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Master of All

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What if you could be, not merely average, but EVERYTHING?

The strength of a Mighty Glacier without the slowness, the speed of a Fragile Speedster without the fragility, the diverse magic of a Squishy Wizard without the squish, the stopping power of a Glass Cannon but with Nigh-Invulnerability. All the pros with next to none of the cons, that right there is a Master of All.

While your average Jack-of-All-Stats and/or Trades tend to range from bad to good at either every or any skill, the Master of All Trades is almost never outclassed, usually only by someone with a Crippling Overspecialization towards that one stat or skill. They may also be Purposely Overpowered, especially if they're an SNK Boss or good in the One Stat to Rule Them All.

Compare Lightning Bruiser. Master of None is the obvious contrast.


Examples in order of genres:

    open/close all folders 

    Beat 'Em Up 
  • Shiva in Streets of Rage 3. Despite being nerfed from his boss self in SOR2, he's faster AND stronger than the two all-rounders and has better moves, one of which can be used to form an infinite combo.

    Collectible Card Game 

  • Minion, the Secret Character in the Twisted Metal games, is usually this, with top-class speed, handling, and armor plus a badass superweapon. His only (slight) drawback is his size, which makes him a larger-than-average target.
  • The Golden Kart in Mario Kart: Double Dash!! has the best-combined stats of all vehicles. Some are better in one stat but lower in the others (Bowser's has the highest top speed, but takes a while to get there). The AI compensates for this by cheating like crazy any time this cart is used.
  • Super Sonic in Sonic R has perfect stats across the board.
  • Both Crash Bandicoot kart racers have one secret character with maxed out stats:
    • In the PAL version of Crash Team Racing, the cheat-only character Penta Penguin has perfect scores in all stats. When it comes to the race itself, though, he's often tiered lower than the high-speed-low-handling characters, due to how power-sliding works.
    • In Crash Nitro Kart, Emperor Velo carries on the tradition by having all his stats maxed out. Fitting, considering he's the Big Bad of the adventure mode. This also applies to the champion bosses in the GBA version.
    • Averted in Crash Team Racing: Nitro-Fueled, which nerfs the above-mentioned characters for the sake of balance due to the presence of online multiplayer.
  • Spectre from Extreme-G XG2 has all of its stats maxed out.
  • The DLC (but only in the non-remastered version) Carson GT Nighthawk in Burnout Paradise. It only has a 6/10 speed rating, but when it has a beefy 9/10 boost, along with 10/10 strength, smooth handling, control, and excellent drifting and stunt capabilities, the low boostless speed is quickly negated; some of the only vehicles that can win against the Nighthawk are the Carson Inferno Van, which can slam it around if it comes close, and the Carson Extreme Hot Rod, which is one of few vehicles with 10/10 boost. When it comes to head-on collisions, however, the GT always wins out.
  • The Audi Le Mans quattro in Need for Speed Carbon has all stats nearly or fully maxed out despite being labeled as an Exotic vehicle. Fittingly, it's also the vehicle of choice of Darius.

    Eastern RPG 
  • Ash, the protagonist of Vandal Hearts, starts out as a very competent and useful Jack-of-All-Stats and Magic Knight, and becomes this trope in spades if you manage to unlock his gamebreaking, Purposely Overpowered Vandalier class, which is a Lightning Bruiser that can cast every spell in the game, can use any item effect an infinite number of times and has nearly impenetrable defense from the front and sides.
  • The Majin class from the first Disgaea game. Very high stats all across the board, positive Aptitudes for all stats, very proficient with all weapons, and high mobility. There is no reason to use anything else when you have unlocked this class (though it requires a bit of a Guide Dang It!). The subsequent games nerf this class severely, though. The second game reduces its mobility to the minimum, making it somewhat of a Mighty Glacier instead. The third and fourth games take it even further, giving it low aptitude above the low mobility, and no weapon proficiency, making the class require a lot of work to even be remotely playable.
    • The Majins get a Shout-Out in Soul Nomad & the World Eaters, another Nippon Ichi game, in the form of the similar-looking Gideon class. Gideons are fast, they fly, their attacks are all ranged and all multitarget (and if they're in the second or third rows, they hit the entire enemy unit) and they have stat growths better than any other unit. About their only drawback is their high cost to deploy. However, once you've unlocked them, there's pretty much no reason to use anything else.
  • A sufficient amount of Level Grinding can yield this in most JRPGs with a Job System, such as Final Fantasy Tactics, Dragon Quest IX, and Blue Dragon.
    • Dragon Quest VI has a particularly spectacular example in that changing class affects only your stats, while spells and skils are determined by the class's rank, itself depending on the number of battles you've fought. However, spells and skills stay with the character once learned even after subsequent class changes, which can lead to situations like the Mighty Glacier throwing healing spells or the Squishy Wizard launching physical attacks, and doing quite well at both, not to mention the fact that there's a large number of skills that hit a group of enemies or all enemies for decent amounts of damage, aren't affected by stats and cost nothing to use. It's entirely possible to have a character max out every class in the game and just pick the one with the most favorable stats to equip permanently, though this would take an extreme amount of Level Grinding.
  • Pokémon:
    • Mew and its "clones" Celebi, Jirachi, Manaphy, Shaymin and Victini are this, with a solid 100 points in each stat and a typically diverse selection of moves. Mew in particular is compatible with every single Technical Machine (TM) and can be tutored nearly any move possible. In later generations, Power Creep has caused them to drop to something more like Jack-of-All-Stats, though.
    • Mewtwo was this in Pokémon Red and Blue - its Psychic typing had no meaningful weaknesses and coverage against everything except itself, its movepool, though not as insane as Mew's, was still vast, and its lowest stat by far is its Physical Defense of 90 (which was still on par with many Mighty Glaciers) while everything else was in the top ten (including the second-highest Speed and the highest Special). Gold & Silver turned it into more of a Glass Cannon.
    • Arceus takes this even further, having 120 base stats across the board, the capability of learning every teachable move (except moves that explicitly require hands due to being a Marvelous Deer) and an Ability that allows it to change into any of the 18 types.
    • Mega Rayquaza, introduced in Omega Ruby and Alpha Sapphire, takes this trope even further than Arceus in many respects, as if it weren't possible already. Despite being a Mega Evolution, it doesn't require a Mega Stone to Mega evolve, meaning it can hold any item it wants while still benefitting from the stat boosts. It's not a Glass Cannon, though, as Mega Rayquaza still has solid defenses and its Ability eliminates its Flying-type weaknesses. Needless to say, Mega Rayquaza became the first Pokémon to be banned from the Uber tier (a tier designed to ban Purposely Overpowered and unbalanced Pokémon in the first place) under the Smogon ruleset in competitive play.
  • Sora in the Kingdom Hearts franchise. A prodigy Keyblade wielder, nearly as good a mage as specialized mages, except he has a wider spell pool, being able to use several of the other characters' character-exclusive spells, and a Lightning Bruiser who can take more damage than the party tank. He was Unskilled, but Strong, except he matured out of that. The punchline being that he even stops to wonder for a moment if he even needs to get official training, since he'd already saved the universe a few times when it's offered to him.
    • Keyblade wielders in general tend to be this compared to non-wielders, even if they specialize. In Birth by Sleep, for instance, Terra can cast any spell that Donald can plus two elements that he can't, despite being even better as a brawler. Aqua on the other hand is a Squishy Wizard compared to her peers, but her guard move is replaced by a Barrier that covers her whole body (and unlike Sora's Reflect spell, doesn't consume MP), letting her block damage more effectively than Goofy's shield. And there's nothing stopping her from using physical attacks, either; it's just that her magic is better.
    • And on the evil side, Xehanort can use all the other Organization XIII members' weapons, is extremely fast, has some instant-kill attacks, and is a great mage.
  • Fire Emblem:
    • Ike in Fire Emblem: Path of Radiance starts somewhere between a Jack-of-All-Stats and a Fragile Speedster, yet once he gets Ragnell 94% of the way through the game, he gets an unbreakable 1-2 range weapon that gives him +5 defense. This turns Ike into a Lightning Bruiser who can attack from range and take a lot of damage. His caps, combined with Ragnell's bonus defense, has the Strength of a Berserker, the Skill and Speed of a Swordmaster and tanking ability of a General. His Res might let him down a little, but you can "fix that" in the next game.
    • The Black Knight from the same game also lacks a single bad stat, being unusually fast and magic resistant for a General variant.
    • Fire Emblem Awakening gives us the Avatar and their offspring, Morgan. Both can reclass into any of the game's numerous classes (except for the Lord classes and classes restricted to the opposite gender) AND have a unique class for themselves (the Tactician/Grandmaster class). This gives them access to pretty much any skillset they want, as well as the weapon(s) of their choice. Toss into this some of the best stats and stat growths in the game and, in the Avatar's case, the ability to support (and gain stat boosts from) every other character in the party, and both characters are generally considered to be the best in the game.
  • This is one of the main reasons Thunder God Cid Orlandeau in Final Fantasy Tactics is considered to be such a Game-Breaker: since his Holy Swordsman class is essentially three classes' worth of attacks rolled into one (three very good classes, at that), he can easily exploit enemy weaknesses regardless of situation and has the stats to back it up. If you put even the slightest effort into leveling him up, he can solo most maps.
  • Serenade from the PS3 Updated Re-release of Eternal Sonata is easily one of the most powerful characters in the game, beating out Allegretto and Jazz in terms of damage output, and beating Salsa, March, and Claves in speed. Though she's only playable in two parts of the game, the first one temporarily, but the second time she joins, you're definitely going to want to use her.
  • The Secret Character in the remake of Star Ocean 1 is a master of all in terms of magical abilities. On paper, they were supposed to be balanced compared to the other two offensive mages by having much more restricted elemental coverage, only having access to Fire and Light spells, and to be balanced compared to the other healer by not having access to Status Buffs. In practice, Fire and Light spells cover such a wide variety of enemies that they'll almost never have to worry about an enemy resisting their attacks, and status spells are widely considered superfluous in the first game. The end result is that they are generally considered the only mage the player should ever need.
  • Johnny/Karyl in Tales of Destiny starts off with only one useful attacking move and if the AI is controlling him, he'll only cast very limited buffs. However, in the hands of a player and after finding his other spells, he becomes fairly well-balanced stat-wise (highest strength after Stahn, highest luck after Woodrow) midrange fighter with a very powerful spammable move with a chance to stun. If that's not good enough, then he learns a healing move that is much more useful than almost anything the party's healer learns. His attacks are also super effective against most of the lategame enemies. The end result is you can ditch the healer entirely if you want or replace the Guest-Star Party Member who's drastically underleveled for him with very little trouble.
  • Ludger in Tales of Xillia 2 gains the ability to hit any weakness within the first third of the game. This is in a game where damage output is based on how many weaknesses you can hit in quick succession. The only thing that really limits a player in this case is their skill in switching weapons and move sets. Oh, and every other party member suffers from Crippling Over Specialization in some regard (some, more than others).
  • Your ultimate goal with Kyuu in Rakenzarn Tales is to turn him into this. His unique class, the Arxus Rogue, is capable of learning all types of physical and magical moves and wield a huge variety of weapons. However, Kyuu is not a natural fighter and suffers from both Empty Levels and Non Standard Skill Learning, so if you don't put in the effort to build him up, he'll never be more than the Master of None.
  • Final Fantasy:
    • In the original version of Final Fantasy III, you unlock the Ninja and Sage Jobs in the final dungeon and for the rest of the game you will have no reason to use anything else. The Ninja can use every weapon and throw Shurikens for huge damage, and has terrific physical stats. The Sage can use all White Magic, all Black Magic, and all Summons, and has the highest magic stats. Technically the fully equipped, top-level Onion Knight outclasses the Ninja physically, but it can't use magic, the equipment is hard to come by and levelling up a useless Job is a colossal pain. The DS remake gave you the Ninja and Sage classes earlier, with several nerfs, making them less appealing, while giving the Onion Knight access to all White and Black magic at the cost of making it more difficult to get.
    • A Freelancer in Final Fantasy V will be this by the end game if you've grown your characters well, as it gains the statistical strengths of every Job you have mastered without the drawbacks, plus their inherent abilities, plus the ability to equip anything, plus two free ability slots. This means you can set up Bartz with the maximum Strength and Magic available to him, and have him wearing Ribbons, Mixing death and healing potions, casting a versatile mix of Blue Magic, dodging attacks and dual-wielding axes.
    • Cloud in Final Fantasy VII levels and learns Limits more slowly than the other characters, but due to Can't Drop the Hero, you won't notice this. That's his only weakness. His stats are ludicrously high across the board, with the highest Strength, and Magic second only to a party member that dies halfway through the game. It's only his less-important Dexterity (which influences the speed at which his turns arrive) that is outclassed by any significant margin (by Red XIII, Tifa and Yuffie), but he's still hardly slow. His Limit Breaks are also ridiculous, with his final Limit being the most damaging in the game in the course of normal gameplay; Barret technically has the potential to do more damage than Cloud does with one of his Level 2 Limits, but you will not be able to take advantage of this unless you go looking for it (and abuse the game's stat system). The only thing he can't do is heal using a Limit Break, which only means you need to make sure he's got access to a healing spell. A lot of this is because you're forced to use him for most of the game, and it's not fun being stuck using a character you can't adapt to use however you want; he's so good that in the passage of the game where he's replaced by Cid, a 'lowly' Jack-of-All-Stats with similar Limit Breaks, you'll notice the loss of muscle.
    • With some dedicated level and sphere grinding, every player character in Final Fantasy X can be this. While there is not enough nodes to raise all stats to their maxima, some stats offer little to no benefit if you raise them beyond certain threshold (Agility beyond 170) or if you raised other stats (Accuracy is useless if you maxed out Luck).
    • Final Fantasy X-2 International and HD Remaster allows you to capture monsters and raise their stats by feeding them items. It is indeed possible to raise a monster to maximum HP and 255 across all board. Impossible to do with the standard party members though.
    • Similar to Final Fantasy X, it was possible to max out the License Grid in Final Fantasy XII, letting every character use every ability and wear any piece of equipment. This led to the characters being reduced to clones of each other, and players using the same three characters for the whole game instead of mixing and matching to fit the scenario. The International Zodiac Job System version forced each character to pick one of 12 classes to prevent this, but instead led to every character suffering from Crippling Overspecialization. The Zodiac Age rerelease struck a balance between these two extremes by allowing every character to select two jobs.
    • Noctis in Final Fantasy XV is the only party member who can Phase and warp-strike, allowing him to dodge moves that other party members can't and move around the battlefield more quickly than they can. Additionally, while his allies can each only wield two specific types of weapons, or swap their secondary weapon for a spell grenade, Noctis can wield every type in the game while carrying four in his weapon wheel at once. This is before the story starts handing out upgrades, giving Noctis even more unique weapons, a Super Mode, and powerful magic that only he can wield. Statistically he's an above-average Jack-of-All-Stats, surpassed in a given stat only by the character who specializes in that stat, and even then only slightly. This is because in earlier versions of the game, he was the only character who the player could directly control, with the other three serving as assistants in battle.
  • Persona: The Protagonists in Persona 3, Persona 4, and Persona 5 have a "Wild Card" ability that allows them to switch their Guardian Entity and alter their stats, elemental protections and abilities every turn. This gives them access to a dozen customized builds in any given battle and hundreds of combinations overall. It also allows them to change their personality to fit the situation and easily make friends, and a New Game+ allows them to have maxed-out social stats that allows them to befriend anyone the game permits them to.
    • In the original version of Persona 3, as well as "The Journey" portion of FES, the protagonist could also wield any type of weapon. Subsequent games, "The Answer" (in which you play as Aigis) and the Portable remake limit the protagonist to one type of weapon.
    • Persona 5 has non-gameplay example in Ichiryusai Madarame, an artist whose claim to fame is mastering all forms of Japanese arts when most artists only specialize in one. Subverted when it turns out that Madarame is a fraud who plagiarizes his pupils' artwork.
  • The Survivalist class in the Etrian Odyssey series is designed as a Utility Party Member whose skills make up for its lower attacking and defensive power compared to other classes. However, the first game also gave it immensely powerful damage dealing skills in Apollon and Multihit, as well as a solid HP stat and additional defense from being able to attack with full power from the back row. Coupled with 1st Turn to allow other party members to instantly execute healing or buffing skills before the enemy can get a move in, this resulted in a class that, by the end game, could do everything. Suffice to say, it received significant nerfs in following games.
  • Monster Girl Quest! Paradox RPG:
    • It's possible for any character to learn any job (with sufficient Level Grinding) and thus almost any skill and ability.
    • Races are more restricted, but some characters start off with access to a lot of races, like Alice (6), Alicetroemeria (7) and Daji (4). Later on, there are sidequests that allow any character to gain new races.
    • As for stats, it's generally better to focus on raising a few stats rather than trying to raise all of them. However, this doesn't prevent characters from being this trope, because there are abilities that let them use alternative stats for skills. For example, Attack Magi allow the user to cast magic based on their Attack stat instead of their Magic stat (if the former is higher), so a character with this and a high Attack stat would be good at both physical and magical attacks.

  • The Soul series has Edge Master, a proclaimed master of the art of fighting, who has supposedly mastered every fighting style known to man to the point that he can teach others and utilize them himself if need be. It's also noted that he has clashed with the Warrior King Algol and perhaps was the one person who fought Olcadan to a draw. Especially enforced in Soulcalibur V, where he was the only character to mimic every style, while fellow Ditto Fighters Kilik and Elysium could only copy male and female fighting styles respectively.
  • Mortal Kombat's Shang Tsung, thanks to his Voluntary Shapeshifting making him a Ditto Fighter.
  • Notoriously, Kokonoe from BlazBlue, finally made playable in the third installment, was fantastic at everything in the game, leading to her being banned from some tournaments because she was too powerful. It's not an understatement to say that she had everything other characters wanted and then some.
  • Yu Narukami from Persona 4: Arena and its sequel. His neutral is great due to his many powerful options, his starters are all fantastic and generally lead to high damage and a knockdown, his supers are great as finishers, reversals, or (with a Once More Cancel) an amazing mixup and pressure tool. His Furious Action, while not amazing, is still one of the better ones, and one of the best at lower levels of skill, where the more difficult ones generally aren't used.
  • Infamously, Meta Knight in Super Smash Bros. Brawl. He could K.O. foes as well as he could rack up damage at insane speeds, his aerial mobility and exceptional recovery moves more than made up for his one visible flaw of lightweight, and his sword was programmed with a ton of priority (jargon for the parameter that dictates which moves win against others when clashed against one another. In MK's case, his sword had "transcedent" priority over most other moves), meaning that he could pierce through most defenses with ease. This all led to a character that was actually banned in tournaments for a time.

  • In Call of Juarez: Gunslinger, by the end of New Game+ the player should be able to max out all three skill trees and become a master of all three combat disciplines. This creates some weird synergies that allow you to do things like performing six or more consecutive headshots on distant enemies in the span of a few seconds while using a sawed-off shotgun that only has two shells in it. It really helps to emphasize the Unreliable Narrator nature of the story.
  • The RCP-90 in Goldeneye 1997 was incredibly powerful (its power was only matched by cheat weapons and explosives), had one of (if not the) highest firing rate in the game, and had the largest ammo capacity to boot. To top it off, it used the single most common ammo in the game.
  • In PlanetSide 2, Nanite Systems primary weaponry combines some of the best features of the three empire's weapons - they have 5 extra bullets per magazine (compared to the Terran Republic's ten), have a small cone-of-fire like New Conglomerate's Magnetic Weapons, and have the tiny recoil typical of Vanu Sovereignty's plasma weaponry. When combined with NS weapons firing noises blending in with the enemy's NS weaponry, and NS weaponry unlocking across all characters when bought with Station Cash, they are often the best overall weaponry, being able to be used at both short and long ranges, and only outclassed by dedicated close-quarters or long-ranged weaponry which are awkward outside of their range brackets. Heavy Assault troopers make up about 50% of all infantry forces in any given battle due to their high-capacity light machine guns, rocket launcher, and a heavy overshield that can effectively double their health. The other frontline classes are generally only taken for their support abilities (Engineer/Medic) or mobility (Light Assault).
  • The Stoner 63 light machine gun in Call of Duty: Black Ops. Owing to the real thing being a "system weapon" that could be reconfigured into anything from a short-barreled assault carbine to a belt-fed machine gun, the in-game weapon tries to combine aspects of an assault rifle and a light machine gun - and it succeeds beyond a shadow of a doubt, getting all of the upsides of the LMG category (high penetration, low recoil, no damage fall-off and greater Extended Mags bonus) with all of the downsides replaced by an assault rifle's upsides (high fire rate, lesser movement penalty, and quick times for aiming down the sights and reloading).

    Hack & Slash 
  • In the Dynasty Warriors series, Lu Bu is generally the most powerful character of the game with high stats all around as well as powerful attacks with great range.
  • The Hyrule Warriors version of Ganondorf is a vicious Lightning Bruiser whose stats are all well above average, similar to Lu Bu.
  • Oda Nobunaga is this in Sengoku Basara, especially in the third series. Honda Tadakatsu also has this going for him statistically as he is the top character in attack and defense and above-average in movement speed, but in practice his play-style of uncontrollable swinging around of his gigantic drill-spear without any special attacks makes him more of an Awesome, but Impractical character.

  • Kantai Collection: This is the very reason why Battleship Re-Class is so hated and feared. Not only can she attack in every combat phase, something no single one of your own units can, but she do so much better than any other non-boss mook. She has more firepower and health than the other non-boss battleships, more planes than the non-boss carriers, and stronger torpedoes than the torpedo cruisers. The one thing she actually suffers in is with Anti-Air, but only in her Basic version.


  • Werewolves in the World of Darkness, especially the Old World of Darkness. They have top-tier physical combat abilities, regeneration, superhuman speed, shape-changing at will, an ability to maintain The Masquerade simply by existing, an at-will spirit-travel ability, magical items, and magical abilities which rival or exceed those of anyone except Mages and Elder Vampires. Werewolves can also learn any skill any normal human can and have less restrictions on their abilities than any other supernatural being. They have no significant weaknesses other than silver.
    • Caine, the original vampire in the Vampire: The Masquerade fluff, is scarcely described; but one indication of his power is that, thanks to his immense age, he has mastered all of the Vampiric Disciplines (other vampires have to work harder to get past three) at the highest levels (double what a playable character can hope to achieve) and can actually invent new Discplines whenever he damn well pleases. As such, it's actually in the rules that no other character can beat Caine in a fight. Justified in that Caine isn't a high-level antagonist; he's an Cosmic or Author Weight character of the same tier as Lucifer or Gaia; when present, he's just moving the plot along. In one of his dubious appearances, the video game Vampire: The Masquerade – Bloodlines, he was the taxi driver subtly ensuring everything happened as he saw fit.
  • In 1st and 2nd Edition Dungeons & Dragons, a human character with sufficiently high stats could dual class, at which point they surrendered most of their abilities and began to progress in another class. Once they exceeded their old class' level, they could use all of the abilities of both classes. This was still insanely difficult to do. The 1st Edition Bard was similar.
    • In 3rd edition, the Cleric and Druid classes could enter this territory out of sheer versatility. Even without any kind of crazy character optimization or external sourcebooks, they have full spell casting, good equipment options and decent fighting capabilities. As soon as the game reaches mid-level, however, they truly step into their own as masters of all. They can buff themselves to be better at fighting than dedicated fighting classes and their spells are just as potent as any other full spellcaster, not to mention the versatility granted by feats that let Clerics spontaneously alter their spells by expending their otherwise-highly-specialized Turn Undead ability, or the ludicrous amount of sheer options granted by a Druid's natural shapeshifting powers.
    • 3rd Edition also gave every monster different progression in hit points, saves, attack bonus, and skills, depending on their type. Some had high HP, but terrible saves (constructs), others had great skills, but the attack bonus of a Squishy Wizard (fey). Dragons and outsiders, however, had good hit points, all good saves, full base attack, and excellent skill points (the outsider has slightly lower hit points and the dragon has slightly fewer skills, but they're still both above average). Most of them also featured both good physical combat abilities and good casting abilities, particularly at high levels. There's a reason they're so commonly the main villains.
  • The skill pyramid/column scheme built into most incarnations of the Fate system (Spirit of the Century, The Dresden Files et al.) only allows a character to have as many skills at peak level as the lower-ranked ones can "support", making it literally impossible to be good at everything.
    • The main exception is the "quick-start" Fate Accelerated Edition, which only uses six "approaches" in place of skills and thus doesn't bother with such a scheme post character creation — in theory, an FAE character played long enough could eventually become equally good at all of them, assuming he or she was played for long enough without any change in system. Of course, this particular incarnation is mainly a lightweight "intro-level" product not so much intended for running campaigns that long with in the first place (though one can in principle do that, too)...
  • The Queen in Chess, which combines the horizontal and vertical movement of the Rook with the diagonal movement of the Bishop. The only thing the Queen can't do is "jump over" other pieces like the Knight.
  • In Battletech, the Clans design their Omnimechs to be this. A good example is the Timber Wolf/Mad Cat, a heavy mech which possesses the speed of an Inner Sphere light mech, with the fire power and durability of an assault mech. The Inner Sphere can't quite compete due to a technology gap, but famous mechs like WHR-6R Warhammer and CN9-A Centurion are dangerous at any range bracket and have good armor and speed for their class, leading them to become mainstays among the Successor State armies.
  • Warhammer 40,000 has the Space Marines. In lore they are, pound for pound, better than everyone at everything. They are genetically engineered supermen who are super strong, fast, accurate, tough, with bodies that heal near-instantly from all but the direst wounds, equipped with the best weapons and armor the Imperium has, and completely beyond any sense of fear or cowardice. This sort of carries over in-game as well, as an individual Space Marine is, man for man, better than the basic troops of any other army. However, they are also more expensive, point-wise, and the Space Marine army as a whole falls more into the Jack-of-All-Stats / Master of None category overall.
    • Sometimes even super-er versions of these "normal" supersoldiers pop up. Primaris Marines are a straight upgrade, being made with more advanced techniques and being equipped with more advanced equipment. The Grey Knights are an entire chapter of space marines who are offensively and defensively enhanced by the considerable psychic power every single member possesses.
    • Among the Adeptus Astartes, the Alpha Legion's marines exemplify this on an individual level. Every Alpha Legionnaire is taught how to use all of the equipment, instead of picking out specialists; each one of them is fully capable in assault, heavy weapons, fast attack, trained in the use of Terminator armour, master of stealth and psychology and most crucially, a capable leader - this makes them immune to the old Decapitated Army trope.
    • The Emperor of Mankind himself, being the greatest human warrior, scientist, diplomat, tactician and psyker to have ever existed, in most cases by a ridiculous margin. Even his genetically-enhanced clone sons (the primarchs) could not match his abilities.
  • Warhammer Fantasy: Several faction leaders in the game are powerful Magic Knights skilled in both leadership, magic and physical combat, but two stand head and shoulders above the rest.
    • Malekith the Witch King is probably the closest the tabletop game has to being a true master of all in the lore. His model features incredible defenses (a 2+ save against all non-magical attacks, immune to One-Hit Kill attacks, powerful Anti-Magic abilities and a sword that ruins magical items including weapons on hit), very good offenses and decent mobility (he can ride a dragon into battle on top of a decent strength of 5 and weapon skill 8), and he's a level 4 wizard (the highest allowed in the ruleset) of the powerful lore of Dark Magic on top of it. Lorewise, Malekith was The Ace of the elves until it got to his head, being both a powerful warrior-prince, a famous diplomat, and (depending on edition) either the inventor of Dark Magic or its second user. In a very late edition of the game, he gets a significant upgrade as of the End Times into the Phoenix King version, and then a straight upgrade to that in the form of the Eternity King version. However...
    • Nagash has the same point cost as Eternity King Malekith, but is generally considered to be even stronger. His physical stats are incredible, but that's probably the least dangerous thing about him. He is a level 5 caster out of a maximum of 4 and has access to more spells than almost anyone. He can heal himself with an attack that does a lot of damage, instakill almost any enemy character with his most notorious spell, summon up to six hundred points of undead (Malekith and Nagash themselves cost one thousand), and just generally do whatever you'd like him to do. Given his power level at this point in lore, this is entirely justified.

  • The Arc Stars in Arc Style: Baseball!! 3D are the best at everything: batting, baserunning, pitching and possibly fielding (since they hardly ever make errors). Playing as them will always result in a Curb-Stomp Battle, unless the CPU also plays as them.
  • In all the Tony Hawk's Pro Skater games you can turn the skater of your choice (or all of them) into a maxed-out skating monster if you just spend the time either earning the cash to buy more stats or doing the specific tasks to level them up.

    Real-Time Strategy 
  • In Command & Conquer: Red Alert 2, the Mobile Fortress and a Heroic-ranked Apocalypse Tank are these. The Mobile Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. The Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small Area of Effect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.
    • If you have the expansion Command & Conquer: Yuri's Revenge, Boomers are this as well. They have all the advantages of a standard submarine and had torpedoes that were only a little less damaging individually than the Typhoon Attack Subs, but the Boomer fires two of them compared to the Typhoon's one. In addition they fire ballistic missiles that are only a bit less effective than the ones on a Dreadnought and Boomers had even more health. That meant Yuri had a really tough unit that dominates the water, could only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it didn't do was deal with aircraft.
  • Arguably the Ottomans in Europa Universalis IV: Their national ideas include both military quality and quantity bonuses, economic bonuses in the form of tax and trade bonuses, some naval bonuses and several perks to make rapid expansion easier, such as reduced coring cost and tolerance of heathens. Combine that with their unique and overpowered government form, powerful janissary units and their geographical location in the focal point of three continents, and they have the option to expand in any direction, dominate militarily as well as economically, all the while keeping their conquered territories in check with little issue. There's a reason they're one of the most popular choices for world conquest campaigns. However, later in the game the Ottomans become weaker. There are several reasons to that. The first is that at this point, the units of the Anatolian tech group, which start out vastly superior to their neighbour's, start to fall behind. The second is an unique disaster, which combined with the nation's mediocre stability without converting a lot, tends to cause massive rebellions. A human player doesn't have too much of a problem mitigating these issues, but the AI may get crippled, to the point it's not uncommon to see the Ottomans becoming a Vestigial Empire by the 1821 end date.
  • In Hearts of Iron IV, the Modern Tank is this relative to Medium and Heavy Tanks: It's more durable than the otherwise durability focused Heavy Tank while being just as fast and packing greater firepower than the otherwise offensively focused Medium Tank. Its position in the tech tree reinforces this idea, as it effectively serves as the final upgrade for both the Medium and Heavy Tank branches. It's not quite a Master-of-All relative to the Tank tech tree as a whole though, as the Light Tank still beats it in speed and the Superheavy Tank beats it in durability, but since they both arguably suffer from their own respective forms of Crippling Overspecialization the Modern Tank is still undeniably the overall most powerful and versatile tank.
    • At least in versions prior the the Man The Guns DLC, Battleships became this in the naval theatre: They were supposed to be countered by small torpedo boats that could slip past the Battleship's heavy guns thanks to their speed or (in the case of Submarines) stealth and fire their torpedoes from close range. This would've necessitated the deployment of screening ships such as Light and Heavy Cruisers to keep the Battleships safe. But due to some programming oversights torpedo attacks became almost useless, and due to how naval damage was handled larger ships that could survive individual engagements could simply return to port for a few weeks to repair, while smaller ships would get sunk outright and need months or even years to replace. This left Battleships as not only the toughest and strongest ships around with no weaknesses, but also the most economically viable in the long term despite their higher initial production cost. As a result the most efficient naval strategy was to deploy fleets consisting of nothing but Battleships which would handily beat a more well-balanced navy.

    Turn-Based Strategy 
  • Tactics Ogre: Before the remake, said class was the AI-only Templar Knight.
  • In Civilization V, the DLC civ Poland becomes this. Their special ability is that they get free policy upgrades to spend however they want, making them one of the only civs that can run with each victory style..
  • This is Kanbei's hat in Advance Wars (particularly the first one) since all his units get a cruel boost to attack and defense (even more than specialized characters) but only if you put him in pre-deployed maps: his weakness is all his units are much more expensive to produce.
  • The Master Knight in Fire Emblem: Genealogy of the Holy War, a path exclusive to Leif and Lachesis. It provides A-rank in every weapon type, including magic and staves, bar Light magic (which still nets a respectable C), and adds a horse for extra Movement and the Pursuit skill to enable doubling. The only weakness is that it's a promoted class, and it promotes from the fairly subpar Prince/Princess.

    Western RPG 
  • The player in the Fable games is almost certain to be this. While you CAN choose to specialize, the way the cost of upgrades scales means there's no reason to: the cost of going outside your specialty quickly becomes negligible meaning that there's no down side to ultimately becoming equally proficient in Strength, Skill, and Will.
  • In The Elder Scrolls V: Skyrim you could originally do this in spirit, since level was raised by raising skills and the effective level cap was reached by maxing out all available skills, making you very good at everything. You were still not perfectly balanced, however, due to the (finite) number of available perks not being enough to truly max out every possible specialty. In a later patch, Bethesda added the ability to "prestige" in a skill after it was maxed out, resetting it to zero for the ability to grind it back up, gaining more levels and unlocking more perks. This effectively raised the level cap and gave truly insane level grinders the ability to max out absolutely EVERYTHING and make their character a true Master of All.
  • Jake Armitage, the protagonist of the Shadowrun game for the SNES. While most runners in the game specialise in either shooting, spellcasting or decking (hacking computers), Jake can become highly skilled with all three, and unlike other spellcasters in the Shadowrun-verse, he averts Cybernetics Eat Your Soul since his magic isn't penalised by having cyberware fitted. By the end of the game he'll be able to blow opponents away with a BFG (firing at double speed thanks to boosted reflexes), endure hits with a suit of full body armor and sub-dermal plate, use a selection of spells to attack, heal, or enhance his defense, and hack any computer system he can find.
  • You need to be max-level to attempt this in Kingdoms of Amalur: Reckoning, but it can be done. At maximum level, the Jack-of-All-Stats becomes the "Universalist" who gets tons of bonuses to all his non-combat skills and weapon proficiencies. He still won't be as good at certain things as a specialist, but he's the only class that can totally max out all non-combat skills.
  • Mass Effect:
    • The Sentinel class was meant to be the Jack-of-All-Stats class, but that balance was only achieved in the second game. In the first game, they were borderline Master of None. The third game went the opposite direction and got this trope largely due to the nature of the Power Combo System. By using their native Overload, Warp, and Throw abilities in that order, Sentinels are capable of stunning and severely damaging many enemies very quickly even on the highest difficulty level. They also have two crowd control abilities and the Tech Armor power boosts their defense with a miniscule cost to recharge times when properly equipped. Normally, they still lag in weapon damage, but that is solved by taking the Warp Ammo power.
    • The Collectors in multiplayer. The other three enemy factions all have their own strengths and weaknesses. The Collectors only have strengths. They're better cover-busters than the geth without being slow, can rush players like Cerberus without going down as easy because their units have way more hitpoints, have their troops buffed with more useful bonuses than Reapers, their sync-kill units are harder to deal with than the others, they spam a support unit that locks down power use, and that's not even all of their advantages. Playing against Collectors is like turning the difficulty up another level. Many players have observed that playing against the Collectors on Platinum difficulty is easier than doing so on Gold, because Platinum features the most dangerous enemies from all factions - which means fewer Collectors.
  • Fallout:
    • In Fallout 2, a high Intelligence character can take every skill to 100 thanks to massive amount of skill points, though every stat can technically go to 300 (which is far more expensive and not very useful).
    • There are a few characters in the series with 10 in every single SPECIAL stat: Final Boss Frank Horrigan from Fallout 2 and Royez, Gaius Magnus and Ulysses from Fallout: New Vegas (all three being Bonus Bosses in the Lonesome Road DLC). Granted, this is essentially cosmetic, with most of their power coming from pre-assigned stats and gear instead of ones derived from SPECIAL stats.
    • Fallout 3 with Broken Steel DLC gives you a way to be this. Hold on on collecting S.P.E.C.I.A.L Bobbleheads until you hit level 30. Then, take Almost Perfect perk, which raises all stats to 9, then start collecting bobbleheads. You'll have maximum in every stat. Skills, in this game, are easy enough to maximize, especially with high starting Intelligence and correct perks.
    • The Courier in Fallout: New Vegas can take every stat to 100 with high Intelligence and the level cap raised by DLC, though it will take a bit more effort than in 3.
    • In Fallout 4, there is no level cap, meaning that the player character can eventually max out every single stat and perk.
  • A specific Elite Tweak in Knights of the Old Republic II: The Sith Lords makes it possible to turn the Jedi Exile into one of these. Start with the Jedi Consular base class: fifteen levels of that will ensure more force powers and force points than the player will know what to do with, along with three levels of the Force Focus feat to prevent enemies from resisting powers. At level fifteen, choose the Jedi Weaponmaster Prestige Class. That will give the Exile more hitpoints, a line of feats that improves all melee attacks, another line of feats that reduces all damage taken, and many more optional feats. Combining both of those with a starting Intelligence of fourteen or more will result in a character that can shrug off damage, massacre everything with a lightsaber, throw out force powers at will, and have a respectable collection of skills of the player's choice.
  • The Avatar in the Ultima series in later games allowed the player to train their way up to maximum stats in everything, rendering them a spellcasting tank. And that's without even getting into the Black Sword and the associated quest rewards for that.

  • This is starting to happen in EVE Online. Unlike most MMO, you level your skills in real time in eve regardless of what you are doing or even if you are logged in. What normally prevents players from mastering them all is that there are over 14 years worth of skills in the game (without boosting implants). Eve is however 12 years old, and the skill speeding up implants do exist, so there are characters who have just about every skill in the game mastered.
    • Several of the ships in the game are also like this:
      • Strategic cruisers can have their hulls fit to almost any role. These ships require five subsystems to be installed when assembling the ship, these subsystems then grant bonuses in that area. The subsystems can be mixed and matched to make almost any ship the pilot desires, more often than not greatly exceeding normal ships in the chosen area of specialization.
      • Carriers are often known as the Swiss Army Knife of the game, with good reason. These ships can deal devastating damage with their fighters to much smaller ships than them, while at the same time provide logistics support to other ships. They can be specialized into triage carriers that can heal at a much greater rate at the expense of being able to deploy drones at the same time. They can carry and deploy fully outfitted ships in battle, which pilots who have lost there ships but haven't been podded can then use as reinforcements. They are also half as expensive as dreadnoughts and often cheaper to outfit, making them both somewhat disposable and easy to field in large numbers.
      • Super carries can theoretically do anything that the regular carrier can, but can also deploy ten fighter bombers that can each do as much damage as all of carriers drones combined (though only to other capital ships). They also have much greater health, one more high slot, two more low or mid slots (depends on the exact model), can fit ECM burst modules, and are immune to most types of warp scrambling.
      • Command battle cruisers are designed to do equal or greater damage than standard battle cruisers while carrying warfare links that boosts their squads effectiveness. They player has the option to carry more warfare links at the expense of weapons or vise verse if they choose.
  • A player in Ryzom can reach this status if they spend the years necessary to max out every single branch of the game's enormous skill tree; but it's worth it as very few things can kill them and they can craft and harvest almost anything they want to.
  • Certain classes in AdventureQuestWorlds are particularly bad about this. Blazebinder, Stone Crusher, and Lightcaster were all originally designed as support or farming classes but due to high stat progression can all effectively solo the game. Chaos Slayer was even built to be this.
  • Phantasy Star Online 2 has the Successor Classes, advanced classes capable of wielding melee and ranged weapons and techniques and excelling at all of them. Their power is balanced by an inability to equip subclasses and a general high-risk high-reward playstyle.
  • A single character can do every Job in Final Fantasy XIV. From combat Jobs like Bard, Black Mage, Paladin, and Samurai, to gathering (botany, mining, fishing) and crafts.
    • For a more straight forward example, just look at the Purposely Overpowered Class the Blue Mage. As long as one knows where to find the right spells and are willing to put in time to invest in it, a Blue Mage can do anything. They can function as tanks, or pump out ridiculous amounts of damage by mixing and combining spells in the right order, or even function as a healer. They can even perform abilities that no other classes in the game can utilize such as death spells, freeze spells that can disable enemies for up to 20 seconds (For record, the longest stun belonging to other classes only go up to 4 seconds). And so on. There is a very good reason why this class is limited. If it wasn't, it would easily overtake every other class there is.

    Visual Novels 

  • Cube Colossus: Odin has best or equal stats to the other three previous A.M.Us. It has a 1.5 attack multiplier, better than Azarel's 1.2, ties for the highest shields with Heimdall, has Valkyrie's speed, and has an Invincibility Power-Up Overdrive that makes it invincible for a duration, and enhancing the range and number of its attacks.
  • No Man's Sky: The Minotaur Exomech is, bar none, the most useful exocraft in the game. While its walking speed is slow, it can get a substantial speed boost with its Jump Jet Pack that is second only to the Pilgrim. It is also immune to all environmental hazards by defaultnote , can use a Terrain Manipulator, has a sizeable cargo capacity, and can pick up items without the pilot having to disembark.

Examples that aren't games:

    Anime and Manga 
  • Every fighter in Dragon Ball Z either is this or aspires to this. The one attempt to specialize (when Trunks accidentally makes himself a Mighty Glacier during the Cell Saga) results in Crippling Overspecialization. Other than that, speed, strength, invulnerability, and ki control all seem to increase proportionally with power level. Some less-powerful characters are said to be greater strategists, but this is inconsistent and tends to be a bit of an Informed Ability in any case.
  • Captain Tsubasa:
    • Tsubasa Ohzora, the titular protagonist. Despite specializing and preferring an attack midfielder position, he can play every other position (beside goal keeper) and turns out as good as, if not better than, other players.
    • A more downplayed example is Ken Wakashimazu. While he typically falls behind Genzo Wakabayashi as the number one goalkeeper in Japan, he's also effective as a forward, which no other goalkeeper can do, and has a shot that can rival Hyuga's in power.
  • In Magical Girl Lyrical Nanoha ViVid, Sieglinde Jeremiah is not just called the strongest teenager in all dimensions because she won the Inter-Middle Championship more than once. She is superior to anyone in close range, long range and zero range combat. Her attacks are all powerful, her defense is much more than solid, and her speed is higher than anyone's.
  • Throughout Lyrical Nanoha, Signum fits this trope. While she fights mostly like a Stone Wall against near-equal opponents, this is a tactical preference, and while her Power Level is not the highest, the individual who is significantly more powerful than her can't fight. She is as offensively powerful as Nanoha, as defensively strong as Vita, and as fast as Fate, she is capable of fighting effectively both at melee and long range, and her ability with large-scale bombardment approaches that of Hayate. This situation is completely shattered by the events in Magical Record Lyrical Nanoha Force, where the adversaries finally have a form of Anti-Magic strong enough to break through Signum's defenses, forcing her to operate as a Fragile Speedster.
  • In Hunter × Hunter, Nen-users are usually only able to fully master one out of the six types of Nen, with especially talented users being able to use at most two other types at above-average levels. Kurapika is able to defy this limitation with "Emperor Time". As long as "Emperor Time" is active, Kurapika is a master of all Nen types. The trade-off is that after "Emperor Time" wears off, Kurapika is left extremely exhausted for good reason. Emperor Time reduces Kurapika's lifespan.
  • In Claymore, Teresa was #1 in the ranking, but originally just a powerful Jack-of-All-Stats, to the point where she received the byname "Teresa of the Faint Smile" because she had no Signature Move and no particularly outstanding strengths. However, by her final battle and after her resurrection, it becomes clear that she has no equal in any area. She is faster than "Flash Sword" Ilene, more agile than "Stormwind" Noel, and stronger than "Muscular" Sophia. After her return, she is capable of using any of the special abilities of the Seven Ghosts, and is usually better with them than they are. The incredible power and mastery of all abilities she demonstrates during the final duel with Priscilla was because of Clare's idealized memories of her as the ultimate Warrior. There's also the fact that Teresa had also become an Awakened Being, although one far more stable and saner than the others due to her bond with Claire..
  • In Bleach:
    • Aizen Souske possess great mastery in all four forms of Shinigami combat, one of the most powerful zanpaktou ability, level 99 kido, enough speed to catch opponents at captain level off guard and take multiple high level attacks without a scratch.
    • Captain Commander Yammamoto also is similar to Aizen, possessing even greater levels of base Stat.
  • Zero of Change 123 is this, possessing very high levels of skill in all three areas of combat, with her fighting style being the fabled "black" as opposed to being especially proficient in one area. In the first shown attempt to stop her, she manages to beat the strongest people of two different styles by herself. However, she does just barely lose to the strongest person of the last fighting style, showing that someone with enough dedication and training can overcome it even if they do specialize.
  • Ainz Ooal Gown from Overlord was a level 100 Squishy Wizard in Yggdrasil. But compared to the New World inhabitants (which consider a level 30 creature as legendary), he is superior in every "stats" to just about everyone else. He even has a persona that is a warrior class adamantite rank adventurer able to cleave ogres in half with a single sword strike.
    • He also has spells for almost anything he might need from other classes like "Perfect Unknowable"note  or "Perfect Warrior"note 
  • All Might in My Hero Academia is best-known for his titanic strength, but he's also incredibly durable, fast, and smart. He's the number one hero for a reason. All of his stats are S rated (6/5).
  • Hiko Seijuuro is this in Rurouni Kenshin. While Kenshin is arguably the greatest swordsman among the main cast, his mentor is even more so. He has all of Kenshin's strengths taken Up to Eleven with none of his weaknesses, being both incredibly well-built and tough in addition to his godlike speed, and he has neither issues with misjudging due to lack of knowledge against certain styles or tactics nor an over-reliance on reaction speed. The only way Kenshin can even land a hit on him is to forsake everything else but his concentration on the strike, to the point that he can't land properly afterwards. In his one serious fight against Fuji, he proves completely immune to any degree of strength, as he gets through Fuji's mental conditioning and loneliness in order to get him to fight at full power, then curbstomps him anyway. Hiko is also a Genius Bruiser who is skilled at whatever he sets his mind to, and is a renowned potter in addition to his swordsmanship.
  • Sword Art Online: Alternative Gun Gale Online: While most players prefer to specialize in one specific weapon, LLENN is confused because Pito uses a different gun every time they meet. It turns out that Pito is equally proficient in every weapon in the game, including Lethal Joke Weapons like the plasma sword and shield.
  • In the manga version of Sailor Moon, Sailor Venus is this: in ranged combat, her debut has her taking out Zoisite who had just bulldozed the rest of the team; in unarmed combat, a Brainwashed and Crazy Makoto found out the hard way the team leader was her better; in mobility she's not only incredibly fast but was the first Sailor Senshi capable of Flight; she's also the best tactician, a skilled swordswoman, and the only one aside for Sailor Moon who can purify people and objects affected by dark powers, and is a Renaissance Woman in non-combat related things on top of that. She's been shown taking on odds that would see the other Sailor Senshi defeated and easily win, or at least hold her own long enough to get reinforcements, and of her three defeats two were from attacks from behind, with her only straight defeat being when she had been brainwashed and sicked on Eternal Sailor Moon and got disintegrated by overwhelming power.
  • Jura Neekis from Fairy Tail, according to a supplementary guide to the Grand Magic Games arc, had maximum grades in every relevant stat at the time (save for Hair, which is a joke stat exclusive to him). There are also other characters that are notably strong to above-average in all categories including Erza, Mirajane, Laxus, Sting, Rogue, Kagura and Rufus, but none come close to being perfect in everything like Jura. Not that it stops Laxus from taking him down after a hard-fought battle during the final day of the Games.

    Comic Books 

    Fan Works 
  • In Incarnation of Legends, all of the Radiance's stats are maxed out as a Level 7 Adventurer. This is on top of having a ludicrously powerful attack spell, an incredibly strong barrier spell, the ability to expend Mind for a massive increase in her already impressive physical ability, and an Excelia booster that accelerates her growth even more. She has no glaring weaknesses and is a nigh-unstoppable juggernaut capable of taking down a Demi-Spirit on her own.
  • In Neither a Bird nor a Plane, it's Deku!, Izuku is a teenaged Superman in the making. He's simultaneously the strongest, fastest, and toughest kid in his class with a variety of Combo Platter Powers that keep him from having any glaring weaknesses aside from his Kryptonite Factor. While they do outdo him in specific areas (i.e. Jirou's ability to use her super hearing without overloading, Yaoyorozu's ability to create useful objects, Tokoyami and Tskymi's Reality Warping), he's overall the most powerful student in 1-A and the one everyone aspires to match or beat. It should be noted that his showings are still far inferior to All Might, but Izuku is still noted to be remarkably powerful.
  • The Stargate SG-1 fic "Bless the Children"- both the Gen and Ship version- suggests that Daniel Jackson's eight-year-old clone, Danny, has the potential to become this, combining Daniel's natural intellect with the available resources of the SGC; characters observe in-narrative that Danny is showing a greater understanding of and interest in science than Daniel after being inspired by Sam Carter, suggesting that Daniel just never branched out because he was focused on archaeology in memory of his parents.


  • The titular character in The Tales of Alvin Maker is this. He can duplicate the specialized "knack" abilities of almost every other character of European descent in the series, and the generalist greensong powers of the Native Americans as well. A character Lampshades this when a phrenological examination of his head reveals that all of his traits and talents are perfectly balanced.
  • Rand in The Wheel of Time definitely counts, combining world-class swordsmanship, ta'veren status, dreamwalking, and THE most powerful magical ability in the world.
  • Doc Savage: His band of sidekicks are all explicitly stated to be world-class in their specialties, and Doc is explicitly stated to be better at their specialty than each of them. He's a better chemist than Monk, a better geologist than Johnny, a better electrical engineer than Long Tom, a better construction engineer (and stronger physically) than Renny, and a better diplomat than Ham.
  • Star Wars Legends:
    • The E-Wing fighter is developed to replace the X-Wing, surpassing it in all areas: ordnance, speed, shields, and hyperdrive. Its expense meant that it never saw as wide deployment as the cheaper X-Wing, being largely reserved for elite squadrons.
    • The TIE Defender, especially in its games, is one of these; faster than Fragile Speedster ships like the A-Wing or the TIE Interceptor, tougher than Mighty Glacier ships like the Y-Wing or the B-wing, and better-armed than dedicated fighters like the X-Wing, while also possessing a variety of personalized weapons like ion cannons and a tractor beam. Like the E-Wing, it was so hideously expensive, costing five times more than the standard TIE, that it was reserved for top aces.
  • In the Fictional Video Game in which Noob is set, there are eight main types of magic. People are usually born with a predesposition to one or a few from the same subcategory. Töne Förk was born with a predisposition to all of them, which happens only once a millennium. By the time he appears, he has unfortunately undergone Bio-Augmentation, which has the side effect of making the person unable to use magic, due to seeing his potential power as a curse rather than benefit.
  • Brotherband Chronicles has Thorn, a master wrestler, swordsman, and axeman, who trains the crew in combat. He's even got Heroic Ambidexterity, and is barely slowed by being a Handicapped Badass. However, he's well-rounded enough that he stays well away from Invincible Hero territory.
  • In Perry Rhodan the race of Haluters is this. At a personal level, they are 3 meters tall, can manipulate their atomic structure to be as strong as Terkonite (the armored hull of spaceships, which can also render beings undetectable by life-scanning methods like telepathy), eat literally anything solid, run for 8 hours at 100km/h with 2 men on his back, they have 4 arms and 2 brains, one of which functions as a computer as strong as that built into a 1500m battleship and those brains will keep on functioning immediately after a long range FTL transit, while all humans are out for a few minutes. They wield rifles with the power of a tank gun, and basically all settings of other guns in the series up to their introduction combined. In personal combat, single Haluter tend to oppose hundreds of infantrymen and then it is still not fair for the non-Haluter. Their spaceships are slightly less special: the fleet easily outclasses its opponents, but can still get swarmed to death or shot by huge planetary bastions. However, in 100 years they conquered all of the Milky Way, while that was in the hands a multi-galactic species which could literally time travel and make FTL transit networks powered by stars. The galaxy was only saved when after a few thousand years the Haluters became bored and decided to let other races take over so as to be able to go on adventure with them and see how the galaxy would develop.
  • Albus Dumbledore of Harry Potter fame used to be a Transfiguration teacher, writes for a potions magazine, and is shown to be highly proficient in the usage of various charms and other forms of magic, as well as being The Leader of the Order of the Phoenix and Big Good for the magical community. He's particularly a contrast to the Big Bad Voldemort who, while arguably an equally powerful wizard, is also woefully ignorant of any form of magic that doesn't involve killing others or preserving his own life.

    Live-Action TV 

  • The Nightmare Knight in Cucumber Quest has ludicrously high stats in all categories that won't even completely fit in his bio. It helps that he's also immortal and can only be sealed away for as long as nobody gathers all of the Disaster Stones ( which has already happened over 100 times).
  • Donald Na, the Big Bad of Weak Hero. He has overwhelming charisma, leadership skills, and strength; prodigal business savvy; unstoppable ruthlessness; and a knack for manipulation. When he first set out to take over the Union in middle school, not a single one of his lackeys doubted that he'd succeed.
    Donald Na was overwhelming, in everything. And that's how Yeongdeunpo was completely taken over by a measly 17-year-old.

    Western Animation 
  • The second appearance of Amazo in Justice League Unlimited is this thanks to Power Copying and Walking the Universe.
  • William Dunbar in Code Lyoko. To a ridiculous degree. He not only has the most powerful and versatile hand-to-hand weapon of the Lyoko warriors (which basically one-shots monsters and avatars alike with a swing and can even shoot Razor Wind), but he also has a special ability that turns him invulnerable and allows him to do everything his friends can do without any drawback. And if it is not enough, he also possesses a buckler-like bracer to deflect and return physical attacks. Justified by his skillset being created for him by the supercomputer that created the world; he's Purposefully Overpowered to fight against the heroes.
  • Compared to the Fixed Ideas and Technos, this is the Cyber's hat in Cyber Six. They're actually smarter and stronger than the other two combined but notoriously difficult to control.
  • My Little Pony: Friendship Is Magic
    • Alicorns are not only capable of flight and magic, but according to Twilight Sparkle and the Crystal Heart Spell also possess the earth pony's strength and connection to nature. Fortunately for the setting, they are also extremely rare, and most of them have duties commensurate with their power. Alicorns also apparently have a fourth, alicorn-specific kind of magic, judging by the season 4 finale.
    • Twilight Sparkle herself was an example of this from the get-go; in Equestria, everyone has a special talent. In unicorns, it frequently manifests itself as a spell or spells associated with their cutie mark. In Twilight Sparkle's case, though, her special talent is magic, allowing her to learn everyone else's special talent spells, such as Rarity's gem-finding spell. However, it seems clear that while Twilight is innately better at magic than just about anyone, other unicorns can potentially learn other spells by studying them, but most simply don't bother to do so. Given that unicorn spells can do things like temporarily give other people wings, walk on clouds, manipulate the weather, or lift heavy things, it also means that Twilight could replicate many of the signature talents of non-unicorn ponies.
  • Samurai Jack:
    • The Guardian is a warrior who has guarded a time portal for eons. He is an even more skilled warrior than Jack, and possesses an even greater variety of skills since he also uses modern weaponry. During their duel he wields a katana, a pair of sais, a spear which he breaks in half for dual wielding, a machine gun and a rocket launcher, then finally his bare hands. Jack is outclassed throughout the entire "battle".
    • Jack is extremely skilled with basically any weapon from his time, as well as many other skills like sailing, however he originally had no aptitude with modern weapons or other technology. In Season 5, after a fifty-year Time Skip, Jack has added more modern weaponry to his arsenal and learned to drive a motorcyle. He is very good with them.
  • Quite a few people in Avatar: The Last Airbender can 'bend' one of the four natural elements. The Avatar can use all four and, with training and time, can use them with incredible skill and power. Furthermore by using the Avatar State they can boost their power level to an even more absurd level and draw on the experience of their past lives. The only drawback is if they die in the Avatar State, that's the end of the Avatar line, for good. Finally the Avatar can even learn the more esoteric parts of bending, such as Korra healing through waterbending, and metal-bending. Because so much of an Avatar's training is psychological, the Avatar also has an easier time than normal applying cross-elemental techniques, such as using Waterbending techniques with Firebending to redirect lightning; Lavabending was long thought to be exclusive to the Avatar for this reason.
  • In Rambo: The Force of Freedom, the titular hero's Action Figure File Card makes it plain that he's The Ace, even using the trope name to describe him:
    "His strength and skill allow him to accomplish dangerous missions that no ordinary man would attempt. Martial arts, weapons, explosives — Rambo is master of all!"

    Real Life 
  • This is the Logical Extreme of the ideal of the Renaissance Man, although no one in Real Life has ever actually attained it.
  • Johannes von Liechtenauer dictated that a fighter should be fully proficient in the longsword, polearm, dagger, and Good Old Fisticuffs. Later treatises included additional weapons.
  • At the extreme end of the scale was the London Company of Masters, who required prospective masters demonstrate their competence in no less than eight different weapons.
  • Basketball examples:
    • In the 2016 NBA Finals, LeBron James led the Cleveland Cavaliers to their first-ever titlenote  by leading both teamsnote  in points, rebounds, assists, steals, and blocked shots. It was the first time that a player had done so in a playoff series of any length.
    • Another NBA example came in the league's next season (2016–17). Milwaukee Bucks swingman Giannis Antetokounmponote , aka the "Greek Freak", became the first player in league history to finish in the top 20 in the same five statistics.
    • Sabrina Ionescu arguably became the face of US women's basketball in 2019–20, even though she was still in college at Oregon. Because she's a natural guard, she isn't quite as statistically versatile as LeBron or Giannis, but still reached milestones previously unheard of in college basketball, for either men or women:
      • Before her arrival at Oregon in 2016, the all-time record for career triple-doublesnote  in NCAA Division I women's basketball was 7. In D-I men's basketball, it was 12—with that record only having been established the season before Ionescu's arrival. The single-season record was 6 for both men and women. Sabrina? Four in 2016–17, 6 the next season, and 8 in each of her last two seasons. Her final career total of 26 is higher than that of the top three players on the D-I men's career list. Combined. And also higher than the career total of the next three players on the D-I women's list.
      • Reaching 2,000 career points and 1,000 career rebounds is a major milestone in college basketball. In D-I, about 120 men and 170 women have reached this mark. Since the vast majority are centers or forwards, Ionescu would be pretty notable as a guard who got there... but there's more.
      • 2,000 points and 1,000 assists? B.S. (Before Sabrina), the D-I players with this accomplishment could be stated in two words: Courtney Vandersloot.note 
      • 2,000 points, 1,000 rebounds, 1,000 assists? One word for the members of that club: Sabrina. Incidentally, she became the first member of this club literally hours after being a featured speaker at the memorial service for her mentor Kobe Bryant and his daughter Gianna, who had died in a helicopter crash the previous month.


Video Example(s):


Emperor's Coven

The Emperor's Coven is a master at all types of magic.

How well does it match the trope?

4.6 (10 votes)

Example of:

Main / MasterOfAll

Media sources:

Main / MasterOfAll