilities. And Aya Shameimaru's very fast movement, specials and and bullets can seem terrifying, but her bullets have terribly low density, and with some concentration it's possible to predict and counterhit her moves.



* In ''VideoGame/DefenseOfTheAncients'' and ''VideoGame/{{Dota 2}}'', quite a few heroes are inherently imbalanced in the lower brackets where people tends to pick carries instead of disablers or supports, and things like warding, anti-invisibility and team coordination are largely non-existent, but because of their {{Weaksauce Weakness}}es they are pretty much ignored in organised games:
** Riki, the most hated hero in pubs. When he has his first point in ''Permanent Invisibility'' he becomes [[CaptainObvious permanently invisible]] unless attacking. Because no one usually bothers with wards or dust, he is often able to sneak upon his enemies and use his first ability ''Smoke Screen'', which creates a cloud that silences enemies in its [=AoE=] and gives them a chance to miss. The targets would then often panic and run away from the cloud (which, to be fair, is the only real option for any hero without an item to escape it or nullify its effects), which makes them all the more vulnerable to Riki's passive ''Backstab'', which deals extra damage if he is attacking from behind. Against newbies he tends to be an absolute terror, with 30+ kills each game. However, because of his fragility and dependence on money, he becomes food for even moderately skilled teams, who can gank him easily and render him dead meat.
** Drow Ranger, whose damage comes entirely from autoattacks, has a good early laning presence which gives good farm and thus really good scaling, combined with her ultimate ''Marksmanship'' which gives her massive amounts of Agility. If she gets an early advantage she easily snowballs to a point where you can't even approach her because of ''Frost Arrows'' and ''Gust'', which slows enemies and knocks them back, respectively. The execution basically consists of popping Shadow Blade, using ''Gust'' then right-clicking enemies (who tend to run away yet can't after being slowed by ''Frost Arrows'') to death, making her extremely easy to use. However, she has no escape mechanism, is vulnerable to ganks early game, and ''Marksmanship'' is completely nullified when an enemy hero is near her, so an enemy who walks ''towards'' her when she ambushes them can probably scare her off.
** Sniper, who much like Drow has amazing attack power in the late game and the longest attack range in the game on top of that, but lacks disables and escapes and is incredibly vulnerable.
** Combine Riki and Drow Ranger... and you got Clinkz, and he works pretty much similarly. His skill sets allow him to go invisible and eventually gank another person, and shoot down damaging fire arrows in godly speed that tears down the enemy HP so fast they may not have the time to run away, and his Ultimate also gives him boost on attack, toss him an Orchid of Malevolence and he can pick up Drow's silencing ability. Not only Clinkz can be countered easily with wards or any other anti-stealth items, he's also extremely fragile that he goes down easily when detected and stunlocked, and pro players can use his strength to cause his downfall: The item Blademail, which deflects every autoattacks, and seeing that Clinkz depends on his high damage auto attacks while having a fragile body... having him attack someone activating Blademail may as well spell out the death of Clinkz. And bonus points if said target is a tanky hero, and even activates Mask of Madness, which increases damage taken by 30%... including those returned by Blademail.
** Ursa, one of the most terrifying heroes to fight in close combat, lacks a gap closer and thus is very vulnerable to being kited and can't reliably kill heroes with escape mechanisms. In higher skilled games he always needs heavy team support to be truly effective.
** Spirit Breaker, a very powerful ganker when the opposing team has no ward vision and doesn't know how to counter his charges. He's capable of solo-killing most other heroes in the game, especially if he catches them far from their teammates. Yet if anyone places any wards around the middle of the map, it becomes easy to see when he's charging, and thus call a teammate to TP in or retreat to within tower range, or even put a player or two in his path to disable him as he charges, rendering him helpless and in a location with no backup. His reliance on magic damage for his bash and his ultimate also makes him little more than a melee-range disabler against anyone with magic immunity such as Omniknight, and he has little to no attack speed without a Mask of Madness, which greatly increases his vulnerability to all types of damage.
** Bloodseeker, whose whose ultimate ''Rupture'' deals damage to the target whenever it moves. Whenever hit by ''Rupture'', new players will often run away in panic, often killing themselves in the process, because of this Bloodseeker can easily become over-fed and carry the game. In contrast, competitive players will simply use a TP scroll, which Bloodseeker cannot interrupt with his lack of stuns, or stay stationary and call the assistance of a teammate. On top of this, his passive ability "Thirst" makes him stronger and faster for each enemy who isn't at max health, so a kill from Bloodseeker could be prevented just by keeping tabs on your HP.
** The basic idea with Huskar is that with Berserkerís Blood he gets stronger attacking power as his HP pool decreases, and both Burning Spears and Life Break give him convenient ways to lower his HP. However, having increased damage when hurt is rarely worth it when there are plenty of damage sources that don't involve deliberately crippling oneself, and are always active. Huskar is reputed as a pubstomper because against poorly organised players he has no problem hanging around a dangerous level of HP. In fact, it's practically an invitation for his opponents to wander in one at a time and be slaughtered. But players who can plan ahead have no issue with waiting for Huskar to give them the perfect opening to dump all of their burst damage into, and by the end of the game a hero with real DPS skills can easily outcarry Huskar while also being able to fight at full HP. In addition to this, he also can't do anything but what he's designed to do (single-target DPS), with little teamfight presence and no utility whatsoever. Because of this, he is extraordinarily rare in competitive Dota, even compared to other pubstars like Ursa or Riki. Even in his competitive heyday he was rarely seen, because as unstoppable as he can be against the right enemy heroes, he is extraordinarily vulnerable to heroes that counter him, much more so than other heroes.
** Necrophos is notorious for his high win rate in pubs, but that's because pubs often like to team fight early, which Necrophos excels at. Players often do not have the coordination to focus him down. But not only did he require a lot of farm, he also scales very poor into the late game, which is why he does not get picked that often and even if he is picked, his win rate is extremely low due to his poor scaling.
** Zeus is well known for his massive damage output and being as simple as a type on the leopard, why is his pub win rate high while he is not seen as much competitively? Its because pubs like to team fight very often and rarely communicates to kill Zeus first or hell, just pick him off in the early stages since he is squishy and has no escape mechanisms. Due to how magic damage usually works in Dota, a couple of early kills on Zeus will be enough to keep him check, as he'll only be able to get the farm a hero of his position should have later on, by which time he will be much less effective even with that farm.
** A rare example of a support hero in this category, Omniknight. A player who doesn't respect his "Purification" skill will find themselves fighting an enemy, winning, and then suddenly taking a gigantic amount of damage while the enemy heals to almost full health. He can also make an ally immune to magic damage, and with his ultimate can make his team immune to physical damage ([[NighInvulnerable these stack]]). But both of these can be removed with a "Diffusal Blade". Also, he is very weak until he reaches level 5, when most supports are expected to have most of their impact before this point - a good player should know how to exploit this window of weakness.




* ''VideoGame/RivalsOfAether'' has Kragg, a large beetle with a moveset based around rocks. He's infamous in the community as a noob killer, as [[MightyGlacier he lives longer than other characters, hits very hard, and can kill early.]] However, he has very few good matchups, losing to most of the cast, and high-level players can end a match against him in record time by just getting him offstage and knocking him off of his pillar. His hitbox size makes him an easy target for combos, while his own combos can be pretty easily avoided by a veteran.



* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.






[[folder:Tabletop Game]]
* Dwarf teams in ''TabletopGame/BloodBowl'' are extremely durable and begin with the Block skill; newbie players playing low-value games (who will probably favour the straight-forward blocking and running game) will be hard-pressed to find a team that's easier to learn how to use or harder to run up against. In high-level play Dwarves suffer from being incredibly inflexible: They can do one thing (blocking) incredibly well but elven teams run circles around them and well-leveled chaos and underworld teams (with easy access to claw) will tear them apart, and once they lose the initiative they will never regain it. Orc teams have similar tendencies to a lesser degree, being slightly more flexible at the cost of losing some immediate power.

* A slightly different example is the four-move checkmate (also known as [[https://en.wikipedia.org/wiki/Scholars_mate Scholar's Mate]]) in TabletopGame/{{Chess}}. White moves a pawn to free the bishop and the queen, moves the bishop and queen to attack the weak f7 pawn, then captures it - it's only defended by the king, but he can't recapture as the queen is protected, which means mate. The problem is that any player who sees this coming can easily protect against it, essentially putting the player who tried it in a bad starting position. Against a beginner, it's an easy win. Against an expert, it's [[NoSell easily snubbed]], forcing you into a longer game and at a disadvantage.
** Also the Giuoco Pianissimo (Very Quiet Game) opening. Its simple developing moves ensure that a weak player won't make any of the typical beginner mistakes, and it also allows some tricks by pinning one of blacks knights so it can't move. Playing as an experienced player is simply boring and also allows the character of the game to be decided entirely by the opponent so few masters play it.

* In TabletopGame/DungeonsAndDragons and {{Tabletopgame/Pathfinder}}, spontaneous spellcasters such as the sorcerer tend to be this. Though they have more raw power than their [[VancianMagic prepared spellcaster]] counterparts such as the wizard and they don't have to prepare their spells beforehand, so can't be caught off-guard as easily, they are severely limited in the number of spells that they can know (arcane prepared spellcasters typically need to store their spells in a spellbook with limited capacity, but the capacity is far less limited often overlooked), they can only learn new spells when they gain levels, and casting spells with metamagic takes longer since they have to apply the metamagic on the spot instead of having applied it when they prepared the spell.

* In ''TabletopGame/MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* The "[[http://yugioh.wikia.com/wiki/Boss_Duel Boss Duel]]" format of ''TabletopGame/YuGiOh'', where up to three players duel against a single duelist playing a PurposelyOverpowered deck, based on the decks used by some of the franchise's {{Invincible Villain}}s, which infinitely recycles its cards and always draws the same opening hand. Against beginner players, the boss is an absolute stomp, but diligent or experienced players will find the boss incredibly predictable due to having a deck of less than ten cards, and quite easy to counter into oblivion.
[[/folder]]



* ''[[VideoGame/NintendoWars Advance War]]: Days of Ruin'' has Tabitha, who ties with the final boss for highest attack and defense bonus to allied units, but also has the smallest area of effect (initially just one unit.) She can annihilate lone units, but she has no good response to concentrated fire, especially from artillery and other indirect-attack units.

to:

* ''[[VideoGame/NintendoWars Advance War]]: Wars]]: Days of Ruin'' has Tabitha, who ties with the final boss for highest attack and defense bonus to allied units, but also has the smallest area of effect (initially just one unit.) She can annihilate lone units, but she has no good response to concentrated fire, especially from artillery and other indirect-attack units.
units.

* ''[[{{VideoGame/Civilization}} Civilization 5]]'' has Venice, who in single player games is a godly civilization thanks to its double trade route, allowing players to quickly earn lots of gold to either pay money for city state alliances, quickly purchase desired buildings in puppeted cities, or convince a leader to declare war on someone, thus allowing Venetian players to quickly score an easy diplomatic victory even at deity level difficulty. However, in multiplayer, such tactics are easily and completely countered as most good players know better than to let Venice snowball to death, thus not only can they simply declare war on them and plunder all of their hard earned trade routes but also embargo Venice as well as the city states to prevent trade routes, completely shutting down their entire ability. Another downside is that neighbouring players will be able to get twice the land they can get due to Venice's inability to expand, allowing opposing players to just wipe Venice out of the game. Because of all the downsides, whenever a player has randomed Venice, they are allowed to reshuffle their leader of choice for free.



[[folder:Racing Games]]
* High acceleration characters/karts in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This is because they have high handling and acceleration stats, and hence can initially do well due to recovering from item hits and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts and can't do as well as far as world records/time trial goes.
** It helps that Time Trial racers don't have to contend with other players attacking them, and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.

* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.
[[/folder]]

[[folder:RPG]]
* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
[[/folder]]



* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.

* In ''MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.
* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.

to:

* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.

* In ''MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.
* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.






* Deidara in ''VideoGame/{{Naruto Shippuden Ultimate Ninja Storm 2}}''. His power consists exclusively of sculpting animals out of explosive clay and allowing them to move like the animals they're based on. There is a particular long-range combo where he throws clay birds of increasing size and intensity, culminating in him creating a gigantic one, riding on it, and ramming it into the opponent. What makes this combo difficult for people not prepared for it is that Deidara goes up into the air bit by bit, becoming unreachable towards the end of the combo; and Deidara moves across the field for that last strike. However, this can be dismantled through good timing with support characters or by using the Ninja Dash to get right up to Deidara when he begins the combo, because the Ninja Dash will outprioritize Deidara's clay birds.

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* Deidara in ''VideoGame/{{Naruto Shippuden Ultimate Ninja Storm 2}}''. His power consists exclusively of sculpting animals out of explosive clay and allowing them to move like the animals they're based on. There is a particular long-range combo where he throws clay birds of increasing size and intensity, culminating in him creating a gigantic one, riding on it, and ramming it into the opponent. What makes this combo difficult for people not prepared for it is that Deidara goes up into the air bit by bit, becoming unreachable towards the end of the combo; and Deidara moves across the field for that last strike. However, this can be dismantled through good timing with support characters or by using the Ninja Dash to get right up to Deidara when he begins the combo, because the Ninja Dash will outprioritize Deidara's clay birds.






* High acceleration characters/karts in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This is because they have high handling and acceleration stats, and hence can initially do well due to recovering from item hits and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts and can't do as well as far as world records/time trial goes.
** It helps that Time Trial racers don't have to contend with other players attacking them, and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.
* In the ''VideoGame/{{Touhou}}'' spinoff fighting game ''Touhou Hisoutensoku'', Utsuho Reiuji will tear newbies apart due to her high-priority normal projectiles, full-screen lasers that do big damage, her MightyGlacier traits being partially negated by her long dashes and a basic dial-A combo which takes out 1/4 of your health. Pros will be able to interrupt the long startup of every single move she attempts with any other character, stop her easily predictable approaches, spot all the holes in her blockstrings (none of them are airtight, relying on mixups to succeed) and take her offense apart with well timed attacks. Similarly, Yuyuko Saigyouji can utterly overwhelm newbies with her spam of butterflies and ghosts, but tactically, she has GlassCannon characteristics similar to Utsuho, having rather slow movement and punishable abilities. And Aya Shameimaru's very fast movement, specials and and bullets can seem terrifying, but her bullets have terribly low density, and with some concentration it's possible to predict and counterhit her moves.
* Full-Moon Riesbyfe Stridberg in ''VideoGame/MeltyBlood'' Actress Again Current Code can be seen as this. With short but powerful chains that can easily do high damage, especially to more frail characters, she's held back by her absolute inability to deal with zoning in any capacity. As such, types such as Chaos can systematically take her apart.
* A slightly different example is the four-move checkmate (also known as [[https://en.wikipedia.org/wiki/Scholars_mate Scholar's Mate]]) in TabletopGame/{{Chess}}. White moves a pawn to free the bishop and the queen, moves the bishop and queen to attack the weak f7 pawn, then captures it - it's only defended by the king, but he can't recapture as the queen is protected, which means mate. The problem is that any player who sees this coming can easily protect against it, essentially putting the player who tried it in a bad starting position. Against a beginner, it's an easy win. Against an expert, it's [[NoSell easily snubbed]], forcing you into a longer game and at a disadvantage.
** Also the Giuoco Pianissimo (Very Quiet Game) opening. Its simple developing moves ensure that a weak player won't make any of the typical beginner mistakes, and it also allows some tricks by pinning one of blacks knights so it can't move. Playing as an experienced player is simply boring and also allows the character of the game to be decided entirely by the opponent so few masters play it.
* Bob in ''VideoGame/FightersDestiny'' is a MightyGlacier with emphasis on the "mighty"; a very large portion of his move list consists of outright {{One Hit Kill}}s, and with the way the game implements its TwoAndAHalfD, it is extraordinarily hard to get around your opponent, meaning movement speed is largely a non-issue. Because of this, he can seem very overpowered to new players. The problem is that in this game, ''every character has at least one OneHitKill move'', and they can be blocked and/or dodged - and when an opponent starts doing this, you start to realize that Bob's moves are all very, very slow. Even if Bob does land a hit, one of the things balancing OneHitKill moves in this game is that HP is not the deciding factor in a match: it's points. Seven points are needed to win, and {{One Hit Kill}}s are worth three - and Bob's special finisher, the only thing worth four points, is extraordinarily hard to execute.
* In ''VideoGame/{{Borderlands}}'', Mordecai's special ability, unleashing his pet hawk Bloodwing, can wipe out most low-level non-boss enemies, turning it into an "I Win" button in the early game. As the game progresses, though, the enemies increase in strength more quickly than Bloodwing does, reducing its effect and making the late game far more difficult.
** Gaige's "Best Friends Forever" skill tree in ''VideoGame/{{Borderlands 2}}'' was specifically designed this way, so as to allow novice players to succeed in the game without making Gaige a GameBreaker. Lead designer John Hemingway referred to it as "the girlfriend skill tree," i.e. the mode that your newbie girlfriend can play without being overwhelmed.
* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.
* Co-op example: big characters like [[MightyGlacier krogan, turians (original flavor), and batarians]] in ''VideoGame/MassEffect3'' multiplayer tend to exemplify this trope. They have more health and shielding than [[FragileSpeedster smaller characters (humans, asari, salarians, quarians, etc.),]] but in exchange lack a dodge command. On lower difficulties, a well-built krogan can shrug off nearly anything that isn't a OneHitKill, and enemies with instant kills (which are particularly nasty against slow characters) don't show up in any great number. On higher difficulties, dodging becomes much more important, since enemies with instant-kills show up earlier and more often, and damage increases mean that even a Mook or two can pose a credible threat. A player who's relied on the durability of their characters to stay alive will end up dying a lot on gold and platinum difficulties; conversely, a player skilled enough to win consistently on these levels will be good enough at avoiding enemy fire that extra health and shields won't be nearly as useful as they first appear.

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* High acceleration characters/karts in ''MarioKart Wii'', in contrast to the earlier games where they were arguably the most useful overall. This is because they have high handling and acceleration stats, and hence can initially do well due to recovering from item hits and are easier to handle for newer players. But in higher level play (anything above about 100%), they just get overtaken by all the high speed karts and can't do as well as far as world records/time trial goes.
** It helps that Time Trial racers don't have to contend with other players attacking them, and therefore can maintain their top speed for the entire race so long as they don't make any mistakes of their own.
* In the ''VideoGame/{{Touhou}}'' spinoff fighting game ''Touhou Hisoutensoku'', Utsuho Reiuji will tear newbies apart due to her high-priority normal projectiles, full-screen lasers that do big damage, her MightyGlacier traits being partially negated by her long dashes and a basic dial-A combo which takes out 1/4 of your health. Pros will be able to interrupt the long startup of every single move she attempts with any other character, stop her easily predictable approaches, spot all the holes in her blockstrings (none of them are airtight, relying on mixups to succeed) and take her offense apart with well timed attacks. Similarly, Yuyuko Saigyouji can utterly overwhelm newbies with her spam of butterflies and ghosts, but tactically, she has GlassCannon characteristics similar to Utsuho, having rather slow movement and punishable abilities. And Aya Shameimaru's very fast movement, specials and and bullets can seem terrifying, but her bullets have terribly low density, and with some concentration it's possible to predict and counterhit her moves.
* Full-Moon Riesbyfe Stridberg in ''VideoGame/MeltyBlood'' Actress Again Current Code can be seen as this. With short but powerful chains that can easily do high damage, especially to more frail characters, she's held back by her absolute inability to deal with zoning in any capacity. As such, types such as Chaos can systematically take her apart.
* A slightly different example is the four-move checkmate (also known as [[https://en.wikipedia.org/wiki/Scholars_mate Scholar's Mate]]) in TabletopGame/{{Chess}}. White moves a pawn to free the bishop and the queen, moves the bishop and queen to attack the weak f7 pawn, then captures it - it's only defended by the king, but he can't recapture as the queen is protected, which means mate. The problem is that any player who sees this coming can easily protect against it, essentially putting the player who tried it in a bad starting position. Against a beginner, it's an easy win. Against an expert, it's [[NoSell easily snubbed]], forcing you into a longer game and at a disadvantage.
** Also the Giuoco Pianissimo (Very Quiet Game) opening. Its simple developing moves ensure that a weak player won't make any of the typical beginner mistakes, and it also allows some tricks by pinning one of blacks knights so it can't move. Playing as an experienced player is simply boring and also allows the character of the game to be decided entirely by the opponent so few masters play it.
* Bob in ''VideoGame/FightersDestiny'' is a MightyGlacier with emphasis on the "mighty"; a very large portion of his move list consists of outright {{One Hit Kill}}s, and with the way the game implements its TwoAndAHalfD, it is extraordinarily hard to get around your opponent, meaning movement speed is largely a non-issue. Because of this, he can seem very overpowered to new players. The problem is that in this game, ''every character has at least one OneHitKill move'', and they can be blocked and/or dodged - and when an opponent starts doing this, you start to realize that Bob's moves are all very, very slow. Even if Bob does land a hit, one of the things balancing OneHitKill moves in this game is that HP is not the deciding factor in a match: it's points. Seven points are needed to win, and {{One Hit Kill}}s are worth three - and Bob's special finisher, the only thing worth four points, is extraordinarily hard to execute.
* In ''VideoGame/{{Borderlands}}'', Mordecai's special ability, unleashing his pet hawk Bloodwing, can wipe out most low-level non-boss enemies, turning it into an "I Win" button in the early game. As the game progresses, though, the enemies increase in strength more quickly than Bloodwing does, reducing its effect and making the late game far more difficult.
** Gaige's "Best Friends Forever" skill tree in ''VideoGame/{{Borderlands 2}}'' was specifically designed this way, so as to allow novice players to succeed in the game without making Gaige a GameBreaker. Lead designer John Hemingway referred to it as "the girlfriend skill tree," i.e. the mode that your newbie girlfriend can play without being overwhelmed.
* [=SUVs=] end up as this in ''[[VideoGame/{{Forza}} Forza Horizon]]'', since their poor handling makes little difference when most thundercats are piling into the walls on every corner whilst their large size and high weight work great for ramming, commonly used at low level as well as being the best vehicles off road. However, at higher or average levels, most people in smaller thundercats than an SUV can duck through their inside around a corner whilst the SUV driver is incapable of doing anything about it.
* Co-op example: big characters like [[MightyGlacier krogan, turians (original flavor), and batarians]] in ''VideoGame/MassEffect3'' multiplayer tend to exemplify this trope. They have more health and shielding than [[FragileSpeedster smaller characters (humans, asari, salarians, quarians, etc.),]] but in exchange lack a dodge command. On lower difficulties, a well-built krogan can shrug off nearly anything that isn't a OneHitKill, and enemies with instant kills (which are particularly nasty against slow characters) don't show up in any great number. On higher difficulties, dodging becomes much more important, since enemies with instant-kills show up earlier and more often, and damage increases mean that even a Mook or two can pose a credible threat. A player who's relied on the durability of their characters to stay alive will end up dying a lot on gold and platinum difficulties; conversely, a player skilled enough to win consistently on these levels will be good enough at avoiding enemy fire that extra health and shields won't be nearly as useful as they first appear.



* In ''VideoGame/DefenseOfTheAncients'' and ''VideoGame/{{Dota 2}}'', quite a few heroes are inherently imbalanced in the lower brackets where people tends to pick carries instead of disablers or supports, and things like warding, anti-invisibility and team coordination are largely non-existent, but because of their {{Weaksauce Weakness}}es they are pretty much ignored in organised games:
** Riki, the most hated hero in pubs. When he has his first point in ''Permanent Invisibility'' he becomes [[CaptainObvious permanently invisible]] unless attacking. Because no one usually bothers with wards or dust, he is often able to sneak upon his enemies and use his first ability ''Smoke Screen'', which creates a cloud that silences enemies in its [=AoE=] and gives them a chance to miss. The targets would then often panic and run away from the cloud (which, to be fair, is the only real option for any hero without an item to escape it or nullify its effects), which makes them all the more vulnerable to Riki's passive ''Backstab'', which deals extra damage if he is attacking from behind. Against newbies he tends to be an absolute terror, with 30+ kills each game. However, because of his fragility and dependence on money, he becomes food for even moderately skilled teams, who can gank him easily and render him dead meat.
** Drow Ranger, whose damage comes entirely from autoattacks, has a good early laning presence which gives good farm and thus really good scaling, combined with her ultimate ''Marksmanship'' which gives her massive amounts of Agility. If she gets an early advantage she easily snowballs to a point where you can't even approach her because of ''Frost Arrows'' and ''Gust'', which slows enemies and knocks them back, respectively. The execution basically consists of popping Shadow Blade, using ''Gust'' then right-clicking enemies (who tend to run away yet can't after being slowed by ''Frost Arrows'') to death, making her extremely easy to use. However, she has no escape mechanism, is vulnerable to ganks early game, and ''Marksmanship'' is completely nullified when an enemy hero is near her, so an enemy who walks ''towards'' her when she ambushes them can probably scare her off.
** Sniper, who much like Drow has amazing attack power in the late game and the longest attack range in the game on top of that, but lacks disables and escapes and is incredibly vulnerable.
** Combine Riki and Drow Ranger... and you got Clinkz, and he works pretty much similarly. His skill sets allow him to go invisible and eventually gank another person, and shoot down damaging fire arrows in godly speed that tears down the enemy HP so fast they may not have the time to run away, and his Ultimate also gives him boost on attack, toss him an Orchid of Malevolence and he can pick up Drow's silencing ability. Not only Clinkz can be countered easily with wards or any other anti-stealth items, he's also extremely fragile that he goes down easily when detected and stunlocked, and pro players can use his strength to cause his downfall: The item Blademail, which deflects every autoattacks, and seeing that Clinkz depends on his high damage auto attacks while having a fragile body... having him attack someone activating Blademail may as well spell out the death of Clinkz. And bonus points if said target is a tanky hero, and even activates Mask of Madness, which increases damage taken by 30%... including those returned by Blademail.
** Ursa, one of the most terrifying heroes to fight in close combat, lacks a gap closer and thus is very vulnerable to being kited and can't reliably kill heroes with escape mechanisms. In higher skilled games he always needs heavy team support to be truly effective.
** Spirit Breaker, a very powerful ganker when the opposing team has no ward vision and doesn't know how to counter his charges. He's capable of solo-killing most other heroes in the game, especially if he catches them far from their teammates. Yet if anyone places any wards around the middle of the map, it becomes easy to see when he's charging, and thus call a teammate to TP in or retreat to within tower range, or even put a player or two in his path to disable him as he charges, rendering him helpless and in a location with no backup. His reliance on magic damage for his bash and his ultimate also makes him little more than a melee-range disabler against anyone with magic immunity such as Omniknight, and he has little to no attack speed without a Mask of Madness, which greatly increases his vulnerability to all types of damage.
** Bloodseeker, whose whose ultimate ''Rupture'' deals damage to the target whenever it moves. Whenever hit by ''Rupture'', new players will often run away in panic, often killing themselves in the process, because of this Bloodseeker can easily become over-fed and carry the game. In contrast, competitive players will simply use a TP scroll, which Bloodseeker cannot interrupt with his lack of stuns, or stay stationary and call the assistance of a teammate. On top of this, his passive ability "Thirst" makes him stronger and faster for each enemy who isn't at max health, so a kill from Bloodseeker could be prevented just by keeping tabs on your HP.
** The basic idea with Huskar is that with Berserkerís Blood he gets stronger attacking power as his HP pool decreases, and both Burning Spears and Life Break give him convenient ways to lower his HP. However, having increased damage when hurt is rarely worth it when there are plenty of damage sources that don't involve deliberately crippling oneself, and are always active. Huskar is reputed as a pubstomper because against poorly organised players he has no problem hanging around a dangerous level of HP. In fact, it's practically an invitation for his opponents to wander in one at a time and be slaughtered. But players who can plan ahead have no issue with waiting for Huskar to give them the perfect opening to dump all of their burst damage into, and by the end of the game a hero with real DPS skills can easily outcarry Huskar while also being able to fight at full HP. In addition to this, he also can't do anything but what he's designed to do (single-target DPS), with little teamfight presence and no utility whatsoever. Because of this, he is extraordinarily rare in competitive Dota, even compared to other pubstars like Ursa or Riki. Even in his competitive heyday he was rarely seen, because as unstoppable as he can be against the right enemy heroes, he is extraordinarily vulnerable to heroes that counter him, much more so than other heroes.
** Necrophos is notorious for his high win rate in pubs, but that's because pubs often like to team fight early, which Necrophos excels at. Players often do not have the coordination to focus him down. But not only did he require a lot of farm, he also scales very poor into the late game, which is why he does not get picked that often and even if he is picked, his win rate is extremely low due to his poor scaling.
** Zeus is well known for his massive damage output and being as simple as a type on the leopard, why is his pub win rate high while he is not seen as much competitively? Its because pubs like to team fight very often and rarely communicates to kill Zeus first or hell, just pick him off in the early stages since he is squishy and has no escape mechanisms. Due to how magic damage usually works in Dota, a couple of early kills on Zeus will be enough to keep him check, as he'll only be able to get the farm a hero of his position should have later on, by which time he will be much less effective even with that farm.
** A rare example of a support hero in this category, Omniknight. A player who doesn't respect his "Purification" skill will find themselves fighting an enemy, winning, and then suddenly taking a gigantic amount of damage while the enemy heals to almost full health. He can also make an ally immune to magic damage, and with his ultimate can make his team immune to physical damage ([[NighInvulnerable these stack]]). But both of these can be removed with a "Diffusal Blade". Also, he is very weak until he reaches level 5, when most supports are expected to have most of their impact before this point - a good player should know how to exploit this window of weakness.
* Dwarf teams in ''TabletopGame/BloodBowl'' are extremely durable and begin with the Block skill; newbie players playing low-value games (who will probably favour the straight-forward blocking and running game) will be hard-pressed to find a team that's easier to learn how to use or harder to run up against. In high-level play Dwarves suffer from being incredibly inflexible: They can do one thing (blocking) incredibly well but elven teams run circles around them and well-leveled chaos and underworld teams (with easy access to claw) will tear them apart, and once they lose the initiative they will never regain it. Orc teams have similar tendencies to a lesser degree, being slightly more flexible at the cost of losing some immediate power.
* ''[[{{VideoGame/Civilization}} Civilization 5]]'' has Venice, who in single player games is a godly civilization thanks to its double trade route, allowing players to quickly earn lots of gold to either pay money for city state alliances, quickly purchase desired buildings in puppeted cities, or convince a leader to declare war on someone, thus allowing Venetian players to quickly score an easy diplomatic victory even at deity level difficulty. However, in multiplayer, such tactics are easily and completely countered as most good players know better than to let Venice snowball to death, thus not only can they simply declare war on them and plunder all of their hard earned trade routes but also embargo Venice as well as the city states to prevent trade routes, completely shutting down their entire ability. Another downside is that neighbouring players will be able to get twice the land they can get due to Venice's inability to expand, allowing opposing players to just wipe Venice out of the game. Because of all the downsides, whenever a player has randomed Venice, they are allowed to reshuffle their leader of choice for free.
* In TabletopGame/DungeonsAndDragons and {{Tabletopgame/Pathfinder}}, spontaneous spellcasters such as the sorcerer tend to be this. Though they have more raw power than their [[VancianMagic prepared spellcaster]] counterparts such as the wizard and they don't have to prepare their spells beforehand, so can't be caught off-guard as easily, they are severely limited in the number of spells that they can know (arcane prepared spellcasters typically need to store their spells in a spellbook with limited capacity, but the capacity is far less limited often overlooked), they can only learn new spells when they gain levels, and casting spells with metamagic takes longer since they have to apply the metamagic on the spot instead of having applied it when they prepared the spell.
* ''Videogame/PlanetSide 2'''s Mini Chaingun - a handheld [[GatlingGood Gatling gun]] - has unmatched damage-per-second among light machine guns, can be fitted with an absolutely massive magazine, and has a terrifying firing noise (chuga [=ChuGA=] CHUGA [=BRRRRRrrrrr=]). However, it has a fixed cone-of-fire[[note]]rather than starting with pinpoint accuracy and blooming to uncontrollable ATeamFiring like most [=LMGs=], it starts slightly inaccurate and grows to be... slightly more inaccurate but still controllable, albeit nigh-impossible to headshot with.[[/note]] and a poor BoomHeadshot damage multiplier, meaning that an aware and accurate enemy can peg you in the head with his LMG or assault rifle while you're spewing away at his chest. The signature firing noise (coupled to a fast but not unnoticeable spinup time for maximum fire rate) is also one of the weapons weaknesses. The weapon is very useful for newbie players, and more of an [[AwesomeButImpractical entertaining but not terribly effective weapon]] for pros.
* The [[FanNickname "Giantdad"]] of ''VideoGame/DarkSouls'' is a notable example from [[Genre/RolePlayingGame a genre]] where "characters" have to be built level-by-level and piece-by-piece. The Giantdad is a notoriously [[MinMax Min-Maxed]] build that foregoes weapon scaling to stuff more points into Endurance and Vitality, and wearing gear that [[LightningBruiser allows them to fast-roll despite wearing ridiculously heavy armor]]. Scary on paper, but their attacks are rather predictable and easy to parry or avoid for those who get the timing down, and the dreaded [[CycleOfHurting stunlock]] from their trademark [[{{BFS}} zweihander]] can be [[LagCancel toggle-canceled]] out of. MemeticMutation has since dubbed the Giantdad the Slayer of [[strike:new players]] [[InsistentTerminology Casuls]], [[MemeticBadass constantly challenging his victims to "git gud."]]
* The "[[http://yugioh.wikia.com/wiki/Boss_Duel Boss Duel]]" format of ''TabletopGame/YuGiOh'', where up to three players duel against a single duelist playing a PurposelyOverpowered deck, based on the decks used by some of the franchise's {{Invincible Villain}}s, which infinitely recycles its cards and always draws the same opening hand. Against beginner players, the boss is an absolute stomp, but diligent or experienced players will find the boss incredibly predictable due to having a deck of less than ten cards, and quite easy to counter into oblivion.
* ''VideoGame/{{Warframe}}'' has the Rhino and Valkyr frames. Their respectable defenses and ability to convert Energy into a shield or invulnerability duration make them very attractive to new players. However, this often encourages players to eat enemy attacks in a game that quickly turns into RocketTagGameplay, which rapidly becomes suicidal as Bombards, Napalms, Combas, and Scrambus can tear even a well-armored warframe apart if not countered quickly. Valkyr can make up for this thanks for her innate Life Strike in Hysteria mode to recover Health, but this locks her into melee attacks that aren't adequate against other mobile players, when clearing larger rooms, or when trying to defend locations, some of the more common end-game situations.

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* In ''VideoGame/DefenseOfTheAncients'' and ''VideoGame/{{Dota 2}}'', quite a few heroes are inherently imbalanced in the lower brackets where people tends to pick carries instead of disablers or supports, and things like warding, anti-invisibility and team coordination are largely non-existent, but because of their {{Weaksauce Weakness}}es they are pretty much ignored in organised games:
** Riki, the most hated hero in pubs. When he has his first point in ''Permanent Invisibility'' he becomes [[CaptainObvious permanently invisible]] unless attacking. Because no one usually bothers with wards or dust, he is often able to sneak upon his enemies and use his first ability ''Smoke Screen'', which creates a cloud that silences enemies in its [=AoE=] and gives them a chance to miss. The targets would then often panic and run away from the cloud (which, to be fair, is the only real option for any hero without an item to escape it or nullify its effects), which makes them all the more vulnerable to Riki's passive ''Backstab'', which deals extra damage if he is attacking from behind. Against newbies he tends to be an absolute terror, with 30+ kills each game. However, because of his fragility and dependence on money, he becomes food for even moderately skilled teams, who can gank him easily and render him dead meat.
** Drow Ranger, whose damage comes entirely from autoattacks, has a good early laning presence which gives good farm and thus really good scaling, combined with her ultimate ''Marksmanship'' which gives her massive amounts of Agility. If she gets an early advantage she easily snowballs to a point where you can't even approach her because of ''Frost Arrows'' and ''Gust'', which slows enemies and knocks them back, respectively. The execution basically consists of popping Shadow Blade, using ''Gust'' then right-clicking enemies (who tend to run away yet can't after being slowed by ''Frost Arrows'') to death, making her extremely easy to use. However, she has no escape mechanism, is vulnerable to ganks early game, and ''Marksmanship'' is completely nullified when an enemy hero is near her, so an enemy who walks ''towards'' her when she ambushes them can probably scare her off.
** Sniper, who much like Drow has amazing attack power in the late game and the longest attack range in the game on top of that, but lacks disables and escapes and is incredibly vulnerable.
** Combine Riki and Drow Ranger... and you got Clinkz, and he works pretty much similarly. His skill sets allow him to go invisible and eventually gank another person, and shoot down damaging fire arrows in godly speed that tears down the enemy HP so fast they may not have the time to run away, and his Ultimate also gives him boost on attack, toss him an Orchid of Malevolence and he can pick up Drow's silencing ability. Not only Clinkz can be countered easily with wards or any other anti-stealth items, he's also extremely fragile that he goes down easily when detected and stunlocked, and pro players can use his strength to cause his downfall: The item Blademail, which deflects every autoattacks, and seeing that Clinkz depends on his high damage auto attacks while having a fragile body... having him attack someone activating Blademail may as well spell out the death of Clinkz. And bonus points if said target is a tanky hero, and even activates Mask of Madness, which increases damage taken by 30%... including those returned by Blademail.
** Ursa, one of the most terrifying heroes to fight in close combat, lacks a gap closer and thus is very vulnerable to being kited and can't reliably kill heroes with escape mechanisms. In higher skilled games he always needs heavy team support to be truly effective.
** Spirit Breaker, a very powerful ganker when the opposing team has no ward vision and doesn't know how to counter his charges. He's capable of solo-killing most other heroes in the game, especially if he catches them far from their teammates. Yet if anyone places any wards around the middle of the map, it becomes easy to see when he's charging, and thus call a teammate to TP in or retreat to within tower range, or even put a player or two in his path to disable him as he charges, rendering him helpless and in a location with no backup. His reliance on magic damage for his bash and his ultimate also makes him little more than a melee-range disabler against anyone with magic immunity such as Omniknight, and he has little to no attack speed without a Mask of Madness, which greatly increases his vulnerability to all types of damage.
** Bloodseeker, whose whose ultimate ''Rupture'' deals damage to the target whenever it moves. Whenever hit by ''Rupture'', new players will often run away in panic, often killing themselves in the process, because of this Bloodseeker can easily become over-fed and carry the game. In contrast, competitive players will simply use a TP scroll, which Bloodseeker cannot interrupt with his lack of stuns, or stay stationary and call the assistance of a teammate. On top of this, his passive ability "Thirst" makes him stronger and faster for each enemy who isn't at max health, so a kill from Bloodseeker could be prevented just by keeping tabs on your HP.
** The basic idea with Huskar is that with Berserkerís Blood he gets stronger attacking power as his HP pool decreases, and both Burning Spears and Life Break give him convenient ways to lower his HP. However, having increased damage when hurt is rarely worth it when there are plenty of damage sources that don't involve deliberately crippling oneself, and are always active. Huskar is reputed as a pubstomper because against poorly organised players he has no problem hanging around a dangerous level of HP. In fact, it's practically an invitation for his opponents to wander in one at a time and be slaughtered. But players who can plan ahead have no issue with waiting for Huskar to give them the perfect opening to dump all of their burst damage into, and by the end of the game a hero with real DPS skills can easily outcarry Huskar while also being able to fight at full HP. In addition to this, he also can't do anything but what he's designed to do (single-target DPS), with little teamfight presence and no utility whatsoever. Because of this, he is extraordinarily rare in competitive Dota, even compared to other pubstars like Ursa or Riki. Even in his competitive heyday he was rarely seen, because as unstoppable as he can be against the right enemy heroes, he is extraordinarily vulnerable to heroes that counter him, much more so than other heroes.
** Necrophos is notorious for his high win rate in pubs, but that's because pubs often like to team fight early, which Necrophos excels at. Players often do not have the coordination to focus him down. But not only did he require a lot of farm, he also scales very poor into the late game, which is why he does not get picked that often and even if he is picked, his win rate is extremely low due to his poor scaling.
** Zeus is well known for his massive damage output and being as simple as a type on the leopard, why is his pub win rate high while he is not seen as much competitively? Its because pubs like to team fight very often and rarely communicates to kill Zeus first or hell, just pick him off in the early stages since he is squishy and has no escape mechanisms. Due to how magic damage usually works in Dota, a couple of early kills on Zeus will be enough to keep him check, as he'll only be able to get the farm a hero of his position should have later on, by which time he will be much less effective even with that farm.
** A rare example of a support hero in this category, Omniknight. A player who doesn't respect his "Purification" skill will find themselves fighting an enemy, winning, and then suddenly taking a gigantic amount of damage while the enemy heals to almost full health. He can also make an ally immune to magic damage, and with his ultimate can make his team immune to physical damage ([[NighInvulnerable these stack]]). But both of these can be removed with a "Diffusal Blade". Also, he is very weak until he reaches level 5, when most supports are expected to have most of their impact before this point - a good player should know how to exploit this window of weakness.
* Dwarf teams in ''TabletopGame/BloodBowl'' are extremely durable and begin with the Block skill; newbie players playing low-value games (who will probably favour the straight-forward blocking and running game) will be hard-pressed to find a team that's easier to learn how to use or harder to run up against. In high-level play Dwarves suffer from being incredibly inflexible: They can do one thing (blocking) incredibly well but elven teams run circles around them and well-leveled chaos and underworld teams (with easy access to claw) will tear them apart, and once they lose the initiative they will never regain it. Orc teams have similar tendencies to a lesser degree, being slightly more flexible at the cost of losing some immediate power.
* ''[[{{VideoGame/Civilization}} Civilization 5]]'' has Venice, who in single player games is a godly civilization thanks to its double trade route, allowing players to quickly earn lots of gold to either pay money for city state alliances, quickly purchase desired buildings in puppeted cities, or convince a leader to declare war on someone, thus allowing Venetian players to quickly score an easy diplomatic victory even at deity level difficulty. However, in multiplayer, such tactics are easily and completely countered as most good players know better than to let Venice snowball to death, thus not only can they simply declare war on them and plunder all of their hard earned trade routes but also embargo Venice as well as the city states to prevent trade routes, completely shutting down their entire ability. Another downside is that neighbouring players will be able to get twice the land they can get due to Venice's inability to expand, allowing opposing players to just wipe Venice out of the game. Because of all the downsides, whenever a player has randomed Venice, they are allowed to reshuffle their leader of choice for free.
* In TabletopGame/DungeonsAndDragons and {{Tabletopgame/Pathfinder}}, spontaneous spellcasters such as the sorcerer tend to be this. Though they have more raw power than their [[VancianMagic prepared spellcaster]] counterparts such as the wizard and they don't have to prepare their spells beforehand, so can't be caught off-guard as easily, they are severely limited in the number of spells that they can know (arcane prepared spellcasters typically need to store their spells in a spellbook with limited capacity, but the capacity is far less limited often overlooked), they can only learn new spells when they gain levels, and casting spells with metamagic takes longer since they have to apply the metamagic on the spot instead of having applied it when they prepared the spell.
* ''Videogame/PlanetSide 2'''s Mini Chaingun - a handheld [[GatlingGood Gatling gun]] - has unmatched damage-per-second among light machine guns, can be fitted with an absolutely massive magazine, and has a terrifying firing noise (chuga [=ChuGA=] CHUGA [=BRRRRRrrrrr=]). However, it has a fixed cone-of-fire[[note]]rather than starting with pinpoint accuracy and blooming to uncontrollable ATeamFiring like most [=LMGs=], it starts slightly inaccurate and grows to be... slightly more inaccurate but still controllable, albeit nigh-impossible to headshot with.[[/note]] and a poor BoomHeadshot damage multiplier, meaning that an aware and accurate enemy can peg you in the head with his LMG or assault rifle while you're spewing away at his chest. The signature firing noise (coupled to a fast but not unnoticeable spinup time for maximum fire rate) is also one of the weapons weaknesses. The weapon is very useful for newbie players, and more of an [[AwesomeButImpractical entertaining but not terribly effective weapon]] for pros.

* The [[FanNickname "Giantdad"]] of ''VideoGame/DarkSouls'' is a notable example from [[Genre/RolePlayingGame a genre]] where "characters" have to be built level-by-level and piece-by-piece. The Giantdad is a notoriously [[MinMax Min-Maxed]] build that foregoes weapon scaling to stuff more points into Endurance and Vitality, and wearing gear that [[LightningBruiser allows them to fast-roll despite wearing ridiculously heavy armor]]. Scary on paper, but their attacks are rather predictable and easy to parry or avoid for those who get the timing down, and the dreaded [[CycleOfHurting stunlock]] from their trademark [[{{BFS}} zweihander]] can be [[LagCancel toggle-canceled]] out of. MemeticMutation has since dubbed the Giantdad the Slayer of [[strike:new players]] [[InsistentTerminology Casuls]], Casuals]], [[MemeticBadass constantly challenging his victims to "git gud."]]
* The "[[http://yugioh.wikia.com/wiki/Boss_Duel Boss Duel]]" format of ''TabletopGame/YuGiOh'', where up to three players duel against a single duelist playing a PurposelyOverpowered deck, based on the decks used by some of the franchise's {{Invincible Villain}}s, which infinitely recycles its cards and always draws the same opening hand. Against beginner players, the boss is an absolute stomp, but diligent or experienced players will find the boss incredibly predictable due to having a deck of less than ten cards, and quite easy to counter into oblivion.
* ''VideoGame/{{Warframe}}'' has the Rhino and Valkyr frames. Their respectable defenses and ability to convert Energy into a shield or invulnerability duration make them very attractive to new players. However, this often encourages players to eat enemy attacks in a game that quickly turns into RocketTagGameplay, which rapidly becomes suicidal as Bombards, Napalms, Combas, and Scrambus can tear even a well-armored warframe apart if not countered quickly. Valkyr can make up for this thanks for her innate Life Strike in Hysteria mode to recover Health, but this locks her into melee attacks that aren't adequate against other mobile players, when clearing larger rooms, or when trying to defend locations, some of the more common end-game situations.



* ''VideoGame/RivalsOfAether'' has Kragg, a large beetle with a moveset based around rocks. He's infamous in the community as a noob killer, as [[MightyGlacier he lives longer than other characters, hits very hard, and can kill early.]] However, he has very few good matchups, losing to most of the cast, and high-level players can end a match against him in record time by just getting him offstage and knocking him off of his pillar. His hitbox size makes him an easy target for combos, while his own combos can be pretty easily avoided by a veteran.
* ''VideoGame/{{Overwatch}}'':
** Bastion. Press one button, and he transforms into a Turret Mode with a blistering rate of fire, decent accuracy and the ability to shred through heroes like butter. New players tend to deploy Bastion at a chokepoint, sit there and fire at any enemy they see, stopping most noobs in their tracks. Skilled players will simply isolate Bastion's location and flank it, focus fire from behind Reinhardt's shield, snipe it, or even use Genji's Reflect ability to reflect bullets back at Bastion for a fast kill. Team support and changing locations regularly are essential for Bastion to remain viable at higher level play.
** Mei is another example of this. At lower levels, she is an extremely effective ambush character who can easily eliminate lone or closely grouped players, and thus is seen as extremely annoying to fight against. At higher levels however her weaknesses become more apparent, namely her short range, low damage per second, and ambush tactics being less effective against a closely coordinated team.
* In ''VideoGame/{{Splatoon}}'', the [[LimitBreak Special Weapon]] [[DeathFromAbove Inkstrike]] allows the user to create a large circle of ink of his or her team's color anywhere on the stage that he or she wants. Also, any opponents caught in that circle when it lands is [[OneHitKill instantly splatted]]. As the objective of ''Splatoon'' is to ink more ground than your opponents, the Inkstrike comes off as very attractive to newcomers, and indeed, they are effective against those who don't take advantages of its weaknesses: It has a very long startup time beforehand and a cooldown time afterwards that's almost as long, meaning anyone who uses Inkstrike becomes a sitting duck to any opponents who can get in close. It also comes with a warning signal to opponents that shows exactly where it'll land about three seconds before it does, so experienced players will rarely get hit by one. The Inkstrike is by far the most common Special Weapon in the lower ranks and among people below Level 30, but it drops off sharply above Level 30 and in the A and S Ranks, becoming near-nonexistent towards the top, even after the buffs in the 2016 balance patches. That being said, the Inkstrike is still valued at every level of play for being the only means of inking a lot of ground after time runs out--any Inkstrikes still in progress when time runs out will still explode ink with opponents unable to do anything about it, making it great for tipping the scales in an otherwise even match.
** Alongside that is the Aerospray RG. This is a main weapon with a very short range but a very high fire rate and high running speed when firing. In addition to having, unsurprisingly, the Inkstrike as its Special Weapon, its absurd capacity for inking large amounts of ground in a short period of time is offset by how it will invariably be useless if an opponent with a longer-range weapon (that is, all of them except a few) spots an Aerospray user. Low-level rooms often have multiple Aerospray RG users, though there are some highly skilled users who have learned how to hide and ambush with one.
** The Carbon Roller and the Carbon Roller Deco have become this due to the balance patches landing a series of {{nerf}}s to rollers in general. The Carbon Rollers are oversized paint rollers, tracing a wide path of ink behind them as long as it's held to the ground, and they have the highest running speed among all traditional rollers. This means that, like the Aerospray, they are very good at inking a lot very quickly. However, they have a harder time eliminating enemies in their way than any other roller, as Carbon Rollers lack most one-hit splat moves all other rollers have, and any time spent rolling out ink is time spent exposed to enemies. Popular at first, both Carbon Rollers eventually fell to the wayside when they attracted the attention of snipers who could safely remove them from a secure location.


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[[folder:First-Person Shooter]]
* In ''VideoGame/{{Borderlands}}'', Mordecai's special ability, unleashing his pet hawk Bloodwing, can wipe out most low-level non-boss enemies, turning it into an "I Win" button in the early game. As the game progresses, though, the enemies increase in strength more quickly than Bloodwing does, reducing its effect and making the late game far more difficult.
** Gaige's "Best Friends Forever" skill tree in ''VideoGame/{{Borderlands 2}}'' was specifically designed this way, so as to allow novice players to succeed in the game without making Gaige a GameBreaker. Lead designer John Hemingway referred to it as "the girlfriend skill tree," i.e. the mode that your newbie girlfriend can play without being overwhelmed.

* ''Videogame/PlanetSide 2'''s Mini Chaingun - a handheld [[GatlingGood Gatling gun]] - has unmatched damage-per-second among light machine guns, can be fitted with an absolutely massive magazine, and has a terrifying firing noise (chuga [=ChuGA=] CHUGA [=BRRRRRrrrrr=]). However, it has a fixed cone-of-fire[[note]]rather than starting with pinpoint accuracy and blooming to uncontrollable ATeamFiring like most [=LMGs=], it starts slightly inaccurate and grows to be... slightly more inaccurate but still controllable, albeit nigh-impossible to headshot with.[[/note]] and a poor BoomHeadshot damage multiplier, meaning that an aware and accurate enemy can peg you in the head with his LMG or assault rifle while you're spewing away at his chest. The signature firing noise (coupled to a fast but not unnoticeable spinup time for maximum fire rate) is also one of the weapons weaknesses. The weapon is very useful for newbie players, and more of an [[AwesomeButImpractical entertaining but not terribly effective weapon]] for pros.

* ''VideoGame/{{Overwatch}}'':
** Bastion. Press one button, and he transforms into a Turret Mode with a blistering rate of fire, decent accuracy and the ability to shred through heroes like butter. New players tend to deploy Bastion at a chokepoint, sit there and fire at any enemy they see, stopping most noobs in their tracks. Skilled players will simply isolate Bastion's location and flank it, focus fire from behind Reinhardt's shield, snipe it, or even use Genji's Reflect ability to reflect bullets back at Bastion for a fast kill. Team support and changing locations regularly are essential for Bastion to remain viable at higher level play.
** Mei is another example of this. At lower levels, she is an extremely effective ambush character who can easily eliminate lone or closely grouped players, and thus is seen as extremely annoying to fight against. At higher levels however her weaknesses become more apparent, namely her short range, low damage per second, and ambush tactics being less effective against a closely coordinated team.

* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.
[[/folder]]

[[folder:Third-Person Shooter]]
* Co-op example: big characters like [[MightyGlacier krogan, turians (original flavor), and batarians]] in ''VideoGame/MassEffect3'' multiplayer tend to exemplify this trope. They have more health and shielding than [[FragileSpeedster smaller characters (humans, asari, salarians, quarians, etc.),]] but in exchange lack a dodge command. On lower difficulties, a well-built krogan can shrug off nearly anything that isn't a OneHitKill, and enemies with instant kills (which are particularly nasty against slow characters) don't show up in any great number. On higher difficulties, dodging becomes much more important, since enemies with instant-kills show up earlier and more often, and damage increases mean that even a Mook or two can pose a credible threat. A player who's relied on the durability of their characters to stay alive will end up dying a lot on gold and platinum difficulties; conversely, a player skilled enough to win consistently on these levels will be good enough at avoiding enemy fire that extra health and shields won't be nearly as useful as they first appear.

* In ''VideoGame/{{Splatoon}}'', the [[LimitBreak Special Weapon]] [[DeathFromAbove Inkstrike]] allows the user to create a large circle of ink of his or her team's color anywhere on the stage that he or she wants. Also, any opponents caught in that circle when it lands is [[OneHitKill instantly splatted]]. As the objective of ''Splatoon'' is to ink more ground than your opponents, the Inkstrike comes off as very attractive to newcomers, and indeed, they are effective against those who don't take advantages of its weaknesses: It has a very long startup time beforehand and a cooldown time afterwards that's almost as long, meaning anyone who uses Inkstrike becomes a sitting duck to any opponents who can get in close. It also comes with a warning signal to opponents that shows exactly where it'll land about three seconds before it does, so experienced players will rarely get hit by one. The Inkstrike is by far the most common Special Weapon in the lower ranks and among people below Level 30, but it drops off sharply above Level 30 and in the A and S Ranks, becoming near-nonexistent towards the top, even after the buffs in the 2016 balance patches. That being said, the Inkstrike is still valued at every level of play for being the only means of inking a lot of ground after time runs out--any Inkstrikes still in progress when time runs out will still explode ink with opponents unable to do anything about it, making it great for tipping the scales in an otherwise even match.
** Alongside that is the Aerospray RG. This is a main weapon with a very short range but a very high fire rate and high running speed when firing. In addition to having, unsurprisingly, the Inkstrike as its Special Weapon, its absurd capacity for inking large amounts of ground in a short period of time is offset by how it will invariably be useless if an opponent with a longer-range weapon (that is, all of them except a few) spots an Aerospray user. Low-level rooms often have multiple Aerospray RG users, though there are some highly skilled users who have learned how to hide and ambush with one.
** The Carbon Roller and the Carbon Roller Deco have become this due to the balance patches landing a series of {{nerf}}s to rollers in general. The Carbon Rollers are oversized paint rollers, tracing a wide path of ink behind them as long as it's held to the ground, and they have the highest running speed among all traditional rollers. This means that, like the Aerospray, they are very good at inking a lot very quickly. However, they have a harder time eliminating enemies in their way than any other roller, as Carbon Rollers lack most one-hit splat moves all other rollers have, and any time spent rolling out ink is time spent exposed to enemies. Popular at first, both Carbon Rollers eventually fell to the wayside when they attracted the attention of snipers who could safely remove them from a secure location.

* ''VideoGame/{{Warframe}}'' has the Rhino and Valkyr frames. Their respectable defenses and ability to convert Energy into a shield or invulnerability duration make them very attractive to new players. However, this often encourages players to eat enemy attacks in a game that quickly turns into RocketTagGameplay, which rapidly becomes suicidal as Bombards, Napalms, Combas, and Scrambus can tear even a well-armored warframe apart if not countered quickly. Valkyr can make up for this thanks for her innate Life Strike in Hysteria mode to recover Health, but this locks her into melee attacks that aren't adequate against other mobile players, when clearing larger rooms, or when trying to defend locations, some of the more common end-game situations.
[[/folder]]
2nd Aug '16 1:38:22 AM Malco
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* From the ''VideoGame/SoulSeries'', the nunchaku-wielders (Li Long and later Maxi) have somewhat erratic attack patterns and several easy-to-abuse moves that trap the opponent in them for multiple hits. For maxi, this is thanks to the Pure Soul Loop system. Pure Soul Loop allows you successfully button-mash forever, but at the same time, Maxi can only move in a straight line while combo-ing in general. Thus, stepping around him makes all the difference. Even still, Maxi has really high base attack, so Pure Soul Loop combos only have to succeed but a few times.
** Kilik is a notorious "easy to pick up and defeat opponents" character. However, a patient user of Guard Impacts and parries can quickly dissect and destroy a button-mashing Kilik player with relative ease.
** [[TheScrappy Necrid]] is generally considered this by those that don't call him a broken character because they think he's a GameBreaker. Necrid's movelist and gameplay tends to revolve entirely around {{Whoring}}, which means he can often get perfects against new players by simply pressing a button over and over. People that understand spacing and guard impacts, however, will usually curb-stomp Necrid since SpamAttacks are one of the only things his poorly-designed movelist is good for.
** In recent games, Nightmare can be a [[JustForPun nightmare]] for low level play, with his extremely powerful, easy combos and general tankery. He's slow, however, and a pro can Perfect Guard even his least telegraphed moves easily, leaving him completely open to one of the faster (read: all of the) other fighters.




* From ''VideoGame/VirtuaFighter'': We have Jacky Bryant. He has high/low attack strings, 360 HurricaneKick sweeps out the ass, god damned [[RapidFireFisticuffs "Lightning Legs"]], and, worst of all, a super-prioritized and super-damaging Deathflip. The drawback? A lot of those moves have a lot of recovery. So, for the player who stays hot on their toes, they can very easily punish these attacks, either with a string of your own, or a guaranteed throw. On a different note, he's also in the same weight class as characters like Akira, Wolf, and Jeffrey, so some of your combos may not fully connect on him.



% please re-file
[[folder:Other Examples]]
* ''[[VideoGame/NintendoWars Advance War]]: Days of Ruin'' has Tabitha, who ties with the final boss for highest attack and defense bonus to allied units, but also has the smallest area of effect (initially just one unit.) She can annihilate lone units, but she has no good response to concentrated fire, especially from artillery and other indirect-attack units.
* In ''VideoGame/RiseOfNations'', the Russians were mildly overpowered in matches between casual players but were considered one of the worst factions by expert players. The developers didn't think this was a problem because there were nearly 20 factions to choose from.
** A main reason for this is that the Russian national trait is that their territory causes additional attrition, as an implementation of "[[Film/ThePrincessBride Never get involved in a land war in Asia]]"/"Never invade Russia in the winter". Seems awesome, because who doesn't want to watch invading horses shrivel and die without having to do anything?... but basic attrition is significant enough that strategists quickly learn not to invade ''anyone'' without accompanying supply vehicles to protect them, which eliminates any advantage the Russians have and forces them to confront armies whose national traits may allow them to [[OhCrap field better units]] or [[ZergRush more of them faster]].
* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said, all of the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.
* From ''VideoGame/VirtuaFighter'': We have Jacky Bryant. He has high/low attack strings, 360 HurricaneKick sweeps out the ass, god damned [[RapidFireFisticuffs "Lightning Legs"]], and, worst of all, a super-prioritized and super-damaging Deathflip. The drawback? A lot of those moves have a lot of recovery. So, for the player who stays hot on their toes, they can very easily punish these attacks, either with a string of your own, or a guaranteed throw. On a different note, he's also in the same weight class as characters like Akira, Wolf, and Jeffrey, so some of your combos may not fully connect on him.
* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
* In ''MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.
* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.
* The ''VideoGame/StarcraftII'' metagame is a constantly evolving version of this trope. A pro player will come up with a build that is considered "nigh unbeatable" in a particular matchup, until another player develops a build to counter it. Much more prevalent in a MirrorMatch, where often pro players will go the exact same build, and it falls to execution.
** An example from the Wings of Liberty era is the infamous "bio ball[[note]]A massive pile (ball) of terran infantry (biological) units, including marines and marauders with stimpacks[[/note]]". Albeit there were plenty of units that could quickly dispatch the bio ball, they were higher on the techtree and inaccessible in the early game.
* The ''AgeOfMythology Titans Expansion'' introduces the Titan-worshiping Atlanteans. On paper, they seem like a massive GameBreaker faction, with extremely efficient (albeit expensive) villagers, multi-use god powers (where the other three factions only get one of each), and the ability to instantly promote human soldiers into anti-"myth unit" heroes for a price. (Beginning players will appreciate how easy their economy is to manage, in particular.) However, they've got a few less desirable traits (slow-building Town Centers, limited siege options, vulnerability to rushing) that leaves them about even with other civilizations at the high levels of play.
* The Russians in ''AgeOfEmpiresIII'' can field an army of strelets (a weak but cheap infantry unit that trains in groups of [[ZergRush eight]]) as soon as they build a barracks. Combined with an outpost, which comes with the barracks' for the Russians, and the Oprichniks in later ages, one can wipe out an entire town in less than a minute leaving no way to retaliate. New players will resign at the ''sight'' of the Russian army; veterans will tear it apart with a few walls to hold them back long enough to get the [[MightyGlacier cannons]] in position.
* One team tends to take on this role every season in ''VideoGame/MaddenNFL'', depending on whichever play or group of plays are considered Game Breakers that year.

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[[folder:Other Examples]]
[[folder:MOBA]]
* ''[[VideoGame/NintendoWars Advance War]]: Days of Ruin'' ''VideoGame/{{Awesomenauts}}'' has Tabitha, who ties with the final boss for highest attack its fair share.
** [[TheBerserker Ayla]] has access to a powerful nuking skill that grows in strength based on how injured she is as well as a CastFromHitPoints Rage mode that deals heavy DPS
and defense bonus to allied units, but also has the smallest area of effect (initially just one unit.) She can annihilate lone units, but she has no good response to concentrated fire, especially from artillery grants flight and other indirect-attack units.
* In ''VideoGame/RiseOfNations'', the Russians were mildly overpowered in matches between casual
a shield. Low league players but were have a hard time dealing with her mobility and high DPS, letting her make easy kill-and-run plays with little punishment. However, she needs to be right in the enemy's face to use any of her skills, and she's very squishy, susceptible to [=CC=] effects, and actually quite slow out of Rage. Better players can abuse this to scare her away with area control, knock her back, surround her, or simply juke her once she engages due to [[WeaksauceWeakness her terrible vertical momentum]].
** [[TheTurretMaster Gnaw]] is a very easy character to be useful as, and is very annoying to fight. This leads to a lot of lowbies playing as him and succeeding. He's a master of area denial thanks to his spit and Weedlings. He can apply constant pressure using spit and his auto attack, and can force people out of lane prematurely and make them waste health packs because of the poison he applies. However, his poison can be counteracted with any form of healing (even passive regeneration), his Weedlings are very low health, and like Ayla, he's squishy melee 'Naut, although without Ayla's crazy DPS. Needless to say, he tends to under-perform in higher play.
** Although usually
considered a very skill-based 'Naut, [[SquishyWizard Genji]] can be this thanks to ''The Last Pieridae Transformae'', one of his Cocoon[[note]]Traps the worst factions by expert players. enemy in a cocoon, stunning them and cancelling any skill they're using, while making them invincible. It's basically a Banish.[[/note]] upgrades. It makes so that every time he Cocoons an enemy droid, it's transformed into a friendly butterfly, which attacks enemies and pushes the lane. He can have an unlimited number of these butterflies as well. In low leagues, a Genji left to his own devices can amass a massive army and push lanes quickly. The developers didn't think this was a problem because there were nearly 20 factions to choose from.
** A main reason for this
issue is that Genji has to blow his Cocoon on summoning a butterfly, and Cocoon is easily the Russian national trait is that their territory most powerful initiation and escape skill in the game. Wasting it causes additional attrition, as an implementation of "[[Film/ThePrincessBride Never get involved in a land war in Asia]]"/"Never invade Russia in him to be less useful to the winter". Seems awesome, because who team. Also, it doesn't want to watch invading horses shrivel and die without having to do anything?... but basic attrition is significant enough that strategists quickly learn not to invade ''anyone'' without accompanying supply vehicles to protect them, which eliminates any advantage the Russians have and forces them to confront armies whose national traits may allow them to [[OhCrap field better units]] or [[ZergRush more of them faster]].
* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up
anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole
all if Genji's team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power losing, or if Genji is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That
being said, all of the classes can very easily fulfill its designated role pressured in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such lane, as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are butterflies have extremely low health and they tend to be eaten alive by the other classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.
* From ''VideoGame/VirtuaFighter'': We have Jacky Bryant. He has high/low attack strings, 360 HurricaneKick sweeps out the ass, god damned [[RapidFireFisticuffs "Lightning Legs"]], and, worst of all, a super-prioritized and super-damaging Deathflip. The drawback? A lot of those moves have a lot of recovery. So, for the player who stays hot on their toes,
killed before they can very easily punish these attacks, either with become a string of your own, or a guaranteed throw. On a different note, he's also in the same weight class as characters like Akira, Wolf, and Jeffrey, so some of your combos may not fully connect on him.
* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.
* In ''MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.
* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.
* The ''VideoGame/StarcraftII'' metagame is a constantly evolving version of this trope. A pro player will come up with a build that is considered "nigh unbeatable" in a particular matchup, until another player develops a build to counter it. Much more prevalent in a MirrorMatch, where often pro players will go the exact same build, and it falls to execution.
** An example from the Wings of Liberty era is the infamous "bio ball[[note]]A massive pile (ball) of terran infantry (biological) units, including marines and marauders with stimpacks[[/note]]". Albeit there were plenty of units that could quickly dispatch the bio ball, they were higher on the techtree and inaccessible in the early game.
* The ''AgeOfMythology Titans Expansion'' introduces the Titan-worshiping Atlanteans. On paper, they seem like a massive GameBreaker faction, with extremely efficient (albeit expensive) villagers, multi-use god powers (where the other three factions only get one of each), and the ability to instantly promote human soldiers into anti-"myth unit" heroes for a price. (Beginning players will appreciate how easy their economy is to manage, in particular.) However, they've got a few less desirable traits (slow-building Town Centers, limited siege options, vulnerability to rushing) that leaves them about even with other civilizations at the high levels of play.
* The Russians in ''AgeOfEmpiresIII'' can field an army of strelets (a weak but cheap infantry unit that trains in groups of [[ZergRush eight]]) as soon as they build a barracks. Combined with an outpost, which comes with the barracks' for the Russians, and the Oprichniks in later ages, one can wipe out an entire town in less than a minute leaving no way to retaliate. New players will resign at the ''sight'' of the Russian army; veterans will tear it apart with a few walls to hold them back long enough to get the [[MightyGlacier cannons]] in position.
* One team tends to take on this role every season in ''VideoGame/MaddenNFL'', depending on whichever play or group of plays are considered Game Breakers that year.
threat.



* ''VideoGame/{{Awesomenauts}}'' has its fair share.
** [[TheBerserker Ayla]] has access to a powerful nuking skill that grows in strength based on how injured she is as well as a CastFromHitPoints Rage mode that deals heavy DPS and grants flight and a shield. Low league players have a hard time dealing with her mobility and high DPS, letting her make easy kill-and-run plays with little punishment. However, she needs to be right in the enemy's face to use any of her skills, and she's very squishy, susceptible to [=CC=] effects, and actually quite slow out of Rage. Better players can abuse this to scare her away with area control, knock her back, surround her, or simply juke her once she engages due to [[WeaksauceWeakness her terrible vertical momentum]].
** [[TheTurretMaster Gnaw]] is a very easy character to be useful as, and is very annoying to fight. This leads to a lot of lowbies playing as him and succeeding. He's a master of area denial thanks to his spit and Weedlings. He can apply constant pressure using spit and his auto attack, and can force people out of lane prematurely and make them waste health packs because of the poison he applies. However, his poison can be counteracted with any form of healing (even passive regeneration), his Weedlings are very low health, and like Ayla, he's squishy melee 'Naut, although without Ayla's crazy DPS. Needless to say, he tends to under-perform in higher play.
** Although usually considered a very skill-based 'Naut, [[SquishyWizard Genji]] can be this thanks to ''The Last Pieridae Transformae'', one of his Cocoon[[note]]Traps the enemy in a cocoon, stunning them and cancelling any skill they're using, while making them invincible. It's basically a Banish.[[/note]] upgrades. It makes so that every time he Cocoons an enemy droid, it's transformed into a friendly butterfly, which attacks enemies and pushes the lane. He can have an unlimited number of these butterflies as well. In low leagues, a Genji left to his own devices can amass a massive army and push lanes quickly. The issue is that Genji has to blow his Cocoon on summoning a butterfly, and Cocoon is easily the most powerful initiation and escape skill in the game. Wasting it causes him to be less useful to the team. Also, it doesn't do anything at all if Genji's team is losing, or if Genji is being pressured in lane, as the butterflies have extremely low health and can be killed before they become a threat.
* From the ''VideoGame/SoulSeries'', the nunchaku-wielders (Li Long and later Maxi) have somewhat erratic attack patterns and several easy-to-abuse moves that trap the opponent in them for multiple hits. For maxi, this is thanks to the Pure Soul Loop system. Pure Soul Loop allows you successfully button-mash forever, but at the same time, Maxi can only move in a straight line while combo-ing in general. Thus, stepping around him makes all the difference. Even still, Maxi has really high base attack, so Pure Soul Loop combos only have to succeed but a few times.
** Kilik is a notorious "easy to pick up and defeat opponents" character. However, a patient user of Guard Impacts and parries can quickly dissect and destroy a button-mashing Kilik player with relative ease.
** [[TheScrappy Necrid]] is generally considered this by those that don't call him a broken character because they think he's a GameBreaker. Necrid's movelist and gameplay tends to revolve entirely around {{Whoring}}, which means he can often get perfects against new players by simply pressing a button over and over. People that understand spacing and guard impacts, however, will usually curb-stomp Necrid since SpamAttacks are one of the only things his poorly-designed movelist is good for.
** In recent games, Nightmare can be a [[JustForPun nightmare]] for low level play, with his extremely powerful, easy combos and general tankery. He's slow, however, and a pro can Perfect Guard even his least telegraphed moves easily, leaving him completely open to one of the faster (read: all of the) other fighters.

to:

[[/folder]]

[[folder:Real-Time Strategy]]
* ''VideoGame/{{Awesomenauts}}'' has its fair share.
** [[TheBerserker Ayla]] has access to a powerful nuking skill
The Russians in ''AgeOfEmpiresIII'' can field an army of strelets (a weak but cheap infantry unit that grows trains in strength based on how injured she is groups of [[ZergRush eight]]) as well soon as they build a CastFromHitPoints Rage mode that deals heavy DPS barracks. Combined with an outpost, which comes with the barracks' for the Russians, and grants flight and the Oprichniks in later ages, one can wipe out an entire town in less than a shield. Low league minute leaving no way to retaliate. New players have a hard time dealing with her mobility and high DPS, letting her make easy kill-and-run plays with little punishment. However, she needs to be right in will resign at the enemy's face to use any of her skills, and she's very squishy, susceptible to [=CC=] effects, and actually quite slow out of Rage. Better players can abuse this to scare her away with area control, knock her back, surround her, or simply juke her once she engages due to [[WeaksauceWeakness her terrible vertical momentum]].
** [[TheTurretMaster Gnaw]] is a very easy character to be useful as, and is very annoying to fight. This leads to a lot of lowbies playing as him and succeeding. He's a master of area denial thanks to his spit and Weedlings. He can apply constant pressure using spit and his auto attack, and can force people out of lane prematurely and make them waste health packs because
''sight'' of the poison he applies. However, his poison can be counteracted Russian army; veterans will tear it apart with any form of healing (even passive regeneration), his Weedlings are very low health, and like Ayla, he's squishy melee 'Naut, although without Ayla's crazy DPS. Needless a few walls to say, he hold them back long enough to get the [[MightyGlacier cannons]] in position.
* One team
tends to under-perform take on this role every season in higher play.
** Although usually
''VideoGame/MaddenNFL'', depending on whichever play or group of plays are considered a very skill-based 'Naut, [[SquishyWizard Genji]] can be this thanks to ''The Last Pieridae Transformae'', one of his Cocoon[[note]]Traps the enemy in a cocoon, stunning them and cancelling any skill they're using, while making them invincible. It's basically a Banish.[[/note]] upgrades. It makes so Game Breakers that every time he Cocoons an enemy droid, it's transformed into a friendly butterfly, which attacks enemies and pushes year.

* The ''AgeOfMythology Titans Expansion'' introduces
the lane. He can have an unlimited number of these butterflies as well. In low leagues, a Genji left to his own devices can amass Titan-worshiping Atlanteans. On paper, they seem like a massive army and push lanes quickly. The issue is that Genji has to blow his Cocoon on summoning a butterfly, and Cocoon is easily the most powerful initiation and escape skill in the game. Wasting it causes him to be less useful to the team. Also, it doesn't do anything at all if Genji's team is losing, or if Genji is being pressured in lane, as the butterflies have GameBreaker faction, with extremely low health and can be killed before they become a threat.
* From
efficient (albeit expensive) villagers, multi-use god powers (where the ''VideoGame/SoulSeries'', the nunchaku-wielders (Li Long and later Maxi) have somewhat erratic attack patterns and several easy-to-abuse moves that trap the opponent in them for multiple hits. For maxi, this is thanks to the Pure Soul Loop system. Pure Soul Loop allows you successfully button-mash forever, but at the same time, Maxi can other three factions only move in a straight line while combo-ing in general. Thus, stepping around him makes all get one of each), and the difference. Even still, Maxi has really high base attack, so Pure Soul Loop combos only have ability to succeed but instantly promote human soldiers into anti-"myth unit" heroes for a few times.
** Kilik
price. (Beginning players will appreciate how easy their economy is a notorious "easy to pick up and defeat opponents" character. manage, in particular.) However, they've got a patient user few less desirable traits (slow-building Town Centers, limited siege options, vulnerability to rushing) that leaves them about even with other civilizations at the high levels of Guard Impacts and parries can quickly dissect and destroy play.

* The ''VideoGame/StarcraftII'' metagame is
a button-mashing Kilik constantly evolving version of this trope. A pro player will come up with relative ease.
** [[TheScrappy Necrid]]
a build that is generally considered this by those that don't call him "nigh unbeatable" in a broken character because they think he's particular matchup, until another player develops a GameBreaker. Necrid's movelist and gameplay tends build to revolve entirely around {{Whoring}}, which means he can counter it. Much more prevalent in a MirrorMatch, where often get perfects against new pro players by simply pressing a button over and over. People that understand spacing and guard impacts, however, will usually curb-stomp Necrid since SpamAttacks are one of go the only things his poorly-designed movelist is good for.exact same build, and it falls to execution.
** In recent games, Nightmare can be a [[JustForPun nightmare]] for low level play, An example from the Wings of Liberty era is the infamous "bio ball[[note]]A massive pile (ball) of terran infantry (biological) units, including marines and marauders with his extremely powerful, easy combos stimpacks[[/note]]". Albeit there were plenty of units that could quickly dispatch the bio ball, they were higher on the techtree and general tankery. He's slow, however, inaccessible in the early game.

[[/folder]]

[[folder:Turn-Based Strategy]]
* ''[[VideoGame/NintendoWars Advance War]]: Days of Ruin'' has Tabitha, who ties with the final boss for highest attack
and a pro defense bonus to allied units, but also has the smallest area of effect (initially just one unit.) She can Perfect Guard even his least telegraphed moves easily, leaving him completely open annihilate lone units, but she has no good response to concentrated fire, especially from artillery and other indirect-attack units.

* In ''VideoGame/RiseOfNations'', the Russians were mildly overpowered in matches between casual players but were considered
one of the faster (read: worst factions by expert players. The developers didn't think this was a problem because there were nearly 20 factions to choose from.
** A main reason for this is that the Russian national trait is that their territory causes additional attrition, as an implementation of "[[Film/ThePrincessBride Never get involved in a land war in Asia]]"/"Never invade Russia in the winter". Seems awesome, because who doesn't want to watch invading horses shrivel and die without having to do anything?... but basic attrition is significant enough that strategists quickly learn not to invade ''anyone'' without accompanying supply vehicles to protect them, which eliminates any advantage the Russians have and forces them to confront armies whose national traits may allow them to [[OhCrap field better units]] or [[ZergRush more of them faster]].
[[/folder]]


[[folder:Other Examples]]
* In ''VideoGame/TeamFortress2'', Pyros end up as these in higher levels of gameplay. Pyros can seem overpowered to new players but at higher levels of gameplay, they lack any form of advanced movement (which is very important in this game) and are near useless outside of close range. Their only decent competitive tactic is reliant on the enemy to attack them with specific weapons they can [[AttackReflector deflect]] and is easily countered. However, it should be noted that expert Pyros may retain their usefulness by taking advantage of ambush tactics and the aforementioned deflector, as well as presenting constant threats to Spies and making enemies temporarily retreat. Only the [[LeeroyJenkins W+M1]] strategy is what makes newbies a bit dangerous.
** A sub-example for this class is the Phlogistonator. It chews up anything at close range and has a [[LimitBreak "Mmmph"]] function that restores health and guarantees 8 seconds of CriticalHit firestorms, as well as hefty damage resistance while activating "Mmmph." The biggest thing about it? It can't use the deflector ''at all'', and it can easily be countered by staying away and pelting the offending Pyro with explosives. Against players who are caught unaware or don't know how to deal with it? Fiery death. Against those who know how to keep away from the Pyro? Not a chance.
** The Engineer gets to be this way. On pub servers, a single Engineer camped on a Sentry gun with a Dispenser can be an obstacle insurmountable to the whole team because the sentry's aim is perfect and they tend to fight it one at a time. However, players can improve their effective damage by learning to aim better while the sentry's power is static, and players also learn how to either kill the Engineer or destroy the sentry fast enough that it can't be repaired in time. You'll be lucky if your fully upgraded sentry stops the enemy for more than a few seconds in a higher level of play.
** Spies also fall victim to this trope, as it's tough to use their one-hit kill when the enemy is competent enough to check behind them regularly; the only reason they're useful in comp play at all is because nobody expects you to use a Spy. This is especially true in Highlander matches, where each team has one of each unit: while most units are at least somewhat useful within their niche, the Spy not only has to deal with the near-impossibility of backstabs, but the fact that there's always an enemy Pyro on the field.
*** That being said,
all of the) the classes can very easily fulfill its designated role in the CompetitiveBalance, even when taking player skill into account. For example, in high-level play such as the aforementioned Highlander format, it is extremely unlikely to see Pyros and Spies racking up lots of points, since their deathmatch capabilities are extremely low and they tend to be eaten alive by the other fighters.classes in a straight-up one-on-one fight. However, they can still contribute vastly to their teams in their own way; Pyros can airblast players away from key objectives as well as force a (however temporary) retreat by setting enemies alight. Spies will not generally outlive their victims in any well-organised and communicating team, since a kill will typically follow-up with the enemy team turning around and massacring the Spy, but who and when the Spy kills can be absolutely game-changing. Killing an enemy Medic with a full Ubercharge, for instance, can result in that Spy's team emerging victorious, even if the Spy had to die to make the kill.
** All in all, practically every class in ''VideoGame/TeamFortress2'' has some level of SkillGate attached to them, primarily because all the classes have a surprising amount of depth to them which can only be fully utilised via experience. For beginners (or players who have no intention of improving), each class seems to have a very simple role which can be fulfilled quite simply. However, in the more competitive circles, playing in this style is utterly predictable and makes newcomers easy pickings for veterans. Mastering advanced mechanics (or even learning to utilise simple ones in less predictable ways) such as the RocketJump and DoubleJump, as well as learning the effectiveness and weaknesses of different loadouts, is essential in order to even have a chance at competing.

* Hunters from ''VideoGame/WorldOfWarcraft'' until halfway through ''Burning Crusade''. High damage output by mashing three buttons, a pet to push back castbars, and plenty of ways to escape an opponent. Also had a 3-yard yellow zone between their melee and range radii wherein they couldn't do anything but watch their pet attack if you managed to root them in the appropriate place.
** Warriors also have a 'donut of safety' where you're out of their melee range, but not far enough to get charged... Except Tauren Warriors, whose hitbox is 8 yards instead of 5, the minimum Charge range.
** Hunters and Paladins have a version of this. Both are very good solo classes for new players that are easy to level in [=PvE=], but that means a lot of them are suddenly and utterly stomped by the end-game content as they lack the relevant skills.
* These crop up in various [=CCGs=] from time to time. One extreme example was ''TabletopGame/{{Pokemon}}'s'' Mulligan Mewtwo deck. Chances of defeating an expert player with a good deck? Near zero. Chances of defeating a new player who doesn't understand what it's trying to do? Near 100%. Naturally, it stopped showing up in tournaments rather quickly as people figured it out.

* In ''MagicTheGathering'', the "4 of every Circle of Protection" deck. It can beat any deck that can only win by damage, has no enchantment removal or bounce, kills slowly enough that you can somehow win even while sinking mana into Circle activations every turn... in other words, only terrible decks.
** But in fitting with the trope Circle of Protection can be very useful depending on the opponent's deck. Stopping that giant creature with trample and lifelink from ever doing damage is worth one mana a turn.
** The pre-packaged decks WizardsOfTheCoast sells are generally skill gates in themselves: Competitive against each other, but will get crushed against tournament-level decks. But they are useful in teaching newer players how to modify their decks to win more (first tip: Buy two of the same pre-packaged decks and smoosh 'em together.)
** Event Decks are designed so you can enter competitive play extremely easily, as well as contain a proportionally high number of valuable and powerful cards (as opposed to starter decks or other types of preconstructed decks, which usually contain no more than a handful of valuable cards, if any). In most kitchen table games and low-tier competitive scene, they're exceedingly powerful straight out of the box. In higher levels, you would likely need 4 copies of the same event deck just to get four copies of the powerful cards you would want to consistently show up, and that's not including the Mythic Rare cards you might need. Even then, professional level decks can still easily destroy them.

* ''VideoGame/GuildWars2'' has the Warrior. Capable of pumping out some of the highest DPS in the game, especially when armed with a greatsword, and access to good defensive skills and traits. In PvE, they're much sought-after for dungeon runs, and their entire strategy can often be boiled down to "run in, hit 1-5, watch things die". However, as most players will tell you, they're one of the least desired classes for PvP. Their entire skill set just ends up translating much better to killing trash mobs and AI bosses than it does to taking on real players.
* There was a time during ''{{Starcraft}}'''s long lifespan when the (mostly average skilled) playerbase was complaining about how overpowered Zerg were (particularly Mutalisks) while many of the top players were playing Terran instead: Terran defenses combined with a sublime powers when microed (for example, the famous tank-and-dropship dance) made them far more powerful in skilled hands than the much simpler Zerg. Another example is stealth units: Against a good player, it's extremely difficult to pull off Dark Templars or nukes, but against a player who isn't good at detection management either can be an instant win.
** Near the end of the ''Starcraft'' era however, "Fast Mutas" were considered to be the best Zerg opening, and most Terran and Protoss builds were judged against this build. Said Terran and Protoss builds were only considered viable if they were fast enough to outproduce or counter the initial ZergRush of Mutalisks. Certainly an example of the "bell curve" Skill Gate.
** Most beginners and intermediate players gravitate to the Protoss because their playstyle is based around having fewer, stronger units without too many special abilities to make them 'work'. In armies of equal cost, it's typically easier to control 10 beefy units rather than 30 units that die instantly if you make a mistake. Add to this that building 30 units takes more work than building 10 and you'll see why most new players like the toss: easier micro and easier macro. Of course, once you get good ''none'' of that matters in any meaningful way anymore and player skill becomes increasingly important.
*** Especially noticeably, Protoss has the lowest Tournament Wins of the three factions by a fair margin, in contrast to the supposed 50/50 win average. There are notoriously few professional Protoss Players in relation to both Terran and Zerg.
*** The Protoss are a good example of [[DifficultButAwesome "easy to learn, difficult to master".]] They have a grand total of '''four''' spell casters that each have their own research costs, and a potent Reaver artillery that is often used with air-transport for surgical strikes. Using the right combination of supporting casters is key, due to their main army focusing durability over raw damage-per-second. Mastering the Protoss arsenal of spells goes a long way, and don't forget to upgrade weapons and armor.
2nd Aug '16 1:32:50 AM Malco
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