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** And a quick reminder that you get all the resources they held meaning even if you're going for a more conventional conquering you can still threaten up a smaller section to refill your coffers and supplies.
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* Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use of this can be more effective than his actual moveset.

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* Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use of this can be more effective than his actual core moveset.
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* The Gloves users in ''7'' (Ding Feng) and ''8'' (Meng Huo) have a terrifyingly busted moveset. Most of their C attacks and their jump attack involve the wielder grabbing their opponent and either throwing them or smashing them on the floor and then throwing them. Officers are unable to defend themselves from them as a grab will ''ignore'' their guard and put them on a world of hurt.
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* Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use this can be more effective than his actual moveset.

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* Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use of this can be more effective than his actual moveset.
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** Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use this can be more effective than his actual moveset.

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** * Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use this can be more effective than his actual moveset.
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** Zhou Yu's while-running attack in ''3'', ''4'', and ''5'', by far the most powerful of its kind, is almost as exploitable as Ma Chao and Zhou Tai's equestrian shenanigans. He'll carve through swathes of enemies in a devastating multi-hit combo that dazes those struck and skyrockets his musou gauge with minimal risk. With a Wind Scroll and musou-bolstering items, making liberal use this can be more effective than his actual moveset.
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* In Dynasty Warriors 8, each type of weapon has a unique bonus ability. Boosts in attack and defense, being able to cancel into certain moves that would be otherwise impossible, and so on. And then we have the Halberd weapons. When switching into a Halberd, the player gains a HUGE attack bonus, doubles speed (like your character is on fast-forward) and makes an afterimage trail you all for 5 seconds. It may sound not that impressive, but during these 5 seconds you're so fast that you will be able to do two â–¡, â–¡, â–¡, â–¡ combos, wich will kill anyone nearby (filling your Musou and Rage gauges very fast) and deal incredible amounts of damage on officers. And when you switch off from your Halberd, you make a swipe attack that cuts throught all kinds of defenses and immunities (such as Lu Bu being immune to flinching at Hulao Gate) and stuns enyone nearby. By equiping two Halberds on your characters, you can keep the bonus for as long as you need, and keep enemy officers stunned while you tear their HP away. And to boot: you start the game with three Halberds and can equip them on anyone.

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* In Dynasty Warriors 8, each type of weapon has a unique bonus ability. Boosts in attack and defense, being able to cancel into certain moves that would be otherwise impossible, and so on. And then we have the Halberd weapons. When switching into a Halberd, the player gains a HUGE attack bonus, doubles speed (like your character is on fast-forward) and makes an afterimage trail you all for 5 seconds. It may sound not that impressive, but during these 5 seconds you're so fast that you will be able to do two â–¡, â–¡, â–¡, â–¡ combos, wich which will kill anyone nearby (filling your Musou and Rage gauges very fast) and deal incredible amounts of damage on officers. And when you switch off from your Halberd, you make a swipe attack that cuts throught all kinds of defenses and immunities (such as Lu Bu being immune to flinching at Hulao Gate) and stuns enyone nearby. By equiping two Halberds on your characters, you can keep the bonus for as long as you need, and keep enemy officers stunned while you tear their HP away. And to boot: you start the game with three Halberds and can equip them on anyone.
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* Explosive Arrows. Because of the way bows work in the game, a player could take aim at an officer, fire a single arrow, and if the shot doesn't take the officer out immeidately, it ''will'' deal damage to any surrounding units to it. The only thing prohibitive about Explosive Arrows is this price (30,000 Gold each), and its Dispersive variant is even more expensive at 120k Gold per shot, and even this is alleviated if the player takes the time to farm gold. They become even more effective when combined with...

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* Explosive Arrows. Because of the way bows work in the game, a player could take aim at an officer, fire a single arrow, and if the shot doesn't take the officer out immeidately, immediately, it ''will'' deal damage to any surrounding units to it. The only thing prohibitive about Explosive Arrows is this price (30,000 Gold each), and its Dispersive variant is even more expensive at 120k Gold per shot, and even this is alleviated if the player takes the time to farm gold. They become even more effective when combined with...
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* ''Dynasty Warriors 6: Empires'': Sun Quan's card, 'Unseen Rules', means the player will never get invaded. Ever. Played with the rest of the Sun Clan's cards, the player can dominate China in relatively few turns with ease.


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** Thanks to the medal system in DW7, Extreme Legends; the best combination to have is a high-level wind weapon and a high level slash-elemental weapon. Many characters gain health back with every hit from a speed weapon (the sword), making it impossible to go into a crowd and come out almost no worse for wear (each combo is likely to gain everybody's health back for each use).
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[[folder:Dynasty Warriors: Gundam series]]
* In ''VideoGame/DynastyWarriorsGundam'', [[Anime/MobileSuitGundamWing Wing Zero's]] beam attacks can pierce enemies without the Piercing Shot skill. Its [[LimitBreak SP attacks]], once fully developed, are as follows: first level is firing the [[WaveMotionGun Twin Buster Rifle]] at full power directly ahead, level 2 has Zero hovering in mid air and firing the rifle down, and finally it splits the rifle in half and spins like a top, firing beam in either direction. If you use the SP attack in tandem with another named character, Zero will do another spin attack, angling side to side to hit enemies above or below. Coupled with the simple enemy AI, and the SP attacks being the easiest to aim, and it's likely that whatever survived that onslaught is just about dead.
** In ''Dynasty Warriors Gundam 2'', Wing Zero isn't quite the death machine as before, with tougher enemies and altered SP Attacks; Wing Zero's spin attack is its combination SP Attack. [[Anime/MobileSuitGundamCharsCounterattack Nu Gundam]] though, has a charge attack that launches its [[AttackDrone Fin Funnels]] and have them form a barrier. When this field is being brought down, it can kill just about any Mobile Suit in one hit. Once you've cleared a field, the barrier can bring enemy mechs to near death [[CollisionDamage by running into them.]] The best gamebreakers are some of the pilot skills. DG Cells lowers defense, but grants a fast-acting HealingFactor, and Overdrive enables the combination SP attack for one character. This makes Wing Zero, [[Anime/MobileSuitZetaGundam Zeta Gundam]], and Anime/TurnAGundam monsters in battle. [[NukeEm Especially Turn A Gundam.]]
*** In the second game, the [[Anime/MobileFighterGGundam God Gundam's]] Overdrive skill causes it to split into three versions of itself ''if'' you use it when the SP gauge is completely full. Combine this with its God Slash Typhoon, which is the strongest Melee attack in the game, and you can render your opponent dead or very close to it in two moves. Some players call it "the blender."
*** One strategy for both the second and third games is play with just one character over and over. Since you'll play the same stages with the same enemies, you can level up the other Gundams and MS before using them with the other characters. This makes their stages much easier.
*** Unicorn Gundam in the third game is especially this. Like Master and God, Unicorn enters its own Super Mode when it uses its SP attack. Both of them can effectively deplete an enemy field's gauge in less than a minute with Lv 4 Plan with a large amount of upgrade slots. Its Beam Magnum, although having a slow fire rate, is absurdly powerful and its last Charge Attack could count for an SP Attack altogether and it can be aimed. With a lot of enemies around, you'll be spending an extended time in NT-D Mode from the ridiculously long and extended range combo chains.
*** [[Anime/MobileSuitGundam00 00 Raiser]] is also this with the right plans and Upgrade Slots. Its maximum level SP attack practically lifts every single on-screen enemy in front of it into the air and will most assuredly kill them on the spot. Its special equipment also gives it extended time in Trans-AM which already gives an extended range similar to Unicorn with added effects to its Charge attacks
** The Destroy Gundam Mobile Armor combines BeamSpam and WaveMotionGun to utterly devastating effect. Combined with the fact it can't be grapple or [[ImmuneToFlinching staggered]] and you have the most overpowered suit in the entire series.
[[/folder]]
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[[folder:Dynasty Warriors 9]]
* Explosive Arrows. Because of the way bows work in the game, a player could take aim at an officer, fire a single arrow, and if the shot doesn't take the officer out immeidately, it ''will'' deal damage to any surrounding units to it. The only thing prohibitive about Explosive Arrows is this price (30,000 Gold each), and its Dispersive variant is even more expensive at 120k Gold per shot, and even this is alleviated if the player takes the time to farm gold. They become even more effective when combined with...
* The Qilin Bow and Qilin Bow EX both add a multi-shot dispersion effect to any arrow show from it. What makes this even more broken is that it boosts the effects of arrows that already have the Dispersion effect to them: a single Dispersion Poison arrow could clear out packs of animals more efficiently, while a single Dispersion Explosive arrow could take down a few dozen enemy units out from a safe distance.
[[/folder]]
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* Zhao Yun's C1 has startup invincibility, on top of having 5 item slots to make up for his mid-leveled Herbal Remedy on his Lv. 11 weapon; having the aforementioned setup with either Poison Orb or Blast Orb makes him be able to spam an unblockable C1 attack out of impunity to destroy generals and/or crowd control with ease; Yuan Shao works in a similar fashion with his C1 as well.

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* Zhao Yun's C1 has startup invincibility, on top of having 5 item slots to make up for his mid-leveled Herbal Remedy on his Lv. 11 weapon; having the aforementioned setup with either Poison Orb or Blast Orb makes him be able to spam an unblockable C1 attack out of impunity to destroy generals and/or crowd control with ease; Yuan Shao works in a similar fashion with his C1 as well, on top of his Lv. 11 weapon providing decent stats as well.

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** Then in the rarely-discussed ''Dynasty Warriors 4'' and its ''XL'' version, Gan Ning was a good crowd clearer, but wasn't as busted as the aforementioned Ma Chao and Zhou Tai, his power backed up with the Power Rune item and his decent Lv. 11 weapon makes him a force to be reckoned with regardless.



[[folder:Dynasty Warriors 4 (mainly ''Xtreme Legends'')]]
* Lu Bu, while not a big game breaker per say with his Lv. 11 weapon, at least has solid stats/items attached to it allowing him to actually be effective on any Legend Mode stages that restrict items while being played on Expert mode, due to the weapon coming with maximum attack power possible (Lv. 20 Tiger Amulet and Lv. 20 Herbal Remedy on top of the usual base 60 attack all Lv. 11 weapons have).
* Zhang Fei's parry attack, especially with his Lv. 11 weapon (Lv. 20 Tiger Amulet and only a Lv. 17 Herbal Remedy) gives him the strongest one out of all of them in the game with solid range all around.
* Whenever you pair a character who can have a high charge attack stat (via a Lv. 20 Herbal Remedy or a high level one already on a Lv. 11 weapon), pair them with maximum attack stats possible, a Power Rune and picking up even a x2 Attack battlefield pick up, then your charge attacks via how the game handles guarding-power, become completely unblockable, even more so with elements that can help bypass defenses (Lightning and Blast in particular, along with Poison nerfing overall defense for its duration).
* Zhao Yun's C1 has startup invincibility, on top of having 5 item slots to make up for his mid-leveled Herbal Remedy on his Lv. 11 weapon; having the aforementioned setup with either Poison Orb or Blast Orb makes him be able to spam an unblockable C1 attack out of impunity to destroy generals and/or crowd control with ease; Yuan Shao works in a similar fashion with his C1 as well.
[[/folder]]



** Also in ''5'', Zhuge Liang goes from a low-tier to a top-tier mainly due to his new hard-multi-hitting jump charge that fills his Musou bar quickly, and his Musou now inflicting crumple state on his targets, causing them to take fully-unhampered-grounded damage on each beam shot. Added with his C1 and C6 gaining the unblockable properties of his C3, and you have a solid character who has great Musou fill.

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** * Also in ''5'', Zhuge Liang goes from a low-tier to a top-tier mainly due to his new hard-multi-hitting jump charge that fills his Musou bar quickly, and his Musou now inflicting crumple state on his targets, causing them to take fully-unhampered-grounded damage on each beam shot. Added with his C1 and C6 gaining the unblockable properties of his C3, and you have a solid character who has great Musou fill.fill along with a solid Musou Attack in general.

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[[foldercontrol]]

[[folder:Multiple Games]]



* In ''Dynasty Warriors 3'' (and even up to ''5'' before it was changed in ''6''), to quote a certain [=YouTuber=], Gan Ning is capable of a "2 Musou Offense". His Musou Attack not only travels a good distance, but inflicts so many hits at once that it can instantly break ''through'' guards (not break guards, mind you. Break ''through'', thanks to its lingering hitboxes) to continue to deal damage for a solid amount. Sure, you need to learn to know how to control the Musou Attack, but once you do, Gan Ning can 4-shot any single general with 2 Musou Attacks, and he doesn't even need Way of the Musou equipped. ''4''-onwards had him literally going faster during the attack while also having a different animation that changed the hitbox, but it still didn't stop him one bit until others overshadowed him around ''5''.
[[/folder]]

[[folder:Dynasty Warriors 3]]



* The "Steel/Death" element (lit. "Slay/Slash" in the Japanese/Asian versions) in ''[=DW3=]'' killed any non-officer (from the lowliest archer all the way up to ''Lu Bu's bodyguards'') automatically and could do heavy damage to officer characters (a percentage of their current health, regardless of your strength and their defense) while also having amazing musou fill rate on peon targets. Cao Cao, in particular, became nearly unstoppable with this; you had to set the difficulty to Hard to be challenged at all with him, especially if there were stages that required a bodyguard setup with him (since his C6 and other Steel/Death charge attacks had some notable startup). And Cao Cao's weapon with that said element was achieved in the Yellow Turban Rebellion stage, meaning it was difficult, but not impossible, to get it in the first stage of his story mode. You could then leave the game set on Hard and probably not be significantly challenged for the rest of his story. It was eventually toned down (as the Vorpal element in ''4'', Shadow element in ''5'' and so forth), but still very useful to this day.
* Also in ''Dynasty Warriors 3'' (and even up to ''5'' before it was changed in ''6''), to quote a certain [=YouTuber=], Gan Ning was capable of a "2 Musou Offense". His Musou Attack not only traveled a good distance, but inflicted so many hits at once that it could instantly break ''through'' guards (you saw that right, not break guards, break ''through'', thanks to its lingering hitboxes) to continue to deal damage for a solid amount. Even if you needed to learn to know how to control the Musou Attack, basically Gan Ning could just 4-shot any single general with 2 Musou Attacks, and he didn't even need Way of the Musou equipped either. ''4''-onwards had him literally going faster during the attack while also having a different animation that changed the hitbox, but it still didn't stop him one bit until others overshadowed him around ''5''.

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* The "Steel/Death" element (lit. "Slay/Slash" in the Japanese/Asian versions) in ''[=DW3=]'' killed ''[=3=]'' kills any non-officer (from the lowliest archer all the way up to ''Lu Bu's bodyguards'') automatically and could do can deal heavy damage to officer characters (a percentage of their current health, regardless of your strength and their defense) while also having an amazing musou Musou fill rate on peon targets. Cao Cao, in particular, became becomes nearly unstoppable with this; you had have to set the difficulty to Hard to be challenged at all with him, especially if there were stages you're playing a stage that required requires a bodyguard setup with him (since his C6 and other Steel/Death charge attacks had have some notable startup). And Cao Cao's weapon with that said element was achieved is found in the Yellow Turban Rebellion stage, meaning it was it's difficult, but not impossible, to get it in the first stage of his story mode. You could can then leave the game set on Hard and probably not be significantly challenged for the rest of his story. It was eventually toned down (as the Vorpal element in ''4'', Shadow element in ''5'' and so forth), but it's still very useful to this day.
* Also
even in ''Dynasty the later games.
[[/folder]]

[[folder:Dynasty
Warriors 3'' (and even up to ''5'' before it was changed in ''6''), to quote a certain [=YouTuber=], Gan Ning was capable of a "2 Musou Offense". His Musou Attack not only traveled a good distance, but inflicted so many hits at once that it could instantly break ''through'' guards (you saw that right, not break guards, break ''through'', thanks to its lingering hitboxes) to continue to deal damage for a solid amount. Even if you needed to learn to know how to control the Musou Attack, basically Gan Ning could just 4-shot any single general with 2 Musou Attacks, and he didn't even need Way of the Musou equipped either. ''4''-onwards had him literally going faster during the attack while also having a different animation that changed the hitbox, but it still didn't stop him one bit until others overshadowed him around ''5''.5]]



[[/folder]]

[[folder:Dynasty Warriors 6]]



[[/folder]]

[[folder:Dynasty Warriors 7]]



* In [=DW7 Empires=], any characters with the ''Evil'' Main Fame are this, largely due to the fact that it gives you ample amounts of resource incomes and allows the use of ridiculously powerful Strategems. To name just a few: the Explosion Strategem can continuously blow away all approaching enemies and set bases on fire for a good 15 seconds, while the Poison Mist Strategem outright kills any surrounding enemies in less than 5 seconds under any difficulty. Ultimate Might, the crown jewel of the Evil Strategems, takes the cake by boosting your character attributes to insane levels that a few hits is enough to take down even the most fortified base, and anything the enemy throws at you will barely give you a scrath. Oh, and this effect lasts as long as you still have remaining Troop Strength.

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* In [=DW7 Empires=], any characters with the ''Evil'' Main Fame are this, largely due to the fact that [[EvilIsEasy it gives you ample amounts of resource incomes and allows the use of ridiculously powerful Strategems.Strategems]]. To name just a few: the Explosion Strategem can continuously blow away all approaching enemies and set bases on fire for a good 15 seconds, while the Poison Mist Strategem outright kills any surrounding enemies in less than 5 seconds under any difficulty. Ultimate Might, the crown jewel of the Evil Strategems, takes the cake by boosting your character attributes to insane levels that a few hits is enough to take down even the most fortified base, and anything the enemy throws at you will barely give you a scrath. Oh, and this effect lasts as long as you still have remaining Troop Strength.



** Cue ''8'' where its Switch Attack when fully charged procs elements. Not to mention, Switch Attacks are completely invincible (despite not being usable as reversals unlike Musou Attacks), are unblockable and will prevent the target(s) from using their Musou Attack to retaliate upon them getting hit. Add that together and when combined with Thunder, Slash and Explosive to be able to continuously fire it into a crowd in order have rapid guaranteed chances to insta-kill your targets (as it even makes the elemental procs ''themselves unblockable'', so no need for Cyclone) even in Ultimate Difficulty when enemy generals are powered up in Hyper Mode. The only downsides are that having too much attack speed on the weapon will cause the Switch Attack's hitboxes to move by too fast, and that sometimes the launch effect of the fully-charged Switch Attack won't result in much raw damage on its own without the elements, making proc'ing that spread-unblockable-instant-kill-damage requiring a bit of precision and some RNG at best.
* Sun Jian is obscenely broken in ''Advance'', thanks to the nice coverage on his moveset and his second charge having a VERY long combo chains (with each hits having a Super Effective Bonus) that makes killing officers easy. Furthermore, unlike most characters who have similarly overpowered offense (namely Xu Zhu, Guan Yu, and Zhang Fei) and/or a similar moveset in general (Cao Cao and Liu Bei), Sun Jian has a standard movement speed, and an easy to control Musou that deals high damage. While a lot of characters can be a killing machine in ''Advance'' when you have their attributes maxed out, Sun Jian has a combination of traits that make him stand at the top as the best character in the game.

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** Cue ''8'' where [[/folder]]

[[folder:Dynasty Warriors 8]]
* Remember Zhou Tai's Curved sword from 7? In ''8'',
its Switch Attack Attack, when fully charged charged, procs elements. Not to mention, Switch Attacks are completely invincible (despite not being usable as reversals unlike Musou Attacks), are unblockable and will prevent the target(s) from using their Musou Attack to retaliate upon them getting hit. Add that together and when combined with Thunder, Slash and Explosive to be able to continuously fire it into a crowd in order have rapid guaranteed chances to insta-kill your targets (as it even makes the elemental procs ''themselves unblockable'', so no need for Cyclone) even in Ultimate Difficulty when enemy generals are powered up in Hyper Mode. The only downsides are that having too much attack speed on the weapon will cause the Switch Attack's hitboxes to move by too fast, and that sometimes the launch effect of the fully-charged Switch Attack won't result in much raw damage on its own without the elements, making proc'ing that spread-unblockable-instant-kill-damage requiring a bit of precision and some RNG at best.
* Sun Jian is obscenely broken in ''Advance'', thanks to the nice coverage on his moveset and his second charge having a VERY long combo chains (with each hits having a Super Effective Bonus) that makes killing officers easy. Furthermore, unlike most characters who have similarly overpowered offense (namely Xu Zhu, Guan Yu, and Zhang Fei) and/or a similar moveset in general (Cao Cao and Liu Bei), Sun Jian has a standard movement speed, and an easy to control Musou that deals high damage. While a lot of characters can be a killing machine in ''Advance'' when you have their attributes maxed out, Sun Jian has a combination of traits that make him stand at the top as the best character in the game.
best.



** The game is completely trivalized by putting any character on a Shadow horse, circle-strafing clockwise around enemy officers while spamming normal attacks on a weapon that has a long ranged one-sided horse attack or with the 360 degree Harp.

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** The game is completely trivalized by putting any character on a Shadow horse, circle-strafing clockwise around enemy officers while officers, and spamming normal attacks on a weapon that has a long ranged one-sided horse attack or with the 360 degree Harp.



** Xun Yu in particular stands out as the most egregious example, as his Way of Life (Aide to Kings) not only comes with Threaten, but also the biggest stratagem success chance boost. You can forget fighting as soon as you get him (or any self-created character with the same Way of Life) and one territory, and just Threaten your way to unification. [[TruthInTelevision As one Tumblr blogger observed, many historians have said that the real life Xun Yu could've ruled the land himself if he wanted to thanks to his amazing administrative skills and overall brilliance.]]

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** Xun Yu in particular stands out as the most egregious example, as his Way of Life (Aide to Kings) not only comes with Threaten, but also the biggest stratagem success chance boost. You can forget fighting as soon as you get him (or any self-created character with the same Way of Life) and one territory, and just Threaten your way to unification. [[TruthInTelevision As It's pretty fitting]], given how, [[https://the-archlich.tumblr.com/post/127489167667 as one Tumblr blogger observed, many historians observed]], "He probably could have said that the real life Xun Yu could've ruled the land himself if himself, had he wanted any desire to take it."
[[/folder]]

[[folder:Other Games]]
* Sun Jian is obscenely broken in ''Advance'',
thanks to the nice coverage on his amazing administrative skills moveset and overall brilliance.]]his second charge having a VERY long combo chains (with each hits having a Super Effective Bonus) that makes killing officers easy. Furthermore, unlike most characters who have similarly overpowered offense (namely Xu Zhu, Guan Yu, and Zhang Fei) and/or a similar moveset in general (Cao Cao and Liu Bei), Sun Jian has a standard movement speed, and an easy to control Musou that deals high damage. While a lot of characters can be a killing machine in ''Advance'' when you have their attributes maxed out, Sun Jian has a combination of traits that make him stand at the top as the best character in the game.
[[/folder]]
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* Zhang Jiao's Shaman Rod weapon in ''8''. Its C6 attack ends with a rolling fire wave in front of him that DESTROYS anyone caught in it. Even enemies wielding [[ElementalRockPaperScissors a weapon with the element the staff is at a disadvantage to]] will get stunned and burned for their trouble. And since it's a Dash weapon, it's best wielded by the most mobile characters in the game. Doing the combo and rapidly air-dashing out of crowds makes the game RIDICULOUSLY easier. It even procs elements, so you can even run and elemental setup on it to bypass Hyper Officers' defenses.

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* Zhang Jiao's Shaman Rod weapon in ''8''. Its C6 C5-EX attack ends with a rolling time-stopping fire wave in front of him that DESTROYS anyone caught in it. Even enemies wielding [[ElementalRockPaperScissors a weapon with the element the staff is at a disadvantage to]] will get stunned and burned for their trouble. And since it's a Dash weapon, it's best wielded by the most mobile characters in the game. Doing the combo and rapidly air-dashing out of crowds makes the game RIDICULOUSLY easier. It even procs elements, so Though its C6 actually is his most reliable elemental-proc attack however, just in case you can even need to run and an elemental setup on it to bypass Hyper Officers' defenses.hyper officers' defenses as the C5-EX's physical damage will still get neutered on the highest level of hyper mode auras.

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* The "Steel/Death" element (lit. "Slay/Slash" in the Japanese/Asian versions) in ''[=DW3=]'' killed any non-officer (from the lowliest archer all the way up to ''Lu Bu's bodyguards'') automatically and could do heavy damage to officer characters (a percentage of their current health, regardless of your strength and their defense). Cao Cao, in particular, became nearly unstoppable with this; you had to set the difficulty to Hard to be challenged at all with him, especially if there were stages that required a bodyguard setup with him. And Cao Cao's weapon with that said element was achieved in the Yellow Turban Rebellion stage, meaning it was difficult, but not impossible, to get it in the first stage of his story mode. You could then leave the game set on Hard and probably not be significantly challenged for the rest of his story. It was eventually toned down (as the Vorpal element in ''4'', Shadow element in ''5'' and so forth), but still very useful to this day.

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* The "Steel/Death" element (lit. "Slay/Slash" in the Japanese/Asian versions) in ''[=DW3=]'' killed any non-officer (from the lowliest archer all the way up to ''Lu Bu's bodyguards'') automatically and could do heavy damage to officer characters (a percentage of their current health, regardless of your strength and their defense). defense) while also having amazing musou fill rate on peon targets. Cao Cao, in particular, became nearly unstoppable with this; you had to set the difficulty to Hard to be challenged at all with him, especially if there were stages that required a bodyguard setup with him.him (since his C6 and other Steel/Death charge attacks had some notable startup). And Cao Cao's weapon with that said element was achieved in the Yellow Turban Rebellion stage, meaning it was difficult, but not impossible, to get it in the first stage of his story mode. You could then leave the game set on Hard and probably not be significantly challenged for the rest of his story. It was eventually toned down (as the Vorpal element in ''4'', Shadow element in ''5'' and so forth), but still very useful to this day.


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** Also in ''5'', Zhuge Liang goes from a low-tier to a top-tier mainly due to his new hard-multi-hitting jump charge that fills his Musou bar quickly, and his Musou now inflicting crumple state on his targets, causing them to take fully-unhampered-grounded damage on each beam shot. Added with his C1 and C6 gaining the unblockable properties of his C3, and you have a solid character who has great Musou fill.

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