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** The crossover game ''VideoGame/BlazBlueCrossTagBattle'' brings back Tager, Hakumen (as DLC) and Azrael as well as adding in (the admittedly comparatively-small) Kanji Tatsumi (also as DLC), Waldstein and Blitztank from ''VideoGame/Persona4Arena'', ''VideoGame/UnderNightInBirth'' and ''VideoGame/AkatsukiBlitzkampf'' respectively for a total of six out of fifty-three.

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** The crossover game ''VideoGame/BlazBlueCrossTagBattle'' brings back Tager, Hakumen (as DLC) and Azrael as well as adding in (the admittedly comparatively-small) Kanji Tatsumi (also as DLC), Waldstein and Blitztank (again, as DLC) from ''VideoGame/Persona4Arena'', ''VideoGame/UnderNightInBirth'' and ''VideoGame/AkatsukiBlitzkampf'' respectively for a total of six out of fifty-three.
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** The crossover game ''VideoGame/BlazBlueCrossTagBattle'' brings back Tager, Hakumen (as DLC) and Azrael as well as adding in (the admittedly comparatively-small) Kanji Tatsumi (also as DLC) and Waldstein from ''VideoGame/Persona4Arena'' and ''VideoGame/UnderNightInBirth'' respectively for a total of five out of the proposed forty.

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** The crossover game ''VideoGame/BlazBlueCrossTagBattle'' brings back Tager, Hakumen (as DLC) and Azrael as well as adding in (the admittedly comparatively-small) Kanji Tatsumi (also as DLC) and DLC), Waldstein and Blitztank from ''VideoGame/Persona4Arena'' and ''VideoGame/Persona4Arena'', ''VideoGame/UnderNightInBirth'' and ''VideoGame/AkatsukiBlitzkampf'' respectively for a total of five six out of the proposed forty.fifty-three.
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* ''VideoGame/{{Tekken}}'' usually features four heavy characters: Ganryu, Jack, King, and Kuma. Marduk is also in since ''4''. Now contrast this with the character roster of ''Tekken Tag Tournament 2'' which numbers 59 in the console releases. With Armor King, Prototype Jack, and Panda, that's eight slots filling the MightyGlacier role.

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* ''VideoGame/{{Tekken}}'' ''Franchise/{{Tekken}}'' usually features four heavy characters: Ganryu, Jack, King, and Kuma. Marduk is also in since ''4''. Now contrast this with the character roster of ''Tekken Tag Tournament 2'' which numbers 59 in the console releases. With Armor King, Prototype Jack, and Panda, that's eight slots filling the MightyGlacier role.



* Non-{{fighting game}} example: There's three MightyGlacier classes in ''VideoGame/FireEmblem'' (out of a dozen or so): The Generals (standard glaciers that appear in every main game), Wyvern/Dragon Riders (flying glaciers), and Fighters/Pirates/Brigands (more of HP sponges than anything else, and the last two veer towards GlassCannon). Generally, you only get one or two characters of each of those classes, though if the roster is really big (like in ''[[VideoGame/FireEmblemTheBindingBlade Sword of Seals]]'' or ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'') you might get three (or four for Generals), and some early games don't even feature playable Brigands. Every other physical class tends to have more characters in it, and aside from [[JackOfAllStats Paladins]], they all are of the FragileSpeedster type to a degree. Also, Dragon Riders generally come from mid-game onwards, generally the last class that will join you aside from [[DarkIsNotEvil Dark Magic users]] (justified in that [[HeelFaceTurn they're used by the enemy army]]). Considering how in ''Fire Emblem'' [[OneStatToRuleThemAll speed really matters]], limiting their numbers isn't exactly for CompetitiveBalance, so...

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* Non-{{fighting game}} example: There's three MightyGlacier classes in ''VideoGame/FireEmblem'' ''Franchise/FireEmblem'' (out of a dozen or so): The Generals (standard glaciers that appear in every main game), Wyvern/Dragon Riders (flying glaciers), and Fighters/Pirates/Brigands (more of HP sponges than anything else, and the last two veer towards GlassCannon). Generally, you only get one or two characters of each of those classes, though if the roster is really big (like in ''[[VideoGame/FireEmblemTheBindingBlade Sword of Seals]]'' Binding Blade]]'' or ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'') you might get three (or four for Generals), and some early games don't even feature playable Brigands. Every other physical class tends to have more characters in it, and aside from [[JackOfAllStats Paladins]], they all are of the FragileSpeedster type to a degree. Also, Dragon Riders generally come from mid-game onwards, generally the last class that will join you aside from [[DarkIsNotEvil Dark Magic users]] (justified in that [[HeelFaceTurn they're used by the enemy army]]). Considering how in ''Fire Emblem'' [[OneStatToRuleThemAll speed really matters]], limiting their numbers isn't exactly for CompetitiveBalance, so...

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* Averted in ''VideoGame/SuperSmashBros'', where [[VideoGame/SuperSmashBros64 the original Nintendo 64 game]] had two Mighty Glaciers (Franchise/DonkeyKong and [[Franchise/TheLegendOfZelda Link]]) and one StoneWall ([[{{Franchise/Metroid}} Samus]]) out of 12 characters, ''[[VideoGame/SuperSmashBrosMelee Melee]]'' added two more ([[Franchise/SuperMarioBros Bowser]] and [[Franchise/TheLegendOfZelda Ganondorf]]) in a 26-character roster, and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' added [[VideoGame/WarioLand Wa]][[VideoGame/WarioWare rio]] (though he's more {{acrofatic}}), [[VideoGame/RoboticOperatingBuddy R.O.B.]], [[VideoGame/{{Kirby}} King Dedede]], [[Franchise/{{Pokemon}} Charizard]], [[VideoGame/FireEmblem Ike]] (even though he's a LightningBruiser in his [[VideoGame/FireEmblemPathOfRadiance first]] and [[VideoGame/FireEmblemRadiantDawn second]] games), and [[VideoGame/MetalGear Solid Snake]], for a total of eleven characters out of 39 total. Quite impressive.

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* ''VideoGame/SuperSmashBros'':
**
Averted in ''VideoGame/SuperSmashBros'', initially, where [[VideoGame/SuperSmashBros64 the original Nintendo 64 game]] had two Mighty Glaciers (Franchise/DonkeyKong and [[Franchise/TheLegendOfZelda Link]]) and one StoneWall ([[{{Franchise/Metroid}} Samus]]) out of 12 characters, ''[[VideoGame/SuperSmashBrosMelee Melee]]'' added two more ([[Franchise/SuperMarioBros Bowser]] and [[Franchise/TheLegendOfZelda Ganondorf]]) in a 26-character roster, and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' added [[VideoGame/WarioLand Wa]][[VideoGame/WarioWare rio]] (though he's more {{acrofatic}}), [[VideoGame/RoboticOperatingBuddy R.O.B.]], [[VideoGame/{{Kirby}} King Dedede]], [[Franchise/{{Pokemon}} Charizard]], [[VideoGame/FireEmblem Ike]] (even though he's a LightningBruiser in his [[VideoGame/FireEmblemPathOfRadiance first]] and [[VideoGame/FireEmblemRadiantDawn second]] games), and [[VideoGame/MetalGear Solid Snake]], for a total of eleven characters out of 39 total. Quite impressive.
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* ''VideoGame/DeadOrAlive'' only has 3 'big' characters who rely mainly on power and grapples: Bayman, Bass, and Leon.

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* ''VideoGame/DeadOrAlive'' only has started out with 3 'big' characters who rely relied mainly on power and grapples: Bayman, Bass, and Leon.Leon. Bass's daughter Tina is a wrestler just like him, [[MaleMightFemaleFinesse but is much faster while having less powerful throws]]. ''VideoGame/DeadOrAlive5'' brought in Rachel from sister series ''VideoGame/NinjaGaiden'' and gave her a limited yet devastating moveset focusing on powerful hits and throws.
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* ''VideoGame/LeagueOfLegends'' has experienced a {{Downplayed|Trope}}, but noticeable case of this over the course of its 10+ year development. While tanky champions are still being made and the {{metagame}} periodically dips in favor of tank-heavy play, Riot Games' attitude towards balance and overall game design has increasingly shifted away from passive defense and more towards dealing and undoing damage. The primary focus has to do with how tanks inherently slow down games, and metas where they're the most viable tend to reward passive play and thus become far more of a drag, and further complications come in the form of "bruiser" champions; [[LightningBruiser bulky, but mobile and painful initiators]] that often make the point of [[StoneWall a more defensive-oriented tank]] redundant (at least for when they're functioning as intended). Riot determined that these two distinct forms of {{Mighty Glacier}} can't functionally coexist, and thus more and more, modern tanks lean more into dealing damage or effective crowd control as a means of expressing value. It's quite telling that since 2018, there's at least one damage-dealing [[TheJuggernaut "juggernaut"]] champion being developed for the game each year, but the defense-oriented [[StoneWall "warden"]] champion category has received no new additions since 2017.

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* ''VideoGame/LeagueOfLegends'' has experienced a {{Downplayed|Trope}}, but noticeable case of this over the course of its 10+ year development. While tanky champions are still being made and the {{metagame}} periodically dips in favor of tank-heavy play, Riot Games' attitude towards balance and overall game design has increasingly shifted away from passive defense and more towards dealing and undoing damage. The primary focus has to do with how tanks inherently slow down games, and metas where they're the most viable tend to reward passive play and thus become far more of a drag, and further complications come in the form of "bruiser" champions; [[LightningBruiser bulky, but mobile and painful initiators]] that often make the point of [[StoneWall a more defensive-oriented tank]] redundant (at least for when they're functioning as intended). Riot determined that these two distinct forms of {{Mighty Glacier}} can't functionally coexist, and thus more and more, modern tanks lean more into dealing damage or effective crowd control as a means of expressing value. It's quite telling that since 2018, there's at least one damage-dealing [[TheJuggernaut "juggernaut"]] champion being developed for the game each year, but the defense-oriented [[StoneWall "warden"]] champion category has received no new additions since 2017.
took a long gap between 2017 and 2022, and the Warden that did come out -- K'Sante -- is built on a StanceSystem where he's most effective as [[LightningBruiser a lightning-fast duelist]].
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[[AC: RealTimeStrategy]]

* The co-op mode of ''VideoGame/StarcraftII'' started out with two commanders for each of the three main factions, Terran, Protoss, and Zerg, with an additional Protoss commander being released shortly after the debut of the game mode and ''Legacy of the Void'' with it. This was followed up with the release of a Zerg commander and ''another'' Protoss commander, making the two Terran commanders this trope for some time until the release of a Terran commander to coincide with the release of ''Nova: Covert Ops''.
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Dork Age was renamed


* ''VideoGame/{{Overwatch}}'' ended up experiencing a lot of this with its Tank heroes ([[DamagerHealerTank a role classification]] whose purpose is [[StoneWall shielding damage]], [[DrawAggro drawing aggro]], [[MightyGlacier up-close brawling]], or some combination of the above), with only 3 of the 11 initial post-release heroes being Tanks. At some point, Blizzard realized that Tanks were very difficult to design for and properly balance since in a fast-paced HeroShooter setting, their entire purpose is to slow things down, creating a lot of "noise" that either leaves them overly dominant, really unfun and boring to play compared to Damage or Support heroes, or worst of all: ''[[ComplacentGamingSyndrome all of the above]]''[[note]]Many of the game's [[DorkAge more infamously stagnant meta states]] were when Tanks synergized in a way [[GameBreaker that actual straightforward Damage heroes were redundant]], and the only practical option was pitting tanks against each other in [[PaddedSumoGameplay a sloggy 6v6 sumo match of shields, healing, and close-up brawling]][[/note]]. Blizzard has since increasingly compacted the role as being a bit of a niche requirement, and in ''VideoGame/Overwatch2'', it was announced they were limiting teams to just ''one'' Tank per team to loosen things up[[note]]This itself was an extension of Blizzard's implementation of a hard "role lock" limiting the amount of an archetype per team to 2, seen as effectively the nuclear option following many failed attempts to reduce Tanks' synergistic dominance without making them completely unusable[[/note]], allowing their HeroShooter to be more of a ''shooter'' while still tweaking around Tanks to be fun and useful without getting totally out of hand.

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* ''VideoGame/{{Overwatch}}'' ended up experiencing a lot of this with its Tank heroes ([[DamagerHealerTank a role classification]] whose purpose is [[StoneWall shielding damage]], [[DrawAggro drawing aggro]], [[MightyGlacier up-close brawling]], or some combination of the above), with only 3 of the 11 initial post-release heroes being Tanks. At some point, Blizzard realized that Tanks were very difficult to design for and properly balance since in a fast-paced HeroShooter setting, their entire purpose is to slow things down, creating a lot of "noise" that either leaves them overly dominant, really unfun and boring to play compared to Damage or Support heroes, or worst of all: ''[[ComplacentGamingSyndrome all of the above]]''[[note]]Many of the game's [[DorkAge [[AudienceAlienatingEra more infamously stagnant meta states]] were when Tanks synergized in a way [[GameBreaker that actual straightforward Damage heroes were redundant]], and the only practical option was pitting tanks against each other in [[PaddedSumoGameplay a sloggy 6v6 sumo match of shields, healing, and close-up brawling]][[/note]]. Blizzard has since increasingly compacted the role as being a bit of a niche requirement, and in ''VideoGame/Overwatch2'', it was announced they were limiting teams to just ''one'' Tank per team to loosen things up[[note]]This itself was an extension of Blizzard's implementation of a hard "role lock" limiting the amount of an archetype per team to 2, seen as effectively the nuclear option following many failed attempts to reduce Tanks' synergistic dominance without making them completely unusable[[/note]], allowing their HeroShooter to be more of a ''shooter'' while still tweaking around Tanks to be fun and useful without getting totally out of hand.

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