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- It seems that Mario is always the Jack-of-All-Stats in every game with multiple playable characters that he appears in, so much so that he used to be the trope namer.
- In Super Mario Bros. 2, 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 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 has decent mobility, is neither heavy nor light, does mid-range damage, and has mid-range launch power. Also, his special moves are quite varied, but none of them are quite as good as other characters' similar moves.
- 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. However, one advantage Mario has is that he can wall jump, which is something the other three are unable to do.
- 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.
- Mario also is one of the most balanced characters in the Mario & Sonic at the Olympic Games titles. He is even classified as an "All-Around" character.
- Super Mario RPG has Mario as the all-around party member by having balanced offense and defense physically and magically while speed is only 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.
- This is averted in the Mario Golf games, where he is Strong, but Unskilled, with a powerful swing, but little ball control.
- Interestingly, Mario's little brother Luigi tends to follow his big brother in the "All-Around" path in most spin-off games as the Loads and Loads of Characters mean that more balanced guys might be needed, and Luigi is usually the second choice for that. While Luigi's stats might differentiate from Mario's, it's usually not by much; if his stats are different, Luigi usually hits a little harder but moves a little slower. Super Smash Bros. fans term this "Luigification" as Luigi started as a Moveset Clone of his older brother, but later diverged into a separate character that moves and fights differently.
- If a sports game has playable Mooks in it, then expect the standard Koopa Troopa to be one of these.
- 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 slowly, aims slightly off or is prone get one-hit killed. Dan has no weaknesses unless scripted otherwise.
Beat Em Up
- Battle Circuit: Cyber Blue fits the bill with balance in health, speed, and power. His power-up gives him and everyone else the ability for stronger attacks.
- 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 often takes this role. Donatello has the longest reach but is physically the weakest, Michelangelo the strongest but slowest, and Raphael the fastest but has the shortest reach (some games switch these around but you get the idea). Leo, meanwhile, is in the middle across the board.
- Arthur in Knights of the Round, smack dab in between Lancelot (Fragile Speedster) and Percival (Mighty Glacier).
- Captain Falcon in the original 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, the high risk/high reward properties of AG Systems and the all-around perfection 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 Wipeout HD Fury expansion pack.
- Sonic the Hedgehog:
- 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 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 the Sonic Drift games, Sonic is not the Jack-of-All-Stats either—Sonic has a high top speed but bad acceleration. Tails is the Jack-of-All-Stats; the manual even states that Tails has no strengths or weaknesses.
- In Sonic R, the Jack-of-All-Stats of the original racers is Knuckles as he's not as fast as Sonic and he doesn't have Tails' jumping ability and grip, making him perfect for starter racers. Tails Doll is also this for the unlockables.
- In Sonic Riders, most of the character-specific default gears have the same balanced stats and accessories across the board with the differences coming from the added stats of the characters riding them. Additionally, there are gears such as the Cover series of gears that seek to counter-balance the weaknesses of certain types in order to balance things out.
- In Star Wars Episode I: Racer, Anakin Skywalker has only average controls and average top speed. Sebulba's stats are virtually identical to Anakin's, but Sebulba has the special ability to shoot fire at his opponents, so he's more of a Mechanically Unusual Fighter.
- 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, with balanced stats in top speed, acceleration and turning.
- 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 as great at ranged attacks as Dhalsim or Sagat, but since they're competent in all of them, it makes them the most balanced characters in the series. They are also the easiest making them great for beginners. Comparatively speaking, Ryu is a Mighty Glacier compared to Ken and Ken is a Fragile Speedster/Gradual Grinder compared to Ryu.
- Jago from Killer Instinct. His Combo Breakers are quite easy to pull off, but his special moves are pretty standard fighting game material, compared to the more specialized heavy-hitters like Fulgore or quicker characters like Orchid.
- Demitri and Morrigan from Darkstalkers are considered to be very well-rounded characters, with both of them focusing a lot on fundamentals and solid pokes (especially for the former, despite his lack of a high-low mixup game). They are also Shotoclones.
- Ky Kiske from Guilty Gear is a balanced character, the reason why he's recommended to beginners and why many players find him boring to use, until he gains a new mechanic in Xrd, which still makes him a well-rounded character (and still a bit difficult to use as well as the other specialists).
- While he's on the power-based side with more of a up-close game (and some powerful loops of damage), series-protagonist Sol Badguy is also one as well when one takes into consideration his standard set of attacks and range.
- Bang Shishigami. While ninjas normally specialize in speed, Bang is more of an all-around character than anything.
- Jin Kisaragi is more of a Jack-of-All-Stats than Bang due to the fact that he is easier for beginners to use. Being the Spiritual Successor to Ky, who is another Jack-of-All-Stats, counts as well. However, Jin also has a tendency to excel in about everything, making him either this or a slightly more balanced Master of All depending on what version the series' installment is; the most consistent weaknesses of his however, is his mixup game requiring meter to make use of, and his anti-airs being very slow.
- Ragna only fits this trope as the main character, since otherwise he's a combo-heavy corner-carrying Glass Cannon who doesn't focus on long-range zoning; his normal attacks and the rest of his moves are supposedly the most fundamental to use out of the rest of the cast via playing solid footsies that can convert into intuitive combos.
- Liu Kang from Mortal Kombat has fairly decent speed, projectiles, and power, as well as being the most accessible character to use.
- Super Smash Bros.:
- Mario, as the former Trope Namer, is the most obvious example. Fast, but not as fast as Fox, with short reach but a spammable projectile making his close- and long-range games even out, middle-weight, with a decent recovery move and decent damage potential.
- Luigi is this along with Mario in the original 64 game, and technically still is for the rest of the series in terms of stats (average reach, average speed, spammable projectile, middle-weight, etc.), but because of Divergent Character Evolution, he became more of a Fighting Clown who utilizes Confusion Fu, and thus is a nonstandard example of this trope.
- Link also has fairly well-balanced stats all around, and both his long-range and close-range games are quite decent; generally, he's slightly slower and stronger than Mario, but still fits this trope. Brawl slows him down immensely and makes his attacks more powerful, turning him into more of a Mighty Glacier, while U/3DS speeds him up and keeps his power.
- Brawl adds Pit from Kid Icarus who has decent attack speed, middleweight, great recovery, and can fight both close and long range.
- U/3DS adds the Mii Swordfighter, a customizable swordfighter whose abilities and moveset lie in-between the other Mii classes in terms of speed, power, and versatility.
- Also in U/3DS, Lucina. She's a Moveset Clone of Marth, a fast character who can either be a Lightning Bruiser or a weak character depending on what part of the sword he hits with, and has balanced stats otherwise. Lucina has balanced power and knockback all along her blade, making her this trope both in comparison to Marth and to other characters.
- Ryu retains this status from his home series; his movement speed and the damage output of many of his individual attacks are similar to Mario. However, he can use Lag Cancel and special inputs to create traditional fighting game-style combos, which gives him unique abilities among the all-rounders in Smash.
- In the Mascot Fighter Cartoon Network: Punch Time Explosion, there are multiple examples:
- In the Mascot Fighter PlayStation All-Stars Battle Royale, Kratos is said to a balanced all-around fighter that is good for beginners. Although since this is Kratos, at higher levels he might end up as an Lightning Bruiser. More clear examples tend to be characters like Cole and Spike AKA Kakeru.
- In the Doujinshi Fighting Game Akatsuki Blitzkampf, The main character Akatsuki is like this. He is also a Shotoclone. This also plays into his guest appearance in Under Night In-Birth.
- In a rare example of the mascot character not fitting this role, Tails the Jack-Of-All-Stats for both Sonic Battle and Sonic the Fighters, using machinery to battle while maintaining decent offense and defense without excelling in any one area. In both games, Sonic the Hedgehog is the fastest character, but his damage per hit is among the lowest of the cast.
- 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.
- In War of the Monsters Robo 47, Togera and Congar play this role, with Congar being slightly faster, Togera slightly stronger, and Robo 47 in a comfortable middle ground.
- In X-Men: Next Dimension, the very manual tells you that Cyclops is The Jack-of-All-Stats of the game. Experience tells you that The Computer Is a Cheating Bastard, only this time explicitly so.
- 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 SmackDown!: Here Comes the Pain, a game released during John Cena's upper mid-card phase, he possesses a 7.5 out of 10 in every attribute, even strength.
- In the Dissidia: Final Fantasy games:
Shantotto: "Jack of all weapons, master of none?"
- 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 match-ups 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 Duodecim, Shantotto calls out on Firion using this very trope, but replacing Stats with Weapons.
- In the Soul series, Mitsurugi falls under this with exact-center range, attack, and speed. The only reason that he's still in the game is that he's the series's Jack despite being largely (entirely in later games) irrelevant story-wise.
- Fire Pro Wrestling
- The Orthodox fighting style gives 'C' affinity level for almost every move in the game, except for Rough moves (cheap, dirty, and/or illegal attacks, rated D) and Technical moves (rollup pins and surprise submissions, rated B). This means potential for have extremely varied offense, to the degree of Confusion Fu, but this isn't without its drawbacks — since affinity level determines how much stamina is drained by performing a move, Orthodox wrestlers tire much more quickly than those with specialized fighting styles.
- The Shooter archetype is equivalent within the subset of MMA/shoot fighting styles (which includes Ground, Wrestling, Fighter, and Grappler). Shooters are equally skilled at punching, kicking, stretches, joint locks, suplexes, and clinched or grounded fighting — but they aren't the best at any of them.
First Person Shooter
- The Master Chief 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.
- By contrast, Spartan-III Noble Six of Halo: Reach has the same versatility and "hyper-lethal" rating as the Chief, but not nearly as much luck. Or any luck at all, really.
- Rise of the Triad has five characters you could play the game with, one being fast but squishy, another being a tank but slower... Taradino Cassatt is The Jack-Of-All-Stats, as he is 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.
- Team Fortress 2:
- The Soldier 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 (that he can compensate for by rocket jumping), slightly above-average health (that he can sacrifice for more mobility via rocket jumps), 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. In fact, his greatest aspect is that he has no exploitable weaknesses when played correctly.
- 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 designed for, but remarkable in that it manages to actually define an 'average threat' in a Cast of Snowflakes. However, in higher levels of play, the Pyro is considered to be the Master of None.
- 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).
- Call of Duty: Black Ops has a more niche example with the Stoner 63. Based on a real-life "system weapon" that could be modified in minutes to fit the role of an assault rifle, carbine, squad automatic weapon or light machine gun, it's presented in-game in its assault rifle form but fits into the light machine gun class. In this case it ends up being a very good weapon because it almost universally gets the good points from one class instead of the negative points of the other - your movement is only slowed as much as by an assault rifle, your time to aim down the sights is quick, and your reload speed is relatively fast, but at the same time you have less recoil in full-auto than an assault rifle, the rate of fire is noticeably faster despite that, Extended Mags doubles the amount of ammo per magazine rather than only increasing it by 50%, it has higher penetration than any assault rifle bar the M14 and FAL, and it deals flat damage across any range rather than having damage drop-off at further ranges.
- 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 E.Y.E.: 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..
- Skyhammer and Stoker are the closest things Dirty Bomb has to a Jack of all Stats. Both have enough health to last in any engagement, and their assault rifles give them great accuracy and DPS at almost any range. Both of them also have enough movement speed to get to the fight in time to contribute to it, though they're also easily outpaced by almost every other dedicated Merc. They even form a hybrid with Stone Wall by providing infinite ammo for themselves and others! Bushwhacker and Sawbonez also qualify; though their submachine guns are less accurate at range and deal less damage, and they're slightly weaker and faster than Hammer and Stoker, they're still a good choice for frontline operations.
- BioShock 2 has the Rivet Gun, a versatile weapon that deals moderate damage with decent accuracy that acts as a decent backup weapon. This, however, works against it as other guns are more accurate but slower (the Spear Gun), better at tackling groups of splicers (the Machine Gun), or deals with Brute Splicers and Big Daddies quicker (Grenade Launcher) and rivets become harder to find later in Rapture. Overall the Rivet Gun is used primarily to help you learn your play style and pull you out of a bind if you need it.
- Overwatch has Soldier: 76, who was designed to be an easy to play and versatile character. His weapon is a decently accurate assault rifle that can do decent sustained damage at range as well as fire rockets for burst damage. He can also sprint for added mobility and drop a Biotic Field for group healing and his Ultimate is a straight-up aimbot that lets him automatically target enemies without aiming.
- The UN Peacekeeper faction in Sid Meier’s Alpha Centauri has no major 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 a small 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 (being founded by liberal intellectuals, their people don't care as much about material things and can live in tighter quarters) and get extra votes at meetings (representing their leader's experience as a parliamentary maneuverer). 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 Civilization: Beyond Earth, Franco-Iberia fits this trope in that their special ability simply gives them extra virtues that they can spend on any culture tree. Accordingly, instead of having a particular playstyle (aside from stacking culture), they can either get better at whatever playstyle they're pursuing or develop abilities to guard against their weaknesses.
- 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. Both have decent but unspectacular chances at high-end techs. 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 it isn't particularly fast in any era. They are of a more industrial bent and their ships edge more towards Glass Cannon than humanity.
- Stellaris features three weapon tech lines: kinetic, energy, and missile. Of the three, energy is strong against armor but weak against shields, kinetic is the other way round, and missiles are effective against both but not as much as their dedicated counters. (Missiles do have the schtick of being an Always Accurate Attack, but this gets countered by point defenses.)
- 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, the two caster forms have the raw spellpower of a priest but lack some key "panic buttons", and the bear will have the armor and stamina of a warrior but will have trouble tanking against multiple foes.
- 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.
The Mastermind was perhaps the master of being the Jack of All Stats; while the player would themselves have some useful buffs, debuffs and assorted weapons that could assist a team, the minions could provide firepower, melee abilities, tank, or act as distractions, or a combination of all of the above. Unlike many archetypes that really required a team because they had too few offensive/weak powers to solo, or archetypes that could solo but couldn't provide much support to other players on a team, Masterminds could solo easily while on a team their buffing abilities worked just as well on teammates as it did on their minions. A well built Mastermind could thus tank, blast, melee, and support all at the same time.
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 is the Jack-Of-All-Stats among caster classes. The class is pretty good at fundamentals such as healing, buffing, and DPS, but not the best in any of these. Likewise they have some more specific masteries over movement and damage-over-time spells, but even in these the class is typically not the best. What Druids lose in specialization they gain 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).
- And, to a lesser degree, the Gallente Vexor. Though built as a drone boat, the low cost, combined with the sheer versatility of drone options makes this cruiser useful for combat, salvage, logistics.
- Perhaps nothing more than the special edition Guristas Chameleon, which combines covert-operations cloaking, ECM capabilities, missiles, and drones into a ship capable of doing nearly everything.
- 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 customizability 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.
- In Star Trek Online, the Fleet Support Cruiser Retrofit (re: the Ambassador-class) is this. Compared to its other Enterprise siblings, it doesn't have the hit points the Fleet Exploration Cruiser Retrofit hasnote , the firepower strength of the Fleet Assault Cruiser Retrofitnote or the maneuverability of the Fleet Advanced Heavy Cruisernote , it more than makes it up in flexibility, having a Lt. Comm Science BOFF slot, allowing the Cruiser to have Science powers its siblings can't use, a Lt. Universal BOFF slot, meaning it can expand its usage between more Science, Engineering and Tactical powers and extra Engineering Console slots, allowing it to add extra defenses to your ship.
- The League of Legends:
- Karma was likely designed with this concept in mind, being a Martial Pacifist Combat Medic whose backstory is all about trying to find balance. Very well-rounded stat-wise, less squishy than most wizards, with spells that work for both attack and support and a versatile R ability that can power up any one of her other spells. Unfortunately, since she doesn't really fall into any particular dedicated role in the metagame, she is a rather unpopular champion - a common joke among the playerbase is people not knowing who she is. Her lack of a flashy ultimate or interesting gimmick doesn't help either.
- Cho'Gath is 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.
- The character Jarvan IV contains a good amount of range in his abilities, a lot of utility and mobility and great innate burst damage to let him serve his team in numerous capacities. His main drawback is his poor base stats causing him to require some time to obtain levels and items for these traits to overtake his weakness.
- Kayle. 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 / assassin, hybrid damage carry, bruiser, or tank. 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 AoE 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.
- Among junglers, Zac is this. He has long-range initiation, area of effect CC, sustained damage, is manaless, has strong natural sustain, and scales really well on tanking stats. There are others who are better at one or two of these aspects, but Zac's stuff ranges from "decent" to "second best" across the board. Of course, this can also be his weakness—because he's a generalist, not a specialist, he's passed over for champions who do that one thing much better than he does.
- Dota 2 has quite a few examples as well:
- Wraith King has a simple yet effective moveset consisting of a standard-issue fire-and-forget ranged stun with low cooldown, a Life Drain aura, a powerful Critical Hit, and an Auto-Revive ultimate that also slows enemies nearby when it goes off. This grants him excellent sustain, damage, initiation, and support potential, letting him fill just about any role on the team.
- Alchemist's main schtick is earning craptons of gold very quickly, which logically pushes him towards carrying. However, he also possesses the unique ability to gave his team slotless Aghanim's Scepters. Combined with his powerful stun and reliable early game zoning from Acid Spray, there's nothing stopping Alchemist from playing support early on and then six-slotting himself after his team's carry gets farmed.
- Tiny, a mid-laning ganker who relies on massive point-blank burst that later takes on the role of a base-pusher and carry through items as his nukes fall off.
- Doom can can gain various skills by simply eating the corresponding neutral creep, which also earns him a bit of bonus gold for good measure. This alone lets Doom customize his abilities and items for any situation. Add on some innate tankiness, respectable damage output, and an ultimate which translates to "neuter target hero for an entire teamfight" and you've got a particularly versatile hero.
- Lone Druid gets to summon a bear as his personal meat shield/farm enhancer/harasser/tower redecorator and the ability to switch between a fast but squishy ranged druid form and a slower but far more durable melee bear form. He also comes with decent damage output and a soft disable, letting the Druid adapt to most lineups. It also helps that he gets twelve item slots to work with between him and his bear as opposed to the usual six and can farm up quickly enough to take advantage of them.
- Naga Siren: Pushing, scouting, and farming with Expendable illusions, Engaging or Disengaging Teamfights with her ultimate, and just dogpiling people with all five of her.
- Leshrac has a solid mana pool, a spammable multi-target slow, and an area stun, making him a decent support. However, if Leshrac gets farmed, the other half of his skillset allows him to vaporize anyone who so much as approaches him, making him a workable carry as well.
- Nature's Prophet: Like Doom and Alchemist, his only real unique "Skill" is getting gold. Summonable meatshields to ward off creeps and eat tower shots, rings of trees to hide him or trap an enemy, global teleportation that has a seperate cooldown from TP scrolls, and a good auto-attack let him push, carry, support, jungle or gank.
- Silencer: An area of effect Damage Over Time ability that punishes the opponent for casting spells, a single target one that punishes opponents for not casting spells, and a massive manapool make him a brutally oppressive lane opponent that can solo the hard lane or tyrannize the enemy one, his Global Silence is one of the most powerful ultimates in the game and practically wins a teamfight by itself, no positioning required, irreversibly stealing 2 intelligence from anyone that dies near him, and gaining up to 90% of his intelligence as un-counterable pure damage while his over-the-top agility growth gives him further damage. He can support, counter-initiate, and Carry all in the same game without giving up any of those.
- While his abilities are specialized for support, Bane is notable for having a perfectly even set of base stats and stat growth.
- In Awesomenauts:
- Sheriff Lonestar is the most well-rounded of the 'nauts. Depending on the items he's using, he's easily capable of sustaining, fast lane-clearing, turret-razing, harassing from afar, or even bursting and ganking enemies. His health is middle-line and his movement speed is rather low, but he can buy Barrier Magazine (a permanent shield upgrade usually reserved for tanks) and buying his Rocket Boots provides a source of uniquely-exceptional mobility. His Dynamite Throw is a good source of damage while his Hyper Bull's innate utility is excellent for helping himself or allies out of trouble.
- Chucho Krokk's main gimmick is getting on and off his flying hyper bike, granting an exceptionally unique form of versatility. He can easily break up teamfights or execute weak targets with his Sticky Bomb, he can apply plenty of pressure with his blasters, and in a pinch he can easily chase with his bike. His clearing power is only rivaled by Lonestar. But his sticky bomb damage isn't as high as assassin burst skills, he has less DPS than a normal brawler (and is considerably squishier), and he doesn't have any escape aside from his bike.
- Heroes of the Storm:
- Tassadar is "good at everything, best at nothing". While he's classified as a Support and is indeed decent at keeping allies alive by granting them shields, he's the only Support in the game with no healing ability, and the closest thing he gets is a talent that lets his shields persist indefinitely. He can push down towers and minions quickly, but not as quickly as a dedicated Specialist. While normally something of a Squishy Wizard, his Archon Heroic Ability allows him to tank and deal a significant amount of damage, but he's not as good at dealing damage as a dedicated Assassin nor is he as tanky as a typical Warrior. He lacks a hard disable, but partially compensates with talents that let him slow enemies and the Force Wall Heroic Ability, which lets him block off enemies. Finally, he can turn invisible and invulnerable briefly, which gives him a way to get out of trouble, but it's not quite as effective as some of the other repositioning/escape abilities in the game. All things considered, Tassadar's main outstanding quality is that almost no other hero has a kit as versatile as his.
- Raynor is the starter character for a reason - With a simple and versatile kit that includes a simple knockback, movement speed and attack buff, and a completely passive self-heal (sans talents), strong basic attacks that require no more than a right click, and a trait that simply lets you kick ass from further away, he is the quintessential "Easy to use, hard to master" jack of all trades. Most if not all starter characters, especially for Blizzard games (I'm looking at you, Soldier 76), are characters with boring but practical skill sets that are viable in every tactical scenario. The nature of his ultimates exacerbate this theme - Hyperion is a multi-use pushing/zoning/area of effect damage tool, while Raiders rounds things out by providing strong single target focusing power, much to the dismay of many invisible heroes. He may be labelled "Assassin", but he can also push and self heal in the vein of specialists and healers in a pinch as well (he shouldn't tank, but that's about all he can't do). Plus, he's so stupidly simple and cheap to buy at 2000 gold, that anyone can use him.
- Varian Wrynn is this at lower levels but it's still true later on. His Charge has to target an enemy player or minion and slows them, Lion's Fang also slows enemies, his Parry blocks attacks directed at him for a second, and his passive lets him do double damage at set intervals. He can be built to tank, do burst damage, or deal sustained DPS depending on talent choices. That all said, he lacks a reliable escape tool, having only his Parry or the ability to Charge an enemy minion behind himself to get out of trouble, making his tanking build more about stunning and slowing enemies and drawing their attention temporarily as compared to other tanks. The only stuns or interrupts he has are Taunt, and if you picked the right talents, his Charge, so there's limits to just how much he can stop opponents from doing what they want. In addition, this lack of escapes requires him to pick his battles much more carefully than other DPS assassins in those two builds, who often have some form of teleport, dash, or leap to get to safety in a pinch. The biggest strength of Varian, in fact, is that he can be built three different ways and the opposing team can't counterpick based solely on the fact that they're fighting him.
- In InfernoMOO, this is a possible character type to play. You will be sufficient in most things that you do, but players who specialize will dominate you in those areas.
- Sonic the Hedgehog:
- In most games with multiple playable characters, either Knuckles or Amy Rose tend to be this when they aren't the Mighty Glacier or Fighting Clown respectively. Knuckles thanks to his gliding and climbing skills, variable combat abilities and middle-of-the-road stats and Amy thanks to her agility and unique acrobatic and hammer techniques giving her a boost to her otherwise weak stats.
- In Sonic 3 & 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 maneuverable, 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".
- In the Jaleco Arcade Game Psychic 5, Naoki's stats are all equally middling.
- 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.
- The 'T' Tetrimino in Tetris is the most versatile piece in the game as it can fit anywhere a vertical 'Z' or 'S' piece or a flat 'L' or 'J' piece can but cannot adequately fill spaces that those pieces can fill in their other orientations.
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 faction is the most balanced of all, and many players consider playing Space Marines 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. Specifically, Marines aren't as good in melee as Tyranids, as good at taking hits as Necrons, as good at ranged combat as Tau, as psychically powerful as Eldar, as speedy as Dark Eldar, as good with vehicles as Imperial Guard, or as numerous as Orks, but they're above-average or at least capable in all those categories, and they can become competitive with any of the above when geared up properly. And given the presence of Space Marine legions that do specialize (for instance, Space Wolves and Blood Angels focus on melee) and get special tricks for doing so, a Space Marine army could potentially be based on any strategy. Chaos Marines are also this, but generally trade being a bit weaker all-around for special gifts from their gods.
- In Warhammer Fantasy, The Empire generally fills the position of being well-rounded and rather versatile. Lizardmen are also sometimes described this way.
- Command & Conquer: 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 & Conquer 3: Tiberium Wars' factions are easier to define in terms of Faction Calculus, but in the Expansion Kane's Wrath, various 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 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 to 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. However, they can't build regular aircrafts.
The "Marked of Kane" might be considered a polar-opposite of the "Black Hand", losing out on anything that shoots flames. This is in favor of greater availability of EMP attacks via trainable Cyborg infantry. This can 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. A good balance of frontal offense and surgical capability.
- Age of Empires II: The Byzantines, the Chinese, and (in the African Kingdoms expansion) the Malians are civilizations noted to a have versatile tech tree with reasonable civilization bonuses with a variety of unit options that would allow them to open up for different strategies and gameplay styles, especially with the Byzantines, where the civilization is noted to have a low learning curve that is easy for a newer player to pick up.
- Age of Empires III:
- 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.
- 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 Cavalry 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 I 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 capability, and has a good cost ratio for its combat value, though it is somewhat inefficient for its cost against ground units.
- Starcraft II has the Goliath's successor, the Viking, which adds in some Transforming Mecha power that allows it to become an air unit on the fly. However, in exchange for better anti-air capabilities, the Viking loses some versatility: it cannot attack air units while on the ground and vice versa, and costs more than its predecessor. In practice, the Viking has essentially become something of a specialized Boring, but Practical, Glass Cannon anti-air unit.
- The Protoss Photon Cannon certainly fits compared to other turrets. It's not as good at anti-air as a Terran Missle Turret or as good at dealing with multiple foes and anti-ground as a Bunker. It can't relocate like Zerg Spine Crawlers and Spore Crawlers. But it's the only turret that can attack air and land units while also functioning as a detector.
- 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.
- In Lords of the Realm 2, Swordsmen are these. They are average in speed, defense, and attack. There are other units that are better in one or two of those areas, but the swordsmen make up a good backbone for your forces.
Role Playing Game
- Each Luminous Arc game has at least two characters.
- 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.
- Lufia II: Rise of the Sinistrals:
- The main character Maxim has average physical and magical stats, when compared to other characters.
- The Elder Scrolls
- Throughout the series, as race/class merely makes certain skills start higher and level faster than the rest (rather than determine 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.
- Out of the playable races, the Dunmer (Dark Elves) and Imperials are the most balanced overall. To note:
- The Dunmer are equally proficient in various Combat, Magic, and Stealth classes. They get bonuses to assorted skills in each class type which don't overlap or conflict. They are highly adaptable and make for good cross-class builds as well, especially offensively oriented ones.
- Imperials are outclassed in just about every skill category by at least 2-3 other races each, however, they also lack the deficiencies of those races as well, making them a very diverse and accessible race to play as. Their bonuses make them good diplomat-style characters who can back that up with solid cross-class combat ability.
- In terms of classes (prior to Skyrim at least), Spellswords are described as the Jack of All Stats among classes. Spellswords combine skills from the Combat, Magic, and Stealth categories in roughly equal number. Dunmer 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.
- In-universe, this is one of the strengths of the Imperial Legion, along with being Boring, but Practical. Specialists aside, the bulk of the Legion is made up of Imperial soldiers. They lack the magical prowess of the Altmer or Bretons, the physical strength of the Nords or Orcs, the propensity for stealth of the Khajiit, the propensity for marksmanship of the Bosmer, and the strength in guerilla warfare of the Argonians. However, the Legion also lacks the weaknesses of those other races as well. The only one that compares to the adaptability of the Legion are the Dunmer, who lack the unity and sheer numbers possessed by the Legion.
- Dragon Quest:
- Although Dragon Quest games often make the main character The Jack-Of-All-Stats, the second game instead does this with the Prince of Cannock, the second member of the party. The one you start with, Prince of Midenhall/Lorasia specializes in fighting physically (he is unable to use magic) while the third, Princess of Moonbrooke specializes in magic. The Prince of Cannock fights with a mix of both.
- Dragon Quest IX, being even more dedicated to horrible puns than other entries in the series, prominently features Abbot Jack of Alltrades Abbey, who through job switching can help your characters become this (or even Master of All with enough grinding). You later fight him possessed by a demon calling himself Master of Nu'un.
- 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.
- Kingdom Hearts:
- Kingdom Hearts: 358/2 Days:
- Roxas, Xion, and Sora have an average 5/10 in every stat. This makes them the most versatile characters due to the minor stat customization given by the Panel System, but far from the strongest or most specialized.
- Axel has his stats ranging from a slightly below-average 4/10 to a slightly above-average 6/10, while his chakrams give him both decent ranged and melee options without specializing in either. This gives him a good amount of flexibility without being dedicated to one style.
- Kingdom Hearts X: The starting Starlight Keyblade provides boosts to all three Tactical Rock-Paper-Scissors types of medal by equipping them in the right slot, in contrast with the next three Keyblades, which all boost the same single medal type in every slot.
- Kingdom Hearts: 358/2 Days:
- 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 Balance except for the Jack of All Stats.
- In Path of Exile, the Scion sits in the very center of the game's massive skill tree. As a result, the Scion can be built into any type of character, but can end up being less strong than other classes that are more specific. She takes her Jack-of-All-Stats role Up to 11 as an Ascendant. All other classes have three different classes with different specialties, but the Ascendant's has just one, with the main skills giving a little bit of everything of another Ascendancy Class. She can even choose to gain a second starting point in a skill tree to spread out her skill point even more efficiently.
- Persona series:
- 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 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.
- Makoto, aka Queen, from Persona 5. The only really exceptional thing about her is a massive SP pool, along with decent healing, buffing and debuffing spells for the party, that let her use magic that other characters might hang back with. None of her other stats are more than middle of the road except her below-average Luck, and she learns the Frei series of spells, which not many enemies are explicitly weak against.
- 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.
- 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.
- Each Shin Megami Tensei game tends to have at least one human who fits this role. In Megami Tensei II, the Friend starts with 8 in all stats. In SMT 1, the Heroine will join the party at the Hero's level, with her stats distributed fairly evenly with a slight focus on Magic and Intelligence. In Video Game/Persona, most of the humans qualify as this, Yukino, Elly and Maki especially.
- 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 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 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.
- 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 four 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.
- 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.
- 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 85 base speed that can double under the effects of heavy rain with the proper ability.
- 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.
- Mass Effect franchise:
- 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.
- Miranda fulfils this role among the squadmates, being a Sentinel herself minus the Tech Armor. She's decent with weapons, has fairly good tech abilities, and is a competent biotic. 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.
- Kasumi, unusually for a tech-focused squad member, can also fill this role. Her Shadow Strike ability does extremely high damage to all defense types, incapacitates enemies if she damages their health, and allows her to act somewhat as a tank (she distracts enemies into attacking her, but she is only vulnerable for a very short period of time, so she rarely takes any noticeable damage). Flashbang Grenade is the most multipurpose crowd control ability in the game (it disables weapons and hampers both biotic and tech power usage), has a massive Ao E, and works normally regardless of whether or not enemies have defenses. Overload gives her the ability to remove shields on multiple enemies or as a multipurpose anti-synthetic skill with enough points in it.
- The Sentinel class 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 their 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 their biotic powers can now cause rapid biotic explosions with the Warp/Throw combo. So now it's equally viable to have a 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
- In 3, Kaidan takes over this role in Shepard's party, having access to an assault rifle, biotic and tech attacks, and two different ways to make him more survivable (Reave and Barrier).
- 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:
- 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.
- Building a character as a Red Mage in Final Fantasy II will result in this: greater stats on average, but lower stats individually compared to more focused characters. Of the starting characters, Firion has this predisposition; Gordon is a Magikarp Power example and Scott fills this role in the Soul of Rebirth bonus mode.
- Final Fantasy IV's main character Cecil fills this role after his class change from a Dark Knight to a Paladin when compared to the rest of the endgame party. He's a Magic Knight who gets all the best equipment, but he can't quite reach the damage levels of Mighty Glacier Kain's jump or Fragile Speedster Edge's throwing stars. And while he can use white magic, it's nowhere near as good as Squishy Wizard Rosa's, and the black magic is left exclusively to Glass Cannon Rydia. The only real notable thing about Cecil is his ability to take a hit with the best Defense, but since he can't be switched out, this is kind of a necessity.
- In Final Fantasy V, the Blue Mage and Red Mage have average, subpar stats, somewhat mitigated by the fact that they can equip most of the sword-based weapons in the game at that point. It helps that the Blue Mage can grow severely overpowered in the early game, with spells like White Wind, Death Claw, and others - and while the Red Mage starts and finishes weak, their ultimate ability, Dualcast, synergizes with other classes to provide a boatload of pain... if you want to grind long enough to get it.
- Final Fantasy VII:
- Cid. He's designed to be a toned-down version of the Master of All Cloud, with similar great, offensive Limit Break skills and equivalent weapons (both the only characters to get Triple-growth Materia weapons), but lower stats in general. Since he becomes party leader when Cloud is absent, this allows the player to use him in whatever way they had been using Cloud.
- Red XIII is the fastest character in the game but is middle-of-the-road in all other stats. He's not as tough as Magically Inept Fighter Stone Wall Barret, he's not as magical as Squishy Wizards Aeris and Vincent, but he can do everything OK, and has a mixture of offensive and support Limit Breaks that make him an effective attacker or healer depending on what you want.
- 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.
- 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.
- Jusqua in Final Fantasy: The 4 Heroes of Light has all of his stats - Strength, Intelligence and Spirit - cap out at the exact same level of 65.
- 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.
- 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.
- The Tales Series tends to go down the "Magic Knight" route when it comes to its Jacks of All Stats:
- In Symphonia, Kratos and Zelos have movesets that borrow from The Hero Lloyd and Teen Genius Genis but don't exceed either of them statistically.
- In Tales of the Abyss, Asch treads Lightning Bruiser territory when you first meet him (due to having all of Luke's skills and four elemental spells as a bonus) but when you meet up with him again your whole party will have outdone him in stats, turning him into a Master of None... until your final duel with him.
- In Tales of Hearts, your Jack of All Stats is Kohak. With three elemental spell types to choose from, a good set of physical attacks and even some strong healing moves she has a great balance of abilities but never surpasses the hero, the healer or the caster in their respective fields.
- Tales of Destiny gives us Stahn and
WoodrowGarr as its main Jacks of All stats, although the former evolves into a Lightning Bruiser by the end of the game, being The Hero and all.
- Tales of Graces:
- Hubert is the Jack of All Stats. His first fighting style is a series of physical attacks with his double-bladed sword, but his second gives him gunslinging techs, three magic types, and a decent healing spell. To a lesser extent, Malik could also qualify, since despite being primarily a magic user he's far from squishy and gets ten techs that involve his boomerang-sword.
- 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.)
- Tales of Vesperia, your Jack of All Stats is Raven, who gets long-range attacks, close-up combos, wind magic and the power to stop time. Yuri, The Hero, is another Tales Series Lightning Bruiser Hero. Estelle could also count in terms of her moveset, since she gets sword-skills, healing moves and light spells, but Statistically Speaking she treads Stone Wall territory. Probably because she's the only one who thought to bring a shield. You'll think it's awesome that she has really high defense but will wish for a Tales Series squishy healer when you have to fight her.
- 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 in-story. 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.
- 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.
- Virgil, the first follower you can recruit in Arcanum. He has enough dexterity to reliably hit things in combat, but his relatively low strength means he can't deal damage as quickly as a pure melee/dodge character. He has some skill with lockpicks, but there are other lockpicking characters in the game who will surpass him, and unlike those he doesn't develop his prowling skill so he's likely to be discovered if he attempts to pick locks for you. His biggest asset to the party is his magic, since he focuses on healing and can be invaluable for keeping your party alive during long dungeon crawls, without having any of the fancier tricks that pure mages who specialize in other colleges can have.
- The Balanced class from Sinjid: Shadow of the Warrior is this. It benefits from both physical and magic attacks, and its stats are well-rounded. Balanced characters tend to be Crutch Characters; they start out good due to said abilities, but become Masters Of None lategame because they have no glaring strengths unlike the other available classes. When he's not activating his Rage mechanic, which doubles his strength but reduces his speed by 35%, Mad Lord Yuji from Sinjid is well-balanced.
- Monster Hunter: Originally a Fragile Speedster, the Sword and Shield weapon has been gradually turned into this. The guard is nothing to write home about (but it at least has one unlike the Hammer and Longsword) and the raw striking power is relatively low (and usually offset by high elemental damage and still usually higher than the Lance), but the weapon can land many strikes quickly and doesn't slow you to a crawl when it's drawn (looking at you Great Sword). More importantly, you can use items like potions and bombs while the sword is drawn - this includes the Slinger introduced in World.
Shoot Em Up
- In Touhou, Reimu tends to have the most balanced shot types in terms of both power and range.
- The DLC Gryphus Emblem F-22 in Ace Combat 6: Fires of Liberation breathes this trope. So much, that on the (five-point) 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.
- Star Wars:
- All of the various space sims give the iconic X-Wing Jack of All Stats status: the Y-Wing is tougher, the A-Wing faster and the B-Wing packs more guns, but the X-Wing gets adaptability and with it the top billing.
- On the other side of the coin, there's the TIE Interceptor. The TIE Fighter is faster overall, and the slower TIE Advanced gets shields, while the TIE Bomber has the most raw destructive power. The TIE Interceptor, however, falls right in between the three—only marginally slower than the TIE Fighter, but far better armed and armored while being significantly faster than either the TIE Advanced or the TIE Bomber.
- In the first game of the 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. Its only saving grace is its ability to carry the Helios Bomb, a heavy anti-capital ship weapon that is otherwise reserved for bombers only, though there are no single player missions where it is available as a weapons option.
- 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 Mechwarrior Online, the standard 50-ton Centurion is 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.
- Throughout the series, 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 and OTAS 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.
- In MySims Agents, Lyndsay is the closest to this when it comes to Dispatch Missions, having a point each in Nature, Charismatic, and Smarts, and two in Athletic. All the rest have 2-2-1, 3-1-1, 3-2, 4-1, or 5 in their Interests, but Lyndsay has something of a spread, making her of very limited usefulness in any given mission... but at least she's guaranteed to contribute something to any mission you send her on.
- World of Tanks
- As a general rule, medium tanks are this; not quite as tough as heavy tanks, not quite as mobile as light tanks, not quite as gun as tank destroyers, but tough enough, mobile enough and gun enough.note
- Compared to the tanks of other nations, American tanks are some of the most rounded. Their tank guns in particular strike a balance between damage (a specialty of the Soviets), rate of fire (a specialty of the British), and accuracy (a specialty of the Germans). Also, they are less armored and more nimble than German or Russian tanks though not to the extent of the late-tier French tanks.
- World of Warships in general has the cruiser: destroyers are faster, stealthier, and typically aim and fire their guns faster, but don't have as much firepower and no armour to speak of. Battleships have bigger guns that can obliterate a smaller ship with a single salvo, much tougher armour, but are less maneuverable and are slower to aim and fire. The typical cruiser neatly fits in between, being tougher than a destroyer and carrying heavier guns while being faster and more maneuverable than a battleship.
- Hardwar has the Hawk Moth. It has a well-balanced combination of speed, maneuverability, toughness, cargo carrying capacity, and weapons capacity - all in one package in the above average territory. This makes it the most versatile Moth in the game and is by far the most popular one out of all the others among the pilot classes in Titan who aren't looking for a specifically combat-oriented Moth so much that the vast majority of Moths flying around in the city of Misplaced Optimism are Hawks.
- Human teams in Blood Bowl are the Jacks-Of-All-Stats. Elves are fast, agile and fragile, Dwarves are slow and bruising - humans are a middle ground.
- In Mario Sports Mix, Mario, Luigi, Yoshi, Ninja and the Miis have an average skill on all stats, making them neither slow or fast, neither strong or weak, and so on. Mario gets the prize, though, as all three stats for him are just in the middle of the skill gauge.
- 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.
- In Mutant League Hockey, teams are rated on a scale of 6-0 skulls; the more skulls, the better the team. Most of the 3-skull teams are very much middle-of-the-pack, with average stats among their starting lineup and no outstanding strengths or weaknesses. This is especially true of the teams that don't have a notable All-Star on the roster — namely the Deathskin Razors, the St. Mucus Ooze, the Montroyale Cadavers, and the War Slammers.
- In 2020 Super Baseball, the Naples Seagulls are the only "Balance"-type team, broadly efficient but without special strengths. The Aussie Battlers, a "Chance" team, have middling-to-low stats except for ???/Luck, which means they have a pretty good chance of making freak plays.
- Arc Style: Baseball!! 3D:
- Normal type characters are decent at everything. They are specially good at fielding, though: when the games prompts you to press the A button to catch a ball, the sign will appear sooner than with other characters, giving you more reaction time.
- Team Hamstars takes this Up to 11 by being in the middle of the spectrum both in ERA and batting average, and having all female players, so the stats are the same for everyone; they don't have any specialist for power or speed.
- Wigfrid from Don't Starve is described as excellent in combat. However, Wolfgang has higher damage and health, Woodie in Werebeaver form has higher resistance and Maxwell has higher sanity regeneration and starting equipment. She is the only character to have all those bonuses, though.
Third Person Shooter
- Fox in the multiplayer game of Star Fox: Assault. He has 3 stars in all of his stats except his Pilot, Arwing, and Landmaster stats, which have 4 stars each.
- Leader-class Transformers are this in Transformers: War for Cybertron and Transformers: Fall of Cybertron. Scouts are the Fragile Speedsters, Soldiers are Mighty Glaciers, and Scientists edge into Glass Cannon. Leaders, however, are faster than Soldiers, tougher than Scientists, and better-equipped than Scouts. The end result is that, contrary to their class names, you will likely see more Leaders than Soldiers in an 'average' multiplayer game.
- Assaults in classic Monday Night Combat are deliberately designed to be all-rounders. Of the six classic pros, the Assault has more defensive ability than the Assassin or the Sniper, but is faster than the Gunner or Tank. The Support falls in slightly below the Assault in terms of stats, but due to his focus on being The Turret Master he is less suited to direct combat than the Assault, who can fill most offensive and defensive roles until a more specialized pro is available.
- Warframe: Excalibur has a rounded set of stats and a decent mix of damage and utility moves. There are better "casters", better tanks, better damage-focused frames and better utility-focused frames, but most of those require a fair bit of skill to use well, and Excalibur's rounded loadout makes him good for beginners.
- Splatoon: Shooters are automatic water-gun-type weapons that are fairly boring when compared to the other two types of weapons available. Chargers excel at covering long lines of territory in your team's ink and insta-splatting enemies; however, they're only powerful if you take the time to wind up their Charged Attack — otherwise they're a joke. Rollers can cover tons of ground in a short space of time and can also instantly take out any enemies they runs over, but their ability to attack at range is limited to a cumbersome "splatter" attack that is hard to aim. Shooters, meanwhile, are mostly decent midrange choices, and the nature of their projectiles means that they can paint up walls and slopes with ease, while still being able to mix it up with anything the enemy can throw at them.
Turn Based Strategy
- Advance Wars:
- 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.
- Fire Emblem:
- The main Lord character of each of the games usually fulfills this role. However, their stats usually end up good enough for many of them to become Lightning Burisers instead.
- Across the series, the Cavalier and Mercenary classes tend to sport the most evenly balanced stats across the board, rarely excelling in any particular stat, 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.")
- It also seems to be series tradition that the first Archer to join in a game (who is usually male), will be this while the second archer (who is usually female) will have more specialized stats, such as Wolt and Dorothy in Binding Blade and Wil and Rebecca in Blazing Sword. The former is usually now known as the "Gordin" archetype, after the first Archer in the series. Oddly enough, Path of Radiance inverted this. It's Rolf, the second Archer, who is the Jack-of-All-Stats, while Shinon joins early but is already promoted and usually becomes a Lightning Bruiser, but getting him there is difficult.
- 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.
- In Awakening the Avatar's Magic Knight classes Tactician and Grandmaster are this statistically; their maximum stats before character-specific modifiers are applied are a uniform 25 and 40 respectively. Furthermore, the skill the Grandmaster learns at level 5, Ignis, takes full advantage of the class's Jack-of-All-Stats nature - it randomly activates with odds equal to your skill stat, and adds half your magic stat to the physical damage you're attacking with, and vice-versa for magic attacks. On any other class, this skill would be useless.
- In Fates, the Spear Fighter and its promotion are this, which is fitting as lances/naginatas are this among the physical weapons. Oboro, the main playable Spear Fighter, enforces this, with the majority of her growth rates lying in the 50-55% range.
- Saizo is this among the Ninja trio. Kaze is a Fragile Speedster while Kagero is a Glass Cannon. Saizo is sturdier but otherwise his growth rates are very similiar to Oboro's, although he does have an unusually high Magic stat for a physical unit, which lets him use the Flame Shuriken more effectively than the other two.
- Furthermore, Camilla fills this role among the royal siblings in Conquest, with fairly equal stats in strength, defense, speed, and resistance. And not only can she attack physically with axes, but she can also wield tomes, although her magic growth is generally too low for her to use them in the long-run. The magic Bolt Axe fixes this issue, though.
- Takumi would fill this role within Birthright's royal family were it not for his unique and very powerful bow. His stats and growth rates are actually very evenly balanced, even gaining good defense for an Archer (although his Resistance is problematic), but his Fujin Yumi is so powerful that he ends up becoming a Game-Breaker when he otherwise would be this.
- 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.
- Final Fantasy Tactics Advance and Final Fantasy Tactics A2 has the human race as the Jack of All Stats. With no outstanding strengths or weaknesses and having a big pool of jobs to choose from, they are very flexible to have in any strategy.
- 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.
- In Sunrider, the Black Jack is this for the player-controlled Ryders. It has the second most health and armor after the Paladin, ties with the Liberty for having the second highest speed after the Phoenixnote , has the second highest evasion after the Phoenix, and has better flak than anything but the Sunrider, a capital ship. The Black Jack is also a Walking Armory equipped with almost every weapon type in the game, allowing it to take on nearly any enemy.
- Worms Revolution has four classes of worm: Soldier, Heavy, Scout, and Scientist. The Soldier 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.
- In Yu-Gi-Oh! Capsule Monster Coliseum, Water and Wood monsters have well-rounded stats.
- 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. Humans typically don't get any stat bonuses or penalties, making them more likely to default to balanced.
- 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.
- 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.)
- Rangers. They have decent damage capacity with their archery and two-weapon fighting feats, they can take a few hits and dodge a few hits, they get enough skill points to cover utility roles like scouting, tracking, or determining information, and they can cast enough spells to fill out occasional roles. None of their abilities truly beat a specialist, but they can perform adequately at most jobs and they have enough alternate class features that making variations is pretty easy. Most tier lists place them in the very middle of the list.
- In 4th Edition and D&D Essentials, Bards qualify in a way, since they get training in an insane number of skills and one build in Essentials even starts with Jack Of All Trades, giving them +2 to all skills they're not already trained in... which, by the way, stacks with all other Skill-Bonuses! It's not uncommon to have a Level 1 Bard with an average Skill Bonus of more than +10 due to this. Too bad 4.0-Bards are the least useful class in combat. Everything they can do, other classes can do better. But in Skill Challenges, you'll want a Bard, or at least, you'll want to a Multiclass Bard-Whatever.
- With its Fan Nickname of D&D 3.75 it 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.
- Warhammer 40,000:
- 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.
- Within the Imperial Guard, this is the Cadian's hat. Cadian regiments focus more on discipline and tactical versatility than regiments from other worlds. A Cadian armoured regiment won't be better than the Armaggeddon Steel Legion, and a Cadian close-quarters guerilla regiment won't be better than the Catachan Jungle Fighters or the Tanith First and Only, but you won't see those forces being fielded as anything else. The Cadian way of fighting war is pretty much the Imperial standard.
- Eldar Dire Avengers are reasonably well-armoured (for Eldar), decent at shooting and passable at melee. Other Aspect Warriors are highly specialised towards one kind of war - Fire Dragons are for blowing up fortifications and are atrocious at ighting everything else, Dark Reapers mow down even the heavily armoured Space Marines but can't melee for shit, and Swooping Hawks are good for hit-n-run tactics but die when the enemy sneezes on them.
- 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. 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 an '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 None Shadow Hawk, which was the same size and even shared a few weapons with the Wolverine yet did not compare in overall capability.
- MarsCo in Hc Svnt Dracones, every other Mega Corp. gives you a choice between eight proficiencies when selecting them as a background education source. MarsCo has training for everything, but you can't raise a proficiency past 2 dots with them.
- The Prism archetype is this in Psionics: The Next Stage in Human Evolution. He has some basic ability with telekinesis, pyrokinesis, and psychokinesis and decent stats and skills, but doesn’t excel or lag in any particular area
- In Betrayal at House on the Hill, Jenny LeClerc's base stats have a near-perfect distribution of might, speed, sanity, and knowledge, with each stat starting in the median of their respective ranges.
- 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'.
- 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.
Anime & Manga
- Kakashi Hatake is practically the trademark of this...he's not the fastest shinobi (Naruto, Minato, and A comfortably outspeed him), the strongest (Naruto, Tsunade, A, Onoki 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, third general of the Fourth Shinobi World War, AND the Sixth Hokage.
- Sasuke Uchiha was also this in Part 1, especially during the Chuunin Exams. He wasn't the fastest (Rock Lee), the strongest (Choji), the smartest (Shikamaru, Sakura, Shino), the best at chakra control (Sakura, Hinata), the best at Taijutsu (Rock Lee, Neji, Hinata), the most perceptive (Kiba, Shino, Hinata, Neji), he wasn't the most skilled with weapons (Tenten), and he didn't have the greatest chakra reserves (Gaara, Naruto), but he had good aptitude in all these areas, making him one of the most dangerous students in the Chuunin Exams.
- 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 proven very wrong.
- Eren of Attack on Titan. He has no extraordinary skills, but still placed 5th in the top 10 of his squad. Initially, this is true for His Titan form as well. Unlike other Titan-shifters, he can't produce armor and he's normal size for a Titan; his only unique power is punching things really hard. That is, until he discovers his "Coordinate" powers.
- In Red Eyes, the ASP-175 Bardiche powered armor that's Regium's standard issue. Decent performance in all aspects, it's outclassed by many powered armors with more specialised stats. To an extent, the main character, Grahad Mills, is this. He's not the best at any one skill, but he is very good at everything.
- My Hero Academia:
- Tsuyu Asui, whose Quirk grants her frog-based traits and abilities. She isn't the strongest in Class 1-A in any given category (except swimming) but her agility, ability to cling to walls, and the power and range of her tongue give her well-rounded capabilities with almost no obvious weaknesses.
- More conventionally, the databook puts Eijirou Kirishima as this, with a set of balanced stats ranging between power, speed, technique, intelligence and cooperativeness. This is also invoked with Manual, a minor character, who intentionally builds himself as a "normal" hero.
- In databooks for Mobile Suit Gundam Wing, the infamous Mobile Suit Leo is the Jack of All Stats as they all boast stats off a flat 100. Essentially, if you want to see where other suits stand up, you turn to this thing.
- In Dragon Ball Super, the main strength of Universe 7 during the Tournament of Power arc is this. While the other universes have fighters who are either stronger than most of the group, or have gimmicky abilities, Universe 7 has the all around strongest team in the tournament.Each fighter has years of experience, vast arrays of attacks, and the knowledge to keep fighting for longer periods then any other universe. For example Master Roshi, the weakest member of the team, is stronger then the top warriors of Universe 4, while Goku, their strongest member, is stronger then all but roughly two people in the tournament. It's telling that in most cases, the only reason they lose a fighter is because an opponent takes advantage of a moment of weakness to knock them out.
- 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.
- The DCU:
- 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.)
- Supergirl has all powers of Superman. However she has an edge on speed whereas he is somewhat stronger. She isn't stronger than Superman, faster than Flash, smarter than Batman, better fighter than Wonder Woman and she has got not as many powers as Martian Manhunter... but she is one of the strongest, fastest and toughest heroes, she has been trained by Batman and Wonder Woman and is intelligente and resorceful, besides having several useful complementary powers such as flight and super-senses. Her combination of raw power, training, cleverness, determination and hot-bloodness makes her one of the most powerful heroes of the planet.
- 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 a Jack-of-All-Stats among non-powered heroes in general and the Bat-family in particular. He's not the strongest, fastest, or the smartest, but he has more than enough of these traits to get him through battles with people like Solomon Grundy, Prometheus, and Bane. 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".
- Aquaman could be considered this for the original Justice League. Not as strong or durable as Superman, not as fast as The Flash, not as smart as Batman, not as good a fighter as Wonder Woman and not as powerful a telepath as The Martian Manhunter. Yet, he excels in all of these areas.
- Icon, being a Superman Expy is an exact copy of Superman's skills, along with being a brilliant lawyer. The two can be seen as minor opposites of one another, however, as Superman is very much an all-around liberal while Icon is a social conservative. While he was fairly unique in the Dakotaverse, the folding in of the Milestone line into the DCU led to another notch in the Uniqueness Decay of every character operating at Kryptonian-levels of power, making New Gods and Kryptonians more the average than the extreme.
- 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.
- The Naruto fanfic Catch 22 posits that of the four main team leaders, it's Asuma who fits this. Whereas Kakashi specializes in ninjutsu, Guy in taijutsu and Kurenai in genjutsu, Asuma is "second best at everything".
- In Of Mares And Magic, Trixie fits this role. She's better than Twilight at magic that requires dexterity and a showy flair, but not as good at it as Rarity. On the flip side, she can't match Twilight's raw power, but is considerably stronger than Rarity.
- The Bridge presents the grown up Godzilla Junior as this amongst the kaiju. He's reasonably fast, but slower than Rodan; he's quite durable, but less so than Anguirus; he's very strong, but Destroyah is stronger; and he has a powerful projectile attack, but Mothra Lea has better. However, he's far stronger than Rodan, has a much better projectile than Anguirus, is much more durable than Mothra; and is faster than Destroyah. It's implied this is why he's one of the most powerful kaiju of all time, having no real exploitable shortcomings.
- In Pony POV Series, Elements of Magic have this. They can perform any spell and copy them fairly easily, but ultimately a pony with a special talent in the area of such a spell will be better than them at it. Of course the trade off is they're much more varied overall. The exception seems to have been Queen majesty, who was immensely powerful and capable of a broad variety of magic.
- Naruto notes in A Leaf's Aimless Journey that while master benders can do things with their element that most shinobi never even dream of, shinobi are the only ones (barring the Avatar) who can use every element. Combined with their non-elemental techniques and shinobi like Naruto are more versatile than any bender.
Films — Live-Action
- 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, while statistically the X-Wings had the same poor survival rate as the Y-Wings in the Battle of Yavinnote they did much better in the actual attack, managing to make the entire trench run twice while the Y-Wings were all wiped out shortly after entering. The Imperial equivalent is the TIE Advanced, but its expense ran contrary to the preferred Imperial strategy so it was never widely used. In the expanded universe, later generations of the X-Wing became full-fledged Lightning Bruisers.
- Chekov from the Star Trek "Kelvin Timeline" films. He's The Smart Guy, backing up but never exceeding Scotty or Spock. He plays Action Survivor to Kirk's hero in Star Trek Beyond. He's basically able to fill in for the others when needed.
- To quote Lazarus Long in Robert A. Heinlein's Time Enough for Love:
"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 mystic portal on a 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: 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.
- Gentleman Bastard: The Sanza brothers. Chains says that they are "silver in all trades and gold in none." They have none of the strengths or weaknesses of the other Bastards. The closest thing to a professional specialty we get is when Locke says that they're good with knives. They tend to play the "catch-all" roles in the Bastards' various heists.
- In Tantei Team KZ Jiken Note, it's quite impossible to surpass Uesugi in math, or Kozuka in science. Tazuku's claim to top grades is he's being even, unlike the other two, who are lopsided in different ways.
- Alicia DeVries from In Fury Born discovers that once she joins the Imperial Cadre that the characteristics that made her an exceptional Marine don't make her, for the first time in her life, the best among the exceptional men and women who make up the unit. It eventually becomes noted, however, that while there's Always Someone Better so she's not the best in any one category, she's remarkable for being so good in so many.
- Buffy the Vampire Slayer: Anya's competent in both hand-to-hand combat and spellcasting, although she pales by comparison to Buffy and Spike in hand-to-hand combat, and to Willow, Tara, and Giles in magic.
- 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 state: personal hygiene issues aside, he's the most content with who he is out of the main cast. Compared to the Cat's vanity and Rimmer's insecurity, his only delusion is that he can play the guitar (he 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. Some series feature lots of Riders rather than lots of versions of a single Rider, but the title characters are still the most balanced ones of the ensemble.
- 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.
- Kamen Rider Drive is another series where the main form isn't actually a balanced one; as Drive's default is Type Speed, a speedster whose attack capability is decent but lower than all his other forms. The form that comes closest to being balanced is Type Fruit, which only appears once in the crossover movie with Kamen Rider Gaim.
- Both Super Sentai and Power Rangers also do this. If the team members clearly show a difference in fighting style, the red Ranger will end up being this trope most of the time. This trope also applies to most of the initial Combining Mecha each team receives. The mecha almost always end up being swordfighters with average speed and mild ranged capabilities.
Myths & Religion
- 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."
- Earl Rognvaldr Kali, Viking poem Hnefatafl
"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.
- Lance Storm was also noted to have very even attributes. Although he never won a World Heavyweight Championship, he did hold 3 undercard titles (WCW United States Heavyweight Title, WCW World Cruiserweight Title, WCW Hardcore Title) at once during his WCW run. Ironically, Storm and Jericho were tag team partners early in their careers as The Thrillseekers.
- 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.
- Homicide was described in such terms by the Warriors Of Wrestling commentary. He's good on the mat, in the air, in a brawl and can literally carry men much bigger than himself. Unfortunately he's spent a good deal of his career against men who can do it all better like Bryan Danielson and AJ Styles, but even they can't turn given objects into deadly weapons as efficiently or conceal forks as well as Homicide.
- Mercedes Martinez has been described as "rangy" and "powerhouse" in the very same paragraph, "langy" and "heavyweight" by different observes describing the same encounter.
- Kiwi Blitz: Word of God calls the Kiwibot "a Midweight mid-range unit. The Mario of mechs.", after Mario's tendency to be the Jack-Of-All-Stats in his spin-off games.
- Awful Hospital: Conversing with Dr. Man implies that the staff at the hospital are trying their best to cure their patients; in fact, they're some of the most talented medical professionals inside their native zones. It's just that they deal with patients from ALL zones, and they're unfamiliar with the biology of most of them, making mistakes constantly in their attempts to treat them. Dr. Man likens it to a human neurosurgeon who has to operate on an octopus.
- The Noob has this with elementalists that start out and those that don't choose to specialize in an element or another later on. Otherwise, it's water to become a Combat Medic, air to become a Fragile Speedster, fire to become a Glass Cannon or earth to become a Stone Wall.
- Gordon fills this role for the Lambsbridge Gang in Twig, letting him operate in a supporting capacity for any other member of the group, be it Mary (the combat specialist) Sy (The Social Expert) or Helen (The Master Actor).
- Lion-O from Thunder Cats is the second strongest (after Panthro) second fastest (after Cheetara) and the second most noble (after Tygra).
- Avatar: The Last Airbender:
- Aang can control all 4 elements, but he is not the best with any of them, except air, since he is the last one alive. 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 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.
- Zuko is not as quick as Aang, but faster than anyone else; he can't plan on the fly as quickly as Sokka, but is the best at improvising; he's not as agile as Suki or Aang, but more than the rest; he lacks the versatility of Katara's waterbending, but is shown using his firebending more creatively than Toph or Aang use their elements; he can't match Toph for strength when she can armor herself up in earth or metal, but he's in a league of his own as far as natural strength goes; and he can't compare to Toph's seismic senses, but his hearing and eyesight are unusually good. He's not number one at anything among the Avatar's group, save for swordplay (and it's likely that Sokka surpasses him at some point), but he's number two or three at everything.
- His successor, Korra of The Legend of 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; they're expected to master all the elements, but they have a lifetime in which to do it, meaning they're likely to spend much of their lives as jacks.
- Wonder Woman from Justice League is one of the heavy hitters for the original League, but doesn't really have anything she excels at compared to the others. She can catch up to a flying jet, but she's not considered as fast as the Flash. She's strong enough to go toe to toe with the likes of Mongul (briefly) or Aquaman, but not in Superman's league. She can take a punch, but apparently she still needs to block bullets. She's also not as intelligent as Batman and lacks the special abilities of Green Lantern and the Martian Manhunter. Maybe she's a fanservice specialist?
- 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.
- In Code Lyoko, Yumi's Lyoko avatar doesn't quite have Odd's range, Ulrich's close-combat superiority, or Aelita's ability to manipulate the environment, but can preform reasonably well in all three areas.
- My Little Pony: Friendship Is Magic:
- Sunset Shimmer is contrasted with Twilight Sparkle (especially in the expanded universe) as this. Both of them are highly talented mages and students of Princess Celestia, and both excel academically. Sunset Shimmer however is also athletic, musically talented and confident socially, all things Twilight has been shown to struggle with. The human Twilight (and almost certainly Pony Twilight) was shown to be more intelligent overall however, and ironically Sunset Shimmer has also repeatedly been tripped up by her own self reliance and unwillingness to trust in others.
- Twilight herself is working towards this, now being able to fly, having developed her physical talents and progressing as a leader and socialiser. She’s still most reliant on her smarts and magic however.
- Rarity is also very balanced, being capable of magic, smart and roundedly atheletic, but not nearly as capable in any of these areas as one of the others. Her main talents are her charisma and attention to detail, in which she does excel.
- The Loud House has Lincoln Loud. His 10 sisters will generally be better at everything than he is, from leadership and music to intelligence and creativity. However he is acceptable at all their skills and can perform well at any of these skills when it is necessary.
- Renaissance men/polymaths.
- The scout rifle concept, conceived by former US Marine and firearms instructor/historian Jeff Cooper, is designed to be a general survival gun suited for anything that wasn't specialized hunting, capable of taking down humans and big game up to a thousand pounds while being small enough that it won't encumber a lone scout or survivalist out in the wilderness. It was to be a carbine under one meter in length and three kilograms in weight, chambered in a high-caliber round like .308 Winchester or 7mm-08 Remington (with .243 Winchester recommended as an alternative for younger or smaller shooters, albeit only with a 22-inch barrel), and capable of putting down a four-inch group on a target from 200 meters away. A 2x or 3x telescoping scope was optional, but recommended, paired with ghost ring iron sights in case the scope was damaged; said scope was to be forward-mounted to increase peripheral vision, make it easier to clear jams, allow the loading of rounds from a stripper clip (in a bolt-action rifle), and make it so that the recoil wouldn't push the scope into the shooter's face.