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** Specialized Pokéballs are better than even Ultra balls at catching certain kinds of Pokémon but against anything outside their specialization, they're only as effective as regular Pokéballs while costing five times as much. Perhaps the worst are the Love ball and Moon ball, the former only being super effective on Pokémon of the same species but opposite gender of your current Pokémon and the latter only being super effective against Pokémon that evolve via moon stone. The only specialized balls that most trainers use are Level balls[[labelnote:*]]Their effectiveness ranges from twice as good as Ultra balls to four times as good if your Pokémon is a higher level than the one you're trying to catch[[/labelnote]], Quick balls[[labelnote:*]]Twice as effective as Ultra balls if used on the first turn, good for roaming Legendaries[[/labelnote]], and Timer balls[[labelnote:*]]Grow more effective the longer the battle goes, becoming more effective than Ultra balls after four turns[[/labelnote]].

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** Specialized Pokéballs are better than even Ultra balls at catching certain kinds of Pokémon but against anything outside their specialization, they're only as effective as regular Pokéballs while costing five times as much. Perhaps the worst are the Love ball and Moon ball, the former only being super effective on Pokémon of the same species but opposite gender of your current Pokémon and the latter only being super effective against Pokémon that evolve via moon stone. The only specialized balls that most trainers players use are Level balls[[labelnote:*]]Their effectiveness ranges from twice as good as Ultra balls to four times as good if your Pokémon is a higher level than the one you're trying to catch[[/labelnote]], Quick balls[[labelnote:*]]Twice as effective as Ultra balls if used on the first turn, good for roaming Legendaries[[/labelnote]], and Timer balls[[labelnote:*]]Grow more effective the longer the battle goes, becoming more effective than Ultra balls after four turns[[/labelnote]].


* A running theme in ''Manga/JoJosBizarreAdventure'' has the protagonists being given extremely basic and thus highly adaptible Stand powers that can be adapted to almost any situation, whereas antagonists have powerful but specialized Stand powers and have no defense whatsoever if the heroes figure out how to avoid said powers. One notable example is Steely Dan from ''[[Manga/JojosBizarreAdventureStardustCrusaders Stardust Crusaders]]'', whose microscopic Stand 'Lovers' was capable of infiltrating Joseph's brain matter and slowly consuming his nervous system while also replicating any injury Dan suffered in Joseph, essentially holding him hostage and preventing the others from fighting. However, when Kakyoin and Polnareff manage to get Lovers out of Joseph's brain, Dan has pretty much no fighting ability whatsoever and folds like tissue paper before Star Platinum.

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* A running theme in ''Manga/JoJosBizarreAdventure'' has the protagonists being given extremely basic and thus highly adaptible Stand powers that can be adapted to almost any situation, whereas (minor) antagonists have powerful but specialized Stand powers and have no defense whatsoever if the heroes figure out how to avoid said powers. One notable example is Steely Dan from ''[[Manga/JojosBizarreAdventureStardustCrusaders Stardust Crusaders]]'', whose microscopic Stand 'Lovers' was capable of infiltrating Joseph's brain matter and slowly consuming his nervous system while also replicating any injury Dan suffered in Joseph, essentially holding him hostage and preventing the others from fighting. However, when Kakyoin and Polnareff manage to get Lovers out of Joseph's brain, Dan has pretty much no fighting ability whatsoever and folds like tissue paper before Star Platinum.


** The Senju deserve a special mention, as according to [[AllThereInTheManual Sha no Sho]], they've received the [[RedBaron nickname]] "The clan with a thousand skills".

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** The Senju deserve a special mention, mention as a subversion, as according to [[AllThereInTheManual Sha no Sho]], they've received the [[RedBaron nickname]] "The clan with a thousand skills".


** Also in ''Literature/SkinGame'', Harry explicitly calls [[spoiler:Binder]] a one-trick pony. His [[spoiler: ability to summon the "Suits" from the Nevernever is extremely useful, but is also pretty much the only thing he has in his arsenal.]]

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** Also in ''Literature/SkinGame'', Harry explicitly calls [[spoiler:Binder]] a one-trick pony. His [[spoiler: He has the ability to to summon the a number of identical demons referred to as "Suits" from the Nevernever is extremely useful, Nevernever. They're smart enough to follow orders and use firearms, so they're very handy when you need some backup, but is also pretty much it's the only thing he has in his arsenal.]]arsenal, magically speaking, so he's not much of a match for a proper Wizard in a fight.


CompetitiveBalance exists so that there is some symmetry between specific advantages and the NecessaryDrawback. If someone can hit hard but are easily hurt, they are a GlassCannon. If they are [[SuperStrength unstoppably strong]] but slow-moving, they are a MightyGlacier. A crippling overspecialization occurs when an obscenely powerful advantage makes a trade-off that limits how [[AwesomeButImpractical effective it is]].

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CompetitiveBalance exists so that there is some symmetry between specific advantages and the NecessaryDrawback. If someone can hit hard but are easily hurt, they are a GlassCannon. If they are [[SuperStrength unstoppably strong]] but slow-moving, they are a MightyGlacier. If they are incredibly fast but go down quickly when hit, they are a FragileSpeedster. A crippling overspecialization occurs when an obscenely powerful advantage makes a trade-off that limits how [[AwesomeButImpractical effective it is]].


CompetitiveBalance exists so that there is some symmetry between specific advantages and the NecessaryDrawback. If someone can hit hard but are easily hurt, they are a GlassCannon. If they are [[SuperStrength unstoppably strong]] but slow moving they are a MightyGlacier. A crippling overspecialization occurs when an obscenely powerful advantage makes a trade-off that limits how [[AwesomeButImpractical effective it is]].

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CompetitiveBalance exists so that there is some symmetry between specific advantages and the NecessaryDrawback. If someone can hit hard but are easily hurt, they are a GlassCannon. If they are [[SuperStrength unstoppably strong]] but slow moving slow-moving, they are a MightyGlacier. A crippling overspecialization occurs when an obscenely powerful advantage makes a trade-off that limits how [[AwesomeButImpractical effective it is]].



* Being a pure gunner is a trait in a number of old '80s games including Nightstalker from the Intellivison and Tutakhamen for the Apple II. These games have you start off with nothing. So you must find your gun which is strong enough to kill most enemies in one shot and has unlimited range, but has only a SMALL number of bullets. You have no melee ability so once you run out of ammo, then the game becomes a race to avoid your enemies until you find another gun or reach the next level.
* While a strategic game at its broadest gameplay level, ''VideoGame/CyberEmpires'' was more of a top-down brawl shooter, and features a small assortment of HumongousMecha to choose from. The two most notably overspecialized units are the Dragon and the Crossbolt. The Dragon can kill other cyborgs single-handedly by covering them in napalm, but is otherwise small and weak beyond close range. On the other end of the scale, the Crossbolt trades speed and close-range firepower for a quad-rack guided missile launcher, making it excellent at long range but less than useless at close range. When either unit is unable to play to its strengths, they can be destroyed en masse by more flexible units such as the Achilles.
* ''VideoGame/PathOfExile'' features energy shields, in addition to the usual armour and dodge commonly seen in this kind of game. This provides a barrier that takes damage before health is harmed, except for chaos damage which penetrates straight through and always hits health. One available skill makes the character immune to chaos damage, but at the cost of reducing health to exactly 1. Characters that stack energy shield tend to have low health, and so this skill can prevent them suffering in areas that have lots of chaos damage. However, any character not planned and built entirely around this skill will likely become unplayable, since once their shield is gone they are guaranteed to die in a single hit. Indeed it's possible, although not really advised, to take this skill with a character that ''doesn't have any shield''.

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* Being a pure gunner is a trait in a number of old '80s games including Nightstalker from the Intellivison and Tutakhamen for the Apple II. These games have you start off with nothing. So you must find your gun which is strong enough to kill most enemies in one shot and has unlimited range, range but has only a SMALL number of bullets. You have no melee ability so once you run out of ammo, then the game becomes a race to avoid your enemies until you find another gun or reach the next level.
* While a strategic game at its broadest gameplay level, ''VideoGame/CyberEmpires'' was more of a top-down brawl shooter, and features a small assortment of HumongousMecha to choose from. The two most notably overspecialized units are the Dragon and the Crossbolt. The Dragon can kill other cyborgs single-handedly by covering them in napalm, napalm but is otherwise small and weak beyond close range. On the other end of the scale, the Crossbolt trades speed and close-range firepower for a quad-rack guided missile launcher, making it excellent at long range but less than useless at close range. When either unit is unable to play to its strengths, they can be destroyed en masse by more flexible units such as the Achilles.
* ''VideoGame/PathOfExile'' features energy shields, in addition to the usual armour and dodge commonly seen in this kind of game. This provides a barrier that takes damage before health is harmed, except for chaos damage which penetrates straight through and always hits health. One available skill makes the character immune to chaos damage, damage but at the cost of reducing health to exactly 1. Characters that stack energy shield tend to have low health, and so this skill can prevent them from suffering in areas that have lots of chaos damage. However, any character not planned and built entirely around this skill will likely become unplayable, since once their shield is gone they are guaranteed to die in a single hit. Indeed it's possible, although not really advised, to take this skill with a character that ''doesn't have any shield''.



* In ''VideoGame/TheLostVikings'', only Eric can run and jump; only Baleog can attack; and only Olaf can defend. Simillarly to the ''VideoGame/{{Gobliiins}}'' series, the premise takes TeamWorkPuzzleGame aspect up to [[NintendoHard a ridiculous level.]]

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* In ''VideoGame/TheLostVikings'', only Eric can run and jump; only Baleog can attack; and only Olaf can defend. Simillarly Similarly to the ''VideoGame/{{Gobliiins}}'' series, the premise takes TeamWorkPuzzleGame aspect up to [[NintendoHard a ridiculous level.]]



* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs. Full Boost]]'', the [[Anime/MobileSuitGundamWing Gundam Epyon]] is generally considered such a weak [[HumongousMecha mobile suit]] that it actually has its own level in the game's CharacterTiers, despite being ranked at 3000 points (the highest possible in the game, which gives it high HP and attack power). The reason for this is that Epyon wields only melee weapons (a large LaserBlade and a WhipSword), meaning it has no way of attacking beyond short range and '''must''' weather its opponent's guns and missiles in order to do any damage. When Epyon appeared in the earlier game ''Gundam vs. Gundam Next'', it had the advantage of an AssistCharacter that provided a DeflectorShield, but the ''Full Boost'' version lacks this, which puts it at an incredible disadvantage even ''before'' you factor in the fact that ''Full Boost'' is biased towards ranged combat.
* ''VideoGame/SuperSmashBros'' has [[VideoGame/PunchOut Little Mac]]. A BoxingBattler, with powerful ground game, moves with super armor, very fast moving speed and a one-hit KO punch. However, since boxing doesn't ever get off the ground, Mac's air game is extremely poor both in strength and in ability to get back to the battlefield.

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* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs. Full Boost]]'', the [[Anime/MobileSuitGundamWing Gundam Epyon]] is generally considered such a weak [[HumongousMecha mobile suit]] that it actually has its own level in the game's CharacterTiers, despite being ranked at 3000 points (the highest possible in the game, which gives it high HP and attack power). The reason for this is that Epyon wields only melee weapons (a large LaserBlade and a WhipSword), meaning it has no way of attacking beyond short range short-range and '''must''' weather its opponent's guns and missiles in order to do any damage. When Epyon appeared in the earlier game ''Gundam vs. Gundam Next'', it had the advantage of an AssistCharacter that provided a DeflectorShield, but the ''Full Boost'' version lacks this, which puts it at an incredible disadvantage even ''before'' you factor in the fact that ''Full Boost'' is biased towards ranged combat.
* ''VideoGame/SuperSmashBros'' has [[VideoGame/PunchOut Little Mac]]. A BoxingBattler, with powerful ground game, moves with super armor, very fast moving fast-moving speed and a one-hit KO punch. However, since boxing doesn't ever get off the ground, Mac's air game is extremely poor both in strength and in ability to get back to the battlefield.



** ''Battlefield 2'' has seven classes with very specific roles. Anti-Tank and Engineer in particular are fantastic at killing and supporting vehicles, but only have the world's least accurate [=SMGs=] and ShortRangeShotgun[=s=] for enemy infantry, which makes them very noncompetitive on the game's huge maps. Ironically, the game's MasterOfNone class, the Assault, is hit hardest by this - he's ''only'' good at general combat against other infantry, which several other classes are at least decent at while also packing useful, specialized abilities. This is particularly apparent with the Medic class, which is basically Assault with medical supplies instead of a GrenadeLauncher - and which, through unlocks, gets the one of the most damaging and accurate weapons in the game, meaning a Medic can do everything an Assault does ''better, '''and''''' heal people on top of it.

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** ''Battlefield 2'' has seven classes with very specific roles. Anti-Tank and Engineer in particular are fantastic at killing and supporting vehicles, but only have the world's least accurate [=SMGs=] and ShortRangeShotgun[=s=] for enemy infantry, which makes them very noncompetitive non-competitive on the game's huge maps. Ironically, the game's MasterOfNone class, the Assault, is hit hardest by this - he's ''only'' good at general combat against other infantry, which several other classes are at least decent at while also packing useful, specialized abilities. This is particularly apparent with the Medic class, which is basically Assault with medical supplies instead of a GrenadeLauncher - and which, through unlocks, gets the one of the most damaging and accurate weapons in the game, meaning a Medic can do everything an Assault does ''better, '''and''''' heal people on top of it.



** The Pyro's flamethrower is, [[VideogameFlamethrowersSuck as one might imagine, a short ranged weapon]]. [[AmbiguousGender Their]] long range alternatives are a shotgun that [[ShortRangeShotgun isn't all that much better beyond a few feet]], or a flare gun which has significant travel time, a firing arc, and can only load one shot at a time. This makes Pyros absurdly good at ambushing, but not that useful at other forms of combat [[DifficultButAwesome unless you have the skill for it.]] Worse is that one of Pyro's primary methods of dealing damage, doing so over time by setting enemies alight, is almost entirely useless nowadays - in the early stages of the game, fire was effective because even if a target got away before you killed him, the only ways for him to extinguish himself were either immersing in water (which not every map had) or finding a friendly Medic, but then several updates happened over several years and now every class has ''multiple'' ways to extinguish themselves and/or teammates.
** Contrary to how [[LeeroyJenkins some players may act]], the Heavy is also over-specialized for damage at short range. Few of his weapons are accurate at long range or do enough damage to justify 'suppressing fire' if opponents are a distance away, since the primary weapon reduces the Heavy's already slow speed [[DoNotRunWithAGun to an absolute crawl]] and the secondary shotguns spread a great deal.

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** The Pyro's flamethrower is, [[VideogameFlamethrowersSuck as one might imagine, a short ranged short-ranged weapon]]. [[AmbiguousGender Their]] long range long-range alternatives are a shotgun that [[ShortRangeShotgun isn't all that much better beyond a few feet]], or a flare gun which has significant travel time, a firing arc, and can only load one shot at a time. This makes Pyros absurdly good at ambushing, but not that useful at other forms of combat [[DifficultButAwesome unless you have the skill for it.]] Worse is that one of Pyro's primary methods of dealing damage, doing so over time by setting enemies alight, is almost entirely useless nowadays - in the early stages of the game, fire was effective because even if a target got away before you killed him, the only ways for him to extinguish himself were either immersing immersed in water (which not every map had) or finding a friendly Medic, but then several updates happened over several years and now every class has ''multiple'' ways to extinguish themselves and/or teammates.
** Contrary to how [[LeeroyJenkins some players may act]], the Heavy is also over-specialized for damage at short range. Few of his weapons are accurate at long range or do enough damage to justify 'suppressing fire' if opponents are a distance away, away since the primary weapon reduces the Heavy's already slow speed [[DoNotRunWithAGun to an absolute crawl]] and the secondary shotguns spread a great deal.



** Engineers build buildings, upgrade buildings, and maintain buildings. They can defend buildings from a Spy or two, but without their buildings they're pretty much useless as a slower version of a Scout.

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** Engineers build buildings, upgrade buildings, and maintain buildings. They can defend buildings from a Spy or two, but without their buildings buildings, they're pretty much useless as a slower version of a Scout.



* A story example in ''Videogame/{{Evolve}}''. Ebonstar was well prepared to defend Shear against pirates, corp raiders, and mercenaries using a series of heavy cannon emplacements and EMP missiles. Unfortunately their reliance on anti-spacecraft weaponry meant they had no heavy firepower for ground combat. As the monsters didn't use spacecraft to get to Shear, these weapons were useless against them, allowing the monsters to demolish their bases and slaughter their solders with little resistance.
* In ''Franchise/AlienVsPredator'', this is how the Predators are balanced against the Aliens and Marines. They have the most health and the best gear, but lack a general "all purpose" weapon. Catch one holding the wrong weapon for a task, and you'll win.
** Even more so with the Predator's vision modes. Normal vision is, well, normal, so it isn't great in the dark and can't lock weapons on to targets. There is then a special vision mode for each species (human, xenomorph and predator) which makes that species stand out and get target locks, but makes the others virtually invisible. In single player this is usually not a big problem; in multiplayer changing mode at the wrong time is a death sentence.
** Also, Praetorian Aliens. Yes, they hit hard and can take quite a bit more damage than regular Aliens... but they can't pounce or climb walls. Very bad trade off.

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* A story example in ''Videogame/{{Evolve}}''. Ebonstar was well prepared to defend Shear against pirates, corp raiders, and mercenaries using a series of heavy cannon emplacements and EMP missiles. Unfortunately Unfortunately, their reliance on anti-spacecraft weaponry meant they had no heavy firepower for ground combat. As the monsters didn't use spacecraft to get to Shear, these weapons were useless against them, allowing the monsters to demolish their bases and slaughter their solders with little resistance.
* In ''Franchise/AlienVsPredator'', this is how the Predators are balanced against the Aliens and Marines. They have the most health and the best gear, gear but lack a general "all purpose" "all-purpose" weapon. Catch one holding the wrong weapon for a task, and you'll win.
** Even more so with the Predator's vision modes. Normal vision is, well, normal, so it isn't great in the dark and can't lock weapons on to targets. There is then a special vision mode for each species (human, xenomorph xenomorph, and predator) which makes that species stand out and get target locks, but makes the others virtually invisible. In single player single-player this is usually not a big problem; in multiplayer changing mode at the wrong time is a death sentence.
** Also, Praetorian Aliens. Yes, they hit hard and can take quite a bit more damage than regular Aliens... but they can't pounce or climb walls. Very bad trade off.trade-off.



* The ''TabletopGame/HeavyGear'' video games occasionally do this, with one of the worst offenders being the Mammoth strider, an enormous, heavily armored machine with the ability to carry frankly absurd amounts of firepower... which [[MightyGlacier was slow as dirt]] and steered like a cow. It had no ability to dodge enemy shots, and relied solely on thick armor to survive extended fights.
* Common in the ''VideoGame/MechWarrior'' franchise due to it spawning from the ''TabletopGame/BattleTech'' game. Several 'Mechs are dedicated long or short range specialists, or focus on one tactic in particular, and suffer significantly when not fighting in their preferred range bracket. The [[GlassCannon lack of foot speed or defensive armor]] on these models tends to compound their difficulties. Notable examples include the ''Hollander'' sniper 'Mech and the ''Hunchback'' close-combat 'Mech, both of which are powerful at their respective range brackets, but quickly and readily countered by one another's ranges. Overspecialization can be exacerbated by the [[DesignItYourselfEquipment MechLab]], such as a player stripping ''all'' their long range weapons in favor of more shotguns. ''[=MechWarrior=] Living Legends'' showed the pitfalls of overspecialization with the introduction of alternate asset types such as [[PoweredArmor battlearmor]] and [[SpacePlane aerospace fighters]]; a weapon good at killing mechs at range will be pretty awful at killing a battlearmor [[SnipingTheCockpit pounding through your cockpit canopy]].

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* The ''TabletopGame/HeavyGear'' video games occasionally do this, with one of the worst offenders being the Mammoth strider, an enormous, heavily armored machine with the ability to carry frankly absurd amounts of firepower... which [[MightyGlacier was slow as dirt]] and steered like a cow. It had no ability to dodge enemy shots, shots and relied solely on thick armor to survive extended fights.
* Common in the ''VideoGame/MechWarrior'' franchise due to it spawning from the ''TabletopGame/BattleTech'' game. Several 'Mechs are dedicated long or short range short-range specialists, or focus on one tactic in particular, and suffer significantly when not fighting in their preferred range bracket. The [[GlassCannon lack of foot speed or defensive armor]] on these models tends to compound their difficulties. Notable examples include the ''Hollander'' sniper 'Mech and the ''Hunchback'' close-combat 'Mech, both of which are powerful at their respective range brackets, but quickly and readily countered by one another's ranges. Overspecialization can be exacerbated by the [[DesignItYourselfEquipment MechLab]], such as a player stripping ''all'' their long range long-range weapons in favor of more shotguns. ''[=MechWarrior=] Living Legends'' showed the pitfalls of overspecialization with the introduction of alternate asset types such as [[PoweredArmor battlearmor]] and [[SpacePlane aerospace fighters]]; a weapon good at killing mechs at range will be pretty awful at killing a battlearmor [[SnipingTheCockpit pounding through your cockpit canopy]].



** Many units are designed to be this way and usually suffer for it, thanks to its ElementalRockPaperScissors gameplay: Rock-type units excel in fighting in close range and are able to get in close quickly, but suffer by not having the quickness to shoot back in long range, if they have guns at all. Scissor-type units is more of a JackOfAllTrades and tend to be easily pounced on by Rock-types. Paper-types excel in long range attacks, even going so far as to be able to shoot from across a stage. However, their swing is incredibly lacking, if they have blades at all.

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** Many units are designed to be this way and usually suffer for it, thanks to its ElementalRockPaperScissors gameplay: Rock-type units excel in fighting in close range and are able to get in close quickly, but suffer by not having the quickness to shoot back in long range, long-range if they have guns at all. Scissor-type units is are more of a JackOfAllTrades and tend to be easily pounced on by Rock-types. Paper-types excel in long range long-range attacks, even going so far as to be able to shoot from across a stage. However, their swing is incredibly lacking, if they have blades at all.



** Many of the former [[MeaningfulName Specialists]] fall under this. A lot of them have Siege damage as their hat, and can push lanes like no one's buisness. This is particularly the case for Gazlowe, Zagara, and Probius. The problem is that they sacrifice a lot of teamfight power to do this, needing too much setup, not having any reliable CC outside of Heroics, and having burst that's awkward to hit and not as effective as a generalist's. With the removal of the Specialist category and some other reworks, it's clear that Blizzard is again slowly pushing away from this philosophy.

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** Many of the former [[MeaningfulName Specialists]] fall under this. A lot of them have Siege damage as their hat, and can push lanes like no one's buisness.business. This is particularly the case for Gazlowe, Zagara, and Probius. The problem is that they sacrifice a lot of teamfight power to do this, needing too much setup, not having any reliable CC outside of Heroics, and having burst that's awkward to hit and not as effective as a generalist's. With the removal of the Specialist category and some other reworks, it's clear that Blizzard is again slowly pushing away from this philosophy.



* Similarly, ''VideoGame/DragonballZDokkanBattle'' can hurt you with this trope. Some of the more recent meta has gone from boosting one color type to one ''specific'' type. This is bad because some players don't carry the right card to have on a team because that character just isn't that good. A player can find plenty of Vegito Blues or Super Saiyan Rose Goku Blacks but you'd be hard pressed to find a INT Kid Buu or a AGI Super Android #17.

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* Similarly, ''VideoGame/DragonballZDokkanBattle'' can hurt you with this trope. Some of the more recent meta has gone from boosting one color type to one ''specific'' type. This is bad because some players don't carry the right card to have on a team because that character just isn't that good. A player can find plenty of Vegito Blues or Super Saiyan Rose Goku Blacks but you'd be hard pressed hard-pressed to find a an INT Kid Buu or a an AGI Super Android #17.



* Both represented and averted in the ''VideoGame/BaldursGate'' series. Some classes and kits are extremely specialized and find total usefulness in very limited situations or only until a certain point. However, a party made of versatile multiclass characters would become fairly weak and fall into the MasterOfNone category, both because level progressing is slow (as XP points are divided among every multiclass) and both because some powerful abilities or items are available only to particular classes. For example, the best sword in the entire franchise is the two-handed Carsomyr, which is available only to paladins: a more generalized fighter can't wield that. On the contrary thieves, who are specialized in an essential part of gameplay, at very high levels gain the ability to use every item, even Carsomyr. Triple multiclass like a fighter/mage/thief characters would progress very slowly and be ultimately VERY weaker than a fighter, a mage and a thief alone cooperating, and also weaker than hyperspecialized single class characters that would then compensate their limitations with higher level skills. They are often used only for solo playthoughs where they can still get to higher levels and put to good use their flexibility. It is the player in general who should think strategically about strengths and weakness of character builds in order to balance the main protagonist and the party.

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* Both represented and averted in the ''VideoGame/BaldursGate'' series. Some classes and kits are extremely specialized and find total usefulness in very limited situations or only until a certain point. However, a party made of versatile multiclass characters would become fairly weak and fall into the MasterOfNone category, both because level progressing is slow (as XP points are divided among every multiclass) and both because some powerful abilities or items are available only to particular classes. For example, the best sword in the entire franchise is the two-handed Carsomyr, which is available only to paladins: a more generalized fighter can't wield that. On the contrary contrary, thieves, who are specialized in an essential part of gameplay, at very high levels gain the ability to use every item, even Carsomyr. Triple multiclass like a fighter/mage/thief characters would progress very slowly and be ultimately VERY weaker than a fighter, a mage and a thief alone cooperating, and also weaker than hyperspecialized single class characters that would then compensate their limitations with higher level higher-level skills. They are often used only for solo playthoughs playthroughs where they can still get to higher levels and put to good use their flexibility. It is the player in general who should think strategically about strengths and weakness of character builds in order to balance the main protagonist and the party.



** Missile weapons, like bows or crossbows, are quite deadly in the first game, but lose a lot of effectiveness in the second. The ranger kit of the archer is in particular hyperspecialized in ranged weapons. While for the most part of the first game it results in a OverKill, the archer still proves deadly against the most powerful enemies of late game. On the contrary his abilities and powers make him a bit more competitive during early Shadows of Amn, but better melee weapons and enemy AC and resistances cripple his usefulness in late game sets. In Throne of Bhaal, some boss enemies are almost immune to missile damage.
** Druids possess some of the most powerful offensive spells in the Forgotten Realms. However, many of them only work outside in wide open areas, while the most difficult parts of the first game and almost all of the second game are played indoor, inside dungeons...

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** Missile weapons, like bows or crossbows, are quite deadly in the first game, but lose a lot of effectiveness in the second. The ranger kit of the archer is in particular hyperspecialized in ranged weapons. While for the most part of the first game it results in a an OverKill, the archer still proves deadly against the most powerful enemies of late game. On the contrary contrary, his abilities and powers make him a bit more competitive during early Shadows of Amn, but better melee weapons and enemy AC and resistances cripple his usefulness in late game late-game sets. In Throne of Bhaal, some boss enemies are almost immune to missile damage.
** Druids possess some of the most powerful offensive spells in the Forgotten Realms. However, many of them only work outside in wide open wide-open areas, while the most difficult parts of the first game and almost all of the second game are played indoor, inside dungeons...



** Totally averted with cleric kits. It doesn't matter which one you choose, they have only bonuses in comparison to plain unkitted clerics, thus a kitted specialized cleric, even if dedicated to only one particular field of a deity, is always stronger than a unkitted one.
** Dual classing in general is a powerful and viable strategy. If it is considered a type of flexibility that counters and evidences crippled specialization, or a combination of specializations that averts the trope, is up on the player. Particularly appreciated is the kensai-->mage dual class. The kensai might be considered a GlassCannon with strong attack and no armor. Many situations require tanking and a kensai if not correctly employed might become very vulnerable. The mage has weak attack, no armor too, but can cast spells both offensive and defensive. Combine the two and you can get a powerful spellcaster that can engage in melee with deadly proficiencies and magical armor (stoneskin, firewall, globe of invulnerability etc.). Combine the kensai kai ability with time stopping spells, katana proficiencies and the magic katana+2 that gives extra spell slots and you have probably the best damage dealer of the game.
* Gaius from ''VideoGame/TalesOfXillia2''. The guy is a LightningBruiser, easily dealing more damage than any other party member, and he's extremely fast as well. But, he can only deal Fire, Light and Slashing-type damage, excluding linked artes and affinities. In a game where exploiting the enemy's weaknesses could mean the difference between victory and defeat, Gaius doesn't have many enemies that he's overtly powerful against.
* ''VideoGame/CityOfHeroes'' has this to a degree, but you have to ''try'' for it. You can make a Blaster with all the primary set attacks, as many tertiary/epic attacks as possible, and maybe a travel power, and dump a bajillion damage (and maybe some accuracy) enhancements in, that overall gives enough attacks to be able to blow nearly anything in the game away; unfortunately you'll have no defense, and draw so much aggro that the best tanks and healers in the game will look on helplessly as you get stepped on. Speaking of tanks and healers, you can dump so much into the stay alive/keep them alive sets that you're utterly useless soloing unless you like spending 30+ minutes per random mission. [[BrokenBase Controversially]] [=Cryptic/NCsoft=] implemented features like diminishing returns and power set restructuring that made these types of setups not only difficult to accomplish, but redundant and more-or-less pointless.
** From a non-gameplay perspective, some of the Freakshow (gang members who replace their body parts with cybernetics) are described as this: "The Metal Freak's devotion to the cause is obvious- he's had both arms replaced with robotic contraptions that are good only for destruction. He must rely on other Freaks to feed him, but in combat he is a whirling nightmare."

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** Totally averted with cleric kits. It doesn't matter which one you choose, they have only bonuses in comparison to plain unkitted clerics, thus a kitted specialized cleric, even if dedicated to only one particular field of a deity, is always stronger than a an unkitted one.
** Dual classing in general is a powerful and viable strategy. If it is considered a type of flexibility that counters and evidences crippled specialization, or a combination of specializations that averts the trope, is up on the player. Particularly appreciated is the kensai-->mage dual class. The kensai might be considered a GlassCannon with strong attack and no armor. Many situations require tanking and a kensai if not correctly employed might become very vulnerable. The mage has weak attack, no armor too, but can cast spells both offensive and defensive. Combine the two and you can get a powerful spellcaster that can engage in melee with deadly proficiencies and magical armor (stoneskin, firewall, globe of invulnerability invulnerability, etc.). Combine the kensai kai ability with time stopping spells, katana proficiencies and the magic katana+2 that gives extra spell slots and you have probably the best damage dealer of the game.
* Gaius from ''VideoGame/TalesOfXillia2''. The guy is a LightningBruiser, easily dealing more damage than any other party member, and he's extremely fast as well. But, he can only deal Fire, Light Light, and Slashing-type damage, excluding linked artes and affinities. In a game where exploiting the enemy's weaknesses could mean the difference between victory and defeat, Gaius doesn't have many enemies that he's overtly powerful against.
* ''VideoGame/CityOfHeroes'' has this to a degree, but you have to ''try'' for it. You can make a Blaster with all the primary set attacks, as many tertiary/epic attacks as possible, and maybe a travel power, and dump a bajillion damage (and maybe some accuracy) enhancements in, that overall gives enough attacks to be able to blow nearly anything in the game away; unfortunately you'll have no defense, and draw so much aggro that the best tanks and healers in the game will look on helplessly as you get stepped on. Speaking of tanks and healers, you can dump so much into the stay alive/keep them alive sets that you're utterly useless soloing unless you like spending 30+ minutes per random mission. [[BrokenBase Controversially]] [=Cryptic/NCsoft=] implemented features like diminishing returns and power set restructuring that made these types of setups not only difficult to accomplish, accomplish but redundant and more-or-less pointless.
** From a non-gameplay perspective, some of the Freakshow (gang members who replace their body parts with cybernetics) are described as this: "The Metal Freak's devotion to the cause is obvious- he's had both arms replaced with robotic contraptions that are good only for destruction. He must rely on other Freaks to feed him, but in combat combat, he is a whirling nightmare."



** In ''Diablo II'' this is often done intentionally: your character may be completely unable to kill cold immune enemies, but that's okay if there are no cold immunes in your [[LevelGrinding favourite hunting grounds]] and you got rushed to said top level area without killing more than a handful of enemies on your way. There was a time when javazons were popular: they were only viable in ''one level'' but that just happened to be the farming hotspot.

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** In ''Diablo II'' this is often done intentionally: your character may be completely unable to kill cold immune enemies, but that's okay if there are no cold immunes in your [[LevelGrinding favourite hunting grounds]] and you got rushed to said top level top-level area without killing more than a handful of enemies on your way. There was a time when javazons were popular: they were only viable in ''one level'' but that just happened to be the farming hotspot.



* In ''[[VideoGame/DragonForceSega Dragon Force]]'' on the Saturn, archers fit this trope. Their only strength is against harpy troops, but they're either weak against, or average against everything else.
* ''VideoGame/DungeonsAndDragonsOnline'' has the Sorcerer class that can use far fewer spells than ordinary Wizards, they cannot swap between spells on the fly either, but they have much greater magical reserves to draw upon, making them able to hit harder with the same spells and cast them for much longer. However, having few spells to choose from can quickly make a Sorcerer useless - specializing in only fire based spells will not help a player against opponents with fire immunity.

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* In ''[[VideoGame/DragonForceSega Dragon Force]]'' on the Saturn, archers fit this trope. Their only strength is against harpy troops, but they're either weak against, against or average against everything else.
* ''VideoGame/DungeonsAndDragonsOnline'' has the Sorcerer class that can use far fewer spells than ordinary Wizards, they cannot swap between spells on the fly either, but they have much greater magical reserves to draw upon, making them able to hit harder with the same spells and cast them for much longer. However, having few spells to choose from can quickly make a Sorcerer useless - specializing in only fire based fire-based spells will not help a player against opponents with fire immunity.



** This can apply to many {{Mon}}s concerning [[{{Metagame}} their movesets and whatnot.]] Many of them can only learn a small type pool, effectively making them one trick ponies. Take the Dugtrio family, for example. Their attacks mostly consist of shaking the ground, shaking the ground harder, randomly shaking the ground at varying strength levels, and burrowing underground and then [[RunningGag shaking the ground as they come up]]. But because of their high speed and ability that prevents opponents running away from them, they are great for picking off opponents weak to those moves.

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** This can apply to many {{Mon}}s concerning [[{{Metagame}} their movesets and whatnot.]] Many of them can only learn a small type pool, effectively making them one trick one-trick ponies. Take the Dugtrio family, for example. Their attacks mostly consist of shaking the ground, shaking the ground harder, randomly shaking the ground at varying strength levels, and burrowing underground and then [[RunningGag shaking the ground as they come up]]. But because of their high speed and ability that prevents opponents running away from them, they are great for picking off opponents weak to those moves.



** Since [[VideogamePokemonGoldAndSilver Gen. II]], Marowak has had access to an item called Thick Club that doubles it's attack which left it with one of the highest attack stats in the franchise[[note]]Out 809 pokemon, only fourteen have a functional attack stat higher, including Mega Evolutions[[/note]]. Without Thick Club, it's just an inferior Sandslash, itself a fairly lackluster Pokémon, and with it it hits hard, and can sort of take a hit or two. That's it.

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** Since [[VideogamePokemonGoldAndSilver Gen. II]], Marowak has had access to an item called Thick Club that doubles it's its attack which left it with one of the highest attack stats in the franchise[[note]]Out 809 pokemon, only fourteen have a functional attack stat higher, including Mega Evolutions[[/note]]. Without Thick Club, it's just an inferior Sandslash, itself a fairly lackluster Pokémon, and with it it, it hits hard, hard and can sort of take a hit or two. That's it.



** The Ultra Beasts all have one or two very high stats, while the rest are pitifully low. As an example, [[FragileSpeedster Pheromosa has phenomenal Speed and very high offenses, but its low defenses means a small breeze will KO it]]. The only exception to the rule is Celesteela, [[JackOfAllStats who has well-balanced stats]] (aside from [[MightyGlacier very low Speed]]).

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** The Ultra Beasts all have one or two very high stats, while the rest are pitifully low. As an example, [[FragileSpeedster Pheromosa has phenomenal Speed and very high offenses, but its low defenses means mean a small breeze will KO it]]. The only exception to the rule is Celesteela, [[JackOfAllStats who has well-balanced stats]] (aside from [[MightyGlacier very low Speed]]).



** Gyms, their Trainers, and their Gym Leaders all follow a type specialization that can be exploited by the player with counter-strategies [[PoorPredictableRock using their obvious weaknesses]]. It's slightly rectified in later versions, as their Pokémon know moves to compensate. Several later Gym Leaders and Elite Four members do avert this sort of, but usually in some strange ways. Candice in Generation IV specialized in Ice-types, but had a Medicham, which is a Psychic/Fighting type. The weirdest would be Volkner and Flint in ''Diamond'' and ''Pearl'', who specialized in Electric-types and Fire-types respectively, however Volkner's four-mon team consists of only two Electric-types, and Flint only has two Fire-types on his team of five. (This was because in Diamond and Pearl, there only ''were'' two evolved Fire-type Pokemon, Rapidash and the starter Infernape, and Magmortar in [[OldSaveBonus Dual-Slot Mode]]. ''Platinum'' expanded the Pokedex, in part to give them teams that are closer to their specialized types.)

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** Gyms, their Trainers, and their Gym Leaders all follow a type specialization that can be exploited by the player with counter-strategies [[PoorPredictableRock using their obvious weaknesses]]. It's slightly rectified in later versions, as their Pokémon know moves to compensate. Several later Gym Leaders and Elite Four members do avert this sort of, but usually in some strange ways. Candice in Generation IV specialized in Ice-types, Ice-types but had a Medicham, which is a Psychic/Fighting type. The weirdest would be Volkner and Flint in ''Diamond'' and ''Pearl'', who specialized in Electric-types and Fire-types respectively, however however, Volkner's four-mon team consists of only two Electric-types, and Flint only has two Fire-types on his team of five. (This was because in Diamond and Pearl, there only ''were'' two evolved Fire-type Pokemon, Rapidash and the starter Infernape, and Magmortar in [[OldSaveBonus Dual-Slot Mode]]. ''Platinum'' expanded the Pokedex, in part to give them teams that are closer to their specialized types.)



* Most teams in ''Mutant Football League'' feature a decent assortment of the various species available to take advantage of their myriad skills and specialties. A few, however, only feature one or two species, and consequently end up being fairly weak or even one-trick ponies that are easily shut down by a balanced team. This is especially true of the Orcs of Hazzard, who have only one offensive weapon to speak of (massively multitalented human RB Iron Jaw Macgilicutti) on an otherwise plodding, clumsy all-Orc roster. Tellingly, the highest rated team, the Full Metal Mayhem, are also the only team in the entire game that has all seven species in their roster.

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* Most teams in ''Mutant Football League'' feature a decent assortment of the various species available to take advantage of their myriad skills and specialties. A few, however, only feature one or two species, and consequently end up being fairly weak or even one-trick ponies that are easily shut down by a balanced team. This is especially true of the Orcs of Hazzard, who have only one offensive weapon to speak of (massively multitalented human RB Iron Jaw Macgilicutti) on an otherwise plodding, clumsy all-Orc roster. Tellingly, the highest rated highest-rated team, the Full Metal Mayhem, are also the only team in the entire game that has all seven species in their roster.



[[folder:Turn Based Strategy]]

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[[folder:Turn Based [[folder:Turn-Based Strategy]]



** Units in the ''Advance Wars'' series can usually only (effectively) attack a few types of other units. For example, infantry can attack vehicles, copters and other infantry to varying degrees of effectiveness with their firearms, but cannot even engage ships or planes. Some units have a primary and secondary weapon however, which they use against different opponents. The most notorious example is the Missile unit, a devastating anti-air unit that is incapable of firing on anything that doesn't fly. It's also rather weak in the armor department. Woe to the player that accidentally deploys this one on a map without air units.

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** Units in the ''Advance Wars'' series can usually only (effectively) attack a few types of other units. For example, infantry can attack vehicles, copters and other infantry to varying degrees of effectiveness with their firearms, but cannot even engage ships or planes. Some units have a primary and secondary weapon weapon, however, which they use against different opponents. The most notorious example is the Missile unit, a devastating anti-air unit that is incapable of firing on anything that doesn't fly. It's also rather weak in the armor department. Woe to the player that accidentally deploys this one on a map without air units.



** Ironically, this is the result of the most flexible part of the programming in an AI's "generate a ship design" module - it's capable of taking advantage of both optionally available weapon techs and unusual hull classes, but that complexity makes it hard to then do more than go down a list of weapon types and use the first available one. In ''IV'' it's certainly possible to write AI which forces mixtures of weapons into a ship (it'll be less certain the AI will actually design and build any of that template) or to create multiple ship class templates using different weapon types and force building a mixture of them (though the AI can't distinguish among them when creating fleets and using them). In ''V'' it's theoretically possible to break all of these limits but it might be simpler to just write a new game than do the necessary level of modding.
* ''VideoGame/SDGundamGGeneration'' does this with the [[Anime/MobileSuitGundamThe08thMSTeam RX-79 [G] Ez-8 Gundam Ez8]]. In ''Gather Beat'' and its UpdatedRerelease ''Advance'', the Ez-8 starts out as a normal ground-only unit. When Shiro gets his ass kicked by Ghinias Sahalin and the Aspalaus III, [[Anime/MobileSuitGundamWing Doctor J]] upgrades it to be space capable, the Ez-8 Kai. J later creates two specialty packs for the Ez-8 Kai, the Heavy Armed Custom and the High Mobility Custom. The Heavy Armed Custom gives him a powerful ''Salamis''-class beam cannon, but it draws too much power and he's stuck with a normal 100mm machinegun as a basic range weapon. The High Mobility Custom slaps on a lot of thrusters, but is so powerful speed wise that only aces can control it. Even more, it uses so much power that the Mobile Suit can only use a modified beam spray gun.

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** Ironically, this is the result of the most flexible part of the programming in an AI's "generate a ship design" module - it's capable of taking advantage of both optionally available weapon techs and unusual hull classes, but that complexity makes it hard to then do more than go going down a list of weapon types and use the first available one. In ''IV'' it's certainly possible to write AI which forces mixtures of weapons into a ship (it'll be less certain the AI will actually design and build any of that template) or to create multiple ship class templates using different weapon types and force building a mixture of them (though the AI can't distinguish among them when creating fleets and using them). In ''V'' it's theoretically possible to break all of these limits but it might be simpler to just write a new game than do the necessary level of modding.
* ''VideoGame/SDGundamGGeneration'' does this with the [[Anime/MobileSuitGundamThe08thMSTeam RX-79 [G] Ez-8 Gundam Ez8]]. In ''Gather Beat'' and its UpdatedRerelease ''Advance'', the Ez-8 starts out as a normal ground-only unit. When Shiro gets his ass kicked by Ghinias Sahalin and the Aspalaus III, [[Anime/MobileSuitGundamWing Doctor J]] upgrades it to be space capable, the Ez-8 Kai. J later creates two specialty packs for the Ez-8 Kai, the Heavy Armed Custom and the High Mobility Custom. The Heavy Armed Custom gives him a powerful ''Salamis''-class beam cannon, but it draws too much power and he's stuck with a normal 100mm machinegun as a basic range weapon. The High Mobility Custom slaps on a lot of thrusters, thrusters but is so powerful speed wise that only aces can control it. Even more, it uses so much power that the Mobile Suit can only use a modified beam spray gun.



** Interceptor missiles are even better than phasers against big PD targets like guided torpedoes and drones, but are completely unable to maneuver against other missiles. This was eventually subverted in the sequel, though their low rate of fire still makes them less than optimal.

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** Interceptor missiles are even better than phasers against big PD targets like guided torpedoes and drones, drones but are completely unable to maneuver against other missiles. This was eventually subverted in the sequel, though their low rate of fire still makes them less than optimal.



** Dreadnoughts fitted with Impactors (enormous [[MagneticWeapons railguns]]) can obliterate other capital ships, [[KineticWeaponsAreJustBetter often more quickly]] than with equivalent energy weapons, especially since they tend to push enemy ships away to beyond energy range. However good luck hitting smaller ships, since Impactors often miss anything smaller and faster than a similar sized ship as your own.
** Likewise, the mighty siege driver can be fitted to a dreadnought and [[NoKillLikeOverkill fires literal asteroids]] for planetary bombardment. The unfortunate side effect is that it tends to miss anything ''smaller'' than a planet. Also, it's [[AwesomeButImpractical usually unnecessary]] to bring one to a planetary bombardment when a fleet of well-rounded ships can do the job equally well. It's only use would be strategic (i.e. to bombard a planet from far away and then jump away to avoid the defenders).

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** Dreadnoughts fitted with Impactors (enormous [[MagneticWeapons railguns]]) can obliterate other capital ships, [[KineticWeaponsAreJustBetter often more quickly]] than with equivalent energy weapons, especially since they tend to push enemy ships away to beyond energy range. However good luck hitting smaller ships, ships since Impactors often miss anything smaller and faster than a similar sized similar-sized ship as your own.
** Likewise, the mighty siege driver can be fitted to a dreadnought and [[NoKillLikeOverkill fires literal asteroids]] for planetary bombardment. The unfortunate side effect is that it tends to miss anything ''smaller'' than a planet. Also, it's [[AwesomeButImpractical usually unnecessary]] to bring one to a planetary bombardment when a fleet of well-rounded ships can do the job equally well. It's Its only use would be strategic (i.e. to bombard a planet from far away and then jump away to avoid the defenders).



** [[Manga/GetterRobo Getter 3 and Getter Poseidon]] are pretty much built for underwater battles because they don't suffer from movement limitation. The main problem is the fact that most of the battles takes place in Air, Ground or Space which the other forms excells in. Add to the fact that most of its attacks can't hit Airborne units (including the [[LimitBreak Daisetsuzan Oroshi]] and it become fairly apparent why its the least useful despite the damage output). To compensate for this, Musashi and Benkei gain some of the more useful Seishins amongst their teammates to use in their own Getter forms.
** This frequently happened to the Getter Liger and Getter Two as well, for its ussual [[RunningGag inability to attack flying units]]. In fact, a sizable amount of players said that Getter-1 is the form that you will use 99 % of the time, and you should give it movement adapters anyway.

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** [[Manga/GetterRobo Getter 3 and Getter Poseidon]] are pretty much built for underwater battles because they don't suffer from movement limitation. The main problem is the fact that most of the battles takes take place in Air, Ground or Space which the other forms excells excel in. Add to the fact that most of its attacks can't hit Airborne units (including the [[LimitBreak Daisetsuzan Oroshi]] and it become becomes fairly apparent why its the least useful despite the damage output). To compensate for this, Musashi and Benkei gain some of the more useful Seishins amongst their teammates to use in their own Getter forms.
** This frequently happened to the Getter Liger and Getter Two as well, for its ussual usual [[RunningGag inability to attack flying units]]. In fact, a sizable amount of players said that Getter-1 is the form that you will use 99 % of the time, and you should give it movement adapters anyway.



* It's up to you if you want to do this in ''VideoGame/EndlessSpace'', since you get to design all your ships. However, while every pirate ship you encounter starts with just kinetic weaponry, if you overspecialized to deal with that, your ships will be cut apart when the pirates start mounting armor defenses, lasers and missiles.
* It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else: moving, close range combat, etc. This type of build is also punished in ''XCOM Enemy Within'', which introduces stealthy melee combatant aliens that, once they start choking a soldier (like a sniper who's all alone), won't stop unless another soldiers shoots it off. This can be countered by giving your sniper an immunity to strangulation with the Bioelectric Skin [[BioAugmentation Gene Mod]], which also revealed cloaked enemies nearby.

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* It's up to you if you want to do this in ''VideoGame/EndlessSpace'', ''VideoGame/EndlessSpace'' since you get to design all your ships. However, while every pirate ship you encounter starts with just kinetic weaponry, if you overspecialized to deal with that, your ships will be cut apart when the pirates start mounting armor defenses, lasers lasers, and missiles.
* It's possible to build Snipers this way in ''VideoGame/XCOMEnemyUnknown''. Making them ''extremely'' good at sniping means that they won't be good at anything else: moving, close range close-range combat, etc. This type of build is also punished in ''XCOM Enemy Within'', which introduces stealthy melee combatant aliens that, once they start choking a soldier (like a sniper who's all alone), won't stop unless another soldiers soldier shoots it off. This can be countered by giving your sniper an immunity to strangulation with the Bioelectric Skin [[BioAugmentation Gene Mod]], which also revealed cloaked enemies nearby.



** A number of civs have abilities that are basically designed to exploit specific tricks, and crumble without them. The classic example is a civilization with strong ship units, which can dominate maps with lots of islands but are limited to raiding trade routes on Pangaea-style maps. This is allayed a bit by giving most civs a "start bias" - a naval-focused civ will always start on the coast, for instance. Venice in ''V'' is the king of this, though; [[LandOfOneCity it cannot found or annex other cities,]] but it can buy city-states as {{Puppet State}}s to steal the allies of other civs, can purchase in puppets to make them difficult to conquer, and receives twice as many trade routes, allowing it to be rolling in gold and bribe the allegiance of the puppets they haven't bought. This makes it the king of diplomatic victories, which are achieved by having as many city-state allies as possible, but near-useless at anything else (inability to annex means conquering is not as profitable, only being able to build in the capitol means the Wonders and Archaeologists needed for a cultural win aren't practical, and the reduced science yield of puppets makes scientific victories difficult), on top of being [[GlassCannon incredibly vulnerable to conquest themselves.]] This also makes Venice into the game's most notorious SkillGateCharacter; the fairly passive AI is likely to not consider Venice a threat until it snowballs out of control, while human players will recognize its potential and ruin its chances by raiding its caravans, declaring embargos against it, or just conquering the city itself.
** The fanmade [[http://steamcommunity.com/sharedfiles/filedetails/?id=305690589 Tojo's Imperial Japan]] faction downplays this issue. Unlike most other naval-focused factions that usually have some aspect that's still useful on land, both Tojo's Unique Ability and the stronger of his Unique Units require access to water to be used. While you're not completely helpless on a landlocked map, you still lack a major edge, so you'd better choose a different faction. The specialisation comes in on watery maps. His Unique Ability gives Science for each Coast or Ocean tile acquired, with double that in conquered cities, meaning it's possible to gain even lategame techs in less than 10 turns by conquering enemy coastal cities. It also gives a 50% bonus to producing naval units in conquered cities, meaning quickly building massive fleets is possible. And that Unique Unit that needs water, the Yamato-class battleship, has a bonus against cities that synergises perfectly with this need to conquer cities for Science, while its ability to carry fighters synergises with the other Unique Unit, the Zero, to provide great protection against air attack.

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** A number of civs have abilities that are basically designed to exploit specific tricks, tricks and crumble without them. The classic example is a civilization with strong ship units, which can dominate maps with lots of islands but are limited to raiding trade routes on Pangaea-style maps. This is allayed a bit by giving most civs a "start bias" - a naval-focused civ will always start on the coast, for instance. Venice in ''V'' is the king of this, though; [[LandOfOneCity it cannot found or annex other cities,]] but it can buy city-states as {{Puppet State}}s to steal the allies of other civs, can purchase in puppets to make them difficult to conquer, and receives twice as many trade routes, allowing it to be rolling in gold and bribe the allegiance of the puppets they haven't bought. This makes it the king of diplomatic victories, which are achieved by having as many city-state allies as possible, but near-useless at anything else (inability to annex means conquering is not as profitable, only being able to build in the capitol means the Wonders and Archaeologists needed for a cultural win aren't practical, and the reduced science yield of puppets makes scientific victories difficult), on top of being [[GlassCannon incredibly vulnerable to conquest themselves.]] This also makes Venice into the game's most notorious SkillGateCharacter; the fairly passive AI is likely to not consider Venice a threat until it snowballs out of control, while human players will recognize its potential and ruin its chances by raiding its caravans, declaring embargos against it, or just conquering the city itself.
** The fanmade [[http://steamcommunity.com/sharedfiles/filedetails/?id=305690589 Tojo's Imperial Japan]] faction downplays this issue. Unlike most other naval-focused factions that usually have some aspect that's still useful on land, both Tojo's Unique Ability and the stronger of his Unique Units require access to water to be used. While you're not completely helpless on a landlocked map, you still lack a major edge, so you'd better choose a different faction. The specialisation comes in on watery maps. His Unique Ability gives Science for each Coast or Ocean tile acquired, with double that in conquered cities, meaning it's possible to gain even lategame late-game techs in less than 10 turns by conquering enemy coastal cities. It also gives a 50% bonus to producing naval units in conquered cities, meaning quickly building massive fleets is possible. And that Unique Unit that needs water, the Yamato-class battleship, has a bonus against cities that synergises perfectly with this need to conquer cities for Science, while its ability to carry fighters synergises with the other Unique Unit, the Zero, to provide great protection against air attack.



** On the villainous side of things, the Havoc is a slow and heavily-armoured Ryder that relies on its payload of missiles and antimatter rockets. These weapons do quite a bit of damage, provided they donít get shot down by enemy flak on the way to their target. More importantly, the Havoc can only carry a finite supply of them into battle; once they run out, itís forced to rely on its gatling gun and chainsaw, which both have limited range and arenít very effective against armoured targets.

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** On the villainous side of things, the Havoc is a slow and heavily-armoured Ryder that relies on its payload of missiles and antimatter rockets. These weapons do quite a bit of damage, provided they donít get shot down by enemy flak on the way to their target. More importantly, the Havoc can only carry a finite supply of them into battle; once they run out, itís forced to rely on its gatling Gatling gun and chainsaw, which both have limited range and arenít very effective against armoured targets.



** The UM-R60 Urbanmech is a light 'mech with a comically undersized engine that makes it the slowest 'mech in the game bar none, and belonging to the stereotypically FragileSpeedster class of 'mechs. In return for this it mounts weaponry and armour that would look okayish on a medium 'mech, but ''none'' of those weapons are designed for long range, meaning that if the Urbie can't somehow sneak up on its opponent ([[ExactlyWhatItSaysOnTheTin like, say, in an urban environment with building cover]]) it can and will be outrun by practically anything it's capable of tussling with in the first place.

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** The UM-R60 Urbanmech is a light 'mech with a comically undersized engine that makes it the slowest 'mech in the game bar none, and belonging to the stereotypically FragileSpeedster class of 'mechs. In return for this it mounts weaponry and armour that would look okayish on a medium 'mech, but ''none'' of those weapons are designed for long range, long-range, meaning that if the Urbie can't somehow sneak up on its opponent ([[ExactlyWhatItSaysOnTheTin like, say, in an urban environment with building cover]]) it can and will be outrun by practically anything it's capable of tussling with in the first place.



** The various Metal Sonics used to be designed with extremely specific functions, but unfortunately they weren't ''competent'' outside of that function. This resulted in some very embarrassing defeats for Eggman, such as a Metal Sonic that was specifically designed to be good at fighting Sonic... only for Amy to come along and flatten it like a empty drink can with her hammer. Robotnik eventually learned his lesson from this; when he made a sentient, unique Metal Sonic, he focused on combining the best traits from all the previous models. He ''also'' gave Metal the data collected by previous models, allowing Metal Sonic to react properly whenever the heroes try an old trick. Thus where previous models were [[IneffectualSympatheticVillain ineffectual after the first try]], this one is a terrifying ImplacableMan who can take on four people at once in a fight and still be strong enough for a race afterwards.

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** The various Metal Sonics used to be designed with extremely specific functions, but unfortunately they weren't ''competent'' outside of that function. This resulted in some very embarrassing defeats for Eggman, such as a Metal Sonic that was specifically designed to be good at fighting Sonic... only for Amy to come along and flatten it like a an empty drink can with her hammer. Robotnik eventually learned his lesson from this; when he made a sentient, unique Metal Sonic, he focused on combining the best traits from all the previous models. He ''also'' gave Metal the data collected by previous models, allowing Metal Sonic to react properly whenever the heroes try an old trick. Thus where previous models were [[IneffectualSympatheticVillain ineffectual after the first try]], this one is a terrifying ImplacableMan who can take on four people at once in a fight and still be strong enough for a race afterwards.



** ''ComicBook/{{Daredevil}}'' and ''ComicBook/JessicaJones'' villain Killgrave, a.k.a. the Purple Man, has incredibly powerful CompellingVoice powers, but that's it: he's otherwise a baseline human apart from being purple from head to toe. [[spoiler:In the last issue of ''ComicBook/{{Alias}}'', Jean Grey counteracts his powers and Jessica lays him out with one punch. Then adds a few more.]]

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** ''ComicBook/{{Daredevil}}'' and ''ComicBook/JessicaJones'' villain Killgrave, a.k.a. the Purple Man, Man has incredibly powerful CompellingVoice powers, but that's it: he's otherwise a baseline human apart from being purple from head to toe. [[spoiler:In the last issue of ''ComicBook/{{Alias}}'', Jean Grey counteracts his powers and Jessica lays him out with one punch. Then adds a few more.]]



* In ''FanFic/ATeachersGlory'' the Third Hokage's FatalFlaw is that he is better with jutsu and war than policy - a bad flaw for a political leader. Similarly, Hiashi and Neji both suffer during the invasion due to flaws in their fighting styles and mind-sets.

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* In ''FanFic/ATeachersGlory'' the Third Hokage's FatalFlaw is that he is better with jutsu and war than policy - a bad flaw for a political leader. Similarly, Hiashi and Neji both suffer during the invasion due to flaws in their fighting styles and mind-sets.mindsets.



* In ''[[https://www.fanfiction.net/s/2422891/10/The-Way-of-the-Apartment-Manager The Way of the Apartment Manager]]'', [[OriginalCharacter OC]] Yukiko is highly skilled with genjutsu for a mere genin, more so than most chuunin. However she's so pathetic with ninjutsu that she can't even manage the easiest fire jutsu which is designed to function like a match. The best she usually manages is blowing unusually dry air. Meanwhile her temporary teammate Naga is a powerful taijutsu user who utterly demolishes a chuunin specializing in taijutsu but has no real skill in ninjutsu, genjutsu, weapon use, or strategy.
* In ''[[https://www.fanfiction.net/s/12290211/14/Jaden-s-Harem-Return-of-the-Supreme-King Jaden's Harem: Return of the Supreme King]]'', [[GenderFlip Zana's]] deck revolves entirely around using Power Bond to summon Cyber End Dragon then winning before Power Bond's secondary effect activates[[note]]Power Bond allows a player to summon a Machine type fusion monster and double it's original attack but during the end phase, inflicts damage equal to the summoned monster's original attack[[/note]]. If someone manages to prevent said combo, such as removing Power Bond from play, her deck is completely crippled.

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* In ''[[https://www.fanfiction.net/s/2422891/10/The-Way-of-the-Apartment-Manager The Way of the Apartment Manager]]'', [[OriginalCharacter OC]] Yukiko is highly skilled with genjutsu for a mere genin, more so than most chuunin. However However, she's so pathetic with ninjutsu that she can't even manage the easiest fire jutsu which is designed to function like a match. The best she usually manages is blowing unusually dry air. Meanwhile her temporary teammate Naga is a powerful taijutsu user who utterly demolishes a chuunin specializing in taijutsu but has no real skill in ninjutsu, genjutsu, weapon use, or strategy.
* In ''[[https://www.fanfiction.net/s/12290211/14/Jaden-s-Harem-Return-of-the-Supreme-King Jaden's Harem: Return of the Supreme King]]'', [[GenderFlip Zana's]] deck revolves entirely around using Power Bond to summon Cyber End Dragon then winning before Power Bond's secondary effect activates[[note]]Power Bond allows a player to summon a Machine type fusion monster and double it's its original attack but during the end phase, inflicts damage equal to the summoned monster's original attack[[/note]]. If someone manages to prevent said combo, such as removing Power Bond from play, her deck is completely crippled.



* Lampshaded in ''[[https://www.fanfiction.net/s/5985329/3/I-Still-Say-it-Looks-like-a-Nail I Still Say it Looks like a Nail]]'' when [[Franchise/StargateVerse Anise]] claims to be invulnerable to physical damage while using a Goa'uld personal force field. Jack knows full well they only stop energy based attacks or fast moving objects; he once got around such a shield by walking through it and stabbing the Goa'uld using it.

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* Lampshaded in ''[[https://www.fanfiction.net/s/5985329/3/I-Still-Say-it-Looks-like-a-Nail I Still Say it Looks like a Nail]]'' when [[Franchise/StargateVerse Anise]] claims to be invulnerable to physical damage while using a Goa'uld personal force field. Jack knows full well they only stop energy based energy-based attacks or fast moving fast-moving objects; he once got around such a shield by walking through it and stabbing the Goa'uld using it.



** Lelouch notes that Rakshata's Knightmares tend to be focused on close quarters combat with little ranged weaponry.
** Desmond's Geass, rendering everyone in a given area asleep (or even comatose), is almost perfect for assassination missions with it's only real drawbacks being that he can only affect one area at a time and sometimes it leaves him blind in one eye or deaf in one ear. But because it's so perfect for assassinations, unlike Rolo, Desmond never developed his skills and his over-reliance on it causes him to struggle when dealing with any significant resistance.

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** Lelouch notes that Rakshata's Knightmares tend to be focused on close quarters close-quarters combat with little ranged weaponry.
** Desmond's Geass, rendering everyone in a given area asleep (or even comatose), is almost perfect for assassination missions with it's its only real drawbacks being that he can only affect one area at a time and sometimes it leaves him blind in one eye or deaf in one ear. But because it's so perfect for assassinations, unlike Rolo, Desmond never developed his skills and his over-reliance on it causes him to struggle when dealing with any significant resistance.



* ''Fanfic/DekiruTheFusionHero'': This trope is actually discussed by Aizawa after Izuku goes through the Quirk Assessment Test without using Human Fusion and explains why to him (he regards it as a DangerousForbiddenTechnique and prefers not to use it unless absolutely necessary). Aizawa praises him for this, because it shows he can be versatile with his Quirk, rather than a "one-trick pony" who could get potentially killed if there was no one around to fuse with. He further elaborates that if Izuku had used the technique in the middle of the test, Aizawa would've dispelled it and given him the same explanation (just not as nicely); if he had ''started out'' with using it, he would've been expelled on the spot, along with whichever friend that enabled him.
* Jaune in ''[[https://www.fanfiction.net/s/12854072/1/The-ProfessionARC The Profession ARC]]'' spent years as a Huntsman's apprentice, learning pretty much all there is to know about killing Grimm. Besides [[SacrificedBasicSkillForAwesomeTraining having little real world knowledge that doesn't revolve around killing Grimm]], Jaune struggles to fight human opponents. His teammates note times when he falls back to defend from a coming attack when it'd be smarter to push through, all because Jaune is used to fighter the far stronger but dumber Grimm.
* In ''[[https://www.fanfiction.net/s/13260174/1/Ambition-of-the-Red-Princess Ambition of the Red Princess]]'', WordOfGod states that Motoyasu, Itsuki, and Ren are hampered by both having just enough knowledge of the world they're summoned to that they don't seek out more information but also how they gained said knowledge. They all dismiss the idea of a tank like Naofumi being useful because of the games they played in their own worlds[[note]]Ren played an Action RPG that encourages stealth, Itsuki only played single player games and thus doesn't understand group raids, and Motoyasu was a casual who used gaming to have online dates.[[/note]].

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* ''Fanfic/DekiruTheFusionHero'': This trope is actually discussed by Aizawa after Izuku goes through the Quirk Assessment Test without using Human Fusion and explains why to him (he regards it as a DangerousForbiddenTechnique and prefers not to use it unless absolutely necessary). Aizawa praises him for this, this because it shows he can be versatile with his Quirk, rather than a "one-trick pony" who could get potentially killed if there was no one around to fuse with. He further elaborates that if Izuku had used the technique in the middle of the test, Aizawa would've dispelled it and given him the same explanation (just not as nicely); if he had ''started out'' with using it, he would've been expelled on the spot, along with whichever friend that enabled him.
* Jaune in ''[[https://www.fanfiction.net/s/12854072/1/The-ProfessionARC The Profession ARC]]'' spent years as a Huntsman's apprentice, learning pretty much all there is to know about killing Grimm. Besides [[SacrificedBasicSkillForAwesomeTraining having little real world real-world knowledge that doesn't revolve around killing Grimm]], Jaune struggles to fight human opponents. His teammates note times when he falls back to defend from a coming attack when it'd be smarter to push through, all because Jaune is used to fighter the far stronger but dumber Grimm.
* In ''[[https://www.fanfiction.net/s/13260174/1/Ambition-of-the-Red-Princess Ambition of the Red Princess]]'', WordOfGod states that Motoyasu, Itsuki, and Ren are hampered by both having just enough knowledge of the world they're summoned to that they don't seek out more information but also how they gained said knowledge. They all dismiss the idea of a tank like Naofumi being useful because of the games they played in their own worlds[[note]]Ren played an Action RPG that encourages stealth, Itsuki only played single player single-player games and thus doesn't understand group raids, and Motoyasu was a casual who used gaming to have online dates.[[/note]].



* In ''Film/TheGamersDorknessRising'', Joanna creates a fighter character for ''TabletopGame/DungeonsAndDragons'' with feats for winning initiative, making high-damage critical hits, and getting extra attacks every time she fells an enemy. As a result, her character is excellent at cleaning out hordes of minor enemies before anyone else can move. However, she has [[GlassCannon low armor class and hit points]], so tough enemies who can weather a critical hit or two, like bosses, can take her out easily. In fact there is exactly one combat encounter in the adventure against anything that isn't totally immune to them.

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* In ''Film/TheGamersDorknessRising'', Joanna creates a fighter character for ''TabletopGame/DungeonsAndDragons'' with feats for winning initiative, making high-damage critical hits, and getting extra attacks every time she fells an enemy. As a result, her character is excellent at cleaning out hordes of minor enemies before anyone else can move. However, she has [[GlassCannon low armor class and hit points]], so tough enemies who can weather a critical hit or two, like bosses, can take her out easily. In fact fact, there is exactly one combat encounter in the adventure against anything that isn't totally immune to them.



* The emotions of ''WesternAnimation/InsideOut'' are great at making Riley express the emotions they represent... but are incapable of making her express other emotions. That's what the other four emotions are for. This becomes a problem when Joy and Sadness are away. The other three emotions attempt to cover for them, but are completely incapable.
** On a larger note, the whole movie is about the ramifications of this. Joy is generally Riley's dominant emotion, to the point where she often [[InnocentlyInsensitive naively shoves the other emotions]], and especially Sadness, aside. Because she can only manifest one emotion, she tries to keep Riley happy even in upsetting situations, which doesn't allow Riley to process things like disappointment and loss. Joy's CharacterDevelopment across the movie involves realizing that the other emotions are equally important, and allowing them to perform their proper roles, which in turn allows Riley to become more honest and function in a mentally healthy way.

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* The emotions of ''WesternAnimation/InsideOut'' are great at making Riley express the emotions they represent... but are incapable of making her express other emotions. That's what the other four emotions are for. This becomes a problem when Joy and Sadness are away. The other three emotions attempt to cover for them, them but are completely incapable.
** On a larger note, the whole movie is about the ramifications of this. Joy is generally Riley's dominant emotion, to the point where she often [[InnocentlyInsensitive naively shoves the other emotions]], and especially Sadness, aside. Because she can only manifest one emotion, she tries to keep Riley happy even in upsetting situations, which doesn't allow Riley to process things like disappointment and loss. Joy's CharacterDevelopment across the movie involves realizing that the other emotions are equally important, important and allowing them to perform their proper roles, which in turn allows Riley to become more honest and function in a mentally healthy way.



* ''Film/Tremors2Aftershocks'': Burt Gummer, CrazySurvivalist ''par excellance'', unintentionally inflicts this on himself; he came to Mexico expecting to fight the subterrainian Graboids, and his loadout favors penetration over ammunition capacity. When the smaller, faster, and much more numerous Shriekers enter the scene, he is caught flat-footed and barely escapes an ambush. Being the [[CrazyPrepared kind of guy he is]], he takes it rather hard.

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* ''Film/Tremors2Aftershocks'': Burt Gummer, CrazySurvivalist ''par excellance'', unintentionally inflicts this on himself; he came to Mexico expecting to fight the subterrainian subterranean Graboids, and his loadout favors penetration over ammunition capacity. When the smaller, faster, and much more numerous Shriekers enter the scene, he is caught flat-footed and barely escapes an ambush. Being the [[CrazyPrepared kind of guy he is]], he takes it rather hard.



** This can even be as specific as the type of joints/connections used in a desk or other furniture. This can lead to situations where the first worker disassembles the desk partially, then finds a joint he's not certified to work with; they then call in someone else to undo that joint; the first worker comes back and finishes disassembling it; then another worker packs it up and moves it to the new location; the first worker starts to reassemble it; the second worker assembles the problem connection; and finally, the first worker finishes assembling the desk. That's seven steps to move a single desk, involving at least three different workers. And they wonder why costs are so high....

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** This can even be as specific as the type of joints/connections used in a desk or other furniture. This can lead to situations where the first worker disassembles the desk partially, then finds a joint he's not certified to work with; they then call in someone else to undo that joint; the first worker comes back and finishes disassembling it; then another worker packs it up and moves it to the new location; the first worker starts to reassemble it; the second worker assembles the problem connection; and finally, the first worker finishes assembling the desk. That's seven steps to move a single desk, involving at least three different workers. And they wonder why costs are so high....high...



* The cruiser ''Literature/HonorHarrington'' commanded in the first book of her series had been refitted as a testbed around a nigh-unstoppable weapon, however the reduction in normal weapons load and extreme short range of the prototype weapon meant the only way the ship was effective in combat against an equal or larger opponent was to either somehow to sneak in close enough to fire the weapon, or pray the ship could hold together long enough on an near-inevitable suicide run to get close enough to fire the weapon. But then, ''Fearless'' was intended to be used as a testbed for additional development and testing work. It was not intended to be used in a actual battle until [=BuWeaps=] had worked out enough of the bugs to make it practical. Too bad the First Space Lord didn't get the memo...
** This is stated to be the problem with the ''jeune ecole'', who believe that any new development completely change the paradigm of warfare, instead of simply shifting it (mirroring the RealLife Jeune Ecole, who insisted on building only small torpedo ships instead of heavily-armored cruisers).

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* The cruiser ''Literature/HonorHarrington'' commanded in the first book of her series had been refitted as a testbed around a nigh-unstoppable weapon, however the reduction in normal weapons load and extreme short range of the prototype weapon meant the only way the ship was effective in combat against an equal or larger opponent was to either somehow to sneak in close enough to fire the weapon, or pray the ship could hold together long enough on an a near-inevitable suicide run to get close enough to fire the weapon. But then, ''Fearless'' was intended to be used as a testbed for additional development and testing work. It was not intended to be used in a an actual battle until [=BuWeaps=] had worked out enough of the bugs to make it practical. Too bad the First Space Lord didn't get the memo...
** This is stated to be the problem with the ''jeune ecole'', who believe that any new development completely change changes the paradigm of warfare, instead of simply shifting it (mirroring the RealLife Jeune Ecole, who insisted on building only small torpedo ships instead of heavily-armored cruisers).



** Also in ''Literature/SkinGame'', Harry explicitely calls [[spoiler:Binder]] a one-trick pony. His [[spoiler: ability to summon the "Suits" from the Nevernever is extremely useful, but is also pretty much the only thing he has in his arsenal.]]

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** Also in ''Literature/SkinGame'', Harry explicitely explicitly calls [[spoiler:Binder]] a one-trick pony. His [[spoiler: ability to summon the "Suits" from the Nevernever is extremely useful, but is also pretty much the only thing he has in his arsenal.]]



* The Tanith First-And-Only of ''Literature/GauntsGhosts'' are '''scarily''' effective in their specialties of stealth, scouting and infiltration, with the events of ''Traitor General'' being the most comprehensive example of their skill. Unfortunately the Imperial Guard mostly just [[WeHaveReserves throws people in the meat grinder]] and hope they come out with fewer casualties than the enemy, with the Ghosts frequently getting slaughtered. This is most apparent in the trench warfare in ''Straight Silver'', and the siege battle in ''Only In Death''.

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* The Tanith First-And-Only of ''Literature/GauntsGhosts'' are '''scarily''' effective in their specialties of stealth, scouting scouting, and infiltration, with the events of ''Traitor General'' being the most comprehensive example of their skill. Unfortunately the Imperial Guard mostly just [[WeHaveReserves throws people in the meat grinder]] and hope they come out with fewer casualties than the enemy, with the Ghosts frequently getting slaughtered. This is most apparent in the trench warfare in ''Straight Silver'', and the siege battle in ''Only In Death''.



** Every individual Order of the Knights Radiant had its own role, and stepping too far outside that role could cause them to lose their powers. In ''Literature/WordsOfRadiance'', Kaladin wants to punish Amaram (and to a lesser extent Sadeas), but Syl repeatedly points out that Windrunners protect the innocent--punishing the guilty is a job for a Skybreaker. Unfortunately, there aren't any Skybreakers around, so Kaladin keeps trying to find ways to justify striking back, both to himself and to Syl. This limitation is comes from the fact that Radiant powers are directly tied to maintaining oaths made when powering up. The Windrunner oath to "Protect even those I hate" is directly at odds with punishing those who deserve it.

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** Every individual Order of the Knights Radiant had its own role, and stepping too far outside that role could cause them to lose their powers. In ''Literature/WordsOfRadiance'', Kaladin wants to punish Amaram (and to a lesser extent Sadeas), but Syl repeatedly points out that Windrunners protect the innocent--punishing the guilty is a job for a Skybreaker. Unfortunately, there aren't any Skybreakers around, so Kaladin keeps trying to find ways to justify striking back, both to himself and to Syl. This limitation is comes from the fact that Radiant powers are directly tied to maintaining oaths made when powering up. The Windrunner oath to "Protect even those I hate" is directly at odds with punishing those who deserve it.



* Creator/IsaacAsimov's "Literature/TheDeadPast": Nimmo used to give his nephew, Foster, lectures on how studying one specific field of science has made for a culture of narrow focus, praising the idea of being a science writer (like him), because it means you must [[JackOfAllTrades learn a bit of everything]]. Foster's counter to this idea is that such specialization is needed to advance in a field, since there's too much to learn. The climax reveals that this overspecialization was a deliberate effort on the part of the [[OneWorldOrder world government]] to make suppressing certain fields easier.

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* Creator/IsaacAsimov's "Literature/TheDeadPast": Nimmo used to give his nephew, Foster, lectures on how studying one specific field of science has made for a culture of narrow focus, praising the idea of being a science writer (like him), because it means you must [[JackOfAllTrades learn a bit of everything]]. Foster's counter to this idea is that such specialization is needed to advance in a field, field since there's too much to learn. The climax reveals that this overspecialization was a deliberate effort on the part of the [[OneWorldOrder world government]] to make suppressing certain fields easier.



* The old Franchise/StarWars [[Franchise/StarWarsLegends Legends expanded universe]] featured several styles of lightsaber combat that tended to overspecialize in one area at the expense of others. For example, the lightsaber form Soresu was purely defensive, with virtually no built-in attacking or offensive moves. While this gave the Soresu user a nearly unbreakable defense, it also gave them no real means of actually winning a fight and in some cases it was "merely delaying the inevitable" as one character described it. Other forms are similarly overspecialized, like the Makashi form, which focused on finesse, precision and speed at the expense of strength and power, as well as focusing on dueling at the expense of defence against blasters. Or the Djem So and Juyo forms, both of which focus on strength, offense and raw power at the expense of defense.
* Shalsha of ''LightNovel/IveBeenKillingSlimesForThreeHundredYearsAndMaxedOutMyLevel'' learns a spell than can utterly destroy the ''grossly'' overpowered protagonist, Azusa, the Witch of the Plateu. Problem is, [[spoiler:it only works on Azusa specifically, is useless against any other target, and she hasn't had time nor the skill to learn any ''other'' spells.]]

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* The old Franchise/StarWars [[Franchise/StarWarsLegends Legends expanded universe]] featured several styles of lightsaber combat that tended to overspecialize in one area at the expense of others. For example, the lightsaber form Soresu was purely defensive, with virtually no built-in attacking or offensive moves. While this gave the Soresu user a nearly unbreakable defense, it also gave them no real means of actually winning a fight and in some cases cases, it was "merely delaying the inevitable" as one character described it. Other forms are similarly overspecialized, like the Makashi form, which focused on finesse, precision precision, and speed at the expense of strength and power, as well as focusing on dueling at the expense of defence against blasters. Or the Djem So and Juyo forms, both of which focus on strength, offense and raw power at the expense of defense.
* Shalsha of ''LightNovel/IveBeenKillingSlimesForThreeHundredYearsAndMaxedOutMyLevel'' learns a spell than can utterly destroy the ''grossly'' overpowered protagonist, Azusa, the Witch of the Plateu. Problem is, [[spoiler:it only works on Azusa specifically, is useless against any other target, and she hasn't had the time nor the skill to learn any ''other'' spells.]]






*** One of the Tau's auxillary species, the Kroot, takes this in a very unusual direction. To make things short, Kroot have LegoGenetics that allow them to [[CannibalismSuperpower absorb useful genes from consumed prey and incoporate those genes into their own DNA, empowering themselves by replicating those traits]]. However, they suffer from a form of PowerIncontinence that means that if they keep eating that kind of meat, their [=DNA=] becomes increasingly like the creature they're eating. For example, continue eating the flesh of non-sapient herbivores, and a Kroot will ''become'' a non-sapient herbivore with only genetic legacy connecting it to its former Kroot state. The Kroot homeworld, Pech, has no ecosystem niche that isn't filled by some form of devolved Kroot.

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*** One of the Tau's auxillary auxiliary species, the Kroot, takes this in a very unusual direction. To make things short, Kroot have LegoGenetics that allow them to [[CannibalismSuperpower absorb useful genes from consumed prey and incoporate those genes into their own DNA, empowering themselves by replicating those traits]]. However, they suffer from a form of PowerIncontinence that means that if they keep eating that kind of meat, their [=DNA=] becomes increasingly like the creature they're eating. For example, continue eating the flesh of non-sapient herbivores, and a Kroot will ''become'' a non-sapient herbivore with only genetic legacy connecting it to its former Kroot state. The Kroot homeworld, Pech, has no ecosystem niche that isn't filled by some form of devolved Kroot.



** Within the Chaos Daemons list, each of the gods have a specific vocation: Khorne and Slaanesh are geared towards combat, but Khorne relies on a comparatively smaller number of more hard hitting attacks, allowing them to blunt through medium infantry (such as Tau and Space Marines) and vehicles, while Slaaneshi units have high initiative and a ton of rending attacks, making them more suited to hordes and really heavy infantry. Nurgle units focuses on insane durability combined with poisoned weapons to fight against high toughness creatures, but lack any sort of armor penetration needed to break through armor. Tzeentch, understandably, focuses on magic but rarely have any units good enough to support with said magic (almost every single one of their units is a squishy wizard). This means that each of the four god's daemons were designed to support another god's troops, but for those who prefered playing mono-god lists, this can leave you with one or more areas severely lacking (Slaanesh, for example, has almost no staying power, so in an objectives match they will quickly die out due to their low toughness and save. Conversely Mono-Nurgle can't do much if they're expected to annihilate their enemy, since their primary purpose is to survive and tarpit). The only exception to this is the Soul Grinder, who can be kitted out to fill several combat roles.

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** Within the Chaos Daemons list, each of the gods have a specific vocation: Khorne and Slaanesh are geared towards combat, but Khorne relies on a comparatively smaller number of more hard hitting hard-hitting attacks, allowing them to blunt through medium infantry (such as Tau and Space Marines) and vehicles, while Slaaneshi units have high initiative and a ton of rending attacks, making them more suited to hordes and really heavy infantry. Nurgle units focuses focus on insane durability combined with poisoned weapons to fight against high toughness creatures, creatures but lack any sort of armor penetration needed to break through armor. Tzeentch, understandably, focuses on magic but rarely have any units good enough to support with said magic (almost every single one of their units is a squishy wizard). This means that each of the four god's daemons were designed to support another god's troops, but for those who prefered prefer playing mono-god lists, this can leave you with one or more areas severely lacking (Slaanesh, for example, has almost no staying power, so in an objectives match they will quickly die out due to their low toughness and save. Conversely Conversely, Mono-Nurgle can't do much if they're expected to annihilate their enemy, enemy since their primary purpose is to survive and tarpit). The only exception to this is the Soul Grinder, who can be kitted out to fill several combat roles.



** The Chaos Maulerfiend is a dedicated tank killer that can also pick off units without close-range anti-armour: it has multiple high-strength attacks, and can access more if you went for magma cutters over lasher tendrils, all of which hit the rear armour of a tank or other vehicle, and as an AV 12 vehicle it can eat entire squads of Eldar or Orks. However, its total lack of any ranged weapons means it's incredibly vulnerable to anti-tank fire even with its Daemonic Invulnerable save, and while it has much better stats than a random infantryman, its Initiative and Weapon Skill are below those of a Space Marine Dreadnought or Chaos Helbrute, meaning that a one-on-one duel with another melee walker is unlikely to end well for it.

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** The Chaos Maulerfiend is a dedicated tank killer that can also pick off units without close-range anti-armour: it has multiple high-strength attacks, attacks and can access more if you went for magma cutters over lasher tendrils, all of which hit the rear armour of a tank or other vehicle, and as an AV 12 vehicle it can eat entire squads of Eldar or Orks. However, its total lack of any ranged weapons means it's incredibly vulnerable to anti-tank fire even with its Daemonic Invulnerable save, and while it has much better stats than a random infantryman, its Initiative and Weapon Skill are below those of a Space Marine Dreadnought or Chaos Helbrute, meaning that a one-on-one duel with another melee walker is unlikely to end well for it.



** The Admech deliberately invoke this with their Skitarii armies on the fly. "Doctrina Imperatives" transmitted from distant command centres specialize their troops towards shooting or melee to a greater or lesser degree as conflicts develop. In their case, effectiveness is zig-zagged somewhat. Sure, those Vanguard may fight like old men after you finally push though the [[ImprobableAimingSkills laser-accurate volleys of rifle fire]] for a moment, but fifteen seconds later the [[WeHaveReserves second Maniple in line]] will have popped Hyperaction Protocols and fight better than the daemons of Khorne. Skitarii Primus leaders even throw thousands of their soldiers into the grinder deliberately to gather intelligence about how best to command the actual army following behind. They die gladly, as for the Mechanicus [[MartyrdomCulture "Survival is nothing, Data is All".]]

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** The Admech deliberately invoke this with their Skitarii armies on the fly. "Doctrina Imperatives" transmitted from distant command centres specialize their troops towards shooting or melee to a greater or lesser degree as conflicts develop. In their case, effectiveness is zig-zagged somewhat. Sure, those Vanguard may fight like old men after you finally push though through the [[ImprobableAimingSkills laser-accurate volleys of rifle fire]] for a moment, but fifteen seconds later the [[WeHaveReserves second Maniple in line]] will have popped Hyperaction Protocols and fight better than the daemons of Khorne. Skitarii Primus leaders even throw thousands of their soldiers into the grinder deliberately to gather intelligence about how best to command the actual army following behind. They die gladly, as for the Mechanicus [[MartyrdomCulture "Survival is nothing, Data is All".]]



** D&D in general, really. For every single ability in 3.5, there's at least one way to reduce or negate the damage. Fighters who specialise in the longsword will find themselves disadvantaged against an opponent who negates all damage that isn't piercing. A sorcerer that only chooses fire spells will not have a fun time against the monster with fire immunity. Rogues dread encounters against enemies that are immune to sneak attacks (which are many). At higher levels it's not uncommon for fighters to carry multiple weapons made of many different materials, just so they can be prepared for any situation. This is one reason why LinearWarriorsQuadraticWizards is in full effect: spellcasters who prepare their spells from a list can avoid this trap by changing their spells in accordance with the situation.
*** D&D's unofficial Tier System reinforces this fact. The Top Tier classes can either learn every spell of their paradigm they come across, have access to their entire spell lists by default, or can replicate any spell in the game. (The Cleric and Druid can also function as melee on top of all that, hence the [[GameBreaker CoDzilla]] term in the metagame). The Tier Two classes are equal to the tier ones in raw power, but lack the versatility of their counterparts. As the tier thread puts it: "''If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways.''"

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** D&D in general, really. For every single ability in 3.5, there's at least one way to reduce or negate the damage. Fighters who specialise in the longsword will find themselves disadvantaged against an opponent who negates all damage that isn't piercing. A sorcerer that only chooses fire spells will not have a fun time against the monster with fire immunity. Rogues dread encounters against enemies that are immune to sneak attacks (which are many). At higher levels levels, it's not uncommon for fighters to carry multiple weapons made of many different materials, just so they can be prepared for any situation. This is one reason why LinearWarriorsQuadraticWizards is in full effect: spellcasters who prepare their spells from a list can avoid this trap by changing their spells in accordance with the situation.
*** D&D's unofficial Tier System reinforces this fact. The Top Tier classes can either learn every spell of their paradigm they come across, have access to their entire spell lists by default, or can replicate any spell in the game. (The Cleric and Druid can also function as melee on top of all that, hence the [[GameBreaker CoDzilla]] term in the metagame). The Tier Two classes are equal to the tier ones in raw power, power but lack the versatility of their counterparts. As the tier thread puts it: "''If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, world-shattering, but not in quite so many ways.''"



** One of the earliest Subversions of this is the Stalker-class Assault Battlemech, which carries both large and medium lasers, as well as both Long and Short range missiles, giving it the ability to fight at ''every'' range. Ironically, it's the most well-rounded mech of it's time despite having ''no ballistic weapons'' and relying entirely on energy and missile ones.

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** One of the earliest Subversions of this is the Stalker-class Assault Battlemech, which carries both large and medium lasers, as well as both Long and Short range Short-range missiles, giving it the ability to fight at ''every'' range. Ironically, it's the most well-rounded mech of it's its time despite having ''no ballistic weapons'' and relying entirely on energy and missile ones.



** Applying this and its relative MinMaxing in the ''Shards of the Exalted Dream'' spinoff Burn Legend will get you curbstomped on a regular basis. The guy with Strength 5 and lots of Grapples - say, a Mugen who invests heavily in Wrestling and the linked Mugen techniques - will get his ass handed to him by a simple Whistling Stone Atemi. Burn Legend is based very heavily on TacticalRockPaperScissors, meaning that showing up as Captain Scissors is begging for everyone else to pull out their cheap, low-ranked Rock technique and smash you into a pulp.

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** Applying this and its relative MinMaxing in the ''Shards of the Exalted Dream'' spinoff Burn Legend will get you curbstomped curb-stomped on a regular basis. The guy with Strength 5 and lots of Grapples - say, a Mugen who invests heavily in Wrestling and the linked Mugen techniques - will get his ass handed to him by a simple Whistling Stone Atemi. Burn Legend is based very heavily on TacticalRockPaperScissors, meaning that showing up as Captain Scissors is begging for everyone else to pull out their cheap, low-ranked Rock technique and smash you into a pulp.



* In ''Tabletopgame/YuGiOh'' you will see some decks that would be Overpowered...only if played against a specific deck. For instance, The Allies of Justice mean certain death to Light Decks, but are powerless against anything that isn't Light. In newer Generation, The Heraldic and Heraldry ace monsters (used by Tron in the anime) are the embodiment of Xyz monsters' nightmares, being able to drain their Attack, Effects, and even names. Unfortunately, many players still use Synchros and don't rely on Xyz, making these cards laughably useless against them. (Though the OneWingedAngel form of Number 69 might still be able to put a dent in anything the opponent might summon).
** Conversely, many trap and magic cards are designed specifically to revolve around a single monster. Cards that appear regularly on the show, such as Dark Magician, Kuriboh, and Blue-Eyes White Dragon tend to have numerous trap and magic cards devoted specifically to them. It's very possible for someone overspecialize their deck and end up stuck with too many of these cards in their hand without the central monster being available or playable, a folly often demonstrated by AI players in the video games that are based on the TCG.

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* In ''Tabletopgame/YuGiOh'' you will see some decks that would be Overpowered...only if played against a specific deck. For instance, The Allies of Justice mean certain death to Light Decks, Decks but are powerless against anything that isn't Light. In newer Generation, The Heraldic and Heraldry ace monsters (used by Tron in the anime) are the embodiment of Xyz monsters' nightmares, being able to drain their Attack, Effects, and even names. Unfortunately, many players still use Synchros and don't rely on Xyz, making these cards laughably useless against them. (Though the OneWingedAngel form of Number 69 might still be able to put a dent in anything the opponent might summon).
** Conversely, many trap and magic cards are designed specifically to revolve around a single monster. Cards that appear regularly on the show, such as Dark Magician, Kuriboh, and Blue-Eyes White Dragon tend to have numerous trap and magic cards devoted specifically to them. It's very possible for someone to overspecialize their deck and end up stuck with too many of these cards in their hand without the central monster being available or playable, a folly often demonstrated by AI players in the video games that are based on the TCG.



** However, with minimal system mastery it is trivial to create characters who are very good at their desired specialty, and also have decent competence in some secondary skillset, averting the trope.

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** However, with minimal system mastery mastery, it is trivial to create characters who are very good at their desired specialty, and also have decent competence in some secondary skillset, averting the trope.



** Vaarsuvius also suffers from this, especially in the earlier comics. V's a spellcaster, but [[WhenAllYouHaveIsAHammer seems to focus on the 'blow-things-up' part of magic]]. V also tends to dump other stats, meaning V has poor physical ability and charisma. As such, when faced with something that can resist direct magical assaults, V's stymied. Which happens quite a bit. Part of their character development is understanding that there are other ways to win besides Arcane power, and shows more versatility in later comics.

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** Vaarsuvius also suffers from this, especially in the earlier comics. V's a spellcaster, but [[WhenAllYouHaveIsAHammer seems to focus on the 'blow-things-up' part of magic]]. V also tends to dump other stats, meaning V has poor physical ability and charisma. As such, when faced with something that can resist direct magical assaults, V's stymied. Which happens quite a bit. Part of their character development is understanding that there are other ways to win besides Arcane power, power and shows more versatility in later comics.



* The Vespiary squad in ''Webcomic/GirlGenius'' are trained to efficiently destroy some of the most dangerous creatures in the series. Against anything else they can be considered noncombatants.

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* The Vespiary squad in ''Webcomic/GirlGenius'' are trained to efficiently destroy some of the most dangerous creatures in the series. Against anything else else, they can be considered noncombatants.



** Ruby is an extremely talented warrior with her WeaponOfChoice [[SinisterScythe Crescent Rose]], but isn't so good ''without'' it. This has gotten her into more than one situation where she needed to fight, but didn't have Crescent Rose on hand, and so could really only try to dodge. The Volume 5 Yang Short shows that Ruby actually finds fighting with her fists to be completely pointless ''because'' she has Crescent Rose and tries to ignore Yang's attempt to train her in fighting hand to hand. [[BigGood Ozpin]] calls her out in Volume 5 and forces her to train without her weapon.

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** Ruby is an extremely talented warrior with her WeaponOfChoice [[SinisterScythe Crescent Rose]], Rose]] but isn't so good ''without'' it. This has gotten her into more than one situation where she needed to fight, but didn't have Crescent Rose on hand, and so could really only try to dodge. The Volume 5 Yang Short shows that Ruby actually finds fighting with her fists to be completely pointless ''because'' she has Crescent Rose and tries to ignore Yang's attempt to train her in fighting hand to hand. [[BigGood Ozpin]] calls her out in Volume 5 and forces her to train without her weapon.



* In LetsPlay/SomethingAwfulDungeonsAndDragons Let's Play, Minerelle is a character who relies on her massive Arcana roll to accomplish as much as possible. As a result of this, she isn't particularly useful in situations where she can't just throw Arcana at it till something happens. She suffers a bit from overspecializing in combat as well, since most of her attacks target the enemy's Will defense (and the one that doesn't was a fairly recent addition). As a result, whenever the party goes up against anything with an above average Will, she pretty much has no way to contribute to the battle

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* In LetsPlay/SomethingAwfulDungeonsAndDragons Let's Play, Minerelle is a character who relies on her massive Arcana roll to accomplish as much as possible. As a result of this, she isn't particularly useful in situations where she can't just throw Arcana at it till something happens. She suffers a bit from overspecializing in combat as well, well since most of her attacks target the enemy's Will defense (and the one that doesn't was a fairly recent addition). As a result, whenever the party goes up against anything with an above average Will, she pretty much has no way to contribute to the battle



** O.S.I. agent Headshot is a good sniper...and that's it. A rather miniscule skill-set for a secret agent.

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** O.S.I. agent Headshot is a good sniper...and that's it. A rather miniscule minuscule skill-set for a secret agent.



** [[FictionalSport Pro-benders]] often suffer from this. While characters like Bolin and Tahno are among the top competitors in their chosen field, their sport's long-range fighting style is laughable when used in real combat. Pro-benders tend to fight as if they're still on the game field, and will sling fixed amounts of rock or water at an enemy. Get up close and a pro-bender's defense falls apart. In comparison, someone with Avatar Korra's comprehensive education in the traditional bending styles will move between long- and short-range fighting as necessary, and will use the whole environment against an enemy.

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** [[FictionalSport Pro-benders]] often suffer from this. While characters like Bolin and Tahno are among the top competitors in their chosen field, their sport's long-range fighting style is laughable when used in real combat. Pro-benders tend to fight as if they're still on the game field, field and will sling fixed amounts of rock or water at an enemy. Get up close and a pro-bender's defense falls apart. In comparison, someone with Avatar Korra's comprehensive education in the traditional bending styles will move between long- and short-range fighting as necessary, necessary and will use the whole environment against an enemy.



** The Metalbending Police of Republic City are shown to be this. The Equalists' tactics and gear were designed to counter the Metalbender's tactics and the police got routed in every open clash between the two and there weren't enough combat oriented benders of other nations to counter them (at least until the United Military shows up). They also rely on Metalbending specifically to an absurd degree even when classic Earthbending is a better option, a trait shared by most other Metalbenders in the series as well. They learned from this and from season 2 on, showed a more diverse police force (including firebender Mako), backed up by members of The White Lotus (and later [[spoiler:The Airbenders]]).
** The Chi-blockers, themselves were examples of this trope for similar reasons as Ty Lee. There was plenty of fire, water and earthbenders in Republic City to prepare against, but only a handful of [[BlowYouAway airbenders]] that already use an evasive style that makes [[BadassFamily Tenzin and his children]] the hardest to take down as well as having zero experience against a fellow non-bender like [[BadassNormal Asami]], who also has one of their [[StaticStunGun gloves]] to [[HoistByTheirOwnPetard OHKO them]] at a more efficient rate than any of her teammates.
** Ming Hua has what most refer to as Psychic Waterbending because she doesn't have arms, which the water functions as instead. This gives her greater control over water than most other benders and she is far more dextrous with her water-arms than a normal person is with theirs (for example she can quickly scale the side of a cliff with her water arms alone). [[spoiler:Ming Hua is later killed because her water arms made a direct conduit to her heart, so that any electric attack against her would be instantly fatal. Prior to this, she was completely vulnerable to firebenders who specifically targeted the water around her as she has no combat ability when she can't bend.]]

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** The Metalbending Police of Republic City are shown to be this. The Equalists' tactics and gear were designed to counter the Metalbender's tactics and the police got routed in every open clash between the two and there weren't enough combat oriented combat-oriented benders of other nations to counter them (at least until the United Military shows up). They also rely on Metalbending specifically to an absurd degree even when classic Earthbending is a better option, a trait shared by most other Metalbenders in the series as well. They learned from this and from season 2 on, showed a more diverse police force (including firebender Mako), backed up by members of The White Lotus (and later [[spoiler:The Airbenders]]).
** The Chi-blockers, themselves were examples of this trope for similar reasons as Ty Lee. There was plenty of fire, water water, and earthbenders in Republic City to prepare against, but only a handful of [[BlowYouAway airbenders]] that already use an evasive style that makes [[BadassFamily Tenzin and his children]] the hardest to take down as well as having zero experience against a fellow non-bender like [[BadassNormal Asami]], who also has one of their [[StaticStunGun gloves]] to [[HoistByTheirOwnPetard OHKO them]] at a more efficient rate than any of her teammates.
** Ming Hua has what most refer to as Psychic Waterbending because she doesn't have arms, which the water functions as instead. This gives her greater control over water than most other benders and she is far more dextrous with her water-arms than a normal person is with theirs (for example she can quickly scale the side of a cliff with her water arms alone). [[spoiler:Ming Hua is later killed because her water arms made a direct conduit to her heart, heart so that any electric attack against her would be instantly fatal. Prior to this, she was completely vulnerable to firebenders who specifically targeted the water around her as she has no combat ability when she can't bend.]]



** The town of Ogdenville makes nothing but barley, even their history is centered about barley. When the barley got tainted, this cause their entire business to go bust, and sent their town into a depression!

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** The town of Ogdenville makes nothing but barley, even their history is centered about barley. When the barley got tainted, this cause caused their entire business to go bust, and sent their town into a depression!



** In a ''WesternAnimation/TreehouseOfHorror'' episode Homer is standing in a bunker when France launches a 6 megaton nuclear missle at Springfield. Homer is lucky that it was a 6 megatonner, because the shelter was designed for 6 megatons, "no more, no less."

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** In a ''WesternAnimation/TreehouseOfHorror'' episode Homer is standing in a bunker when France launches a 6 megaton nuclear missle at Springfield. Homer is lucky that it was a 6 megatonner, megatonner because the shelter was designed for 6 megatons, "no more, no less."



* In one episode of ''WesternAnimation/DuckTales1987'', Big Time assaulted the Money Bin wearing an armored assault suit. Upon breaking into the vault, he's greeted by Scrooge in a tank, but isn't worried since his armor can withstand a 60 millimeter shell...only for Scrooge to reveal his tank fires ''61'' millimeter shells.

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* In one episode of ''WesternAnimation/DuckTales1987'', Big Time assaulted the Money Bin wearing an armored assault suit. Upon breaking into the vault, he's greeted by Scrooge in a tank, but isn't worried since his armor can withstand a 60 millimeter 60-millimeter shell...only for Scrooge to reveal his tank fires ''61'' millimeter shells.

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** The Senju deserve a special mention, as according to [[AllThereInTheManual Sha no Sho]], they've received the [[RedBaron nickname]] "The clan with a thousand skills".

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** Takaoka. From what's seen of him, it's clear he's a soldier, not an assassin. This makes him a poor teacher for Class 3-E, because their task is to assassinate Koro-sensei, not just kill him. Takaoka's TrainingFromHell would not just be ethically wrong but would also be pointlessly detrimental in the long-run, since assassination relies more on timing and wit than it does on skill and overall physical abilites (though the latter certainly is still important). This is perfectly displayed during his [[spoiler:first]] duel with Nagisa -- he views it as a fight, and thus is completely caught off-guard when Nagisa treats it as an assassination instead, which leads to his defeat. [[spoiler:This also helped Karasuma and Koro-sensei identify him as the mastermind of the Assassination Island arc: he had the assassins he hired work as lookouts and guards, hampering their effectiveness significantly as well as indicating to the former two that he wasn't an assassin]].


* In ''VideoGame/MarioKart Wii'', the Aeroglider/Jetsetter suffers from this. Basically, it's got a great top speed stat and weighs a lot, but has the worst stats for drifting, handling, acceleration, off road and mini turbos, meaning it can barely turn, flies off the road when drifting and takes forever to get back to top speed after being hit. This means that unless the player is racing on a track with no corners and no items, using this thing is basically guaranteeing they'll get last place.

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* In ''VideoGame/MarioKart Wii'', the Aeroglider/Jetsetter suffers from this. Basically, it's got a great top speed stat and weighs a lot, but has the worst stats for drifting, handling, acceleration, off road offroad and mini turbos, meaning turbos. So while it's fast, it can barely turn, flies off the road when drifting drifting, and takes forever to get back to top speed after being taking a hit. This means that unless if the player is racing on a track with no lots of corners and no items, or item boxes, using this thing the Aeroglider is basically guaranteeing they'll get last place.


* Professional bodybuilders have their workouts revolve around having massive, well-defined musculature. However, this causes problems if they try to do anything else. Having ''large'' muscles is not the same as having ''strong'' muscules. This is why powerlifters and weightlifters, who do have to be strong, don't look like bodybuilders. Large muscles can reduce flexibility required in other activities, the amount of energy necessary to put into workouts means they often don't have the energy to do anything else, and they have pay attention to details like body fat composition and fluid retention that others athletes don't have to care about because bodybuilding is based on appearance. In short, if youorder to become a top bodybuilder, it is essentially ''all'' you can do.

to:

* Professional bodybuilders have their workouts revolve around having massive, well-defined musculature. However, this causes problems if they try to do anything else. Having ''large'' muscles is not the same as having ''strong'' muscules. This is why powerlifters and weightlifters, who do have to be strong, don't look like bodybuilders. Large muscles can reduce flexibility required in other activities, the amount of energy necessary to put into workouts means they often don't have the energy to do anything else, and they have pay attention to details like body fat composition and fluid retention that others athletes don't have to care about because bodybuilding is based on appearance. In short, if youorder you intend to become a top bodybuilder, it is that's essentially ''all'' you can do.


* Professional bodybuilders have their workouts revolve around having massive, well-defined musculature, however this causes problems if they try to do anything else; having large muscles is not the same as having ''strong'' musculature, which is why powerlifters and weightlifters, who do have to be strong, don't look like bodybuilders; large muscles can reduce flexibility required in other activities; the amount of energy necessary to put into workouts means they often don't have the energy to do anything else; and because bodybuilding is based on appearance, they have pay attention to details like body fat composition and fluid retention that others athletes don't have to care about. In order to become a top bodybuilder, it is essentially ''all'' you can do.

to:

* Professional bodybuilders have their workouts revolve around having massive, well-defined musculature, however musculature. However, this causes problems if they try to do anything else; having large else. Having ''large'' muscles is not the same as having ''strong'' musculature, which muscules. This is why powerlifters and weightlifters, who do have to be strong, don't look like bodybuilders; large bodybuilders. Large muscles can reduce flexibility required in other activities; activities, the amount of energy necessary to put into workouts means they often don't have the energy to do anything else; else, and because bodybuilding is based on appearance, they have pay attention to details like body fat composition and fluid retention that others athletes don't have to care about. about because bodybuilding is based on appearance. In order short, if youorder to become a top bodybuilder, it is essentially ''all'' you can do.


** Vaarsuvius also suffers from this, especially in the earlier comics. V's a spellcaster, but [[WhenAllYouHaveIsAHammer seems to focus on the 'blow-things-up' part of magic]]. V also tends to dump other stats, meaning V has poor physical ability and charisma. As such, when faced with something that can resist direct magical assaults, V's stymied. Which happens quite a bit. Part of their character development is understanding that there are other ways to win besides Arcane power, and shows more versatility in later comics.
-->"Thrice-cursed Spell Resistance! It's almost like the universe is trying to deliberately force some form of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot."



** Vaarsuvius also suffers from this, especially in the earlier comics (later comics show more flexibility on V's part). V's a spellcaster, but [[WhenAllYouHaveIsAHammer seems to focus on the 'blow-things-up' part of magic]]. V also tends to dump other stats, meaning V has poor physical ability and charisma. As such, when faced with something that can resist direct magical assaults, V's stymied. Which happens quite a bit.
-->"Thrice-cursed Spell Resistance! It's almost like the universe is trying to deliberately force some form of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot."

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** Specialized Pokéballs are better than even Ultra balls at catching certain kinds of Pokémon but against anything outside their specialization, they're only as effective as regular Pokéballs while costing five times as much. Perhaps the worst are the Love ball and Moon ball, the former only being super effective on Pokémon of the same species but opposite gender of your current Pokémon and the latter only being super effective against Pokémon that evolve via moon stone. The only specialized balls that most trainers use are Level balls[[labelnote:*]]Their effectiveness ranges from twice as good as Ultra balls to four times as good if your Pokémon is a higher level than the one you're trying to catch[[/labelnote]], Quick balls[[labelnote:*]]Twice as effective as Ultra balls if used on the first turn, good for roaming Legendaries[[/labelnote]], and Timer balls[[labelnote:*]]Grow more effective the longer the battle goes, becoming more effective than Ultra balls after four turns[[/labelnote]].

Added DiffLines:

* Professional bodybuilders have their workouts revolve around having massive, well-defined musculature, however this causes problems if they try to do anything else; having large muscles is not the same as having ''strong'' musculature, which is why powerlifters and weightlifters, who do have to be strong, don't look like bodybuilders; large muscles can reduce flexibility required in other activities; the amount of energy necessary to put into workouts means they often don't have the energy to do anything else; and because bodybuilding is based on appearance, they have pay attention to details like body fat composition and fluid retention that others athletes don't have to care about. In order to become a top bodybuilder, it is essentially ''all'' you can do.

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** Adam Taurus is revealed to have a semblance like Yang's, although in his case the energy from an enemy's attacks is stored in his sword when he blocks, which he can then unleash in an attack. However, it's ''in his sword''. Get the sword away from him and he's unable to use his semblance.

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