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Having a villain, especially a particularly threatening one, change sides is generally a good plot, and for three good reasons:
  1. It lets you introduce a "darker, edgier" hero.
  2. It reinforces our notion of the inherent goodness within people.
  3. It prevents the Worthy Opponent from falling victim to What A Senseless Waste Of Human Life.

Unfortunately, a lot of the drama in such shows hinges on the odds being massively unequal: the bad guys always seem to have the heroes at a substantial disadvantage.

To make the character an interesting villain, he is usually built up as the equal or superior to all of the heroes, a serious threat to their team. Often, he's far and away the strongest of the Evil Minions our heroes have faced thus far.

And then he switches sides, and it all goes to hell. Suddenly, he's just one of the gang, not substantially stronger than the others. He's decidedly less powerful than the leader of the good guys. This phenomenon is related to Villain Decay.

Very common in RPGs, since the "playable" versions of the characters tend to have much lower Hit Points, fewer and less impressive abilities, and generally worse stats than the "boss" versions. In older games, they even got smaller, since hero sprites were much smaller than enemy ones.

There are a number of possible, rational justifications for why a villain-turned-ally is suddenly weaker than before:

However, sometimes no explanation is given at all. It could be worse though; if the Heel Face Turner is particularly unlucky, he'll just suffer Redemption Equals Death and that will be the end of it. From a story telling perspective, it's more dramatic to have the villains stronger than the heroes. But if the reformed villain remains more powerful than the hero, then the villain will outshine the hero and solve problems that the hero is supposed to solve. The depowering of the villain is a sort of Deus Exit Machina to force the hero to have a difficult struggle. So remember, when you switch from evil to good, odds are good that you will start to suck.

If your character isn't exactly evil but a mere antagonist, they might fall victim to being Not So Above It All.

This trope can also apply in reverse, though, because Evil Is Cool. A character that does a Face Heel Turn will suddenly find that they have ridiculous levels of power, enough to take down their entire former team single-handedly.

Sometimes, an enemy-turned-friend loses nothing of what made him a formidable opponent in the first place. This is usually because the character wasn't previously relying on any powers or methods that could be considered evil and thus which can continue to serve him as a hero.

Slightly rarer, a new ally goes through enough Character Development (or just Training From Hell) to acquire some new, heroic ability to replace his old ways, and can contribute to the cause from then on.

Redemption Demotion should not to be confused with Dumb Is Good. Compare Good Is Boring and Good Is Impotent. See also the Balance Between Good And Evil. Frequently accompanied by Badass Decay.

For those instances where being Good is actually about being dumb rather than being the underdog, see Hero Ball or Lawful Stupid.

The exact opposite of this trope is Evil Is Dumb.

Examples

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    Anime 

    Comic Books 

    Film 

    Literature 

    Live Action TV 

    Professional Wrestling 

    Video Games 

    Web Comics 

    Western Animation