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Beat Em Up
- Shiva in Streets of Rage 3. Despite being nerfed from his boss self in SOR2, he's faster AND stronger than the two all rounders and has better moves, one of which can be used to form an infinite combo.
Collectible Card Game
- Kantai Collection: This is the reason why Re-class Battleships are so hated and feared. Not only can they attack in every combat phase, something no single one of your own units can, but they do so better than any other non-boss mook. They have more firepower and health than the other non-boss battleships, more planes than the non-boss carriers, stronger torpedoes than the torpedo cruisers.
- Minion, the Secret Character in the Twisted Metal games, is usually this, with top-class speed, handling, and armor plus a badass superweapon. His only (slight) drawback is his size, which makes him a larger-than-average target.
- The Golden Kart in Mario Kart: Double Dash!! has the best combined stats of all vehicles. Some are better in one stat but lower in the others (Bowser's has highest top speed, but takes a while to get there). The game compensates for this by taking The Computer Is a Cheating Bastard to ridiculous levels any time this cart is used.
- Super Sonic in Sonic R has perfect stats across the board.
- In the PAL version of Crash Team Racing, the cheat-only character Penta Penguin has perfect scores in all stats. When it comes to the race itself, though, he's often tiered lower than the high-speed-low-handling characters, due to how power-sliding works.
- Spectre from Extreme-G XG2 has all of its stats maxed out.
- Ash, the protagonist of Vandal Hearts, starts out as a very competent and useful Jack-of-All-Stats and Magic Knight, and becomes this trope in spades if you manage to unlock his gamebreaking, Purposely Overpowered Vandalier class, which is a Lightning Bruiser that can cast every spell in the game, can use any item effect an infinite number of times and has nearly impenetrable defense from the front and sides.
- The Majin class from the first Disgaea game. Very high stats all across the board, positive Aptitudes for all stats, very proficient with all weapons, and high mobility. There is no reason to use anything else when you have unlocked this class (though it requires a bit of a Guide Dang It). The subsequent games nerf this class severely, though. The second game reduces its mobility to the minimum, making it somewhat of a Mighty Glacier instead. The third and fourth games take it even further, giving it low aptitude above the low mobility, and no weapon proficiency, making the class require a lot of work to even be remotely playable.
- The Majins get a Shout-Out in Soul Nomad & the World Eaters, another Nippon Ichi game, in the form of the similar-looking Gideon class. Gideons are fast, they fly, their attacks are all ranged and all multitarget (and if they're in the second or third rows, they hit the entire enemy unit) and they have stat growths better than any other unit. About their only drawback is their high cost to deploy. However, once you've unlocked them, there's pretty much no reason to use anything else.
- A sufficient amount of Level Grinding can yield this in most JRPGs with a Job System, such as Final Fantasy Tactics, Dragon Quest IX, and Blue Dragon.
- Dragon Quest VI has a particularly spectacular example in that changing class affects only your stats, while spells and skils are determined by the class's rank, itself depending on the number of battles you've fought. However, spells and skills stay with the character once learned even after subsequent class changes, which can lead to situations like the Mighty Glacier throwing healing spells or the Squishy Wizard launching physical attacks, and doing quite well at both, not to mention the fact that there's a large number of skills that hit a group of enemies or all enemies for decent amounts of damage, aren't affected by stats and cost nothing to use. It's entirely possible to have a character max out every class in the game and just pick the one with the most favorable stats to equip permanently, though this would take an extreme amount of Level Grinding.
- Mew and its "clones" Celebi, Jirachi, Manaphy, Shayminnote and Victini are this, with a solid 100 points in each stat and a typically diverse selection of moves. Mew in particular is compatible with every single Technical Machine (TM) and can be tutored nearly any move possible.
- Arceus takes this even further, having 120 base stats across the board, the capability of learning every teachable move (except moves that explicitly require hands due to being a Marvelous Deer) and an Ability that allows it to change into any of the 18 types.
- Mega Rayquaza, introduced in Omega Ruby and Alpha Sapphire, takes this trope even further than Arceus in many respects, as if it weren't possible already. Despite being a Mega Evolution, it doesn't require a Mega Stone to Mega evolve, meaning it can hold any item it wants while still benefitting from the stat boosts. It's not a Glass Cannon, though, as Mega Rayquaza still has solid defenses and its Ability eliminates its Flying-type weaknesses. Needless to say, Mega Rayquaza became the first Pokémon to be banned from the Uber tier (a tier designed to ban Purposely Overpowered and unbalanced Pokémon in the first place) under the Smogon ruleset in competitive play.
- Sora in the Kingdom Hearts franchise. A prodigy Keyblade wielder, nearly as good a mage as specialized mages, except he has a wider spell pool, being able to use several of the other character's character exclusive spells, and a Lightning Bruiser who can take more damage than the party tank. He was Unskilled, but Strong, except he matured out of that. The punchline being that he even stops to wonder for a moment if he even needs to get official training, since he'd already saved the universe a few times when it's offered to him.
- Keyblade wielders in general tend to be this compared to non-wielders, even if they specialize. In Birth by Sleep, for instance, Terra is at least as good a mage as Donald despite being even better as a brawler, while Aqua can block damage better than Goofy and can hit back for about the same, even though, compared to her peers, she's still a Squishy Wizard.
- And on the evil side, Xehanort can use all the other Organization XIII members' weapons, is extremely fast, has some instant-kill attacks, and is a great mage.
- Peter in Shining Force 2. Nearly as tough as a specialized Stone Wall, only he has the attack of a Glass Cannon and the speed of a Fragile Speedster without the glass jaw. Of course he is a legendary Phoenix....
- Ike in Fire Emblem: Path of Radiance starts somewhere between a Jack-of-All-Stats and a Mighty Glacier and soon becomes a Lightning Bruiser who can attack from range and take a lot of damage. His promoted class has the Strength of a Berserker, the Skill and Speed of a Swordmaster and tanking ability of a General. His Res might let him down a little, but you can "fix that" in the next game.
- The Black Knight also lacks a single bad stat, being unusually fast and magic resistant for a General variant.
- Fire Emblem Awakening gives us the Avatar and their offspring, Morgan. Both can reclass into any of the game's numerous classes (except for the Lord classes and classes restricted to the opposite gender) AND have a unique class for themselves (the Tactician/Grandmaster class). This gives them access to pretty much any skillset they want, as well as the weapon(s) of their choice. Toss into this some of the best stats and stat growths in the game and, in the Avatar's case, the ability to support (and gain stat boosts from) every other character in the party, and both characters are generally considered to be the best in the game.
- This is one of the main reasons Thunder God Cid Orlandeau in Final Fantasy Tactics is considered to be such a Game Breaker: since his Holy Swordsman class is essentially three classes' worth of attacks rolled into one (three very good classes, at that), he can easily exploit enemy weaknesses regardless of situation and has the stats to back it up. If you put even the slightest effort into leveling him up, he can solo most maps.
- Serenade from the PS3 Updated Re-release of Eternal Sonata is easily one of the most powerful characters in the game, beating out Allegretto and Jazz in terms of damage output, and beating Salsa, March, and Claves in speed. Though she's only playable in two parts of the game, the first one temporarily, but the second time she joins, you're definitely going to want to use her.
- The Secret Character in the remake of Star Ocean is a master of all in terms of magical abilities. On paper, she was supposed to be balanced compared to the other two offensive mages by having much more restricted elemental coverage, only having access to Fire and Light spells, and she was supposed to be balanced compared to the other healer by not having access to Status Buffs. In practice, Fire and Light spells cover such a wide variety of enemies that she'll almost never have to worry about an enemy resisting her attacks, and status spells are widely considered superfluous in the first game. The end result is that she is generally considered the only mage the player should ever need.
- Johnny/Karyl in Tales of Destiny starts off with only one useful attacking move and if the AI is controlling him, he'll only cast very limited buffs. However, in the hands of a player and after finding his other spells, he becomes fairly well-balanced stat-wise (highest strength after Stahn, highest luck after Woodrow) midrange fighter with a very powerful spammable move with a chance to stun. If that's not good enough, then he learns a healing move that is much more useful than almost anything the party's healer learns. His attacks are also super effective against most of the lategame enemies. The end result is you can ditch the healer entirely if you want or replace the Guest Star Party Member who's drastically underleveled for him with very little trouble.
- Ludger in Tales of Xillia 2 gains the ability to hit any weakness within the first third of the game. This is in a game where damage output is based on how many weaknesses you can hit in quick succession. The only thing that really limits a player in this case is their skill in switching weapons and move sets. Oh, and every other party member suffers from Crippling Over Specialization in some regard (some, more than others).
- Your ultimate goal with Kyuu in Rakenzarn Tales is to turn him into this. His unique class, the Arxus Rogue, is capable of learning all types of physical and magical moves and wield a huge variety of weapons. However, Kyuu is not a natural fighter and suffers from both Empty Levels and Non Standard Skill Learning, so if you don't put in the effort to build him up, he'll never be more than the Master of None.
- Final Fantasy:
- In the original version of Final Fantasy III, you unlock the Ninja and Sage Jobs in the final dungeon and for the rest of the game you will have no reason to use anything else. The Ninja can use every weapon and throw Shurikens for huge damage, and has terrific physical stats. The Sage can use all White Magic, all Black Magic, and all Summons, and has the highest magic stats. Technically the fully equipped, top-level Onion Knight outclasses the Ninja physically, but it can't use magic, the equipment is hard to come by and levelling up a useless Job is a colossal pain. The DS remake gave you these classes earlier, with several nerfs, making them less appealing.
- A Freelancer in Final Fantasy V will be this by the end game if you've grown your characters well, as it gains the statistical strengths of every Job you have mastered without the drawbacks, plus their inherent abilities, plus the ability to equip anything, plus two free ability slots. This means you can set up Bartz with the maximum Strength and Magic available to him, and have him wearing Ribbons, Mixing death and healing potions, casting a versatile mix of Blue Magic, dodging attacks and dual-wielding axes.
- Cloud in Final Fantasy VII levels and learns Limits more slowly than the other characters, but due to Can't Drop the Hero, you won't notice this. That's his only weakness. His stats are ludicrously high across the board, with the highest Strength, and Magic second only to a party member that dies halfway through the game. It's only his less-important Dexterity (which influences the speed at which his turns arrive) that is outclassed by any significant margin (by Red XIII, Tifa and Yuffie), but he's still hardly slow. His Limit Breaks are also ridiculous, with his final Limit being the most damaging in the game in the course of normal gameplay; Barret technically has the potential to do more damage than Cloud does with one of his Level 2 Limits, but you will not be able to take advantage of this unless you go looking for it (and abuse the game's stat system). The only thing he can't do is heal using a Limit Break, which only means you need to make sure he's got access to a healing spell. A lot of this is because you're forced to use him for most of the game, and it's not fun being stuck using a character you can't adapt to use however you want to like; he's so good that in the passage of the game where he's replaced by Cid, a 'lowly' Jack-of-All-Stats with similar Limit Breaks, you'll notice the loss of muscle.
- The Soul series has Edge Master, a proclaimed master of the art of fighting, who has supposedly mastered every fighting style known to man to the point that he can teach others and utilize them himself if need be. It's also noted that he has clashed with the Warrior King Algol and perhaps was the one person who fought Olcadan to a draw. Especially enforced in Soulcalibur V, where he was the only character to mimic every style, while fellow Ditto Fighters Kilik and Elysium could only copy male and female fighting styles respectively.
- The mimics in SCV actually subvert this somewhat. While Edge Master can copy everyone at random, Elysium gains extra moves when parroting the already dangerous Pyrrha Omega, bringing her playstyle closer to that of Sophitia, the character she's impersonating in-game and a consistently high-tier fighter in previous titles. On top of that, Elysium has an exclusive Critical Edge that she retains regardless of who she is imitating. As a high-damage, omnidirectional attack that can be used to juggle airborne and grounded opponents alike, it is widely considered to be one of the most devastating moves in the game. Kilik, on the other hand? The most he gets is a few of his old staff moves when using Xiba's style.
- Shang Tsung, thanks to his Voluntary Shapeshifting making him a Ditto Fighter.
- Notoriously, Kokonoe from BlazBlue, finally made playable in the third installment, was fantastic at everything in the game, leading to her being banned from some tournaments because she was too powerful. It's not an understatement to say that she had everything other characters wanted and then some.
First Person Shooter
- In Call of Juarez: Gunslinger, by the end of New Game+ the player should be able to max out all three skill trees and become a master of all three combat disciplines. This creates some weird synergies that allow you to do things like performing six or more consecutive headshots on distant enemies in the span of a few seconds while using a sawed-off shotgun that only has two shells in it. It really helps to emphasize the Unreliable Narrator nature of the story.
- The RCP-90 in Goldeneye 1997 was incredibly powerful (its power was only matched by cheat weapons and explosives), had one of (if not the) highest firing rate in the game, and had the largest ammo capacity to boot. To top it off, it used the single most common ammo in the game.
- In PlanetSide 2, Nanite Systems primary weaponry combines some of the best features of the three empire's weapons - they have 5 extra bullets per magazine (compared to the Terran Republic's ten), have a small cone-of-fire like New Conglomerate's Magnetic Weapons, and has the tiny recoil typical of Vanu Sovereignty's plasma weaponry. When combined with NS weapons firing noises blending in with the enemy's NS weaponry, and NS weaponry unlocking across all characters when bought with Station Cash, they are often the best overall weaponry, being able to be used at both short and long ranged, and only outclassed by dedicated close-quarters or long-ranged weaponry which are awkward outside of their range brackets. Heavy Assault troopers make up about 50% of all infantry forces in any given battle due to their high-capacity light machine guns, rocket launcher, and a heavy overshield that can effectively double their health. The other frontline classes are generally only taken for their support abilities (Engineer/Medic) or mobility (Light Assault)
Hack and Slash
- In the Dynasty Warriors series, Lu Bu is generally the most powerful character of the game with high stats all around as well as powerful attacks with great range.
- The Hyrule Warriors version of Ganondorf is a vicious Lightning Bruiser whose stats are all well above average, similar to Lu Bu.
- Oda Nobunaga is this in Sengoku Basara, especially in the third series. Honda Tadakatsu also has this going for him statistically as he is the top character in attack and defense and above-average in movement speed, but in practice his play-style of uncontrollable swinging around of his gigantic drill-spear without any special attacks makes him more of an Awesome, but Impractical character.
- The later installments of the X-Universe games introduce Terran, AGI Task Force, and Optimized Technology And Shielding Corporation ships, all of which offer overall superior stats to comparable ships from the Commonwealth races; a Terran Osaka Destroyer can outlast the Teladi Phoenix, outgun any ship, and almost keep up with the Fragile Speedster Boron Ray. However, Terran and ATF ships suffer from their lack of cross-compatibility with Commonwealth weapons, as their weapons have Painfully Slow Projectiles and lack a frigate-class weapon. OTAS ships can use commonwealth weapons and are easy to acquire (and cheaper) in comparison to Terran ships, leading to several of their ships being considered Game Breakers even after being nerfed in patches.
- Your citizens in Dwarf Fortress can be made this way, but it takes incredible amounts of effort. After all, you have to train them yourself, and in more recent versions keep them busy to prevent skill rust. One infamous example in an older version was Morul, the most interesting dwarf in the world. Since that was back when improving skills (not just military skills like the current version) could improve various stats that affect said skill, the result was basically a One-Man Army.
- Werewolves in the World of Darkness, especially the Old World of Darkness. They have top-tier physical combat abilities, regeneration, superhuman speed, shape-changing at will, an ability to maintain The Masquerade simply by existing, an at-will spirit-travel ability, magical items, and magical abilities which rival or exceed those of anyone except Mages and Elder Vampires. Werewolves can also learn any skill any normal human can and have less restrictions on their abilities than any other supernatural being. They have no significant weaknesses other than silver.
- Caine, the original vampire in the Vampire: The Masquerade fluff, is scarcely described but one indication of his power is that, thanks to his immense age, he has mastered all of the Vampiric Disciplines (other vampires get three, tops) on the highest levels (double what a playable character can hope to achieve) and can actually invent new Discplines whenever he damn well pleases.
- In 1st and 2nd Edition Dungeons & Dragons, a human character with sufficiently high stats could dual class, at which point they surrendered most of their abilities and began to progress in another class. Once they exceeded their old class' level, they could use all of the abilities of both classes. This was still insanely difficult to do. The 1st Edition Bard was similar.
- In 3rd edition, the Cleric and Druid classes could enter this territory out of sheer versatility. Even without any kind of crazy character optimization or external sourcebooks, they have full spell casting, good equipment options and decent fighting capabilities. As soon as the game reaches mid-level, however, they truly step into their own as masters of all. They can buff themselves to be better at fighting than dedicated fighting classes and their spells are just as potent as any other full spellcaster, not to mention the versatility granted by feats that let Clerics spontaneously alter their spells by expending their otherwise-highly-specialized Turn Undead ability, or the ludicrous amount of sheer options granted by a Druid's natural shapeshifting powers.
- 4th Edition averts this completely, to the relief/chagrin of players (delete to taste.)
- Defied in most incarnations of the Fate system (Spirit of the Century, The Dresden Files et al.). The skill pyramid/column scheme built into these games only allows a character to have as many skills at peak level as the lower-ranked ones can "support", making it literally impossible to be good at everything.
- The main exception is the "quick-start" Fate Accelerated Edition, which only uses six "approaches" in place of skills and thus doesn't bother with such a scheme post character creation — in theory, an FAE character played long enough could eventually become equally good at all of them, assuming he or she was played for long enough without any change in system. Of course, this particular incarnation is mainly a lightweight "intro-level" product not so much intended for running campaigns that long with in the first place (though one can in principle do that, too)...
- The Queen in Chess, which can imitate the move set of almost every other piece. Specifically, the Queen combines the horizontal and vertical movement of the Rook with the diagonal movement of the Bishop. The only thing the Queen can't do is "jump over" other pieces like the Knight.
- In Battletech, the Clans design their Omnimechs to be this, a good example is the Timber Wolf / Mad Cat; A heavy mech which possess the speed of a Inner Sphere light mech, with the fire power and durability of an assault mech. The Inner Sphere can't quite compete due to a technology gap, but famous mechs like WHR-6R Warhammer and CN9-A Centurion are dangerous at any range bracket and have good armor and speed for their class leading them to become mainstays among the Successor State armies.
- Warhammer 40,000 has the Space Marines. In lore they are, pound for pound, better than everyone at everything. They are genetically engineered supermen who are super strong, fast, accurate, tough, with bodies that heal near-instantly from all but the direst wounds, equipped with the best weapons and armor the Imperium has, and completely beyond any sense of fear or cowardice. This sort of carries over in-game as well, as an individual Space Marine is, man for man, better than the basic troops of any other army. However, they are also more expensive, point-wise, and the Space Marine army as a whole falls more into the Jack-of-All-Stats / Master of None category overall.
- In all the Tony Hawk's Pro Skater games you can turn the skater of your choice (or all of them) into a maxed-out skating monster if you just spend the time either earning the cash to buy more stats or doing the specific tasks to level them up.
Real Time Strategy
- In Command & Conquer: Red Alert 2, the Mobile Fortress and a Heroic-ranked Apocalypse Tank are these. The Mobile Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. The Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small Area of Effect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.
- If you have the expansion Command & Conquer: Yuri's Revenge, Boomers are this as well. They have all the advantages of a standard submarine and had torpedoes that were only a little less damaging individually than the Typhoon Attack Subs, but the Boomer fires two of them compared to the Typhoon's one. In addition they fire ballistic missiles that are only a bit less effective than the ones on a Dreadnought and Boomers had even more health. That meant Yuri had a really tough unit that dominates the water, could only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it didn't do was deal with aircraft.
Turn Based Strategy
- Tactics Ogre: Before the remake, said class was the AI-only Templar Knight.
- The Persian Army in Civilization. About as good or nearly as good as specialist armies, with no real drawbacks. Unsurprisingly, it's top-tier. In Civilization 5 the DLC civ Poland becomes this, because their special ability is that they get free upgrades to spend however they want, making them one of the only civs that can run with each victory style: Militaristic, Cultural, Scientific, or Diplomatic.
- This is Kanbei's hat in Advance Wars (particularly the first one) since all his units get a cruel boost to attack and defense (even more than specialized characters) but only if you put him in pre-deployed maps: his weakness is all his units are much more expensive to produce.
- Other characters who can boast this are Final Boss Sturm (Purposely Overpowered) in the two first games, and Stolos (another Purposely Overpowered Final Boss) and Catleia (whose power is that of Ed, Trak and Lin combined) in Dark Conflict.
- The player in the Fable games is almost certain to be this. While you CAN choose to specialize, the way the cost of upgrades scales means there's no reason to: the cost of going outside your specialty quickly becomes negligible meaning that there's no down side to ultimately becoming equally proficient in Strength, Skill, and Will.
- In The Elder Scrolls V: Skyrim you could originally do this in spirit, since level was raised by raising skills and the effective level cap was reached by maxing out all available skills, making you very good at everything. You were still not perfectly balanced, however, due to the (finite) number of available perks not being enough to truly max out every possible specialty. In a later patch, Bethesda added the ability to "prestige" in a skill after it was maxed out, resetting it to zero for the ability to grind it back up, gaining more levels and unlocking more perks. This effectively raised the level cap and gave truly insane level grinders the ability to max out absolutely EVERYTHING and make their character a true Master of All.
- Jake Armitage, the protagonist of the Shadowrun game for the SNES. While most runners in the game specialise in either shooting, spellcasting or decking (hacking computers), Jake can become highly skilled with all three, and unlike other spellcasters in the Shadowrun-verse, he averts Cybernetics Eat Your Soul since his magic isn't penalised by having cyberware fitted. By the end of the game he'll be able to blow opponents away with a BFG (firing at double speed thanks to boosted reflexes), endure hits with a suit of full body armor and sub-dermal plate, use a selection of spells to attack, heal, or enhance his defense, and hack any computer system he can find.
- You need to be max-level to attempt this in Kingdoms of Amalur: Reckoning, but it can be done. At maximum level, the Jack-of-All-Stats becomes the "Universalist" who gets tons of bonuses to all his non-combat skills and weapon proficiencies. He still won't be as good at certain things as a specialist, but he's the only class that can totally max out all non-combat skills.
- Mass Effect:
- The Sentinel class was meant to be the Jack-of-All-Stats class, but that balance was only achieved in the second game. In the first game, they were borderline Master of None. The third game went the opposite direction and got this trope largely due to the nature of the Power Combo System. By using their native Overload, Warp, and Throw abilities in that order, Sentinels are capable of stunning and severely damaging many enemies very quickly even on the highest difficulty level. They also have two crowd control abilities and the Tech Armor power boosts their defense with a miniscule cost to recharge times when properly equipped. Normally, they still lag in weapon damage, but that is solved by taking the Warp Ammo power.
- The Collectors in multiplayer. The other three enemy factions all have their own strengths and weaknesses. The Collectors only have strengths. They're better cover-busters than the geth without being slow, can rush players like Cerberus without going down as easy because their units have way more hitpoints, have their troops buffed with more useful bonuses than Reapers, their sync-kill units are harder to deal with than the others, they spam a support unit that locks down power use, and that's not even all of their advantages. Playing against Collectors is like turning the difficulty up another level.
- In Fallout 2, a high Intelligence character can become this due to massive amount of skill points and the presence of skill books. Negotiator, MrFixit, hacker, doctor, survivalist and weapon specialist. The same goes for a max Intelligence Courier in Fallout: New Vegas.
- There are a few characters in the series with 10 in every single SPECIAL stat: Final Boss Frank Horrigan from Fallout 2 and Royez, Gaius Magnus and Ulysses from Fallout: New Vegas (all three being Bonus Bosses in the Lonesome Road DLC).
- In Fallout 4, there is no level cap, meaning that the player character can eventually max out every single stat and perk.
- A specific Elite Tweak in Knights of the Old Republic II makes it possible to turn the Jedi Exile into one of these. Start with the Jedi Consular base class: fifteen levels of that will ensure more force powers and force points than the player will know what to do with, along with three levels of the Force Focus feat to prevent enemies from resisting powers. At level fifteen, choose the Jedi Weaponmaster Prestige Class. That will give the Exile more hitpoints, a line of feats that improves all melee attacks, another line of feats that reduces all damage taken, and many more optional feats. Combining both of those with a starting Intelligence of fourteen or more will result in a character that can shrug off damage, massacre everything with a lightsaber, throw out force powers at will, and have a respectable collection of skills of the player's choice.
- This is starting to happen in EVE Online. Unlike most MMO, you level your skills in real time in eve regardless of what you are doing or even if you are logged in. What normally prevents players from mastering them all is that there are over 14 years worth of skills in the game (without boosting implants). Eve is however 12 years old, and the skill speeding up implants do exist, so there are characters who have just about every skill in the game mastered.
- Several of the ships in the game are also like this:
- Strategic cruisers can have their hulls fit to almost any role. These ships require five subsystems to be installed when assembling the ship, these subsystems then grant bonuses in that area. The subsystems can be mixed and matched to make almost any ship the pilot desires, more often than not greatly exceeding normal ships in the chosen area of specialization.
- Carriers are often known as the Swiss Army Knife of the game, with good reason. These ships can deal devastating damage with their fighters to much smaller ships than them, while at the same time provide logistics support to other ships. They can be specialized into triage carriers that can heal at a much greater rate at the expense of being able to deploy drones at the same time. They can carry and deploy fully outfitted ships in battle, which pilots who have lost there ships but haven't been podded can then use as reinforcements. They are also half as expensive as dreadnoughts and often cheaper to outfit, making them both somewhat disposable and easy to field in large numbers.
- Super carries can theoretically do anything that the regular carrier can, but can also deploy ten fighter bombers that can each do as much damage as all of carriers drones combined (though only to other capital ships). They also have much greater health, one more high slot, two more low or mid slots (depends on the exact model), can fit ECM burst modules, and are immune to most types of warp scrambling.
- Command battle cruisers are designed to do equal or greater damage than standard battle cruisers while carrying warfare links that boosts their squads effectiveness. They player has the option to carry more warfare links at the expense of weapons or vise verse if they choose.
- Several of the ships in the game are also like this:
- A player in Ryzom can reach this status if they spend the years necessary to max out every single branch of the game's enormous skill tree; but it's worth it as very few things can kill them and they can craft and harvest almost anything they want to.
Anime & Manga
- Every fighter in Dragon Ball Z either is this or aspires to this. The one attempt to specialize (when Trunks accidentally makes himself a Mighty Glacier during the Cell Saga) results in Crippling Overspecialization. Other than that, speed, strength, invulnerability, and ki control all seem to increase proportionally with power level. Some less-powerful characters are said to be greater strategists, but this is inconsistent and tends to be a bit of an Informed Ability in any case.
- Captain Tsubasa, despite him specializing and preferring an attack midfielder position, he can play every other position (beside goal keeper) and turns out as good as, if not better than, other players.
- In Magical Girl Lyrical Nanoha ViVid, Sieglinde Jeremiah is not just called the strongest teenager in all dimensions because she won the Inter-Middle Championship more than once. She is superior to anyone in close range, long range and zero range combat. Her attacks are all powerful, her defense is much more than solid, and her speed is higher than anyone's.
- Throughout Lyrical Nanoha, Signum fits this trope. While she fights mostly like a Stone Wall against near-equal opponents, this is a tactical preference, and while her Power Level is not the highest, the individual who is significantly more powerful than her can't fight. She is as offensively powerful as Nanoha, as defensively strong as Vita, and as fast as Fate, she is capable of fighting effectively both at melee and long range, and her ability with large-scale bombardment approaches that of Hayate. This situation is completely shattered by the events in Magical Record Lyrical Nanoha Force, where the adversaries finally have a form of Anti-Magic strong enough to break through Signum's defenses, forcing her to operate as a Fragile Speedster.
- In Hunter × Hunter, Nen-users are usually only able to fully master one type of Nen. Kurapika is able to defy this limitation with "Emperor Time". As long as "Emperor Time" is active, Kurapika is a master of all Nen types. The trade-off is that after "Emperor Time" wears off, Kurapika is left extremely exhausted.
- In Claymore, Teresa was #1 in the ranking, but as far as anyone knew, she was simply a powerful Jack-of-All-Stats, to the point where she received the byname "Teresa of the Faint Smile" because she had no Signature Move and no particularly outstanding strengths. However, in her final battle and after her resurrection, it becomes clear that she has no equal in any area. She is faster than "Flash Sword" Ilene, more agile than "Stormwind" Noel, and stronger than "Muscular" Sophia. After her return, she is capable of using any of the special abilities of the Seven Ghosts, and is usually better with them than they are.
- The Martian Manhunter. Has many of the powers of Superman, plus Telepathy, Intangibility, and Voluntary Shapeshifting. He does have a Weaksauce Weakness, but he has been known to overcome it.
- Within works centered around him, especially those without superpowers (such as the movies), Batman tends to be this. He's the World's Greatest Detective, skilled in every scientific field, a Master of Disguise, a capable leader, one of the top martial artists in the world, has a ton of high-tech gadgets thanks to being high in the Fiction 500, has trained his body to Charles Atlas Superpower level, and often displays random skills such as being a capable actor just in case he might have need of that skill. In works where he teams up with superpowered or magical characters, not so much.
- Lethal Joke Character / Memetic Badass example: Marvel Comics gives their characters "stats" much like a Video Game. Squirrel Girl's official ratings have every stat maxed out. Yes, she has maxed out "Energy Projection" rating too, despite having no energy-based abilities. It's a Running Gag that she keeps defeating Marvel's most powerful villains including (effectively) gods off-camera with squirrels.note More recent databooks have toned this down and given her more average stat ratings.
- Captain America. At least, compared to other humans. Technically, Cap doesn't have superpowers, the super soldier serum just makes him fulfill the potential of what humans can be. He's just so strong, agile, smart, and brave that he can keep up with any superhero with powers, and he's such a great leader and good man that pretty much every other superhero reveres him.
- The titular character in The Tales of Alvin Maker is this. He can duplicate the specialized "knack" abilities of almost every other character of European descent in the series, and the generalist greensong powers of the Native Americans as well. A character Lampshades this when a phrenological examination of his head reveals that all of his traits and talents are perfectly balanced.
- Rand in The Wheel of Time definitely counts, combining world-class swordsmanship, ta'veren status, dreamwalking, and THE most powerful magical ability in the world.
- Doc Savage: His band of sidekicks are all explicitly stated to be world-class in their specialties, and Doc is explicitly stated to be better at their specialty than each of them. He's a better chemist than Monk, a better geologist than Johnny, a better electrical engineer than Long Tom, a better construction engineer (and stronger physically) than Renny, and a better diplomat than Ham.
- In the Star Wars Expanded Universe, the E-Wing fighter is developed to replace the X-Wing, surpassing it in all areas: ordnance, speed, shields, and hyperdrive. Its expense meant that it never saw as wide deployment as the cheaper X-Wing, being largely reserved for elite squadrons.
- In the Fictional Video Game in which Noob is set, there are eight main types of magic. People are usually born with a predesposition to one or a few from the same subcategory. Töne Förk was born with a predisposition to all of them, which happens only once a millenia. By the time he appears, he has unfortunately undergone Bio-Augmentation, which has the side effect of making the person unable to use magic, due to seeing his potential power as a curse rather than benefit.
- In Babylon 5, Minbari warships are this among the Younger Races. Listing the best known, Earth Alliance and Narn warships are well armed but rather slow, Drazi and Centauri warships have high speed and disproportionately high firepower (especially the Centauri, matched by only one other race among the Younger Races) but fragile hulls, and the Abbai have fast warships with tough armor and actual DeflectorShields (a unique technology among the Younger Races) but relatively ineffective weapons. Minbari warships, on the other hand, rival the Centauri's for firepower, are as fast as they come, and are as tough as those of Earth Alliance, and are hellishly difficult to hit or even detect in the first place thanks to their stealth technology. There's a reason the Centauri at the apex of their might never dared to provoke the Minbari and Earth couldn't hope to win in their war against them....
- The Nightmare Knight in Cucumber Quest has ludicrously high stats in all categories that won't even completely fit in his bio. It helps that he's also immortal and can only be sealed away for as long as nobody gathers all of the Disaster Stones ( which has already happened over 100 times).
- The second appearance of Amazo in Justice League Unlimited is this thanks to Power Copying and Walking the Universe.
- Compared to the Fixed Ideas and Technos, this is the Cyber's hat in Cyber Six. They're actually smarter and stronger than the other two combined but notoriously difficult to control.
- Alicorns in My Little Pony: Friendship Is Magic are not only capable of flight and magic, but according to Twilight Sparkle and the Crystal Heart Spell also possess the earth pony's strength and connection to nature. Fortunately for the setting, they are also extremely rare, and most of them have duties commensurate with their power.
- Alicorns also apparently have a fourth, alicorn-specific kind of magic, judging by the season 4 finale.
- Twilight Sparkle herself was an example of this from the get-go; in Equestria, everyone has a special talent. In unicorns, it frequently manifests itself as a spell or spells associated with their cutie mark. In Twilight Sparkle's case, though, her special talent is magic, allowing her to learn everyone else's special talent spells, such as Rarity's gem-finding spell. However, it seems clear that while Twilight is innately better at magic than just about anyone, other unicorns can potentially learn other spells by studying them, but most simply don't bother to do so.
- Given that unicorn spells can do things like temporarily give other people wings, walk on clouds, manipulate the weather, or lift heavy things, it also means that Twilight could replicate many of the signature talents of non-unicorn ponies.
- In Samurai Jack, the Guardian is a warrior who has guarded a time portal for eons. He is an even more skilled warrior than Jack, since he also uses modern weaponry. During their duel he wields a katana, a pair of sais, a spear which he breaks in half for dual wielding, a machine gun and a rocket launcher, then finally his bare hands. Jack is outclassed throughout the entire "battle".
- This is the Logical Extreme of the ideal of the Renaissance Man, although no one in Real Life has ever actually attained it.
- Johannes von Liechtenauer dictated that a fighter should be fully proficient in the longsword, polearm, dagger, and Good Old Fisticuffs. Later treatises included additional weapons.
- At the extreme end of the scale was the London Company of Masters, who required prospective masters demonstrate their competence in no less than eight different weapons.