->''"Sir Jagen is a paladin: the champion of Altea! Iíve never met him, but I hear heís strong as an ox despite his age. Still, you can't have a champion like him do everything; thatís not fair to all your would-be future champions! Let our other units fight and gain experience, or you may find yourself in a real fix down the line."''
-->-- '''A villager''', ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'', on Jagen

Oftentimes, games will try to prevent the notion of LinearWarriorsQuadraticWizards from seeping into their games. Every character or character class is as valuable as another, or must rely upon one another for game balance purposes.

Crutch characters, however, are player characters (typically available early on) who start out powerful enough to [[OneManParty carry your party to victory on their own]], but who CantCatchUp with the increased powers of newer enemies or their fellow characters, or because they simply leave the party at some point (possibly because they are TheMole), or [[BigGuyFatalitySyndrome they are]] [[PlotlineDeath killed]], forcing the player to somehow come up with a replacement. Worse, without LeakedExperience, the crutch may actually cripple your party if you lean on them too heavily ó if they leave, or if their diminishing returns make their [[EmptyLevels levels empty]], then you've functionally wasted experience points that could have made other characters powerful. In short, they are the character equivalent of a DiscOneNuke.

There are six reasons for this trope occurring:

* The character is forced to LevelDrain.
* Weaker enemies give less EXP to more powerful characters, so the character CantCatchUp.
* The character is a GuestStarPartyMember.
* The character leaves, and doesn't come back until everyone else has caught up.
* The character is meant to be ATasteOfPower that lingered for too long, who later [[PutOnABus leaves]] or [[PlotlineDeath dies]].
* The character simply has bad stat growth; they don't gain as much from leveling up as the other characters do.

Thus, they are like a crutch ó you can lean on them to overcome a weakness early on, but eventually, the game will kick the crutch out from under you, and your other characters must have learned to stand on their own two feet by that time, or you are doomed to fail (and if you still have it by the time you're fully healed, it will be much more of a liability to carry around).

The Crutch Character serves two purposes ó his strength prevents the player from being overwhelmed in the early stages of the game when he's still learning the rules, and he provides a useful object lesson. Most novices, given a powerful unit, will come to overly rely on him, and won't raise their other units enough, leaving those characters weak and unable to defend themselves. By quickly obsoleting or otherwise removing the Crutch Character (or perhaps making the Crutch's later function different), the designers deter this strategy; in other words, it's a way of attacking the UnstableEquilibrium. Of course, if the designers forget to deter this strategy, you have a OneManParty.

Usually, a Crutch Character will be a protector or bodyguard of some kind. Of course, there are exceptions.

Characters who are [[AnAdventurerIsYou the Jack]] may often fall into this category, particularly in non MMORPG games.

All of the above notwithstanding, some players may simply not give a rat's behind about CharacterTiers and continue using the Crutch Character throughout the game, power levels be damned.

A specific form of TheAce. See also OverratedAndUnderleveled, SkillGateCharacter, LinearWarriorsQuadraticWizards, and ChangingGameplayPriorities. Contrast with MagikarpPower and OneManParty. This character often acts as the EXP version of SoLongAndThanksForAllTheGear.



[[folder: Action Adventure]]
* The Phantom Armour is like this in ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. In the early game, it's amazing since it boosts Link's attack by three stages and acts like a second tier armour set without requiring any upgrades. This makes Master Mode much more manageable early on. However, it also cannot be upgraded at any point, so once you've started upgrading armour to level 3 or above, it ends up outclassed by almost every other armour set in the game. This is especially true compared to the Barbarian set and Fierce Deity set, which have the same effects yet are able to be upgraded like normal.

[[folder: First-Person Shooter ]]
* Mordecai characters in ''VideoGame/{{Borderlands}}'' who focus on Bloodwing with leveling up. Early on during the game, Bloodwing can OneHitKill enemies left and right and turn boss battles into a joke. Once you get to the higher levels, though, Bloodwing barely scratches the majority of the enemies you face. Luckily, ''Borderlands'' allows you to respec your abilities on a whim, so Bloodwing-spec hunters aren't screwed once they get to the lategame.
** Likewise, Bricks who go into maxing out Brawler/Tank trees with the right cooldowns & class mods (Having a five second cooldown on your minute default skill? Sure, why not). Extremely potent in the first playthrough, arguably to the point of being a GameBreaker, but because of how the game scales Berserk damage, it skill becomes decreasingly useful throughout the second playthrough, prompting a lot of Bricks to respec into the Blaster/Tank trees and use Berserk for healing.
* In ''VideoGame/{{Borderlands 2}}'', a few characters have trees that fall into this.
** Salvador's Brawn tree. His action skill makes him dual-wield, regenerate ammo, reduce damage, and heal 50% of his total health. Brawn increases his survivability. However, most of these skills are based on either health regeneration (which doesn't grow nearly as fast as enemy damage) or only work while Gunzerking (which has a time limit). By the time you get to True Vault Hunter Mode, most enemies will be able to kill in 2-5 hits, while every regen ability at once will take well over ten seconds to restore full health. In contrast, many high-level offensive builds will have their skills all working together to boost damage exponentially, letting you kill almost everything before it gets a hit in.
*** ''Borderlands 2'' also has a mechanic known as "health gating" where, as long as you are above 50% health, enemies cannot deplete your entire health bar in one hit. This means that taking skills that increase your max health isn't just useless on higher difficulties, it's ''actively detrimental''. Keeping your health as ''low'' as possible while using one of Moxxi's unique weapons (which all have a LifeDrain effect that is based on the damage you do) can potentially make you unkillable, Salvador especially.
** Gaige's "Best Friends Forever" skill tree focuses on powering up her Deathtrap similar to Mordecai's Bloodwing in the first game. The tree also contains skills like "Close enough" which gives missed bullets a chance to ricochet back to the enemy, making aiming easier for beginners, but also for people who enjoy using Anarchy, which increases power at the expense of accuracy.
** Axton's Gunpowder tree. Nuke is insanely powerful in normal mode, does decent damage in true vault hunter mode, and barely tickles the enemies in ultimate vault hunter mode. Similarly, Double Up[[note]] which gives the Sabre Turret two slag-guns and is the ''final skill'' in the Guerrilla tree,[[/note]] becomes 100% useless once you can Slag regularly from other sources.
*** The turret itself qualifies, scaling down in damage much like the Nuke does. Also, it ''does not'' target bosses. You can use the turret to kill nearly everything, get to the boss, toss out the turret... and stare at it while it just sits there doing absolutely nothing. This is shown the most in the Gunpowder skill tree, where the Sabre Turret is only used to keep the heat off Axton as he uses his own weapons, eg. Torgue or Dahl assault rifles/rocket launchers, and his grenades to deal damage at medium range.
** [=Zer0=]'s Sniping tree features amazingly versatile skills early on (Accuracy Bonus? Check. Critical hit bonus? Check. Penetrating Critical hits with stupidly increasing damage PER enemy penetrated that can be performed with near enough any weapon AND highlights prime critical hit locations? Check. Check and Check.), however you go any deeper and you would be better off going into close combat rather than snipe the enemy.
** [=Zer0=]'s Bloodshed (melee) tree is amazingly useful when you gain its final ability, allowing you to clear rooms of {{mooks}} with contemptible ease. Once you enter the endgame and start looking at taking on the end- and {{Bonus Boss}}es, however, you find that bloodshed is amazingly not-useful against anything you cannot OneHitKill, and in BonusBoss land and in ultimate vault hunter mode it's all about being able to stack that rapid-fire damage.
* The ''{{VideoGame/Fallout}}'' Series of games, specifically, Fallout 3 and 4, have Liberty Prime as their token Crutch character. In Fallout 3, Liberty Prime leads the character and the Brotherhood chapter against waves of the Enclave, and is literally unstoppable. It throws mini-nukes it ejects from its chest like footballs, fires massive laser beams from its eyes, and basically just obliterates anything in its path to the Purifier, and is literally the sole canonical reason the Brotherhood is able to retake the Purifier from the Enclave. This trope comes into full play during the Operation: Broken Steel DLC, where upon the Brotherhood discovering a new Enclave HQ and sending the player and Liberty Prime in to clean house, [[spoiler:Liberty Prime is totally obliterated by an orbital bombardment by the Enclave as soon as it begins the assault, thus leaving it up to the player and the rest of the Brotherhood to finish the task on their own.]]
* The TutorialMission of ''VideoGame/FarCry3'' involves escaping [[BigBad Vaas']] compound... with Jason's ex-Army brother leading the way. He talks you through it, tells you ''exactly'' where to go and what to do to avoid being spotted, and even kills the few enemies who the two of you stumble across. Then he's fatally shot, Vaas gives you a [[MercyLead head start]] just for [[JustToyingWithThem the hell of it]], and you're left to your own devices for the rest of the game.

[[folder: Four X ]]
* The Aztec Empire of ''VideoGame/{{Civilization}} V'' has one of the best early-game units around in the Jaguar Warrior, a powerful unit that heals when it fights, hits hard in forests and jungle, and ignores jungle terrain while moving. Add in the Aztec buff to Culture from killing enemies through Sacrificial Victims, and an Aztec player can spam Jaguars and have them slaughter barbarians or raid other Civs with impunity while also building up social policies. Unfortunately for the Aztecs, the Jaguar is also the replacement for the Warrior - the very first unit in the game, and one that goes obsolete almost immediately. Once things like Longswordmen are on the table, the Aztecs tend to suffer pretty hard in their military focus - to the point that many Aztec players end up going for a Cultural or Scientific victory by the late game instead.
** The Huns have it even worse. They replace the fairly weak Chariot Archer with the HorseArcher, a deadly unit that doesn't require horses and can speed along through rough terrain, and get Animal Husbandry for free to make getting them even easier. They also have the BatteringRam, a special siege unit that knocks down cities in a handful of hits and comes online at about the same time, and get a production boost for controlling Pastures (which Animal Husbandry lets them build right off the bat). And on top of that, they can Raze cities at double speed, burning them to the ground and leaving nothing for the opponent. All this combined means that Attila can build a [[HordesFromTheEast horde of cavalry]] to turn the pitiful starting armies of other civs into pincushions, then follow up with a few rams to reduce their cities to rubble, before selling off every building inside, [[RapePillageAndBurn leaving a burning husk]], and continuing on his merry way to capture the capital. Unfortunately for Attila, this advantage is also his weakness - all his abilities and units apply most in the Ancient and Classical Era. Once other civs have reached the Medieval Era, the Horse Archer is completely obsolete, the Battering Ram will probably be slaughtered before it gets within a mile of a city, and all Attila will have to show for his efforts is a handful of puppeted capitals.
** The Zulu, uniquely, are nothing special in the early game and then ascend to this in the mid-game. The Impi is a Medieval Era unit that can throw its spear before attacking, giving it what amounts to double power, and it gets stronger when fighting gunpowder units, meaning [[RockBeatsLaser it actually keeps pace when other people start making muskets]]. Their special building, the Ikanda, gives unique and powerful promotions to pre-gunpowder units, making the Impi even stronger. Add in the XP boost to earn those promotions faster and reduced maintenance costs, and Shaka can celebrate the dawn of the Medieval Era by taking over half the map. But then, [[RealitySubtext much like in history,]] once gunpowder units ''can'' beat the Impi, the Zulu's military dominance falls apart, since their own gunpowder units won't get the Ikanda's advantages, and the Impi's unique spear-tossing and anti-gunpowder bonuses don't carry over when it upgrades.
** In a non-military example, Polynesia. Its main unique ability, Wayfinding, lets its embarked units cross over seas, meaning Polynesia can explore the entire world a good three Ages before everyone else. This lets it meet every other civ and city-state, settle faraway lands, and hopefully get a start on the World Congress, giving it some heavy diplomatic chops. It also has the Moai improvement, which gives a pile of free Culture very early on. Finally, like the Aztecs, it has a powerful Warrior replacement in the form of the Maori Warrior... but before long, the Maori will become obsolete, and everyone else will pick up Astronomy, making Polynesia's main skill redundant. And it's around that point that the opportunity cost from building Moai instead of Farms will start to sting...

[[folder: Hack and Slash ]]
* The Amazon in the Capcom arcade game ''VideoGame/MagicSwordHeroicFantasy''. She can hit max level (8) before the first main boss, and her crossbow can clean up virtually anything. But it's weak compared to other allies on similar levels. In fact, she ends up unavailable through the last third of the game (unless another player joins in). The Knight, on the other hand, [[MagikarpPower is the other way around.]]
* Unicorn Gundam from ''VideoGame/DynastyWarriorsGundam 3''. Available as soon as Banagher Links become playable, this Mobile Suit isn't anything special while on his standard mode. However, once it uses a SP attack, it changes into Destroy Mode, that makes it extremely fast, with a much longer range and a small attack bonus. Once it gets into Destroy Mode, his speed and range makes it possible to destroy several enemies at once, wich will raise its SP gauge very quickly and allows the player to enter in Destroy Mode again and again, in a infinite cycle. However, by abusing it the player will neglect developing other suits that are mandatory in other missions. Long story short, the player will have to stop and grind for a while every time he stumbles with a harder mission in wich he isn't allowed to use the Unicorn Gundam.

[[folder: [=MMORPGs=] ]]
* Prince Rurik of ''VideoGame/GuildWars'' escorts the party of [=PCs=] and, if so desired, NPC henchmen on a number of missions. Given that he's level 10 and never changes that, he's quite useful when your character is level three and, well, peters off after that. [[spoiler:Then, quite naturally, he bites the dust. Who didn't see that one coming?]]
** Heroes, introduced in ''Nightfall'' and further in ''Eye of the North'', act as customisable henchmen and veritable {{Crutch Character}}s. Each hero fills out a single party slot, but have access to any skills that your ''account'', rather than character, has unlocked. For Elonan characters (characters that start in the ''Nightfall'' campaign), ''Nightfall'' heroes are generally introduced at comparative levels to yours, but ''Eye of the North'' heroes are all max level, and you can get them at a level as low as 10 (half the level {{cap}}). Heroes are useful throughout the Prophecies campaign, as the henchmen available to you only hit the level cap near enough three-fourths of the way through the game.
* A minor example in ''VideoGame/{{Mabinogi}}''. New players are given the Elegant armor, which has very good Defense (linearly lowers damage) and Protection (lowered damage by a percentage) compared to the armor in shops, all of which cost hundreds of thousands of pieces of gold for half the protection. However, the Elegant set cannot be upgraded or enchanted, meaning that all the time the player spends wearing it and gaining Proficiency for it goes down the drain as that Proficiency cannot be used.
* ''Franchise/ShinMegamiTensei Imagine Online'' gives the player a Wounded Cerberus at the end of the tutorial. It is a strong demon with good stats and a respectable array of magic, including Recarm, Media and Fire Breath. However, it cannot be fused, gains experience ''10 times slower'' than normal, and is removed from the player's party not after long.
** Cerberus is well-known throughout the series for joining the player (usually temporarily for an upcoming boss fight, but can rejoin later) in flagrant disregard of the level restrictions.
* The Knights of Cygnus in ''VideoGame/{{Maplestory}}'' used to be like this. They are basically the five normal classes, except you could not choose the second job and they have slightly different skills. They gained more points for their stats when leveling up, but their level capped at 120 instead of 200 like the other classes. Later {{Subverted}} when you reached level 120 and could [[NewGamePlus restart as an Ultimate Adventurer]], a stronger version of the regular Adventurer classes (Although they have a few disadvantages compared to them). More recently, Cygnus characters were changed to have a normal progression and the same level cap as everyone else.
* In ''VideoGame/StarWarsTheOldRepublic'', each class gets five companions, each of a different spec (Ranged tank, Melee tank, ranged DPS, melee DPS, healer). Additional companions are HK-51 (DPS) and Treek (who can tank or heal depending on how she's specced). They are nigh-essential when leveling to get you through tight spots in the PvE environment, but you can't take them on Operations, and while they ''can'' be used in Flashpoints, they are limited (their AI doesn't instruct them to avoid AOE attacks, for example). Still, a player who knows how to make good use of their companion characters will find the game much easier than one who doesn't.

[[folder: Platformers ]]
* [[VideoGame/BitTrip Commander Video]] in ''[[VideoGame/MeatBoy Super Meat Boy]]'' has a floatjump that allows horizontal precision and will make the first two worlds much easier. However, he doesn't have much speed or jumping height, so in later worlds, beating levels with him can sometimes be impossible.
* Zero in ''VideoGame/MegaManX3''. At the start of the game, X has a small health bar and no weapons or upgrades, while Zero is a beast with a large health bar and the ability to fire two charged shots at once, along with a LaserBlade that's a OneHitKill on most non-boss enemies. However, Zero only has one life, and he cannot be called on more than once per stage (and he can't play any more than one-third of any given level since he cannot be taken through boss or mini-boss doors). He's mostly intended to get through trouble spots until X acquires more upgrades; fully powered-up, X outshines Zero in every way (though it's still possible to get Zero's sword as well, even though the method for doing so is a bit of a [[GuideDangIt hassle]]).
* Since the introduction of upgrading weapons and health in ''VideoGame/RatchetAndClankGoingCommando'', the starting weapons almost always fall into this, with the first two weapons typically being a semi-automatic laser pistol and a bomb lobber. As they are early weapons they upgrade fairly quickly, but by the middle of the game the enemies have so much health that they become impractical to use (in fact the Bouncer was a deliberate attempt by the developers to replace the Mini-Nuke in terms of function). Because the Lancer was often the first weapon this happened to, some fans have taken to calling this affliction [[FanNickname Lancer Syndrome]].


[[folder: Puzzle Games]]
* In ''VideoGame/{{Meteos}}'', [[WombLevel Globin]] and [[TheBattlestar Darthvega]] are very good at pressuring opponents with large amounts of garbage blocks, and these civilizations' relatively slow fall speeds allow players using these planets to easily defend themselves. However, the longer a ''Meteos'' match takes, the shorter the leniency period is between when a column fills up with blocks and when the game declares a loss, and Globin and Darthvega have by far the shortest periods once enough time has passed. Thus, it is absolutely critical that anyone using either of these planets finish off their opponents as quickly as possible, preferably within the first 90 seconds. Otherwise they'll be done in by the slightest error, or the player will be too focused on mere survival and allow the opponents to surpass them in score or pressure.
** [[AscendToAHigherPlaneOfExistence Hevendor]] is a crutch civilization in a different way: Whereas all other planets rely on multiple ignitions to launch their blocks off the playfield, Hevendor will instantly zap them away in single ignitions. This means a skilled Hevendor player can put enormous amounts of pressure on opponents in the form of garbage blocks through sheer speed. However, if an opponent can hold up under Hevendor, particularly in ''Meteos Wars'' which introduced a 3-minute time limit with the winner determined by score if time runs out, Hevendor will almost certainly lose because it cannot benefit from the score multipliers obtained through multi-stage ignitions.

[[folder: Racing Games ]]
* In ''VideoGame/DiddyKongRacing'', Tiptup and especially Pipsy are the go-to characters for easy handling, and a lot of people stick to them to steamroll early races in favor of learning to use other characters properly. However, they have terrible top speed, and sooner or later they end up having to work just as hard, if not even ''more'' so for their victories by virtue of everyone else just being faster. This is the source of many a complaint about the game's [[SurpriseDifficulty sudden]] [[NintendoHard difficulty]].
* In most of the later ''VideoGame/SuperMarioKart'' games, most people will usually use karts and combinations with higher acceleration and handling with low top speed similar to the ''VideoGame/DiddyKongRacing'' example. While this works well in earlier races such as 50cc and 100cc, it becomes completely hopeless in higher difficulties like 150cc and [[spoiler:Mirror Mode]] where having a high top speed is outright mandatory in order to stand a chance at victory, especially in later races.
* Before being patched, the Buick Special was the go-to car for ''VideoGame/GranTurismo'' 5 players. The car could be won very early on, it was spades quicker than other cars at that stage of the game and was also an older car, this meant it fit into almost every category needed for certain special events in A-Spec mode. However, reliance on the car became a problem later on, whilst fitting criteria, certain modes had cars more adapted to pure racing, whilst money spent on upgrading the Buick could have gone to getting a more stable and race-worthy car, leaving players stuck for choice.

[[folder: Real-Time Strategy ]]
* The ''VideoGame/WarcraftIII'' ExpansionPack ''The Frozen Throne'''s Undead campaign featured King Arthas growing weaker due to a rift in his master's lair, the frozen throne. This downgrading manifests in a reduction of Arthas's level by 1 per mission, but adding a second hero halfway through the campaign. The last mission finally allows Arthas to regain his lost levels to allow you to have two max-level heroes for the final assault. (You needed them, as your opponent, naturally, had three. Yes, three.)
* This happens on at least two annoying occasions in ''VideoGame/FreedomForce vs. The Third Reich'': in the last third of the game, [[spoiler:Alchemiss (who became a much more useful character in this game than in the original) turns into [[strike:Dark Phoenix]] Entropy and becomes the new BigBad,]] making all the time spent leveling her up suddenly useless. More unforgivable is the fact that [[spoiler:Entropy starts erasing other members of your party from existence almost without warning.]]. Though the game can still be completed fairly easily even if you spent time on these characters, it's still a bit annoying.
* Captain Antilles (not Wedge, the other Antilles) in ''VideoGame/EmpireAtWar'' shows up during the first mission in the Alliance campaign and is quite powerful (although ''all'' hero units capable of combat are) but both leave once the player has gotten a good start and controls nearly half the galaxy. Antilles also leaves just before the player can build Capital Ships.
* The PC (aka Opinion Leader) himself in the original ''VideoGame/OgreBattle''. Depending on Alignment, he can start with a powerful elemental attack that hits the entire enemy party (Ice Cloud, Thunder or Phantom), and above average stats. So when your forces are only basic fighters and amazons, he great. But later in the game, when Warlocks, Devils, Angels and Princesses start popping up with the ability to use the same spells ''multiple times'' per battle, the Opinion Leader starts to fall behind. Add that his stats influence his ability to recruit characters and learning when to use the Opinion Leader becomes an art.
** Add to that the fact that any enemies killed by Tarot Cards give their xp to the Opinion Leader (just him, not his entire unit) instead of the unit actually engaged, and it becomes very easy later in the game for the OL to greatly outlevel the campaign enemies. The problem? Fighting lower level enemies will destroy his alignment rating, making it impossible to recruit key characters or get good endings. For this reason a lot of players probably just keep him parked on the player capital in later campaigns and let the other units do the dirty work.
* Timur for the Timurids in ''VideoGame/EuropaUniversalis III''. A fantastic ruler and general... who, at the earliest start, is going to die of old age anytime now.
** The Ottomans have a massive land and manpower base at the earliest start date, with technology to match the medieval western nations, making expansion a cake-walk. However their Anatolian technology group gives them statistically inferior units to their Polish, Austrian and Hungarian rivals past the early game. Throw in good leaders and military ideas and Ottoman events like the Janissary Decadence, and by mid-game the Ottomans will start to fall behind. By the late game (when the Napoleonic wars roll about), the Ottomans will have undergone pretty crippling BadassDecay and will find taking on the Europeans ''really'' rough going.
* In ''VideoGame/{{Stellaris}}'', you can give your starting alien species the ''Extremely Adaptive'' trait which will let them colonise planets of ''any'' climate right off the bat (except for Tomb Worlds) and hence give them a huge advantage in the early-game scramble for the biggest and most resource rich planets. The trait however costs a hefty 4 trait points, forcing you to take two negative traits to afford it, and late-game technologies like planetary terraforming, genetic modification and Habitability techs will render it obsolete. Taking the Biological Ascension Path will allow you to remove this trait later on and refund the four points to spend on more useful traits.
** Similarly, the ''Talented'' trait lets your leaders start at level 2, but this one costs 2 points, and with enough time your opponents will catch up.
** Spaceports early on have enough firepower and defence to make mincemeat of any fleet and make early rushes impossible, though it takes 350 Minerals to build one - several months worth of income at a time when everything will be demanding that precious resource. Later on, Spaceports won't make much of a ent in your empire's pockets, but neither will they make much of a dent in any fleet big enough to invade a planet with.
** One of the easiest star nations to play is the Rogue Servitors introduced in ''Synthetic Dawn''. As a robot empire, they can colonise any planet right off the bat, don't need to worry about factional strife, and never get unhappy Pops. They also suffer no diplomatic penalties (unlike the other two machine empires). To top it all off, they get a massive influence and resource production bonus when the ratio of servitor machines to organic "bio-trophies" in your empire is 60-40 - and did we mention that bio-trophy pops generate a nice amount of Unity points, allowing your machine empire to rapidly climb the tradition tree?
* James's second mission in ''VideoGame/{{Sacrifice}}'' can (and probably will) net you the support of [[OurDragonsAreDifferent Sirocco]] in the next few missions. She leaves if you do too many evil missions or if you get her killed, which becomes more likely in later missions when more powerful opponents appear. Let's hope you didn't get lazy and neglect to learn any other tactics besides [[CurbStompBattle having your heroic version of a level 9 creature wipe out the level 3 army before you]].
* The ''VideoGame/TotalWar'' series will often combine this with ATasteOfPower at the start of the game by giving a faction a unit far stronger than what they'd be able to recruit themselves at that point in the game. For example, in ''VideoGame/RomeTotalWar'', The Julii Romans will start with a unit of Triarii spearmen and the Greek Cities a unit of Spartan hoplites. Both units are at least two full tiers above what those factions would actually be able to recruit themselves for many in-game years. These units could almost single-handedly cut a swath through the low tier rabble the various "Rebel" faction neighbors have at that point, but any attrition suffered by the elite unit will hurt as the player will not be able to replenish the unit or recruit more for quite some time.
** In ''VideoGame/MedievalIITotalWar'', the Byzantines/Eastern Roman Empire. While they start with one of the most formidable rosters of any faction in the early game, including the powerful Varangian Guard and the Cataphracts. However, they have a huge lack of late-game technologies and units (no cannons or muskets!), and only their cavalry really still stay competitive.
** In ''VideoGame/TotalWarWarhammer'', the Dwarfs have the easiest start thanks to their selection of well-armoured melee and effective ranged units, special faction trait which gives the Dwarfs UndyingLoyalty (which means pesky civil wars aren't a problem), easily defended territory, and strong relations with the minor Dwarfholds makes alliances and confederations a snap. However their StoneWall durability comes at a price: they field no cavalry at all, and their infantry are universally slower than those of other races. No magic spells, either (though plenty of magical items).

[[folder: Roguelike ]]
* Pets in ''VideoGame/NetHack''. Your starting puppy or kitten is more powerful than all but a few roles in the very early game, and unlike you, it doesn't attract more powerful monsters when it levels up. As you proceed through the game, you can create or acquire better pets, but for most characters, there comes a point where pets in general cease to be much use; they're either too slow to keep up with you, too weak to attack the few monsters that still pose a credible threat, or too vulnerable to incoming rays and dungeon hazards. It doesn't help that ''[=NetHack=]'''s pet AI isn't nearly as well-designed as most other aspects of the game.
* The Hokage and the [[spoiler:Dragon]] from ''VideoGame/RogueLegacy''. The Hokage is extremely strong early on due to his base damage, but due to the fact that he cannot critically strike, it makes him fall off, as only 1/2 of the stats you can buy to increase your damage. This becomes especially noticeable on NewGamePlus, as the assassin's critical hit rate continues to creep upwards, eventually allowing him to deal more damage while maintaining a more broadly useful special ability. [[spoiler:The dragon gets an insane mobility, but using runes you can make any character fly, and the other two spellcasters in the game are just so much better than he is. The dragon remains useful as a boss hunter, though - because you don't have to spend runes on other things, the dragon can focus on enhancing its already insane mobility, making it easy to avoid the bosses' attacks and use hit-and-run tactics that never allow the boss to hit back.]]
* The secret character [[spoiler:Sgt. Gunny]] in ''VideoGame/SwordOfTheStars: The Pit: Gold Edition''. He has higher base stats than the Marine but lower stat growth and can't use advanced armour without penalties.


[[folder: Role-Playing Games ]]
* ''Franchise/FinalFantasy'' franchise:
** The Red Mage in ''VideoGame/FinalFantasyI'' starts out as a JackOfAllStats, especially thanks to their high base stats and some buggy mechanics making them equal to the White and Black Mages in terms of pure power (though not as frequent of a caster). But as time goes on, the White and Black Mage learn more powerful spells and their charges become more numerous, and the Fighter and Black Belt (and [[MagikarpPower eventually Ninja]]) considerably outstrip the Red Mage in damage due to better stat growth. By the endgame, though hardly useless, they've fallen into MasterOfNone territory.
** [[WhiteMage Minwu]] in ''VideoGame/FinalFantasyII'' is the UrExample for ''Franchise/FinalFantasy''. He joins with just under 200 HP and several high-level WhiteMagic spells at a point when your characters have only begun to learn magic and have almost 100 HP, ''if'' you've been level grinding. [[GuestStarPartyMember He then leaves the group.]]
** The [[BrutalBonusLevel Soul of Rebirth]] mode in the remakes stars three party members from the main game, retaining whatever stats and equipment they had when they left the party. Two of these characters are [[spoiler:the first two {{Guest Star Party Member}}s of the game]], meaning they'll likely rely heavily on [[spoiler:Prince Scott, who was not previously playable and thus has fixed (fairly high) stats]] and [[spoiler:Ricard Highwind, the ''last'' GuestStarPartyMember]] until the former two can catch up.
** ''VideoGame/FinalFantasyIV'':
*** Cecil is this for nearly his entire Dark Knight run. Once you lose Kain he'll be your only hard-hitting physical attacker (and likely the only one you keep in the front row) until you recruit Yang, making him essential for winning random battles as all your magic users at this point have vastly limited MP (Tellah can never go above 90, meaning at his absolute strongest he's limited to 18 casts of Fire, the weakest attack spell) and have physical attacks that can't even manage to hit most of the time. Ironically he becomes an inversion when you scale Mount Ordeals and Golbez sends the undead Scarmiglione and his minions, all of whom Cecil's dark sword can only manage 1 HP of damage against, to take him out.
*** Tellah is an old sage with both black and white magic. He is overleveled for the cave at which he is first available, being able to allow himself and his allies to live off of the enemies with ease using Cura and Osmose. He is available again later on, but at this point you'll have caught up to him in power, until he gets his memories back and remembers ''all'' the top-tier magic he forgot before. Granted, his stats suck so those spells aren't as impressive as they could be, but he still gets access to them and can get good usage out of them.
*** Believe it or not, ''Edward'' can be this. Yes he starts at a low level, yes he has crappy stats, and yes he has utterly worthless abilities. It's his ''weapon''. Being a projectile it does the same damage from the back row, but that's not what makes it valuable: it's nearly guaranteed to inflict status ailments on enemies at no cost (His initial harp inflicts sleep, and the one found in Antlion's den inflicts confuse). With a little bit of level grinding to boost his speed stat, you can utterly cripple the enemy party and pick them off without wasting Rydia's MP, and his low attack power actually becomes a benefit when equipped with the Lamia Harp as it guaranteed won't kill the enemies which are now attacking their allies instead of you.
*** Fusoya of the same game is in a similar boat. He might not be a pure Crutch Character in that he isn't obtained until very late in the game and your party is fine without him, but he's very similar to Tellah, ability-wise. And rather than having some stats increase while others decrease when he levels up, Fusoya's stats ''never change at all''.
*** [[VideoGame/FinalFantasyIVTheAfterYears The sequel's]] protagonist is, well, a particularly weak weakling at the start. The game compensates by giving you [[RedShirt Biggs and Wedge]] then The Hooded Man, who are much better, to assist.
*** Later in the game you get [[spoiler:Golbez]] for the final tale, who much like Tellah and Fusoya gets access to high-level magic long before your other party members do, and gets around 1500-2000 more HP than them to boot.
** {{Red Mage}}s in ''VideoGame/FinalFantasyV'' can use both White and Black magic sets with only one command slot, giving them extra flexibility and freeing up the second command slot for something else. However, about halfway through the game they [[MasterOfNone stop learning new spells from either school]], rendering any time you spent training them wasted unless you [[MagikarpPower commit to the long, long grind]] to unlock Doublecast, which by itself is nigh-useless unless you've spent the time training them as either a White or Black mage.
** ''Videogame/FinalFantasyTactics'' actually has two, in the form of the two characters Agrias and Gaffgarion, whose skills during the intro sequence make mopping up the tutorial enemies total child's play. This is also an example of [[ATasteOfPower A Taste Of Power]], as soon after the fight, the character has a flashback to several months prior with a level one party.
** ''Videogame/FinalFantasyVI'' has several.
*** To an extent, Sabin is a crutch character for most of the game because of his blitzes. But when you reach the end game and start getting the most powerful relics and weapons, Sabin falls behind characters who can equip more powerful weapons and who have better magic stats. Doing 9999 damage to one enemy with Bum Rush doesn't stack up to characters who can hit everything with Ultima for 9999 damage, or use the Genji Glove/Offering combo to well exceed 9999 damage.
*** When first obtaining Gau, if you know how Rages work and which ones are useful, he'll have access to the -ra spells and some other extremely damaging moves before anyone else does. Also, his stats will be higher than everyone else's and the armor and weapons they can equip that he can't won't be powerful enough to make up the difference. Later on, when EVERYONE is crazy overpowered, his inability to be controlled becomes more of a liability.
** ''Videogame/FinalFantasyVII'':
*** Aeris. She has the highest magic stats in the group (in a game where magic far outdamages everything else until the extreme lategame), you can get a stave that slots seven materia fairly early on (other characters don't get that until disc 2) and Yuffie is the only other character with a healing Limit Break. Likely done deliberately to make [[spoiler:her PlotlineDeath]] that much more of a PlayerPunch.
*** During the Nibelheim Flashback, Sephiroth effortlessly slaughters whole screens of enemies and requires no player input to do it, while your Level 1 Cloud is controllable, but can hardly scratch most monsters and falls unconscious in one hit.
*** Yuffie was intended to be this, but in practice is more of a GameBreaker. Assuming you recruit her when first available, she has good all-round stats, deals full damage from the back row, excellent speed and comes with the Throw Materia equipped, which will be your first way to achieve four-digit damage unless you're doing really strange things with the game. Her initial Limit Break is a MovesetClone of MasterOfAll Cloud's initial Limit Break Braver, and her second is a clone of Aeris's initial Limit Break Healing Wind, meaning that when you first get her she splits the difference between the two most powerful characters in the game. Her Ultimate Weapon and powerful-single-hit ultimate Limit Break can be obtained relatively quickly compared to everyone else's, with the idea being that other characters would surpass her in the endgame; unfortunately, thanks to a [[GoodBadBug programming error]], her Ultimate Weapon is the most consistently powerful one in the game, dealing higher damage against higher level enemies, instead of higher damage ''when the enemy's level is higher than Yuffie's''.
*** After completing Red XIII's sidequest, which happens relatively early in the game, you're rewarded with the Seraph Comb, a weapon for him that's so powerful that he will out-damage and out-magic everyone else in the party until you start delving into the DiscOneFinalDungeon, at which point his poor Limit Breaks will be beginning to hurt as well.
** The Guardian Forces ([=GFs=]) in ''VideoGame/FinalFantasyVIII'' are powerful summon monsters that you can call at any time to attack all the enemies on screen. The best part: calling a GF doesn't cost anything (except a little time) and you can call them as many times as you want. You can easily go though 99% of the game by having your [=GFs=] destroy everything in your path. But, this strategy backfires when you have to fight [[spoiler:Adel]] because [[spoiler:Adel takes Rinoa hostage]] and attacking all the enemies on the screen will result in a game over. In addition, trying to use your [=GFs=] in the final boss fight will get the GF killed. So, if you haven't taken the time to use the junction system by the end of the game you're screwed.
** ''VideoGame/FinalFantasyIX'' has Vivi, who is the game's Black Mage. His spells can hit multiple enemies and he can dish out serious damage if he exploits the ElementalRockPaperScissors. He joins right at the start of the game and stays with you for a good chunk of the beginning before story events has him split off with other party members and by the time that happens, everyone else will likely have caught up and can kick as much ass as Vivi can.
** ''VideoGame/FinalFantasyX'' has Auron fighting alongside Tidus at the start of the game and has the ability to pierce armored hides on foes as well as lowering their attack power. He pretty much serves as crutch to keep Tidus alive since the kid isn't as strong to take on the early monsters on his own. Auron gets separated afterwards and he doesn't show up again until much later. Likewise, Yuna, being the game's resident Summoner and White Mage, will be your go to character for most of the game to heal the party as well as summoning her Aeons to shield the party and deal massive damage until your party grows strong enough to be able to take on bosses on their own as well as using Rikku's Mix ability to make powerful potions.
** ''FinalFantasyXII'' has Guest characters. They start out a few levels above the party, have access to several useful skills before your party members do (e.g. Telekinesis, which lets melee characters hit flying enemies) and expand the party size from three to four while they're present. However, they're uncontrollable, their equipment, licenses and gambits can't be changed, and they don't level up.
** In ''Videogame/LightningReturnsFinalFantasyXIII'', The Wildlands are a great place to start your adventure since you quickly gain a chocobo ally. Not only does this NPC help you in combat but it also has healing abilities, in a game where the ability to recover your health is severely restricted. The chocobo is so useful that it becomes difficult to move on to the other zones where its help is unavailable.
** ''VideoGame/FinalFantasyXIII2'' has pretty much any 'Early Peaker' monster. They start out strong and tend to get good stat growth, but their levels are capped at [[AbsurdlyLowLevelCap 20]], meaning they eventually get overshadowed by your 'Well-Grown' and [[MagikarpPower 'Late Bloomer']] monsters. They're still useful for infusions, though.
** In ''VideoGame/DissidiaFinalFantasy'', Cloud has the easiest storyline in the game and plays in a straightforward, accessible style with clearly telegraphed and high-powered attacks, so beginners can easily see what they're doing and get their head around the game mechanics. Once you get to playing against human opponents, his predictability, inflexibility and lack of good long-range attacks start to become big problems, encouraging you to ditch him in favour of a more complicated character like Ultimecia or Exdeath.
** ''VideoGame/MobiusFinalFantasy'':
*** General play provides you with many monster cards which teach you "Lesser" versions of attacks, which are easy to collect and raise. As your levels increase and you tackle the harder content in the game, you'll want to transition to using cards that know the basic version of the attack, which are much more expensive to raise but much more powerful and can be raised further.
*** Some cards available in the ability shop come with their Ability Level maxed out, but cannot be Augmented. This means you can dish out Lv. 6 abilities at a point when you only have Lv. 1 ability cards otherwise, but begins to become a problem as you start buying multiples of your Lv. 1 cards, Fusing them, and then Augmenting them into cheaper and much more powerful versions.
*** The Masamune dished out to players at the time the Steam version launched is awesome. It has good stats, can be upgraded further, and has two highly useful abilities (its Reunion ability, which gives a 15% chance of recycling used orbs into an equal number of Prismatic orbs, being especially good). It's designed to be the best thing to play the ''VII'' content with as a player brand new to the game, but if you've been continually playing since the mobile game launched you'll find its statistical caps limited.
* ''VideoGame/DragonQuestV'' has a few. In the first generation, Pankraz, the hero's father, is easily the strongest party members throughout that period of the game, though he cannot be controlled, and he is only with you in certain parts. In the second generation, when you are first able to obtain monsters, the Rotten Apple is easily the strongest available, with higher stats than even the hero, but it caps at level 20 (though it it still fairly strong for a while longer). A less extreme example is the Slime Knight; with solid stats, great equipment options, and decent healing, is like having a second hero... but by the end of the second generation, it has low stats compared to the {{Mons}} available in the area, and has learned all of its special skills... not to mentioned a better 'second hero' becomes available soon afterwards...
* The ''Franchise/{{Pokemon}}'' games frequently feature a handful of common Pokémon, usually Bug-Type Pokémon that evolve into their final forms at relatively early levels (for example, Butterfree and Beedrill, both of which can be acquired at level 10). These Pokémon are useful in the early going, but most of them quickly become obsolete as more and better Pokémon become available (though some Bug-types remain powerful at least until 1/2 or 2/3 of the way through the game).
** Pokémon also has a Crutch ''Move'' -- Dragon Rage, introduced in the first generation, always hits for exactly 40 HitPoints. It takes surprisingly little time for that to become a drop in the bucket. There's also [=SonicBoom=], which hits for half as much and (in a later revision) starts to adapt to the ElementalRockPaperScissors rules of the game. Even worse when you consider that very few Pokémon actually learn it until AFTER the point where it stops being really useful. It has its uses, but for the most part it's just not worth it.
*** Another Crutch Move comes in the form of Bullet Seed in Gen III. You could get the TM for it right before the Rock-type Gym. You could put it on Treecko or Shroomish to sweep through said Gym and some of the subsequent hikers on the next route, but its low base power means it will eventually be replaced.
** Geodude is particularly useful in early stages of the game despite being an infamous [[ComMons Com Mon]]. It has [[MightyGlacier high Attack]] and Defense and learns [[DishingOutDirt Rock and Ground]]-type moves, both of which are [[ElementalRockPaperScissors useful offensive types]]. Rock is especially useful early in the game due to the plentiful amount of Flying and Bug type Pokémon, as well as its resistance to the [[NonElemental Normal-Type]] Tackles and Quick Attacks thrown around. But not long into the game, it's usefulness begins to wear off. Eventually, its low HP, terrible Special Defense and Speed, weakness to several common types (especially [[AchillesHeel Water and Grass attacks]]) and the fact that it needs to be [[SocializationBonus traded]] to reach its final form means it will likely be sitting in the PC for the rest of the game.
** Another good example would be the elemental monkeys in ''VideoGame/PokemonBlackAndWhite''. You get the one that your starter is super effective against, because the first Gym leader uses the monkey super effective against your starter. However, they learn very little in the way of decent moves until level 22, and while you get the stones early enough to evolve them, you'll miss out on the good moves, and by that point you'll find Pokémon of the Fire/Water/Grass types that already have good moves and good stats without evolving.
** It's completely possible to turn your starter into a crutch character if you don't balance out your team. How many kids went through ''VideoGame/PokemonRedAndBlue'' with their awesomely powerful Charizard, got it to Level 65 or higher, and finished most of the game, only to find Victory Road ahead of them? One thing that causes this is the lack of variety and lack of really good Pokemon early on in the game. The areas around the player's hometown often consist mostly of grass and bug, and sometimes normal type Pokemon. Said Pokemon usually are not strong and don't usually have very good move sets, leading a lot of players to rely heavily on their starters. That, and the fact that the starter is the first Pokemon the player obtains, means that the starter is usually ahead in level, leading the player to use it more, so it levels up more, so the player uses it more, and so on.
** Gen V just may have done this with the Starters themselves. In Generations past it was common practice to keep a starter around, not only because of loyalty, but because usually, wild Pokémon of it's same type are uncommon or outclassed by the starter. This all changed with the advent of Gen V. With the sheer rise in power and impressiveness of the wild Pokémon in Unova, it makes the Starters look mediocre by comparison.
*** This is largely the domino effect of [=TMs=] no longer being consumable. In order to compensate for the now infinitely reusable skill machines, many of the Unova Pokémon were designed with a severely limited movepool compared to other generations. Most of them will only learn moves from their own typings, plus Normal. This makes dual type Pokémon much more valuable than single types, even when they have historically common typings such as Grass/Poison. Thus the Grass starter is outclassed even by Pokémon that can be acquired very early in the game. The Water starter has decent coverage, but still can fall into this trope later on. The Fire starter, who eventually gains Fighting, is somewhat more useful, but still easily replaced by other Pokémon without any particular difficulty.
*** It is somewhat telling that starting from Gen VI, all starters have a dual typed final evolution, likely to avoid the problems the Gen V ones have.
** The Pikachu in ''VideoGame/PokemonRedAndBlue''. Catchable before the first Gym is reached, its typing and stats make it great early on (since ComMons like Zubat and Pidgey are weak to Electricity, and it's almost necessary against Misty if you chose Charmander). However, its evolved form Raichu is pretty mediocre by endgame. This is even more true in Pokemon Yellow, where itís your starter Pokemon. It would start as your best Pokémon and being a GlassCannon, it would hit like a truck. But the fact that it couldn't evolve (the game prevents you from giving it a Thunder Stone) means that it would fall behind as your other Pokémon evolve and become stronger.
*** Played straight with the Cosplay Pikachu in ''Omega Ruby/Alpha Sapphire''. While she's pretty stupendous in contests, and is given to you at Level 20. (when most of your party will be at level 15-18) She can't evolve and therefore Eviolite on her will not work and the Light Ball is obtained a little too late into the game for it to be useful. (You get it ''after'' the Flying type Gym, where you'd want a strong Electric type in the first place.)
** Nidoking and Nidoqueen are so powerful when you can first obtain them as to fall into DiscOneNuke territory; they can be gained as early as Level 16 and have a Base Stat Total of 495 (compare to the 405 of Charmeleon, who's one of the stronger ones obtainable at that level). Their Poison/Ground typing also gives them an advantage over three of the first four gyms in Kanto. As the game goes on, though, their JackOfAllStats nature, [[KryptoniteIsEverywhere weaknesses to Ice, Water, Ground, and Psychic,]] and the rest of your team evolving as well causes them to fall behind. They're not useless, largely due to a truly massive movepool, but they don't sweep whole gyms anymore.
** ''Pokemon Yellow'' has Mankey, who's used primarily at the beginning of the game to get past [[DishingOutDirt Brock]] due to learning [[BareFistedMonk Low Kick]] at level 9, but is likely to be replaced with a better Fighting-Type later on.
** Mega Evolution allowed some Pokémon to subvert this trope. For instance, normal Beedrill? Reaches its final form at level '''10''', but gets stuck with an awful 395 base stat total. '''Mega''' Beedrill? 150 attack, 145 speed, and Adaptability to raise the power of its Bug and Poison moves by an additional 50% on top of STAB allows it to easily compete with some of the best mons in the game.
** Zig-zagged by the common [=Flying/Normal=] Mons. They have good usability in the early game since most Mons are Bug, Grass and the occasional Normal type. The Pidgy, Tailow and Pikepek lines can be usable latter on but can struggle in comparison to other Flying types due to their movepools and stats. The Pidove line plays this completely straight as it's moveset is generally based on stalling rather than damage dealing. Averted completely by the Starly and Fletchling lines; Starly's evolutions have excellent stats and access to the Fighting move Close Combat to deal with it's weaknesses to Rock and Ice, Fletchling meanwhile is [=''Fire''/Flying=] so has more coverage than the other common flyers.
* Kewne in ''VideoGame/{{Azure Dreams}}'', who's the monster you start out with is somewhat of a subversion, as it's true that there are definitely stronger monsters you can get in the monster tower, but only much later on. While its true those monsters have stats and abilities that outclass Kewne, you can still easily work with him to reach the top of the tower considering he's still a slightly above-average JackOfAllStats and never stops being useful in the long run.
* The Goddess Freya starts out as both a crutch and as an [[MrExposition in-game guide]] for Lenneth in the original ''VideoGame/ValkyrieProfile,'' but it's more of a subversion - it is the very first and easiest dungeon in the game that was meant to serve as a tutorial ground for first-time players.
* In ''VideoGame/LunarEternalBlue'' one of the main characters, Lucia, is a temporary Crutch Character. She starts out ridiculously strong, but the villain soon depowers her to the same level as the rest of the characters.
** Luna from ''VideoGame/LunarTheSilverStar'' also this due to her multi-target healing LimitBreak, which make everything easier.
** At the start of the game Ramus is nearly equal to Alex in fighting skill, with his extra HP perhaps just barely making him stronger. Still, even at his best he is really only equal to the other characters in strength. As the game progresses his strength starts to degrade as his stat growth plummets as he levels up. He goes from a decent front line fighter with 2 attacks to being moved to the back row (as his low defense making him too vulnerable up front) with a bow and only one shot per turn. by the time he leaves the party he gains only a few HP each level and is so weak compared to the other team mates that he barely manages to be more of an asset then a liability in combat, especially since he stops growing beyond level 12, which completely turns the idea of level grinding against you.
* ''VideoGame/BeyondTheBeyond'' has super-knight Samson and his weak charge, Prince Edward. Soon, Samson takes a cursed scarf to the face and becomes de-powered to near-uselessness, due to his inherent unreliability whenever you give him a combat command.
* The ''VideoGame/TalesSeries'' has a few examples of this:
** ''VideoGame/TalesOfPhantasia'' has Chester, who starts out as a reasonable character early on, but is then lost due to the game's storyline. It is only much, MUCH later in the game when he becomes available again. His level does not rise in between, meaning that he will be sorely underpowered unless special effort is taken to level him up.
*** In the re-realeases, though, Chester ''is'' given massive boosts in EXP to bring him back up to par with the party, and is given several unique skills besides. He goes from being a Crutch Character to dominating both the early and endgame (being absent for middle.)
** ''VideoGame/TalesOfTheAbyss'' has Jade Curtiss, who joins the group at level 45 when the other two characters in the party will be lucky to be level six. He's promptly reduced to a level lower than theirs by a {{Level Drain}}ing trinket. This is even [[LampshadeHanging lampshaded]] when he gets to level 50 "naturally" with an in-game skit.
*** There's also GuestStarPartyMember Asch, who joins with a large variety of [[MagicKnight combat artes and magic spells]]. You can get him in your party a second time during an optional subquest, and although his level is scaled up he is still stuck with the same equipment he had during his first stint. This makes Asch drastically ''underpowered'' to the rest of the party, which (thematically) is the whole point.
*** Also, if playing on a NewGamePlus, assuming you kept your capacity cores and artes, all the other characters are actually vastly much better than Asch, because in spite of his level being scaled, he doesn't have the bonus stats from capacity cores, and his artes aren't anything special, meaning that the parts of the game where he joins the party are much harder than the rest of the game.
** Like Asch above, Richard from ''VideoGame/TalesOfGraces'' joins the party with a good mix of physical and magical artes, several of which have HP-absorbing properties. He leaves for the rest of the main story after the DiscOneFinalBoss, but the {{Updated Rerelease}}'s extra story brings him back, giving him new artes and other upgrades to allow him to keep up with the much more fleshed-out main cast he'll be fighting alongside.
** ''VideoGame/TalesOfXillia'' has [[MagicKnight Milla Maxwell]] who, while she starts off only one level higher than [[SwitchingPOV the other protagonist]] Jude Mathis, possesses inflated stats and four powerful spells based on the local elemental beings that all but one-hit any enemy she touches. Naturally, an event early on causes her to sacrifice this power, removing both the inflated stats and the spells. [[GameplayAndStoryIntegration This actually becomes a plot point,]] as she must now come to terms with the things humans do in order to fight and stay alive; previously, she had relied almost entirely on said elemental beings for things like ''walking and eating.''
** ''VideoGame/TalesOfSymphonia'' has a borderline example in Kratos, who, [[OverratedAndUnderleveled despite being the same level as the protagonists]], has excellent stat growth and skill in both damaging magic, healing and close-combat attacks (although not ''quite'' to the degree of the party specialists) that makes him invaluable. He leaves the party at the end of the Journey of Salvation and is replaced by Zelos, who has notably lower stats and knows none of the advanced attacks that Kratos did when he left.
** In the original ''VideoGame/TalesOfDestiny'', Leon Magnus is one. He comes several levels ahead of the main characters, has similar moves to Stahn. But later on, Stahn will gain many variative moves, including some of Leon's. [[spoiler:Then he betrays you]].
*** He may also be one in the remake, due to the simple fact that he's [[GameBreaker broken wide in half]]. He's fast, hard-hitting, and has an extremely high critical hit rate which just allows him to chain more and more attacks without giving the enemy any openings. If that wasn't enough, one of Chaltier's abilities gives a chance of petrifying enemies upon hitting them, so his low defense and HP are completely meaningless. There's no reason why you ''wouldn't'' want to play as him. [[spoiler:He still betrays you]]. But at least if you somehow limp through the game and can't properly handle being without him, you can buy a [[FreakyFridayFlip Narikiri Doll]] to get him back at a reasonable level.
** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' has the ''VideoGame/TalesOfSymphonia'' cast and Richter, who are unable to change equipment or level up via experience points like Emil, Marta, and the {{Mons}}. Their levels and equipment do jump up with the occasional plot point, and when [[spoiler:the entire original cast joins you at the end of the game, they are all capped at level 50]].
* ''[[VideoGame/TheLegendOfHeroesTrailsOfColdSteel The Legend of Heroes: Trails of Cold Steel II]]'' has three of these, Toval, Clair and Sharon, each joining you for one of the first three parts of Chapter 1. Toval plays this trope the most straight though: he starts out at a higher level then your other party members, has some powerful Crafts and a unique accessory (which you can't take from him) that halves the casting time of all his spells, which at that point makes him ''very'' powerful. After Chapter 1, you don't get him back until the final dungeon, and while his level has been raised to compensate, his overall stats are mediocre compared to the members of Class VII you've now been reunited with. Sharon averts this though, she's a borderline GameBreaker when you first have her, and her Crafts have such strong secondary effects that she's still useful at the end.
* The DS remake of ''VideoGame/RhapsodyAMusicalAdventure'' gives us [[FairyCompanion Kururu]], who has good stats and blessed with powerful [[ShockAndAwe lightning-]][[ElementalRockPaperScissors elemental]] spells (lightning is not resisted by any element other than itself, which only a few enemy types possess to begin with). However, she is forcibly removed from the party at the start of the game's last chapter and if you haven't raised any other characters to replace her, you'll be in for a world of trouble in the VeryDefinitelyFinalDungeon.
* The PC version (only) of the original ''VideoGame/TheBardsTaleTrilogy'' has an undocumented cheat: pressing Z will summon a free Stone Elemental, taking up the party's NPC spot. The creature is many times the power of low-level characters, and better than those that can be summoned by even mid-level spells, but of course it never advances at all.
* Several examples in the ''[[Franchise/SaGaRPG SaGa]]'' series, especially the ''Final Fantasy Legend'' games:
** In ''[[VideoGame/SaGa2 FF Legend II]]'', Mr. S and Mask pretty much solo the dungeons they're in. Heck, Mask practically solos the WakeUpCallBoss. However, others like Hana and Lyn are sorta average and just plain awful respectively. Thankfully, Lyn isn't around that much.
** In ''[[VideoGame/SaGa3 FF Legend III]]'', none fit this trope better than Myron, your first fifth-slotter. Maybe it's because your stats are terrible at level 1, maybe it's because you made the mistake of changing into a monster when the monsters were meant to be destroyed by level 1's with terrible stats, or maybe it's because he's armed with a Battle Axe, but he seems like the only thing keeping you alive at first. Unfortunately, he's perpetually at ''level 5'', and you have no idea where you're going, can go anywhere after dungeon 1 and random encounters every step of the way. Poor guy never knew what hit him. The other guests are around the same strength as your main party.
** In ''VideoGame/{{SaGa Frontier}}'', Red's immensely powerful Alkaiser form is, well, immensely powerful. There are very few non-boss enemies that can stand up to it, especially as the story progresses and more Alkaiser powers are unlocked. Unfortunately, transforming into Alkaiser voids any stat bonuses that Red would receive, and since those directly influence Alkaiser's stats, the result can easily become a very weak superhero. Not to mention the fact that Red can't transform if there are any humans around...
* ''VideoGame/PhantasyStar''
** ''VideoGame/PhantasyStarIV'' does this twice; first with Alys, who acts as the Jegian until [[spoiler:she makes a HeroicSacrifice to save the main character]] (incidentally this happens around the same time where the rest of the party catches up with her level), and second with Rune, who initially debuts with spells that can wipe out anything you face with ease, and can hit most enemies for more damage with melee attacks than anyone else in your party. When Rune shows up later to re-join the party, he's still fairly powerful, but... not as much.
** ''VideoGame/PhantasyStarII'' has Nei, who's also a forced party member. On one hand, she grows levels twice as fast as everybody else in her team, has the highest agility, and can dual wield claws/bars, meaning she can outdamage even [[TheBigGuy Rudo]]. On the other hand, her growth is very sluggish, and she's eventually caught up by the time [[spoiler:you fight Nei first]], where afterward she leaves you parmanently. In the UsefulNotes/PlayStation2 remake, she can be prevented from leaving, but doing so causes her to permanently be stuck in the 2nd party slot with subpar stats and weapons, which can only be compensated for with rare equipment.
* Orca in ''Franchise/DotHack'' starts at level 50, making the first dungeon a snap. Then he gets Data Drained. [[spoiler:Eventually, you get him back, but he's still level 50, while your whole party is 90+.]]
* The Death Knight in ''VideoGame/BeyondDivinity'' wears his own armor and thus is powerful in the beginning, but has to be safeguarded from harm as the game progresses if you want to keep him around because of his hilarious remarks and [[spoiler:the fact that he's soul-forged with the protagonist, so if either dies, it's Game Over]].
* ''VideoGame/StarOcean''
** Ashlay in ''VideoGame/StarOceanFirstDeparture'' starts out relatively powerful, but will easily be surpassed by characters like [[SpellMyNameWithAnS Ratix/Roddick]] by the end of the game, and so he's considered low-tier. Conversely, Cius/Cyuss might not seem that great at first, but can become a real powerhouse. As it so happens, Ashlay and Cius are mutually-exclusive {{Optional Party Member}}s; you can't have both. Perhaps to give a reason to choose Ashlay over Cyus, the remake makes Ashley a requirement for getting the game's secret party member, who surpasses all of her fellow mages in battle.
** Likewise, if you're playing ''VideoGame/StarOceanTheSecondStory'' (remade as ''Second Evolution''), Dias Flac is one hell of an invincible demon when he is first seen in battle (as enforced by the ensuing HopelessBossFight). But if you're playing as Rena and he joins, most players agree he will be surpassed by Claude and maybe other characters as well, primarily due to his lack of multi-hit special moves, laggy normal attack, and the fact that the special ability granted by some weapons and accessories that gives normal attacks extra hits doesn't work on him either: this is even worse in the endgame where all special attacks fall under AwesomeButImpractical and everyone will be spamming their normal attacks which take no MP to use and hit a stupid amount of times.
*** Dias' regular attacks are lacking, but his Air Slash is so [[SpamAttack spamable]], it can be used all the way until the end of the game, and is extremely useful in [[SidetrackedByTheGoldSaucer Fun City]].
*** Speaking of Crutches, Claude himself starts with an energy weapon, which serves the same purpose until it gets a dose of GameplayAndStorySegregation and ''runs out of power''. Since it One-shots everything to there, and uses no MP, it's totally understandable.
* ''VideoGame/GrandiaIII'' has a somewhat interesting example in that the Crutch Character is the protagonist's ''mother''.
* In the Game Gear RPG ''Defenders of Oasis'', the first character to join the prince is the Genie, who is at that point a combat monster and nicely carries you through the early battles. However, unlike the other characters (eventually you're a four-man party), he doesn't get experience and doesn't level up. His stats can be improved by expending special Genie power-up items, but they're extremely expensive in shops and are fairly rare in treasures, and by the end of the game the Genie is running healing potions for the other three characters and hiding in his lamp so that he doesn't get killed.
* The Crutch Character of the ''Franchise/ShinMegamiTensei'' series has traditionally been Cerberus. You get him in [[VideoGame/ShinMegamiTenseiI the first game]] by fusing a demon with your family dog, and in [[VideoGame/ShinMegamiTenseiII the second game]] he's a servant of a powerful demon and is "lent" to you for a short period of time at the start. In the [[MassivelyMultiplayerOnlineRolePlayingGame online game]], he's the partner of your Devil Buster mentor and joins you during the first couple of missions. Even starting at level 1 and under a condition that reduces his XP gain by 90%, he's still far more powerful than anything you can recruit or fuse at that point.
** ''VideoGame/{{Persona 3}}'' gives you the odd case of Shinjiro Aragaki. He has all the traits of a Crutch Character, advanced abilities, hits harder than any other character, only stays for a short while and is pretty damn cool to boot. However he only joins for a short while midgame when the rest of your team is already leveled enough for him to not really be needed. He makes the boss fights a joke if you use him while he's with you, but it's doable without him so the point of having him join at all isn't really clear.[[note]]Particularly since he can also cost you a boss fight by choosing to spend his turn waiting rather than attacking.[[/note]]
** ''VideoGame/{{Persona 3}}'' also has Akihiko, who rejoins the main party at a higher level than the rest of the cast and as the only member capable of inflicting strike attacks. As he levels up, he becomes capable of wasting enemies in one blow, as well as learns some ''very'' helpful status effect spells (even if you have to nudge him into using them). He's ''also'' the first one to level up midway through the game. Like the protagonist, he hits diminishing returns toward the end of the game, and unless Monad is unlocked, he'll be unable to gain enough experience to finish leveling up. That being said, it's difficult to form a party ''without'' him, as he's arguably the most well-rounded character in the game, doesn't cast from his HP, and can be equipped to deal with his one weakness. Doubles as a BrickJoke in-game when he tells you that his persona is "balanced" and that not relying too heavily on one stat is essential.
** Junpei boomerangs on this. He starts out as a decent tank, but eventually the player hits several bosses in a row that can take advantage of his weakness, turning him into a liability. However, this eventually tapers off, and if the player sticks with him and keeps him leveled up [[MagikarpPower he can learn some power endgame attacks]] (which also happens to coincide with his CharacterDevelopment.)
** ''VideoGame/{{Persona 4}}'' has [[spoiler:Naoto Shirogane]] as sort of a skewed example; her skillset allows her access the high level Light and Darkness magic, as well as abilities to boost their effectiveness, and several powerful Almighty spells as well. This combination of powers makes her brutally effective against a surprisingly wide variety of Shadows, including some [[DemonicSpiders very annoying ones]] that most other party members can barely even damage. The letdown aspect of the character, however, comes when you take her into a boss fight... and realize that all those spells listed above are now underwhelming at best, totally useless at worst.
*** The biggest problem with [[spoiler:Naoto]] is that her stats have no correspondence to the skills she learns. One of the major effects of these being that she doesn't even have the MP to be repeatedly casting Almighty spells.
*** Averted in the PS Vita remake, where Almighty spells had their MP cost reduced AND she is capable of learning every single elemental attack in the game, along with a slew of other useful abilities, including one that restores her MP, one that buffs every stat of a party member, one that buffs her own evasion stat to all attacks making her nearly untouchable, and a skill that makes the entire party invincible. Couple that with a weapon she gets that makes her Ice Attacks even more powerful than both the other ice users in the game making her good for bosses, being the second fastest character in the game, and her final persona upgrade having absolutely no weaknesses at all (all the other party members keep their weakness, despite gaining good buffs), and it's easy to see that somewhere between 2008-2012, someone with a lot of love for [[spoiler:Naoto]] joined Atlus.
** Chie is the polar opposite. While [[spoiler:Naoto]] is good for random encounters and bad for bosses, Chie is a physical fighter and becomes useless if the enemy can block/repel her attacks, but, if you buff her speed and critical hit, she can knock most bosses, and you know, [[GameBreaker knocked enemies lose their turns...]] Chie also has the interesting issue of being a character who's strong early on, but weaker at midlevels, but then gets strong again. This is because her skill learning is unbalanced and she learns no midlevel skills, leaving her with basic ice spells and a mid level physical attack while everyone else is learning Dyne spells or support magic or strong attacks, but once you level her past 60 she learns Power Charge and God Hand, making her the next strongest boss killer in the game barring Kanji and the MC. Golden fixes this by letting her learn additional skills through her S Link, letting her get Bufudyne and other skills to keep her useful until you learn God hand.
* In ''VideoGame/PersonaQShadowOfTheLabyrinth'', Naoto escapes this status, benefiting from the Boost system all but making MP management irrelevant and the fact that just about everything in the game is weak to OneHitKill spells, but it still has a straight example in the form of Zen and Rei. Zen and Rei ([[TheDividual yes, they fight as a single unit]]) can't equip Sub Personas, but to compensate they have very slightly above-average stats in all areas, and learn a huge variety of skills covering physical attacks, elemental spells, HP and status healing and buffs. They first join when the Sub Persona system isn't available yet, so at that point they're extremely strong compared to the rest of the party, and they remain strong while Sub Personas are still low-level. At higher levels though, the skills available from Sub Personas ''vastly'' eclipse theirs, and their skills take far longer to upgrade than the rest of the party members, so their damage output really lags behind. They're also unable to use the Skill Card system to learn new skills due to lacking Personas.
** The game also features a crutch ''item'', the Heal Stone. It can be obtained from the 100% map completion chest on the first floor of the game, and it's an infinite-use healing item that recovers 50 HP, which is ''amazingly'' useful early on. By the mid-game though, 50 HP is nothing, so it becomes virtually useless.
* ''VideoGame/DestinyOfAnEmperor'' has Liu Bei, who while having far more Soldiers ([[CallAHitPointASmeerp Hit Points]]) than his allies, gains no Soldiers upon level ups. Luckily, given the way the game is set up, this is a convenience. There's a case of GuideDangIt PermanentlyMissableContent involving him, [[spoiler:however; he leaves upon an event after defeating all 3 Zhang brothers, after which you won't get to fight anymore enemies before the event. If you haven't leveled up to 12, kiss a certain Tactic goodbye, because he's the only person for long enough with the required Intelligence to learn it.]]
* ''Franchise/KingdomHearts'' has this going with most of the {{Guest Star Party Member}}s. Once you start revisiting all of the worlds in ''VideoGame/KingdomHeartsII'', the only really useful ones are [[VideoGame/FinalFantasyX Auron]], [[WesternAnimation/TheNightmareBeforeChristmas Jack Skellington]] and [[spoiler:Riku.]]
** Disney/{{Mulan}} and Film/{{Tron}} are the [[MagikarpPower exact opposite]]. When you first visit The Land of Dragons, Mulan's disguised as Ping. Ping has poor attacks, fumbles a lot and is generally a detriment ([[RequiredPartyMember but required to have on your party]]). However, later she drops the disguise and becomes one of the better fighters. Tron, on the other hand, was depowered prior to you meeting him, but after accessing the DTD, he's able to use his full power, including his LimitBreak, Setup, which is considered to be one of the most powerful in the game[[note]]it's only beaten by Captain Jack Sparrow's Bluff and [[spoiler:Riku's]] Eternal Session[[/note]]. [[spoiler:He gets a second upgrade through [[ThePowerOfFriendship the teamwork of the Hollow Bastion Restoration Committee]] much later on, which makes him one of the most powerful characters in the game]].
** Valor Form acts as a Crutch Power-Up. It's great early-game for dishing out powerful damage, but as you progress through the game and gain more useful Drive Forms and abilities, Valor Form's power is not as great anymore. It doesn't help that Valor Form has no way to defend or dodge attacks, and Sora can't use magic at all in this form.
* ''Golden Sun''
** ''VideoGame/GoldenSunTheLostAge'' has Piers, who joins the party at a much higher level, with good stats, several very powerful attacks, and decent healing spells, but has the lowest EXP progression in both games. Additionally, he has the stats of a physical attacker, but is stuck in the more mage-y classes, while you get a better healer near the end of the game, at which point he's basically just there for backup.
** ''VideoGame/GoldenSunDarkDawn'' has a straight and intentional version of this; in the very first dungeon, two heroes from the first ''VideoGame/GoldenSun'' join your party. They're AI controlled, but practically indestructable and deal massive damage (compared to your own characters at least), though they may not attack at all against lesser enemies. After the first dungeon, they kick you out of the house to fend for yourselves.
* ''VideoGame/EternalSonata'' has Viola, who is far stronger than the rest of your party when she joins. She is the first character to have a "heal entire party" ability, and by using manual aim she can head-shot enemies from a distance for incredible damage. However, her actual attack rate is quite low, so when Harmony Chains (and the need to rack up a lot of hits as quickly as possible) become more important to the combat system she loses a great deal of her advantage. This was exasperated in the UsefulNotes/{{PS3}} version where her movement and speed growth were {{nerf}}ed.
* ''VideoGame/DragonAgeOrigins'' has Dog, who is a potent melee damage dealer / tank in the beginning of the game. He starts off with "Dread Howl" one of the invaluable area of effect stunning talents in the game and later on can learn the ''very'' useful "Overwhelm" attack. Later though, his lack of threat management abilities, limited selection of talents, lack of bonus stats, and his somewhat lackluster unique equipment cause him to fall behind the rest of the party somewhat. However, he can be built to have high health to compensate for his lack of equipment, and one of his abilities, Overwhelm, is nearly game breakingly powerful, being able to kill high level mage enemies in one hit. Thanks to LeakedExperience, your other party members won't suffer for it either.
* Yoshimo, from ''VideoGame/BaldursGateII''. Encountered in the very first dungeon, he has excellent stats and is the game's only single-classed thief. Apart from Jan Jansen, is also the only NPC who can advance in thief skills. He comes with a plethora of powerful traps and a decent magic weapon. He is also TrueNeutral and fits into practically every party combination, with the only character who dislikes him being [[NietzscheWannabe Haer'Dalis]]. All in all, this makes him almost indispensable. [[spoiler:Halfway through the game he's revealed to be TheMole and leaves the party, conveniently leaving open a party slot for Imoen to fill up.]]
** Khalid and Jaheira are encountered very early in the game, are both very close to hitting level 2 and belong to very fast-levelling classes (fighter and fighter/druid, respectively) with indispensable early-game abilities, especially given that the nearest other healer (outside a PC cleric or druid) is either a) evil (Viconia) or b) at least six maps and plenty of encounters away (Branwen). The BattleCouple will happily carry you through Nashkel and chapter one, but in the late-game their stats are slightly less than optimal (both are rather poor offensively, Khalid has bad synergy between his weapon skills and build, and Jaheira has low armour class, wisdom and bad access to magical weapons). Khalid may even be seen as this for a series play-through, [[spoiler:as he's killed upon importing into ''Baldur's Gate 2''.]]
* In ''VideoGame/BarkleyShutUpAndJamGaiden'', after defeating the [[GiantSpaceFleaFromNowhere B-Ball Monster]], Charles Barkley meets Vinceborg, a robotic revival of Vince Carter, whose EyeBeams deal devastating damage to enemies. In fact, whereas Barkley might need two turns to bring a monster down, Vinceborg can defeat that same monster in a few zaps of his eyes. (Vinceborg gets ''nine'' zaps per turn.) His services might not ruin your other characters' experience gains, but once he leaves the party and takes his eye lasers with him, your party suddenly feels crippingly empty.
* Remilia in ''VideoGame/TouhouLabyrinth'', whose high stats are backed by a barren spell list consisting of one average powered single-target skill and one self-buff. Incredibly useful early on as one of the two only real tanks until about mid-way through the main game; fades to obscurity as stronger characters that actually have more specific uses join up. And of course, the longer you use her, the more skill points you sink in that becomes useless later.
** Remilia appears to be this, but she's a very powerful character up until the last couple of bosses in the [[BonusDungeon Plus Disk]]. Early on, she has by far the best damage output out of all of your characters, up through the 6th floor or so, even longer if you choose not to use Iku as your buffer. Her staying power as a first-slot tank wanes somewhat by the 5th floor, but you should definitely have [[StoneWall Meiling]] at that point, who is generally regarded to as the best tank in the game. A better example might be Eirin, who packs the only percentile healing spell in the game, and is one of two characters who is able to support Komachi well, but she severely lacks the attack power of practically everyone except Cirno, and the flexibility of other healers.
* Bleu/Deis from the first two ''Franchise/BreathOfFire'' games fits this trope well. When you first get her, she boasts superior magic power and high level (and is an outright GameBreaker in the second game), but eventually levels off with the rest of your party by the end of the game. Despite this, while she does become less powerful relative to the rest of your party, she never becomes useless. And while she can't fuse with shamans in the second game, she remains decent enough without them.
* Jacob Taylor of ''VideoGame/MassEffect2'' essentially fills this role during the first half of the game. Jacob automatically starts with [[GravityScrew Pull]] and his Ammo power unlocked, leading to him being the fastest character to gain access to Squad Ammo Powers and "[[FanNickname Warpslosions]]." But after a few hours of gameplay, you can recruit Grunt, who's vastly tougher and uses assault rifles instead of Jacob's weak pistols, gets Impact Shot instead of Pull (giving him an anti-Barrier attack), and the ability to use the [[{{BFG}} Claymore Heavy Shotgun]]. Add in other party members like Jack, Samara, and Zaed, who not only have better powers than he does by the midgame, they're also [[GenericGuy far more interesting to have around]], and poor Jacob just gets left in the dust.
* In the Dreamcast (and later Gamecube) adventure ''VideoGame/SkiesOfArcadia'', the [[AnimalNemesis Ahab caricature]] with a [[ArtificialLimbs metal prosthetic arm]], Drachma joins the team at a substantially higher level (considering the point in the game) and brings a new elemental affinity. Soon enough, he actually strands party, to rejoin them, and then leave, on multiple occasions. When he finally stays with the party, the other characters have caught up, and perhaps superseded him.
* ''VideoGame/LegendOfDragoon'' has Rose, who, while still gaining experience and being around the same level as your party, is a bit stronger and has more attacks than you have access to. However, she tapers off a little bit and many players often bench her in favour of other party members. She's still useful, just a bit OvershadowedByAwesome depending on who you chose to prioritize. In fact, it makes sense in a rather subtle way - She's the ''only'' party member who comes ''with'' a Dragoon spirit already, whereas pretty much everyone else had a "BadassNormal" period before acquiring their spirits. She's not becoming useless - you're ''catching up'' to ''her''.
** A case could be made for Rose ultimately averting the trope for a number of reasons, assuming she is not benched. The timing on her combo attacks is much less strict than the rest of the cast, making them easier to pull off and deal full damage with consistently. She'll also have her highly damaging Demon's Dance well before any other character masters their final addition. To top it off, one of, if not the best weapon in the game is given to Rose right before the final battle. By the end of the game, the rest of your party might ''still'' be playing catch up to her.
* Early in ''VideoGame/LegendOfLegaia'', when you take control of Noa, you are accompanied by a wolf who is indestructible and heals your wounds indefinitely during battle.
** An odd case in the sequel. Kazan joins fairly early literally 15 levels ahead of Lang and Maya, with a solid 3 more Art Blocks than Lang. He easily plows through all opponents for the next few dungeons, but levels up so slowly that Lang and Maya will quickly catch up with him. However, he remains a viable fighter for the rest of the game.
* In ''DungeonMaker'', after the first dungeon you get a pet Mimic Slime. It's great early on because it copies the stats of enemies, but while you get steadily more powerful, the slime does not, and eventually its stats will stop growing altogether.
* In the ''VideoGame/FalloutNewVegas'' DLC ''Dead Money'', Dean Domino, despite not being the strongest of the three companions, is easily the most useful. His companion perk allows you to explore the denser concentrations of poisonous clouds without taking damage (temporarily), which is essential if you want to find everything, and he's the only one with a gun. Since there are only three types of enemies in the DLC, only one of which can shoot back (and even then only five times), he's basically a killing machine if you're not boxed in. The only reason he isn't a total GameBreaker is because he (along with the rest of your companions) disappears about halfway into the main quest.
* ''VideoGame/{{Fallout 4}}'' has Codsworth, your [[RobotBuddy Mister Handy]] [[BattleButler butler]]. He shines early-game due to his buzzsaw and flamethrower which destroy most of the lower-level enemies in 1-2 hits, and being a robot he comes with natural armor. However, as he can't be equipped with armor or weapons like your other companions, his power and defence CantCatchUp as the enemies get stronger. With the Automatron DLC though, he can be modified and upgraded to be far more powerful.
* ''VideoGame/{{Wasteland 2}}'' features [[PreviousPlayerCharacterCameo Angela Deth]], a Desert Ranger veteran who helps you on your mission in hopes of avenging her lover, Ace. She starts out with a Level 7 weapon skill and significantly high stats in other areas as well, allowing the player to deal with early-game hazards much more easily. Naturally, she leaves about halfway through the first act to help with an important mission elsewhere, though by this point your characters are generally well-off enough to handle basic threats.
** The main problem in this case thus has less to do with her (significant) combat-prowess, and more to do with the fact that you're likely to have specialized her in several valuable skills - namely Brute Force and Weaponsmithing (and the somewhat-less-useful Hard Ass and Outdoorsman). Thus, her unexpected disappearance is likely to leave a large hole in your team's skillset until you're able to rectify it. (Exacerbating this is the fact that one of the very rare cases where you might need a high Hard Ass skill is RIGHT after she leaves.)
* ''VideoGame/{{Suikoden}}'':
** ''VideoGame/SuikodenV'' gives the player character Georg Prime, a powerful bodyguard who must, for plot reasons, abandon the hero soon after the main plot kicks in. And even before that, he's only available sporadically. By the time he joins for good, he's still one of the best physical attackers in game, but he's not ludicrously overpowered compared to the rest of the party. He's still rendered unavailable for the final battle, unless you are in a NewGamePlus.
*** From the same game, Sialeeds starts out as a useful ranged fighter/mage, but since she has only one rune slot, which is permanently equipped with a relatively weak Wind Rune, she gets less useful later on. [[spoiler:(This is probably the game's way of subtly discouraging dependence on her, so that her FaceHeelTurn about halfway through the game doesn't cripple your party.)]]
** ''VideoGame/SuikodenII'' has Jowy, the main character's best friend with which they can perform the single best unite in the game, and who gets the Black Sword Rune [[spoiler:until he betrays you and joins Highland, though he does come back for the battle against Gorudo later on]] and the more recent ''VideoGame/SuikodenTierkreis'' gives you Citro Village's best warrior Dirk for the first dungeon, who is several levels higher than Sieg, Marica, and Jale and does more damage, though once they start gaining levels, and become Starbearers, he is quickly outclassed. [[spoiler:He ends up betraying you, too. In an interesting variation, though, he betrays you BECAUSE he's a Crutch Character -- his entire complex boils down to 'they're stronger than me, it's all the fault of those books, MUST BURN'.]]
* ''VideoGame/HyperdimensionNeptuniaV'' has Nepgear starting off at level 10 while Neptune [[BadassDecay is back to level 1 instead of level 99]] thanks to her laziness. And that's not all: when she eventually rejoins the party proper at level 38 her STR stat is easily more than 300 points above the main cast at similar levels, essentially making Nepgear the single most powerful attacker in the game for a very, very long time. [[spoiler:And just when you thought all is finally well, the game abruptly kicks out the crutch from under you by forcing you to fight her and Vert in a 4 vs 2 bossfight which, unsurprisingly, is tough as nails even though your party has the advantage in numbers unless you have been grinding...]]This [[LeaningOnTheFourthWall trope was lampshaded by both sisters]].
* [[TeamPet NoLegs]] in ''VideoGame/EpicBattleFantasy 4''. When you first get [=NoLegs=], you have essentially no abilities that hit multiple targets at all; [=NoLegs=] can do so for free, and once you get the Knight's Helmet (which you do very shortly after), you can use this ability ''twice per turn'', without even using up a character's action. With all of this, [=NoLegs=] can potentially carry you through the first region entirely by himself, even at the hardest difficulty. The problem here is raw power; in the early game, [=NoLegs=]' attack power is very good, but there is absolutely no way to upgrade it like you can the other characters' weapons, so late-game [=NoLegs=] just translates to ScratchDamage compared to your other abilities, most of which by then can hit multiple targets anyway. On top of that, the Knight's Helmet carries elemental resistance penalties; in the early game this isn't a big deal, but in the late game, almost everything else is offering bonuses to your resistances and you'll want as many of these as you can get.
* Norah from ''VideoGame/ChildOfLight'' joins quite early, has good stats, levels up really quickly, and learns many very useful skills (Quicken hastes allies, Lull slows foes, Petrify paralyzes foes, Unstoppable prevents interruption, and Charm Time gives Norah a head start on the CombatantCooldownSystem). She's a great asset in the early-to-mid game until [[spoiler:[[FaceHeelTurn she reveals her true colours]] as TheMole and the BigBad's daughter, leaving the party forever]].
* ''VideoGame/TheElderScrollsVSkyrim'' allows you to make your main character into one: The Khajit race has claws that make mincemeat out of any enemy you'll encounter at the start. They are stronger than any sword available at the time and strike quite quickly as well. However, they have two drawbacks: Firstly, there are very few ways to upgrade their damage with more gear, with only a particular set of gloves found during a particular quest providing a boost at all. And secondly, in a game where your skills are upgraded by frequent use, there are one-handed and two-handed weapon skills, but no Unarmed skill. Thus, the claws stay at exactly the same power they started with, the XP you would have gotten drain into a black hole and when you finally switch over to another weapon, you have to train it up from the starting level. Ouch.
* ''VideoGame/TreasureHunterG'' has Red and Blue's [[BadassGrandpa grandfather]] along for the ride in the first dungeon. Unlike the boys he has unlimited movement range, unlimited HP, high attack, and his basic attack hits all enemies adjacent to him.
* Virgil in ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' starts out incredibly useful for the less combat-oriented character builds who may end up having trouble getting through the starting area (since acquiring any decent armor or weapons requires reaching a town first, and levelling up takes time). His melee skill is enough to fight the random animals you might stumble upon, plus he knows a healing spell. However, he never invests points into the Strength stat, and his magic doesn't get the same power boost dedicated mages receive because he only learns one spell colledge; this means that you'll be eventually relying on other party members for combat, and should you go the technological route, Virgil's healing won't be of much use for the main character.
* Raw weapons in ''VideoGame/DarkSouls'' are basically this trope in weapon form. Upgrading your weapons into raw weapons give them massive physical damage boosts, at the cost of not being able to scale to strength. With a few exceptions, raw weapons are typically best when you're relatively early in the game, but if you're playing a fighter-type you're better off eventually reverting it back to a normal weapon once your strength stat is leveled up enough, since strength scaling ultimately gives out better returns on damage (while non-fighter builds would be better off utilizing divine, magic or chaos weapons instead.)
* In the Mecha chapter of ''VideoGame/LiveALive'', you get the ''very'' strong Matsu and his arsenal of high-speed multiple-target attacks to help out your main character, who at the beginning is laughably weak with no decent attacks, for his first fight. You ultimately get Matsu back for the final mission (though not the final boss itself), but he's ''still'' incredibly useful just on the same tier as your character now.
* In Riza's chapter of ''VideoGame/TreasureOfTheRudras'' you get Garlyle in your party early on who, while not a Crutch Character in and of himself, comes equipped with the T-Decline machinegun which is not only stronger than Riza's basic attack but also ''attacks all enemies on the field''. You'll get a lot of mileage out of it before becomes so outclassed attack-wise that it's secondary ability is no longer worth it.
* Sharla in ''VideoGame/{{Xenoblade}}'' - early on she is a godsend with her healing abilities, as well as the fact that she is quite tanky and ranged. However, later on, it becomes better to just burn enemies down with damage over time effects and Sharla makes fights drag on too long with her lack of offensive powers. Sure, Headshot is ''very'' damaging, and the AI actually ''does'' usually wait to use it on dazed enemies, but it has a terrible cooldown.
* ''VideoGame/XenobladeChroniclesX'' has a late game example with the Excavator [[HumongousMecha Skell]]. It's the only level 60 Skell that can be made before the postgame, since its plans are obtained from completing Alexa's second affinity quest. It has improved stats compared to level 50 Skells, and is the first Skell that can equip level 60 gear. Once you do reach the postgame and other level 60 Skells become available, it becomes apparent that the Excavator is by far the worst level 60 Skell, since it has much lower attack, worse armor than even the [[FragileSpeedster light Skells]] even though it's supposed to be a heavy Skell, and is weak to Gravity attacks when all other level 60 Skells are resistant to it. The Excavator may be useful for finishing the final story missions, but it will not help if you want to take on the [[BonusBoss level 90+ Tyrants.]]
* ''VideoGame/XenobladeChronicles2'' has Tora. Early on, he's an extremely effective Tank character due to his high HP, but his continued usage is heavily hampered by the fact that he can't use any rare blades, and the only way to upgrade his own blade is by playing a minigame. Early on, this isn't a big deal because none of the other party members can fill his role in the party and only a limited number of blade are available anyway. But once the player obtains another character who can fill his role, his usefulness takes a dive. That said, it becomes a SubvertedTrope in the endgame and postgame once his blade's final form is unlocked, and with sufficient minigame grinding he can actually do more damage than anyone else at in the party.
* Even though she doesn't join for more than a couple of battles, Yamato Takeru in ''VideoGame/EiyuuSenkiTheWorldConquest'' is essential for surviving the battles prior to the unification of Japan.
* Teagan in ''VideoGame/UncommonTime''. She has the best HP and defense, making her useful for the early battles that mainly come down to damage races. However, she never gets very varied or impressive skills -- she gets no multi-target attacks at all, and in fact has the only {{Limit Break}}s that don't target all enemies. This ends up leaving her behind other characters who get more distinct specialties, and she's quickly outclassed by Alto for pure damage potential. She also spends the longest time outside of the party in Movement 2, so she's likely to be severely underleveled when she rejoins.
* Interestingly, ''VideoGame/GranblueFantasy'', a game where most characters are acquired at random, has an example of this with Yodarha. His charge attack, when timed right, deals an additional 999999 damage to its target. As awesome as this sounds, it's a drop in the bucket to most bosses past the first tier of Omega bosses.
* ''VideoGame/FarawayStory''
** Marinet joins at a slightly higher level than Pia and has a healing skill in order to make the starting dungeon a little easier, though Pia will quickly catch up.
** Ellevark defies this by not allowing himself or anyone else to act as a full-time party member until Pia bests them in a DuelBoss battle, under the rationale that relying too much on stronger allies is bad for her training.
* In ''VideoGame/{{Miitopia}}'', the legendary [[spoiler:Great Sage]] will join your team once you enter Karkaton, who has moves like Tower of Flame, which does triple-digit damage; and Panacea, which heals your entire party's HP; at a time your own Mage is likely still using Fire and Cure for less than half the effect. However, as a GuestStarPartyMember, [[spoiler:the Great Sage]] cannot gain any EXP and will leave the party shortly afterwards. He (or she) joins your team primarily because the protagonist is fighting alone at that point and, as there's a BossRush coming up, you'd likely be completely overwhelmed otherwise.

[[folder:Sports Games]]
* In ''VideoGame/ArcStyleBaseball3D'', Macho pitchers usually deal you good results in the early stages of Tournament mode... But their fastballs are soon hit out of the park by later teams. And then you're trailing by a lot of runs.
* Genzoh Wakabayashi in the Game Boy's ''Manga/CaptainTsubasa VS''. The boy has about twice goalkeeping skills Morisaki, your default GK, has, and can probably catch anything thrown at time. Problem: If you use him, he injures his leg and can't be used again for sometimes. This can be painful if you don't reserve him until you play [[ThatOneBoss Meiwa.]]
** Same applied with Sega CD's version. This time, his injury is scripted, so he's out even if you don't use him. Misaki also counts thanks to his Golden Comibination with Tsubasa, which allowing you to zip through opponent's defense within a minute. Both of them are gone for good after the half of the game.
* Endou Mamoru, the protagonist of ''Manga/InazumaEleven'' and its sequels, is very prone to this. Being the starting Goal Keeper of your team, he is capable of stopping almost every special shot early on, and will usually block or push normal shots throughout the game almost effortlessly (especially noticeable in the random battles occurring between matches). It's pretty much possible to win almost all of the games keeping him as the main goalie, but the big problems begin during the end-game bosses as well as the subsequent "Challenge Mode" competitions: not only he levels up immensely slowlier than his fellow team mates due to his initial strength, thus crippling his stats, his final special catches consume so much [[MagicPoints TP]] that you're forced to put him out of HIS VERY OWN TEAM.
** This is also a cause of him being one of the least used goalies in multiplayer matches, as skilled players know how to easily counter him using his elemental weakness (fire beats mountain), thus choosing either an end-game keeper or Tachimukai (the secondary keeper).
** To some extent, almost all of the starting members have to be interchanged with more powerful scouted players (or even opponents). The only exception probably lies in the Forwards.
** There are a lot of "fool's gold" players on the Connection Map in any of the games -- players with good stats for the levels they can be recruited at, but poor stat growths. This means that they become less and less useful the higher in level your team gets, unless you're willing to spend lots of FP training or equipping them. In regards to the above point about starting members, many players on the CM who seem like no-brainers for recruitment have significantly lower max stats than the guys on the default team.
* In ''VideoGame/MaddenNFL'', there will usually be a few players who, for whatever reason (age, injury concerns, off-the-field concerns) were not signed by a team in RealLife but are available in Madden as free agents in franchise mode. Usually these players still have relatively high overalls (80+) compared to those you can typically find as free agents in-season in franchise mode, so signing them will give your team an extra boost. However, if the player is older he may retire after only 1 season or, if not, will see his physical stats deteriorate as he ages. If he is oft-injured, he may not play many games for you before getting hurt. This was much more common in the late-90s/early 2000s Madden games as they lacked the ability to receive roster updates via the internet. More recent games (from the late 2000s on) will receive roster updates throughout the year to clear out players like this, but it still happens.

[[folder: Tabletop Games ]]
* The pen and paper RPG ''TabletopGame/{{Mekton}} Zeta'' has options for Rookie and Veteran characters. Veteran characters start with higher skills, but gain experience half as fast as Rookies. The Game Master's section even includes helpful advice on how Veterans tend to die or retire halfway through a series to let the younger protagonists take the lead...
* TabletopGame/DungeonsAndDragons:
** LinearWarriorsQuadraticWizards. Warriors at early levels can do more damage and won't go down in a single hit like wizards. However, wizards will eventually overtake warriors as they level up, ultimately making warriors good for little more than being meatshields.
** 'Advanced NPC' in 2nd Edition rules or in more modern terms 'The Over Powered NPC' -- a DM can run a pre-generated character who starts at least 3 levels or more higher then the party of players, has high level spells, equipment, abilities, skills, psychic powers, etc, and often leaves either early on, dies off quickly, or only helps to a point.
** The [[MagicKnight Mystic Ranger]] variant, found in ''Dragon Magazine,'' is one of these. For its first ten levels (and with the Sword of the Arcane Order feat), it's essentially a Ranger with casting on par with a Wizard (and no Animal Companion, [[FakeBalance but ranger companions are crap anyway]]). Once it's gotten fifth-level spells, it basically stops advancing altogether. Magic is so powerful that the Mystic Ranger will still be [[GameBreaker a cut above most classes]], but it remains one of the only characters to outright end its casting progression so early.
** The Sleep spell is one of the first StandardStatusEffects spells obtained, and it can end an encounter in a single turn. The problem? Sleep has a hard limit (four) on the number of Hit Dice it can affect. So it goes from taking down four 1 HD enemies to taking down two 2 HD enemies to taking down one 3-4 HD enemy... and once you start fighting 5 HD enemies, it almost entirely stops being useful.
** Enchantments or illusions are some of the strongest spells at low levels - enchantments for inverting UselessUsefulSpell and ending encounters with a single failed save, illusions for their massive versatility and potential YourMindMakesItReal effects. At higher levels, enemies immune to enchantments (undead, constructs, characters with good Will saves, the MindBlank spell) or illusions (True Seeing, blindsight, blindsense, good Will saves again) become a ''lot'' more common, and the two schools sharply drop off in use.
*** The beguiler, who specializes in both enchantments ''and'' illusions, tends to go through the same pattern. At low levels, it's strictly better than a wizard or sorcerer in most cases, being able to spontaneously cast off many spells in two good schools and also possessing a host of benefits (six skill points, casting in armor, better HD, trapfinding, cloaked casting). Around 10th level, the spell lists of the sorcerer and wizard begin to truly blossom, and most of the beguiler's advantages fall behind - it remains a competent class, but its inability to go beyond its standard list outside of the Advanced Learning feature (which grants, at most, five new spells) severely hampers it against even a specialist in its "good" schools. Notably, it completely lacks the Shadow spells, considered to be the best high-level choices for an illusionist.
** The truenamer takes this particularly far - due to [[ScrappyMechanic the way Truespeak difficulty scales]] (your bonus goes up by about 1 per level, the difficulty increases by 2 per level), [[LowLevelAdvantage a truenamer at low levels succeeds far more often than a truenamer at high levels]], with your success rate declining by about 5% every level. The only way to get around this is to use items, esoteric bonuses, or DM leniency to push Truespeak to the point where you ''never'' fail.
** A special kind of magic from a third-party 3rd edition supplement, chaos magic, allows a caster to create spells on the fly, what allows some really devastating effects, and associated classes have no daily limit except for self-inflicted damage for every spell cast. However, failing a cast (always possible on a natural 1) progressively harms the user in a random way, until their eventual demise if they fail one too many times, and [[DeaderThanDead no wish or miracle spell can do anything about it]]. A chaos mage is then ridiculously powerful but has a high risk of dying permanently from their repeated tampering into the forces of chaos.
** 3.x's Master of Shrouds is an odd case of this. It was clearly designed to be entered at around 7th level, but due to poorly done requirements, [[SequenceBreaking it can easily be reached as early as 4th by multiclassing]]. This allows you to obtain the features of the class around three levels before you're supposed to, including summoning undead that amount to a DiscOneNuke due to being incorporeal at a level where [[AIBreaker most enemies can't handle this]]. However, as you level up, your summons start to fall off in effectiveness despite the three-level advantage, and eventually, you get to the point where a pure-classed cleric would be able to simply create and control such undead permanently. Add in the caster levels you had to lose (both to qualify and to advance), and you begin to realize that the Master of Shrouds actually kinda sucks - once you're at high levels, it begins to work as designed, i.e. not particularly well.
** Several classes in 3.x were considered "front-loaded", with the majority of their benefits coming within their first five levels. For those early levels, the class would be dominant, and afterward, it tended to peter off; the traditional player response was to ''only'' take those useful levels and then jump out by any means necessary. The fighter was the most famous example: fighter level 1 gives full weapon and armor proficiency and a free combat feat, fighter level 2 gives another free combat feat, and fighter level 3 gives... [[EmptyLevels absolutely nothing.]] Time to find a PrestigeClass. But the Ranger really beat the Fighter at this in 3.0 edition. At first level, you got nearly everything from the Ranger class that was actually useful. From then on, you got nothing at all until you hit fourth level, at which point you got access to the Ranger's incredibly weak spellcasting ability. It was ''far'' better to simply take one level of Ranger, then switch to Fighter or Barbarian.
* Another example of this type of character is found in ''TabletopGame/AnimaBeyondFantasy''; a fantasy anime-style game based off [[EasternRPG JRPGs]]. As a GameMaster you can run a summoner, archer, sorcerer, or healer type as a temporary NPC who only lasts for the first six levels of new players or even adapted to over come a big nasty boss battle for one story arc.
* The tabletop sports/wargame ''TabletopGame/BloodBowl'' have the Amazon and Norse teams. Both teams start with all their players having one of the best starter skills (Block for Norse and Dodge for Amazons), which gives them a huge advantage out the box ([[TacticalRockPaperScissors though not when fighting dwarves]]). Once the team value start increasing and the other teams are able to buy their players Block/Wrestle and Tackle, they lose that edge against teams with higher innate stats and a clearer game plan. Norse and Amazons are both playable at high-TV play (if not as good at it like certain other teams), but odds are they'll never ''see'' high-TV play because savvy Norse and Amazon coaches usually intentionally keep their teams' value at a range where they're still competitive.
* ''TabletopGame/{{Warhammer 40000}}'' has a version of this thanks to its variable point sizes to govern armies and games. At starter levels (roughly 500 points, which in some armies is barely enough to field the required Leader and two squads of troops with maybe a special weapon or two) the inclusion of special weapons or a properly equipped LightningBruiser (like the Death Company for Blood Angels) can basically guarantee victory. By the time you get to "tournament" sizes (1500-1750 points) there are enough vehicles, special weapons, and elite special forces units that many of the strategies that may have turned a game into a CurbStompBattle in your favor will now see your entire force wiped off the table. In fact, some of the game's more terrifying Deathstar units are easily countered in larger point games as squad sizes reach their maximum and players can field a literal green tide of Orcs in response.
* In ''TabletopGame/{{Mordheim}}'', some warbands have warriors with good starting stats and useful skills but they cannot gain experience. For example, Zombies don't get stunned and are immune to psychology checks and poison while also causing fear; Rat Ogres have very high stats and cause fear; Trolls do the same but also can't get permanent injuries and can vomit corrosive bile over targets for a powerful armour-bypassing attack. These warriors are great for one-off games but in running campaigns their inability to gain experience will soon see them eclipsed.

[[folder: Third Person Shooter]]
* ''VideoGame/{{Warframe}}'' has this with any characters that specialise in direct damage abilities at the cost of utility effects, since enemy health and weapon damage scale better than ability damage. Some outstanding examples:
** Ember. ''Fireball'', ''Fire Blast'' and ''World on Fire'' are all straight-up damage skills which become useless rather quickly once enemies reach level 40; ''Accelerant'' somewhat alleviates this by stunning enemies and making them take more Fire damage from Ember.
** Oberon is supposed to be a JackOfAllTrades, but he's outclassed in anything he does. ''Smite'' has bad damage and the radiation status proc it inflicts (which causes enemies to fire on their allies) is outclassed by Nyx's ''Mind Control''; ''Hallowed Ground'' is patently useless once you start moving around; ''Renewal''[='=]s healing is outclassed by Trinity's ''Blessing''; and Nyx's ''Chaos'' is better than Oberon's ''Reckoning'' for crowd control, while ''Reckoning''[='=]s damage doesn't scale well to higher-levelled content.
** Ash. ''Shuriken'' and ''Bladestorm'' are pure damage abilities that lose luster at higher levels, but his only supporting debuff is the very short-lived stun from ''Smoke Screen'', the invisibility from that is also short-lived meaning it's not very useful for escaping or evading enemies, and ''Teleport'' requiring a target means it's also not good for mobility.
* ''VideoGame/{{Splatoon}}'' has one in the form of a weapon. The [[http://splatoonwiki.org/wiki/Aerospray_RG Aerospray]] [[http://splatoonwiki.org/wiki/Aerospray_MG family]] tends to get labeled this by the competitive scene. In Turf Wars, its insane fire rate and spread makes it great for inking turf, but people who tend to take it into ranked play are usually in for a rude wake-up call, where it's short range and random spread shots make most people who play it glorified target practice for anyone who using more confrontational weapons. Combine this with subs that don't make up for the weapon's main weaknesses, and you get a weapon that often underperforms in Ranked Battles.

[[folder: Turn-Based Strategy ]]
* [[TheBigGuy Max]] from ''[[VideoGame/NintendoWars Advance Wars]]'', who has more powerful direct attacks (almost every unit) at the cost of inferior indirect attacks (artillery); this will carry you through the first 10 missions or so. After that, you simply need indirect units too much and Max quickly falls to the ''worst'' [=CO=] category.
* [[BigBad Driscoll]] shows up to help you protect a mutual ally from terrorists in one mission of the SNES ''VideoGame/FrontMission'', and he brought his [[GameBreaker Game Breaking]] [[HumongousMecha Type 11 DS]] with him.
* Jagen ([[SpellMyNameWithAnS or Jeigan, depending on how you Romanize it]]) in the first ''VideoGame/FireEmblem'' game, a purple Paladin who is charged with protecting Marth, is the former TropeNamer. He had above-average starting stats for a character in the first chapter, but very low stat growths. His name has become a slang term in ''Fire Emblem'' fandom for similar characters -- nearly every game in the series has one, although they're usually not quite so useless later on, in which case they're usually called an "Oifey archetype". [[VideoGame/FireEmblemTheBlazingBlade Marcus]] in ''The Blazing Blade'', [[VideoGame/FireEmblemTheSacredStones Seth]], and [[VideoGame/FireEmblemPathOfRadiance Titania]] are seen in particular as being reasonable choices for taking all the way to the endgame.
** Other examples of flat out crutch characters are Arran in ''[[VideoGame/FireEmblemMysteryOfTheEmblem Mystery of the Emblem]]'', Eveyl in ''[[VideoGame/FireEmblemThracia776 Thracia 776]]'', and Marcus in ''[[VideoGame/FireEmblemTheBindingBlade The Binding Blade]]''. In ''The Blazing Blade'', he's actually a ''lot'' better. [[FridgeBrilliance And he's actually a lot younger too]]; in ''The Blazing Blade'', he was around Jagen's age.
** Furthermore, most games give you a powerful character early on who's already undergone his class change. These characters qualify as crutches for two reasons. First of all, while they can easily slaughter the entire army on earlier stages, they'll only get one XP for killing them, leaving the rest of your party under-developed. Furthermore, their stats are relatively low for their class and level. Second, basic characters get to level properly until the level cap of their class before changing class, earning more stat increases along the way. A common tactic is to take away their weapons and just use them to take shots.
*** Some characters manage to avert this - sometimes, a pre-promoted character may have good enough bases or growths that they remain feasible late-game. Some characters like Wolf and Sedgar in the DS games are prepromoted, but actually become MagikarpPower. (Low base stats, best growths in the game.) And in other games, [[VideoGame/FireEmblemTheSacredStones Seth]], [[VideoGame/FireEmblemPathOfRadiance Titania]], [[VideoGame/FireEmblemRadiantDawn Elincia, Sothe]], and [[VideoGame/FireEmblemAwakening Frederick]] act as this, but remain feasible throughout their respective games. In fact, Titania and Elincia are pretty popular picks for end-game in ''Radiant Dawn'', and Sothe is forced to come along because of plot. So you may as well use him anyway to make sure he doesn't explode in one hit, which is heavily mitigated both by the fact that he's the only character to ''[[GameplayAndStoryIntegration keep his stats]]'' from ''Path of Radiance'' as opposed to merely getting slight bonuses, and the fact that the Dawn Brigade kind of sucks, leaving them relying on Sothe's help (along with their better units, such as Nolan and Zihark) throughout.
** Shinon and Gatrie are two very effective units early on in ''Path of Radiance'', but leave early on in the game when [[spoiler:Greil is killed]]. While the player can get them back eventually, and they're about as effective as they were at the start of the game, it isn't for a long while (''especially'' Shinon, who's found [[spoiler:working for Daein]] in the last third of the game, and getting him back is a serious GuideDangIt moment).
** ''VideoGame/FireEmblemFates'' returns to a straight example with Gunter, a prepromote Great Knight with decent bases and atrocious growths who [[spoiler:leaves the party at the end of chapter 3 when Hans throws him into a chasm to his apparent death]]. [[spoiler:He survives and returns in the ''Conquest'' route, where he manages to become this ''twice''; the chapter he returns in is just you, him, and QuirkyBard Azura, and he will likely have to do a lot of the heavy lifting for that chapter (fortunately, his stats have improved in the interim).]] [[spoiler:He also survives and returns on the ''Revelation'' route with the stats he had when he left, but he manages to still be this because your party right then consists of your Lord character, a healer, and Azura, and it's extremely unlikely that either of those three will match his base stats when he does return, so Gunter (alongside maybe your Lord) will be your heavy lifter for the early part of Revelation.]]
*** Both games give you two others: Jakob or Felicia (depending on your Lord's sex), who are a bit odd for this archetype in that they're support units rather than the usual "beef tank with a silver weapon". They have a very average stat line for their class, but they're versatile healers with Hidden Weapons (rare for Nohrian units) that can apply debuffs crucial to deal with the higher difficulty. They also get early access to powerful endgame-level skills.
*** We have another unusual case with the main Lord, Corrin, or more specifically his/her Dragonstone and eventually the Dragonstone+. With a massive Mt of 14 and 25 respectively and the bonus of the early game enemies having low Resistance, they will OHKO anything you come across in the chapters where you get them, and the defense buffs will make Corrin invulnerable to many attacks for a while, but in the long run, the inability to double opponents will relegate them as purely defensive weapons and will get outclassed in almost any other case by the upgraded Yato.
*** ''Conquest'' also has Camilla, a textbook Oifey who arrives right when you notice how finite experience really is. Less so in ''Revelation''.
*** Another unusual example from ''Conquest'' is Niles. He is the only Nohrian class to use bows pre-promotion, but his class is actually this game's version of the thief, rather than TheArcher. As a result, a lot of players mistakenly assumed he was more of an archer, rather than a thief who ''really'' isn't suited for combat, and later on in the game, is probably best relegated to staff duty and [[MageKiller using his resistance to pick off mages]].
* ''VideoGame/TearRingSaga'', due to having LoadsAndLoadsOfCharacters, has several examples all in one game:
** Just before chapter 2, you are given the chance to recruit one of four new characters. One of them, Lee, is at level 15 (for reference, the rest of your party is around level 2 at this point) and has access to both attack magic and staves, something no one else is capable of, and is your first opportunity to get some attack magic (the next character with attack magic joins in chapter 5). His base stats, though, are rather low for his level despite being high at this point in the game, and his growths are ''significantly'' lower then most of the other magic users, so he'll usually be benched after better mages come around if he was even recruited at all (though he does give you a nice staff that can't be found anywhere else in the game).
** During chapter 4, you can recruit Raquel, who's a promoted archer. Raquel's bases and growths are fairly good, she learns a useful anti-monster skill after a few levels, and she comes with a strong weapon, but she has a crippling weakness: she cannot kill human enemies, and instead leaves them at 1HP. This weakness can only be removed ''very'' late in the game, and requires you to recruit an otherwise-useless unit back in chapter 2. Her Elite skill prevents this from cutting into her experience gains ''too'' bad, but she'll still level just a bit slower than everyone else. She'll usually only see a lot of use in monster heavy chapters, or when you want to weaken a strong enemy so that a weaker unit can kill it and get the experience for it.
** In chapter 5, you can recruit a Dark Knight named Zeek. Zeek has great base stats, is mounted, has decent growths, wields lances and axes, and has a support bonus with another unit named Kate. At the time he joins, your mounted units largely consist of mediocre fighters who only get weaker when they're forced to dismount, so he's useful right off the bat. [[spoiler:Late in the game, he betrays your party and leaves permanently, retaining whatever stats, levels, and equipment he had when you fight him as an enemy.]]
* Baldarov in the Genesis strategy game ''[[VideoGame/{{Langrisser}} Warsong]]'' (or Volkov if you're playing the original Japanese ''VideoGame/{{Langrisser}}''). In the beginning of the game, his level is maxed out and he deals far more damage than your allies and enemies, but by the fourth or fifth scenario most of your characters have caught up to him. He's simply there to absorb damage from the stronger armies [[spoiler:until he gets assassinated at the end of Scenario 5]].
* ''VideoGame/SwordOfTheStars''
** Zuul appear to be this at first. They have several advantages: Their ships start out cheap, faster both tactically and strategically and better-armed than most races'. They can take slaves, depriving an enemy world of population while driving up their own production. Having to [[PlanetLooters overharvest]] means they can build up early money fast. '''However!''' They are a subversion who hew much closer to DifficultButAwesome. See that page for more details.[[labelnote:Short version]]Zuul are UnstableEquilibrium the faction. That overharvest means their colonies are unsustainable, and they have poor chances at high-end technologies. Either they build up momentum and end the game quickly, or they get blocked and starve themselves.[[/labelnote]]
** Spacecraft built as missile buses can be this. Early on, missiles do more damage than anything else you have available and the early weapons are horrible at point defence, meaning a missile bus setup can easily wipe out brawler-types. As the game goes on, however, useful point defence and stronger direct-fire weapons become available, making a mainly-missile configuration less useful.
* ''VideoGame/TacticsOgre''
** Canopus seems like he would be an example of this. You get him in one of the first missions, he has decent movement, can fly, and does heavy damage. Subverted in that he never stops being useful, ever. He's amazing for the entire game.
** There's also Low's father, who doubles as ATasteOfPower. Since he's basically Low at his max level, he carries you through the first fight. He dies after the first level.
* In the ''VideoGame/SuperRobotWarsOriginalGeneration'' games, you have the Battleships that deploy all of your units-the Hagane/[[spoiler:Kurogane]] and the Hiryu Custom. At first, they're incredibly useful-in the Ryusei route of the first game, the Hagane is essentially capable of soloing most of the early levels. As the game wears on, however, their accuracy drops and their {{Wave Motion Gun}}s get eclipsed by some of the later mechs. They can still be used as fire support, and they generally have fairly useful support Spirits, but they're too valuable to be risked in combat (getting one destroyed is a Mission Failure), tend to run out of energy too fast for sustained engagements, and in general aren't as useful, combat-wise, as one more SuperRobot on the field would be. The fact that they can repair and rearm your units, however, means that you'll still be glad you had them.
** In the same game on Ryusei's route there's also Ingram. He's one of the better pilots you have early on, his default mech measures up well and comes with a powerful built-in weapon which makes him one of your harder hitters. Then about halfway through the game you get the characters from the other route and, though you have some more characters who outclass him, he is still good enough to warrant deploying him. Then [[spoiler:he betrays you and teams up with the bad guys to become many people's ThatOneBoss and you never get him back. You get to keep the Wildschwein though.]]
** Kyosuke's route gives us Sanger Zonvolt, '''THE SWORD THAT SMITES EVIL!''' with his fantastic stats, Grungust Type 0, useful skill set and always-critical-ing-Colossal Blade. Then [[spoiler:he betrays you too and becomes a boss. Then he comes back, although he's still just as good.]]
** Original Generation Gaiden seems to be rife with this:
*** Lamia Loveless is quite possibly turned into one. She appears for several missions in the beginning and is quite possibly the most useful characters to use (barring [[BadassNormal Kai]]). Then she and several others get captured and she's out of the player's control until the last quarter of the game, and while she still remains useful, you're given other GameBreaker like Ialdabaoth or the Compatible Kaiser that she might end up collecting the dust instead...
*** [[VideoGame/SuperRobotWarsAdvance Axel Almer]] and [[VideoGame/SuperRobotWarsCompact2 Alfimi]]. They only appear in several missions, they can't be customized except for the last two levels. Axel is a decent fighter, but as said above, your pool of GameBreaker at the point he can be customized could render him just mediocre (and unlike his game of origins, you can't put him in the aforementioned Vysaga, which he COULD use in the original game). Alfimi, on the other hand, is a class of her own not due to her kickass ability in battle, but her kickass Seishin set (you'll ''need'' them).
*** [[VideoGame/SuperRobotWars2 Shu Shirakawa]]. He helps you out rather early in the game and also pops in at one time when Axel-Alfimi are featured. When he does join you, his stats look really abysmal that he's often considered a dead weight if taken to the battle against Dark Brain. Then, per what he does in his origin, he betrays you in the final stage.
*** Interestingly enough, by ''[[VideoGame/SuperRobotWarsOriginalGeneration 2nd Original Generation]]'', the majority of them becomes MUCH more viable, as Lamia joins very early once the Masou Kishin section is done, and despite the nerf Vysaga got, she's still an all-rounder with either it or Angelg. Alfimi is pretty much the same (just make sure you collect your Skill Points). On the other hand, Axel and Shu flat out enter GameBreaker status since Axel joins mid-game, and while Shu joins later and instead stuck with Granzon, but more than makes up for his blunder (see [[GameBreaker/SuperRobotWars the SRW section of that for their details]])[[note]]Shu gets even more notorious once he's amped further in ''Dark Prison'' and even gets his nifty Neo Granzon[[/note]].
** Non-OG example, Daitarn3 in Alpha Gaiden is a wonderful tank and can move very far for a SuperRobot due to flight and it's alternate modes. However, as you get later on, tanking is very difficult. Not to say he's not a top tier mecha by the end, HE IS. But Banjo can no longer charge in blindly without expecting to have his HP bar go from 11000 to 2500 in a few hits, and his free attacks falls in 3 range, when the preferred range would be 4. Luckly, Banjo has shield defense skill, high SP and damage output keep him a must for the endgame.
** Another non OG example, and probably one of the best examples in the series to date, [[Anime/TengenToppaGurrenLagann Kamina]] in Z2 Hakai-Hen. He's got the best stats of any of Gurren Lagann's pilots by far, [[spoiler:but as per the series, he dies halfway through the game. And breaking away from the SRW tradition, his death is ''completely'' unavoidable.]] It's still pretty incentive to use him, though, because it also means raising Simon's stats.
** Alpha Gaiden has a really interesting example in [[Anime/GreatMazinger Tetsuya Tsurugi]], which is possibly the most bizzare example in the series. He is simmilar to Kamina (or rather the reverse since Tetsuya is made first), being basicaly the best pilot in his own team stats-wise. Great, his personal mech is an awesome unit. It has high armor, good movement, and powerful weapons such as the one shot Post movement Great Booster, Far range expensive [[ShockAndAwe Thunder Break]], a MAP weapon Thunder Break, and the post movement 4 range free RocketPunch that deals high damage, and its EN cheap stronger variants with 3 range all of which is enchanced by Mazinpower making it possibly one of the best unit in the entire game. Not only that, Tetsuya has "Gain" spirit command that basicaly makes him far above the others in term of level advancement, making the entirety of the early to mid game a total joke just by deploying and training him. However, he lacks Alert spirit command, which considering the late game bosses power in Alpha Gaiden, makes it hard for him to handle bosses and he suffers Anime/{{Daitarn 3}} tanking problems, but not as severe thanks to his better set of weapons. The story puts him on a conflict with the entire team, and implies that he will leave the team for good. And one of the midgame stages [[spoiler:pits you against him BrainwashedAndCrazy against Koji, and Getter team UNCOMBINED]]. So what makes him an interesting example? First, while he is not as powerful in the late game, he is so far above the entire team from the start, especialy in term of firepower that you'll end up using him anyway. Second, his MAP weapon is so useful against late game bosses that abuses the support defend skill. Third, and why he is so interesting as an example is the fact that unlike any other Crutch Character examples, he is so important in the storyline that you just CANT ignore upgrading him unless you want a hard time, and you actually get the most total usage out of him (in fact, he is the first character you control after the TimeSkip and barring routes shift, [[spoiler:he almost never leaves the party from there on]]), and despite how the story implies he will leave, he doesn't, in fact, all of the events caused by said implications makes him ends up more developed than any other character in your team. And thanks to his skills, no matter how you ignore him, he will easily catch up in short amount of time without any notable problems. In short, he is a Crutch Character that seems to do everything that a Crutch Character usually does, forces you to fall victim to this trope, and heavily implied to be a crutch, and he is made to be as fit as possible to looks like a crutch, yet by the endgame he ends up subverting this trope despite having done his crutch punishment at some point in the game.
** Surprisingly and ironically, the true Crutch Character of Alpha Gaiden? Anime/MazingerZ. Not the pilot, its the mech itself. It is basically Anime/GreatMazinger redux. It has nice weapons, good upgrade growth amongst SuperRobotGenre(1200 extra power, every other Super caps at 800-1000), and nice stats. Thanks to the implications, you might end up focusing on Anime/MazingerZ than Great as a close substitution. Oh and he gets upgraded in the endgame, which since its already so good, it seems that it would be really nice. Then why is it considered this? Anime/MazinKaiser. Mazinkaiser is so much better than Anime/MazingerZ that unupgraded Kaiser has a comparable raw stats to FULLY upgraded Anime/MazingerZ (which is basically near impossible in normal means) and did not share/inherits upgrade with/from Z. It has HP regeneration as well. Oh, and do you think the power-up will save him? No, its acquired in the same stage as Mazinkaiser making it basically pointless. Put it on Tetsuya? it lacks the MAP attack that makes Tetsuya valuable. Your other choice to put him is Jun who has lousy Melee stats, Sayaka whose spirit commands are more support based, and Boss, who despite having better melee stats than Jun, has rather bad stats overall, lacks a lot of essential Seishin and bombing capability is too good to pass on the remaining stages, thus making Anime/MazingerZ a mecha collecting dust in the base.
** The Delta Plus in ''VideoGame/SuperRobotWarsBX''. It comes with 5 upgrades in all stats when everyone else is barely upgraded, but it leaves unless it is unlocked as a secret.
** In ''VideoGame/SuperRobotWarsV'', the title goes to the [[Anime/SpaceBattleshipYamato2199 Yamato battleship]]. Anything it looks at, it destroys quite easily. It dodges things that it shouldn't be able to dodge and its weakest attacks can sink even ''mid-level battleships''. You get the Yamato as early as the second stage but as soon as players reach the eighth stage, players are in for a nasty surprise as the Yamato can't move and the SR Point is to not get it hit. Then after this stage, the Yamato disappears for quite some time until it joins you for good, though at that point [[GameBreaker/SuperRobotWars it's a different story.]]
** A downplayed example but [[Anime/BuddyComplex Dio Junyou Weinberg]] and his Bradyon is this for [[Anime/BuddyComplex Aoba Watase]] in his Luxon as Aoba starts ''VideoGame/SuperRobotWarsX'' at a low level with zero kills on his belt and only has the "Persist"[[note]]Decrease damage taken by 87.5% for one battle.[[/note]] spirit command for a large portion of the early game while Dio has both "Focus"[[note]]For 1 turn, hit & evade rates increase by 30%.[[/note]] and "Flash"[[note]]100% chance to evade the next attack.[[/note]] which both can share with the "Coupling"[[note]]At 120 will, if either Aoba or Dio cast Focus, Flash, Bullseye (100% chance to hit an enemy for the entire turn) and Intuition (casts Bullseye and Flash on self)[[/note]] mecha ability. However later on, Aoba is able to build up morale on his own with the "Spirit"[[note]]+10 will to self[[/note]] spirit command and can survive in the front lines while Dio will start to rely more on Aoba with Aoba's spirit commands and has a harder time to reach the morale thresholds needed for their CombinationAttack plus his combination attacks aren't post movement unlike Aoba's.
* ''VideoGame/DisgaeaHourOfDarkness'' has Laharl himself. If you [[OneManParty use him and him alone]], he'll remain several levels above any enemies he faces in the game proper, allowing him to steamroller through all opposition with far less grinding than it would take to make any other character useful. Unfortunately, he is less capable than a Divine Majin, and while he can transmigrate, he can't change classes when doing so, so he's at a disadvantage when LevelGrinding for the bonus content (which over half of any serious player's playtime will be devoted to).
** For the series in general, healers and defensive characters. They can be crucial for much of the game (the entire story mode for starters), but during all the post-game content Disgaea tends to turn into [[RocketTagGameplay an offense only affair]]. Basically at some point both your characters and the enemies will be doing so much damage that ''everyone'' dies in one hit, meaning defense is meaningless and healing impossible to even use.
** To some small degree, Prinnies. They are never particularly strong characters (WeHaveReserves is putting it lightly; they only cost 1 HL to revive), but have the unique ability to explode when thrown, damaging everyone around them. This can be extremely useful at the beginning of the game, when your characters have little in the way of wide area attacks available. But soon you will get area attacks that don't require sacrificing allies. Also the damage prinnies do when exploding depends on their hit points, and it won't be long before the amount of damage you can do with real weapons far outstrips this number (which is why the game eventually becomes mostly one hit kills, as described above).
* ''VideoGame/BattleForWesnoth'' has this in its flagship campaign. Most characters in Wesnoth start at level 0 or 1, and tend to max out at around level 3. One of the early characters in Heir to the Throne, Delfador, is a level 5 archmage. On the one hand, this means he can fry almost anything he touches in the early levels. On the other hand, he is already at his max level, so he makes poor use of XP that would be better given to your other units, enemies do get stronger as the game goes on, and losing him is an instant game over making it dangerous to keep him on the front lines. The game even [[PutOnABus finds places for him to vanish to occasionally]], probably to keep novices from making the later missions UnWinnable by mistake.
** The Orcish Assassin unit also falls into this category in that leveling it up is not at all worth the XP. The two abilities that make the Assassin worthwhile, [[ImprobableAimingSkills Marksmanship]] and [[UniversalPoison Poison]], are both had at the first level. All leveling an Assassin into a Slayer gives is a bit more HP, a longer attack sequence, and more XP for the enemy who manages to kill it.
* The cyborg recruits in ''VideoGame/XComApocalypse'' start off more resilient, accurate and courageous than any human or mutant recruit at the time of hiring. The catch? They cannot increase their stats by training and so quickly get left behind when the meatbags start getting the hang of things. The only trump card they have by the endgame is complete psionic immunity.
** The psionic immunity makes them incredibly useful in the early game, too, because a common early game enemy is the "Brainsucker", which, while easy to kill, moves quickly and permanently mind controls a character if they successfully leap on their head - and the most common early game enemy weapon is a launcher that shoots brainsuckers at people. Androids are not only immune to being mind controlled, but the brainsuckers will completely ignore their presence, rendering most early game enemies harmless. Relying on them too much in the "Brainsucker" phase of the game means your human and mutant units won't have the experience they need to take on the later game threats, however.
** Their predecessors, the HWP units of the first two ''X-COM'' games, have a milder version of this. They're faster, better armored, immune to mind-control shenanigans, and tougher than your rookies, but don't get stat increases and are 4 times the size of a person. And rookies only get to become supersoldiers by getting out and mixing it up with those xeno bastards, so one cannot rely on the HWP to do all the major work or you'll never get your troops to those OneManArmy levels of power (Also, losing a rookie is cheaper than losing a HWP). However, [=HWPs=] are still the best at a particular role; their lack of an inventory and immunity to psi-powers mean they're perfect fire-support platforms. They can carry more rockets or blaster bombs than any soldier, and you never have to worry about them panicking or being controlled into shooting your own troops with those explosives. And while rookies are easy to replace, late-game highly-trained soldiers are ''not''; the HWP's large size means they can be used as mobile cover.
* ''VideoGame/XCOMEnemyUnknown'':
** The [=SHIVs=], the HWP-equivalent. Faster, tougher, better-armed, more accurate than rookies with mind control immunity to boot, but lose out to highly-trained meatbags. Nevertheless, their usefulness is such that many strategies for Classic and Impossible difficulties involve rushing to get them out the door ASAP.
** Of the human classes, the Heavy. their first upgrade is the ability to fire a rocket that can often OneHitKill early-game enemies or destroy any cover they were hiding behind, and their second ability can be either Holo-targeting (an ally aiming at the same target as the heavy gets a +10 bonus to aim, useful for low-level units that have a low aim stat) or Burst Fire (the Heavy can fire twice in one turn if they don't take a move action, useful if you need to kill an enemy but miss the first shot). At later levels, the rockets lose some of their value as enemies become tougher and other high-damage weapons become available, and the Heavy's aim stat grows more slowly than other classes, causing them to miss a lot when shooting.
* ''VideoGame/WorldOfWarcraft'' has [[Franchise/{{Pokemon}} Pet]] [[SuspiciouslySimilarSubstitute Battles]] which fall into the TBS category, and they can be VERY prone to this. Due to the way the pet battle quests work, some people go from level 1-25 using the same three pets. By the time they reach Pandaria, though, sheer power doesn't cut it, so if your team doesn't have type advantages, (or, god help you, ''dis''advantages against them), then this can label all of your first three pets as Crutch Characters due to not being up to the task as opposed to more type-appropriate pets. Even worse is the fact that some pets, such as ones bought from the Auction House or gained through Trading Card Game loot cards can be level 25 when you first get them, [[DiscOneNuke and there is nothing stopping you using them on the first trainers.]] Well, apart from the fact that when enemies get strong enough to actually kill your single level 25, the game will completely turn around and [[LaserGuidedKarma bite you on the arse.]]
** [[CatharsisFactor Of course, your angry response to losing to a random wild pet in a pet battle can be to just hit it with your sword and watch it die in one hit, which makes it more tolerable than other mons series]].
* Pepper in ''Future Tactics: The Uprising'' is the only character in the game to have a Line of Sight and a Ballistic attack, both of which have unlimited ammo, which makes her more useful than every other character ''combined'' despite being a 12 year old girl. [[spoiler:[[PlotLineDeath The game takes her away from you very abruptly in a cutscene.]]]]
* Ragnus in ''{{VideoGame/Gungnir}}''. While it's not as noticeable on Basic or Advance, you're ''forced'' to use him on Nightmare ''and'' plan good strategies to win, unless you abuse the MercyMode feature.
* As of the fifth iteration of the series, ''VideoGame/{{Civilization}}'' has a few:
** The Aztecs' Jaguar Warrior unit is available at the beginning of the game, and dominates the jungles the Aztecs tend to start in, but is rendered obsolete with iron weapons. Fortunately, they keep their advantages on upgrading; just be sure to have plenty built before you hit the obsoletion point.
** The Huns are an early rush faction with deadly {{Horse Archer}}s and a BatteringRam that can one-shot rival cities, but by the Classical Era they aren't any better at conquest than any other civ.
** Polynesia's unique Wayfinding ability allows all of its units to embark on and cross oceans from turn one, where for everyone else embarking can initially only be used in shallow water, giving it a tremendous lead when it comes to settling islands and distant continents. However, this ability becomes obsolete as soon as a rival civilization discovers Astronomy in the mid-game.
** Persia's Immortals are Spearmen with an improved healing rate, which is useful for keeping your elite forces alive through protracted early-game warfare. The problem is that they become obsolete when you gain Civil Service, which most Persian players will want to get ASAP because the wonder it lets you build (Chichen Itza) works well with Persia's unique ability. ''Brave New World'' fixes this somewhat by placing Civil Service further up the Tech Tree, giving Persia significantly more time to build Immortals before they go defunct. Also, Civil Service lets your existing Immortals upgrade into Pikemen while keeping their doubled healing rate, so while you lose the ability to build more of them, the ones you have will remain useful for the rest of the game.
* In ''VideoGame/{{Dominions}}'', these are are called thugs. Powerful, easy to recruit single units that can cut a swath through the Independents of the world, but can't hold their own against late-game super combatants.
* ''VideoGame/ProjectXZone 2: Brave New World'' has the pair unit [[VideoGame/StreetFighterII Chun-Li]] and [[VideoGame/{{Tekken}} Ling Xiaoyu]]. Early availability, the first unit that permanently joins the party with a MAP attack that hits all 4 enemy slots, has a high movement, and can easily rack so many kills. Feed them too many kills however and the other party members will be left behind especially when the game will force players to use other characters. Considering some units don't even get their MAP attack till the plot gives it to them, those characters will really start falling behind.
* In ''VideoGame/MordheimCityOfTheDamned'', it could be argued that the Sisters of Sigmar are an entire faction of these. They can all equip heavy armour and large heavy-hitting weapons as standard and come with a lot of healing and support spells. On the other hand, their poor mobility, awful climbing and jumping skills and complete lack of shooting mean that advanced tactics like flanking, ambushing and overwatch are difficult if not impossible. The ultimate strategy for Sisters warbands begins and ends with rolling your fancy elite hammer-swinging, magic-slinging wall of pain up the map and killing everything that gets in the way. They're very powerful but overusing them will encourage a simplistic playstyle which would get any of the other three factions killed very quickly.

[[folder: Beat Em Up]]
* ''[[VideoGame/GuardianHeroes Advance Guardian Heroes]]'' has an interesting version of this. Throughout the game, you're pitted against the main characters from the first game, and upon beating them they lend you their soul, offering a massive stat boost. However, said stat boosts get taken away frequently (whenever you fight one of the heroes, first you have to beat them, and then the souls you've collected so far are taken away and turned back into the characters they belong to, and then you have to fight them all over again all at once) and in the final boss fight they're permanently taken away one by one, so if you aren't still leveling up these boosted stats you'll be in for a world of hurt.
* In ''VideoGame/HyperdimensionNeptuniaUActionUnleashed'', Uni is a victim of this. Early game has players use Uni, find a spot on the map and start shooting at whatever comes at her way just by holding the Square button. Very useful early game and quite a bit in the mid game, but when pitting her against bosses, she barely can damage them. The FinalBoss makes her even worse at that as the preferred range of attacking the boss is actually near her.

* ''VideoGame/LeagueOfLegends'' has "bully" characters whose main attribute is an ability kit with great base power but poor item-based scaling, or an ability kit designed to be excellent for early game laning but fall off in power as the game goes on. Competent bully players will capitalize on their early game strength to prevent the enemy laner from becoming strong and outscaling them while increasing their advantage(minion kills, champion kill, tower kills, objectives, etc) in order to set up their team with a favorable game that can be more easily won.

** Pantheon is the Epitome of early game power. His greatest weakness in the early game is the mana costs of his abilities, which is mitigated by a starting item. In the early game he comes in with high burst and can easily punish his opponents for getting close to kill minions, and trades well with his passive allowing him to dive underneath turrets for an attack, or block the next incoming enemy attack. At level six, he can use his 'Grand Skyfall' ability to flank his opponents from anywhere, allowing him to secure advantages for himself and his team. As the game progresses, he has moderate scalings into the late game, but falls off heavily due to most of his power being flanking and dueling opponents rather than the team-centric grouping that happens in the later parts of the game. Oh, and the laner he was supposed to make useless and crush by now has scaled and brings more to their team than Pantheon does for his.

[[folder: Non Video-Game Examples]]
* Ed's character arc in season 8 of ''Series/{{Scrubs}}'' [[PlayingWithATrope messes with tropes]] in a way that illustrates this trope. Ed starts out {{Brilliant But Lazy}}, satisfied with where he is. However, none of the other interns are. So while Ed is off trolling Lost fansites, the other interns are actually getting better to the point where Ed is left in the dust. [[spoiler:When he completely fails at bettering himself in Dr. Cox's eyes, Cox doesn't hesitate in firing him and replacing him with a better intern]].
* In ''Manga/KashimashiGirlMeetsGirl'', Hazumu is this for Yasuna until the end of the series. [[spoiler:Yasuna had a weird condition where she was unable to see men, then later it got worse when she also lost the ability to see women as well. But Hazumu, using ThePowerOfLove, manages to clear her selective blindness, and in the following OVA she rejects Hazumu yet again so that she could stand on her own from that point on.]]
* In ''Manga/{{Spiral}}'' [[spoiler:Hiyono Yuizaki, who was hired by Kiyotaka to constantly support his younger brother Ayumu. When Ayumu finally confronts Kiyotaka, Kiyotaka promptly kicks away the crutch by revealing she was his puppet the entire time in a gambit to make Ayumu fall into such a rage, he would murder Kiyotaka.]]
* ''Anime/DragonBallZ''
** Goku eventually begins to worry that he is a Crutch Character among the cast. He knows that, eventually, he will [[DeathIsCheap die permanently]], and if the other characters haven't become strong enough to cope in his absence that will be a huge problem. To that end, he starts training others up to his level, but the new villains inevitably are so overbearingly powerful that only Goku has the strength to beat them in the end. That and his successors tend to be lazy about training.
** Frieza is an extremely rare villain example. Because of how overwhelmingly powerful he is, most of his soldiers tend to rely on his strength to protect them and deter anyone from rebelling against the empire. Vegeta calls out Cui, Zarbon, and Dodoria for relaxing with Frieza and growing complacent and content while he fought on the front lines growing stronger. While those three remained relatively powerful, most within Frieza's army are only as strong as Raditz. Also, Cui and Dodoria did try to run to Frieza for help once Vegeta proved to be stronger than them. When Frieza is killed on Earth, his empire fell apart without him because none of his men had his strength or fear factor. The very premise of ''Anime/DragonBallZResurrectionF'' is that Frieza's henchmen, unable to sustain the empire without Frieza's menacing presence and overwhelming strength, brings him back to life.
* In ''Literature/HarryPotterAndTheOrderOfThePhoenix'' Harry winds up being this from the perspective of the Gryffindor Quidditch team. Ron has crippling confidence issues interfering with his ability to play keeper, not helped by the Slytherins' bullying strategy of singing a sarcastic idolization song painting him as Slytherin's greatest weapon because he sucks so badly. Harry manages to save the first game of the year from Ron's poor performance by catching the Snitch, but when he's banned from Quidditch due to the events after the match, the team is scrambling to replace him, Fred and George while Ron needs to improve quickly. [[spoiler:In the end, Ron does come through, and Gryffindor wins the Cup without Harry,]] and would do so again in [[Literature/HarryPotterAndTheHalfBloodPrince Book 6]].
* Shirou Emiya serves as this for the first part of ''Fanfic/FateRevelationOnline'' by assisting in the boss battles. [[spoiler:Because he's an actual magus and has experience in the Holy Grail War, he can ensure that the battles end quickly through brute force and ensuring that no unnecessary deaths occur.]]
* Many Logia fruit users in Franchise/OnePiece eventually suffer this. They all have the power of ElementalShapeshifting, which makes most of them NighInvulnerable and a serious threat early on. However, Haki is eventually introduced, which allowed users to [[PowerNullifier nullify devil fruit powers]] with their attacks much like sea prism stones do. By the time the Straw Hats get to the New World, everyone and their mother knows how to use Haki, so any Logia users who've become over-reliant on their NighInvulnerability [[BoxingLessonsForSuperman without anything else to fall back on]] are basically screwed.
* ''LightNovel/SwordArtOnline'':
** Kirito is [[NotGoodWithPeople not good with people]], being a discriminated 'Beater' (a portmanteau of beta tester and cheater created by characters that were salty that Kirito had advanced knowledge of the game due to having been a beta tester) under a disguise which guarantees [[OneManArmy he's far stronger than any other characters in the field.]] When he's recruited into the Moonlit Black Cats Guild, he only aims to be the party's Crutch Character and train them up until they're strong enough individually before leaving the team. [[spoiler:Unfortunately for him, when he starts to get attached to the team, the members pull a TooDumbToLive moment and get everybody ''[[SurvivorGuilt except]]'' the Crutch Character killed.]]
** He's learned a bit from this, as during his encounter with Silica, he joins her and leaves as soon as she successfully revives her dragon pet. They remain friends, but he doesn't form a permanent party or partnership with her.
* ''Franchise/SuperSentai'' and its adaptation ''Franchise/PowerRangers''.
** Doggy Kruger of ''Series/TokusouSentaiDekaranger'' and his American counterpart Anubis "Doggie" Cruger of ''Series/PowerRangersSPD'' forces the Rangers to see this trope in their respective series. After noticing that they're just hanging back and letting him defeat the MonsterOfTheWeek, he ends up sitting out a fight and telling them to solve it on their own.
** ''Series/MahouSentaiMagiranger'' has Miyuki Ozu, the mother of the FiveManBand and a powerful [[AnIcePerson ice magician]]. She manages to easily defeat a MonsterOfTheWeek on her own, can grow to giant size at will, is the one who gave the FiveManBand their powers and has knowledge that would probably solve all of the series' problems in no time. Because the series is probably aware of her status of Crutch Character, she is [[spoiler:seemingly]] killed off by the Dark Magician Wolzard in the second episode. Udonna from ''Series/PowerRangersMysticForce'' fills the same spot, but only loses her powers instead of being killed off.
* Similarly, ''WesternAnimation/ThePowerpuffGirls'' realize in one episode that the people of Townsville have become so reliant on them that they're even called in to help with mundane tasks. Thus when the MonsterOfTheWeek shows up, they sit back and force the townspeople to take care of it themselves while only offering advice.
* Averted in ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', as it tends to find some way to incapacitate the Alicorn princesses in order to prevent them from becoming this, as their powers could likely solve the issue in a few seconds. Princess Cadance was forced to uphold the force-field to keep Sombra out of the Crystal Empire while the Mane Six saved the day (though she got the killing blow), Princess Luna was forced to hold the dream together while the residents of Ponyville fought the Tantibus (though again she got the last strike), and Princess Celestia was... somewhere... when the Mane Six were battling Nightmare Moon and Discord.
* Belkar Bitterleaf, of ''Webcomic/TheOrderOfTheStick'', is in the category of "great early on, sucks against anything after." In his case, it's because he has great physical stats, including enough Strength to counterbalance being a halfling, [[DualWielding lots of attacks]] due to being a ranger, and he's [[TokenEvilTeammate far more bloodthirsty than his teammates]] and fairly cunning in battle, making him a OneManArmy when he has the task of slaughtering {{Mooks}}. However, his Wisdom is quite bad, meaning his ranger skills (traditionally including tracking, scouting, and spellcasting) besides DualWielding are nonexistent, and giving him few options besides slaughtering mooks. He also has a terrible Will save, making him easy prey for any enemy with MindControl, and his attitude means he often causes more problems in social situations than he solves. Altogether, it means he has the highest kill count of any member, but his record against equally strong opponents is pretty bad.
* Rhinox, of ''WesternAnimation/BeastWars'', started off as a powerful GeniusBruiser, but was also the only one who never got an upgrade. Over the course of the series, as he gets outstripped, his raw strength and firepower gets downplayed until he's almost completely in a mission control role.