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13->''"You know what does equal power? Power. Power equals power. Crazy, huh? But the type of power? Doesn't matter as much as you'd think. It turns out, everything is oddly balanced. Weird, but true."''
14--> -- '''Xykon''', ''Webcomic/TheOrderOfTheStick''
15
16In any game that offers the player a selection of multiple options to play as (whether it be characters in fighting games, cars in racing games, [[FactionCalculus factions in strategy games]], or whatever), Competitive Balance comes into play. Since these options are meant to compete directly against each other, they need to be roughly equally powerful, or else you run into the problems with CharacterTiers.
17
18'''Some common character builds are defined by their ''im''balance and have a {{foil}} to go with them:'''
19* Range:
20** CloseRangeCombatant: Powerful up close but poor or useless at long range.
21** LongRangeFighter: Powerful at long range but poor and/or vulnerable up close.
22* Weight:
23** FragileSpeedster: Light, but quick.
24*** {{Acrofatic}}: Looks heavy, but light on their feet.
25** MightyGlacier: Heavy, but sluggish. May ShedArmorGainSpeed to turn into a speedster.
26*** GlacierWaif: Looks light, but lands heavy.
27*** DamageSpongeBoss: A boss that relies more on high attack and defense than new testing of player skill.
28* Offense/Defense
29** GlassCannon: Can dish it out, but can't take it.
30*** RushBoss: The boss can take you out swiftly, but can fall just as quickly.
31** StoneWall: Can take it, but can't dish it out.
32*** MarathonBoss: A boss fight that tests your endurance.
33* Special Abilities
34** MagicallyIneptFighter: Physically strong but has little to no magical ability.
35*** ResistantToMagic: Able to stand up well to magic attacks.
36*** WeakToMagic: Very physically defensive, but very vulnerable to magic attacks.
37*** MageKiller: Good physical attack while possessing strong defense against magic, making it the prime counter to the SquishyWizard.
38** SquishyWizard: Uses magic, items, or special skills but is physically weak without them.
39*** BlackMage: Uses special abilities offensively, but usually lacks defensive options.
40*** WhiteMage[=/=]TheMedic: Uses special abilities defensively (healing, [[BarrierWarrior barriers]], {{Status Buff}}s), but usually lacks offensive options.
41*** TheRedMage[=/=]CombatMedic: Uses special abilities offensively and defensively, but not as well as either of the above.
42** MagicKnight[=/=]KungFuWizard: Has physical strength and magical ability, but not as much as either of the above.
43* Growth Potential
44** MagikarpPower: Starts weak, but gets exponentially stronger.
45** CrutchCharacter: Starts strong, but has diminishing returns.
46* Player Skill
47** DifficultButAwesome: Among the most inept characters in the hands of a beginner, but among the most powerful of the cast once the player has overcome the hurdle of learning to use their abilities.
48** SkillGateCharacters: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.
49* Overall Effectiveness
50** JokeCharacter: Deliberately ineffective, exists mainly for humor. May have an [[DifficultButAwesome exploitable gimmick]] that turns them into a LethalJokeCharacter to be viable.
51** LightningBruiser: Fast, powerful, and sturdy. Can be {{magically inept| fighter}}, be less agile than they're fast, or have some other gimmick drawback to keep them from being a full-on GameBreaker or SNKBoss.
52* Overall Balance
53** JackOfAllStats: Not really good at anything, but not really bad at anything either. When all of the above are more or less balanced.
54*** MasterOfNone: A generalist that can't keep up with specialists.
55*** MasterOfAll: A generalist that makes specialists redundant.
56** CripplingOverspecialization: Really, really good at one thing; [[AwesomeButImpractical really, really bad]] at everything else. When any one of the above gets out of hand.
57
58'''Other common ways and gimmicks to competitively balance without a direct foil:'''
59
60* ArmoredButFrail: Low HP covered by very high defenses.
61* ConfusionFu: Relies on being unpredictable to succeed.
62* CriticalHitClass: Relies on scoring [[CriticalHit unusually boosted damage]] or other bonuses ''consistently.''
63* DeadlyUpgrade: Has more power than the baseline, but is balanced by carrying some sort of risk to the user. Or to everyone ''around'' the user.
64* DittoFighter: Uses the movesets of other characters.
65* MovesetClone: Characters that are very similar, with slightly altered statistic balance and move-set.
66* MechanicallyUnusualFighter: A character who is mostly defined by a unique gimmick. Its effectiveness depends on how much the player can exploit said gimmick and how much the opponent has the tools to counter it.
67* NecessaryDrawback: For every advantage, there's always a disadvantage.
68* PintsizedPowerhouse: A physically small character who is surprisingly powerful in combat.
69* PowerfulButInaccurate: Great when it works, but more likely to fail. High risk, high reward.
70* PuppetFighter: Calls on a powerful ally or two in order to protect themselves or attack.
71** TheMinionMaster: Calls multiple allies to fight for them.
72** TheTurretMaster: Creates structures to fight for them.
73* StanceSystem: Can use one of several builds of strengths and weaknesses.
74** MultiformBalance: The same, when applied to a {{Shapeshifter}}, SwissArmyHero, or SwapFighter.
75* StealthExpert: Uses information and special abilities to sneak around enemies.
76* SupportPartyMember: Makes their allies more effective, but weak on their own.
77* TrapMaster: Controls the field by setting up obstructions.
78* UtilityPartyMember: Weak in combat, but useful out of combat.
79
80And this is all ''before'' you add in ElementalRockPaperScissors.
81
82Competitive Balance necessarily exists as a relationship between stats in video games or characters in non-videogame settings. All super heroes are probably [[LightningBruiser fast, strong, and sturdy]] compared to civilians, but interactions in context with their peer heroes may highlight particular strong suits and challenges. See CastSpeciation.
83
84In a cooperative context, where each member of a team is balanced in how they contribute to the group's success, see AnAdventurerIsYou. If you apply Competitive Balance to factions or countries instead of characters or units, then you get ACommanderIsYou. When a former boss is PromotedToPlayable, they will usually be retooled to fit one of the above.
85
86This is especially important to encourage diversity in a game with loads of characters and different types to choose from without making all the characters just flat-out clones of each other. Not to mention from a development standpoint this is often hard to do and needs to be ''constantly'' readjusted to make sure players don't just spam the same character(s) and make almost every match a MirrorMatch.
87
88SuperTrope to BalancePowerSkillGimmick which is usually a PowerTrio of JackOfAllStats, MightyGlacier, FragileSpeedster and something else for variety.
89
90----
91!!Video game examples:
92
93[[foldercontrol]]
94
95[[folder:Adventure Game]]
96* In ''[[Manga/OnePiece One Piece: Unlimited Adventure]]'' for the Wii there exists a 2P battle mode where characters can fight each other. The game is straightforward about who is the strongest, with the character tiers being ranked from 1 to 5 -- however, the game's "competitive balance" is off. Usopp is only a 3, yet he's the only major character to have ranged attacks, close attacks, a useful "run away attack" (where he runs and drops SpikesOfDoom), AND two unusually powerful ultimate attacks, making him a VERY lethal joke character if you're good enough with him and great for boss battles. We've also got the Lightning Bruiser Luffy himself, who's an unmatched GameBreaker in Gear Second, and possibly the straightest MightyGlacier EVER, Monster Chopper -- he has just 3 incredibly powerful attacks but can only walk deathly slow. Finally, while not intentional, some characters who are meant to be weak can actually deal alot of damage, making several characters a GlassCannon (Nami, aforementioned Usopp, Chopper, Bon Clay, etc.).
97* Each weapon type in ''VideoGame/MonsterHunter'' fits into a certain role:
98** Sword and Shield is JackOfAllStats. It allows running, hits fast, it has a guard -- albeit a rather weak one, and high attack speed and elemental damage often make up for lack of raw physical power. Sword and Shield is the only weapon type that lets you use items while the weapon is drawn.
99** Dual Swords is FragileSpeedster. Dual Swords lack a guard, and damage-per-hit is still low, but between the high attack speed and the Demon mode that lets you unleash deadly combos and flurries of attacks, [[SpamAttack you'll be hitting a lot]].
100** Great Sword is MightyGlacier. Great Swords deal very high damage and have a stronger guard than Sword and Shield, as well as deadly charged attacks. However, the very slow attack and movement speed [[DifficultButAwesome mean that an understanding of timing and positioning is crucial]].
101** Lance is StoneWall. Lances have a huge shield that can withstand plenty of punishment, and you can re-adjust the direction you're facing mid-guard, allowing you to fend off multiple attacks from different angles easily. However, the lance itself is slow and unwieldy, limiting possible attacks to the front of the player. Damage potential for Lances has been consistently nerfed with each game.
102** Hammer and Longsword are both GlassCannon. Unlike Great Swords, Hammers do not limit movement, they hit far faster and have even more damage potential... but guarding is impossible. The Longsword trades raw hitting power for attack speed, and a Spirit Gauge which increases attack power for a time, but still no guard. Hope you're good at dodging.
103** Hunting Horn is a SquishyWizard. Functionally, they are the same as Hammers but with less damage potential. However, they are a boon to a hunter group for their ability to play music which grants {{Status Buff}}s like attack or defense boosts.
104** Light Bowgun is a ranged SquishyWizard. Light Bowguns offer the best mobility, and they can be drawn and reloaded quickly. However, they have the least damage potential of practically any weapon. They also have a tendency towards support ammunition such as stun, poison, [[HealingShiv healing]], etc.
105** Medium Bowgun is a ranged JackOfAllStats. Medium Bowguns offer a compromise of raw damage and mobility, allowing running, but being slow on the draw.
106** Heavy Bowgun is a ranged MightyGlacier. They're far too heavy to run with, and have a slow reload. Damage-per-shot is comparatively high, however, and they tend to be compatible with damaging ammunition such as [[StuffBlowingUp crag]], [[ShortRangeShotgun pellet]], pierce, etc. You can even equip a Heavy Bowgun with a barrel shield, which allows a guard on par with the Sword and Shield.
107** Gunlance is a MagicKnight. They're much like Lances in that they allow good defence and long-reach attacks, but they also have a fire shot attack which is powerful but has limited range.
108* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the Champions's blessings cover the four major stats: health (Mipha's Grace), offense (Urbosa's Fury), defense (Daruk's Protection) and mobility (Revali's Gale). Implied by their abilities and weapons, Daruk is the Fighter with the most raw power, Urbosa is the Mage with lightning attacks, Revali is the Thief with the most mobility and Mipha is the combat Medic. Then, there is Link who is able to use all the blessings and can switch between all four classes of weapons at any time, making him the MasterOfAll.
109[[/folder]]
110
111[[folder:Beat 'em Up & Hack'n'Slash]]
112* ''VideoGame/DevilMayCry4'': The Special Edition added Trish, Lady, and Vergil as playable characters alongside Dante and newcomer Nero. All 5 play very differently from one another, requiring at least moderate effort to use them all well.
113** Trish is a CloseRangeCombatant. Her standard primary weapon isn't actually the Sparda sword this time around; it's her Bare Knuckle playstyle utilizing mostly her fists and kicks, which either do weak damage or have to be {{charged|Attack}} to be truly effective - both of which mean it takes her time to defeat enemies. Her moveset with the Sparda sword is akin to an alternate [[StanceSystem Style]], but it's just as melee-focused. She also has her Luce & Ombra handguns and the Pandora briefcase as ranged weapons, but they have fewer moves than Dante's counterparts. Furthermore, she doesn't have a lot of options in mobility, instead having attacks which bring enemies to her, or keep them stationary to help give her time to attack.
114** Lady is a GlassCannon and LongRangeFighter. She doesn't have access to a Devil Trigger like other characters do, thus lacking their {{regenerating health}} in that mode. Her limited melee attacks are also incredibly slow and comparatively weak. To compensate, [[CripplingOverspecialization many of her long-ranged moves deal significant damage]] or involve a hailstorm of bullets and high explosives, and she has a meter in place of the DT Gauge which allows her to cover her surroundings with extremely deadly grenades.
115** Nero is the JackOfAllStats. He doesn't have access to other [[RealTimeWeaponChange swappable weapons]] or Styles as the other characters do, but he also doesn't have a lot of glaring weaknesses in mobility or defence, as he has both a dodge move and the ability to move himself or enemies around with his Devil Bringer's Snatch. Furthermore, with his Red Queen's Exceed mechanic and his Devil Bringer's [[GrappleMove Buster]], he can upgrade his modest abilities to do a lot more damage.
116** Vergil is a LightningBruiser. He loses a lot of the versatility he had with Dark Slayer Style in ''3'', but he more than makes up for it with a wide repertoire of attacks which come out very fast, hit very hard, and can cause him to positively zip around. In his [[SuperMode Devil Trigger]] mode, he takes this playstyle further, even by the standards of this franchise!
117** Dante is the MasterOfAll, who can switch between the first four styles from ''3'', plus allowing him to switch between seven different weapons, which altogether makes him very versatile without sacrificing anything. Effectively using all of his myriad attacks and mechanics to their fullest potential requires [[DifficultButAwesome lots of time and practice]].
118* All around the place in pretty much any BeatEmUp game, with ''Videogame/FinalFight'' likely serving as the UrExample. If the game has more than two playable characters, expect to see a FragileSpeedster, JackOfAllTrades and MightyGlacier among the roster, and possibly another character who's [[BalancePowerSkillGimmick neither]]. In older games for two players, the second character was quite often just a PaletteSwap of the first one.
119* Many of the beat 'em ups based on the ''Franchise/TeenageMutantNinjaTurtles'' (e.g. the duology of arcade titles by Creator/{{Konami}}) follow this formula:
120** Leonardo is [[JackOfAllStats good at everything, but the best at nothing]].
121** Michelangelo is the [[FragileSpeedster fastest, but the shortest-ranged]].
122** Donatello is the [[LongRangeFighter longest-ranged, but the weakest]].
123** Raphael is the [[MightyGlacier strongest, but the slowest]].
124* In ''VideoGame/NinjaGaiden Sigma II'', the three playable female characters -- [[VideoGame/DeadOrAlive Ayane]], Rachel and Momiji -- all play differently from each other. Ayane is a FragileSpeedster, weak attacks that add up quickly and highly mobile. Rachel is a MightyGlacier, able to inflict massive damage with her warhammer but lacking the agility of the other women. Momiji is a JackOfAllStats, faster than Rachel but stronger than Ayane, and uniquely the only one who can DoubleJump.
125[[/folder]]
126
127[[folder:Driving Game]]
128* ''VideoGame/Burnout3Takedown'' plays The JokeCharacter with a ''car''. In most games, you can get yourself some multplayer bragging rights by picking a slow car, but ''Burnout 3'' has a car that doesn't only have to be unlocked, but also ''doesn't move.'' At all. Now that's taking it to an extreme, people.
129** Most of the "older" cars (i.e., the Gangster/Carson Grand Marais; the Classic/Hunter Manhattan) aren't quite the fastest cars around, but they certainly have their good points. In the right hands, they can be a LethalJokeCharacter.
130* ''VideoGame/MarioKart''[='s=] competitive balance is a bit different from other games:
131** While [[VideoGame/SuperMarioKart the first game]] was all about BalancePowerSkillGimmick, the following installments made three big character classes:
132*** The [[FragileSpeedster lightweights]] (also called ''feather'' in other games) are "quick to start but hard to catch up": they are the quickest to start, the easiest to control, the less vulnerable to off-road and they have the best turbos. However, because they are lightweights, heavier vehicles easily bump them out of the road and their top speed is not impressive.
133*** On the other hand, the [[MightyGlacier heavyweights]] are "slow to start but hard to stop": their weight allows them to bump opponents and their top speed makes them almost unbeatable when well-trained players control them. However, their weight also reduces their acceleration, their top speed makes them harder to control, going to off-road often means the race is over for them and they usually lack impressive turbos.
134*** The [[JackOfAllStats balanced characters]] are a compromise between the two former examples.
135*** Since ''VideoGame/MarioKart7'', there are other classes in-between: the ''light'' characters have the size of middleweights, but are between them and feather characters while the ''cruiser'' drivers have the size of heavyweights, but are less powerful and more balanced.
136** Since ''VideoGame/MarioKartDoubleDash'', the vehicles' stats matter as much as the character inside it. This requires further explanations about vehicles' different characteristics:
137*** The real [[FragileSpeedster speed stat]] of the game is acceleration; it also works as a recovery stat after having been pushed off-road or hit by an item.
138*** On the other hand, top speed actually is more comparable to a power stat, being the privilege of {{Mighty Glacier}}s and {{Glass Cannon}}s.
139*** Mini-turbo, being on a line between acceleration and top speed, can be considered a [[SquishyWizard magic]] stat: it is always {{Fragile Speedster}}s' weapon to compensate their low top speed, but it can also be {{Glass Cannon}}s' power to increase their performances on the road; along with the latter, some [[MightyGlacier heavyweight]] vehicles also have this power in ''VideoGame/MarioKartWii'' and are the slowest to start to compensate.
140*** Weight is between [[MightyGlacier power]] and [[StoneWall defense]], as it is as useful to push opponents to the side and to protect yourself from said attacks.
141*** [[VideoGame/MarioKart8 While not standardized]], off-road is a recovery stat, being often linked to acceleration; however, other types of characters have this power [[MightyGlacier without forcingly being so quick]] and/or actually being too heavy to be considered "fragile", making it a [[StoneWall defensive]] stat for them.
142*** Handling and drift can be considered agility stats.
143*** Traction (also called grip) describes the stability of the vehicle and reveals its true efficiency on tricky environments; this is the strangest example, being a bonus for the [[FragileSpeedster lightest]] characters, but also for the [[MightyGlacier heaviest]] vehicles in ''VideoGame/MarioKart8''. Like off-road, it can be an agility stat for the former and a defensive one for the latter.
144** ''VideoGame/MarioKartWii'' probably is the more complex episode regarding of its competitive balance. First, alongside the light, middle, and heavy weights, ''every single character'' has hidden bonuses which give them subtle advantages. Second, alongside karts, the game introduces bikes, lighter vehicles which can't reach the super mini-turbo, but can go faster on straight lines by doing a wheelie, and are themselves divided between outside and inside drift, the former being more accessible and the latter being more precise. Third, each weight class has six karts and six bikes with radically different stats which can be classified into six categories:
145*** [[JackOfAllStats Standard karts and bikes]] give a taste of their character classes without being too disadvantaged.
146*** Starter vehicles[[note]]Booster Seat, Bit Bike, Daytripper, Sugarscoot, Zip Zip, Offroader and Wario Bike[[/note]] focus on handling, acceleration, off-road and mini-turbo, but have a bad top speed and drift. Depending on the weight class, they can be either [[FragileSpeedster very light]], [[StoneWall very heavy]], or [[JackOfAllStats well-balanced]].
147*** Skill vehicles[[note]]Cheep Charger, Quacker, Classic Dragster, Honey Coupe and Shooting Star[[/note]] focus on good drifts and turbos, but still have the advantages and defaults of their respective classes: this category is the most complicated to classify, as it includes [[FragileSpeedster the lightest kart and bike]] of the game (the latter even having inside drift), two slower and more skill-based versions of [[MightyGlacier power vehicles]], and an early game middleweight which, despite having great acceleration and subpar top speed, is still [[JackOfAllStats fairly balanced]].
148*** Power vehicles [[note]]Mini-Beast, Bullet Bike, Wild Wing, Mach Bike, Flame Flyer and Flame Runner[[/note]] give up acceleration, handling, and off-road for the best mini-turbos, the most precise drifts (bikes take this further as they all have inside drift), and a good top speed. While all of them have decent weight for their categories, the lighter vehicles are {{Glass Cannon}}s while the heaviers are {{Mighty Glacier}}s.
149*** Off-road vehicles[[note]]Tiny Titan, Magikruiser, Super Blooper and Dolphin Dasher[[/note]] have average stats and mediocre drift, but an excellent off-road which gives them [[StoneWall a greater stability on slippy tracks]] and allows them to take paths where the frontier between track and off-road is unclear. Large vehicles[[note]]Piranha Prowler and Phantom[[/note]] only subvert this category, as they either have all the stats except for the main advantage and default, or precisely these while being a starter vehicle otherwise.
150*** Speed vehicles[[note]]Blue Falcon, Jet Bubble, Sprinter, Sneakster, Jetsetter and Spear[[/note]] have an incredible top speed, a decent weight... [[CripplingOverSpecialization and nothing else]]. While the lighter ones still are viable in manual, only determined players can control the heavier ones this way: otherwise, they are better in automatic mode. Like the power vehicles, lighter vehicles are {{Glass Cannon}}s while heaviers are {{Mighty Glacier}}s.
151* The fanmade ''VideoGame/SonicRoboBlast2Kart'' balances its characters on a stat grid, with the X-axis being acceleration-to-speed and the Y-axis being weight-to-handling. For example, Sonic is fast but can't accelerate very well, and he has good handling at the cost of being lightweight. On the other hand, Eggman is among the heaviest characters and accelerates quickly, but his weak top speed forces him to rely on turbo boosts and his weight requires anticipation to take even the most simple corners.
152[[/folder]]
153
154[[folder:Fighting Game]]
155* Fighting games ''in general'' tend to include three character types: '''rushdown''', '''zoner''' and '''grappler'''.
156** Rushdown fighters, fitting the CloseRangeCombatant bill, close in quickly and smother their enemies in physical attacks. To compensate for unrelenting offense, the typical Rushdown fighter is a FragileSpeedster and GlassCannon who really can't afford to take hits, but others have reasonable defense and frail ''offense'', depending on DeathOfAThousandCuts. In rare cases where one is a LightningBruiser, they tend to have some technical weakness like poor reach, punishable attacks or high demand on ManaMeter.
157** Zoners, our LongRangeFighter, keep themselves out of harm's way with ranged attacks . While some use traditional means such as magic projectiles, fired ammunition or long weapons, others are PuppetFighter who send AssistCharacter in their stead, and yet others fit the TrapMaster bill. Mind, most are fragile, like the SquishyWizard, to punish them for failure to keep enemies at distance. But some few are actually quite durable, and in exchange, struggle to retreat when they've been closed in on.
158** Grapplers, finally, are typically a CloseRangeCombatant group specializing in taking and punishing hits, while also having very threatening mixups up close with their command grabs. The MightyGlacier describes most. The StoneWall describes some. And given their dependence on scoring huge damage of painstakingly landed ripostes, they are quite often a CriticalHitClass. While in most fighting games grapplers struggle against zoners, some games allow them to reflect projectiles and inch in, though they still tend to struggle with getting in on characters as an intended weakness.
159** Mind, there are many JackOfAllStats. [[Franchise/StreetFighter Ryu]] is the perfect example, while not able to outperform any of the archetypes in their designated strengths, he is able to perform decently well in any situation and can adapt to any matchup. He has Hadoukens for mid-long range (Zoner), Tatsu for combos and to close the distance (Rushdown), and Shoryuken is a very strong tool up close (Grappler, in the sense that it's a strong close range tool at least, it just happens to have very different functions to a command grab).
160* ''Franchise/StreetFighter'' has not all that much of a balance gap (though occasionally you get some accidentally devastating characters, such as Guile in ''VideoGame/StreetFighterII'' and his mystical "Magic Throw" and "handcuffs" glitches, not to mention his great range and priority; Zangief could also apply, with his extremely powerful throws). Akuma, for instance, is actually fairly fragile, taking the most damage of any of the characters in most of the games where he's a standard character.
161* This is especially prevalent in games such as ''VideoGame/{{Tekken}}'', where tournament play is the general focus: In ''Tekken Tag Tournament'', while Ogre and True Ogre might be bosses of death, they're still balanced enough that you can generally beat them with anyone you know how to use correctly. The only exceptions to balance appear at the lower levels of skill, where certain characters are easier to use than others (try using Guile as a beginning player, without a good grasp of charging; and after THAT, you need to learn how to do jump in combos in order to really use him).
162* The plots of Type Moon's ''VideoGame/MeltyBlood'' {{Fighting Game}}s are driven by the reality-warping Night of Wallachia. This crazy phenomenon is used to justify Miyako's leap from martial arts student to prime ''Franchise/StreetFighter'' candidate. More amusing is Kohaku and Hisui's transformation from simple maids into MartialArtsAndCrafts masters capable of fighting [[HalfHumanHybrid half-demons]] and ancient vampires.
163* ''VideoGame/MarvelVsCapcom'': On one side, you have a [[VideoGame/MegaManLegends Servbot]], and on the other, you have [[ComicBook/TheIncredibleHulk the Hulk]]. Not to mention guys like Blackheart and Shuma-Gorath.
164* In the ''Series/DeadliestWarrior'' game, you have Guerillas (e.g. Ninja and Apache) who can't get into a direct fight and have to use their agility to survive, Berserkers (e.g. Pirate and Viking) who have a deadly offense, but less in the way of defense, and Balanced fighters (e.g. Knight and Spartan) who can dish out a lot of damage and take it, but won't move very quickly.
165* VideoGame/ProjectM is a ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' mod designed with competitive balance explicitly in mind. As well as altering the mechanics of Brawl to more resemble Melee (which is generally considered the mechanically deeper of the two games), it seeks to re-balance characters from Melee to make them more competitively viable against established high-tier characters, as well as bring Brawl characters into a more Melee-esque environment while making them viable as well.
166** ''VideoGame/SuperSmashFlash2'', another fan project, also aims for this as part of their goal for professional quality. In v0.9a, the CharacterTiers are so close together that the [[http://forums.mcleodgaming.com/viewtopic.php?f=4&t=37956 official chart]] has the borders blurred. Very noticeable in some cases, such as [[Manga/{{Bleach}} Ichigo]], one of the characters ranked lowest.[[note]]20 out of 26[[/note]] having a clear advantage against all three of the characters in the S Tier.[[note]]Franchise/SonicTheHedgehog, [[Franchise/{{Pokemon}} Jigglypuff]], and [[Franchise/{{Pokemon}} Pikachu]], in descending order. Ichigo has the upper hand because all three rely on close range, while his main strength is a massive disjointed hitbox in [[{{BFS}} Zangetsu]], giving him a solid defense in close combat.[[/note]]
167** ''VideoGame/BrawlMinus'' is another ''Brawl'' mod that aims to be more competitively balanced... [[DenserAndWackier by making every single character overpowered]].
168* In ''VideoGame/DragonballXenoverse'', each race for [[CharacterCustomization created]] [[VirtualPaperDoll characters]] has abilities and statistics that differentiate them from one another:
169** Earthlings are [[JackOfAllStats Jacks of All Stats]], being overall well-rounded and benefiting from both regenerating ki and an attack boost when their ki gauge is at max.
170** Saiyans are {{Glass Cannon}}s: low health, but high attack power that increases each time they revive. They also have [[SuperMode Super Saiyan transformations]] that afford them unlimited use of ultimate attacks while active.
171** Namekians are {{Stone Wall}}s: while their attack power isn't as high as the others, their defensive stats and health are higher, and they have regenerating health.
172** Majins are {{Mighty Glacier}}s: slow movement, slow stamina recovery, but defensive stats that exceed Namekians and get a boost when stamina is topped off.
173** Frieza's Clan are {{Fragile Speedster}}s: They have high speed, but low attack power. When their health drops under 50%, their speed increases.
174* VideoGame/DiveKick has each character on either side of the balance of either [[InASingleBound Diving]] or [[DeathFromAbove Kicking]] sans three
175** Divers, like [[MadMathematician Dive]], Mr. N, and [[{{Hypocrite}} S-Kill]] have great diving heights (S-Kill in particual teleports), but have terrible Kicking distances (The worst being Mr. N)
176** Kickers, like [[MicDrop Kick]], [[VideoGame/SaintsRow JohnnyGat]] and [[RocketBoots Dr. Victoria Shoals]] have great kicking distance (Gat having the third best, and Victoria having the best due to RocketBoots), but small Diving Heights (Gat's being the worst of all.)
177** The odd men out are [[CrazyHomelessPeople Uncle Senshi]] who has both a Diving (on feet) and Kicking (on hands) StanceSystem, [[{{Troll}} Stream]], who can alter both of his diving and kicking variations and [[LethalJokeCharacter Jefailey]] who fights with terrible Dive Heights (that gets better the [[BigHeadMode bigger his head is]]) and poor Kick Distances (Which can be [[ChargedAttack charged to reach further away]]). It's that very balance system of Jefaileys' that makes [[FourEyesZeroSoul S-Kill]] deem a WorthyOpponent.
178* ''VideoGame/BlazBlue'' has a bizarre roster of characters(that gets bigger with every incarnation) that tend to combine two or three types of classes. Most fighters can destroy the rest of the roster with ease, save for a handful of characters designed specifically to trump them.
179** Noel is a Fragile Speedster crossed with a Glass Cannon. Quick, decently hard hitting attacks combined with short cooldown and startup times, as well as having the only legitimate combo system in the series make her deadly on the offensive. However, she falls short against characters who can use her lack of long and medium range attacks, and she has a ridiculous stagger time that makes it easy to keep her on the defensive.
180** Tager is a Mighty Glacier and a Close Range Combatant. With punishing attacks, high defense, and one of the quickest recovery rates in the series, he's a difficult hurdle to those who can't keep him zoned or outspeed his recovery. However, he has an extremely short range, and is the equivalent of a walking tank, so characters like Hazama or Noel can take him down easily with enough skill.
181** Arakune is an odd combination of a zoner and rushdown character, thanks to his Crimson drive. Under normal circumstances, he's a fairly poor zoner or stone wall, due to his poor damage, neutral, screen control, oki...and pretty much everything else. However, once gets a few hits with his drive, a special mode called Curse activates for a short period of time, allowing Arakune to summon different bugs each time a button is released. This not only allows him to play rushdown, but makes him ''excel'' at it, more than making up for how bad he is normally when in the hands of a skilled player.
182[[/folder]]
183
184[[folder:First Person Shooter]]
185* Generally used across most games, to prevent one weapon class outperforming others. Snipers will usually have infinite range, but are not suitable for spraying down enemies at close range, due to slower fire rates (semi-automatic or bolt-action) and poor hipfire spread. [[ShortRangeShotgun Shotguns, on the other hand, are potent up close, but their shots evaporate at a middle distance]]. Assault rifles sit between these two extremes as a JackOfAllTrades class. Machine guns and launchers provide heavy firepower, but slows their wielders to a halt, while submachine guns and pistols hand out rapid lethality at the cost of per-shot damage.
186* ''VideoGame/{{GTFO}}'' has 4 melee weapons that all have advantages and disadvantages over each other.
187** The Sledgehammer has high base damage, and is generally useful in any situation, making it a good Jack-Of-All-Trades weapon that doesn't excel in any particular category.
188** The Spear has lower damage than the sledgehammer but has the longest reach out of any melee weapon and can pierce targets, allowing you to hit multiple enemies with a single thrust, making it a very low-risk weapon that excels in zoning enemies.
189** The bat charges attacks faster than either the spear or sledgehammer and consumes far less stamina than they do, and it excels in staggering enemies and breaking environmental objects (such as locks), but this is offset by low base damage.
190** The knife has the lowest base damage of any weapon, but it has a hidden 2x damage multiplier against sleeping enemies, has the fastest charge time of any weapon, and the attacks consume no stamina. Kills with the knife also make less noise than the other 3 melee weapons, so enemies are less likely to wake up if you kill sleeping enemies in close proximity. The knife excels in stealth situations and fights against smaller, weak enemies, but is the worst option for larger enemies.
191* In ''VideoGame/TeamFortress2'', the nine classes form a rather nuanced balance to one another.
192** Scouts are [[FragileSpeedster Fragile Speedsters]] who [[GlassCannon can deal intense close up damage but must avoid being hit, making them vulnerable to Heavies]]. They are also greatly limited when encountering an entrenched Engineer, because Sentry Guns have auto-aiming functions that take the guesswork out of hitting a Scout.
193** Soldiers are JackOfAllStats with high healthpools, great damage output with rockets, and excellent mobility with their [[RocketJump rocket jumps]], but are large targets with the second slowest running speed in the game, and can have their rockets reflected at them by Pyros.
194** The Pyro is a counter to Spies and projectile spam, but must rely on surprise or teammates to overcome their [[CloseRangeCombatant poor ranged options]]. This makes them weaker to Heavies, whose weapons cannot be deflected by the Pyro's special compressed air blast and who can out-damage the Pyro. The Pyro can also be shut down by the Engineer, whose Sentry Gun grossly out-ranges almost all available Pyro weapons.
195** The Demoman has high damage and the best zoning in the game, but Scouts will spell his end due to having no reliable close-range weapons (besides his [[EmergencyWeapon melee weapon]], anyway). The Demoman is also a victim of CripplingOverspecialization--while his play styles are powerful, none of them are nearly as well rounded as the Soldier, and they demand that he either use explosives and risk self damage or get extremely close to the enemy, making him weak to agile foe that can evade or deflect his attacks.
196** The Heavy is the MightyGlacier with 300HP (the highest in the game, being more than double that of the Scout, Spy, Sniper, and Engineer and twice as much as the Medic) and an anti-aircraft [[GatlingGood minigun]] that mows people down in seconds, but his mobility is so poor that without careful positioning he cannot escape from damage dealt to him, making him vulnerable to Snipers, Spies, and reasonably accurate Demomen or Soldiers.
197** [[SquishyWizard Engineers]] deploy and maintain a variety of utilities, including Teleporters, Sentries and Dispensers, but they all take significant time to deploy, and Spies can easily sap their sentries if they know what they are doing. Their equipment is also slow to build and relocate, meaning a Soldier or Demoman can quickly destroy an Engineer setup.
198** TheMedic can heal people and deploy the game-changing [[NighInvulnerable Ubercharge]], and the only counter to an enemy Medic's Uber is a ready Ubercharge of your own; however, an unprotected Medic is a fairly easy kill for fast or accurate opponents like a Scout or Spy, and [[ShootTheMedicFirst generally at the top of the priority list]].
199** Snipers defy the game's built-in long-range damage reduction by using their SniperRifle and delivering an [[OneHitKill instant death]] [[BoomHeadshot headshot]] from across the map, but have [[GlassCannon horribly low health]] and no one-on-one combat potential with any other class. In their constant zoomed-in state, Snipers are vulnerable to Scouts, Pyros, and ''especially'' Spies.
200** Spies can turn invisible, sap Engineer buildings and OneHitKill any class with a BackStab, but are generally incapable of facing off against other classes in a straight-up fight outside of their revolver, including the Medics. They are also not particularly fast and easily discovered and eliminated with by Pyros and Scouts.
201** This also applies somewhat with the weapons choices themselves. All alternative weapons are fairly balanced, incoporating [[NecessaryDrawback necessary drawbacks]] wherever a definite advantage is applied, and using unique effects instead of just stat fiddling. You could have a battle between two of the same class, with completely different loadouts, requiring a completely different playstyle for each, yet still being incredibly well-balanced.
202[[/folder]]
203
204[[folder:Game Console Specific]]
205* The Platform/{{Atari 2600}} provides competitive balance in two-player games by way of its difficulty switches, which gives novice players a slight gameplay advantage over stronger players or alternately gives stronger players a handicap to deal with novice players.
206[[/folder]]
207
208[[folder:Mecha Game]]
209* ''VideoGame/VirtualOn'', a VehicularCombat game with HumongousMecha. The JackOfAllStats is the Temjin and Apharmd lines, with the former being simply well balanced and the latter being absolutely brutal at close range. Representing the FragileSpeedster are the Viper and Fei-Yin series, both of which are smaller and agile, but can't take hits very well. In early games, the Belgdor and succesors offer examples of GlassCannon designs, being somewhat fragile but possessing great hitting power. Bal series are SquishyWizard, with overall low stats but have nasty trick for those who can master their AttackDrone ([[TheComputerIsACheatingBastard including AI]]). Finally, the Raiden and Dorkas are clear MightyGlacier most of the time, being among the largest and most powerful but least maneuverable designs in the series.
210* The ''VideoGame/ArmoredCore'' series sees just about every possible facet of this system, and (at least, after a bit of trial-and-error with regulations files) it generally avoids {{Game Breaker}}s.
211* ''VideoGame/MechWarrior'' has four weight classes--generally speaking, it has its FragileSpeedster light 'Mechs, its JackOfAllStats medium 'Mechs, its semi-LightningBruiser heavy 'Mechs, and MightyGlacier assault 'Mechs. The weight classes remain competitive by having different roles on the field and ensuring that bigger doesn't always equal better, especially in double-blind games.
212** Lights provide the greatest recon ability as well as the largest number of electronic-warfare options. They are usually the most agile option on the field as well. To balance this out, most lights carry limited weaponry with short ranges and equally limited armor, and most can be brought down fairly quickly. The class' exemplar is probably the ''Raven,'' which carries a suite of ECM and sensors that will give unprepared opponents fits, but can be brought down by one good hit and has only three light weapons.
213** Mediums provide a combination of speed, armor, and firepower to fill out a battle lance without slowing it down the way a larger 'Mech might. Most mediums have a good degree of each asset, though not the most. As a result they can be adapted to fight at almost any range and any role, but not as well as the designs tailored for it. The ''Griffin'' embodies the spirit of medium designs, having decent speed, decent armor, and decent ranged weapons, enough to fight almost anywhere, at least for a while.
214** Heavies are almost the natural choice for a competitive game. While moving slower than the lighter classes, their armor and weapons are inherently superior, and most of them aren't ''too'' slow. Heavy 'Mechs will likely end up in the thickest of the fighting, but must rely on their armor rather than their agility to survive. The ''Thunderbolt'' is a good example of a heavy 'Mech due to its thick armor and impressive array of weapons, hampered only somewhat by modest ground speeds and heat dissipation abilities.
215** Assaults are the largest, toughest, most well armed units on the field. Most carry large numbers of long-ranged weapons or devastating short ranged broadsides, but even the most agile examples of the weight class are sluggish at best and relatively easy to outmaneuver if against a smaller, faster opponent. While it may take lighter 'Mechs forever to chip through their armor, a sneaky one can do so with relative impunity. The ''Atlas'' is far and away the iconic assault--big, slow, and mean as hell.
216* ''VideoGame/SLAISteelLancerArenaInternational'' has five standard manufacturers with differing design philosophies that play into the game's competitive balance--[[JustifiedTrope Justified]], due to the game's setting being an arena combat sport. They have to appeal to the different tastes of various players in-universe.
217** Japanese manufacturer Kojima produces the Proton, a FragileSpeedster that relies on its fast ground speed and good jumping ability to evade destruction. Their weapons are generally focused on close range combat.
218** Russian manufacturer OMSK produces the KNT, a lightweight GlassCannon that has low-to-average armor at best, but decent agility and camouflage values to make the most of its excellent long range weapons.
219** Italian manufacturer Ventuno produces the Carro, a JackOfAllStats machine that is extremely well balanced in all areas with a diverse spread of weapon choices, most notably a very large [[GatlingGood Vulcan cannon]].
220** German manufacturer S&V Ma. Fabrik produces the Zwerg, a stronger but slower StoneWall design with good armor but relatively medicore ranged weapons--its main strengths lie in its potent melee attacks.
221** American manufacturer American Stars produces the Hartman, an undisputed MightyGlacier that suffers from slow ground speeds and short jumps, but boasts thick armor and hideous amounts of high-tech firepower.
222* ''TabletopGame/HeavyGear'''s video game adaptations feature a variety of machines, all of which generally fall into the typical arrangement of the FragileSpeedster light Gears, JackOfAllStats medium Gears, semi glacier heavy Gears, and MightyGlacier walkers. There is ''some'' variation with individual designs, at least, such as the Naga walker being more of a GlassCannon or the lightweight Gila being a tiny LightningBruiser for its size.
223[[/folder]]
224
225[[folder:Platform Game]]
226* ''VideoGame/TheAngryVideoGameNerdAdventures'': The four characters display this. The Nerd is a JackOfAllStats, the Guitar Guy is the fastest, the Bullshit Man has the strongest attack and can DoubleJump, and Mike Matei can spot secret paths and has the highest jump.
227* ''Franchise/SuperMarioBros'':
228** ''VideoGame/SuperMarioBros2'': Mario is the JackOfAllStats, Luigi jumps the highest but has imprecise controls, Peach picks up items slowest but can float, and Toad runs and picks up items fastest but has the lowest jump.[[note]]Running speed is only evident once a character picks up an item; everyone runs at the same speed otherwise.[[/note]]. The same applies to the four characters in ''VideoGame/DokiDokiPanic'': Imajin, the Mario; Mama, the Luigi; Lina, the Peach and Papa, the Toad.
229** ''VideoGame/SuperMario3DWorld'' has the same four characters as ''Super Mario Bros. 2'' with the same roles. Captain Toad is also playable in his own levels [[MasterOfNone where he lacks the ability to jump and therefore cannot attack]]. [[spoiler: [[VideoGame/SuperMarioGalaxy Rosalina]] is a SecretCharacter, [[MightyGlacier slower than Peach but jumps as high as Luigi and if she doesn't have a power-up she can use the]] SpinAttack from the ''Galaxy'' series that works as a small DoubleJump.]] [[note]] In lieu of determining speeds by holding an item, acceleration is inversely proportional to running speed. [[/note]]
230* ''Franchise/TeenageMutantNinjaTurtles'': Usually, Donatello counteracts his [[MightyGlacier slow speed with]] [[LongRangeFighter a long-ranged weapon]], Raphael counteracts his [[CloseRangeCombatant short range]] with speed, and Michelangelo and Leonardo are [[JackOfAllStats well-balanced in speed, range and strength]].
231** As of the 2012 series, primarily the games based off of them, but alluded to in the show itself
232*** Leo: JackOfAllStats -- Medium in Power, Defense, Speed, and Range
233*** Raph: MightyGlacier -- High Power, Medium Defense, Low Speed, Low Range ([[LongRangeFighter Subverted]] by [[ThrowingYourSwordAlwaysWorks throwing]] [[BoomHeadshot his sai]])
234*** Don: StoneWall -- Low Power, High Defense, Medium Speed, High Range
235*** Mike: FragileSpeedster -- Medium Power, Low Defense, High Speed, Medium Range
236* ''Videogame/SonicForces'' enables you to pick a species for [[PlayerCharacter your custom character]], each with their own advantage.
237** Hedgehog: Can grab rings back after getting hit.
238** Wolf: Automatically attracts nearby rings.
239** Rabbit: Longer MercyInvincibility after getting hit.
240** Cat: [[LastChanceHitPoint Always keeps one ring]] after taking damage.
241** Dog: Starts with five rings after dying.
242** Bear: Stronger Homing Attack that blows enemies away.
243** Bird: Can DoubleJump.
244* The [=PS1=] ''VideoGame/MegaManX'' games balanced out X and Zero by having X start out weak, but with the ability to collect various upgrades to [[LinearWarriorsQuadraticWizards boost his attack, defense and max health to become the more powerful character of the two.]] Zero, on the other hand, is extremely powerful from the get-go, but is stuck with close-range attacks (only occasionally getting a very weak, impractical buster,) low health and little in the way of upgrades, making him a DifficultButAwesome GlassCannon. When Axl was introduced in the [=PS2=] era, he was highly unbalanced on the low end, being largely an inferior version of X, but ''VideoGame/MegaManX8'' balanced him out more properly by giving him weak but multidirectional rapid-fire capabilities and unlimited ammo for his special weapons.
245[[/folder]]
246
247[[folder:Puzzle Game]]
248* ''VideoGame/MrDriller'' has a total of 7 characters, each one with their own stats; it varies from characters with slow speed but slow air cost, to speedsters with fast air cost rate.
249* The (currently) 40 usable planets in ''VideoGame/{{Meteos}}'' differ in nearly every aspect, from the types and quantity of FallingBlocks present and the speed they fall to playing field width and quantity of garbage blocks both sent and received. There are many more differences dealing with game mechanics specific to the series, but suffice to say that separate strategies are needed playing as and against each planet. Each game to date has illustrated this by having the blocks take different appearances for each planet. In the original DS game, for instance, [[SlippySlideyIceWorld Freaze's]] blocks look normal but are frozen over, while [[DeathWorld Gigagush]] takes on an 8-bit style with animated blocks resembling ''VideoGame/SpaceInvaders''. By ''Meteos Wars'', every planet has been pretty well balanced with a few exceptions, under normal circumstances.
250[[/folder]]
251
252[[folder:[=MOBA=]s]]
253* Being entirely [=PvP=] and having a booming competitive scene, ''Videogame/Dota2'' relies on multiple angles of balancing to keep the game in a stable state:
254** Carries [[MagikarpPower start out weak]] but grow over the course of the game to become the strongest hero on the map. They typically have very low damage at the early levels, offer little to no utility for the team and are prone to dying when targeted. Give them some time to farm gold, however, and they become fearsome beasts capable of single-handedly winning the game. Playing against a team that has more "carry potential" than you do means you have a window to end the game quickly -- but if you don't, you're screwed.
255** Mid heroes are typically a LightningBruiser with high-damage output and mobility, but rely on their snowball to keep rolling to dominate the game. If they are stalled out or get countered in their aggression, they can fall behind and become less useful.
256** Offlaners are [[StoneWall Stone Walls]] who can absorb punishment and offer good crowd-control spells. They can charge recklessly into fights and lock down the enemies, but don't really offer the damage by themselves and rely on the team to follow up.
257** Supports are the strongest in the early game, and have game-changing spells with great utility. However, they are usually a SquishyWizard who also doesn't get much gold, and end up having to be ''extremely'' careful as the game goes on or they could die without using any of their spells.
258[[/folder]]
259
260[[folder:[=MMORPGs=]]]
261* ''VideoGame/WorldOfWarcraft'' has twelve character classes with an average of three talent trees each (one class has four, another has two), making for a total of 36 builds to balance against each other in small group [=PvE=], large group [=PvE=], arena [=PvP=], and battleground [=PvP=], across 110 levels and 15+ tiers of gear, and this doesn't even count variant builds and racial bonuses. That this task is impossible is mitigated only by Blizzard's determination to try, and balance has consistently improved over time despite the protests of the fanbase. Dueling, or one-on-one [=PvP=], is the sole place they've disclaimed attempts to provide perfect balance, as that would inevitably lead to all classes being the same.
262* ''VideoGame/{{Pangya}}'': Scout [Ken/Nuri] and Hana [Erika/Hana] -- the Mario and the Ken (appropriately enough) as they are the starting characters for male and female players.
263* ''VideoGame/CityOfHeroes'': The roles tend to be rather fluid, but generally the Blaster and sometimes Corrupters and Defenders fall into GlassCannon, Brutes and some Scrappers fall under MightyGlacier, Tankers and some Brutes tend toward StoneWall, Dominators and Controllers come off as somewhere between GlassCannon and Mighty Glacier, and Masterminds, depending on the quality of the build, can be either a JackOfAllStats, a JokeCharacter, or a LethalJokeCharacter, or a straight-up LightningBruiser.
264* ''VideoGame/NexusClash'' has twenty endgame classes and a lot of build variation between them, making exact balance difficult. The series' status as a self-identified PerpetualBeta means that the developers are willing to regularly introduce changes that shift balance and adapt to those changes, so while they're dedicated to keeping classes from being ''bad'', which one is the ''best'' is highly debatable and subject to change.
265[[/folder]]
266
267[[folder:Real Time Strategy]]
268* ''VideoGame/StarCraft'' uses this as well. The Terrans are a mixture of [[GlassCannon Glass Cannons]] and [[JackOfAllStats Jacks]]; per unit cost, their units have less [=HP=] than any other, but they can do fearsome damage. The Protoss are a combination of the MightyGlacier and SquishyWizard; their units have the highest [=HP=] per-unit-cost, and their spellcasters can be game-changing. The Zerg are naturally [[FragileSpeedster Fragile Speedsters]], but with some attributes of the GlassCannon. Their units are cheap, fast, and fragile, but per-unit-cost, they do lots of damage over time. Their speed extends even into how they produce units. The Protoss and the Terrans have production buildings that can make one unit at a time each; the Zerg have a production building that can make 3 at once, and they'll have lots of them lying around since they need them to expand. The Zerg also produce all of their units from the same place, so they can quickly adjust strategies and change up their army.
269** Interesting in that their play speeds are inverted when it comes to building structures. The slow but strong Protoss have the easiest building method where only one unit needs to begin construction and then the building builds itself letting one unit set up all the buildings it can quickly then going back to work in seconds. Zerg on the other hand have their drones BECOME the building meaning each building costs one drone permanently making it the slowest and costliest method. And Terran [=SCV=]s must stick to constructing a new building until it is completed, and only after that can the [=SCV=]s be freed up for other tasks.
270* ''VideoGame/ImpossibleCreatures'' has 127,392 possible "characters", but these are simply specific combinations of two creatures, from a pool of seventy-five. Of the creatures, many fit into a character tier:
271** Cheetahs are the FragileSpeedster.
272** Scorpions and lobsters are {{Mighty Glacier}}s.
273** Dragonflies are {{Glass Cannon}}s all the way.
274** Bombardier Beetles are the SquishyWizard, but if combined with larger creatures, they can shoot poison up to 90 metres. Unlike most other ranged units, though, they don't have anything to fall back on if attacked at close range.
275** MagicKnight -- chimps and porcupines can fight back if engaged at close range, and poison dart frogs [[ExactlyWhatItSaysOnTheTin poison enemies on contact]].
276** [[MovesetClone The Ken]] -- a few creatures are described as with higher stats and . Mountain lions, for example, are slightly tougher and slower cheetahs. Panthers are slightly larger cheetahs, lions are larger panthers that get bonuses for attacking in a group, etc.
277** GameBreaker -- moose. To put it in perspective, nearly every army fields some sort of moose combo by level 5 (while mammoths and elephants are [[MovesetClone The Ken]] to moose, so they might be used). Those that don't use moose combo either have a unit meant to kill the more common moose-lobster or moose-gorilla hybrids, and it's not unheard of for an evenly matched player to send an army of ''[[BadassNormal normal]]'' moose to war against genetic mutants. Their GameBreaker status is only balanced by the fact that they cost a lot to summon, and it takes 10 minutes to reach the tech level to send out a moose hybrid even if you forgo base defense. But by this point, a single moose-lobster could take down most armies that a player would be using by the 10-minute mark.
278* ''VideoGame/DawnOfWar'': The first game game and its expansions eventually end up picking Competitive Balance over lore accuracy, much to the fans' displeasure.
279** The Eldar in particular were turned by successive patches into a GameBreaker LightningBruiser faction in contrast of the DifficultButAwesome GlassCannon they are canonically supposed to be. Even worse is that despite the Eldar being supposed to be TheRemnant in canon, they are one of the most ZergRush-heavy races in the game.
280** With the release of ''Dark Crusade'', the firing accuracy of all ranged weapons has been severely nerfed for the benefit of melee-heavy factions like Orks and Chaos, further aided by the game automatically halving ranged damage against units currently locked in melee combat with someone else.
281** Also with the release of ''Dark Crusade'', Ork Slugga Boys and Chaos Space Marines lost their anti-armor weapons in order to turn them from general-purpose JackOfAllTrades units to dedicated anti-infantry, forcing both factions to rely on dedicated anti-armor units (Tankbustaz and Horrors) which would otherwise stay unused due to their CripplingOverspecialization. Space Marine squads retained their devastating anti-armor capabilities, since the faction does not have dedicated anti-armor infantry and of the other infantry units with anti-armor abilities, Assault Marines have a very long recharge time on their Melta Bombs and Assault Terminators are now hard-capped to one squad at a time due to being [[MightyGlacier nigh-impossible to kill]] otherwise.
282* ''VideoGame/{{Pikmin}}'' Balances the nine types of Pikmin by having hazards that affect all but one type and have them differ in effectiveness in other areas.
283** Red Pikmin deal extra damage to enemies and gates and are immune to fire.
284** Yellow Pikmin can be thrown higher, are immune to electricity, can be used to conduct electricity, and can use Bomb Rocks in the first game[[note]]Bomb rocks can't be held by any type in ''2'' and can be carried by all types in ''3''[[/note]]. They're also faster at digging in the third game.
285** Blue Pikmin can walk underwater without drowning. This is changed to swimming in ''3''. They also are the only Pikmin with average stats.
286** Purple Pikmin have the strength of ten regular Pikmin, deal more damage, have ground pound attacks when thrown, and are immune to being blown back by wind attacks. This is balanced by their rarity, slow speed, and awkward and low throw arc. ''3'' takes away the ground pound and increased damage.
287** White Pikmin are immune to poison, are poisonous themselves, can find buried items, and are fast. They're also rare.
288** Bulbmin are immune to fire, water, electricity, and poison. They're ''very'' rare and can't leave caves.
289** Rock Pikmin can't be crushed or impaled by enemies, carry objects faster, deal more damage when thrown, and can break glass and the shells of certain enemies. They can't grab onto enemies they're thrown at, however, and have to resort to a weak tackle after the initial throw.
290** Winged Pikmin fly and thus can avoid many hazards and can take shortcuts when carrying objects, and also slowly home in on enemies they're thrown at. They deal less damage, and carry objects slowly.
291[[/folder]]
292
293[[folder:Role Playing Game]]
294* ''VideoGame/OdinSphere'': The faster paced and more action packed style introduced in ''Leifthrasir'' isn't some one-sided gameplay overhaul where the player characters become more versatile while the enemies remain the same as they were. The enemies were given more HP and they've become more aggressive and come in larger numbers, but the real notable changes were given to the bosses: In addition to having much more HP, they've turned into real sponges, and some have new attacks that are completely devastating. Then there's the exclusive bosses only found in ''Leifthrasir'' who've been made from the ground up with the new gameplay in mind, with a whole gallery of varied attacks that will annihilate those who aren't well prepared.
295* While ''Franchise/{{Pokemon}}'' is an RPG, the standard battle only has one {{mon}} per side at a time, and tends to have a cross between these and [[AnAdventurerIsYou the ones for RPG]].
296** While official tournaments tend to just ban the major legendaries and call it a day, large portions of the fanbase have taken it upon themselves to create their own [[CharacterTiers tier lists]] and rulesets, the most popular being Website/{{Smogon}}'s, which attempts to divide Pokémon up by usage statistics, with the special Ubers tier reserved for species that are deemed too powerful for the highest standard tier. In battles adhering to these rules, Pokémon above the chosen tier can't be used, in an attempt to give even weaker species a chance to shine against comparable foes; while the balance still isn't perfect, it does generally set things on a more equal footing.
297** Several new features were added in ''VideoGame/PokemonGoldAndSilver'' at least partially for the purpose of countering Psychic-types, which were overpowering in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the ElementalRockPaperScissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak; had Ghost-type moves actually worked against Psychic-types, they would have been in the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the very weak Lick. Gen II promptly introduced some stronger Bug-type and Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.
298** The introduction of the Fairy-type in ''VideoGame/PokemonXAndY'' was done at least partially for this purpose. Fairy's slot in the ElementalRockPaperScissors diminish the Dragon, Fighting, and Dark types that were previously three of the most dominant types. On the flipside, Fairy's weakness provides more use offensively for the Poison and Steel types, which prior to the introduction of Fairy, were nearly worthless offensively, along with providing Fire a new defensive resistance where it had previously been very weak defensively.
299* ''Franchise/FireEmblem'' games have most or all of the main character types, with the challenge being creating a team that has the best mix for the current level. [[CharacterTiers Certain characters]] can be gamebreakers. For example, in ''Path of Radiance'', it is completely possible to solo the game with Ike, who after getting [[SwordOfPlotAdvancement Ragnell]], can best be described as a LightningBruiser on steroids, alone.
300* ''VideoGame/DragonQuest'':
301** ''VideoGame/DragonQuestII'' has the three playable characters: the Prince of Midenhall has the higher offensive and defensive stats by far, but he knows exactly zero spells; the Prince of Cannock is weaker and definitely less resilient, but he can still deal decent damage and has access to several healing and attack spells; finally, the Princess of Moonbrooke has the lowest physical attack of the trio, but she learns the most powerful magic in the game.
302** ''VideoGame/DragonQuestV'' has the three Heavenly Brides:
303*** Bianca is a Jack-of-All-Stats Magic Knight, who learns the full Frizz and Sizz families of spells.
304*** Flora is a Squishy Wizard Black Mage, with less physical strength and health than Bianca, but access to the powerful Kaboom spell, which Bianca can't use. She even has Midheal for healing options.
305*** Debora is a Mighty Glacier White Mage, of all things, with only one offensive spell (Kasizzle) but much higher physical stats than the other girls and more powerful weapon options.
306* A weird instance with the Robot Girl class in ''VideoGame/Disgaea6DefianceOfDestiny'': They're based on the Majin/Android class, who used to be the JackOfAllStats MasterOfAll that were gradually nerfed to being a MasterOfNone, to the point they were removed by ''Disgaea D2''. They received the Evilities that Sages from ''Disgaea 5'' had, who were considered the best spellcaster class in the game. Combine the Majin's bad traits with the Sage's good traits, plus the changes to the game's systems (mainly the reduced impact on weapon levels), and you get a middle-of-the-road class that covers the Sage's supposed niche (huge [=AoE=] attacks) without outclassing others.
307[[/folder]]
308
309[[folder:Shoot Em Ups]]
310* Shot types in general, especially in games where each character specializes in a particular shot type:
311** SpreadShot characters can vaporize swarms of simple {{Mook}}s no matter where they are on the screen, but in exchange such characters will often have the speeds of toy cars, and there's also the inherent property of spread shots having poor DPS against bosses. Some specific examples: Type-C from ''VideoGame/DonPachi'', Sakuya Izayoi from ''Franchise/TouhouProject'', and Shinnosuke from ''VideoGame/GigaWing''.
312** Characters with linear shots are the opposite: They have concentrated firepower that can tear bosses and other armored enemies to shreds, and have higher speeds well-suited for sweeping across the screen to collect items and avoiding attacks, but crowds of enemies will make them particularly dangerous characters as moving away to safe areas will often force them to let up on whatever they're attacking. Some specific examples: Type-A from ''[=DonPachi=]'', Marisa Kirisame from ''Touhou'', and Ruby from ''Giga Wing''.
313[[/folder]]
314
315[[folder:Simulation Game]]
316* ''VideoGame/StarWarsSquadrons'' has four classifications of starfighters, each with differing strengths and shortcomings:
317** Fighters (X-Wings and TIE Fighters): The [[JackOfAllStats Jacks of All Stats]] that can adapt to a variety of situations, but lack the overall power of more specialized starfighters.
318** Interceptors (A-Wings and TIE Interceptors): The [[FragileSpeedster Fragile Speedsters]] with the maneuverability and firepower to cut other starfighters down, but lacking in durability or the ordinance needed to take on capital ships.
319** Bombers (Y-Wings and TIE Bombers): The [[MightyGlacier Mighty Glaciers]] that bring heavy ordinance and durable shields to a fight, allowing them to take on capital ships. Their lack of anti-starfighter weapons and mobility make them vulnerable to fighters and interceptors, however.
320** Supports (U-Wings and TIE Reapers): [[CombatMedic Combat Medic]]-esque ships with shields that are second only to bombers and decent mobility. What they lack in the firepower to excel in dogfights, they make up for in tools that can keep allies armed and alive while playing havoc on enemies.
321[[/folder]]
322
323[[folder:Sports Game]]
324* Sports spinoffs of the ''Franchise/SuperMarioBros'' franchise usually group playable characters into different categories based on how they perform. To use ''VideoGame/MarioTennis'' as an example:
325** All-Around characters are [[JackOfAllStats well-rounded]] players with no glaring weaknesses.
326** Technical characters are WeakButSkilled players with better control over the trajectory of the ball.
327** Speedy characters have [[FragileSpeedster higher running speeds]] than the others.
328** Tricky characters are capable of [[ConfusionFu sending the ball on a more curved trajectory]].
329** Powerful characters [[MightyGlacier hit the ball harder than other characters]].
330** Defensive characters have [[StoneWall a longer reach than the other characters]].
331[[/folder]]
332
333[[folder:Stealth Game]]
334* ''OfGuardsAndThieves'''s classes are balanced this way, with each faction having different classes.
335** The Guards (thieves have night vision while the Guards don't) have the following classes:
336*** Assault: MightyGlacier.
337*** Scout: FragileSpeedster with close to the Assault's damage potential.
338*** Carrier: GlassCannon. Basically the same as the aforementioned Assault but with more area control and accuracy.
339*** Medic: [[TheMedic Obvious]].
340*** Guardian: StoneWall.
341
342** The thieves (the guys actually playing a stealth game) have these classes:
343*** Cobra: FragileSpeedster. Has a knife that can OHKO, but its low range leads to more noob deaths than it's worth.
344*** Shadow: JackOfAllStats. The Shadow isn't made to fight head-on but is skilled with assassination. It soon could recieve a weapon to make it more of a LongRangeFighter.
345*** Saboteur: GlassCannon and crowd control specialist.
346*** Medic: [[TheMedic Again?]]
347*** Juggernaut: CloseRangeCombatant.
348[[/folder]]
349
350[[folder:Third Person Shooter]]
351* Starting with the third game, ''VideoGame/EarthDefenseForce'' has had four classes of soldier for players to choose from, each with their own strengths and weaknesses: the Ranger, the JackOfAllStats; the Wing Diver; the FragileSpeedster who favors energy weapons and aerial mobility; the Fencer, the MightyGlacier that favors heavy armor and heavy ordinance; and the Air Raider the CombatMedic who can deploy health kits, force fields, and vehicles.
352** ''VideoGame/EarthDefenseForceIronRain'' changes things up a bit. All classes are now capable of using items and summoning, a privilege originally reserved for Air Raiders. Three of the classes are renamed versions of classes from previous games: the Ranger is now the Trooper, which can perform dodges and sprint indefinitely; the Wing Diver is now the Jet Lifer, which can now use some ballistic weapons; and the Fencer is now the Heavy Striker, which can project force fields. The Air Raider, meanwhile, is replaced with the Prowl Rider, who can use a {{BFS}}, zip around the battlefield with a [[GrapplingHookPistol grappling wire]], and summon a giant insect to use as a mount for their LimitBreak.
353* ''VideoGame/MondayNightCombat'''s six classes are pretty evenly distributed. The Assault is the JackOfAllStats, being mobile but not too mobile, powerful but not too powerful, etc. The Tank is the MightyGlacier, existing to slowly plod his way through the level to the enemy base and then break stuff, which he does incredibly well. The Support is the SquishyWizard, being a combination [[TheEngineer engineer]] and [[TheMedic medic]] with some [[TheTurretMaster turret and bot buffs]] thrown in. The Assassin is the FragileSpeedster, having a frightening run speed and an absolutely ''brutal'' backstab attack. The Gunner is the StoneWall, designed to shred enemy players that wander too close. Finally, the Sniper is the GlassCannon, built around picking off enemies before they get into attacking range.
354* ''Franchise/{{Splatoon}}'' balances main weapons based on how they control the space around them.
355** [[RocketTagGameplay All players have a swift-to-deplete 100 HP]], so main weapons are built with range and kill speed being inversely proportional to each other. Backline weapons, like certain Chargers and [[GatlingGood Splatlings]], [[LongRangeFighter can attack from a long distance]], but they take a longer time to splat opponents. [[CloseRangeCombatant Short-range weapons]], like many Shooters and Rollers, can't approach a longer-ranged weapon head-on, but they use the maps' flank routes and cover -- as well as concealment in their own ink -- to safely get close enough to their opponents to deal lethal damage in a shorter amount of time.
356** Rollers, Sloshers, and Blasters have very low fire rates compared to other weapon classes, but those weapon classes are less aim-intensive and have big hitboxes that can hit over ledges. Blasters' are relatively small, but they have the unique ability to land [[AreaOfEffect indirect hits]] around corners.
357** The Rapid Blasters and the S-BLAST's long-range mode can poke at enemies from a long distance, so their explosions are smaller to compensate. Conversely, the [[SkillGateCharacters Skill Gate Weapon]] of the class, the Clash Blaster, unstealthily alerts opponents with the fastest fire rate of Blasters and a short range, but it has the largest explosions too.
358** The weapon kits of the traditional [[SniperRifle long-range Chargers]], either the Splat Charger or the [[MinMaxing extra]]-long-range E-Liter, each have an unscoped variant and a scoped variant[[note]]with sub and special weapons being identical[[/note]]. The unscoped Chargers can store a full charge in swim form (for added stealth to somewhat bypass their charge times with), and maintain their peripheral vision when charging; but scoped Chargers have slightly longer range and zoom in to their targets for added precision.
359[[/folder]]
360
361[[folder:Tabletop Games]]
362* ''TabletopGame/DungeonsAndDragons'', while not a [=PvP=] game, historically had issues with this trope. The theory was that clerics are stone walls, fighters are almighty glaciers, rogues are fragile speedsters, and sorcerers and wizards are squishy wizards. Outside of the four "basic" classes barbarians and monks are lightning bruisers, paladins and rangers are magic knights, and bards and druids are jacks-of-all-stats (and masters of none) to different extents. There's quite a bit of room for customization in there though. Unfortunately, this game brought us LinearWarriorsQuadraticWizards and is in large part responsible for its spread -- spellcasters were horribly overpowering for decades until the advent of 4th edition. 3.x (and its offbranch, Pathfinder) were the worst in this respect -- characters were much more likely to survive into higher levels (where spellcasters quickly become gods if halfway competently played), spellcasters were stronger at low levels than they had been historically, and they had an unprecedented breadth of ability. It didn't help that [=PCs=] and [=NPCs=] were built using the same rules, meaning that spellcasting enemies were vastly more dangerous than anything else, and high level games degraded into a game of rocket tag, where whoever had their spell work first, won.
363** In 4th edition the archetypes were the basis for the class system's design, and monsters were designed using their own, separate system, resulting in the game working much better as the game no longer had to care about [=PvP=] balance -- with the wonderfully ironic end result that the system ended up much more balanced for [=PvP=] combat than previous editions.
364* ''TabletopGame/MagicTheGathering'' has developed an elaborate metagame that is usually divided into three broad categories: Combo (the FragileSpeedster relying on IKEAWeaponry), Aggro (the ZergRush GlassCannon), and Control (a StoneWall relying on tossing a SpannerInTheWorks and often winning the game through incidental value). Typically, Combo kills Aggro before it can get started, Aggro overwhelms Control with sheer number of threats, and Control gets rid of Combo's keystone cards, though sometimes the wheel reverses depending on the {{metagame}}. (And, in practice, few decks can survive as purely one of these three archetypes.)
365** Second level archetypes are midrange, tempo, and ramp.
366*** Midrange is a MightyGlacier, based on playing the most impactful cards at each stop on its mana curve; it tends to handily beat control and aggro, lose to ramp, and be evenly matched with combo and tempo.
367*** Tempo is a SquishyWizard GlassCannon. It relies on sticking some early threats and then disrupting the opponent long enough to close out the game. Tempo is good at getting and staying ahead, but bad at coming back from behind. Typically very good against Combo and Ramp, average against Midrange and Aggro, and weak to Control.
368*** Ramp is a MagikarpPower MightyGlacier that spends early turns powering up its mana base and then casting spells far more powerful than any other deck can cast at all, let alone on that turn (the most famous variant is Urza Tron, which aims to have ''seven'' mana on turn 3). It annihilates Midrange and Control, but is weak to Tempo and rarely has effective tools to fight Combo. Whether a Ramp deck is good against Aggro is highly contextual.
369* Games Workshop, the creators of ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer40000}}'' appear to be almost utterly uninterested in paying attention to Competitive Balance, with the result that at times the metagame in both systems has been completely dominated by two factions.
370** For Warhammer it was the end of 7th edition, when Vampire Counts and Daemons of Chaos were functionally unbeatable by any faction except one of those two.
371** For 40K it was the period of time running from the release of 6th edition to September 2014 with Tau Empire and Eldar ruling the roost. Eldar in particular have drawn a lot of hate because, while the Tau Empire codex is very very strong, it is well balanced internally, with almost all units being usable. By contrast, the Eldar book is hideously powerful thanks largely to about 4 or 5 units (Seerstar, Wave Serpents, Wraithknights, Dire Avengers and Wraithknights) with most of the rest being overly expensive (Shining Spears), largely ineffective (the flyers), or both at the same time (Howling Banshees). The result of this is that a variety of differently-constructed Tau armies can be used to good effect (although Riptide spam remains the undisputed king of the heap), while Eldar armies tend to be endless clones of each other. The Wave Serpent in particular is hideously powerful, very durable, faster than average, and scoring, so it isn't going anywhere soon.
372** This kind of balance even finds its way into the lore. In some campaigns, GW decrees that the players' outcomes will become canon. Unfortunately, their best-selling armies are Space Marines, meaning a lot of inexperienced players buy them, meaning the Space Marines get steamrolled. Causing GW to declare the Marines had won moral victories, to the ire of non-Marine players.
373
374[[/folder]]
375
376[[folder:Other Media]]
377
378[[AC:Anime and Manga]]
379* Invoked InUniverse in ''Literature/HighSchoolDXD''. The ChessMotifs keep things balanced during a Ratings Game. Each powerful King gets a set of Evil Pieces to enhance their Peerage: Rooks are [[MightyGlacier tanks]], Knights are [[FragileSpeedster high-speed attackers]], Bishops are [[SquishyWizard magic specialists]] and frequently TheMedic, the Queen get [[LightningBruiser the best of all three]]. Pawns are [[MasterOfNone grunts]], but can Promote behind enemy lines to pick and choose their bonus. Particularly powerful Pawns may account for multiple pieces.\
380The balancing effect of all of this is given center stage during the Gremory-Bael Ratings Game. Rias has a lot of powerful pieces, with Issei being all 8 of her pawns, but in a series of duels between squads of equal piece value, the more flexible Sairaorg is able to strategically pick her apart.
381* In ''Manga/OnePiece'', some Devil Fruits appear to be upgraded versions of other Devil Fruits. However, on closer examination, the "stronger" fruits either have [[NecessaryDrawback extra drawbacks]] or [[UnskilledButStrong lack certain secondary benefits]].
382** The Dice-Dice Fruit allows the user to turn their own body into blades, while the Arms-Arms Fruit allows the user to turn their own body into all manner of weapons, such as blades, guns or even explosives. However, the Dice-Dice also gives the user the ''durability'' of steel blades even while untransformed, while the Arms-Arms does not.
383** The Kilo-Kilo and the Ton-Ton Fruits allow the user to alter their own weight, with a maximum weight of 10,000 kilograms for the former and 10 million for the latter. However, the Kilo-Kilo Fruit can also be used to reduce the user's weight; the Ton-Ton Fruit lacks this ability.
384** The Stone-Stone and Isle-Isle Fruits allow the user to fuse with stone and an entire island respectively. The latter is obviously more powerful, since the user can also fuse with non-stony islands and manipulate structures such as wooden houses; however, when fused, any damage inflicted on the land results in the user experiencing pain or discomfort.
385* ''Literature/SwordArtOnline'': In one episode, Kirito mentions that while SAO is horrible, it is essentially fair to all the players and gives everyone a chance to succeed. The fact that Kayaba (the one who trapped them) is a FairPlayVillain is what leads Kirito to realize that [[spoiler:Kayaba is actually in there with them, and they might be able to end the game early by challenging him]].
386
387[[AC: Fan Works]]
388* The various Terran SpaceMarines in ''[[FanFic/SuddenContact Sudden Supremacy]]'' are noted to have different strengths and weaknesses. Umojans are {{Mighty Glacier}}s with heavy weapons and MiniMecha power suits, UED guns suck but their PoweredArmor is both agile and strong, and Dominion marines are somewhere in between.
389
390[[AC:Literature]]
391* In ''Literature/BabeRuthManTankGladiator'' man-tanks come in three styles: [[MightyGlacier Heavy]], the largest, strongest, and slowest style; [[FragileSpeedster Agile]], the fastest and most nimble; and [[LongRangeFighter Long-reach]], with extending tentacles capable of extending a good distance. The Heavy can withstand the most of the Agile's attack and lay it out easily if it hits. The Agile can dodge the Long-Reach's attack and slip in close enough to hit it almost unchecked. And lastly, the Long-Reach can easily attack the Heavy from a distance, leaving it unable to hit back.
392* ''Literature/{{Threadbare}}'': The world of Generica is an RPGMechanicsVerse. While it is far from perfectly balanced, there is always something keeping the most overpowered Jobs from becoming ''too'' powerful, whether it be slow growth, narrow specialization, or just weird and bizarre requirements to unlock it. This is referred to in-universe as "nerfing."
393-->'''Mrs. Fluffbear:''' What is "nerfing?"\
394'''Zula:''' Nerf. God of whiners, losers, and all-around suckage.\
395'''Garon:''' Actually Mum, he's the god of honor and fair play.\
396'''Zula:''' [[CombatPragmatist Dat's what I say]].
397
398[[AC:Live-Action TV]]
399* ''Series/KamenRiderExAid'' applies this trope to the Riders rather than give the protagonist the usual MultiformBalance. Ex-Aid is a JackOfAllStats for most of his forms, Brave is a MightyGlacier who becomes a MagicKnight as he levels up, Snipe is a GlassCannon across all his forms, Lazer is a FragileSpeedster who becomes a LightningBruiser, Gemn is a StoneWall [[spoiler: until his EnemyMine, where he becomes a SquishyWizard]], [=Para-DX=] uses a StanceSystem with a SquishyWizard and a MagicallyIneptFighter [[spoiler: and eventually gets a SuperMode which combines the two]], [[spoiler: Poppy is a LethalJokeCharacter]] and Cronus is a PurposefullyOverpowered MasterOfAll.
400* ''Series/DeadliestWarrior'' tends to like matchups between big, heavily-armoured and shielded MightyGlacier warriors versus lightly-armoured FragileSpeedster types who rely more on agility. Examples from the series include Apache vs. Gladiator ([[spoiler:Apache won]]), Ninja vs. Spartan ([[spoiler:Spartan won]]), and Pirate vs. Knight ([[spoiler:Pirate won]]). Viking vs. Samurai also arguably fits, though they are both moderately fast armoured warriors (the Viking's sheer size and power advantage and his shield might make him the strong, slow guy to the Samurai's lighter fast guy here; [[spoiler:the Samurai still won, albeit narrowly]]). Shaolin Monk vs. Maori Warrior might also qualify.
401** The fighting game it is based on separates the warriors into different classes: [[FragileSpeedster Guerillas]] like the Ninja and Apache are light on their feet but have no armour to speak of, so one good hit is enough to kill them; [[GlassCannon Berserkers]] like the Viking and Pirate have a fierce offensive arsenal but less in the way of defence; and [[MightyGlacier Champions]] like the Samurai and the Knight have the heaviest protection available and hit like trucks, but are slow as molasses.
402
403[[AC:Pinballs]]
404* A few {{pinball}} machines made by Creator/{{Stern}} allow the player to pick between different sets of rules (which are quite similar to picking characters or civilizations in video games), and the people who make these rules go to great lengths to make sure they are reasonably close to each other in potential for high scores. (Said balance is imperfect, of course, and leads the the unusual concept of pinball machines having CharacterTiers):
405** ''Pinball/{{ACDC}}'' was the first such release: At the start, the game asks the player to pick a song. Although the Song Jackpots and multiballs function the same through all modes, the song affects how the player can initiate building the points value for the Song Jackpots, and how quickly they can build it up. For instance, "T.N.T." requires the most shots to light the rest of the playfield for more jackpot-building at 4 and has below-average jackpot build-up, but in exchange, it contains the game's earliest Album Jackpot (due to "T.N.T." being the band's earliest song used in the machine). "Hell's Bells," on the other hand, can begin with one shot to the bell in the middle, scores high, and will do double-scoring for the next 20 seconds once the bell has been shot the third time, but said shot is pointing at the center drain, meaning you have a high chance of losing the ball each time you shoot the bell. This machine has undergone many patches giving certain songs {{Nerf}}s and others {{Balance Buff}}s, meaning the songs are reasonably balanced.
406** ''Pinball/GameOfThrones'' prompts the player to pick a house at the start (though doing nothing defaults to House Stark). Each house provides a different benefit, such as House Lannister providing higher Gold payouts and House Martell allowing you to add an additional ball to any multiball whenever the player wants; and the first mission you receive will be of the house you chose, with the rest having to be activated before they're ready. There have been very few balance patches to this game, however, so while the attempt is there, the tiers for ''Game of Thrones'' are farther apart than they are with ''AC/DC''.
407
408[[AC:Western Animation]]
409* Briefly invoked in the credits of the ''WesternAnimation/GravityFalls'' episode dealing with video games: Dipper, Mabel, Stan and Wendy are shown as sprites in a game. When the cursor moves to Stan, he mentions that he's slow but jumps higher.
410* [[ElementalPowers The four Bending Arts]] in the Franchise/AvatarTheLastAirbender series' follow this general balance.
411** [[MakingASplash Waterbending]] sits between JackOfAllStats and StoneWall, focusing on being flowing, flexible, and able to transition from defense to offense. [[DishingOutDirt Earthbending]] is the MightyGlacier, focusing on being as strong and unmovable as a rock. [[PlayingWithFire Firebending]] is the GlassCannon, focusing on being aggressive and powerful. [[BlowYouAway Airbending]] is the FragileSpeedster, focusing on being free and untouchable like the wind. While it is possible for a Bender to adopt a fighting style atypical of their element (i.e. an aggressive Airbender or a defensive Firebender) it is still necessary to have the base mindset down to get a decent grip on it.
412** This presents a challenge for the Avatar, the one person capable of all four elements, as they have to embrace a mindset opposite of the one they were raised on: Aang struggles with Earthbending and Firebending due to his passive, goofy, conflict-averse nature, while Korra's struggle to master airbending was one of the major plot points of the first season, having easily mastered the other three.
413** It's even present InUniverse with pro-bending, a six-player sport that requires a firebender, earthbender and waterbender to fill out different roles.
414[[/folder]]
415
416[[folder:Real Life]]
417* Equipment and fighting styles in Roman [[GladiatorGames gladiator matches]] were highly regulated to ensure an entertaining fight, and it was very common for a gladiator of one school to go against one of another -- provided the two were compatible. For example, a common matchup had a retiarius -- a FragileSpeedster armed with a trident and net -- up against a secutor -- a MightyGlacier with a huge shield and small sword.
418[[/folder]]
419

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