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Tier Induced Scrappy / High Tiers

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Examples of characters that are hated because they are much better than other characters or are overpowered.

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    Driving Games 
  • Mario Kart:
    • Mario Kart Wii competitive play has a few choice characters being used above all others, namely Funky Kong, Rosalina, and Daisy, because they have slightly faster top speed. The average person not using any of these three generally loathes the sight of them.
    • Mario Kart DS has tiers in the karts. Karts with high acceleration tend to have better steering and drifting, along with mini turbos that last longer, than karts that are more about top speed. This is what makes snaking very common in online play and why people only use Dry Bones' kart to go a lot faster than normal.
    • Metal Mario in Mario Kart 7 has become an eyesore to many non-competitive players. Metal Mario has great boosts in speed and weight when compared to Mario. Because of his stats, Metal Mario is used in almost every Time Trial record and many online races. A primary reason for his popularity is the fact that he has the same advantages as the Heavyweight racers, coupled with the smaller hitbox of the Middleweights, with no added disadvantages to compensate. Like with the example in Mario Kart Wii, many consider Metal Mario to be a cool character, but it may fall on deaf ears for people who are just sick of seeing him.
    • In Mario Kart 8, mainly Bowser, Wario, Morton, and Heavyweight Miis flawed the weight system in the game and turned them into unstoppable Lightning Bruisers, and nearly all Time Attack records will have used one of the four. The Animal Crossing DLC pack adds Dry Bowser to the lineup, and he boasts the same stats as the aforementioned four characters.
  • Shadow the Hedgehog is this in Sonic and SEGA All-Stars Racing. He has quick air tricks, fast boosts and wheelies. If he is in first, he stays in first. It doesn't help that items fired backwards home in on opponents. On the other hand, if he is stuck in a crowd, he'll probably not get far. Expect to see a lot of Shadow players online. (Considering Shadow is already a Base-Breaking Character outside of the game, it's hilariously fitting.)
  • Each Forza Motorsport has at least one.
    • Forza 3 has all-wheel-drive cars absolutely dominating every single online race. Going into a C-class online race, and 7/8 players would be in either an Audi A5 or an Audi A4. Go up to S-class and everyone will be driving Dodge Vipers with AWD drivetrain swaps. The problem stems from the game's Performance Index system (which rates how fast a car should go around an imaginary track) greatly exaggerating the weight gain from an all-wheel-drive drivetrain, causing the PI number to drop dramatically when you swap in AWD, with almost no real loss to acceleration, top speed, or handling.
    • Forza 4 has more diversity in what cars dominate, but almost all of them are rear wheel drive due to AWD getting a massive nerf. RWD Honda Civics dominate most of the lower classes, because a glitch causes their PI to drop when a race transmission is installed, and the PI drops again when they're converted from FWD to RWD.
    • Horizon 4 continued the trend, with two cars in particular absolutely dominating B-class and A-class respectively in the form of the Top Gear Track-Tor and the Hot Wheels Bone Shaker. The latter in particular had very high stats across the board for being just an A-class vehicle, largely owing to the fact it's a fictitious vehicle made fully drivable and as such it has no real-life performance equivalent to speak of. The Track-Tor on the other hand proved itself to be a Master of All in B-class - being an off-road vehicle modified to be a trackday monster. Predictably, the community's backlash over these two cars dominating online gameplay was so big that Playground Games decided to ban them from online use altogether in an update.
  • For many players of Burnout Paradise, the GT Nighthawk is this because it has the second-highest durability of any car in the game and yet is still rather quick, being a sports car at heart. This makes it the car of choice for trolls who like to ruin the fun by constantly driving into everybody, and a boost rating of 9/10 ensures that they'll be hard to catch.
  • Wangan Midnight Maximum Tune:
    • The RX-7 Type R, known more commonly by its chassis code "FD3S" or simply the "FD". It's a Game-Breaker car that shines in virtually every aspect, resulting in Hype Backlash from players who prefer to use other cars. About the only place where it isn't that good is Time Attack on both directions of Wangan, where top speed is the most important aspect and the FD's is slightly slower than most others, but that's such an out-of-the-way use case that it doesn't really matter in the overall picture.
    • The Nissan Skyline GT-R series, particularly the V-Spec II version. In addition to having excellent power and handling, it also has a large body which makes it great for the game's blocking-and-ramming meta, to the dismay of those who use other vehicles. As such, it's memetically referred to as the "No Skill GT-R".
  • Need for Speed Payback has the Koenigsegg Regera, 1973 Porsche 911 RSR 2.8, and Volkswagen Beetle. These three cars have developed infamy in multiplayer due to their game-breaking stats when fully upgraded. Players who prefer to use other cars have no hope of winning online events whenever anyone fields one of them.
  • Crash Team Racing: Nitro-Fueled has the Speed characters. Unlike in the original game, USF speeds are different for each character class, meaning Speed characters are faster than the other classes even while using USF. Additionally, due to the advent of U-turning (which allows them to change how fast they turn in an instant, allowing them to both drift in a straight line and make ridiculous turns while in USF, allowing them to keep USF for longer periods) the main weakness that Speed characters are supposed to have (poor turning) is completely negated. This technique alone makes them feel like they have stats equivalent to PAL Penta in the original game, only they can powerslide on straightways, something that OG PAL Penta couldn't do easily due to his maxed-out turning.

    Fighting Games 
  • My Hero One's Justice has a few examples:
    • First, there's Tsuyu. She has a long ranged and high damaging attack combo that basically can be used many times and keeps the opponent on the air, and it's hard for them to recuperate. This was later fixed in a patch, however.
    • Todoroki has dominated the absolute top of the top tiers since release, doing tons of damage at just about any range possible and locking you into combos extremely easily. There is basically nothing that the cast can do to him, since whatever they're capable of, he can do better and then some.
    • Dabi is this in a nutshell. His Quirk Special 1 is a large blue fireball with slight tracking, which, on a subsequent press of the button, boosts its speed and tracking into making it a deadly homing projectile. This Second Special is a multi-hit flamethrower, and the 3rd is a flame trap that is dropped right in front of where he's standing and causes a huge amount of stun. What does this all mean? That all a halfway-decent Dabi really has to do is stand in one place, drop a trap, pop off fireballs, and mix in the occasional flamethrower to slowly burn your opponent to death as they're forced to both keep constantly moving and run into all of your attacks, all the while barely able to approach you for fear of hitting the trap you laid down early and ending up in a combo. Even worse, he can still do this IN THE AIR, meaning dashing is almost akin to suicide.
  • Killer Instinct:
    • Eyedol unless you get used to him and sometimes even after getting used to him, the same for his successor which may be a worse offender.
    • KI 2013 has Sabrewulf, who can apply safe pressure, pass straight through you with his forward dash, and can deal immense chip damage when Instinct is activated.
  • Capcom vs. games:
    • In Marvel vs. Capcom 2: New Age of Heroes, it's Cable getting slacked for his beam-happiness and perceived scrubbiness, being the easiest to use out of the four god tier characters. To put it in perspective, Storm, Sentinel, and Magneto got on the list by pure accident, whereas Cable was built with the intention of being an above average character, enjoying ridiculous priority and speed on almost all of his moves.
    • Cyclops occupies a similar position in X-Men vs. Street Fighter and Marvel Super Heroes vs. Street Fighter, so perhaps, along with the above, it's hereditary.note 
    • In Tatsunoko vs. Capcom: Cross Generations of Heroes, various examples stand out:
      • Karas gets this due to his insane rushdown game and easy slide infinite making him not just a Fragile Speedster, but also a fast Glass Cannon. Needless to say, he got nerfed for Ultimate All Stars. This just happened, however, only In America though. Japan has pretty much gotten over it since SBO 2009.
      • Zero has taken the throne from Karas as the new Glass Cannon par excellence. It's gotten bad enough to the point that rookies can just spam his Sougenmu —> Z-Buster & Hadangeki combo, while the experts make him a nigh-untouchable combo fiend.
      • Tekkaman Blade, being something of a pretty lethal Lightning Bruiser and another popular choice for teams, isn't exactly a slouch in this department either.
    • Marvel vs. Capcom 3 has a whole slew of them.
      • Perhaps the most infamous in the game, and even the entire series, was Phoenix. She's a massive Glass Cannon that dies to a mild breeze, but thanks to her Dark Phoenix Rising hyper that both resurrects her and gives her permanent buffs for the rest of the match, and Level 3 X-Factor, she became the most overcentralizing character in the game. There was never any reason not to pick Phoenix, and players either built up 5 bars of hyper and waited until their other two characters died for an easy comeback, or rushed to snap the opponent's Phoenix in and kill her ASAP. Things got so bad that, even at EVO, matches often came down to who got Level 3 Dark Phoenix out first. It didn't take long for both detractors and supporters alike of Marvel 3 to point to her as a symbol of everything wrong with the game. However, after Ultimate rolled around, both Phoenix and X-Factor in general received a few significant nerfs, and people were also increasingly diligent in performing setups that would allow them to kill Phoenix before she got 5 bars, so while still considered a solid character, she's nowhere near as hated as she was in 'Vanilla' Marvel 3.
      • Sentinel. His super armor frustrated newer players, his launcher with HYPER armor was even worse, and he's also REALLY easy to pick up. People rejoiced when he received a severe health nerf shortly after launch - but he was still hated. In Ultimate the hatred has died down quite a bit, being replaced by pity once most players realized how much Sentinel struggles against a wide variety of characters.
      • Wolverine used to be one of the best characters in the game. He's fast (and can make himself faster), very tricky to block, possesses a dive kick which starts a combo anywhere on hit, and does enough damage to kill an entire team in seconds. When Ultimate rolled around, many of his ridiculous stuff, such as his dive kick causing groundbounce while the opponent was on the ground was taken out, and he also got a new move to prevent mashing called Swiss Cheese, but he is still very powerful, and very much still despised.
      • Magneto retains this status from Marvel vs. Capcom 2: New Age of Heroes. With his high mobility and priority, and especially powerful combos that involve loops which require high execution, it's no surprise that he is one of the best in the game. Ultimate made the timing on his loops stricter and even removed some, yet he is still very powerful. In a subversion, because of his high skill requirement, he isn't frowned upon too much.
      • Oddly, Amaterasu is getting this treatment from a small portion of the player base. Weapon Switch Cancels are difficult to master and necessary to use her to her full potential, but without it most of her damage output comes from spamming attacks with the Divine Retribution (the flaming mirror), and one of her hypers covers the entire screen. Her nerfs in Ultimate changed this, however.
      • None of these, bar Phoenix and maybe Wolverine and Sentinel, can compare to the one character people have bitched about since day one, and still bitch about in Ultimate - Wesker. He has, to wit, some of the easiest combos in the game, some of the most high-priority normals in the game, a full-screen projectile normal (the Samurai Edge) that leads into his many, oft-annoying teleport shenanigans, an OTG version of said projectile normal that pops up the opponent for MORE easy combos, his Rhino Charge hyper counter that crumples the opponent and leads to yet more combos, excellent speed, and excellent defense. Aside from Wolverine, Wesker is the perfect point character, and with the proper assists, he can easily obliterate many of his opponents' team members in about 10 seconds with just one combo. X-Factor makes him even worse because he is the only character post-patch with an infinite guessed it, his Samurai Edge. Wesker is so noob-friendly that he is actually the number 3 ranked most used character online, 2nd place being Sentinel and 1st being Dante. The changes listed for Ultimate nerfed his health to that of Ryu's and decreased the active frames for Rhino Charge...but he still has almost all of the same easy shit he had before, and more. That's right, Wesker was actually buffed for Ultimate.
      • The new hated character of the month is Zero, who has already been proven to be far stronger and worse than Wesker. He has long range normals, quick mixups, and is capable of killing entire teams with his infamous 'Lightning Loop' combo even WITHOUT X-Factor. This is because after killing one character, Zero players can use his Raikousen before the next character comes in, not only immediately forcing them to block but also to guess which direction to block; if they guess wrong, they get looped to death as well. What makes this worse is that even if Zero drops the lightning loops, he can continue attacking for an ambiguous mixup and start an even more damaging combo because it resets the damage scaling. Guess he didn't escape his fate.
      • Morrigan has been receiving this treatment, due to a new keepaway tactic developed with her. Basically, she can flight cancel her projectiles and fire a second projectile almost immediately after. Combined with her Astral Vision super, which creates a double of her on the other side of the screen that mimics her movements, this leads to insane keepaway as it essentially fills the entire horizontal area with a truckload of projectiles in a span of a second. But you can just superjump over that right? wrong. Combined with assists that cover the air like Doom's Hidden Missiles or Strider's Vajra and it becomes literally impossible to even get close to Morrigan. However, most of this came about after pro player Chris G started using Morrigan in tournaments and cleaning up with her. Players in general were more focused on Phoenix, Wolverine, Wesker, etc. and even other competitive players who used Morrigan didn't have the sheer overwhelming, oppressive presence with her that Chris G did. This makes Morrigan an interesting case in which, while many tournament-watching players hated when this tactic was used as they found it incredibly boring to watch, the hate only really came about during Chris G's matches.
      • The real problem is the Hidden Missiles assist itself. It is an assist of Dr. Doom (a Tier Induced Scrappy in his own right thanks to his amazing combos and nice set of assists), and considered one of the more dangerous assists thanks to its ability to OTG and break combos. While Morrigan is the central for the bullet hell tactics, it is Hidden Missiles that make the whole tactics work on a new level, while being an awesome assist in its own right.
      • Doom also comes with the unique ability to have insane Pringles level combos when you hit a TAC. Unlike the other characters where they need to knock them down to the ground, Doom's attacks have the unique ability to bump them into the air, making it so that he can slowly combo them right back down to the ground. Along the way, both players get a ridiculous amount of meter, but by the end, Doom has 4 bars and the opponent can just be baited into a situation where they can be tagged. This has since become a staple of Doom players' repertoire, which is unusual because of how this is normally considered a styling combo. Of course the creator of the combo simply ups the ante by making up variations that can hit from any position that the TAC comes from. This alone was what launched Doom from being high tier to borderline god tier.
      • Vergil is considered this due to an extreme amount of Complacent Gaming Syndrome. Vergil is what happens when you combine the complexity and stamina of Zero with the speed of Wesker and the attack range of Dante. He has extremely good priority on all of his attacks, can teleport, and can set up extremely damaging loops and combos with his Spiral Swords super. He can be used on pretty much any position of any team. To truly master him, though, you need to have the right assists and be able to do his Round Trip loops which lead into Spiral Swords.
    • Marvel vs. Capcom: Infinite:
      • Dante: If you play online, you'll run into him 90% of the time because he's just as good as he was in the last game thanks to his easy chain combos, lockdowns, and ability to respond to just about everything. In fact, he was so good that the December 5 patch gave him some serious nerfs, from decreasing his health, overall damage, and jacking up the recovery frames on his moves.
      • Zero: He's even better than he was in the last game, gaining a variety of new moves that let him fill the screen with projectiles, on top of retaining the ability to cancel his Z-Buster into attacks from Ultimate and his Level 3 super that's practically invincible.
      • Gamora: Her basic gun projectiles hit fast, go through just about every other projectile, and she can chain the Arc Fire leaping shot into itself multiple times, giving her a nigh-invincible approach game.
      • Dormammu: In addition to all his projectiles from the previous game, he has a new move (nicknamed "The Carpet" by players) where he causes burning vines to appear on the ground. It hits the entire screen, and even if you block it you'll still get pulled into melee range very quickly; for this reason you'll see Dormammu paired with Dante a lot, since the Carpet can be used to set up Dante's combos.
      • The Reality Stone: Its Game-Breaker Surge and Storm make it the Stones' biggest offender in terms of Complacent Gaming Syndrome online. It did get nerfed quickly after Infinite's release and reality stone fell out of flavor.
      • Space Stone: Probably the most used stone because of its infinity storm, which puts the opponent in a box, severely limiting their movement. Basically every character can make use of this ability and it can instantly change moment of the game.
  • BlazBlue's Jin Kisaragi — a proud owner of shiny leather pants. Even when he's a total asshole, people still think of him as an interesting character and is welcomed warmly in the story. In casual matches? People DREAD him because these two words makes him quite the cheap character: Ice Car. He only gets worse in the hands of someone who knows where the invincible frames in his other moves are... And to make matters worse, the console ports have an achievement for riding the Ice Car 20 times in a single round and then winning.
    • The hate also extends to Nu and Arakune, both of whom can hit you at ridiculous distances with little warning and have hugely damaging combos. However, you'll never see anyone rooting for Nu at a tournament, especially considering she's the final boss, and using bosses in ANY fighting game is generally frowned upon.
    • Cat Girl Taokaka is sometimes treated as this because of her ability to jump around really fast. Specially if whoever is playing her actually knows what to do with that ability. Particularly her *ahem* Taunt Loop.
    • As of Continuum Shift 2, Noel Vermillion is vilified for their 5k-7k damage range and insane options and perks. Things have dialed back quite a bit since then, but her reputation hasn't changed... much.
    • Before Continuum Shift 2, Litchi Faye-Ling was a dreaded character to face despite her status as Difficult, but Awesome, since the awesome takes form in 'overpowered beyond reason'. However, over time, with nerfs from Continuum Shit 2 (and probably further in the wake of Extend), she's recovering from this status (although there are still some extremely bitter at her high-tierness from the first CS previously).
      • Ultimately, as of Extend the game is balanced enough that nobody has been put into this category as of yet.
    • Chronophantasma has Azrael and Kokonoe as the bane of most's existence. Azrael earns this distinction due to dealing insane damage meterless, his fantastic backdash and reversal options as well as an excellent fireball and the ability to special cancel his forward dash. Kokonoe on the other hand, is being derided as rendering the game pay to win because of her powerful setups, insane pressure and mix-up game, and ability to keep and hold combos a good, long while- Within 24 hours of her release on PSN, SEVERAL Touch of Death combos where discovered for her! Kokonoe has become so far the only character in fighting game history that made Japanese fighting community to store PSN ID's of those who uses Kokonoe... to be blocked or avoided. She almost ended up banned from tournaments until people figured her out and the 1.1 patch fixed her. Azrael, however, was buffed in the 1.1 patch.
      • And now with Chronophantasma Extend (the 2.0 arcade update), Nu-13 has reclaimed her top tier throne with insanely damaging combos and excellent neutral control with her new sword attacks. 2.0 Nu makes CT Nu look like a harmless kitten by comparison.
      • With Chronophantasma Extend out on consoles, Nu's strength was actually found to be greatly exaggerated by Japanese players, though she is still considered very good. In her place, however, Jin and Hazama are now considered this. Jin because Arc Sys buffed him too much and made him a Master of All again, and Hazama because the nerfs he got either didn't hurt too much, or had a side effect that actually helped him.
    • Central Fiction isn't exempt from this trope. Meet Nine the Phantom, mother of Kokonoe and one of the legendary Six Heroes. Ever since her timed release on December 2015, she has solidified herself as a high-tier contender thanks to her incredibly versatile gameplay. Her long-ranged normals give her a very potent neutral game, her 'magic' ability (which is not a Drive) gives her a multitude of options at her disposal, with a grand total of twenty combinations (the most common one you'll see being a fast, overhead combo-starter), and her actual special attacks are also very impressive (one of which is a safe Dragon Punch-esque move), especially when used in tandem with her spells. She can leave the opponent in a dangerous guessing game if she has them pinned down in an advantageous position. The opponent guesses right, they get out scott-free. Guess wrong, and they're trapped in a vortex of projectiles. The only downside to Nine is that her otherwise amazing normals have slower frame data than the rest of the cast, and her movement, while also good in its own right, requires some getting used to. Nevertheless, she has a sizeable playerbase, and for good reason.
  • The spinoff game Blazblue Cross Tag Battle features:
    • Gordeau, who has regained his title as a cheesy character due to very fast and long reaching attacks and incredibly unga damage potential plus his notorious Grim Reaper attack (an attack which practically fills the screen) being an assist now. Gordeau also has two of the game's known touch of death combos with Azrael and Makoto for double the unga.
    • Jin, with his ability to spam near-instant screen-filling supers (especially during Resonance Blaze) that do absurd chip damage even when blocked.
    • Hyde Kido, also of Under Night: In-Birth, who has a lot of reach and little wind-up, and the ease of which to execute combos with him lets him pump out damage easily. He also has a very safe poke tool in Dark Lotus, both the special move version on the ground and the jumping C version (which was originally a special move in his home game), which allows him to zone/strike an enemy from their respective angles without getting up in their face for a free combo if he whiffs it.
    • Ruby Rose combines Hyde's extreme combo potential with long standard reach on her hitboxes, unmatched mobility, multi-projectile special moves, and attacks that are very unsafe to switch into while being combo-ed. Her English voice acting also makes her even more obnoxious to fight.
  • Granblue Fantasy Versus has Gran himself. As a true Jack-of-All-Stats and example of the Shoto Clone archetype, he is easy to pick up and has no obvious weaknesses. In addition, he possesses a long-ranged lunge attack with a very short startup time, making it extremely handy in many situations both for surprising an enemy as well as punishing them during recovery from a whiffed move. His most contested ability however is to pull off a juggle combo that does around 60% damage - with just normal attacks and skills. Other characters need to use their Skybound Art or Super Skybound Art to achieve that much damage with one combo. That said, Gran is usually rated as top-tier, but still not strong enough to be considered truly overpowered.
    • A portion of players dislikes fighting against Ferry, as her neutrals possess very long range, come out quickly, still do decent damage and can be cancelled into any of her skills and supers upon connecting (this includes being blocked). This is in addition to her possessing what's arguably the best setplay tool in the game: Geegee, her rabbit-like ghost companion, who stuns and deals damage to opponents, allowing Ferry to follow up with some impressive combos. All of this can make it very difficult to approach a skilled Ferry player, and even then, her arsenal includes an invincible uppercut that leaves her standing in place but launches the opponent far away from her, unless it is dodged or blocked. As of the last balance update, it is possible to punish some of Ferry's long-ranged attacks by countering with an attack of equal or greater strength, but this requires fairly precise timing.
  • Guilty Gear has Zato-1/Eddie for much of the series. He has always been considered one of the best characters in the game and very difficult to deal with for much of the cast due to his Puppet Fighter mechanic, as well as his superior air and ground game, while also being among the most dreaded despite his status as Difficult, but Awesome, since the awesome takes form in 'overpowered beyond reason' due to his godlike unblockable setups dominating much of the cast. This ultimately culminated in the "Eddie Tier" in #Reload, where it proved very easy for him to get his opponent into a situation where he could simply trap them in the corner and give them an unblockable series of hits that stripped away a lot of their life... and left them in the corner. After a series of tweaks, Xrd largely returns him to his #Reload status, with good Zato players being able to solo entire teams of well-played opposition by themselves.
    • Millia Rage has usually been very strong throughout the series' history, but her Xrd incarnation is easily the strongest version of her yet. She is infamous for her Tandem Top special move, where she summons a disc around herself using her hair. Seems pretty simple at first glance...until you realize that it's an excellent tool when her opponent is knocked down, forcing them to block while she can go for whatever mixup she wants. If the opponent blocks low, she can choose to perform Bad Moon, which is an overhead air-only attack with extremely fast startup that can be done the instant she leaves the ground via a Tiger Knee motion and is completely unreactable (you MUST predict that she will do it, NO EXCEPTIONS). What really makes her potent in Xrd, however, is the new YRC system (which adds to her already-deadly mixup game) and a new move that she can do from her command roll called Digitalis which stuns the opponent momentarily so she can set up a combo and crosses up.
  • Kurtis Stryker from Mortal Kombat 3. At first, he was a regular Scrappy because he looks like Woody Harrelson, he's a cop in an era of "Fuck Tha Police", he has no backstory to speak of and he has a gun that he rarely uses. The developers eventually proved that they saw him as a Creator's Pet when they responded to the players by buffing him into a borderline Game-Breaker, earning him a spot in this category as well. It took until Mortal Kombat: Armageddon for Stryker to be Rescued from the Scrappy Heap. Sort of.
    • Kung Lao's Mortal Kombat 9 incarnation left a bad taste in the competitive scene's mouths. With a multi-purpose projectile in the form of his hat, a range of very fast moves including a spin attack that easily sets up his fairly simple yet effective combos, he got nerfed in subsequent patches.
      • Unfortunately, that only allowed other characters to claim the spotlight. The most notorious? Kabal. He is blessed with absurdly long range normals, incredible mixup game and a dash attack that is not only projectile invincible and can start combos from half the screen away but is completely cancellable. It can lead to block spring pressure that seems impossible to escape. Some players even claim to have block string infinites with him, and with a game where normals can chip, some people have no choice but to block and die.
      • Cyrax also gets a lot of slack, but mainly due to his bomb resets. Once it is set up and with enough meter, no one can hope to escape from it. His other tool kit isn't that impressive, but it can be frustating with now easy it is to set things up.
    • Mortal Kombat X gives us Lao's cousin Kung Jin, armed with a very fast projectile which also has an anti-air version, safe combo strings that double as easy 50-50 mixups, and the signature divekick of the Kung family. Already sounds pretty daunting, right? It gets worse. A good percentage of Kung Jin players use the Bojutsu variation, which gives him another projectile, the ability to deal absurd meterless combo damage, insane reach on his jumping attacks, and a special move that deals absurd damage when it hits and is one of the best wake-up attacks in the game if you use the EX version, which gives it armor.
      • As of the 1.05 Patch, the nerf hammer has fallen pretty hard on Kung Jin, but he is still very much a major threat. Try to look at the patch notes and you'll see that the devs themselves haven't bothered messing with Kung Jin anymore.
      • There is also Inferno Scorpion, who has high-damaging meterless combos, as well as both an extremely strong zoning game and mixup vortex thanks to his Minion Summons, two of which are a very fast low grab that stuns you and an overhead divekick.
      • Jacqui Briggs in her Full Auto variation. Remember Deathstroke from Injustice: Gods Among Us? She has the exact same spammable machine gun attack that he has, complete with the ability to Meter Burn the attack to fire a missile that hits crouching opponents who aren't blocking, and ducking under the bullets is the only way to get around it, as the bullets can hit jumping opponents. She also has an anti-air rocket launcher attack and a low-hitting ground version of said attack to knock the opponent right back.
      • To be just a wee bit fair on Jacqui, a good Delayed Wakeup can throw off her zoning, along with some well-placed armor moves.
      • Pity the person who has to fight Shirai Ryu Takeda. Remember those times you got your ass handed to you becuase of some character with ridiculously easy combos? Yeah, that's Shirai Ryu Takeda in a nutshell. Apart from having the easiest combos in the game, almost as easy as Inferno Scorpion, his Spear, while on ground doesn't have the same reach as Scorpion's, can be used in the air. His EX teleport hits once in mid, then twice below, it can throw you off the first few times it happens. The best part about this guy? THREE of his EX moves can combo, and if you have a full bar, then fucking go right ahead and use it all on a 43% combo. Why not. Oh yeah, he also has a projectile in the form of Kunai, which you can throw right at your opponent's feet right when they get up, fresh from the last combo. Chip Damage guaranteed.
      • Tanya was this for all of one month before she got nerfed via an emergency patch. Prior to this, however, her tenure was legendary. She had fast fireballs in her Pyromancer variation that arced similar to Johnny Cage's fireballs, making them extremely difficult to avoid, safe strings, and 50-50s for days. That's not what made her cheap. No, the thing that made Tanya universally hated amongst the competitive community was her teleport. Her completely invincible and safe teleport that not only allowed her to get away and spam fireballs with impunity, but also instantly extend her jump and allow for easy mixups that led into absurd damage. She was so broken that the top 8 of the Community Effort Orlando tournament consisted of nothing but Tanyas...and counter-picks for Tanya. There was much, much booing from the crowd, and Ed Boon himself was there to witness it all. It got so bad, everyone in attendance started counting the number of teleports done in the mirror match (hint: it usually hit around the 40s and 50s). The only reason she wasn't in the Grand Finals was because the last two players were on the same sponsored team and they were going to split the prize money so they just screwed around in Grand Finals.
    • Early examples in the Mortal Kombat 11 meta include Geras and Erron Black:
      • Geras, particularly his Infinite Warden variant, has easier access to Krushing Blows than a majority of the cast, with Infinite Warden having access to a sandtrap that rewards both mix-ups and zoning better than the other variant dedicated to mix-ups. His command grab also makes him incredibly dangerous in the corner. His Fatal Blow is full screen and comes out incredibly fast as well. The only thing keeping him in control is his relatively large skill floor compared to the rest of the cast, but top players who do learn him are very dangerous.
      • Erron Black's 52 Kard Pickup has a lot more safe options for combos as he can cancel into his gunslinger stance to do so. This doesn't cost any meter either, as opposed to his other variant which does. The stance also lets him shoot projectiles to cancel them giving him massive control against zoning, while his Rifleman stance gives him potent zoning of his own. Rifleman stance also gives him a great launcher once enemies do manage to close in as well. also His dropkick is also notorious not only for its large hitbox and being safe on its own, but can be meter-burned to guarantee further safety. His slide kick is good for mixing up between dropkicks and can be enhanced to follow up with throwing acid which, when combined with his long throw animation, racks up damage quickly.
  • There are quite a few of these in the Street Fighter series:
    • Guile in the original Street Fighter II had a near impenetrable defense between the Sonic Boom and the Flash Kick, combined with overall strong moves and excellent priority. It really says something when Guile hasn't gotten any new moves (barring supers) aside from the Sonic Boom and Flash Kick; they're the only two moves he ever needs.
    • Also Sagat. Most people like his character, but there's often a few groans going around whenever Old Sagat (a version of him without super meter support; the one with it were considered to be nerfed) gets picked in Super Street Fighter II Turbo (the Japanese competitive scene does NOT want to see anyone pick O. Sagat, period), or if he's selected in Street Fighter IV (prior to Super). In the former, while he isn't the highest-tier character, the recovery on his Tiger Shot is so fast that he can basically spam it endlessly, which makes for boring fights and destroys a good number of matchups. In the latter, he possesses two highly abusable fireballs, a vicious uppercut, an incredibly good standing roundhouse, and an array of highly damaging combos.
    • Chun-Li in Street Fighter III: Third Strike is similarly often reviled. The main problems come from her great range, safe moves and overall damage.
    • As is Yun, thanks to his Genei-Jin Super Art, which enables Yun to do twice as many hits and can easily be comboed into. If someone complains about SF3, Chun-Li or Yun are probably going to be on top of their things to gripe about.
    • In Street Fighter IV, Blanka is considered this, mainly due to his ease of use, his Ultra, and just his general playstyle, which infuriates people. Even after his nerfs in Super and Arcade Edition, people still tend to hate him even if he's low tier now. In Street Fighter II, his ridiculous reach and priority and his damn instantaneous Rolling Attack didn't made him any friends.
    • Zangief has historically had terrifying range on his command grabs, near infinite priority on his lariat, and his trademark heavy damage. He's so notorious for this that it's the reason he has a cameo as a "bad guy" in Wreck-It Ralph—he caused the screenwriter that much grief in SFII. The cries of players were heard, though, for as of Super SFIV he's been significantly nerfed, but is still very playable and far from low tier.
    • Rufus was hated for much of the meta game due to his quick sidekicks, deceptive speed and absurdly easy confirms into Ultra I, often with no need for meter. And unlike other rushdown characters, he has above average health that allows him to outlast his peers.
    • Yun, Yang, and Fei Long in Super SFIV: Arcade Edition. Though Yun receives the most hate by far due to how easy to use he is. It probably doesn't help that Word of God has stated that they were Purposely Overpowered.
    • For some inexplicable reason, this has also been applied to, of all people, M. Bison. This is mainly because he is now easier to use in Street Fighter IV due to system changes, has amazing zoning potential with only his normals, and amazing punish potential in the form of easy-to-use Scissor Kick combos. While people do have some reason to hate him, it's mainly because they don't know how to escape his pressure, which is designed to annoy and frustrate his opponents.
    • In 2012, Seth was hit with this because of Poongko's perfect 4-0 against Daigo. Seth was actually at one point considered to be a skill character, someone who needed to be played very carefully. Then Poongko made his debut and completely shattered that image by showing just how strong Seth really was. Because of him, players found out that his Shoryuken is extremely safe against pretty much everything, he can apply stupidly easy pressure and mixup, and his combos are so long that they cause stupid damage and with the proper application can instantly dizzy the opponent.
    • Many players derided the emergence of unblockable crossups (crossups set after a throw that are a true 50/50 on whether the hit will be in front or behind you) and Cammy used this exploit to the fullest. Her fast normal and above average walk speed allows her to keep pressure on her opponents at all times, and she can also rack up damage quickly with each combo. That and she also has a divekick, including an EX one thatil instantly blows up low attacks and throws as well as deliver ridiculous hitstun. Even the highest ranking American players were terrified of her, most evident of the reverse OCV of the country's best players in Canada Cup 2013 by a Canadian Cammy player. However, international players had better success against yet, limiting her tournament success.
    • And thanks to the Ultra Street Fighter IV update and the new Red Focus mechanic, Yun is back. He no longer has to even think about using Genei Jin with the new Red Focus, since he can now simply hitconfirm into his Tetsuzanko, then Red Focus Cancel into Ultra 1 for a max-damage combo. His only real saving grace is that he still has a rough time with the three main grapplers (Zangief, Hugo, and T. Hawk).
    • Evil Ryu has also become this due to getting massive buffs in Ultra, including Red Focus. The reason why he tends to be hated is twofold: his offensive pressure is absolutely brutal without being overly reliant on meter, with half-life combos being commonplace, but he also has the footsies and defensive tools of vanilla Ryu. The result is a rushdown monster who hits like a truck and is incredibly difficult to force off of you once he gets going, but can also play a solid defensive game when the need arises. Aside from Dhalsim and Rose (who he has terrible matchups against), even his worst matchups are extremely even, and his best are absolute landslides.
    • The most hated character in Ultra is probably Elena, mainly due to her small hurtboxes and healing ability. During Canada Cup 2015, which saw 3 Elenas make top 16, Tokido (who later took 1st place with Akuma) reportedly stated: "I will never play Elena, she's too easy and I won't improve as a player."
  • In Street Fighter V, Chun-Li was considered the best character in the game a few months after the game's release. This is largely because Street Fighter V has a higher focus on "footsies"note , which Chun-Li excels at due to her attack speed, long limbs, and second-highest walk speed in the game. Even worse is the fact that it doesn't matter what level of skill the Chun-Li player has. At low level, she can slowly poke you to death with the aforementioned footsies while at high level she hits like a Buick thanks to damaging combos that can be started from ANY normal hit.
    • Both R. Mika and Laura received some hate in the first season as well, mostly for how easily they are able to mixed up their opponents until they're stunned. Thankfully, both have been properly patched and are now easier to deal with while still being solid characters.
    • As soon as Arcade Edition came rolling in, two characters stood out like a sore thumb. Abigail was already receiving heat in season 2 due to his grotesque shape and unusual fighting style. Things only got worse when people realized his moveset is devastating. Abigail can handle normal grappler vices like projectiles with ease all while clocking up absurd damage and armored moves up the wazoo. When he gets his V-trigger, he becomes outright terrifying with 2 to 3 hit armor moves, unblockables and combos that can stun/kill with just two openings. All on top of having the highest health in the game, making it difficult to KO him. The latest patch reduced his damage and stun capacity as well as his health so it remains to be seen if he is still a terror.
      • While a fan-favorite to his fans, Rashid was considered the best character in the game by the end of season 2. All of this can be attributed to his second V-trigger, Haboob. This transforms his moveset, allowing him increased block stun on many of his moves to pressure his opponents all while dramatically increasing his combo capabilities. And with the loss of true reversals in season 2, his pressure feels all but impossible to shake off.
      • Menat in Season 3 has made a name for herself as one of the defining high-skill high-tier Scrappies in fighting games as a whole. Her high floor means that you simply cannot pick her up and do okay; if you haven't had at least some practice with her, you'll get stomped into the ground. Once mastered, however, there's not much keeping a good Menat from effortlessly wiping you out. Offensively, she can completely shut you down from every possible angle and keep you from being able to do much of anything; her kit makes most of her actions inherently safe, as any attempt to punish her can and will be swiftly retaliated against. On the defensive, she can keep you exactly where she wants you; fireball wars are straight-up not an option against her, and it's telling when even Cammy and Ibuki have trouble approaching her. The minute she forces you to back off, the only way you're getting back in is if she lets you and/or makes a critical mistake, and even the latter is not particularly hard for her to recover from. Boring to watch (unless someone really thinks outside the box with her, which seldom happens because the established Menat playstyles are plenty effective), extremely frustrating to fight against even if you have an okay matchup against her (which, outside of most of the tops who aren't named Guile, simply isn't a thing), predictable due to her skill floor not being kind to UOPs or other people who haven't had extensive practice with her, and prone to either overwhelming victories or crushing defeats, there is a reason why she has surpassed even Cammy and Abigail as the most widely disliked character in high-level play.
  • The King of Fighters has several, depending on which game is being looked at.
    • Rugal has become a meme due to this.
    • Choi gets quite a bit of hate in some tourney matches. He's hard to hit (thus shutting down most strategies for 99% of the cast), is really quick, and has some of the most powerful supers in the games. Look up any tourney match on YouTube where a player wins with Choi, and chances are there will be several comments bashing him.
    • Goro Daimon was viewed as this by some in the original '98 because of his ridiculous priority with some moves. In the Ultimate Match rerelease, he was toned down and had his OTG glitch removed.
    • In '98UM, Geese, Krauser, and Iori are currently considered three of the best characters in the game, so there's a large amount of tourney videos out there with this team, which can be annoying to some viewers. Even if a team has just ONE of those characters you'll find someone complaining about it.
    • Maximum Impact 2 contains a totally justified case with Armor Ralf. The developers tried as hard as possible to make the most overpowered Game-Breaker imaginable. Super armor, infinite priority, obscene damage, a taunt that damages, the inability to be thrown, and tank-like defense are just a handful of the traits that made Armor Ralf one of the most despised characters in the entire game. He was removed from the updated Regulation A version of the game... by bringing along Ash Crimson, who was already despised for story reasons, and made him one of the best characters in the game. Ash can handily beat the tar out of Alba effortlessly.
    • XIII gives us two scrappies: Raiden and K'. The former can obliterate an entire life bar with a combo that involves his fully-charged drop kick move - a bad boy that chips, hurts bad AND shaves off 70% of the guard gauge at the most. The latter is just too damn versatile with his projectiles and zoning, his damage and comboability and how brain-dead simple half of his crap can be.
    • Oddly enough, most of those issues stem from the arcade version(s) XIII had two version of the arcade release, 1.1 was more or less a balance patch - with these two as its major targets. In the case of Raiden, some very heavy changes to the drop kick and the mirror buffs in some notable area's where he had issues makes him much less of a Tier Induced Scrappy for the console. K' saw some reasonable nerfs (mostly to his damage and combo potential). While K' isn't bad per say in the console version of XIII, he's just over shadowed by other powerful characters.
    • In the console version of XIII, the hatedom goes over to Hwa Jai, who is "like Joe Higashi" but on steroids with an extremely safe and comboable slide kick and crazy damage (among other things). And the three DLC characters, (EX Kyo, EX Iori and Mr. Karate,) who are usually derided as "Pay to Win".
  • People who play Dissidia Final Fantasy often sigh whenever they find another player using Squall, as they know that the Squall will often do little more than use Beat Fang over and over again. While not top tier, his ability to make your Bravery disappear with little effort gets on the nerves of people who try to avoid such play. Also, Squall is one of the few characters who can overcome any and all of Exdeath counters (specially while in EX Mode). And when the game was released outside Japan, he got a new aerial attack that doesn't make sense with his abilities (from the original game) nor he needed more than Firion (whose abilities fitted more to that type of attack). Thankfully, Duodecim nerfed the Beat Fang's ability to be spammed over and over, moving Squall away from Scrappydom.
    • Squall's villain counterpart, Ultimecia, is also considered to be one. Her magic not only hits from long distances, but it hits fast, making it harder to block since deflecting one projectile only sets you up to get hit by another one (have fun, Exdeath). Knight's Arrow can be delayed for five seconds to trap you while you're distracted by Ultimecia's other attacks. And if you're playing on a large map, like Order's Sanctuary (or worse, Orphan's Cradle in Duodecim), she can just keep her distance and poke at you with impunity.
    • Exdeath is another one; mastering him means you can block almost any attack in the game and counter instantly for critical damage. He takes real skill to master, though, so he isn't too hated.
    • From the good guy side, Tidus is up there on the top tier with Exdeath. Tidus has many of his Bravery attacks dodging before attacking, so with the proper timing, it's possible to avoid getting hit by an opponent's attack and strike back almost immediately, with his EX Mode making this timing even more lenient. And all of these dodge-and-counter moves link to the HP attack Quick Hit, making Tidus capable of some very easy punishes. While Tidus's attacks have a long recovery time if he misses, and he can only hit short-to-mid-range, his dodge-and-counter moves mean even with the long recovery time, most other characters have difficulty just hitting him. On top of that, his ground speed is very high, making him able to avoid most long-range attacks by simply moving out of the way. Couple that with his EX Mode doing more damage the higher his HP is, along with an EX Burst that's very easy to pull off, and it's no wonder Tidus has hovered around the top of every Dissidia game's tier lists.
    • Since the release of the sequel, Duodecim, another such Scrappy has emerged: Sephiroth. Because of the general overhaul of the game and the addition of the assist system, he's suddenly emerged as a very powerful character, all because of Shadow Flare. It was a good move to start with—fast, pressuring, little lag, great range, so on and so forth. But with the assist system introduced, Shadow Flare now has all of those things and will build assist gauge easily and quickly, even with whiffs! The practical upshot is that matches with Sephiroth tend to involve the Sephiroth spamming Shadow Flare until his assist gauge is full (if the opponent tries to rush or punish him, well—that's what the character was originally designed to deal with), and then Sephiroth uses that assist gauge to land a combo—rinse and repeat. Even if this strategy weren't so effective, it would still be scrappifying, as Shadow Flare is an extremely boring move.
  • JoJo's Bizarre Adventure
    • Pet Shop in Heritage for the Future is unanimously banned in tournaments for a number of reasons which imply that Capcom made him that way in purpose. First off, he's a small target and can fly, meaning he doesn't need to block low at all. Second, he also has insane recovery from supers, meaning you can combo the hell out of people before they even have a chance to attack. Third, all of his normals create icicles with stupidly-good range and priority that can utterly shut down an opponent. And here's the best part: combine the second and third bits and you have access to not only infinite combos, but blockstun infinites. You can keep the opponent trapped in blockstun until time is up. Let's just pray the HD port has an option to disable him...
    • All Star Battle has Diavolo, Josuke, and Iggy. Diavolo because of his relatively easy infinites when the game was first introduced which mean that if he hit you once, then usually the only way you'd have a chance is if for whatever reason he decided to drop his combo. Josuke has a highly abusable countertaunt that grants several of his moves super armor, and Iggy has - like Choi Bounge from King of Fighters - a very small size that's difficult to hit, as well as insane damage output.
  • At one tournament for Naruto: Ultimate Hero 2, Itachi was outright banned for having a game-breaker special move which slowed time down for the victim and made them take much more damage for about a minute.
    • Itachi was elevated to down right broken in Ultimate Hero 3. He's the second fastest character in the game, one of his jutsus creates a clone next to the opponent no matter where they are which then explodes, he still retains his time manipulation, and just to add a cherry on top, he has an infinite. If the opponent is out of chakra he can spam his air grab over and over again without the opponent being able to ever tech out of it. The Fourth Hokage, the fastest character in the game, also gets this for being down right untouchable in the hands of a good player.
  • Soulcalibur IV:
    • 90% of your online games will match you against Cervantes or Kilik, which are very effective even when pushing keys at random. Even if you know how to get by, it's still quite annoying to see 50% of your life go away because you slipped up and got hit by the same attack they've been effortlessly spamming the whole match. The best part? Give one of those characters to a skilled player. They're beasts.
    • You WILL hate Hilde on higher levels of gameplay. While she may have traces of Difficult, but Awesome syndrome, it only takes a combo or two to end a fight via ringout, AND fast. Here's an example at Evo2k9. As of this writing, the community decided to just outright ban her.
  • Soulcalibur V
    • This time around, a majority of your online matches will be either against Natsu, Xiba, or Nightmare. Natsu is basically Taki, but 10 times better. Her combos and juggle ability do a ridiculous amount of damage: all reward and no risk. Nobody liked Kilik, so nobody likes Xiba either. When Nightmare players in IV grumbled that their character was terrible, he came back with a vengeance thanks to the Powers That Be. Now he can deal up to 50-70% of your lifebar's worth of damage with just one bar of meter, and his ring-out game became even better. Oh, and if he gets a Counter Hit off of a Critical Edge it takes down half your health.
    • One could make a case for Mitsurugi as well. Fast moves, good pokes, great mixups, and nice damage all in one package, and makes up one of the three most common characters online (Mitsurugi, Nightmare, Xiba).
    • Viola gets a fair bit of hate for her ability to juggle you for days with her orb, from a distance.
  • Tekken:
    • Jin Kazama got to spend some time as the Tier Induced Scrappy when Tekken 4 was the current game. His Lazer Scraper mixup game just pushed him far ahead of the competition, to the point where he was the only top-tier character and "Jin vs. Jin" final matches at tournaments was a common sight. People were understandably tired of it (though ways were discovered to beat him, but they weren't consistent methods). It didn't stick with him as later installments put him more in the middle tiers and the hatedom he generated seems to have blown over.
    • In Tekken 5, it's Steve. He has an infinite with his left weave stance body blow, which can be used repeatedly to stun the opponent until they die. It's also ridiculously easy to land after a sidestep. Thankfully gone as of Dark Resurrection.
    • In Tekken 6, it's Bob. He's fat and seems to actually be an unsubtle Take That! at the fanbase, his moveset is fast and strong but repetitive and frankly uncool-looking, and he utterly swept Evo 2011.
    • In Tekken Tag Tournament 2, the Mishima clan (except for Jinpachi and "normal" Jin) now takes center stage as the top tier: Lars, Kazuya, Devil Jin, and Heihachi. With the Tag system, they have access to numerous touch of death combos and juggles.
    • Tekken 7 introduced Leroy Smith in Season 3, and the hype surrounding his cool design and fighting style were off the charts. Once he was released, this hype turned into dread as his moveset was revealed to be an amalgamation of other character's best moves and turning them up to eleven, complemented by one of the best parries in the game. His overwhelming advantages were fully revealed during EVO Japan 2019, where top-tier players were knocked out of the tournament by this character, and out of the eight players in Top 8, six played Leroy. Even after a slew of nerfs, he's still an incredibly strong character.
  • PlayStation All-Stars Battle Royale
    • Gravity Rush's Kat has become the first character on the roster to be given her own tier, and some in the PSASBR community have called her "The Meta Knight", after the Super Smash Bros. Brawl example where Meta Knight was literally in a tier of his own: the very top. The developers themselves called her broken before she even arrived as DLC, and they had to par her down in order to even be released; apparently it wasn't nearly enough parring down. She was the first character to have a touch-of-death combo discovered for her and her mere speed, ability to stay in the air for so long, 8-way directional air-dash (something otherwise foreign to All-Stars) and a slide that passes under many of the game's projectiles makes her incredibly hard to pin down. Should she land a hit, don't expect her combos to end any time soon; at most, the rest of the cast can start combos from only certain attacks whereas nearly everything in her arsenal can become and subsequently link into an AP-Burst combo (her combos aren't quite as brain-dead easy as Raiden's, but still kind of simple). Pair that with the massive hitbox to her Gravity Attract, her unnaturally safe debris throw, ungodly long list of kill-confirms, and generally glitchy gameplay makes for a deeply broken 1v1 monster.
    • Kratos is this. While he's meant to be easy to access and is wildly popular his moves are a little TOO easy to use. Kratos enjoys homing grabs, great range on his chains with excellent hitboxes that surround his entire body. He has great range, speed, and even a counter attack with many setups and some good supers. Due to his popularity, he's also very common which has caused countless players to beg for him to be nerfed to a reasonable level.
    • The biggest example in this game is without a doubt Sackboy considering that he gets a huge boost to his super meter with most of his attacks, and especially his throws. This was so bad that when people asked for him to be nerfed, PlayStation immediately responded by forcing a patch onto Sackboy considerably reducing his super meter boost.
    • Coincidentally, in an advertisement for the game, Robot Chicken had Nathan Drake and Kratos complaining about Sackboy's beating them.
    • Evil Cole was generally hated for his cheap Kill Confirm, Max Giga-flame Punch to Level 1. Radec was also hated for being a 'camper' type of character that earns ludicrous amounts of AP with his sniper rifle.
  • In Injustice: Gods Among Us Aquaman is shaping up to be this, with his ease of use, excellent zoning tools, and fantastic normals. Conspiracy theories that Tom Brady, a tester for the game and a tournament player who bodied a tournament with Aquaman, deliberately molded him into this during testing don't help any. Subsequent patches nerfed Aquaman, particularly increasing the cooldown on his Combo-Breaking trait, but he is still very viable.
    • Aside from that, Deathstroke is hated for how easy it is to abuse his gun specials, constantly pressuring the opponent from full screen, and for being one of the most overused characters by noobs who do nothing but spam and then ragequit once the opponent does get past their zoning. In the hands of a good player Deathstroke is one of the best characters in the game. Patches have nerfed this, but it's still easy to abuse him.
    • Raven is building something of a hatedom for being too overpowered (like a full screen grab) among lower-skilled players, who tend to have difficulty fighting zoners. At higher levels of play, she wasn't really that notable, as her grab has startup and can be blocked and is otherwise a typical zoner, and she ended up being only good, not great.
    • Green Arrow is also considered this by some, with good Combos, easy zoning with his arrows (Not as cheap as Deathstroke's, but they can actually hold from pretty much any direction) and being just quite easy to spam. His Super is also one of the few with a range longer than Aquaman's.
    • Superman has gotten a lot of hate as well. He has full screen lazers that can also be performed in midair, a trait that allows Supes to ignore armor, and a supermove that is ridiculously fast. He could also spam his two-hitting launcher safely while causing chip damage if you blocked, and a painful combo if not. The champion at EVO 2013 for Injustice was even booed for using Superman! Like some of the above characters, patches have remedied this, leaving Superman as a mid-tier character in the Complete Edition.
    • DLC Character Batgirl because she is just plain annoying to fight against. In fact, Batgirl only just barely avoids being a Game-Breaker; her specials leave her wide open for counter attacks that skilled players can easily exploit. Batgirl's win quote pretty much lampshades how most players feel about her.
      Batgirl: I'm a real pain in the ass, huh?
    • DLC Character Scorpion also garnered hate, besides for not fitting in the game's cast of DC Heroes, for being ridiculously overpowered and hard to block on release. Patches have nerfed him to near uselessness, though.
  • Touhou Hisoutensoku has Sakuya Izayoi, the former sole occupant of the top tier. Her thick and fast knife volleys let her both easily win long distance battles by defeating other bullets with sheer density and set up wide bullet cover to approach. But her real strentgh is her ridiculous ability to utterly dominate the enemy on knockdown in the hands of a skilled player - her melee kicks are surprisingly safe and tricky to deal with and her slow knives keep an enemy pinned down in the corner at her mercy, making low damage output a non-issue as long as she can keep the opponent in a perpetual block. She can also easily catch air rolls with her ↘+melee move, which is airunblockable. And she has a slew of additional tricks up her sleeve that make her so infuriating:
    • Her default →↓↘ special move, Close-up Magic. It's a shoryuken-style move that immediately propels her into the air surrounded from both sides with spinning knives. Even though it doesn't look like a melee attack, it cannot be grazed (passed through) like bullets, and she can cancel almost everything into it to punish the opponent trying to escape her pressure at any time. It comes in two flavors: a fast and unpunishable B button version (she can recover by shooting anything) and one that lets her graze bullets herself when active and goes as far as the top of the screen (C button version). Neither disappears when blocked and both stay active for a good moment. And to add insult to injury, she can use it mid-air and cover herself with knives on demand, flat-out denying any short melee attacks on her while she grazes the bullets with the C version or/and lands on the unexpecting opponent, giving her a quick surprise slap.
    • Her Time Sign "Private Square" spell card. A fairly inexpensive (3 cards) super that gives her a moment of invincibilty followed by 5 seconds of total dominance on the opponent by making her movements really slow. She can activate it after knocking the opponent down, then easily break the poor girl's block or inflict stupidly easy combos on her, since both hitstun and blockstun are highly increased as well.
    • Her Illusion Sign "Killing Doll" spell card. An extremely inexpensive (2 cards) super that launches a volley of knives into the opponent's position after a second. Sakuya can move after the activation, so all she has to do is to knock the opponent down, launch Killing Doll, force her into block with melee (so she won't graze away) and break her guard with combined force of the spell card and her pressure (high/low attacks and knives). And the worst thing is, the opponent cannot use the Border Escape technique (which lets her escape blockstun by sacrificing a part of the spirit meter) when a spell card is active, so she won't escape the damage, will be guard broken and thus will lose one spirit orb anyway (limiting her capability to shoot bullets, fly or block further). Witness the ridiculous effect of both of the spell cards in action here (and keep in mind that the Sakuya player actually fails to capitalize further on a Killing Doll and break her guard again before Sanae manages to Border Escape by a narrow margin).
    • Her Speed Sign "Luminous Ricochet" and Conjuring "Eternal Meek" spell cards are also rather nasty. The former is an extremely quick bouncing and universal knife that lets her punish enemy at a distance, combo from slow hits or pin her down on block up close for further pressure, and costs 3 cards. The latter is a knife spam that costs mere 2 cards and deals ridiculous spirit damage point blank, to the point it can almost break the guard by itself!
  • Yuyuko Saigyouji is no slouch, either. Even though she's not as fast as Sakuya, she doesn't need to be. Her C bullets, such as 5C, 6C, and J.2C, don't interact with most bullets, going through everything (except your opponent), and she has some of the best aerials in the game, such as j.6a and j.2a, which have huge hitboxes and, much like all of her other moves, hit like a truck. Her 2-cost Death Sign "Ghastly Dream" spellcard is a fantastic okizeme tool and reversal, and her 4-cost Life Limit "Ticket to the Netherworld" spellcard takes away half of the opponent's lifebar if Yuyuko isn't hit during the 6 seconds that the wisps are active. Oh, and while she's quite slow on the ground, she's capable of perfect flight, and is able to maneuver in the air with much greater accuracy than the majority of the cast, making her deceptively mobile. Like Sakuya, Yuyuko also has the honor of being top-tier in most Hisoutensoku tier lists, and has even stolen the top-tier spot from Sakuya as of 2019!

    First-Person Shooters 
  • The Call of Duty series is home to a few Equipment examples:
    • The grenade launcher in the Modern Warfare games, which is nicknamed the "noob tube". Later games took pains to reduce its effectiveness - in particular, the "Scavenger" perk that lets you replenish ammo by picking up ammo bags from dead players, doesn't replenish grenade launcher ammo starting from Call of Duty: Black Ops, except in Modern Warfare 3, where it does so only if the player that dropped the bag had a grenade launcher himself. By Call of Duty: Black Ops III grenade launchers don't exist as an attachment anymore - you can only use a separate one as a secondary weapon with a specific Specialist in multiplayer.
    • The M1887 from Modern Warfare 2 is a lever-action shotgun that once had the best accuracy and one of the longest ranges of any shotgun in the game which, shotguns being as they are in the game, meant that it could One-Hit Kill from further distances. Its main drawback is its slow rate of fire, though this is easily overcome with the Akimbo attachment. It was later nerfed in two successive patches, one of which greatly reduced the range of the weapon when paired with Akimbo, and another to fix an oversight whereby adding the FMJ attachment would restore the weapon's range back to its pre-patch levels.
    • The most powerful (or at least the fastest-firing) submachine gun in a given Call of Duty tends to fall under this, such as the P90 in Modern Warfare, the UMP 45 in Modern Warfare 2 and the PPSh-41 in the WWII installments.
    • The console version of World at War garners more hate for the MP-40 than the PPSh-41, since it deals 50 damage (read: half of your health) without Stopping Power, as opposed to the 40 it does on PC. It is the only non-sniper rifle capable of 1-hit kill headshots.
      • Call of Duty 4's Skorpion garnered similar hate early on, due to having the same damage without Stopping Power, plus no noticeable recoil and a bug where that damage was not affected by the silencer - in Hardcore mode where health is dropped by 70%, this equated to 20 free, totally-undetectable kills.
      • Call of Duty: Black Ops II has every SMG fall into this category. The relatively small size of most of the maps, on top of the expansion of Create-a-Class (in particular the ability to have two attachments on a primary weapon out of the gate) and the fact that Modern Warfare 3's excellent MP7 is now the first of its class, means that hipfire spraying from almost every SMG, particularly if they have a Laser Sight and Foregrip attached, is often more effective than aimed fire from heavier weapons.
    • Modern Warfare 3 has akimbo FMG-9s, derisively nicknamed the "double FAGs." No skill involved, just hose your enemies down with a spray of bullets and watch as they die before they can even react. The Type 95 was another one, being a highly-accurate burst-fire weapon that would instantly kill anyone at nearly any range if all three bullets hit.
  • Despite a constantly evolving metagame Rainbow Six Siege has some consistent examples:
    • Operators with One Armor, the lowest in the game but granting the highest speed continue to dominate due to the discrepancy between where they appear to be and where they are while moving. A recent patch addressed this somewhat by making them slower, but One armors remain consistent picks in the pro-league
    • Ash, one of the aforementioned One Armors, remains broken to this day as a result of her personal unresolved hitbox issues coupled with a powerful gun with a high rate of fire and a gadget that opens holes in doors and walls for her to sprint through and catch opponents by surprise.
    • Jaeger, a defensive One Armor, is one of only three defenders with a "true" assault rifle, offering enormous damage at long range. Back when he had access to an ACOG scope he was a notorious spawn killer, but even after half a dozen nerfs he's seen as a must pick for his speed and damage output
    • Blackbeard is a rare Two armor example, as his gadget (a bullet resistant shield attached to his rifle) allows him precious seconds of safety while peeking around corners or through holes to shoot at defenders, cancelling latency, Hitbox Dissonance, and basically any advantage a defender might have to shoot him. This is after dozens of nerfs have seen his shield become more and more fragile.
    • Lion was completely broken upon release, due to a combination of a powerful and fast-reloading LMG and a gadget that forced defenders to sit still or be identified through walls anywhere on the map. Even after reducing the number of uses he gets out of his gadget, he remains a consistent top pick
    • Ela, yet another One armor example, upon release had access to mines that would blur the vision and slow the movement of enemies, as well as a gun that had no recoil and a 50 round magazine. This made her an unstoppable ambusher capable of simply out-firing opponents, who would run dry and have to reload before she'd emptied half her magazine. Nerfs to her recoil and magazine capacity mean she's merely "incredibly popular" instead of a guaranteed pick every round.
    • Vigil, of course a One Armor, has access not only to one of the other defender assault rifles, but a secondary machine pistol with the highest DPS in the game, and a gadget that lets him turn invisible to cameras and drones that people might use to suss him out before he can flank and murder them.
    • Maverick, released in Grim Sky. He experienced nerfs before even leaving test servers, and upon release could make instant murder-holes through any breachable surface, even armored ones, and do it in near silence. He also has access to a .50 caliber DMR and Ash's previously mentioned assault rifle, and is, surprise surprise, a One Armor. On top of that, his gadget effectively counters many Operators (Mute, Jaeger, Bandit, Mira, Maestro, and Kaid) while itself having no counters (outside of simply killing him).
  • Halo 4 has the Boltshot, a Forerunner pistol with a Charge Attack that has the firepower of a shotgun and a huge effective range. Because of the game's otherwise-balanced custom loadout system, players can spawn with a Boltshot as their secondary, making it a Game-Breaker on small maps. It was so loathed that there were popular petitions to get it nerfed (such as the "Boltshot Revolution"); 343 eventually relented, halving the weapon's effective range.
  • Oddjob from GoldenEye (1997), whose short height makes him difficult to hit without aiming downward, which you can't do while moving. The "No Oddjob Rule" has become memetic for how common a house rule it is.
  • Halo: Combat Evolved had the plain old pistol (or "M6D Personal Defense Weapon", to give it its proper UNSC designation). Every other weapon had varying effective ranges but the pistol's, for whatever reason, had a completely flat effective range that basically made it powerhouse from anywhere you could put a crosshair over a foe. This was one of the OG Masters Of All.

  • League of Legends:
    • Any champion to get a long period of time in professional play (especially to the exclusion of other champions) will get this. Strong champions in non-professional play with frustrating mechanics (such as Vayne, Kassadin, Elise, Tryndamere, Nunu, and Zac) tend to get this even if they're balanced or nonviable in competitive play.
    • Many Ranged top laners are this - Not only do their pokes hurt enough even early on, the best ones tend to have equally absurd mobility, making it nigh difficult to ever engage on them.
    • Jax was an in-universe example, being totally unbeatable. This threatened the very existence of the League, and led to increasing sanctions being placed on him. To mock these sanctions he started fighting with a lamppost and kept on winning anyway.
  • Dota 2:
    • A sub-genre of playable character in the game, known universally as 'carries,' excel at biding their time and amassing items until they are capable of destroying the entire opposing team by themselves. Games are often played with teams making great strides to stop these heroes from ever becoming powerful (usually by cutting off their flow of earned gold.)
    Anti-Mage, for instance, makes heroes individually worthless by burning away their mana with every attack (which is vital for casting spells.) Items increase his attack speed, health and damage done, allowing him to make an enemy powerless in mere seconds.
    • Many heroes are capable of "split-pushing," or attacking vital enemy structures and avoiding any direct contact with the enemy, leading to a slow but efficient means of weakening the opposing team. To combat this, someone has to hang back far from the action to ensure split-pushing heroes can't destroy the whole base while everyone's gone.
    Nature's Prophet is notorious for this tactic. His ability to quickly amass gold, teleport anywhere on the map and attack enemy buildings makes him not only hard to catch but also very difficult to out-maneuver; teleportation scrolls in the game only allow heroes to teleport every minute, and only lead to select locations.
    • Newer players often have difficulty with heroes who have innate invisibility skills, which are useful for both starting unexpected fights and escaping from them. Certain items in the game may also be purchased to give any player a brief duration of invisibility, which on the right hero can lead to devastating ambushes.
    Riki is perhaps the best example of this trope, as he is totally invisible whenever he isn't actively attacking someone. Few players know what items to buy to reveal invisible units, making Riki seem like an impossible hero to attack or escape from. It doesn't help he has a smoke bomb that stops enemy spells.
    • The most Egregious of these however, are usually temporary, the hero Sniper for example, quickly became this in 6.83, now commonly known as the "HoHo HaHa patch" after one of Sniper's more common and more annoying voice lines. These tend to be both short lived and very uncommon, as the game lives on its balance.
  • Heroes of the Storm isn't as bad as some other MOBA's since it constantly has its characters being patched and balanced but Nova consistently is cited as being way too overpowered by players. While yes a bad Nova dies easily, Nova is fairly use to use and has some of the best burst damage in the game, invisibility, and a clone ability. Her Triple Shot Heroc is a One-Hit KO when separated since it's super strong and she's usually hated for the sheer cheapness of her character. While she is a Glass Cannon her ability to escape easier and use clones simply makes her hard to keep track of.
    • Kael'thas has reached meme levels due to being on both sides of this trope. He makes an appearance in balance patches every 2-6 weeks and inevitably ends up in either the top 5 or bottom 5 characters in the game every time. It's gotten to the point that many players have started to call on Blizzard to accept that the character is fundamentally unbalanced and devote more energy to older heroes that have been made irrelevant by later patches. In draft play, particularly in the lower skill level leagues, it is highly unusual for Kael to avoid the first ban cycle (making him inaccessible before any player has had a chance to pick him).
    • The early arrivals from Overwatch saw an overrepresentation of hyper-mobile damage dealers, with Tracer, Genji, and Hanzo most emblematic. These characters combined high damage potential with multiple options to escape danger, making them simultaneously brutal at punishing enemy mistakes and very forgiving of their controller's mistakes. This led to the franchise as a whole being disliked by the Heroes player base. It wasn't until many successive nerfs of the offending heroes and a broadening of the Overwatch roster to include healers, a tank, and a support that the stigma ended.

  • In World of Warcraft, each expansion tends to start off with a single class being ridiculously overpowered. In early Wrath of the Lich King this was the Retribution Paladin, in early Cataclysm it was the Fire Mage, and in early Legion it was the Havoc Demon Hunter.
    • One case of this put Hunters in an unusual bind balance-wise. They got nerfed several times due to complaints that they were overpowered in PvP play, which ended up making them all but useless in PvE raids while still getting complaints of being overpowered in PvP. For example, in Mists of Pandaria Hunters could effortlessly go through the Timeless Isle. Most enemies have very powerful, but avoidable area of effect attacks. The Hunter's pets have a 90% damage reduction against AoE attacks.
    • Warlocks became this in Burning Crusade and Mists of Pandaria due to the way their spellpower scaling worked (in BC) and numerous mechanical changes and overpowered trinkets (in Mists). This got to the point where it wasn't uncommon for there to have numerous warlocks per raid in those expansions.
    • Special mention should go to the Priest class, which used to have this symptom within its own races. Priests used to be the only class in the entire game that got racially exclusive spells. While Humans and Undead got spells that were decent at best, and Night Elves and Trolls got spells that were completely useless, Dwarves hit the jackpot with Fear Ward, a spell that could prevent fear effects. Fear, in the earliest days of World of Warcraft, was an extremely dangerous effect that could lead to wipes if allowed to go off (especially on the main tank), so this was significant. Fear Ward became so powerful that many Alliance raiding guilds refused to accept Human or Night Elf Priests. It only got worse with the release of The Burning Crusade. Both of the new races could be Priests, but only Draenei got Fear Ward. Needless to say, many Horde players were less than pleased with this. Eventually, Blizzard gave Fear Ward to all priests, and later scrapped the racially exclusive spells.
    • Tier 7 Death Knights were easily the most stupidly powerful and over-scaled class in the history of the game. With the best stuns and self-heals that could rival dedicated healing spells, they were basically invincible to magic damage, could revive themselves (and their allies) immediately as ghouls, and they could remove healing spells from their targets. It wasn't unheard of for entire raids to be made up exclusively of DKs and still easily down bosses. How broken were they? Blizzard nerfed them into the ground within short order - and they were still the best tanks in the game with quite reasonable DPS to boot.
      • Death Knights were completely absurd right after WotLK released, putting out meter-topping DPS while tanking, making most of the other melee classes in the game look like chumps in PvP, and generating videos of Death Knight players dominating PvP or raid damage meters by spamming macros that just used abilities at random without any gear on. They did eventually get toned down, but during their ridiculous OP phase, they were the only class the game's ever had where the player could literally roll their face across the keys and still perform well. This was partly because Blizzard intended them to be a special "Hero" class, only available to higher level players. Later on, when Monks were released in Mists of Pandaria and Demon Hunters in Legion (disregarding Havoc initially being overpowered), they were balanced alongside the other classes from the outset to prevent repeating the Tier 7 DK infamy.
      • To put it into perspective, it got so bad that Death Knights are still considered The Scrappy by some players to this day several expansions later (long after they were properly balanced) simply because of Tier 7. The class also got plenty of derisive nicknames that have lasted to the present, like Death Knoob or Donkey Kong.
    • In Warlords of Draenor, Arcane Mages were on top of the meta in terms of damage, to the point that stacking enough of them allowed for a seventeen second boss kill on Mythic difficulty. As of Legion, both Arcane and Fire are grossly outclassed by Frost.
  • MapleStory has the Mercedes and Demon Slayer classes, both released in the Legends patch in December/January of 2011/2012. Both classes have skills which are significantly more powerful than those of older classes and special beginner skills that increase damage, restore health, and provide 10% extra EXP among others. It's at such a point where one of these classes can out-damage older classes 20-30 levels higher than them. Playing one of these characters will sometimes cause you to be ridiculed for taking the "easy" way out.
  • Star Wars: Galaxies had the Jedi class, long The Scrappy for various reasons, but its tier was definitely considered a major argument against it. Jedi was a class that had to be unlocked (through large amounts of tedious grinding) but once a player achieved Jedi status, they were rewarded with the best class in the game (arguably justified, given the setting). A talented Jedi was a one-man wrecking crew, with a wide range of abilities that allowed them to operate independent of party support, defensive boons that made attacking them at range almost completely useless and attacks that ignored armour. It wasn't impossible to take down a Jedi one-on-one, but you basically had to design your character around it (and also have luck on your side).
    • Made worse with the Force Ranking System, when Jedi could rank up and gain even more ridiculous benefits by fighting other Jedi and Bounty Hunters.
  • For Star Wars: The Old Republic, we have several companions. Pre-Knights of the Fallen Empire, companions served one role (tank, melee damage, ranged damage, ranged tank, healer). For some people, Khem Val, Qyzen, Bowdarr, Mako, Malavai Quinn, Corso, Doc, and Kaliyo could fall into this role for simply being too good at their jobs. Given the nature of the tank and healer companions, it's often impractical to swap them out for anybody else. And sure, they are for the most part likable characters and there's nothing wrong with a tank or healer too good at their jobs, but sometimes people want to use different companions, having gotten bored of using the same companion since the starting planet for almost the entire game. Knights of the Fallen Empire has changed this, as anyone can be made into a tank, damage, or healer.
    • Khem Val and Qyzen are the first companions to join the Sith Inquisitor and Jedi Consular, respectively - and were the melee tanks. Given that they are both extremely squishy and Sith Assassins and Jedi Shadows would have to be behind the target to be most effective, it's hard to not drop them.
    • Bowdarr or Corso for smugglers and Kaliyo for Imperial Agents. Either you are playing a ranged character who needs the heat taken off of them or a rogue-like character who needs the enemies facing away from them - and those companions are your ones for it. For Imperial Agents, Kaliyo is also your only choice for pretty much all of Chapter 1.
    • Malavai Quinn, Dorne, Doc, and Mako because healers are useful. The classes they accompany are also bulky as well, making an extra reason to use those over a tank.
    • Treek is available to all classes, and before Fallen Empire, could fill both healer or tank roles, and was better than existing companions at both.
    • Post-Fallen Empire, healer companions were overpowered, to the point where there were reports of flashpoint groups opting to kick a human member out and running with three player characters and a healer companion and being better off for it. Even after a slight nerf (originally a larger nerf that was partially rolled back), healer companions trivialize any single-player content, and at upper influence levels, most Heroic content as well.
  • Ancient Magicks in Old School RuneScape, at least in minigames and deep wilderness, where you can't teleport out. Specifically, the Blood and Ice spells, which heal the user for half damage dealt and freeze those hit by it for up to twenty seconds, respectively. Blood is mostly pointless in deep wilderness, but it's incredibly powerful in minigames due to being able to hit up to nine targets at once, with most wearing melee armour and being especially vulnerable with it, letting it function as a superior source of health. Ice is self-explanatory, especially since the cooldown between being unfrozen and being able to be refrozen is approximately two casts, meaning odds are you won't be able to travel much distance before being unable to move for twenty more seconds. This is subverted in low or mid wilderness, as anyone who's unfit to fight it can just teleport out due to the teleblock spell being in the normal spellbook, but it's still an annoyance.

    Puzzle Games 
  • Meteos featured a few of these in the form of gimmicky or otherwise overpowered planets.
    • The most obvious was Hevendor, a planet that completely bypassed the gravity and stack comboing elements of the game by teleporting stacks instead of launching them. It managed to be both ridiculously overpowered at lower levels and next to useless at very high levels of play, as the total lack of strategic depth made its weaknesses easily exploitable. The CPU on the other hand gets completely annihilated by any halfway decent Hevendor player every time.
    • Brabbit on the original DS version is like this, as the wonky gravity physics on the planet meant that a player could hold a single screen wide stack in the middle of the screen for minutes on end while launching an endless rain of black meteos on the enemy. It's near impossible for anyone but another Brabbit player to survive such an onslaught. The Xbox 360 version attempts to provide a counter to this with combo breaking powerups, but the planet is still incredibly powerful in the hands of a skilled player.
  • Arle and Carbuncle in Puyo Puyo's "Fever" ruleset; in fact, their reputation alone is a not-so-insignificant reason why the community almost exclusively sticks to "Tsu" rule. Arle receives the fewest number of pieces among the games' characters, giving her the same amount of chaining precision that one receives in Tsu rule. Carbuncle on the other hand receives the most, making it nearly impossible to attack him. (As players do not receive garbage until they fail to make a chain.)
  • Death's ruthless attack pattern landed her this status in the initial version of Magical Drop V, though she was eventually nerfed.
  • The "heart cross" meta in Puzzle & Dragons led by Kaede, Ronove, Gremory and Myr has come to dominate the tier lists, much to the chagrin of many who wish for more diversity, as new high end dungeons have typically been created with the top tier of the meta in mind. That's not the worst of it; only Myr (and if you're talking about her original light release and not her Summer water variant) is farmable, and the other three are Godfest exclusives, are 6* at base with the exception of Ronove, and are heavily reliant on other 6* base GFEs to create optimal teams. The 6* base Kaede is infamous for the "system team" that relies on owning 3 or 4, and Ronove, despite starting out at 5*, is even more reliant on 6* GFEs including Dark Kali.

    Real Time Strategy 
  • Hearts of Iron II, playing as the Soviet Union in multiplayer games is generally considered unfair unless certain house rules are followed. This is because: 1. The Soviet Union is almost completely self-sufficient and needs no trades to function. 2. It has a huge manpower reserve for creating an army. 3. Assuming the game starts in 1936, it has about five years to prepare for a historical war with Germany. 4. A smart USSR player will invade Germany when it tries to invade France, and most experienced players will reach Berlin no matter what the German player does. 5. The USSR's industry is spread out over a very wide area, meaning there's no way to cripple it by seizing its main factories right away. House rules generally include for Germany and the USSR to only go to war when they did historically, to limit the number of soldiers the USSR produces beforehand, and to force the USSR to trade with Germany (Germany needs a large amount of resources the USSR has that it can't easily get from other countries, so one strategy is for a USSR player to refuse to trade anything with Germany, crippling their industry). In contrast, an AI-controlled USSR is relatively easy to conquer for most experienced German players.
  • When Civilization VI released Gran Colombia as Downloadable Content in mid-2020, it was almost immediately subject to this kind of criticism. Common concerns included +1 Movement to all units regardless of circumstances and the fact that their Llanero (a fairly unimpressive-looking mounted gunner carrying a guitar, unique to Gran Colombia) could combine various bonuses to out-damage a Giant Death Robot.
  • In Age of Mythology the Gastraphetes (special archer available only to Hades-worshipping Greeks) outranges everything else (including defensive towers) and takes down buildings and ships easily with an upgrade every player gets. A player choosing Hades basically means that they win any game that lasts until late-tier. The only defense is an exercise in Crippling Overspecialization via an army of cavalry - and if there's a wall to slow them down, even that's sketchy.
    • Having Loki as your "main god" is very popular in the competitive scene due to their Hero Units being able to instantly summon a random Norse Myth Unit (powerful mythological creatures) for free. The only requirement is that the Hero Unit in question be in combat. Even worse/better, Loki is the only god who has access to the Rampage upgrade, which allows Myth Units to be tained the normal way near-instantly.
  • Dawn of War: The Eldar are near-universally considered overpowered due to Creator's Pet status.
  • Crusader Kings II, back in the day realms ruled by the same dynasty were automatically in alliance, which made houses like Karlings and Rurikids extremely powerful. It was fixed later, but Karlings are still hated in the community.

    Rhythm Games 
  • In Arcaea, Tempest Tairitsu is by and far the best Partner for World Mode grinding; while her base Step stat tops at 100 at level 20, she also has a Step bonus equal to the sum of all Partners' levels divided by 10, capping out at 60, thus her Step stat can go as high as 160, or 50 more than the next highest-Step partner, Summer Ilith. The catch is that Temptest Tairitsu also has a special Hard gauge that is extremely punishing on multiple misses in a short period of time (even missing just five notes is enough to trigger a Track Lost if it happens in all but the densest of patterns). This creates headaches for those trying to grind event maps, as players have to pick easier charts if they want to min-max their grinding, instead of improving themselves on more difficult charts. Her very existence devalues older Step-focused partners; when the CHUNITHM event was reran two months after Tempest Tairitsu's debut, Regulus, who previously had the highest Step stat, ended up feeling like a Cosmetic Award at best; not helping matters is that the rerun had a shorter time frame than its original release, as if the developers expected players to have a maxed-out Tempest Tairitsu this time around if it was their first time playing the event.

    Role-Playing Games 
  • Mass Effect 3 has a few in Multiplayer:
    • From the game's launch, the default Human Vanguard has been hated by a huge section of the fandom. Its unique combination of Biotic Charge and Nova, which are designed to work together, mean a Vanguard with low power cooldown can constantly spam Charge-Nova-Charge-Nova and wipe out whole troops of enemies singlehandedly; with good dodging, they can even solo kill most heavy units (Banshees and Praetorians excluded). It's a very low-maintenance character class, and extremely effective in the hands of a master, but that same ease of use makes it the object of scorn for players who deem it too noob-friendly.
      • Nowadays "Manguards" are out of favour for other reasons. Their up-close combat style is very-high risk and requires a lot of skill to pull off on higher difficulties (where enemies do more damage and a single mistake means death). Charge also often takes them away from the group (making it tricky to revive them when they inevitably die) and Biotic Charge refilling your shields isn't that great a defence since Charge is laggy when not hosting. Finally, their damage drops off on higher difficulties where enemies have too much health, meaning they aren't even an effective Glass Cannon.
    • The Geth Infiltrator, prior to being heavily nerfed, was the epitome of this trope. By using Hunter Mode to turn itself into a Glass Cannon, Geth Infiltrators could abuse Tactical Cloak and the weapon damage bonuses of their passive class power to nearly triple the damage output of any geth-designed weapon (including the most powerful sniper rifle in the game) without gear bonuses factored in. Their damage output was so tremendous that it became common to get kicked from random Gold matches if you didn't play as a Geth Infiltrator. As mentioned, Hunter Mode and Tactical Cloak have both been nerfed since then, but the class is still one of the strongest.
    • After the Earth expansion, the N7 Shadow Infiltrator and Slayer Vanguard started getting the hate because of Electric Slash and Biotic Slash, respectively. These two powers are high damage, low cooldown, have a huge range and radius, and are oh so spammable. Furthermore, they actually harm other members of the team by shaking around allies' sniper scopes. Combine that with the Shadow's signature move, Shadow Strike, the Slayer's ability to Charge and teleport short distances and even through walls, and their mutual access to extremely powerful sword-based melee attacks, and it wasn't long before they started getting the hate of scrubs everywhere. The one thing that keeps the higher-level players from hating them is that fact that they've got a bit of a learning curve. Like the other examples, the slash attacks were later given a longer cooldown and they do not garner as much hate.
    • In the Reckoning expansion, the new Geth Juggernaut has become one within the first week of its release. The reason being, is that it's the only character who cannot be Synch Killed due to its size, its incredible weapon damage output and ammo bonus, being the most durable character in the entire game, and on top of all that, a melee attack that heals itself. The only downside is that it can't run and moves at a snail's pace, but that doesn't matter when it pumps out 300+ rounds from its signature weapons, the Geth Spitfire, and the three-hit killer Siege Pulse.
  • Morrie in Dragon Quest VIII's 3DS remake can easily veer into this. Once you have gotten his passion skill up, he will be able to practically spam full-tension attacks. He also comes with what is essentially an endgame piece of armour for him - which will make him have higher defence than the damn hero. He can also be recruited quite early (after Evil Jessica).
  • Diablo III: The Witch Doctor class is infamous for being the hardest hitting class overall while being tankier than the Glass Cannon classes, the demon hunter and the wizard, solely due to how pets in this game work. The fact that all they really have to do is sit back and spam signature spells does little to nothing to help.
  • Diablo II has the Assassin: She gets the best of all worlds: High base damage, ranged and elemental attacks, and her martial arts give large, percentage-based, damage boosts.
  • Shulk can be this in Xenoblade Chronicles - if only because he's too good. The game has a total of seven playable characters, many of which have their own sets of Game-Breaker combinations. However, Shulk is so good that letting him out of the party is borderline suicide, and maybe some people would like to use other characters in the party-of-three. And if you let the CPU control him, he's incredibly stupid.
  • Cloud in Final Fantasy Record Keeper was so obnoxiously dominant at first that fans gave the game the derisive Fan Nickname "Cloud Keeper". He had excellent Soul Breaks, a Master of All stat sheet and weapon use, and due to his fan-favourite/Creator's Pet status he was given some incredible Relic every time he started to lag behind the new characters. This isn't helped by the fact that he's the first hero you obtain, given to you as part of the tutorial level. He's fortunately been Nerfed as the game has been updated, and while he remains good enough that people who like the character won't hurt their party by keeping him, he is no longer so overpowering that people who don't like the character will hurt their parties by leaving him behind.
  • The Legend of Heroes: Trails of Cold Steel
    • There's an art called Chrono Burst that allows players to get an extra turn for the character using it and it can be cast over and over as long as the player has enough MP to cast the art. Gaius is usually at the top of the tier lists thanks to his craft skill "Wild Rage" where he sacrifices some of his HP to gain massive amounts of craft points. Loop that over and over and he can just S-Craft bosses to death. He did go to the lower end of the tier list in Cold Steel III but that was only because he didn't have his S-Craft available plus he joins for a limited amount of time but Cold Steel IV rebuffed him to insane levels.
    • Rean's Arc Slash is cheap to use, is learned early and inflicts Delay with high probability. With the right setup (which usually includes the aforementioned Chrono Burst), Rean can prevent most bosses from ever getting a turn.
  • Serge in Chrono Cross is another Master of All example. Chrono Cross has Loads and Loads of Characters, most of which are useless, and the ones that can be useful tend to have either high attack power and weak magic, or weak attack and strong magic. Serge, however, has S-class attack strength and magic power. Granted, he's the main character, and as for the third of the game where he ends up switching bodies with Lynx, The Heavy, it's just exchanging a white innate double-S-tier character for a black innate double-S-tier. Even by main character standards he's ridiculously overpowered.
    • In general, Blue Innate seems to have a better selection of characters than the other colors. Orlha's got one of the best physical attacks in the game and, unlike most other top-tier attacks, at no cost to her speed. Fargo's physical attack is almost as good as Orlha's, plus he's one of the three characters who can Steal. Marcy has above average attack and magic. Leena and Irenes both have high magical power, and you get them at different points in the game so they mostly don't have to compete with each other. Korcha and Nikki only have the problem of being a Master of None with near average attack and magic. Last but not least, Pierre's a funny case - he spends most of the game as a deliberate low tier Scrappy, but a late game quest to obtain the Hero Artifacts turns him into a powerhouse if he finds and equips all three of them.
  • Might and Magic series has sometimes serious problems when it comes to balancing the classes:
    • In VII, there are Clerics and Sorcerers. The first is basically a necessity, since it is the only class that can Grandmaster Self-Magic (Body, Spirit, Mind), and therefore cast Grandmaster Protection from Magic, which nullifies instant death and Eradication. Such attacks are very frequent late-game, making Cleric a must. Sorcerers are not necessary but are the only class that can Grandmaster Elemental Magic, giving you not necessary but nonetheless very useful abilities like teleport to the town in the middle of battle or flying without draining your MP. To top it off, these two are also the only classes that have access to every spell of advanced magic (Light or Dark).
    • In VIII, the Dragon class really riddiculously overshadows every other class by combining high natural stat growth with an extreme case of One Stat to Rule Them All. Dragons can't have any eqipment besides amulets and such - the damage of their attack - which is by default ranged, something that no other class has - and their defense is determined by a specific Dragon skill. Said Dragon skill also unlocks magic spells - at mere level Expert, you get Dragon Breath, normally an endgame spell, and level master, which can be attained before the promotion to Wyrm, the most useful spell for exploration - Flying. There are very few skills a Dragon can learn, but two of them are Learning (XP bonus) and Bodybuilding (raises its already high HP to truly insane levels). Put most points in Dragon skill, the rest in Learning and Bodybuilding and you'll have Lightning Bruiser that can clear an enemy group by himself. And no, the first Dragon is not behind some Beef Gate and it is not even a Guide Dang It!, it can be found in dragon caves in Garrote Gorge where you would expect a dragon to live, just waiting for you to recruit it.

  • The Field and Variable ships in Space Invaders Infinity Gene, both of which are hilariously broken. The Field ship has an "Instant Death" Radius that zaps enemies that come inside of it until they die, and the Variable ship uses four beam swords that inflict extreme damage. Since there's no way to sort rankings by leaderboards, there's absolutely no point in even looking at them if you prefer to use other ships.
  • The Raiden Fighters features a large variety of ships, each with their own unique attacks...but try the Slave fighter (a player version of the Attack Drones you get for picking up 'S' powerups) with its rapid-fire, high-powered Spread Shot and all of these distinct ships just feel pointless to use. If it's any solace, the series' various ports' leaderboards allow filtering by ship.

    Simulation Games 
  • X3: Terran Conflict:
    • The OTAS Boreas and Terran Osaka destroyers get some hate for being functionally indestructible under a particular set of circumstances, i.e. when flown personally by the player against the AI. They're so tough and well-armed that the AI just plain can't counter them. Albion Prelude fixes this as a byproduct of making AI missile frigates actually use their weapons the way they're meant to be used.
    • The OTAS Mistral Super Freighter in a roundabout way. It's the toughest TS-class freighter there is, it's reasonably fast, and it also has the biggest cargo bay of any TS. Unfortunately a fully equipped Mistral SF will run you 2 million credits easy, and since under most circumstances the AI won't make effective use of its cavernous cargo bay many players don't consider it cost-effective.
  • The Spitfire Mk.XVI, La-7, and P-51 Mustang often attract this in Aces High. The Spitfire is extremely easy to fly, has a good gun package, accelerates and climbs at will, is highly maneuverable, and has few real vices. The La-7 has a three-cannon armament option that was very rare historically but is almost ubiquitous in the game and is one of the fastest aircraft at typical engagement altitudes, with excellent acceleration and rate of climb. The P-51 lacks this armament, but is just about as fast with the additional advantage of excellent high-altitude performance leading to high Mustangs picking through low and mid-altitude furballs a common sight. All three aircraft are extremely easy for poor or inexperienced pilots to rack up large numbers of kills in, and thus take a lot of heat on the forums. If there's a "Perk the X!" thread, chances are one of these three aircraft are the subject.
  • Even Ace Combat isn't immune to this trope in its online play.
    • Ace Combat 6: Fires of Liberation had the CFA-44 Nosferatu, the resident fictional super plane of the game. While its defense and stability wasn't anything to write home about, one of its weapons, the Electro Magnetic Launcher, could One-Hit Kill most aircraft in the game save for some of the most durable aircraft. Also, the myriad of aircraft that could carry the QAAM, which was a missile that was an instant kill on any aircraft it hit and had extreme maneuvering, insane persistence, and the ability to become invisible on radar. One aircraft in particular was the Su-47 Miki-EX, which had extreme maneuverability when at speeds of over 600 miles per hour, allowing it to bag up kills at an extreme rate and avoid fire like it was nothing. These aircraft turned multiplayer into a contest of who could press B first.
    • Ace Combat: Joint Assault's multiplayer took this trope and turned it Up to Eleven. Whoever thought it was a good idea to make the ADF-01 FALKEN and its Tactical Laser System legal for multiplayer probably never took into account the potential this plane had in such a mode. Cue ragers about the overrun of noobs and spammers in multiplayer.
    • Ace Combat Infinity has had many of these over the course of its life, with patches usually nerfing one set only to introduce another. The most notable are probably the Su-47 and F-15 S/MTD introduced in the July 2014 patch, which were mid- to high-tier Multiroles that had what quickly became the best air-to-ground weapons in the game (respectively the Unguided Bomb and the Long Range Air-to-Ground Missile) on top of high speed and maneuverability - pretty much anything else that didn't come with one of those two weapons wasn't even worth flying outside of the rare Team Deathmatch event until the weapons were nerfed a few months later (and even then, while the Su-47 quickly fell by the wayside, the S/MTD is still pretty common because it also gets the Fuel-Air Explosive Bomb, an unguided weapon with the largest blast radius in the game and comparable power to the pre-nerf LAGM with the right ugprades). As of its introduction the fictional X-02 Wyvern is another one, being a superfighter that only costs as much as a real-world high-tier aircraft (i.e. the four million needed to simply purchase comparable superfighters like the above CFA-44 or XFA-27 can bring the X-02 to level 10 of 20) and is a multirole with powerful weapons for both roles (it gets the Stand-Off Dispenser for ground work and then the aforementioned QAAM for air-to-air). The ADF-01 FALKEN is a lesser one, being one of the other superfighters that costs noticeably less than the others, on top of being the only pure Fighter among them, but which nevertheless gets the aforementioned Tactical Laser System that is good for ground work as well.
  • MechWarrior Living Legends has had several over its history, though most eventually get guillotined in the meta by game mechanics changing.
    • The Mad Cat "Bravo" is fairly well armored, has long-range direct-fire weapons that are either hitscan or very fast, does monstrous amounts of damage with an Alpha Strike and isn't that slow, to boot. Provided one could control its tendency toward Over Heating, it could reliably nuke most enemies and then flee to repair and reload. The Novacat is likewise a long-range murder machine that had infinite ammo at the cost of being slightly slower. Indirectly both were nerfed to normal/good-tier when overheating mechanics made them more difficult to pilot and pricing made them less viable.
    • The Owens "Bravo" and "Charlie" variants were top-tier starting mechs, providing Macross Missile Massacre or Beam Spam, respectively, on a chassis that was extremely agile, had not-to-shabby armor, and great hitboxes. The Charlie could reliably snipe the arms off of other starting mechs, and the Bravo would maul tanks and was great for late-joiners as its missiles were more effective against medium and heavy mechs. Both are still around, but pricing changes no longer puts them in the starting price brackets.

    Sports Games 
  • Madden NFL at least one team a year is lambasted by the fanbase for being the "cheese" team - basically, whichever team runs the Game-Breaker play of that year most effectively. Common candidates are teams with a fast, mobile QB and a monster defense that doesn't require much strategy to run well. This is doubly annoying to fans of that team, who are excited to play as their guys online, only to be mocked for it.
  • Pro Evolution Soccer 2008 had Brazil and (to a lesser extent) Manchester United as the upper-tier scrappy teams. Those two teams were among the best overall AND had a player with all dribbling stats on the 95 to 100 range, coupled with the fact dribbling was overpowered in that version. Most players let out a sigh of frustration when their opponent picked Brazil, mainly because they were certain said opponent would just pass the ball to Ronaldinho and run circles around their defence for the whole game.
  • FIFA games have had, for the past few years, Barcelona. Chances were if you wanted to play online (before Seasons mode kicked in), you would be against Barcelona. It seems for the past few years, regardless of season-by-season performances, they have been the go-to team for easy wins. One could argue it's justified, as Lionel Messi has always been a household name, but with every player in the high 80's and low 90's, some fans of the series are calling bias on the FIFA games poster team.
    • In FIFA Ultimate Team several Gold-tier players have earned the ire of fans for being incredibly overpowered.
      • Tall, physical forwards are a nuisance due to their ability to easily outmuscle defenders, thus rewarding those who play simplistic long-ball/crossing tactics. Examples include Zlatan Ibrahimovic and Andy Carroll.
      • Pacey players have become a must-have for FUT teams, due to their ability to make one win just by outrunning the opponent's defense and scoring "sweaty goals" note . While traditional speedy superstars (e.g. Lionel Messi, Gareth Bale, Pierre-Emerick Aubameyang, Neymar, Sergio Aguero) are feared and despised, the most dreaded players are underrated non-rare golds such as Victor Ibarbo, Leroy Fer, and Keita Diao.
      • Having a good goalkeeper will ensure that one will give up almost no goals with almost no effort. While it can be frustrating (yet expected) to find it hard scoring against well-known star keepers (e.g. David De Gea, Manuel Neuer, Hugo Lloris), it is extremely infuriating to see a hidden gem like Idriss Carlos Kameni block all your shots while your opponent uses Neymar or Ibarbo to score sweaty goals against your side.
  • RBI Baseball (1988) has Detroit. The lineup, besides Larry Herndon, have home run potential and will homer against you. Players will often substitute Larry Herndon with a bench player to amplify an already power-heavy team. Since this game has the mercy rule, playing against a player who knows the hitting potential Detroit has, the game will be over by the second inning.
  • We dare you to play online as the Golden State Warriors on NBA 2K17 without getting cursed at by your opponents. Thanks to the ungodly shooting of Steph Curry, Kevin Durant, and Klay Thompson, plus the versatility of Andre Iguodala and Draymond Green, the Warriors are essentially the 2K equivalent of Brawl-era Meta Knight, Aegislash, Widowmaker, or Lee Sin. Not helping is that fact that four Dubs players have ratings in the 90's range note .
  • The original Tecmo Bowl had Los Angeles and Bo Jackson. Bo was the fastest runner in the game, and had high hitting power as well. Especially if playing against the computer towards the end of the season, a player's only option was to call Bo's running play every single time, because if his play was called and the defense didn't blitz him, he was scoring a touchdown. Period. There was also New York and Lawrence Taylor, who was one of the strongest defenders in the game and could regularly deny opposing teams a point after touchdown.

    Survival Horror 
  • In Dead by Daylight, the Trapper was for a long time considered the strongest killer in the game. While lacking in flair, he made up for it by his ability to secure kills. Most trappers would place a beartrap right underneath a hook, meaning another player had to disarm it before they could rescue the victim; so if the Trapper is remotely close by then saving will be very hard. However his feature has been soft nerfed by allowing hooks and other objectives to be approached from three sides, making it no longer possible to "set an alarm".

    Tabletop Games 
  • Daemons of Chaos and Vampire Counts in Warhammer. In the case of the Vampire Counts, the Counts were overpowered but then the Daemons came along and utterly destroyed 7th Edition. It was so bad that there's been some speculation that the Daemons book alone was enough to force Eighth Edition and its changes to Fear and Psychology. The Counts and Daemons are now (Fall 2013) considered "good," not gamebreaker, armies. Skaven, on the other hand, can be a fun army or can have cheap, cheesy tactics sure to make anyone else hate the Skaven player. And it can all change with the next army book or expansion.
    • To give some perspective here: if you ranked all the 7e fantasy army books from 1-10, Dark Elves and Vampire Counts were in the 8-9 range, but Daemons were a 17. The majority of armies were completely outclassed by them, and even the previous top-tier books struggled mightily just to put up a fight. A lot of players credit the 7e Demons book with killing the competitive community for Fantasy entirely and causing a lot of people to just quit the game in disgust.
  • Warhammer 40,000:
    • Chaos Space Marines with Daemon Princes and Obliterators (2011 and early 2012). Obliterators are overused, extremely versatile, heavy weapon platforms armed with a wide range of weapons that allow them to take on just about anything. Daemon Princes are better than any other HQ choice with a fairly small increase in cost. Slaanesh Princes with Lash Of Submission are especially hated as they can move enemy units 2d6 inches, pulling them out of cover, into charge range or under templates. Add to the fact that the Chaos codex has very limited options when it comes to good builds, and you get a situation where 90% of tournament armies consist of 2 Lash Princes, 9 Oblits and as many Plague Marines you can get with the remaining points.
    • For the marginalized part of the fanbase who didn't play Space Marine or Marine Equivalent armies, Land Raiders acting as dedicated transports for Thunderhammer/Stormshield Assault Terminators were nearly impossible to break and filled with melee troops just as hard to crack and pulverized most units in 1-2 melee turns. This was much less the case in 6th edition (2013), where they were merely good.
    • All discussions of Tiers in Warhammer, whether Fantasy or 40k, probably should mention the edition and time when they were written. For example, the 40K's Orks were briefly a Game-Breaker with the infamous Nob Bikerz, but within months a new Imperial Guard codex took them right down. As of early 2012, the Grey Knights are a high tier scrappy with some awful fluff as far as a large section of the fanbase goes. However, this could change with just one codex rattling the metagame. Likewise, Vampire Counts and Daemons of Chaos lost a lot when Psychology (and their key rules, Fear and Terror) were nerfed in 8th Edition. The Counts are about to get a new Army Book; how this changes their status has yet to be seen.
      • A particular Tier-Induced Scrappy unit was the Dreadknight - not just because it was rather powerful and the main hitter for a dominant army, but also because of its looks, which many players describe as looking less like an awesome Humongous Mecha and more like a baby carrier.
    • One problem with Warhammer and 40k is that there simply isn't time to update every Codex within the lifetime of one edition, so, general Army Books and Codexes designed for that particular edition will outperform those that were not. The fairly rigid release schedules also mean that several armies (notably Dark Angels and Bretonnians) end up getting shafted because they are released near the tail-end of an edition.
      • This seems to be changing as Sixth Edition Codex updates have been coming in fast and furious. Between the release of Sixth Edition in Summer 2012 and December 2013, the Space Marines, Chaos Marines, Chaos Daemons, Tau Empire, Eldar, Adeptus Sororitas, and Dark Angels all getting new books. That's about one new full Codex every two and a half months, with armies that received new codices late in Fifth Edition seemingly on the back burner.
      • Should be noted, that what many players believe that what made the late fifth edition armies (namely Grey Knights) this trope was because they were design with sixth edition in mind. Grey Knights went from Game-Breaker to fairly balanced.
    • Sixth Edition lasted all of two years, and now at the start of the summer of 2014 we have Seventh edition. Chaos Daemons currently have an absurd ability to continue summoning more and more and more units which seems to be completely broken, but as the ink isn't even dry on this edition, a FAQ, a new book, or an alteration in the meta could shoot it down. As it stands, Frontline Gaming showed how incredibly broken this seems here.
    • As of early 2016, The Tau Empire generates some hatedom, the Imperial Knights generate a bit more, and the Eldar generate plenty for being broken. The Tau have a codex full of good options. In the hands of a ruthless player determined to win, the Tau can be full of cheese, but a less ruthless player can make fun, varied armies out of the codex. The Eldar have a small smattering of completely broken options coupled with an otherwise underwhelming book. This leads to them having very boring, very predictable builds that are about as much fun to play against as smashing headlong into a brick wall. The majority of the Eldar codex is sub par, so the units players actually use are insanely overpowered, and the remainder are underutilized and rarely see any action. The Imperial Knights, consisting of giant super-heavy walkers, would be a wonderful addition if taken sparingly as allies in larger games, but armies consisting of nothing but Imperial Knights show up at low-point games and are virtually impossible to defeat. In casual play, none of these armies are a problem. In tournament play, or when playing against someone who values their victory over any sense of sportsmanship, all three armies can be nightmares.
      • This is in part due to Games Workshop having tossed Competitive Balance out the window, at least for now (early 2016). Sister game Warhammer: Age of Sigmar, for example, lists stats for all armies and then does nothing to determine what you can and cannot field in any given game. Such a game cannot be competitively balanced in any way, so only a casual environment can exist. (Basically, players must look at each other's list, figure what makes for an interesting game, guess if it seems fair, and then play.) Warhammer 40,000 has started to go that way with alternative formations that allow broken lists as well as doing in most rules of force organization, but there is still a points limit and active tournament scene, which means non-casual play is always subject to the next big Game-Breaker.
      • As of early 2016, some very dull, static, and almost unbeatable Astra Militarum formations can also generate this hatedom, but they see less play and get a bit more of a pass since the Imperial Guard were underdogs for such a long time. Fortunately, the army book does allow many fun builds, so players facing such a formation usually are more annoyed with the Guard player than the Guard themselves.
      • Adding insult to injury, Games Workshop rarely avoids Power Creep in new Codices, which the fans usually attribute to a desire to sell the army with the new book. The Imperial Knights are a recent addition to the game (2015), and the Tau and Eldar recently received new Codices as of 2016, so of course they're selling well and getting a big push. Unfortunately, plenty of other armies which need some love to shake up the competitive meta aren't getting it.
      • Another really annoying one from 2016 was the "Superfriends" Space Marine list. This abused the allies rules by bringing in special characters that granted bonuses to other units from four or five different Marines armies, which stacked absurd bonuses on everything in the force. This was specifically killed in the next official FAQ release.
    • Surprisingly Necrons turned out to be this. Despite receiving a minor nerf to their codex (removing some of the broken rules and options, and generally cutting out a lot of previously-available options altogether, such as Cryptek Disciplines) the army became one of the most loathed ones to play against. This is not because of how easily they win, but how hard it is to kill them; the new Decurion Detachment grants extra Reanimation Protocol bonuses, making even the cheapest Necron Warrior just as durable as a Space marine Terminator. The end result is an army that is above average in shooting, but utterly impossible to put down, which devolves most games into one huge waiting game.
  • Cryx in WARMACHINE is infamous in the tournament scene. With cheap nasty horde units, debilitating debuffs, and hard to counter abilities Cryx is a very powerful faction in competitive play. Cryx's tournament presence is so large that its all but required that everyone bring a "normal list" and an "anti-cryx" list designed just to fight them.
  • Magic: The Gathering has had a number of cards that were both annoying to play against and high-tier (which translated to seeing them a lot, which made them even more annoying). Morphling could attack and block in the same turn, protect himself from kill spells and fly over your blockers, and generally appeared in decks that could Counterspell the few things that would try to stop him. Disciple of the Vault caused a lot of unstoppable life loss. Psychatog was part of a two-card kill with Upheaval and could make himself almost arbitrarily large for cheap (this one was given a nod in the next block's art). Ironically, Psychatog was based on Atog, a creature that was a Tier Induced Scrappy in the other direction until Mirrodin and the affinity deck.
    • Jace, the Mind Sculptor's unprecedented price tag (about $100 at its peak), combined with his status as a staple in multiple formats, has earned him a lot of unpopularity among some segments of the player base. The anti-Jace sentiment got to such a point that Wizards was forced to ban the Mind Sculptor from Standard tournament play. He is still allowed in Legacy and Vintage, as the power level of these formats are a little higher than that of Standard.
      • Jace's power level was so notorious that when the Modern format (all cards from 2003's 8th Edition and later are legal by default) was created, Jace was banned before the format had its first game.
    • Another example of an entire element being a scrappy for doing too well was the M11-M12 "Titan" cycle, creating a 6/6 for 6 mythic giant for each color with a color-appropriate ability and another one that activated whenever they entered the battlefield or attacked. Even the worst of them by a long shot, Frost Titan, was considered above curve for Blue, given its size and relative protection from targeted removal, while the best of them, Primeval and Sun Titan were considered borderline broken in Standard play. Part of the general hate for the cycle in general is the "Titan effect" that has taken over Standard, where just about any large creature must be compared to the color-relevant titan while being assessed, and regularly found wanting in comparison. Wizards admitted they considered printing the Titans a second time in a core set a mistake, as they tended to crowd out most of the big creatures in the surrounding blocks.
    • Primeval Titan was a key card in the Valakut Ramp (and to a lesser extent, Eldrazi Ramp) decks. The sheer card advantage it gives (a 6/6 trampler for 4GG— a good card if there ever was one— and two lands every turn) led to calls for the banning of the Titan and Valakut (and the Eldrazi). Jace and Caw-Blade eventually overshadowed the Titan, though... until Caw-Blade rotated out of Standard and the Kessig Wolf Run Ramp deck came to prominence, bringing the Titan yet another round of heat.
    • This has been a feature/problem of Magic Tournament Play since Channel-Fireball. The larger tournament scene is very well tracked and documented, and people want to play the "best" decks, leading to obnoxious levels of Follow the Leader in local tournaments which inspires most of the hate.
    • If you want to try something fun, how about winning the game before anyone even has the chance to draw for their first turn? Granted, this is Difficult, but Awesome, but it's still something every Magic player dreads could happen.
    • The Ferrett's summary of PT: New Orleans in 2003: "Pro Tour: Tinker is held in Tinker Orleans. Tinker Mindslaver Tinker, Rickard Osterberg, Tinker Tinker ban that f**king card Grim Monolith Tinker." It's still arguably the second most broken card in Vintage, a format that never bans cards for power level.
    • The "Delver" decks are tempo-control aggro decks that run the blue creature Delver of Secrets, a card that starts out weak but turns into an aggressive flying beater if the top card of your library happens to be an Instant or Sorcery. By itself the card is generally too unreliable to be particularly powerful, but in formats where you have access to cards like Brainstorm or Ponder to help stack the top of your library, it becomes extremely fearsome. The kicker is that Brainstorm and Ponder are both Instants/Sorceries themselves.
    • Thragtusk became this for the first few months of Innistrad/Return to Ravnica standard for being an auto-include 4-of in every deck that wasn't aggressive, being the best midrange value creature, the best control finisher, and the best reanimator target. Further contributing to its status was that it was impossible to remove without a loss in card advantage, could be made uncounterable very easily, and comboed very well with already good creatures with blink effects. Eventually, decks accepted the fact that a Thragtusk would hit the table at some point and resorted to gaining control of it and simply flying over it with equivalent power.
    • In 2019, Wizards announced "FIRE" design philosophy, an acronym for "Fun, Inviting, Replayable, Exciting." This philosophy resulted in:
      • A peak of 10 cards banned in Standard simultaneously, the greatest number in the game's 27 year history.
      • Two cards meant specifically for Modern (Hogaak, Arisen Necropolis and Arcum's Astrolabe) getting banned in that format.
      • Oko, Thief of Crowns progressively overpowering and being banned in Standard, Pioneer, and Modern. As late 2020, Oko is a metagame-shaping force in Legacy. In one weekend, Oko appeared in a top deck of every competitive format. This includes Vintage, a format predicated on the idea of never banning a card for power level reasons.
      • Or more accurately didn't used to ban cards for power level reasons. A different FIRE card, Lurrus of the Dream Den, became the first power level ban in Vintage's history.
      • Lurrus was the poster child for the "Companion" mechanic, which received the first power level errata to add restrictions the cards didn't originally include (previous power level erratas used very specific wording on existing mechanics to prevent abuses; the Companion nerf added a cost of 3 generic Mana as a special game action), which was applied to all ten Companions.
      • A different Companion, Lutri the Spellchaser, being banned in Commander before the card was released. This ban was not rescinded after the above errata, because there would still not be a reason to run it in literally every red and blue deck if it were legal.
      • Omnath, Locus of the Roil being banned in Standard less than three weeks from release. Notably, another card (Uro, Titan of Nature's Wrath) had been banned two weeks previously in an unsuccessful attempt to make any other deck competitive with Omnath decks.
      • Teferi, Time Raveler being banned from literally every format offered on the Magic Arena client. This includes Singleton and Historic Brawl, formats that are only playable during specific events.
  • The Tome of Battle for Dungeons & Dragons introduced fighter type classes with powers. They're very powerful classes, attributed to the fact that this 3.5 class book gives the most obvious preview of what would eventually be 4.0 game mechanics. It's a very popular book, but it has become divisive due to a vocal minority who believe the book is overpowered. Even without their maneuvers, the three main classes of the book boast better skill points and in some cases better HD than the classes they're meant to represent, and have a couple features on their own terms - meaning even without their signature maneuvers, they'd still be somewhat viable.
    For those not in the know, the Character Tiers for DnD are divided into 6 groups (Tier 1 being the strongest, filled with classes able to end the entire campaign solo unless the DM actively screws them, and Tier 6 being classes that are deemed largely unplayable as written). The classes of the Book of Nine Swords (Swordsage, Crusader, Warblade) are sitting pretty in Tier 3 (considered the most balanced classes in the entire system). They are sometimes considered overpowered because they are much more powerful then the classic fighter, monk or paladin, while still being flavoured similarly (they're big guys with swords that hit stuff); essentially making these classes obsolete. Not very powerful when compared to the big 3 of the original books (wizard, cleric, druid), but still high for their numbered tier and better than the classics of that tier. However, the corollary to this is that the classic fighter, monk, and paladin were considered really bad, and proponents of the three classes suggest that this effectively makes them an actually viable substitute that allows players to play a classic archetype without being basically useless.
    • As for the big 3, Wizards are Monte Cook's favorite class, and the incredibly overpowered Clerics and Druids gained the Fan Nickname CoDzilla (Cleric or Druid zilla) because they can do anything the run requires extremely well. The Druid's pet is considered better than Fighters, one of the basic classes!
      • Of the Big 3, the Druid seems to be the most disliked for its power. This is because, similar to Cable above, the Druid is both incredibly powerful and incredibly easy to master. The Wizard takes some time to get rolling, and the Cleric needs careful selection of their domains and feats to pull off their really broken tricks. Meanwhile, the Druid is one of the strongest of the core classes from Level 1 (with a well-rounded spell list, decent physical stats, and an animal companion competitive with a fighter), and they need only two abilities to break the game: the Wild Shape ability, which allows then to turn into an animal (like a bear) and gain its combat ability, and the Natural Spell feat, which allows them to retain their spellcasting ability in this form. By 6th level, the druid has essentially no reason to ever not be an animal 24/7, making them one of the best melee classes while also being one of the best casting classes and still having their powerful animal companion. It's quite telling that most fixes for the druid involve chopping off at least one of these features and nerfing what remains, and the class still manages to stay relevant.
    • With 5th Edition, Hexblade Warlock has been criticised for basically rendering all other patronages obsolete. Hexblades get medium armour as standard, a single target hex buff and they add Charisma to attacks and damage - completely negating the MAD issues that other Warlock patronages face. And they get all this at 1st level, which means for other Charisma-based classes like Sorcerers, Bards and Paladins, a mere one level dip in Hexblade Warlock will see an exponential power increase.
  • Pathfinder
    • The summoner class rapidly became problematic. Although it's not a powerful spellcaster (it's about on par with the bard), its fully customizable eidolon more than made up for it. The eidolon functions similarly to the druid's animal companion, but it's strictly better in every aspect: more health, a better base attack bonus, more skills, better ability scores (including human-like intelligence), an alignment and a nature that always align with its summoner's, unkillable (it just goes back to its home plane and waits to be summoned again the next day) and, above all, fully customizable with "evolutions" that give it extra abilities; the most common strategy is to give the eidolon as many natural attacks as the rules allow (up to 3 at level 1 and can have 7 at higher levels!) and get the pounce evolution (available at level 1) to create an absolute monster that rushes and instantly tears enemies to shreds unless they have an absurd AC or damage reduction that works against magical attacks. And this leaves enough evolution points to give it spells of its own, or make it harder to take down. Add to this the Summoner's ability to summon more creatures like a wizard using his most powerful summoning spell available, but strictly better, and other class features to interact with the eidolon, and you have a Game-Breaker that even antimagic cannot fully shut down. The Unchained rules (the ones that also buffed the sub-par Rogue) hit the Summoner with a significant nerf both to spellcasting and to the eidolon, increasing the level of a lot of spells on this class's spell list, removing a few more, and making the eidolon globally less strong, much less malleable and with more constraints relative to character alignments and general nature.
    • While the base summoner was bad enough, the Synthesist summoner was even worse. Rather than have the eidolon as a monster, the Synthesist essentially wore it as armor, using its physical stats instead of their own. This alone would be bad enough, but the Synthesist got to use the better base attack bonus of the eidolon, got a scaling bonus to Strength and Dexterity, got a scaling bonus to AC that can be shifted between armor and natural armor depending on which is better for them, total access to the evolution pool to buff themselves, and the ability to essentially get another d10 hit points each level. This led to builds where a Synthesist would dump all their physical stats and play the weakest, clumsiest, frailest character possible but still be able to suit up at a minute's notice (assuming they didn't do it at the start of the day; eidolons have no duration) and be a better fighter than an actual fighter while still having all its spells and special abilities ready at a moment's notice. There's a reason they're banned in official Pathfinder Society play.

  • Pokémon has had several over the years, but the most recent and infamous is likely Arces & Dialga & Palkia TAG TEAM. A 280 HP Basic Pokemon is already alarming enough, but it also comes packed with two disgusting attacks of its own. Its first attack does 150 damage - not a bad number - with the upside of letting you search 3 energy directly from your deck and attach it to any of your Pokemon. But the real power is its Altered Creation-GX attack. You could only use it once per game, but all of your Pokemon would do 30 more damage for the rest of the game, and any knockout your Pokemon take gives you an additional prize card. Not just the Pokemon that used the attack, all of your Pokemon. Games are often decided in two turns after an Altered Creation, since ADP can set up a Benched Pokemon, use Altered Creation, and then win in two knockouts. The card instantly took over both formats and is near-universally requested to be banned by the playerbase, but no action has been taken yet.

    Third-Person Shooters 
  • In Gears of War 2, both of the starting rifles to choose from are a Tier Induced Scrappy to at least one section of its very, very Broken Base. You have the Lancer users who think that the Hammerburst is the overpowered noob weapon because of its incredibly powerful and accurate semi-automatic fire (with almost no recoil with actives). You have the Hammerburst defenders who say that the Lancer is the overpowered noob weapon because of its one-hit-kill chainsaw bayonet (which tends to either let you tank bullets without flinching and suck people in with a vacuum or not work at all and get you killed), and then the third group who agree that the Lancer is underpowered and use the Hammerburst anyway.
    • Every weapon in the entire Gears Of War series gets this. On the one hand, you have the people who think that the Gnasher Shotgun is overpowered and revile it for turning Gears into a one-weapon game. On the other, you have the people who exclusively use the Gnasher, insist that it's the only weapon that takes any amount of skill to use, and think everything else is too overpowered. The latter group make up the majority of the player base. It was not uncommon to get kicked from matches in the first game if you used anything but the Gnasher.
  • In the first Star Wars: Battlefront game, the Super Battle Droid's bombs had overwhelming speed and precision, at the cost of greatly reduced damage, which in practice amounted to little more than a slightly higher ammo cost. So the second game nerfed them all the way down to basic infantry, but had its own OP class in the form of engineers that (among other things) dealt virtual death blows at close range and recovered health with ridiculous ease, making them a serious threat even to the hero characters that were overpowered by design.
  • Splatoon has the Tentatek Splattershot, as well as its cosmetic reskin, the Octoshot Replica. The idea behind it was a Jack-of-All-Stats shooter weapon with decent flexibility that doesn't excel in any particular field. However, in practice, it's a weapon with very few drawbacks, having good range, fire rate, and power across the board; likewise, its sub and special weapons, the Suction Bomb and the Inkzooka, are also some of the better ones in the game. As a result, it's by far one of the most commonly used weapons online for most of the modes, and also one of the most despised for "Stop Having Fun" Guys and Scrubs alike.
  • Splatoon 2:
    • Early on, the Tri-Slosher was the game's main Game-Breaker. Though fairly short-ranged, the Tri-Slosher splats in two hits, has a fairly fast sloshing rate and has a wide ink spread which makes it great at covering objectives and turf alike. Its sub, the Burst Bomb, provides a near instantaneous burst of damage, which can be followed up by a couple of quick sloshes for the splat. Its special weapon, Ink Armor, is widely considered one of the best specials in the game, which grants the slosher player and their team a temporary shield against enemy damage and makes the Tri-Slosher's short range less of a bane. It eventually received a series of nerfs that made it it much more balanced to play against.
    • Soon after its release, the Bloblobber quickly became hated by a large number of players. Though similar to other sloshers, the Bloblobber has massively increased range and lobs several ink bubbles that bounce in a straight line. Four of these bubbles are launched with each swing of the Bloblobber; if all of these bubbles connect with an opponent, they'll be splatted instantly. Given that the majority of stages have at least a few areas of high ground over the central area or objective, a Bloblobber player can sit on an elevated platform and lob bubbles down nonstop, locking down an area completely while being nigh-unapproachable with its range. This weapon was likewise nerfed as part of the Ver. 4 update — while its range and damage output remain unchanged, it now consumes more ink and deals significantly less damage to certain shields and barriers, allowing it to be more effectively defended against.

    Turn Based Strategy 
  • In the third installment of Heroes of Might and Magic, the Conflux town is widely despised simply because it's game-breakingly powerful - good early shooters that are easy to get lots of, and late-game extremely nasty meleers - including their tier 6 Magic Elemental which is immune to magic, attacks all adjacent units at once, does not allow enemy retaliation, or their tier 7 Phoenixes which are the fastest unit in the game and occasionally revive themselves. Notably, the upper half of their units, when upgraded, are immune to fire - which makes Conflux the perfect town for running the normally Awesome, yet Impractical spell Armageddon. This spell deals extreme Fire damage to everything on the battlefield, including allied units, but only the first three units of the Conflux castle are actually affected.
  • Three of the five races in Final Fantasy Tactics Advance:
    • Vieras are downright game breaking with their ability to doublecast summon spells. Assassins/Snipers can get Concentrate plus Last Breath, which is basically a guaranteed kill every turn.
    • Humans are the most balanced race, and have access to such jobs as ninja, which gives enough of a boost to speed (and dual-wield) that you've effectively won every fight if you level it up enough.
    • Moogles can get both sides of this as they are the weakest of the five races, but have a number of abilities that break the game in half if used right. Gunners can hit you with Charm, Stop, Confusion, Silence, or ULTIMA from 8 or 9 panels away with an almost guaranteed hit rate, Gadgeteers with Dream Rings can basically sleep and doom your whole party unless you gear for fighting them, removing good accessories for situational ones, and the range and free cast cost of Smile which gives another character a free turn can move your entire army anywhere on the map in one turn by having everyone Smile everyone else.
    • Final Fantasy Tactics Advance also has Ninjas, Thieves, and Assassins at the high tier because they get a massive boost to their speed stat at each level up and they all have a high move stat, allowing them to traverse across the battlefield quickly. This means that in most battles, you will go first and should you cast Haste on them, their turns will come up so frequently that you can curbstomb the entire enemy party before they know what hit them.
      • Thieves are also high tier for having naturally high evasion. Combine this by having the thief wear every possible equipment that boosts evasion and it is entirely possible to have an evasion stat of 100, effectively making enemy attacks miss half the time or more! If that wasn't powerful enough, have a thief use Concentrate as their support ability and watch them successfully steal weapons, armor, accessories, shields, gil, judge points, and even experience points!
      • Ninjas are high tier not just for their speed, but for also having the ability to learn Dual Wield, which is a passive ability that lets the user wield two one handed weapons at the same time and lets them learn two different abilities at once or one ability at double the normal rate if both weapons are identical. Not only dual wielding lets you attack enemies twice, but if you do a combo attack, you will hit them twice as well for even more damage!
      • The balancing factor on Ninjas is that katanas, while nothing to scoff at, do considerably less damage than human tank classes like fighter or paladin, meaning that even with dual wielding ninjas do significantly less damage than fighters. However, since support abilities can be transferred between classes once mastered, it's possible to create a dual wielding fighter capable of dealing more damage than any other class in the game, with 1 hit KOs being common even against similar leveled characters.
  • Civilization:
    • Civilization V
      • How to win as Babylon: Research Pottery. Research Writing. Obtain free Great Scientist. Build Academy, essentially multiplying your Science production for the start of the game. Add in the 50% production on other Great Scientists, and Babylon can merrily snowball to victory on the backs of dozens of Academies. And since their unique unit and building, available in the Ancient Age, are an improved wall and an improved archer, they can easily weather the early rushes that might otherwise knock them off-kilter. By the time the enemy's developed the trebuchets and crossbowmen necessary to knock down the Walls of Babylon, they'll be confronted by cannons and gatling guns, and by the time they've caught up to that, they'll be going up against stealth bombers and nukes. Babylon is the most commonly banned civ in multiplayer for this reason.
      • Korea tends to be placed on the same level as Babylon, and for the same reason: its schtick is Science, and Science does everything well. It doesn't snowball as early as Babylon, but when it does, it snowballs even harder. Every specialist and Great Tile improvement on Korean soil is another +2 to Science, and every science-making building or Wonder in the capital is a boost equal to a Research Agreement. Add in the Hwach'a and Turtle Ship, two rather nasty defensive units that become available right when these bonuses start coming into play, and Korea can easily survive that crucial period and emerge with nuclear power plants and a space program. The only reason Korea isn't as widely-banned as Babylon is that it lacks Babylon's defenses against early rushes, meaning that shrewd players can circumvent Korea's strengths by bumrushing it with everything they have the moment they make first contact, and not stopping until Korea is gone from the map - if this fails, start praying.
      • Hoo boy, Poland. Ironically for a nation historically regarded as a Butt-Monkey, Poland has the fantastic ability Solidarity, which tosses them a free Social Policy every time they advance an Age. Since social policies are meant to push a player in the direction of a given playstyle, this means Poland is basically a Master of All, able to finish policy trees faster than anyone else and have enough left over to key their playstyle for the situation. Get them in a war and they have all of Honor, try dominating them culturally and they just nabbed all of Aesthetics, try to use Religion and they're already three deep in Piety, and they also have something you didn't. A Civ with no other abilities and Solidarity would be top-tier - so just to sweeten the deal, Poland also has the Ducal Stables, one of the best cavalry-boosters around, and the Winged Hussars, the strongest unit of its era (mathematically, only one unit available at the same time as the Hussars can beat them - the Spanish Tercio, and that's only thanks to Tactical Rock–Paper–Scissors).
      • The Mayans have Long Count, which gives them a free Great Person at fairly regular intervals upon researching Theology. Similar to Poland above, this means they can key themselves to basically any situation, and similar to Babylon, this means they can nab Great Scientists very early. If that wasn't enough, they also have the Pyramid, a shrine that in addition to twice the faith, also gives a small Science boost at the very start of the game, giving them similar advantages to Babylon and Korea. To cap it off, the Atlatlist gives them a ranged unit from the get-go without needing Archery, ensuring they can weather barbarians long enough to rush Theology and enjoy their Great People.
  • Master of Orion II has almost exactly the same problem in the form of the Psilons. Physically frail brainiacs, the Psilons are the only non-custom species with the "Creative" advantage. Creative means that when Psilons research something, instead of choosing one of as many as three possible technologies, they just get them all. As a result, Psilons will snowball into a more and more powerful empire over time as they become progressively better at everything, rather than specializing into a niche. Oh, and their other advantage is producing more research points than any other species, meaning that their tech will go more places faster than anyone else. It turns out being a fragile species native to low gravity doesn't matter when matching anti-gravity adamantium power armor against hardier opponents armed with basic phaser rifles.
    • Custom species can get even more egregious, keeping the Psilon Creative ability and research bonuses, but shifting their disadvantages to less relevant areas like ground invasion penalties (which your tech will easily make up for), ship defense weaknesses (which don't count when you're the aggressor), and disinterest in diplomacy (which doesn't matter when you can kick the asses of any two rival empires and also don't need to trade technologies because you already know everything your enemies do and more).
  • Mordheim: City of the Damned: Most players loathe the Skaven when playing against the AI. Against human playes the Skaven's whopping melee damage and great movement are balanced against their poor morale and low HP making them easy to kill, but because The Computer Is a Cheating Bastard, AI Skaven are a faction of Lightning Bruiser Masters of All who will often all have more HP than your own dedicated tanks, dodge two-thirds of your attacks and practically never fail psychology or rout checks. A warband who has thus far had a perfect playthrough can be easily Curbstomped by AI Skaven of a supposedly comparable rating who will cut throug your best troops like a lawnmower and to add insult to injury steal all their equipment too.


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