A core member of the Competitive Balance lineup who does not specialize, and explicitly so. Strong but not The Strongest, Fast but not The Fastest. Good at everything, the best at nothing. His biggest strength is his lack of any glaring weaknesses, and biggest weakness is his lack of any remarkable strengths. He may have trouble dealing with characters whose skills are more extreme than his if they're allowed to press their advantages. In relation to two other common character builds, the Fragile Speedster is usually touted as great for beginners, the Mighty Glacier as for experts only, and the Jack Of All Stats as being an all around safe bet for anyone.
The Jack-Of-All-Stats is the baseline to get the hang of the controls; this character lacks the extremes that might trip up a novice. It is also a solid choice for advanced players who want the flexibility to exploit the enemy's weakness, no matter what that may be. Whether the character retains his usefulness as the player's skill grows depends on how much the game rewards versatility as opposed to pure power, but the Jack-Of-All-Stats is almost never the best character in any given game or a Game Breaker.
In games with multiple playable races, it is often the case that Humans Are Average and are therefore the Jack-Of-All-Stats race. It's common for humans to be a compromise, stat-wise, between the classic dichotomy of elves, who are graceful and fragile, and dwarves, who are bulky and slow.
Another strength that helps the Jack-Of-All-Stats is resistance to changes brought about by patches or Metagame discoveries that would reduce or remove the need for a specialist class.
See also Necessary Drawback, PVP Balanced, Always Someone Better, Humans Are Average, and Non-Elemental. Compare the Master Of All, who can do everything better, and Master of None, who does everything worse (basically the same as this trope except it works against the character). Often overlaps with the Standardized Leader. Compare The Red Mage.
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It seems that Mario is always the Jack-Of-All-Stats in every multiplayer game that he appears in, to the point that he was the former Trope Namer.
In Super Mario Bros. 2 (USA), Luigi can jump the highest, Toad is the fastest at picking up and carrying items, and the Princess can hover for short periods. However, they each possess a significant drawback as well; Luigi is again difficult to control precisely, Toad is a terrible jumper, and the Princess is exceptionally slow at picking up items. Mario, on the other hand, is the second best jumper after Luigi, the second best at picking up items after Toad, and his controls are very precise. He retains this pattern for Super Mario 3D World.
In Super Paper Mario Mario is the only one who can flip, so that most of the game has to be played through him, but still manages this. Bowser is bigger and stronger, Peach has a big shield, and Luigi jumps higher. Again.
In the Super Smash Bros. series, Mario is the Jack-Of-All-Stats (as he often is in spin-off games). He has decent mobility, is neither heavy nor light, does mid-range damage, and has mid-range launch power.
The DS version of Super Mario 64 adds 3 new characters with different abilities. Yoshi can't punch and has his characteristic flutter jump, Wario is the Mighty Glacier, and Luigi jumps higher, again. Mario stays the same as always. His land speed does seem to be the highest of the four, though it's not reflected in the manual which gives him two stars out of a possible three for everything.
The image at the top of this article is a screenshot of Mario in his standard kart in Mario Kart DS. Among all 36 karts available in the game, his kart's stats are the most balanced and closest to the middle.
Super Mario RPG has Mario as the all around party member by having balanced offense and defense physically and magically while speed is slightly below average. This is necessary, as he's the only character you must always take into battle; if he had more significant weaknesses, he'd become more Pick-Me-Up sponge than ally and leader.
Killer7 offers seven playable elite assassins through which players can freely toggle. Their resident Jack is Dan Smith, whose balanced attack, speed, waver and critical skills usually make him the players' weapon of choice. Every other character either moves or reloads too slow, aims slightly off or is prone get one-hit killed. Dan has no weaknesses unless scripted otherwise.
Pick a Lord of the Rings action game, and chances are Aragorn's gonna be the Jack-Of-All-Stats.
Out of the three playable characters in Gungrave Overdose, Beyond the Grave is the Jack.
Beat Em Up
In Streets Of Rage 2, Blaze has two stars for all her stats. She is perfectly average. Axel also becomes one in the third game, though there's no real Mighty Glacier character, only a Fragile Speedster and a character that is just plain odd and relies on multiple hit techniques and range.
In the original Final Fight, Cody is not as quick as Guy or as powerful as Haggar, maintaining instead a balance between speed and strength. His real specialty is his ability to stab enemies with a knife at close range without tossing it; the other two characters can only throw the knife at enemies.
In Teenage Mutant Ninja Turtles games, Leonardo. Second highest in range (after Donatello), speed (Michelangelo) and strength (usually Raphael is the strongest, but Donatello held the position in the original NES game).
Jack and Leo are the best examples of this in Anarchy Reigns. Similar to Ryu & Ken; Jack is stronger, while Leo is faster.
Captain Falcon in F-Zero. In the later games, all four of the vehicles from the original F-Zero become only mildly differentiated as the range between the Fragile Speedster and Mighty Glacier widens considerably to include dozens of new vehicles. An even better example is the super all-arounder Octoman.
Wipeout - In-between the raw speed of Qirex, the noob-friendliness of FEISAR and the high risk/high reward properties of Piranha, stands Auricom, occupying this place since 2097. In later games, this also includes the complete balance of Mirage with equal stats in all properties. Slightly averted in the Wip Eout HD Fury expansion pack.
In a curious case of the Jack-Of-All-Stats not being the character in the title of the game, Sonic & Sega All-Stars Racing's Jacks-Of-All-Stats are both Billy Hatcher and Amy Rose, whose cars have pretty middle-of-the-road stats. Sonic himself has high acceleration, average top speed, low handling, and crazy-powerful turbo.
In Crash Team Racing, Crash Bandicoot and Dr. Neo Cortex are the jacks of all stats for the Good Side and the Evil Side respectively.
Diddy Kong Racing plays it straight with Diddy, naturally. In the remake, Dixie joins him in this regard. Timber is also one.
Ryu and Ken from Street Fighter are the best examples of this when it comes to Fighting games. They aren't as Strong as Zangief, T.Hawk, or E.Honda or as Fast as Chun-li, Cammy, or Vega, or not as great in ranged attacks as Guile, Dhalsim, or Sagat. But since they excel in all of them it makes them the most balanced characters in the series. They are also the easiest making them great for beginners. Although Ryu is a Mighty Glacier compared to Ken. Ken is a Fragile Speedster compared to Ryu
Just like in Final Fight. Cody is also a Jack-Of-All-Stats .
In Godzilla Unleashed both the 90s (Heisei) and 2000 (Millennium) versions of Godzilla are the most balanced characters in the game in regards to their stats. The only difference between the two versions of Godzilla, in the game, is that one has a higher speed and/or attack than the other. King Caesar and Kiryu have the same and slightly better stats than Godzilla 2000, respectively.
Virtual-ON series: Temjin is not the king of ranged firepower, melee, speed or durability but it is good enough in each category to make it one of the best mecha in the game.
In many WWE video games, John Cena is often portrayed as a mild Lightning Bruiser. But in Smack Down!: Here Comes the Pain, a game released during his upper mid-card phase, he possessed a 7.5 out of 10 in every attribute, even strength!
In most Dragon Ball fighting games, Goku usually fills in this role, as well as Vegeta and Piccolo more often than not.
In the Dissidia: Final Fantasy games, the two closest things the Ensemble Cast has to main protagonists, the Warrior of Light and Lightning are both shining examples of Jacks Of All Stats. They move fairly quickly but not fast enough to be a selling point (like Onion Knight), their BRV damage output is middle of the road (as opposed to very high like Squall or low like Shantotto), their HP attacks are of moderate difficulty to land (as opposed to easy like the Cloud of Darkness or very hard like Prishe), they have ranged and melee options (as opposed to Ultimecia, the distance fighter, and Jecht, the melee machine), they can fight in both the air and on the ground (without being specialists like air fighter Zidane and ground fighter Firion) and are relatively straightforward to use (that is, lacking in gimmicks like Trap Master Emperor or Barrier Warrior Exdeath). And in Dissidia, this makes them very solid choices as while they lack big advantages, they also lack exploitable weaknesses in matchups and especially don't have to worry about the stage they're fighting on (more useful than it sounds—while sucky stages suck for everyone, some characters are severely disadvantaged by stage, like Kain and Phantom Train, Firion and Planet's Core, Zidane or Kuja and Omega Sky Fortress Bahamut, etc).
In the Soul Series, Mitsurugi falls under this with exact-center range, attack, and speed. It could be argued that the only reason that he's still in the game is that he's essentially the series's Mario despite being largely (entirely in later games) irrelevant story-wise.
First Person Shooter
The Master Chief from the Halo series fits this trope perfectly in-story. Whilst some of the other SPARTAN-IIs are superior to him in strength, speed, intelligence, marksmanship, etc., the Chief has the most balanced skill-set of the group outside of his second-in-command Fred-104, being good at everything rather than filling one specific niche. He's also the bravest and is a natural leader, and noted by Dr. Halsey (the architect of the SPARTAN-II program) to be the best of them all. Cortana chalks it up to something no one else ever saw but her: luck.
Rise of the Triad had five characters you could play the game with, one being fast but squishy, another being a tank but slower... Taradino Cassatt was The Jack-Of-All-Stats, as he was average in everything.
In Metroid Prime: Hunters, Samus herself becomes the Jack-Of-All-Stats. She's the only Hunter without a unique weapon (aside from the fact that her missiles can home), and her alt form's abilities are average.
The Soldier of Team Fortress 2, in spite of Valve's intent to avert this trope, is considered to be very well-rounded. He's designed for leading the offensive, but he's also vital for filling gaps while on defense. He has slightly below-average speed, slightly above-average health, and deals good damage at almost any range. His rocket launcher, the easiest weapon in the game to use, is designed for direct attacks at medium range, but its accuracy and explosive power allows him to improvise harassing at long range or saturation bombing until dedicated Snipers/Demomen can regroup.
A Pyro with a shotgun is an average speed, average health class with the most commonly appearing stock weapon (four classes out of nine use it, with the next most common weapon only appearing in two out of nine loadouts), reaching to medium range and doing moderate damage. Obviously not what the class was designedfor, but remarkable in that it manages to actually define an 'average threat' in a Cast of Snowflakes.
In Battlefield 3 the M16A3 (and its three-round-burst counterpart the M16A4) has a reputation for being almost a Game Breaker due to the fact that it has the best reload speed of all the assault rifles but is very competitive with all the other assault rifles at all other statistics. If you were giving scores out of 10 for horizontal recoil, vertical recoil, rate of fire, first shot accuracy, reload speed, damage, handling and any other stat you can think of it would have 9's across the board. It is competitive at any range.
If you decide to use an assault rifle in Modern Warfare's multiplayer, this is where you'll fall. You haven't got the long range of a sniper rifle, you lack the punch of a light machine gun and you're slower than most sub-machine guns. Despite that, assault rifles will do the job in practically any situation... just don't expect them to outperform other weapons in their designated roles (i.e don't expect to be able to pull out an AR faster than a SMG)
Left 4 Dead 2 of the 3 assault rifles the M-16 is the average of the three, it holds 50 ammo compare the Ak-47 40, and the SCAR 60, it doesn't do much damage as either of them, and has reasonable accuracy, its main advantage of the other two is that it has the fastest reload time.
In Hawken, the CRT-Recruit mech you start with is the most balanced class, with the assault rifle and TOW missile giving it decent firepower at all ranges.
In EYE Divine Cybermancy, players who evenly distribute their XP will be given the class title of "Equilibrium Lord", which will eventually change into "Gray Master" with enough XP. Additionally, the weapons that start out unlocked are all very well rounded weapons, though generally a bit boring. For example, the BOSCO sniper rifle offers a large 25 round magazine, the ability to One-Hit Kill most mooks with a headshot, is silenced, and is a lightweight and relatively short weapon, making it usable indoors - but the weapon is worse than useless against enemies wearing heavy armor, and cannot penetrate walls (or multiple mooks) like the other two snipers, the Hunting Machine and the TRK A.D..
The UN Peacekeeper faction in Sid Meier’s Alpha Centauri has no explicit advantages or disadvantages due to ideology as opposed to the other factions. Turns out, this actually can come in handy as they are extremely adaptable. Also, they are the least crazy. They have some subtle modifiers: they have an efficiency penalty (being modeled on the United Nations, they're a bit too fond of legalistic bureaucracy), can't be a police state, have happy citizens, can cram more people into small places and get extra votes at meetings. Nice abilities, small drawback (only one or two depending on whether or not you intend to be a ruthless conquering dictator). They're less obvious than any of the other factions' modifiers. The expansions factions are even less average.
In Master of Magic, the Orcs are the Jack-Of-All-Stats. Of the 14 races in the game, they are the only ones who can build every possible city improvement, they have no inherent bonuses or penalties that come with using them, and they have no exceptionally powerful military units (but no pathetically weak units either).
In Sword of the Stars, the Humans and Tarka come closest to being The Jack-Of-All-Stats. Humanity has the 'average' values in things like population growth, research rate and ship toughness, but their strategic star drive is unusual - highest numerical speed but often forces a roundabout route that a skilled player may be able to take advantage of. The Tarka, meanwhile, has the hyperdrive, the most straight-forward FTL drive, but are of a more industrial bent and their ships edge more towards Glass Cannon than humanity.
The druid in World of Warcraft is a variation on this. This class can transform into a range of exotic creatures, becoming a stealthy assassin as a cat, a tank protecting the rest of the group as a bear, a powerful nuking spellcaster as an owl...thing, or walking tree as a healer. Each form can perform roughly as well as the class it mimics, so it's not exactly Master of None, but generally with fewer "utility" abilities. A cat druid might have the raw DPS of a rogue but will not be able to keep opponents crowd controlled or constantly stunned as well as a rogue, a walking tree druid will have the raw healing power of a priest but lacks some key "panic buttons", and so on.
The Mocchi species in Monster Rancher is generally an entire breed of Jacks of All Stats— their stats are typically well-balanced, and they make a good beginner's monster. Due to the nature of the game, this may not always be to their advantage.
In City of Heroes, the Scrapper is probably the truest Jack of All Stats around; it falls neatly between the Blasters and the Tankers. For some mysterious reason, this results in 'Scrapperlock', which varies in severity from axe-craziness to omnicidal mania, depending on the player and whether or not the targets in question have pissed them off.
All of the villain archetypes in City of Villains fall into this to some degree in that they overlap with each other while many of the hero archetypes are overly specialized (aside from the Scrapper). While the hero archetypes tend to prioritize either defense or offense, all villain archetypes were designed with a emphasis on offense and then differing types of defense to back it up.
Most of the time though, the Jack of All Stats has traditionally been the Epic Archetypes. Peacebringers and Warshades in human form mix Attack (both ranged and melee), Defense, and Utility in fairly even amounts, and can become psuedo-Tankers or Blasters through special shape shifting powers. They even become more powerful depending on team makeup. (Peacebringers fill in weaknesses, while Warshades accentuate strengths.) Spiders and Widows have a mix of Melee and Ranged attacks (with the exact ratio depending on your career path), and have the ability to buff their allies to astronomical levels just by being there. A few Spiders and Widows can Cap a team's stats without even trying.
The Druid class in EverQuest was the Jack-Of-All-Stats among caster classes. The class was pretty good at fundamentals such as healing, buffing, and DPS, but not the best in any of these. Likewise they had some more specific masteries over movement and damage-over-time spells, but even in these the class was typically not the best. What Druids lost in specialization they gained in convenience at having such a variety of abilities.
The Human race in general in all Everquest games have completely average racial stats. They are intentionally the race by which all other races are compared to in terms of stats. In Everquest 2, they also happen to be the one race who has the most influence in the survivability of the other races in Norrath as well.
In Guild Wars 2, Celestial gear (and Runes of Divinity) are this, providing a boost to every stat. Most high-level gear provides a large bonus to one stat and a medium bonus to two others, while Celestial gear provides a somewhat smaller boost to all of them. The exception is Critical Damage, where Celestial gear provides as much as anything else in most cases. "Good for everything, perfect for nothing" is the general view of this.
The Ranger profession is this too - not as much damage output as a Warrior, nor as much survivability as a Guardian, nor as much support as a Mesmer or an Elementalist, nor as much control as an Engineer, but competent in all those categories nevertheless.
In EVE Online, the Minmatar "Typhoon" battleship is billed via the in-universe description as being versatile and fit to deal with most situations. In-game, it's a trashcan with a mix of slots (but still awesome).
In Dynasty Warriors Online, each weapon has different stat upgrade rates. There are a few weapons like this. Iron Halberd (Lu Bu) has surprisingly balanced stat growth for being the Weapon of Choice of the series's Dragon and, without modification, can dish out damage and take it quite well. The other weapons fitting this trope are Zhou Yu's Iron Sword (possibly the most balanced of the three, give or take a random stat bonus) and Zhuge Liang's Feather Fan (an unimpressive but useful support weapon with a PhD in beam spam and a minor in AoE). Those are the only weapons that you can get and build any growth from.
In Battlestar Galactica Online, while Multirole ships are Lightning Bruisers in their own classes in terms of stats, where customisability through slots is concerned they are only this. As an example, an Interceptor may have 5 Engine slots. The other two types have only 2. The Multirole has 3.
The League of Legends champion Mordekaiser has perfectly equal levels of attack, defense and ability power on his champion page.
Unfortunately, the bars are largely considered be highly suspect in practice to numerous players - Mordekaiser's most noticeable weaknesses are the lack of any innate crowd control or mobility options available to him, unlike pretty much every character in the game.
Cho'Gath is similar, being feared primarily for just how many roles he can effectively play on a team.
Irelia's play history has been very volatile (ranging from a Game Breaker to considered awful), with developers citing her retrospectively having nearly every kind of tool a character could be given save for being a ranged character likely playing a major part in this.
Described as "a ranged melee tanky DPS assassin mage tank support jungler. He excels at everything." in a joke spotlight, Lee Sin really is a very versatile champion with good base damage, mobility and utility that can be expected to be able to hold his own in many different environments with a high skill-cap that let him pull off some very impressive things with good hands using him. His major weakness is poor damage-scaling.
Kayle is perhaps the best example of this trope from the game. Like Mordekaiser, her power meters in all three areas are mid-range. Her kit includes armor shred, melee attacks, ranged attacks, physical damage, magic damage, burst damage, sustained damage, a slow, a speed boost, a heal, and an invincibility spell. She can play support, AD carry, AP carry, hybrid damage carry, bruiser, or tank. The only role she can't do is assassin, and her only real weakness is that she's not as good at any of those roles as the champions that specialize in one of them.
Gangplank is also notoriously versatile in his builds and his skill kit. He's got a single target ranged poke that can become a nuke if built for damage, an Ao E buff that's great for initiation or a disengage, a heal that can remove crowd control and debuffs, and a barrage of cannonballs for an ultimate that, because of its global range, can be used to help allies from anywhere with damage and a notable slow. He can be a bruiser, a ranged AD caster, a tank, a jungler and (as crazy as it sounds) a support. Like most everyone on this list, his weakness is that he can never quite reach the levels of efficiency that other, more specific champions do.
Taric is this when compared with other supports. He can do some crowd control, but not as well as Blitzcrank, some sustain, but not as well as Soraka, some buffing and debuffing, but not as well as Lulu. Taric's main distinguishing feature is a low skill requirement compared with other supports- two of his skills simply hit anyone nearby, while the other two are single target clicks.
In Sonic 3 And Knuckles, Sonic becomes the Jack of All Stats. Tails can fly, Knuckles can glide and climb walls, but Sonic is more well rounded, plus he can make energy shields do neat tricks like give him a second jump. Sonic does have one major advantage over the other two: When unshielded, Sonic is the only character who can hit spiked enemies from any angle, using his 1 second extended range attack. Players with good timing can completely ignore the intended weak points of each boss, particularly turning the Goddamned Boss of Carnival Night Act 2 into a ten second beat-down.
The wooden ball form in Ballance ballances, er, balances the two extremes of the paper and the stone form: it's light enough to be easily maneouverable, but heavy enough to manipulate some lighter mechanisms and move most obstacles quite easily.
In Bubble Symphony (Bubble Bobble 2), Bubblun is described on the selection screen as "The most average one of the bunch".
Planet Geolyte in Meteos, with average stats in everything and the easiest set of colors to work with. Naturally, this planet is the Earth analogue, whose appearance, inhabitants, civilizations, and cultures resemble those of Earth. In a truly rare instance, Geolyte is also a Game Breaker in Meteos Wars: Designed for beginners, it's very easy to clear blocks off the field. It's so easy, a sufficiently skilled player can cause bonuses to stack and loop around each other to entirely overwhelm opponents.
Arle in Puyo Puyo. When later games started differentiating types of Puyos between characters, Arle was assigned the most basic set by virtue of being the first protagonist of the series: All of Arle's Puyos fall 2 at a time. (All other characters can have 3 or 4 fall at a time.) This makes her the slowest character but the most consistent and thus easiest to practice chaining with.
Wheels, the main character, in Tetrisphere. His Speed (speed that the cursor moves) and Strength (speed at which one drags pieces) is right in the middle. In modes without a choice of character, you are Wheels by default.
Real Time Strategy
In the Dawn of War video game series, and also to a much greater extreme in the tabletop strategy game progenitor, Warhammer 40,000, the Space Marine race is the most balanced race of all, and many players consider playing Space Marines as both a rite of passage for newbies, who want a safe army to learn to play with, and a tactical crutch for veterans, who should know enough tricks of the trade to play one of the more specialized races.
On the other hand, the games avert Humans Are Average through the Imperial Guard, whose infantry units generally lean towards a ranged-Cannon Fodder style and really need support.
Since they are so balanced, they're a great equalizer when the skill levels of the players involved are vastly different.
In Warhammer Fantasy, The Empire generally fills the position of being well-rounded and rather versatile. Lizardmen are also sometimes described this way.
The Empire and Lizardmen are well-rounded and versatile as an ARMY, in that they can be selected and played in a variety of ways. Space marines are fairly rigid in basic army structure, but all of their units are so versatile that they are very forgiving to play.
In the Galaxy Angel gameverse, Lucky Star and Brave Heart are rather balanced Angel Wings, but to hammer this point home, their special abilities are lacking. Milfeulle's special attack, as befitting her infamous luck, is a generic Wave Motion Gun that tends to either hit straight-on or miss completely, and Kazuya's is, basically, to combine Brave Heart with another ship.
Red Alert 3 gives us The Empire of the Rising Sun. Unlike Guerilla / Technical Allies and Spammer / Brute Force Soviets, the Empire has many versatile mecha units, well-armored tanks, various infantry, the best navy of the game and overall good expansion abilities to back them up. Do note Red Alert 3 is gimmick-heavy so you still need to use their abilities often to win.
Command and Conquer 3: Tiberium Wars's factions are easier to define in terms of Faction Calculus, but in the Expansion Kanes Wrath, Sub-factions are available. The baseline factions: GDI, Nod, and Scrin may be considered the Jack-Of-All-Stats of each of the three armies, having a well-rounded arsenal in terms of their Faction Calculus without going to relative extremes in strengths and weaknesses. These primary factions have a great amount of strategies available for the most variety in game play.
For a simple example, the "Black Hand" is a Church Militant faction of Nod prohibiting access Nod's stealth technologies in favor of more overt "shock and awe" with more units that can be outfitted with Flamethrower technologies and a unique upgrade that changes their flames to a more-damaging blue flame. The "Marked of Kane" might be considered a polar-opposite of the "Black Hand", losing out on anything that shoots flames, in favor of greater ease-of-access to EMP attacks via trainable Cyborg infantry to conveniently off-set an enemy's numerical advantage in vehicles or disrupt an enemy's structure operations. The standard Nod faction is somewhere in between the two sub-factions, having access to a well-rounded arsenal including Flame-Troopers and Flame Tanks and stealth technologies, which enables them to flexibly switch between stealth attacks and harassing an enemy's base with flamethrowers.
Age of Empires II: The Celts. No wonder they're the civilisation used in the learning campaign.
Age of Empires III has the British. Their specialty unit is The Musketeer, decent at both close and long-range combat while being relatively cheap. They also get Settlers more easily and don't suffer from any Crippling Overspecialization in their unit selection. (contrast the Ottomans)
In terms of units themselves, Musketeers in the third game are very much this trope. They're your basic ranged unit, but due to their Bayonets they're pretty good in close combat too. (And in fact get an effectiveness bonus against Cavelry in melee) In later ages, however, it becomes clear that they're not the best at long range combat: their comparatively short range means they generally lose firefights to Skirmishers and even Longbowmen.
Starcraft has the Goliath ground walker unit for the Terrans. Good HP, starts off with modest armor, has decent DPS weaponry, has both ground and air attack power, has a good cost ratio for its combat value. In the sequel, Starcraft II, it is replaced by its successor, the Viking, which adds in some Transforming Mecha power that allows it to become an air unit on the fly.
Tzar The Burden Of The Crown has European Footman, a basic military unit available as soon as you get Barracks up. For merely 50 food it offers 65 hp(15 more than Arab Footman and 20 more than Ronin, Asians' counterpart). 6 attack(same as AF and one less as Ronin) and 3 defense(compared to 1 and none respectively). It has no weaknesses and deals bonus damage to Archers, Pikemen/Spearmen and Jihad Warriors. It should go without saying that they remain a backbone of any sensible European army through the game.
Alph, Cecille and Vanessa. Making three of them very versatile in battle.
In the second game, Roland, Althea and Fatima have high stat in every department, good AO and movement, and are neither a Glass Cannon nor a Squishy Wizard!
In third game, only two fit the bill: Heine and Anogia.
Depending on the version of Dungeons & Dragons, humans will either get no bonuses or penalties, bonuses that can be applied to any area desired, access to a wider variety of classes, or abilities that are useful to any character. As a result they can be decent at any class, but rarely excel at any of them. D&D video games tend to follow suit.
Gladius - The Medium class was one of the four classes (along with Light, Heavy and Animal) and fits the The Jack of All Stats definition to a tee. They had a rock-paper-scissors advantage over Lights.
In Golden Sun, Isaac (and to a lesser degree Felix, due to the less rigid roles the sequel's party members have) in his default classes is a decent healer, good attacker/meatshield, and good with offensive magic, while Mia, Garet, and Ivan are best restricted to doing just one of those in their default class.
Dark Elves in the Elder Scrolls games get bonuses to assorted skills with nothing common between them, making them Jacks of All Stats. Humans tend to specialise more in physical skills, with the exception of Bretons, who are more into defensive magic.
Spellswords are described as the Jack of All Stats among classes. Dark Elves make the best Spellswords according to canonical lore, and game mechanics support it with a good balance of their skills, making them the best suited from the earliest levels.
Since race/class merely makes certain skills level faster than the rest rather than determines which skills are available, many player characters of all races wind up as this—if a warrior casts some spells or sneaks around a bit, he can get pretty good at the mage and/or thief type skills too. Can go into Master Of All territory if the player employs efficient leveling.
Actually in Sonic Battle he is still a Fragile Speedster due his poor attack power and poor healing ability, Tails is more of an Jack-Of-All-Stats.
Although Dragon Quest games often make the main character The Jack-Of-All-Stats, the second game instead does this with the second member of the party. The main character in that game specializes in fighting physically (he is unable to use magic) while the third specializes in magic. The second member fights with a mix of both.
The Jack-Of-All-Stats of EarthBound is not (quite) the main character Ness, but Poo, who has a mix of Ness's strength and healing PSI plus one big attack, and Paula's elemental and status-effecting PSI.
Ninten, Ness's equivalent in the original Mother, is The Jack of All Stats of that game, having both Ana's healing PSI (but not her attack PSI) and Teddy's physical might. Which just goes to show how relative this trope is.
Roxas is undeniably the Jack of All Stats in Kingdom Hearts: 358/2 Days. A solid but average 5/10 in every stat makes him one of the easiest characters, and one of the most versatile, but not one of the strongest. Xion shares his stats (and weapon) exactly. And for good reason, since she's a replica of Sora.
Unlockable character Sora has 5 out of 10 in every stat as well. But Sora has much stronger weapons and combos. The combo finisher of Dream Sword (Zantetzuken) alone outdamages Lexaeus's. Which is necessary, given that you pretty much need 100% Completion to unlock him.
In the Geneforge series, creations of the Fire Shaping school are generally Jacks of All Stats. They have more health than the squishier Magic Shaping creations but less than those of Battle Shaping. All have both a potent Breath Weapon and a decent melee attack.
Interestingly averted with player characters; over the course of the series, the available types expanded to every combination of Competitive Balanceexcept for the Jack of All Stats.
In Persona 4, while the main character can technically be this due to the fact that he possesses multiple personas, it's his Number Two Yosuke that really functions as this trope since his abilities are a combination of strong Magic, good physicals and a useful buff with a decent but rapidly outclassed heal.
In Persona 3, Akihiko plays this role, with heals, debuffs, a strong physical attack with Fist Master, and strong lightning spells. That is if he isn't a quite literal Lightning Bruiser; due to the fact that his single-target physicals are the best of the eight party members, his support skills are tied with Stone Wall / Mighty Glacier Aigis for best, his magic is exceeded only by Glass Cannon Mitsuru and Fragile Speedster Koromaru, and his healing is tied with Mitsuru for third.
In Persona 3 FES, Metis fits the role better. She has no weaknesses or resistances, and has an assortment of strong physical, ice and wind skills. Her only downfall is her lack of decent support skills.
In Shadow Hearts, Yuri tends to be this role, although similar to Druids in World of Warcraft he has to shapeshift to gain these roles. In the first game, Halley really fits this role because he is like these all in one. However, he doesn't have the variety of Yuri, and his special attacks require a lot of MP. Yuri's final form is also like this, too but it's hidden for a reason.
Yuri is a bit of an outlier in that his shapeshifts are so good at their individual specialties that he winds up being less of a Master of None and more of a Master of All — just not all at once. He's either the strongest physical attacker or very close to it before bothering to transform, and his offensive forms are just ridiculous. His healing forms in Covenant are as good as anyone else before Blanca learns Arc, and Sandalphon in the original game beats Alice at her own purpose by a longshot while retaining offensive power.
Shania in From the New World has the same gimmick, albeit less...broken, which lets her teammates shine a bit better while she boosts whatever aspect you need.
Dart and Rose in The Legend of Dragoon. Both have decent speed physical and magical attack and defense stats, mind you, Dart leans slightly toward physical, whereas Rose leans toward magical.
Pokémon - Many Pokémon have the same (or nearly the same) value for all their stats. They can have above or below average stats, but they're not strong or weak, slow or fast...
Applies especially to Mew, Celebi, Jirachi, Manaphy, Land Forme Shaymin and Victini, who have base 100 in all stats. Arceus itself has 120 in every stat. And then there are Pokémon like Glalie and Phione, which have 80 all around.
Lots of Generation I Pokémon fit this trope to a T, not only having base stats across the board that all hover around 80 or 90, but also learning a wide variety of offensive and defensive attacks. Nidoking and Nidoqueen are the best examples of this; they both can learn a wide number of special and physical attacks (enough to cover about 13 of the 17 types in the game, and two of those were useless offensively), and have the stats to use the moves reasonably well. Though a bit more specialized move-wise, the starting Pokémon from Generations I and II also qualify.
Seismitoad in Generation V is very middle of the road, with a decent typing but a somewhat lack of moves, and almost all of its stats are close together.
Water-types tend to be these in general, having decent defensive stats along with decent offensive stats and offensive typing; only three types can resist Water, two of which can be countered by Ice-type attacks that a vast majority of Water-types can learn. As a bonus, it's one of only two types that can deal neutral damage to Steel. It's tied only with Dragon in terms of neutral coverage. Its only real shortcoming statistically is that Water-types tend to be on the slow side.
Kingdra. It's got a good defensive typing (Water/Dragon) with only two weaknesses, a double resistance to Water and Fire, and it's not weak to Ice, Electric, or Grass. Its stats are all right together, with a pretty good 95 in physical and special Attack and Defense as well as an above-average 75 base HP and alright (but low by metagame standards) 85 base speed that can double under the effects of heavy rain with the proper ability. And its offensive type combination is only resisted by Empoleon, Ferroseed, Ferrothorn, Shedinja, Marill, Azumarill, Cottonee, and Whimsicott (the last two are by retcon); of course, it can learn Ice Beam to at deal at least neutral damage to four of those.
Among the starters, the Water-type starters tend to be these, of course. They also tend to verge on either Stone Wall (Blastoise and Empoleon) or Mighty Glacier (Swampert). As is fitting with the Water-types' tendencies to be slow, none of them have base speeds over 78. The major exception to this is Greninja, which is the fastest Water-type of all and also quite hard-hitting.
The Shining Fighter in the Custom Robo series is the Jack of All Stats; average speed, effective in both land and air, you can basically equip this guy with about any weapons and he'll be effective. Fighters can actually be specialists depending on the other parts equipped; they just don't directly lend themselves to a particular strategy.
Clavats in the Final Fantasy Crystal Chronicles games that let you pick your race. They have moderate to good stats in everything, with no glaring weaknesses or strengths. Conversely, Selkies have quick charge attacks and longer range; Yukes have the fastest spell casting and can become intangible (but with low defense when not defending); and Lilties, the Cute Bruiser race in an already Puni Plush series, have the highest normal attack of the 4 races. Clavats have above average defense and moderately fast spell casting, but nothing special compared to the other 3, specialized tribes.
In Mass Effect 2, the Sentinel class. With access to both tech and biotic powers, but not the strongest of either, and decent but not exceptional combat ability (at least provided you picked a good ammo power as your bonus), Sentinels fare about equally well in all situations. They are also the only class with countermeasures for every kind of enemy protection (shields, barriers and armor) right out the gate. It gets even more versatile in Mass Effect 3, where every class can use all the weapons now, but only the Soldier gets damage bonuses with them all, and the weight system means that carrying too many will cause your cooldowns for powers to suffer. However, the Sentinel has mid-tier weight capacity (lower than the Soldier but higher than the Adept or Engineer), and Tech Armor makes helps durability greatly. In addition to this, the Sentinel has gained the very powerful Lift Grenades, and his tech powers are now even more capable of mezzing enemies and stripping their defenses (Cryo Blast hits through defenses and Overload, in addition to doing more damage against shields, can be evolved to knock down and paralyze enemies) whereas his biotic powers can now cause rapid biotic explosions with the Warp/Throw combo. So now it's equally viable to have Sentinel build that paralyzes, stuns, and cripples enemies with tech powers so their teammates can take them out, pelts enemies with rapidfire biotic explosions while ignoring tech armor and good weapons, goes out and blasts everything with high-tier guns and grenades while shrugging off damage, or more likely, a combination of all of the above
Miranda fulfills this role as well, being a Sentinel herself minus the Tech Armor. She's decent with weapons, has fairly good tech abilities, and is a competent biotics user. Her passive ability doesn't just boost her own stats, but adds a small bonus to the health and weapon damage of the entire squad. In Mass Effect 3, Kaidan takes over this role, having access to an assault rifle, biotic and tech attacks, and is the toughest character in the game.
Legion can be upgraded into this, once you've unlocked his loyalty power (which boosts his shields close to Nigh-Invulnerability) and bought his upgrade (which gives him a sniper rifle that deals more damage than any other gun short of the Shepard-exclusive heavy weapons). Combine that with his tech powers (which are second only to Tali or an Engineer Shepard) and you have perhaps the best general-purpose squadmate in the game.
Most Final Fantasy games have a Jack of All Stats, often the lead character. This character is typically near but not quite at the top of the heap in fighting ability and somewhere in the middle of the pack in magical ability, and any special abilities they have will be fairly general-purpose and not push them to the top of either of these categories. (Examples include Cloud in Final Fantasy VII and Vaan in Final Fantasy XII, and for somewhat more magic-oriented female variants, Celes and Terra in Final Fantasy VI. Lightning, from Final Fantasy XIII, also counts, having fairly high stats in all areas, allowing her to use any role effectively.)
In Final Fantasy I, the Red Mage class definitely fits the bill. They can equip quite a few different weapons, but not as many as the dedicated fighters. They can cast both white and black magic spells, but they don't get as many magic points as the dedicated wizards. Their statistics fall right about in the middle of the pack.
This also makes the Red Mage by far the best character for a Solo-Character Run. The Red Mage's access to both kinds of magic and lots of good weapons is a huge advantage that no other class shares.
Final Fantasy X has Kimahri, who is completely in the middle of the road in terms of stats. However, his path on the Sphere Grid is noticeably shorter than any other character's, meaning he can cross into other characters' paths, giving him a little bit of everything and making him a very versatile and useful character if raised properly.
On the other hand, Wakka also has fairly balanced stats, decent in about every category and with a much longer grid. What sets him apart are his unusual tricks that allow him to inflict status and his long-range attacks. If a character just needs stat-buffing in general, send them to Wakka's grid.
Knights of the Old Republic had three different Jedi classes: the Guardian, who focuses on lightsabers and combat; the Consular, who focuses on negotiation and Force powers; and the Sentinel, who seeks a balance between the two.
The Sentinel was actually, theoretically not supposed to fill the role of this trope. The Sentinel specialized in skills, which were almost pointless, since essential skill checks were few and far between, they weren't very important to pass and your party members were much better at them in most situations anyway. They were closer to Master of None as a result since their physical combat was only marginally better than Consulars and their force powers marginally better than Guardians.
Another example can be found in the game Phantasy Star IV for Sega Genesis. In it, the main character, Chaz, becomes the Jack of All Stats by the end of the game (and even by the middle) - he generally has the second best stats (By Lv. 99 he's reaching a value of the high 80s in every stat), second best healing abilities (NARES etc.), second best offensive abilities (NATHU) (unless you make him learn MEGID), various miscellaneous abilities (HINAS, RYUKA) etc. He's without a doubt the best and most powerful solo character in the game, although probably not the most useful.
Chaz's physicals (especially near the end) are far too strong to be a Jack of All Stats. The true Jack of All Stats in the game is Kyra, who can do almost everything, from healing to physical attacks to buffing, to debuffing to magically attacking to some degree, but never quite as well as the more specialized characters.
In Freedom Force, the Minuteman fits this trope, which is probably why he's the first character you get in the first game. He's not as strong as Supercollider, not as tough as Microwave, not particularly fast, and he can't fly. However, his basic mix of abilities makes him useful in almost any situation, making him more versatile than most characters.
Cheria tends to be the Jack-Of-All-Stats too, although she is a bit more slanted towards healing and magic than Hubert is. As a result; she has low physical attack (But has a very flexible attack range) and more heals but is more slanted towards working in a group, but because she's so flexible, she and Hubert are among the best characters to solo with in the game. (Next to Sophie who can also heal, and Asbel who is just so powerful he dominates everyone by style-spamming.)
Inazuma Eleven has Handa, whose stats are thoroughly average across the board and will remain roughly equal to each other as he levels up (unless you train a specific stat, of course). His short bio even points out the fact that he's a jack-of-all-trades.
The third game has Toramaru, who initially says his position is "anything but goalkeeper." His stats are also fairly even across the board, except his Kick stat is slightly higher and also grows a bit faster as he levels up. However, the story eventually reveals that he's actually a very talented forward, but he hides his talent because he's shy and afraid his teammates will think he's hogging the action. After he overcomes his shyness, he subverts this trope and starts to specialize as a forward, and the remainder of his hissatsu techniques are all shoot techniques.
In Fable II, the player character is this. The game's plot involves recruiting the three Heroes of Strength, Skill (marksmanship/agility/speed/etc.) and Will (Magic), who are implied to be the master of each discipline. However, your character is a rare exception who can learn all three disciplines, and given that he/she is descended from a near-demigod who could do the same, so by the end of the game, you can surpass the other three Heroes and master each discipline, shedding your Jack of All Stats status and becoming the most powerful person alive.
Frog in Chrono Trigger has a fairly good balance of Physical attack power and skills, water magic, and healing abilities.
Scias from Breath of Fire IV is very similar to Frog; Both are swordsman with a water theme (Frog's spells harness 'ordinary' water, while Scias uses Ice), and like Frog, Scias' skills are a fairly good mix of healing, water-based attack spells, and sword techniques.
One option in Kingdoms Of Amalur Reckoning when assigning skill points is to spread them out evenly between the Might, Finesse, and Sorcery skill trees. This eventually unlocks the Universalist destiny ("Destinies" in this game act like character classes, but can be changed at any time if the player has the requisite skill points in the applicable disciplines). The Universalist doesn't get the flashier special abilities given to other Destinies, but gets 20% bonuses to all attack and defense types, has skill point requirements for armor greatly reduced, and gains access to every weapon-mastery skill.
Medieval II: Total War has the Holy Roman Empire faction, and its strength is "strong all-around".
Riki from Xenoblade. He has the highest HP, third highest ether, third highest agility, and fourth highest strength out of the seven member cast, while his defenses can be equal to the others. He also has an art that can temporarily boost a random one of his stats by a huge degree, making it vastly exceed that of any other character for the duration (With the exception of strength, where Reyn can still beat him). This coupled with a potent heal and wide variety of offensive and supportive arts make him extremely useful in any team formation.
In Eternal Sonata, there are a few characters that are this. The main on-screen avatar Standardized Leader character Allegretto is this, but with something of a specialization in strength. Claves is also well-balanced late in game, but has high speed, while Crescendo is also, but with good HP and defense.
The DLC Gryphus Emblem F-22 in Ace Combat 6: Fires of Liberation breathes this trope. So much, that on the stat chart it looks like a perfect hexagon. The MiG-29 has also tended to be like this: a decent dogfighter with passable but nothing-to-look-at air-to-ground special weapons, eclipsed in both fields by the specialised birds, and once you get the proper Lightning Bruisers in your inventory there's little point in using the Fulcrum any more.
In the first game of the FreeSpace series, there's the GTF Apollo, a space superiority fighter that combines good missile bank capacity and durability with a high level of agility. It's not hard to see why it happens to be the very first fighter you start off in, since its combination of characteristics make it quite easy and forgiving to play with. Its main shortcoming is its slow default speed, although this can be partially overcome by increasing engine power output at the expense of guns and shielding.
The second game starts you off in the GTF Myrmidon, a newer space superiority fighter with six gun ports instead of the usual four. On paper, the Myrmidon seems to be a good overall fighter due to its above average firepower and balanced stats, but it actually suffers from being a Master of None. It can't carry the best anti-fighter missile and has a level of manoeuvrability that is only just better than most heavy assault fighters and bombers, making it a mediocre dogfighter at best. Moreover, due to its balanced stats, it can't do particularly well in the assault role because its durability and missile capacity are nowhere close to that of a true heavy assault fighter.
That being said, the Myrmidon is much more useful in multiplayer; turns out that it is compatible with the Helios, an enormously powerful anti-capital ship weapon that is normally only carried by the largest of bombers. Although the Myrmidon could carry the bomb in singleplayer as well, it is normally locked out of the loadout options for the missions in which the fighter is available.
Given the choice, most players would opt for the GTF Perseus, which is indisputably one of the best fighters in the game and a true spiritual successor to both the Apollo and the Valkyrie interceptor. It's not the fastest or most agile fighter in the game, but it manages to have a high level of both without compromising durability or missile capacity. In spite of its interceptor classification, the Perseus is a superb dogfighter and can be kitted out to perform multiple roles at once.
Kikuchi Makoto in The Idolmaster. Although proud of her dancing skills her skills are actually very average. For those unable to play the game, check out this video here. You can see how average she is at 1:53.
Destroyers in Battlestations Pacific, mirroring their real life employment. Fast enough to keep up with carriers and outrun cruisers, packing enough dakka to fend off fighters and bombers, enough guns to kill PT boats, depth charges to hunt submarines, and torpedoes powerful enough to kill battleships. A skilled destroyer player is a forced to be reckoned with.
In Mech Warrior Online, the standard 50-ton Centurion is even explicitly regarded in its introduction video as a simple and balanced generalist 'Mech, being middle-of-the-road for size, speed, firepower, and armor. It's even well balanced in its weapons profile, with a 10-damage long-range missile launcher for support fire, a 10-damage medium-range autocannon for skirmishes, and two 5-damage close-range lasers for brawls. Medium 'Mechs in general are viewed as middle of the road, an acceptable tradeoff between the speed and agility of light 'Mechs and the thick armor and firepower of heavy and assault 'Mechs. Midweight 'Mechs won't provide the greatest speed or the most power, but will have just enough of both factors to contribute meaningfully in battle.
In the X-Universe series, M4 interceptors among fighter craft combine good speed and agility with slightly above average shielding and firepower. They tend to be more ubiquitous than other craft below M6 corvettes. Among the technological scale of the races, Argon ships fit this trope as a whole, being neither good or bad in either area; Terran ships are the upscale variants of Argon ships, moving them more into Lightning Bruiser territory. The only drawbacks with Terran ships are the limited weapon selection and the scarcity of their weapons, which makes it particularly frustrating for their fighters and frigates.
Among capital ships, frigates tend to be the most balanced in general stats, combining the speed and agility of a corvette with the firepower of a carrier, in addition to having a balanced cargo capacity. The drawback of frigates is the somewhat lacking capability to mount certain capital ship weaponry, and one particular weapon compatible for frigates as well as the larger capital ships must be bought in a factory belonging to the local Space Pirates population, which the player might already have unfriendly relations with, thanks to the tendency to make enemies with them whether in or out of particular side quests, and their economy being in a sorry state.
"Hauler" ship variants straddle the line between this and Mighty Glacier. They trade off some gun power for a larger cargo bay and sometimes tougher shields. Particularly with the Teladi Falcon Hauler: said larger cargo bay often allows players to rig them as missile boats. Not only that, outside of combat, they also make good impromptu trading vessels.
Curiously the character was in a lot of promotions and trailers for 1080Avalanche, but was removed from the final release of the game. Ricky took his place as main character, but no one had balanced stats.
Snowboard Kids has Slash, with 2 stars in Speed, Corner, and Trick. Made even Jack-er with the 'All Around' board type, which has equal values in all three board stats. Shinobin is also a Jack, with 2.5 stars in his stats.
The Backyard Sports series provides a meta-example, as the reason the neighborhood kids are always overshadowed by the pros is that the pros specialize in their respective sports, while the neighborhood kids play many different sports.
Turn Based Strategy
Advance Wars has Andy, which has no effect on his troops, be it positive or negative, as well as a repair power that is useful for all units. In the reboot Days of Ruin, the closest is possibly Carter/Forsythe, who has no CO power and a universally useful (and friggin' huge) CO aura, or Isabella/Catleia, who also has a universal (and pretty fair-sized) CO aura and a universally useful CO power (+2 movement to all direct combat units, +2 range to all indirects).
As far as units go, Tanks. Not as fast as Recons, not as powerful or tough as their cousins (Medium Tank and higher), and not as cost-efficient as Mechs but still remain the dominant ground unit on small maps and are a staple of early gameplay.
Eliwood from Fire Emblem: Rekka no Ken has more evenly balanced growths than Hector or Lyn with the exception of slightly higher luck growth.
Across the series, the cavalier and mercenary classes are fairly like this, and several of the former are often given to the player fairly early in the story. (Its upgrade is also the traditional class of "Jeigans.")
Speaking of mercenaries, there is the "Ogma" archetype, which is a sword-wielding mercenary unit that starts out with balanced stats and above average/balanced stat growth and they usually come in early or middle of the storyline. They can promote into the Hero class, where they can use axes along with swords and balanced stat caps. Due to this, they are considered to be one of the best units to use in many Fire Emblem games by many fans. Several exmples of the "Ogma" include: the namer of the archetype Ogma (FE1/11), Dieck and Oujay (FE6), Raven (FE7), and Gerik (FE8).
Anima Magic in FE6/FE7/FE8 was more well balanced in comparison to the light and accurate but weak Light Magic and the strong but heavy and inaccurate Dark Magic.
Replace "Anima" with "lances" and "Light and Dark" with "swords and axes", and you've got the standard weapon triangle as well.
In Lords Of Magic, the Big Bad Balkoth is the Jack-Of-All-Stats, since he's a combination of the three classes of Lord, with the physical stats of a Fighter, the spellcasting abilities of a Mage, and the ranged attack of a Thief.
The Heroes of Might and Magic series generally treats the Human faction (Castle, Life, Haven etc) as balanced, not overly brutal with the troops or magic spells handed out in the Guild buildings. Then again, they're the ones with access to the Archangels.
Worms Revolution has four classes of worm: Soldier, Heavy, Scout, and Scientist. The Soldier pretty much plays the same as worms in previous Worms games, being slower and less agile but doing more damage than the small, fast moving Scout, while also being faster, more agile and doing less damage than the big, slow-moving Heavy.
Dungeons & Dragons - Humans are The Jack of All Stats. See Humans Are Average. In D&D, the Elf is the Fragile Speedster and the Dwarf is the Mighty Glacier. The Factotum was introducted in Dungeonscape as a deliberate Jack of All Trades character class, with access to every skill, a decent base attack bonus, some spells, and, at higher levels, the ability to copy class features from other classes. The problem with multiclassing is often that either the abilities have no synergy or, perhaps more problematically, that everything comes from different ability scores (melee from Strength, ranged from Dexterity, magic from Intelligence or Wisdom, etc), which nobody can max out all of. They solved at least the latter problem for this class by tying almost everything to Intelligence.
In Third Edition, a lot of feats and prestige classes are devoted to helping the base class abilities mesh better to be useful together. Anything from Arcane Strike, which allows a warrior/mage type to use magically augmented attacks, to Mystic Theurge and similar classes which allow a dual class spellcaster to retain enough potency to actually benefit from their diversity.
The Mystic Theurge is, somewhat ironically, the most balanced option between a Cleric and a Wizard. In order to qualify without using special feats or Prestige Class combinations (the Ur-Priest provides divine spellcasting of its own progression up to 9th level spells within ten levels, and is thus eligible for progression on the divine spellcasting side of the Mystic Theurge), a given character will need to lose a minimum of three caster levels (and thus spell level access) on both the arcane and divine side of the progression. Since the number of prestige classes that offer dual progression in this fashion is limited (and often more restricted), he will then need to choose between the highest spell level access on one side rather than the other, and lose some staying power on the process compared to a caster dedicated to one side or the other. In addition, it requires two high mental stats to use efficiently, balancing out its versatility (unless you go sorcerer/favored soul or wizard/archivist). (It IS possible to obtain both 9th arcane and divine levels AND do so with a single casting stat, but not both at the same time.)
Depending on which Domains they take, a 3rd Edition / 3.5 Cleric can serve as any role in the traditional Fighter, Mage, Thief party dynamic, as well as the fourth role of Healer, and probably fill them BETTER than the intended class - Clerics can be more effective combatants than a Fighter, Barbarian, or Paladin, better blasters/controllers than a Wizard, Sorcerer, or Druid, and better sneakers or point-men than a Ranger, Rogue, or Monk, and strictly better supporters than a Bard. It's been said, and all but proven, that a party of 4 Clerics with the right Alignments and Domains is infinitely more suited to any situation than a party of any other combination.
Pathfinder, with its Fan Nickname of D&D 3.75, unsurprisingly also has humans as the Jack race. They gain a +2 bonus to one stat of the player's choice, making humans as viable as any race in their field. Half-elves and Half-orcs were modified to make them Jack races as well. Bards and Inquisitors are both Jack classes, with Bards receiving upgrades to make them much more useful than they were in D&D 2-3. Bards in D&D 1 worked in a completely different manner.
The Pathfinder Rogue class is very much a jack-of-all trades class, with a variety of special abilities which can grant it minor spellcasting, extra feats, etc.
The Pathfinder Magus class. Though not as strong in direct combat as a fighter or as good a spellcaster as a wizard, it can do both fairly well being able to attack, do some battlefield control, some stealth. Normally, a fighter-caster has to choose between fighting and casting in any given round meaning their diluted abilities make them a Master of None and many spellcasting classes can't cast in armor but a Magus can cast in armor and can attack and cast spells in the same around (with a few drawbacks). The can also augment their magical weapons temporarily to help make up for their lack of combat prowess relative to fighters.
Some more 4th Edition examples: The Bard is now the only class with "unlimited" multi-classing. The "Essentials" Thief class receives the highest number of free skill trainings, with one more than the vanilla Rogue, and the so far unique ability to score a critical hit on skill checks for guaranteed success even with a low stat. There is a Paragon class named Jack of All Trades which is also skill focused. The Resourceful Magician Paragon class is a pure magic class, but combines some very different sorts of magic from base classes. The Half-Elf race are not quite equal to Humans in choice of dedicated career, but are better at being good at several things at the same time, and many of the game elements exclusive to Half-Elves contain the words "dilettante" and "dabbler." Where the Human has an option to further specialise in its own class with an extra class power, the Half-Elf has the option of an extra power from a different class.
Warhammer 40,000 has the Space Marines. Their 5th Edition Codex allows you to create almost any type of list you want. Want to head a small army of elite warriors? Take Terminators and Land Raiders. Want to lead a fully mechanized force? Put everything in Rhinos/Razorbacks. Like close combat? So do your Assault Marines. Prefer to shoot the enemy off the table? They have an app for that. Want to be a sneaky git? Take some Veterans and Infiltrate like a boss.
The Space Marines do have one advantage and one disadvantage relative to the other armies: even their most basic troops have great armor saves, but they have fewer soldiers per unit than most other armies, meaning they are almost always outnumbered by some margin. Also, as consequence of the metagame they also tend to be weak-ish in close combat, relying heavily on their armor and immunity to routing while other races can bypass armor or drown them in bodies.
Rifts, much like D&D, has Humans as the Jack-Of-All-Stats. They are the only class who rolls the same number of die (3D6) for every attribute, and get no special skills or abilities to start off with. Pretty much their only advantages are that they have almost no O.C.C. restrictions (only O.C.C.s made for a specific race are unavailable for them), and that if they roll a 16, 17, or 18 on an attribute roll, they get to roll a bonus die.
In Blood Bowl, most races' linemen have the standard stat spread of 6 MV, 3 St, 3 Ag, 7-8 AV, and no inherent skills. On a 'individual models' level, Amazons are the closest to this trope as *all* their models have the above stat block (7 AV) and the dodge skill. Empire teams fulfil this on a team level, being good if not great at all strategies (running, throwing and blocking), but their individual models have some deviations from the baseline and they have a Big Guy (the ogre).
Star Fleet Battles has the Orion Pirates, who have ships that range from the unremarkable to the rather flimsy, but do have two potentially devastating advantages (if used correctly): They can double engine power (at the cost of engine damage), and they can switch out some of their weapons for whatever is best for the target at hand. They aren't really much good at anything (except raiding minimally armed freighters), but you can get away with being mediocre if you can be mediocre at something your enemy can't handle at all.
BattleTech has this in medium 'Mechs, being neither the strongest nor the fastest, but providing enough of both to mean something. Some designs are basic all-rounders useful for almost any purpose and several 'Mechs are considered troopers, that is, able to fit into almost any lance assignment decently enough. In the early days of the franchise, the Wolverine was considered a trooper medium 'Mech, possessing a basic but capable array of weapons for long and short range combat, respectable armor, and decent speed and agility. As a result it could fill most roles with reasonable competence. It was fast enough to do well in scout troops, but was still tough enough to be found alongside heavier forces as support, or even on the line of battle. While it did not excel at any particular area, its utility was such that it became one of the best medium-weight choices of the era. Contrast the Master of NoneShadow Hawk, which was the same size and even shared a few weapons with the Wolverine yet did not compare in overall capability.
In Little Busters, Kyousuke isn't the highest in any one stat, but they're all very good. Riki, on the other hand, is more of a Master of None, having stats that could be best described as 'Kyousuke's but not as good'.
Anime and Manga
From Naruto we have Kakashi Hatake. He's practically the trademark of this...he's not the fastest shinobi (Naruto, Minato, and A comfortably outspeed him), the strongest (Naruto, Tsunade, A, and Gai outperform him here), the best with genjutsu (Itachi and Kurenai are better), or the best at Taijutsu (Gai, A, and Tsunade are better). Despite mastering 1000 ninjutsu due to his Sharingan, he's not the best in any element or clone use, and he's not the smartest (Shikamaru and Shikaku are smarter, Minato goes without saying), but he's got a balance of all these skills to be one of Konoha's best (if not the best) Jonin, Hokage Candidate, AND third general of the Fourth Shinobi World War.
Bleach: The databooks reveal that Gin Ichimaru, Byakuya Kuchiki and Toushirou Hitsugaya are noted for being good all-rounders with no weaknesses. They aren't the best in any one field, but they have no weaknesses and that makes them very proficient fighters. In-universe, Byakuya has been implied to be an all-rounder and both Aizen and Yamamoto have been stated to be all-rounders, in fact defeating Yamamoto's extraordinary proficiency in all areas becomes Aizen's overriding strategy when facing him in battle. Urahara may be the most established example of an all-rounder, however, having shown great proficiency in areas but with no known specialisation stated.
Baby Steps: The main character is skilled enough in all areas in Tennis so as to be able to adapt to any opponents style. However, it's pointed out that most characters have to have a few special weapons to capitalize on in higher levels of play. Eventually he discovers that his is control.
Hajime No Ippo gives a statistical breakdown of the Kamogawa boxers. While World Champion Takamura Mamoru has excellent stats in all categories, the Jacks of All Stats are Aoki and Kimura, who do not excel in any category. This is especially true of Kimura, who is noted as a stylish and effective boxer with no weaknesses, but also no strengths. Kimura invents a finishing blow to help him with this issue, but even still he is considered (and considers himself) the most balanced of the crew.
Subverted in Claymore; when hunting Teresa, the former Number One of the Organization, Irene conjectures that her nickname, Teresa of the Faint Smile, is because there are warriors beneath her who are better than her at individual skills, so the only thing noteworthy about her is the chilling serenity she displays in battle. She's quickly provenvery wrong.
Eren of Attack on Titan. He has no extraordinary skills, but still placed 5th in the top 10 of his squad.
Spider-Man is this to the super-heroes of the Marvel Universe. He's not the strongest, fastest or smartest, but his combination of strength, agility and Spider-Sense has got him through fights with the Hulk.
Superman can be considered the Mario of DC's upper-tier heroes. There are smarter (Batman), faster (the Flash), more determined (Green Lantern), stronger (Sodom Yat), and even more compassionate (Wonder Woman) heroes than Superman, but the fact that he excels in all these areas is what makes him DC's greatest all-around superhero.
Part of what makes Superman so effective is the way his abilities complement each other. His super senses allow him to detect danger far away while his speed and flight can get him there fast enough to act on what he detects (and in turn, those senses tell him where he's needed). His speed lets him use his invulnerability to protect others. He has both up close and long distance attacks. And his flight lets him use his strength more effectively and in more situations (for example, the Incredible Hulk would be hard pressed to lift an aircraft carrier out of the water even though he's strong enough to lift that much.)
Captain Marvel is, point-for-point, an exact match in all abilities for Superman (minus not having Heat Vision and Freezing Breath), but completely lacks Supe's weaknesses (Kryptonite and Magic). So, while you have a case of having TWO Marios of the DCU, Superman still comes out as the leader of the DCU because of one very important quality: Superman has the charisma of a leader. He also lacks the sensory powers that allow Superman to so effectively protect so much of the Earth.
Batman could also be seen as the Mario. He's not the strongest, fastest, or the smartest, but he has enough of this traits to get him through battles with people like Solomon Grundy, Prometheus, and Bane.
He's also this when you compare him to his bat-family. Specifically: Dick Grayson (Most Agile and the better leader), Tim Drake (Best Detective and Strategist/Tactician), Barbara Gordon (Best Spy/Information), Cassandra Cain (Best Fighter), Stephanie Brown (Best People Person). Nevertheless, the combination of all of his talents still makes him "The World's Greatest Detective".
Wolverine is this in the X-Men. He's always one of the fastest, one of the strongest, one of the smartest, and one the most durable of its members no matter which team he's on.
I don't know that Wolverine can be this and "The best at what he does" at the same time.
Marvel's Triathlon/3-D Man has abilities three times what a human in peak condition would have. Thus, he is three times as strong, three times as fast, heals three times as quickly, has senses that are three times as acute, etc. None of these things matches the top-tier guys in each of those areas (Say, Hulk, Quicksilver, Wolverine, Daredevil, etc.) but putting it all together makes him pretty potent.
Joe in Idiocracy. The Army Researcher's powerpoint shows that Joe's stats are so average he's exceptional in how average he is.
The X-Wing fighter in Star Wars. It's fast, but not as fast as the A-Wing or TIE fighter, it's got weapons that are effective, but no match for a dedicated bomber like the B-Wing or TIE Bomber, and its shields are on par with the older Y-Wing while sharing none of its disadvantages. This is one of those cases where lack of weaknesses is a strength; notably, X-Wings were the only fighters to survive the Battle of Yavin. The Imperial equivalent is the TIE Defender, but its expense ran contrary to the preferred Imperial strategy so it was never widely used.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."
Westley in The Princess Bride beat all the best, but every single time the best is stated to be at some form of disadvantage (using the wrong sword, specialized in fighting groups etc.). Being second best at everything works if you are never on even footing.
Corwin of Amber is this, mostly. He's strong, but not so strong as Gerard, a great swordsman, but not so great as Benedict, Familiar with Magic, but not so much as Brand or Bleys, Cunning, but not so cunning as Caine, and a great leader, but ultimately not so great as Random. This is contradicted in the Role Playing game, where it's pointed out that Corwin had the best Endurance: After his brother put his eyes out and threw him into the castle dungeon, he regenerated them through sheer willpower, drew a Trump on the wall, and walked out of the prison.
Bleys is called this in the RPG. Ranked second or third among all the siblings in all or nearly all of the stats.
Harry Potter: Being the Smart Guy of the Trio, Hermione Granger is talented and knowledgeable in nearly all subjects, except Defense Against Dark Arts, which Harry is best at.
Academically, one could say Harry is this. While Ron isn't exactly unintelligent, his laid-back nature has shown that he's not the most book-smart of the trio. While next to Hermione, Harry looks positively book-dumb(of course, that's like saying the 10th-ranked member of a graduation class looks book-dumb when compared to the Valedictorian), he still rivals her in most subjects, earning Es(the second-best grade one could get) in most subjects, including his least-favorite one of Potions, while outright besting her in Defense Against the Dark Arts. If there were some sort of ranking system in Hogwarts academia, then Harry would definitely be a cut above the standard.
Hufflepuff is this for the four Hogwarts Houses. While they're defined by hard work and fair play, this same ethic makes them good enough in other house specialties(bravery, ambition, and smarts) to hold their own.
Live Action TV
In the Red Dwarf episode "Gunmen Of The Apocalypse", Bret Riverboat, Lister's character in the Western VR game Streets of Laredo is the Jack-Of-All-Stats, with stats of 100 across the board. Since the others just happen to have stats that reflect their real characters (Cat is The Riviera Kid, with a high Charm, but low Intelligence, for example), this may indicate that Everyman Lister is himself the Jack-Of-All-Stats.
It may also have represented Lister's mental status: his personal hygiene issues aside, he's the most content with who he is out of the main cast. Next to the Cat's vanity and Rimmer's insecurity, his only real delusion is the idea that he can play the guitar (he really, really can't).
Heisei-era Kamen Rider series tend to make the starring Riders Swiss Army Heroes, and their default forms are usually the most balanced ones.
Played with in Kamen Rider OOO due to his extensive Combo Platter Powers. When compared to other Riders, his default TaToBa Combo form is comparable to other Jack-of-All-Stat Riders. However, it's a combination of powers from different categories, and any such combo comes off as a Master of None when compared to a matching set. It's the first full set he achieves, GataKiriBa Combo, that appears to be the true Jack of OOO's forms.
"I can play at Tafl, Nine skills I know, Rarely forget I the runes, I know of books and smithing, I know how to slide on skis, Shoot and row, well enough; Each of two arts I know, Harp-playing and speaking poetry."
Chris Jericho has been said to have very evened attributes. He is an adept high-flyer, a decent brawler and well-versed in technical submissons. He has an average build (not too big, not too small) and average speed/agility. Throughout his career, he's been seen to have bested the best, and has been bested by the best.
In terms of the Big Man-type wrestlers, The Undertaker fits this to a T. There are larger big men(The Big Show and the Great Khali), stronger big men(Mark Henry), faster big men(Vader), and more agile big men(Kane) in the business. Undertaker, however, is good at each category.
Archer of Fate/stay night. Able to create lesser copies of Noble Phantasms for melee or spamming and imitating the skills of their owners, in addition to a natural talent for archery, he is capable of defense and all ranges of combat, but doesn't specialize in any particular one like the other Servants.
Lion-O from Thundercats is the second strongest (after Panthro) second fastest (after Cheetara) and the second most noble (after Tygra).
Aang from Avatar: The Last Airbender . He can control all 4 elements, but he is not the best with any of them, except air, since he is the last one alive.
To be clear though, he is still a child and new to all 3 other forms of bending (the entire series taking place over about 3/4 of a year). Once he has had more time to practice and master them, it is expected that he will in fact be a master of all 4 and capable of outshining individuals from any school in their own specialty. While Toph and Katara both demonstrate mastery of their own schools which may edge out the inexperienced Aang at times, they have both been practicing those skills all their lives (also, Toph is explicitly an earth-bending prodigy while Katara is stated to be the most determined and hard-working student her water-bending master ever encountered).
It has to be mentioned that Aang is a borderline case at best, since he is also the most powerful bender alive. Even without the Avatar State.
Aang was a prodigious airbender even for avatar standards: he was already inventing new bending techniques without having any formal training or finding out he was the avatar.
His successor Korra is this as well, proficient in three elements (all four since the Book 1 finale) but lacking access to advanced and specialized techniques like metalbending, bloodbending, or lightning generation. This seems to be par the course for Avatars in general.
Optimus Prime from Transformers may not be the strongest or the fastest or the smartest, but his well-rounded-ness grants him the ability to pound Megatron almost every time. And he is the most noble...
Aqualad of Young Justice has combat training, intelligence, ranged powers, and superhuman strength and toughness. He's outdone in every way by atleast one of his teammates but none match him for versatility.
Lugh, a hero of the Tuatha Dé Danann in Irish myth, was specifically noted as being a Jack-Of-All-Stats. He goes to the court of Nuada, King of the De Danann, but is stopped at the door and told that anyone who enters the court must bring a certain skill to the aid of the King. Lugh lists of a broad variety of skills, asking the doorguard whether anyone at the court has mastered them, and each time the guard answers yes. Finally Lugh asks whether or not the Court has anyone who can do all of the things he mentioned. They let him in, and give him the name Ildánach, which means "man of many arts."