
The Bradygames strategy guide actually recommends leaving him out of the party for your first playthrough due to how hard it is for him to pull his weight since he later leaves about 5/8ths of the way through the game. He starts off well enough, being your first offensive symbologist and having some melee skills, but he's soon overshadowed by Lymle and Myuria in attack symbology while Edge and Meracle outclass him physically. why ever use them at all? Some games - especially much harder ones - answer this by requiring the player to deploy the Master of None, so that they'll be using them anyway if they don't want them to be The Load. If they're not in the top spots in any situation. Even if there's a character that can do nothing but use poison spells that deal more damage than normal, that's a specialization that makes them stand out from the faceless crowds sometimes. If you can only send 4 characters in, any character 5th place or worse in your roster in that situation is a sub-optimal choice. In a strategic RPG with dozens of characters you can swap out any time you need a specialist, however, there's no reason to swap in anything but the specialist best at this particular specialization.

In a game with only one character, the character needs the capacity to handle every situation themselves, and in static parties with no ability to switch characters out, the ability to just be very good in one situation means being The Load in other situations. The difference between why a Jack-of-All-Stats is useful in one game, but becomes a Master of None in another is often tied to how large the party or units are in the game. While an AI opponent would be indifferent towards which playable characters are used beyond what strategies to use against them, the psychological effect a Master of None can have on human opponents may be enough to turn the tides of a match. In a Metagame setting, the Master of None has a niche in their surprise factor and lack of predictability: not only will opponents be caught off guard at seeing an unfamiliar character, but they may not even be aware of - let alone predict or prepare for - what they can pull from their arsenal of equally viable options.
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In an RPG setting, they're the easiest to mold and grow, and can grow themselves with less effort than the other classes or origins because they might have started in Level 1 therefore, they're more useful for experienced players who know how to spend their skill points more wisely. However, there may be some incentive to use the Master of None in circumstances over the Jack-of-All-Stats beyond the merits of the characters themselves. If the Master of None is part of a band or Multiform Balance, it often has some useful ability (for example, Super Not-Drowning Skills) that prevent them from becoming a Joke Character, it's just that the ability isn't very versatile. The Magic Knight is easy to make into this, if the developers want to encourage specialisation in magic or physical combat.


Master of None is the dark side of the Jack-of-All-Stats, where their weakness is the fact that they have no strengths that they can capitalize on.
