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In recent years, this trope has been intentionally invoked by [[Fighting Game]] makers as a form of balance -- by placing a character that is intentionally overpowered in a team-based game, but balancing this by making the overpowered character take up multiple character slots, the equilibrium is maintained. The overpowered character may be very strong, but any opponents will have multiple tries at defeating him. Interestingly, this is the typical way ''bosses'' are balanced in these types of fighting games.
 
A subtrope of [[Game Breaker]]. For the storyline version of this, see [[Can't Catch Up]], [[One-Man Army]]. For a character that appears to be a [[One Man Party]] but is later [[Put Onon a Bus]], see [[Crutch Character]]. For the more overreaching version that covers play styles or balance issues, see [[Unstable Equilibrium]].
{{examples}}
 
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* ''Skullgirls'' has a variation in the form of the Ratio System. Each player, instead of being forced to select three characters for a full team, can either select one, two, or three, and the game adjusts damage and health accordingly. So if Player A chooses only one character while Player B uses three, Player A will have much more health and damage, but won't have access to assists or extra characters.
** ''[[Video Game/Capcom Vs SNK|Capcom Vs SNK]] 2'' previously used a Ratio System to govern its battles; players had access to a total of four points, with a maximum team size of three, and characters were handicapped in terms of offense and defense in accordance to the Ratio assigned them. Thus you could have a split of 2-1-1, 2-2, 3-1, or 4. Boss fights were always against one opponent at Ratio 4.
* In ''[[Marvel Super Heroes vs. Street Fighter (Video Game)|Marvel Super Heroes vs. Street Fighter]]'', Cyber-Akuma is a secret character in the console versions. Unlike everyone else, who you need to take as half of a pair, he has to be used alone. Given that he is the arcade mode-ending [[SNK Boss]], with all the power that implies, it is justifiable.
** This continues in ''[[Tatsunokovs Capcom (Video Game)|Tatsunokovs Capcom]]'' with the [[Humongous Mecha|humongous mechas]], [[Ougon Senshi Gold Lightan|Gold Lightan]] and [[Lost Planet|PTX-40]]. The two are both astoundingly powerful alone, so they play through matches without a partner.
* In ''[[Capcom vs. SNK 2 Mark of the Millennium (Video Game)|Capcom vs. SNK 2]]'', you had 4 team slots that you could allocate however you wanted. You could put all four slots on one character, creating a single, high-powered team member.
 
== [[Real Time Strategy]] ==
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** There's something to be said about ''[[Persona 2]]'' when the favored strategy for beating ''Innocent Sin's'' final boss is to have Tatsuya solo it until it's weakened to a point where you can have Maya use Recarm-Dora on the rest of the party to finish him off...
* ''[[Neverwinter Nights]]'' allows you to custom build your main character, which opens up some very interesting possibilities. So called "Epic Builds" tweak the rules in such a way that your main character will maximize whatever power he can possibly use (often with loopholes and weird combinations of skills). NPC Party Members, mere single or duo classed slobs, will be left far, far in the dust, essentially delegated to support roles.
* ''[[Wasteland (Videovideo Gamegame)|Wasteland]]'' had an odd version of this. In normal melee combat, turn order was determined, somewhat randomly, which did give a decent chance of kills to trickle down. However, since it's [[After the End]], most combat is with guns. And gun combat is ALWAYS from the 'front' to the 'back' of the party. So shots will always go 1-2-3-4, even if 3 is a squirrel on speed, 4 is a ninja, and 1's barely faster than the cacti.
* In ''[[Valkyrie Profile]]'', Lenneth is required to be in every single battle you fight (except one in the [[Guide Dang It|best ending]]), and there's [[Loads and Loads of Characters]]. By the end of the game, Lenneth will invariably be at least a dozen or so levels ahead of anyone else in her party.
** Probably justified, since she's a goddess, and most of the rest of the party are heroic ghosts.
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** Companions can actually make you less effective in combat, usually by getting themselves detected while the player tries to sneak around, and forcing the player to be much more careful with splash damage weapons. Of course, lower level, or less skilled players may still get some mileage out of them--until either the player or his character get their acts together, at least.
*** The companion control interface in ''Fallout 2'' actually lampshades the party members' tendency to shoot the player in the back in the previous game. When giving the NPC instructions on when to use burst fire, the safest option is "Be Absolutely Sure You Won't Hit Me."
** [[Fallout: New Vegas]] rewards the player for having a follower or two (the [[Arbitrary Headcount Limit]] restricts you to 1 humanoid and 1 non-humanoid, however), which each follower bestowing a "Companion Perk" that helps you in some way (for example, letting you target cloaked enemies in V.A.T.S., slowing the rate of item degradation, or increasing the effectiveness of healing items). The ''Lonesome Road'' DLC adds the "[[Title Drop|Lonesome Road]]" Perk, which increases damage and V.A.T.S. accuracy, but only appears when you have no Companion Perks.
* ''[[Suikoden]]'' tends to make sure this doesn't happen too badly. Your protagonist is always in battle and stays a few levels above the rest of the party, but the way the experience scales tends to make sure new additions, latecomers, and those who were gone for a while get up to speed soon enough, often gaining multiple levels per battle until they reach the appropriate ballpark. Given the series' propensity toward [[Loads and Loads of Characters]], this is pretty much the only way they could have pulled it off.
* Due to the party make-up mechanics in ''[[Final Fantasy IV]]'', [[The Hero|Cecil's]] transformation (and accompanying level reset) [[Heel Face Turn|into a paladin]] was likely an attempt to avert this, as otherwise he'd likely get a dozen or so levels above the rest of the party without trying hard and stay there.
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* In ''[[Shadow Hearts]]'' the main character so dwarfs everyone else that the main discussion about what groups to use to fight the endgame bosses is limited to "Who is the best item caddy for Yuri?"
* It's entirely possible to pull this off in ''[[Dragon Age]]'' ''Origins'' w/ the right character build. There's no real benefit though since you don't get any more exp this way -- the only real reason to do this is for the challenge. At least your other party members don't suffer for it thanks to [[Leaked Experience]].
* Crono of ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'' is the hero and party leader. He can't ever leave the party voluntarily, so every time you switch out characters he gets stronger in relation to his companions. It's not really a big deal: there are only eight "Techs" (abilities) for each character, and every character earns these techs at exactly the same level of work. Once you've maxed out the whole party (which you have probably done by the end of the game as a matter of course,) the whole point is moot. Even if you haven't maxed out everyone, the active party only holds three people and you're practically guaranteed to have three high-level badasses by then.
** Of course, once he leaves the party ''involuntarily'' {{spoiler|(via eradication by [[Big Bad]])}}, it's pretty much anything goes. You can have him on the bench for the rest of the game and still make it through.
* Generally averted in the ''[[Wild Arms]]'' series, as most of the time you don't pick your party members, though the Luck rune in ''[[Wild Arms 3 (Video Game)|Wild Arms 3]]'' plays it straight as that character that equips it can get an ability that allows them to get more XP per battle than the others.
** Raquel in ''[[Wild Arms 4 (Video Game)|Wild Arms 4]]'' is the exception to the rule. She has superior attack strength and battlefield mobility than the other characters, and in ''[[Wild Arms 4 (Video Game)|Wild Arms 4]]'' whichever character strikes the killing blow will gain additional experience points. The result is that Raquel will often power ahead of everyone else and not look back.
* ''[[Dragon Quest III (Video Game)|Dragon Quest III]]'' makes this easy as all party members other than the main character are optional and XP is split between party members instead of copied; you can reduce your party to just the hero and be earning 4x the "normal" XP, allowing the main character to level up enough that it doesn't matter that he's alone. A character of the Sage class can also be something of this, as they can cast both Priest and Wizard spells but with better weapons and armor than either of those classes.
** ''[[Dragon Quest IX (Video Game)|Dragon Quest IX]]'' does the same, plus the XP split is weighted in favor of the stronger characters. If someone falls behind because their class needs more XP to level up than another guy's, they're not going to start catching up until the others start hitting the level cap.
* Taken to its logical conclusion in ''[[Dragon Quest Monsters Joker 2 (Video Game)|Dragon Quest Monsters Joker 2]]'' -- The game has a size ranking, you have a party limit of 3 units of size, and monsters are 1-3 units large. Size 3 monsters are ''[[Exactly What It Says Onon the Tin|literal]]'' one man parties, you cannot have anyone else if you are using them. But they're also only available in the post game and ''easily'' equal in power to full parties. There are also reasons to take the other combinations -- 3 size 1s will have more skills, and ultimately do more damage... if you can keep them all alive as they have 3 weaker targets to kill as opposed to 1 big target.
* Averted in ''[[.hack GU Games|.hack//G.U]]'' where characters that aren't in your party can still gain levels after certain events have passed.
* Actually averted for the most part in ''[[The Reconstruction (Video Game)|The Reconstruction]]'', where {{spoiler|Moke}} is really the only character who can hold their own against all comers, since everyone else can only inflict two kinds (or even only one kind) of damage. {{spoiler|Moke}} isn't really an example though, since his Soul attack is very difficult to use and he has terrible stats. There is one character who stands out, though: Santes. She's widely considered a [[Game Breaker]], due to the fact that she has some really good healing spells as well as what is quite possibly the strongest direct damage spell in the ''entire game''. However, she can't inflict Body damage, so she's kind of at a standstill if she's facing a high-Soul, low-Body opponent.
** Qualstio becomes this [[Eleventh-Hour Superpower|late in the game]] once you get his semifinal passive ability, Stifling Heat. It raises the chance of one of his spells inflicting Disable to almost 100%. If he uses it every single turn, his victim will never be able to hurt him.
 
== [[Strategy RPG]] ==
* Zeorymer of ''[[Hades Project Zeorymer]]''. In ANY ''[[Super Robot Wars]]'' game it appeared in, no matter the situation, the player could toss Zeorymer to the enemy's [[Zerg Rush]] and [[Evil Laugh|laugh]]. This is a game franchise [[Loads and Loads of Characters|filled to the brim with]] [[Super Robot|Godlike / Magical / Uber-powerful Robots]] including ''[[Neon Genesis Evangelion|Evangelion]]'', ''[[Rah XephonRahXephon]]'', or even ''[[Ideon]]'', and Zeorymer is STILL considered one of the standout [[Game Breaker]] and [[God Mode Sue|God Mode Sues in the SRW franchise]]. What a feat...
** We haven't even gotten into the fact that Zeorymer in [[Super Robot Wars Judgment]] gets '''UPGRADED''' to Great Zeorymer, taking its [[Game Breaker|game-breaking]] abilities [[Up to Eleven]]. To illustrate, its weakest two attacks are the ultimate attacks of three of the bosses it faced...
* Many games by [[Nippon Ichi]] have a tendency towards this; only the character that strikes the final blow on an enemy will get experience points for killing it, so there's a tendency for strong characters to get stronger and for weaker characters to fall behind unless the player is deliberately trying to keep power levels balanced.
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** No, really. In campaign your leader (and as many heroes as you can squeeze in) appears in every mission, ''and'' retains the XP he's already amassed, so by later missions he's a powerhouse of a fourth-tier-unit level, if not stronger.
* ''[[Shining Force]]'' plays this trope straight, with healers being maybe an exception, as they gain EXP when healing allies. Though they have pretty slow movement which can leave them too behind if you rush with all your damage dealers.
* In ''[[BaldursBaldur's Gate]] 2'', Sorcerers, if you start abusing some of the game's [[Good Bad Bugs]], very quickly become this around the mid-teens. Sorcerers are considered one of the best classes for the [[Solo Character Run]], although the most favored tends to be the thief/mage dual-class or the kensai/mage dual-class.
* Similarly, ''[[X-COM]]'' avoids this due to the fact that even your Captains and other powerful characters are still liable to die to the [[We Have Reserves|first high-powered explosive to come along.]]
** At least until later in UFO and Terror from the Deep, when a guy with a big gun, flying [[Powered Armor]] and game-breakingly powerful mind-control powers can take on everything, more or less. TFTD is a little harder in this respect, but you're pretty much [[Colonel Badass]].
*** Although even the best of the best (non-cheating maximum was just a bit over 100 hps)... could be killed by few stray shots from a plasma pistol (and friendly fire... damn those squaddies!) or a single shot with plasma/sonic rifle. TFTD upped the difficulty, so even a sonic pistol can down your best-equipped, superhealthed soldiers with one shot - the chance is little, but it happens. This was due to the way damage was calculated - there was a random damage from 0% to IIRC 200% damage - 200% damage of sonic pistol is quite capable of penetrating even the heaviest armour. Not to mention alien grenades and blaster bombs/DPTs. People die in ''[[X-COM]]''.
** In Apocalypse, even the starting armour your soldiers have is pretty awesome. However, the final disruptor armor is nearly impenetrable and it weighs almost nothing, so you can bring a lot of weapons with you. Then there is the entropy launcher though - which pretty much eats through your equipment - whether it does or doesn't do damage to living tissue, there is a "funny" feature - as it eats through your equipment, say... grenades... funny things happen. However, add a transporter and they're back in the invulnerable territory - you can even get hit by a missile launcher and teleport away before the damage actually gets to you. A popular tactic in the endgame is to transport in, drop your bombs and transport right out with a second transporter. There is no stopping you in realtime mode :) (except for psi, damn)
* ''[[Arc the Lad (Video Game)|Arc the Lad]]'' has a 50-level dungeon in the first game where you have to traverse all 50 levels in both directions, without any save points or exits in-between. It is quite possible to have only a single character survive this process, and this character may become considerably more powerful than the others as a result. With the second and third game allowing you to bring in characters from the previous games at certain points, this character may continue being a dominant force for some time. The character in question is usually Tosh, the swordsman, becoming the sole survivor around the 20th level on the way down... meaning he fights 80 difficult levels entirely on his own. Thanks to his time out before getting re-recruited in the later games, the rest of the party is finally able to catch up late in the third game....
** ''Arc 2'' has optional character Choko, a walking, talking [[Game Breaker|game breaker]] who's a force to be reckoned with even at level 1! Level her enough and its no exageration that you'll probably never have to attack with anyone else for the rest of the game. And thats even before the optional sidequest that unlocks her ultimate attacks. Equip her with the infinite MP accessory, and she's invincible. Though the final boss is so damn [[Nintendo Hard|hard]] that using her is almost a requirement.
* In a SPRG that's relatively unknown to the English-speaking masses called ''Sangokushi Sousouden'', which is based on the Three Kingdoms period and has Cao Cao as its protagonist, the enemies' level are based around the average level of everyone who you have sent out in that battle (and there can be up to 15 participants in bigger fights). Can you imagine what it would be like if you send out Cao Cao at max level (50) and everyone else at a very low level (like 3-5 or so)?
 
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