History GameBreaker / FireEmblem

25th Apr '18 9:08:34 AM infernape612
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!! ''[[VideoGame/FireEmblemAkaneia The Akaneia Games]]'' (FE 1, 2, 3, 11, 12, and 15)

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!! ''[[VideoGame/FireEmblemAkaneia The Akaneia Games]]'' (FE 1, 2, 3, 11, 12, Archanea Games (''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon and 15)
the Blade of Light]]'', ''[[VideoGame/FireEmblemGaiden Gaiden]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Mystery of the Emblem]]'', ''Shadow Dragon'', ''New Mystery of the Emblem'', and ''Echoes: Shadows of Valentia'')



!! ''[[VideoGame/FireEmblemJugdral The Jugdral Games]]'' (FE 4 and 5)

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!! ''[[VideoGame/FireEmblemJugdral The Jugdral Games]]'' (FE 4 Games (''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and 5)
''[[VideoGame/FireEmblemThracia776 Thracia 776]]'')



!! ''[[VideoGame/FireEmblemElibe The Elibe Games]]'' (FE 6 and 7)

* Although there are no units in ''Binding Blade'' who can be considered gamebreaking over the entire course of the game, there are a handful of units that can break substantial portions of the game. These include Marcus, Rutger, Zealot, Miledy, and Percival; the former 3 are of the DiscOneNuke type and the latter 2 fall under LastDiscMagic.
* Marcus from ''Blazing Sword'' is a gamebreaker in every sense of the word. High base stats allow him to trivialize the early chapters, and his growths, although subpar, are just good enough to allow him to crush enemies all the way until the end of the game (even in Hector Hard Mode). Access to 3 weapon types gives Marcus a weapon for every situation, and high movement allows Marcus to quickly defeat chapters. The only point against Marcus being a gamebreaker is that he is reliant on gaining around 2-3 points of spd throughout the game at a 25% growth, something that he has a non-negligible chance at failing to do even if his average stats at a certain level indicate that he is expected to do so; regardless, he is still by far the best unit in the game even when failing to gain spd.

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!! ''[[VideoGame/FireEmblemElibe The Elibe Games]]'' (FE 6 Games (''[[VideoGame/FireEmblemTheBindingBlade The Binding Blade]]'' and 7)

''[[VideoGame/FireEmblemTheBlazingBlade The Blazing Blade]]'')

* Although there are no units in ''Binding ''The Binding Blade'' who can be considered gamebreaking over the entire course of the game, there are a handful of units that can break substantial portions of the game. These include Marcus, Rutger, Zealot, Miledy, and Percival; the former 3 are of the DiscOneNuke type and the latter 2 fall under LastDiscMagic.
* Marcus from ''Blazing Sword'' ''The Blazing Blade'' is a gamebreaker in every sense of the word. High base stats allow him to trivialize the early chapters, and his growths, although subpar, are just good enough to allow him to crush enemies all the way until the end of the game (even in Hector Hard Mode). Access to 3 weapon types gives Marcus a weapon for every situation, and high movement allows Marcus to quickly defeat chapters. The only point against Marcus being a gamebreaker is that he is reliant on gaining around 2-3 points of spd throughout the game at a 25% growth, something that he has a non-negligible chance at failing to do even if his average stats at a certain level indicate that he is expected to do so; regardless, he is still by far the best unit in the game even when failing to gain spd.



!! ''VideoGame/FireEmblemTheSacredStones'' (FE 8)

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!! ''VideoGame/FireEmblemTheSacredStones'' (FE 8)
''VideoGame/FireEmblemTheSacredStones''



!! ''[[VideoGame/FireEmblemTellius The Tellius Games]]'' (FE 9 and 10)

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!! ''[[VideoGame/FireEmblemTellius The Tellius Games]]'' (FE 9 Games (''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and 10)
''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'')



!! ''VideoGame/FireEmblemAwakening'' (FE 13) More examples on [[GameBreaker/FireEmblemAwakening this page.]]

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!! ''VideoGame/FireEmblemAwakening'' (FE 13) More (More examples on [[GameBreaker/FireEmblemAwakening this page.]]
]])



!! ''VideoGame/FireEmblemFates'' (FE 14) More examples on [[GameBreaker/FireEmblemFates this page.]]

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!! ''VideoGame/FireEmblemFates'' (FE 14) More (More examples on [[GameBreaker/FireEmblemFates this page.]]
]])



* [[Characters/FireEmblemFates Takumi]] has emerged as one of the game's early front-runners for Game Breaker status. One of the simplified mechanics of the game is that mages and dagger users are relegated to being purely ranged units alongside archers; Characters are either melee or ranged fighters with no overlap. Takumi is one of very few characters who breaks this rule. His Rank 5 skill, Close Counter, allows him to counterattack a unit that attacks him at melee range. Takumi is also sporting Vengeance, which allows him to add 50% of his lost HP to his damage. What was a SimpleYetAwesome skill in ''Fates'' suddenly allows him to sweep some encounters all alone. However, the advent of Skill Inheritance seems to have knocked Takumi of his pedestal, and now he is one of the less desirable archers.

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* [[Characters/FireEmblemFates Takumi]] has emerged as was one of the game's early front-runners for Game Breaker status. One of the simplified mechanics of the game is that mages and dagger users are relegated to being purely ranged units alongside archers; Characters characters are either melee or ranged fighters with no overlap. Takumi is was one of the very few characters who breaks broke this rule.rule at launch. His Rank 5 skill, Close Counter, allows him to counterattack a unit that attacks him at melee range. Takumi is also sporting Vengeance, which allows him to add 50% of his lost HP to his damage. What was a SimpleYetAwesome skill in ''Fates'' suddenly allows him to sweep some encounters all alone. However, the advent of Skill Inheritance seems to have knocked Takumi of off his pedestal, and now he is one of the less desirable archers.



* [[FireEmblemThracia776 Reinhardt]]. While not having the ability to counter attack at any range, unlike the aforementioned three, Reinhardt compensates with pure, unadulterated firepower. Let's just say that, aside from a few high-Resistance greens, there are very few units that Reinhardt will not kill in one round. Add in Death Blow, Moonbow, and Quickened Pulse Sacred Seal, and that list will shrink to almost nothing. So far, the only hero that was as meta-defining as Reinhardt is was pre-Skill Inheritance Takumi.

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* [[FireEmblemThracia776 [[Characters/FireEmblemThracia776 Reinhardt]]. While not having the ability to counter attack at any range, unlike the aforementioned three, Reinhardt compensates with pure, unadulterated firepower. Let's just say that, aside from a few high-Resistance greens, there are very few units that Reinhardt will not kill in one round. Add in Death Blow, Moonbow, and Quickened Pulse Sacred Seal, and that list will shrink to almost nothing. So far, the only hero that was as meta-defining as Reinhardt is was pre-Skill Inheritance Takumi.
20th Mar '18 3:34:06 PM nombretomado
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** It gets even more {{egregious}} with [[RareRandomDrop Aversa's Night]], which trades half its durability for being just over twice as powerful and having 10 points more accuracy. Paired with Armsthrift and a forge, its user is effectively invincible.

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** It gets even more {{egregious}} JustForFun/{{egregious}} with [[RareRandomDrop Aversa's Night]], which trades half its durability for being just over twice as powerful and having 10 points more accuracy. Paired with Armsthrift and a forge, its user is effectively invincible.
18th Mar '18 3:38:48 AM DeathBySnooSnoo
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** The Star Jacinth, though only available with [[BribingYourWayToVictory real cash]] and a fair bit of ItemGrinding, increases the growth rates of the holder by 30% in every stat (except Resistance, which still gains 5%), and can be passed around from unit to unit throughout the game so that effectively every unit can make use of these buffed growth rates. Judicious use of this item can effectively create an army of MasterOfAll-type characters, and it's even possible to create multiple Star Jacinths due to the nature of the {{DLC}} level in which you get it. Said level also can provide access to almost literally every item in the game, making it a DiskOneNuke as well.

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** The Star Jacinth, though only available with [[BribingYourWayToVictory real cash]] and a fair bit of ItemGrinding, ItemFarming, increases the growth rates of the holder by 30% in every stat (except Resistance, which still gains 5%), and can be passed around from unit to unit throughout the game so that effectively every unit can make use of these buffed growth rates. Judicious use of this item can effectively create an army of MasterOfAll-type characters, and it's even possible to create multiple Star Jacinths due to the nature of the {{DLC}} level in which you get it. Said level also can provide access to almost literally every item in the game, making it a DiskOneNuke as well.
18th Mar '18 3:37:53 AM DeathBySnooSnoo
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** The Star Jacinth, though only available with [[BribingYourWayToVictory real cash]] and a fair bit of ItemGrinding, increases the growth rates of the holder by 30% in every stat (except Resistance, which still gains 5%), and can be passed around from unit to unit throughout the game so that effectively every unit can make use of these buffed growth rates. Judicious use of this item can effectively create an army of MasterOfAll-type characters, and it's even possible to create multiple Star Jacinths due to the nature of the {{DLC}} level in which you get it. Said level also can provide access to almost literally every item in the game, making it a DiskOneNuke as well.
5th Mar '18 11:57:11 PM Snow_Fire
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** One counterpoint, at least in FE4-7: Some Fire Emblem games feature a "Ranking" mechanic that scores the player's performance as tactician. Taking a ton of turns to grind up units and having a lot of battles that don't end in a kill will send these rankings into the gutter, so if you care about good rankings, the above XP-grind strategies can only be used in moderation.

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** One counterpoint, at least in FE4-7: FE 4-7: Some Fire Emblem games feature a "Ranking" mechanic that scores the player's performance as tactician. Taking a ton of turns to grind up units and having a lot of battles that don't end in a kill will send these rankings into the gutter, so if you care about good rankings, the above XP-grind strategies can only be used in moderation.
5th Mar '18 11:56:28 PM Snow_Fire
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** One counterpoint, at least in FE4-7: Some Fire Emblem games feature a "Ranking" mechanic that scores the player's performance as tactician. Taking a ton of turns to grind up units and having a lot of battles that don't end in a kill will send these rankings into the gutter, so if you care about good rankings, the above XP-grind strategies can only be used in moderation.



* Just below those two on the ladder is [[Characters/FireEmblemFates Ryoma]]. Where Hector focuses on being an unbreakable wall that hits like a truck, Ryoma is a GlassCannon who can put out frightening amounts of damage. Ryoma's first Passive skill is [[TurnsRed Defiant Attack]], which grants a hefty +7 attack on your turn if he is below half health. His other one, Hone Speed, grants all allies +5 speed at the start of your turn, all but guaranteeing that they'll be able to double attack any opponent they fight. And then comes Ryoma's Active Skill, Astra, granting him an ungodly '''150%''' damage boost when it activates. To round it all off is his Rank 5 weapon, Raijinto. On top of a 16 base power, [[RunningGag it also allows Ryoma to make a counterattack at any range]]. The only things keeping him from being on the same level as Hector are the long charge time on Astra and Defiant Attack's need to be under 50% HP to activate. While Skill Inheritance fixes both issues, it does not fix his bad Resistance, which allows quite a few blue mages to one-shot him.
22nd Feb '18 12:01:06 AM PrincessGwen
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* The Avatar's royal siblings. All eight of them have excellent stats and growths, the four girls all come with powerful multi-unit buffs, and the four boys all come with ''very'' powerful weapons that, unlike most of the other high-tier weaponry in the game, have no acutal downsides. Only exacerbated by the fact they can all support with each other, and really the only flaw is that some of them don't join until decently late in the game. [[spoiler:The ability to recruit and field ''all eight'' of them in a single army turns the ''Revelations'' route from tense tactical action into a hilarious CurbstompBattle basically as soon as you can pull it off.]]

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* The Avatar's royal siblings. All eight of them have excellent stats and growths, the four girls all come with powerful multi-unit buffs, and the four boys all come with ''very'' powerful weapons that, unlike most of the other high-tier weaponry in the game, have no acutal downsides. Only exacerbated by the fact they can all support with each other, and really the only flaw is that some of them don't join until decently late in the game. [[spoiler:The ability to recruit and field ''all eight'' of them in a single army turns the ''Revelations'' ''Revelation'' route from tense tactical action into a hilarious CurbstompBattle basically as soon as you can pull it off.]]
28th Jan '18 8:30:15 PM DeathBySnooSnoo
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* One could make the very strong argument that [[FriendlyRival Boyd]] from both Tellius games is the best Warrior ''in the entire series.'' In ''Path of Radiance'', Boyd joins very early with amazing HP and Strength, but also fantastic Speed and Skill, a far cry from the atypical Warrior stat distribution. Thanks to his near-immediate join time and amazing growths, he's very capable of becoming one of your best units, utterly tearing apart enemy soldiers with his high Strength and Speed. His only downside is his low Defense, but that's easily mitigated with his monstrous HP and high dodge rate. In ''Radiant Dawn,'' he has [[MightyGlacier doubling issues when you first get him]], but Boyd has ''amazing'' growths, to the point that the only growth Ike beats him in is Skill and Resistance. ''Everywhere else Boyd is higher in.'' What's even more insane is that he has, unlike the GlassCannon Nolan, ''incredible'' Defense, capping off at an impressive 50% Defense. If you decide to train him and fix his Speed with a Speedwing or transfer (or even better, both), you'll find Boyd easily becomes one of the most insanely broken units in the game, capable of hitting hard enough to outright ''[[OneHitKill one-shotting]]'' most opponents he comes across [[HolyShitQuotient and he still doubles regardless.]] Really, his only bad stats are Magic and Resistance, the former being pointless as Reavers don't need magic anyway, and the latter being easily mitigated with his high HP and ridiculous dodge rate. And the aforementioned Defense issue Boyd had in ''Path of Radiance''? [[LightningBruiser Completely gone and dealt with.]] The only thing preventing him from soloing the game outright is the fact that his bases are somewhat sub-par compared to Shinon, Gatrie, and ''especially'' Ike and Haar, but training guarantees he'll become an outright monster who is easily one of your best choices.

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* One could make the very strong argument that [[FriendlyRival Boyd]] from both Tellius games is the best Warrior ''in the entire series.'' In ''Path of Radiance'', Boyd joins very early with amazing HP and Strength, but also fantastic Speed and Skill, a far cry from the atypical Warrior stat distribution. Thanks to his near-immediate join time and amazing growths, he's very capable of becoming one of your best units, utterly tearing apart enemy soldiers with his high Strength and Speed. His only downside is his low Defense, but that's easily mitigated with his monstrous HP and high dodge rate. In ''Radiant Dawn,'' he has [[MightyGlacier doubling issues when you first get him]], but Boyd has ''amazing'' growths, to the point that the only growth Ike beats him in is Skill and Resistance. ''Everywhere else Boyd is higher in.'' What's even more insane is that he has, unlike the GlassCannon Nolan, ''incredible'' Defense, capping off at an impressive 50% Defense. If you decide to train him and fix his Speed with a Speedwing or transfer (or even better, both), you'll find Boyd easily becomes one of the most insanely broken units in the game, capable of hitting hard enough to outright ''[[OneHitKill one-shotting]]'' most opponents he comes across [[HolyShitQuotient and he still doubles regardless.]] Really, his only bad stats are Magic and Resistance, the former being pointless as Reavers don't need magic anyway, and the latter being easily mitigated with his high HP and ridiculous dodge rate. And the aforementioned Defense issue Boyd had in ''Path of Radiance''? [[LightningBruiser Completely gone and dealt with.]] The only thing preventing him from soloing the game outright is the fact that his bases are somewhat sub-par compared to Shinon, Gatrie, and ''especially'' Ike and Haar, but training guarantees he'll become an outright monster who is easily one of your best choices.
30th Oct '17 11:25:09 AM Luigifan
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Important note 2: Due to the nature of ''Fire Emblem'' game mechanics, it is possible for a player to turn almost any unit into a gamebreaker provided that the unit has good growth rates and has [[RandomNumberGod good fortune]]. The specific examples of ''Fire Emblem'' gamebreakers listed on this page will not include units that can only be considered gamebreakers under this assumption. There are numerous methods by which one can create such units in each Fire Emblem game, some of which will be covered below.

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Important note 2: Due to the nature of ''Fire Emblem'' game mechanics, it is possible for a player to turn almost any unit into a gamebreaker provided that the unit has good growth rates and has [[RandomNumberGod good fortune]]. The specific examples of ''Fire Emblem'' gamebreakers listed on this page will not include units that can only be considered gamebreakers under this assumption. There are numerous methods by which one can create such units in each Fire Emblem ''Fire Emblem'' game, some of which will be covered below.



** The final form of abuse is "Dance abuse". Dance abuse is also synonymous with "Sing abuse". Much like how healers gain EXP through using staves, [[MagicDance Dancers]], [[MagicMusic Bards and Songstresses]] can gain EXP and eventual level ups. This is much easier to do on maps where the enemies do not attack the characters until they are in range. Most effective when the dancer/bard/singer in question can actually attack, and their level ups increase their strength.
* Rigging level ups is another common and accessible method of powering up playable units. This method does not require a large source of EXP, but it does require a time investment on the player's part in most cases. Due to Fire Emblem relying solely on a [[RandomNumberGod RNG]] to determine parameter gains from level ups, this method allows for characters whose parameters greatly exceed their expected values at a given level.

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** The final form of abuse is "Dance abuse". Dance abuse is also synonymous with "Sing abuse". Much like how healers gain EXP through using staves, [[MagicDance Dancers]], [[MagicMusic Bards Bards, and Songstresses]] can gain EXP and eventual level ups.level-ups. This is much easier to do on maps where the enemies do not attack the characters until they are in range. Most effective when the dancer/bard/singer in question can actually attack, and their level ups level-ups increase their strength.
* Rigging level ups level-ups is another common and accessible method of powering up playable units. This method does not require a large source of EXP, but it does require a time investment on the player's part in most cases. Due to Fire Emblem ''Fire Emblem'' relying solely on a [[RandomNumberGod RNG]] to determine parameter gains from level ups, this method allows for characters whose parameters greatly exceed their expected values at a given level.



*** In FE 6, FE 7, and FE 8, this is done by forcing the game to use random numbers ([=RNs=]) in retracing movement paths, which also indicates to the player whether the [=RNs=] used were "high" or "low." After suspending and resuming the game, the sequence of [=RNs=] is identical and thus predictable. The player will attempt to manipulate a good level up by matching a string of successive "low" [=RNs=] with the string used to determine level up gains.
*** In FE 11 and FE 12, the RNG is seeded by the Nintendo DS clock, and starting the game at certain times on the clock will yield predictable results. This form of RNG abuse is commonly used in FE 11 for players to create wi-fi teams with parameters that are significantly above average.

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*** In FE 6, FE 7, ''[=FE6=]'', ''[=FE7=]'', and FE 8, ''[=FE8=]'', this is done by forcing the game to use random numbers ([=RNs=]) in retracing movement paths, which also indicates to the player whether the [=RNs=] used were "high" or "low." After suspending and resuming the game, the sequence of [=RNs=] is identical and thus predictable. The player will attempt to manipulate a good level up by matching a string of successive "low" [=RNs=] with the string used to determine level up level-up gains.
*** In FE 11 ''[=FE11=]'' and FE 12, ''[=FE12=]'', the RNG is seeded by the Nintendo DS clock, and starting the game at certain times on the clock will yield predictable results. This form of RNG abuse is commonly used in FE 11 ''[=FE11=]'' for players to create wi-fi teams with parameters that are significantly above average.



*** In FE 9, this is facilitated by the BEXP (Bonus EXP) system, which allows the player to allocate EXP to player units in the pre-chapter base. The level up gains using this method are not restricted in any particular way, and the player can simply apply BEXP to yield a level up, check the level up gains, and reset if the gains weren't satisfactory.
*** In FE 10, a character leveled up by BEXP always gets three parameters increased. This allows a unit with a spread of high and low growth stats to maximize both. [[labelnote:Explanation]]Characters in Fire Emblem are subject to stat {{cap}}s based on their class; unlike many other games, units can and will reach these caps, sometimes at a low level. A unit with high growths in one or more statistics can reach his/her cap at a low level, then apply BEXP for the later levels. Since that unit cannot gain in his/her high-growth stat, the game forces increases in lower-growth stats. Some units can reach the cap for all of their stats.[[/labelnote]] Additionally, the introduction of mid-chapter battle saves in FE 10 Easy and Normal Modes allows for this sort of manipulation during the course of gameplay.

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*** In FE 9, ''[=FE9=]'', this is facilitated by the BEXP (Bonus EXP) system, which allows the player to allocate EXP to player units in the pre-chapter base. The level up level-up gains using this method are not restricted in any particular way, and the player can simply apply BEXP to yield a level up, check the level up level-up gains, and reset if the gains weren't satisfactory.
*** In FE 10, ''[=FE10=]'', a character leveled up by BEXP always gets three parameters increased. This allows a unit with a spread of high and low growth stats to maximize both. [[labelnote:Explanation]]Characters in Fire Emblem ''Fire Emblem'' are subject to stat {{cap}}s based on their class; unlike many other games, units can and will reach these caps, sometimes at a low level. A unit with high growths in one or more statistics can reach his/her cap at a low level, then apply BEXP for the later levels. Since that unit cannot gain in his/her high-growth stat, the game forces increases in lower-growth stats. Some units can reach the cap for all of their stats.[[/labelnote]] Additionally, the introduction of mid-chapter battle saves in FE 10 ''[=FE10=]'' Easy and Normal Modes allows for this sort of manipulation during the course of gameplay.



** In FE 4, there exist numerous rings that confer +5 to a particular parameter, and a unit can hold as many of these as the inventory will allow.
** In FE 5 and FE 6, there exist secret shops near the end of the game that have buyable stat-boosting items; in combination with the abusable arenas, the player can purchase a virtually unlimited quantity. The same applies for FE 8 after the main game has ended.
** In FE 11 and FE 12, these secret shops near the end of the game only sell a maximum of 3 of each kind of stat-boosting item instead of an unlimited amount. In addition, in FE 12, the various shards of the Star Orb increase the holder's stats.
** In FE 13, it is possible to abuse a trick with the Avatar Logbook to use these items infinitely on any bonus character until they hit their stat caps. [[note]]Save the same game in two save slots, use one to put every stat-up item in the inventory on one character, save the buffed-up character to the Logbook, then load the other save slot (which has the items still in inventory) and buy the character back.[[/note]] While this only works on bonus characters (who can't build supports and thus are inferior to the main cast in the long run), the boosted stats are more than enough to turn the game prior to the {{Brutal Bonus Level}}s into a complete joke.
** An extension to this includes items that greatly augment a unit's growth rates, which exist in FE 3, FE 5, and in FE 9 on the second and subsequent playthroughs, and a unit can hold as many of these items as the inventory will allow. Unlike stat-boosting items, these can also be traded around on a whim so that essentially every deployed player unit can make use of the augmented growth rates.

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** In FE 4, ''[=FE4=]'', there exist numerous rings that confer +5 to a particular parameter, and a unit can hold as many of these as the inventory will allow.
** In FE 5 ''[=FE5=]'' and FE 6, ''[=FE6=]'', there exist secret shops near the end of the game that have buyable stat-boosting items; in combination with the abusable arenas, the player can purchase a virtually unlimited quantity. The same applies for FE 8 ''[=FE8=]'' after the main game has ended.
** In FE 11 ''[=FE11=]'' and FE 12, ''[=FE12=]'', these secret shops near the end of the game only sell a maximum of 3 of each kind of stat-boosting item instead of an unlimited amount. In addition, in FE 12, ''[=FE12=]'', the various shards of the Star Orb increase the holder's stats.
** In FE 13, ''[=FE13=]'', it is possible to abuse a trick with the Avatar Logbook to use these items infinitely on any bonus character until they hit their stat caps. [[note]]Save the same game in two save slots, use one to put every stat-up item in the inventory on one character, save the buffed-up character to the Logbook, then load the other save slot (which has the items still in inventory) and buy the character back.[[/note]] While this only works on bonus characters (who can't build supports and thus are inferior to the main cast in the long run), the boosted stats are more than enough to turn the game prior to the {{Brutal Bonus Level}}s into a complete joke.
** An extension to this includes items that greatly augment a unit's growth rates, which exist in FE 3, FE 5, ''[=FE3=]'', ''[=FE5=]'', and in FE 9 ''[=FE9=]'' on the second and subsequent playthroughs, and a unit can hold as many of these items as the inventory will allow. Unlike stat-boosting items, these can also be traded around on a whim so that essentially every deployed player unit can make use of the augmented growth rates.



* Marth is a ferocious GameBreaker in FE 1. High defensive stats, best weapon class in the game, three great weapons (Miracle, Falchion, Rapier) that are exclusive to him, one of which is buyable everywhere, and on top of it all, he has the ability to draw in all enemies capable of attacking him. Have a healer you can't get out of danger? Just place Marth within range, and no one will attack the healer unless they can't get to Marth. At the end of the game, the Falchion negates all close combat attacks made by non-dragons. All this combines to make Marth as powerful as Sigurd is, if not more.
* [=FE1=] is the debut of Warp Staff. While limited due to the awkward trading system of the game, it's still just as overpowered as it is in the later games in the series, with its ability to Warp a unit to any point of the map, and comes with a generous 7 uses each, more than making up for its inability to be fixed by the Hammerne staff that is introduced in ''Shadow Dragon''. By extension, this turns all potential staff users into GameBreaker, but 3 stand out due to their availability, and general potential of usage: Lena, Boah, and Wendell.
** Wendell is an example in and of himself. Recruited at chapter 5, Wendell comes with insane base stats, including a ridiculously high base speed of 14, and access to every single non exclusive tome and staff in the game. Defensively, he starts with fairly high HP and Defense stats, which is enough for him to take on a lot of punishment during the enemy phase all the way into the late game. Offensively, due to the mechanics of [=FE1=], Wendell is capable of at worst 2 rounding every single enemy in the game, including a notable performance of being able to go toe to toe with Gharnef at base stats. For a Mage to be as good as Wendell, they basically need to promote, something that is only achieved very late into the game due to the availability of the item, and the promotion mechanic of the game. While there are better sages later on in the game such as Boah who is essentially Wendell, but better and Gotoh, the combination of his early join time, combat, and utility of Wendell ended up defining the ridiculous standard of prepromote in the entire series, which ended up with him getting nerfed in every single one of his future appearances, with lower base speed, higher enemy stats, changes in the weapon rank mechanic, and the revamp towards promotion mechanic all being done just to make him less of a dominant unit.
* A glitch in [=FE1=] gives CrutchCharacter, Bantu, 15 defense anytime he uses a promotion item. Keep in mind, Bantu's unbreakable firestone already gives him 15 defense. The promotion item doesn't even get used up when it's used by Bantu, and can be used until Bantu's defense reaches 99, breaking the stat cap. This means Bantu can be rendered invincible to physical attacks, even without his firestone, [[DiscOneNuke as early]] as chapter 10!

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* Marth is a ferocious GameBreaker in FE 1.''[=FE1=]''. High defensive stats, best weapon class in the game, three great weapons (Miracle, Falchion, Rapier) that are exclusive to him, one of which is buyable everywhere, and on top of it all, he has the ability to draw in all enemies capable of attacking him. Have a healer you can't get out of danger? Just place Marth within range, and no one will attack the healer unless they can't get to Marth. At the end of the game, the Falchion negates all close combat attacks made by non-dragons. All this combines to make Marth as powerful as Sigurd is, if not more.
* [=FE1=] ''[=FE1=]'' is the debut of Warp Staff. While limited due to the awkward trading system of the game, it's still just as overpowered as it is in the later games in the series, with its ability to Warp a unit to any point of the map, and comes with a generous 7 uses each, more than making up for its inability to be fixed by the Hammerne staff that is introduced in ''Shadow Dragon''. By extension, this turns all potential staff users into GameBreaker, but 3 stand out due to their availability, and general potential of usage: Lena, Boah, and Wendell.
** Wendell is an example in and of himself. Recruited at chapter 5, Wendell comes with insane base stats, including a ridiculously high base speed of 14, and access to every single non exclusive non-exclusive tome and staff in the game. Defensively, he starts with fairly high HP and Defense stats, which is enough for him to take on a lot of punishment during the enemy phase all the way into the late game. Offensively, due to the mechanics of [=FE1=], ''[=FE1=]'', Wendell is capable of at worst 2 rounding every single enemy in the game, including a notable performance of being able to go toe to toe with Gharnef at base stats. For a Mage to be as good as Wendell, they basically need to promote, something that is only achieved very late into the game due to the availability of the item, and the promotion mechanic of the game. While there are better sages later on in the game such (such as Boah who (who is essentially Wendell, but better better) and Gotoh, Gotoh), the combination of his early join time, combat, and utility of Wendell ended up defining the ridiculous standard of prepromote in the entire series, which ended up with him getting nerfed in every single one of his future appearances, with lower base speed, higher enemy stats, changes in the weapon rank mechanic, and the revamp towards promotion mechanic all being done just to make him less of a dominant unit.
* A glitch in [=FE1=] ''[=FE1=]'' gives CrutchCharacter, Bantu, 15 defense anytime he uses a promotion item. Keep in mind, Bantu's unbreakable firestone already gives him 15 defense. The promotion item doesn't even get used up when it's used by Bantu, and can be used until Bantu's defense reaches 99, breaking the stat cap. This means Bantu can be rendered invincible to physical attacks, even without his firestone, [[DiscOneNuke as early]] as chapter 10!



* Book 2 of ''Mystery of the Emblem'' has several extremely powerful characters, but none stand out as much as Palla, a Pegasus Knight who joins in chapter 3, with amazing growth in every area except for speed where she had 17 in a game where 20 is the speed cap, and insane base stats all around including enough weapon rank to wield Silver weapons from the get go. With some fairly reasonable exp gains, Palla can one round almost every non boss humanoid enemy in the game after her promotion. The closest thing to a check on her power is the dismount mechanic, forcing Palla to lose her superior mobility advantage in indoor maps, but her stats are high enough to make her fairly competent in that area as well, and doing so ironically improves her combat capability since it also gave her access to swords which is the best weapon class in the game thanks to the sheer variety on the weapon class. Palla can promote as early as Chapter 7, and she can get access to the Delphi Shield, nullifying her only weakness to bows in her debut chapter. This incarnation of Palla is so overpowered, the game is jokingly called ''Mystery of Who Balanced Palla''.

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* Book 2 of ''Mystery of the Emblem'' has several extremely powerful characters, but none stand out as much as Palla, a Pegasus Knight who joins in chapter 3, with amazing growth in every area except for speed speed, where she had 17 in a game where 20 is the speed cap, and insane base stats all around around, including enough weapon rank to wield Silver weapons from the get go. With some fairly reasonable exp gains, Palla can one round almost every non boss non-boss humanoid enemy in the game after her promotion. The closest thing to a check on her power is the dismount mechanic, forcing Palla to lose her superior mobility advantage in indoor maps, but her stats are high enough to make her fairly competent in that area as well, and doing so ironically improves her combat capability since it also gave her access to swords swords, which is the best weapon class in the game thanks to the sheer variety on the weapon class. Palla can promote as early as Chapter 7, and she can get access to the Delphi Shield, nullifying her only weakness to bows in her debut chapter. This incarnation of Palla is so overpowered, the game is jokingly called ''Mystery of Who Balanced Palla''.



** Warp returns from [=FE1=], but given that magic is no longer limited by charges but is CastFromHitPoints, this means that a Warp/Physic user can cast the spell as many times as they have the HP needed for it. Getting Warp is also much easier given that the first cleric you get learns it at level 8, which may be as early as the first act of the game.

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** Warp returns from [=FE1=], ''[=FE1=]'', but given that magic is no longer limited by charges but is CastFromHitPoints, this means that a Warp/Physic user can cast the spell as many times as they have the HP needed for it. Getting Warp is also much easier given that the first cleric you get learns it at level 8, which may be as early as the first act of the game.



** The Villager loop. A unit in the Mercenary class line may promote to Myrmidon and then Dread Fighter, which can then promote back to Villager and then to Mercenary or any other class. It's worth noting that promoting back to Villager does not make the unit lose stats (except for the Resistance bonus inherent to Dread Fighter), so this pre-figures the Second Seal usage in Awakening.

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** The Villager loop. A unit in the Mercenary class line may promote to Myrmidon and then Dread Fighter, which can then promote back to Villager and then to Mercenary or any other class. It's worth noting that promoting back to Villager does not make the unit lose stats (except for the Resistance bonus inherent to Dread Fighter), so this pre-figures the Second Seal usage in Awakening.''Awakening''.



** Forging is introduced as a mechanic after having been present in games since ''Path of Radiance'', and given that BreakableWeapons is not in play this leads to some creative scenarios like a max-forged Ridersbane having +9 Attack and thus +27 Attack versus mounted units, which makes it a DiscOneNuke. The Ridersbane can then be upgraded to the Rhomphaia, which not only provides the [[AntiArmor Armorcrush]] and Knightkneeler weapon arts, but also teaches the Dragonhaze weapon art, which adds the user's Speed to their attack power. Given that Cavaliers tend to be JackOfAllStats at worst and {{Lightning Bruiser}}s at best, giving one this weapon will allow them to deal heavy damage.
** The Killer Bow TookALevelInBadass compared to its previous incarnations. Not only can it attack at close range like bows in this game and unlike its counterparts in other games, it also teaches the Hunter's Volley weapon art, which attacks an enemy twice with increased accuracy and CriticalHit rate. Given that the Killer Bow still adds Critical Hit percentage, the chance of getting a crit with Hunter's Volley is very high.


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** Forging is introduced as a mechanic after having been present in games since ''Path of Radiance'', and given that BreakableWeapons is not in play play, this leads to some creative scenarios scenarios, like a max-forged Ridersbane having +9 Attack and thus +27 Attack versus mounted units, which makes it a DiscOneNuke. The Ridersbane can then be upgraded to the Rhomphaia, which not only provides the [[AntiArmor Armorcrush]] and Knightkneeler weapon arts, but also teaches the Dragonhaze weapon art, which adds the user's Speed to their attack power. Given that Cavaliers tend to be JackOfAllStats at worst and {{Lightning Bruiser}}s at best, giving one this weapon will allow them to deal heavy damage.
** The Killer Bow TookALevelInBadass compared to its previous incarnations. Not only can it attack at close range range, like bows in this game and unlike its counterparts in other games, it also teaches the Hunter's Volley weapon art, which attacks an enemy twice with increased accuracy and CriticalHit rate. Given that the Killer Bow still adds Critical Hit percentage, the chance of getting a crit with Hunter's Volley is very high.

high.



* Sigurd in the first generation of ''Genealogy of the Holy War (Seisen no Keifu'' in Japan) is a prominent, and infamous, example of a gamebreaker in Fire Emblem. Although he is weak in a few respects (e.g. no strong 2-range weapon), the combination of high availability, excellent base stats, good growths, a mount, and [[DiscOneNuke early access to a good weapon that outclasses the enemies for quite awhile]] are responsible for his domination of the entire first generation. Sigurd is widely considered to be the best lord unit to have ever existed in any Fire Emblem game.
** Sigurd's strengths go beyond just that. In Genealogy, Sigurd is a prepromote (In the only game where there is no downside to being one), uses the best weapon type and gets access to a Silver Sword in the prologue, has major holy blood meaning his growth rates are very high, has the pursuit skill so he doubles everything, and has a horse in the game infamous for extremely large maps. Sigurd literally has every possible advantage gameplay-wise in the game. In chapter 5, he gets the Tyrfing which gives +10 Skill, Speed, and +20 Res, making him effectively invincible. The only major point against Sigurd is the fact that he is not available throughout the entire game; for the portion where he is still available, however, the general consensus is that he's the best unit in the series or tied for best unit with Seth.
* All the children characters in ''Genealogy'' have the potential to be formidable if the player maximizes the benefits units get from their parents. The stats the parents have at end of the first generation affect their offspring. Additionally, children characters inherit items and weapons from their parents, allowing the player to obtain good items and weapons relatively early compared to other Fire Emblem titles. Players can make use of stat-boosting rings, ability-granting rings, and powerful weapons such as a Hero Sword immediately from the beginning of the second generation.

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* Sigurd in the first generation of ''Genealogy of the Holy War (Seisen War'' (''Seisen no Keifu'' in Japan) is a prominent, and infamous, example of a gamebreaker in Fire Emblem.''Fire Emblem''. Although he is weak in a few respects (e.g. no strong 2-range weapon), the combination of high availability, excellent base stats, good growths, a mount, and [[DiscOneNuke early access to a good weapon that outclasses the enemies for quite awhile]] a while]] are responsible for his domination of the entire first generation. Sigurd is widely considered to be the best lord unit to have ever existed in any Fire Emblem ''Fire Emblem'' game.
** Sigurd's strengths go beyond just that. In Genealogy, ''Genealogy'', Sigurd is a prepromote (In (in the only game where there is no downside to being one), uses the best weapon type and gets access to a Silver Sword in the prologue, has major holy blood meaning his growth rates are very high, has the pursuit skill so he doubles everything, and has a horse in the game infamous for extremely large maps. Sigurd literally has every possible advantage gameplay-wise in the game. In chapter 5, he gets the Tyrfing Tyrfing, which gives +10 Skill, Speed, and +20 Res, making him effectively invincible. The only major point against Sigurd is the fact that he is not available throughout the entire game; for the portion where he is still available, however, the general consensus is that he's the best unit in the series or tied for best unit with Seth.
* All the children characters in ''Genealogy'' have the potential to be formidable if the player maximizes the benefits units get from their parents. The stats the parents have at the end of the first generation affect their offspring. Additionally, children characters inherit items and weapons from their parents, allowing the player to obtain good items and weapons relatively early compared to other Fire Emblem ''Fire Emblem'' titles. Players can make use of stat-boosting rings, ability-granting rings, and powerful weapons such as a Hero Sword immediately from the beginning of the second generation.



* Although many great weapons and items exist in ''Thracia 776'', the only true gamebreakers in this game are the Warp, Rescue, and Repair staves. Staff range for ranged staves is unlimited in FE 5, so for the Warp and Rescue staves, the player is able to move a unit to anywhere else on the map or retrieve a unit from anywhere else on the map, respectively. This allows for gamebreaking strategies that, for example, essentially allow the player to defeat a boss and seize a throne or gate to end a chapter in 1 turn. Warp is useful in maps with a seize objective; Rescue is useful in maps with an escape objective. Repair allows the player to repair any weapon to its original state, which means that the player can exhaust all 5 uses of Repair on a single Warp or Rescue staff to obtain 6 times as many uses out of that staff. By extension, since Saphy is the only unit capable of using the Repair staff, she is also a gamebreaker. The list of units who can reliably be assumed to be able to use Warp and Rescue is larger but still limited: Saphy, Salem, Tina, Linoan, Sleuf, Sara, Saias, and Ced.

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* Although many great weapons and items exist in ''Thracia 776'', the only true gamebreakers in this game are the Warp, Rescue, and Repair staves. Staff range for ranged staves is unlimited in FE 5, ''[=FE5=]'', so for the Warp and Rescue staves, the player is able to move a unit to anywhere else on the map or retrieve a unit from anywhere else on the map, respectively. This allows for gamebreaking strategies that, for example, essentially allow the player to defeat a boss and seize a throne or gate to end a chapter in 1 turn. Warp is useful in maps with a seize objective; Rescue is useful in maps with an escape objective. Repair allows the player to repair any weapon to its original state, which means that the player can exhaust all 5 uses of Repair on a single Warp or Rescue staff to obtain 6 times as many uses out of that staff. By extension, since Saphy is the only unit capable of using the Repair staff, she is also a gamebreaker. The list of units who can reliably be assumed to be able to use Warp and Rescue is larger but still limited: Saphy, Salem, Tina, Linoan, Sleuf, Sara, Saias, and Ced.



* Seth in ''The Sacred Stones'' is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike Marcus, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier than if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. Seth is considered to be the best unit to exist in any Fire Emblem game.
** Seth is so good that top efficiency run Tier List base the placement of all other character on what they can actually do to support Seth, or whatever minor thing they can chime in.

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* Seth in ''The Sacred Stones'' is the most powerful unit in the beginning of the game and has stats rivaling your trained units even in the endgame. Unlike Marcus, Seth also has a high growth total with a good growth distribution, which means that he is much less likely to slow down in performance later in the game. He's pretty much essential for fast, efficient clears and it's often said that the game is even easier than if it's just Seth and a lord. To top it off, Seth has the highly desirable Anima affinity, notable among other affinities for granting both offensive and defensive bonuses to any unit he supports with. Seth is considered to be the best unit to exist in any Fire Emblem ''Fire Emblem'' game.
** Seth is so good that top efficiency top-efficiency run Tier List Lists base the placement of all other character characters on what they can actually do to support Seth, or whatever minor thing they can chime in.



* Titania in ''Path of Radiance'' is similar to Seth in FE 8 with respect to parameters and growths, and has the potential to trivialize the entire game equally easily. Their surrounding environment makes a big difference; the presence of a glut of BEXP in FE 9 to easily and effortlessly power up growth units means that FE 9 Titania is not nearly as dominant as FE 8 Seth. Although Titania is a good unit over the course of the entire game and can easily beat the game, sans the final boss, on her own, the existence of other gamebreakers lessens her value.
* Marcia and Jill are the other notable gamebreakers in FE 9. Though both have rather mediocre base stats, the player can pump them full of BEXP to instantly turn them into excellent combat units. The element that makes Marcia and Jill superior recipients of this BEXP (since any other character can be elevated to the status of a combat god with BEXP) is that they are able to fly over all sorts of terrain impediments and easily bypass large portions of many chapters. With their augmented stats, neither are vulnerable to enemy attacks and both are extremely capable at killing most boss enemies in a couple of rounds of combat.
* The Japanese version of FE 9 has a [[GoodBadBugs Game Breaking Bug]] (but not a GameBreakingBug) involving forged weapons. Critical hit rates are among the things that can be modified, and if the weapon had an existing critical hit rate, it can be lowered as well as raised. It moves in increments of 3. Slim weapons and Thunder tomes have a natural rate of 5. Lowering this twice...underflows the critical hit rate, making a weapon that ''always crits.''

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* Titania in ''Path of Radiance'' is similar to Seth in FE 8 ''[=FE8=]'' with respect to parameters and growths, and has the potential to trivialize the entire game equally easily. Their surrounding environment makes a big difference; the presence of a glut of BEXP in FE 9 ''[=FE9=]'' to easily and effortlessly power up growth units means that FE 9 ''[=FE9=]'' Titania is not nearly as dominant as FE 8 ''[=FE8=]'' Seth. Although Titania is a good unit over the course of the entire game and can easily beat the game, sans the final boss, on her own, the existence of other gamebreakers lessens her value.
* Marcia and Jill are the other notable gamebreakers in FE 9.''[=FE9=]''. Though both have rather mediocre base stats, the player can pump them full of BEXP to instantly turn them into excellent combat units. The element that makes Marcia and Jill superior recipients of this BEXP (since any other character can be elevated to the status of a combat god with BEXP) is that they are able to fly over all sorts of terrain impediments and easily bypass large portions of many chapters. With their augmented stats, neither are vulnerable to enemy attacks and both are extremely capable at killing most boss enemies in a couple of rounds of combat.
* The Japanese version of FE 9 ''[=FE9=]'' has a [[GoodBadBugs Game Breaking Bug]] (but not a GameBreakingBug) involving forged weapons. Critical hit rates are among the things that can be modified, and if the weapon had an existing critical hit rate, it can be lowered as well as raised. It moves in increments of 3. Slim weapons and Thunder tomes have a natural rate of 5. Lowering this twice...underflows the critical hit rate, making a weapon that ''always crits.''



* Ike [[LightningBruiser boasts insane base parameters coupled with good growths]], but he is not as gamebreaking as Haar due to a sword lock for a portion of the game and unspectacular mobility. Transfers from FE 9 will improve Ike's bases, but do not fix his lesser mobility or his poor resistance.

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* Ike [[LightningBruiser boasts insane base parameters coupled with good growths]], but he is not as gamebreaking as Haar due to a sword lock for a portion of the game and unspectacular mobility. Transfers from FE 9 ''[=FE9=]'' will improve Ike's bases, but do not fix his lesser mobility or his poor resistance.



* Shinon is a LightningBruiser in ''Radiant Dawn,'' with his extremely high Strength, Speed, Skill and Avoid ensuring that he'll be double-attacking everything, dodging the vast majority of attacks that get thrown his way, and critically-hitting very often. His high HP and decent defense means that even if his high Avoid fails him once or twice, he'll soak up hits like nothing. Once he's third-tier, his mastery skill Deadeye tends to activate a lot of the time, ''tripling'' the damage done by his attack, and if that is somehow not enough to kill, it also immediately [[StandardStatusEffects puts the target to sleep.]] He boasts some of the best availability in the game, starts off strong, and never slows down. It's a far cry from his status in the prequel ''Path of Radiance,'' where he was a CrutchCharacter who fell victim to CantCatchUp.
* One could make the very strong argument that [[FriendlyRival Boyd]] from both Tellius games is the best Warrior ''in the entire series.'' In ''Path of Radiance'', Boyd joins very early with amazing HP and Strength, but also fantastic Speed and Skill, a far cry from the atypical Warrior stat distribution. Thanks to his near-immediate join time and amazing growths, he's very capable of becoming one of your best units, utterly tearing apart enemy soldiers with his high Strength and Speed. His only downside is his low Defense, but that's easily mitigated with his monstrous HP and high dodge rate. In ''Radiant Dawn,'' he has [[MightyGlacier doubling issues when you first get him]], but Boyd has ''amazing'' growths, to the point that the only growth Ike beats him in is Skill and Resistance. ''Everywhere else Boyd is higher in.'' What's even more insane is that he has, unlike the GlassCannon Nolan, ''incredible'' Defense, capping off at an impressive 50% Defense. If you decide to train him and fix his Speed with a Speedwing or transfer (or even better, both), you'll find Boyd easily becomes one of the most insanely broken units in the game, capable of hitting hard enough to outright ''[[OneHitKill one-shotting]]'' most opponents he comes across - [[HolyShitQuotient and he still doubles regardless.]] Really, his only bad stats is Magic and Resistance, the former being pointless as Reavers don't need magic anyway, and the latter being easily mitigated with his high HP and ridiculous dodge rate. And the aforementioned Defense issue Boyd had in ''Path of Radiance''? [[LightningBruiser Completely gone and dealt with.]] The only thing preventing him from soloing the game outright is the fact that his bases are somewhat sub-par compared to Shinon, Gatrie and ''especially'' Ike and Haar, but training guarantees he'll become an outright monster who is easily one of your best choices.

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* Shinon is a LightningBruiser in ''Radiant Dawn,'' with his extremely high Strength, Speed, Skill Skill, and Avoid ensuring that he'll be double-attacking everything, dodging the vast majority of attacks that get thrown his way, and critically-hitting very often. His high HP and decent defense means that even if his high Avoid fails him once or twice, he'll soak up hits like nothing. Once he's third-tier, his mastery skill Deadeye tends to activate a lot of the time, ''tripling'' the damage done by his attack, and if that is somehow not enough to kill, it also immediately [[StandardStatusEffects puts the target to sleep.]] He boasts some of the best availability in the game, starts off strong, and never slows down. It's a far cry from his status in the prequel ''Path of Radiance,'' where he was a CrutchCharacter who fell victim to CantCatchUp.
* One could make the very strong argument that [[FriendlyRival Boyd]] from both Tellius games is the best Warrior ''in the entire series.'' In ''Path of Radiance'', Boyd joins very early with amazing HP and Strength, but also fantastic Speed and Skill, a far cry from the atypical Warrior stat distribution. Thanks to his near-immediate join time and amazing growths, he's very capable of becoming one of your best units, utterly tearing apart enemy soldiers with his high Strength and Speed. His only downside is his low Defense, but that's easily mitigated with his monstrous HP and high dodge rate. In ''Radiant Dawn,'' he has [[MightyGlacier doubling issues when you first get him]], but Boyd has ''amazing'' growths, to the point that the only growth Ike beats him in is Skill and Resistance. ''Everywhere else Boyd is higher in.'' What's even more insane is that he has, unlike the GlassCannon Nolan, ''incredible'' Defense, capping off at an impressive 50% Defense. If you decide to train him and fix his Speed with a Speedwing or transfer (or even better, both), you'll find Boyd easily becomes one of the most insanely broken units in the game, capable of hitting hard enough to outright ''[[OneHitKill one-shotting]]'' most opponents he comes across - [[HolyShitQuotient and he still doubles regardless.]] Really, his only bad stats is are Magic and Resistance, the former being pointless as Reavers don't need magic anyway, and the latter being easily mitigated with his high HP and ridiculous dodge rate. And the aforementioned Defense issue Boyd had in ''Path of Radiance''? [[LightningBruiser Completely gone and dealt with.]] The only thing preventing him from soloing the game outright is the fact that his bases are somewhat sub-par compared to Shinon, Gatrie Gatrie, and ''especially'' Ike and Haar, but training guarantees he'll become an outright monster who is easily one of your best choices.choices.



* One Manning or using few units in general. Fire Emblem is a massive case of quality over quantity, however, thanks to a lot of factors such as massively buffed growth rates and high stat caps, you can snowball your character MUCH easier than every other game in the series, even on Lunatic and sometimes, Lunatic+. Which means all you need to do is to pick 2 pair of characters who, for optimal decision has early availability, grows fast enough, and performs well at its base level, hopefully have Chrom support to make the game even easier, throw in some [[CrutchCharacter Frederick]] assistance and watch as your one and only pair breaks the entire game in half.

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* One Manning or using few units in general. Fire Emblem ''Fire Emblem'' is a massive case of quality over quantity, however, thanks to a lot of factors such as massively buffed growth rates and high stat caps, you can snowball your character MUCH easier than every other game in the series, even on Lunatic and sometimes, Lunatic+. Which means all you need to do is to pick 2 pair of characters who, for optimal decision has early availability, grows fast enough, and performs well at its base level, hopefully have Chrom support to make the game even easier, throw in some [[CrutchCharacter Frederick]] assistance assistance, and watch as your one and only pair breaks the entire game in half.



** Customization. Unlike the other characters, who start with only three base classes[[note]]While children characters can get more, they are restricted to their parents' classes or the gender-based replacements they get, meaning most children can get no more than six potential base classes.[[/note]], the Avatar can change into ''any class in the game'', except for special classes and those exclusive to the other gender. Since skills are tied to classes, this allows the Avatar access to a ridiculous range of skills, letting the character do almost literally anything.
** Speaking of skills, the Avatar gets an exclusive class with some of its own, none more convenient than the one it ''starts with'': Veteran. This skill multiplies the Avatar's experience point gain by 1.5X when s/he is Paired Up with another unit, turning the character into an overleveled juggernaut very, very quickly. Combined with [[DiskOneNuke Frederick]], it is quite possible to solo the entire game with the Avatar, even on the hardest difficulty - especially as the Avatar can simply class change to a Sorcerer and abuse Nosferatu, as listed above.

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** Customization. Unlike the other characters, who start with only three base classes[[note]]While classes[[note]]while children characters can get more, they are restricted to their parents' classes or the gender-based replacements they get, meaning most children can get no more than six potential base classes.[[/note]], classes[[/note]], the Avatar can change into ''any class in the game'', except for special classes and those exclusive to the other gender. Since skills are tied to classes, this allows the Avatar access to a ridiculous range of skills, letting the character do almost literally anything.
** Speaking of skills, the Avatar gets an exclusive class with some of its own, none more convenient than the one it ''starts with'': Veteran. This skill multiplies the Avatar's experience point gain by 1.5X when s/he is Paired Up with another unit, turning the character into an overleveled juggernaut very, very quickly. Combined with [[DiskOneNuke Frederick]], it is quite possible to solo the entire game with the Avatar, even on the hardest difficulty - especially as the Avatar can simply class change to a Sorcerer and abuse Nosferatu, as listed above.



** In addition to this, the player can download streetpass teams and if they win they can recruit the members of older games, this doesn't seem like much ''until'' you realize that they are all avatars and have access to everything the avatar would, letting you literally get an army of Avatars, and therefore gamebreakers.

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** In addition to this, the player can download streetpass teams teams, and if they win win, they can recruit the members of older games, games; this doesn't seem like much ''until'' you realize that they are all avatars and have access to everything the avatar Avatar would, letting you literally get an army of Avatars, and therefore gamebreakers.



* The Replicate skill summons an exact duplicate of the character who uses it, thus allowing you to break the army limit, double the damage output of your strongest characters, create a wall of your tankiest characters, and just overwhelm your opponents with sheer numbers. While there is some balance in that the original unit and its replica share an HP count as well, this can be worked around fairly easily by just letting the enemies come to you and annihilating them with your massive army in Player Phase - and due to the nature of the game's class-change system, ''every single playable unit'' can potentially gain either the Apothecary or Ninja class and therefore the Replicate skill. While not every unit can gain these classes in a single playthrough (as the options are mutually exclusive of each other), with the ability to buy skills from other players who acquired them for those other units in their playthroughs, this becomes a mere technicality.
** For added value, get Replicate and Galeforce (which is only available via the Ebon Wing item exclusive to DLC) on the same unit. Provided the unit can fend for itself in combat (i.e an Avatar), suddenly Galeforce's nerf in Fates (can only be activated when a unit kills an enemy alone) becomes moot and maps become easier to sweep through.
* The Avatar's royal siblings. All eight of them have excellent stats and growths, the four girls all come with powerful multi-unit buffs, and the four boys all come with ''very'' powerful weapons that, unlike most of the other high-tier weaponry in the game, have no acutal downsides. Only exacerbated by the fact they can all support with each other, and really the only flaw is that some of them don't join until decently late in the game. [[spoiler: The ability to recruit and field ''all eight'' of them in a single army turns the Revelations route from tense tactical action into a hilarious CurbstompBattle basically as soon as you can pull it off.]]
* Proper usage of Logbook and My Castle features would pretty much break the game into million pieces if you know how to use it properly. The online feature in Fates is much more diverse than Awakening, due to the much easier early game levels compared to Awakening, and its wide level of usage from the ability to buy skills, and items much sooner than intended.

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* The Replicate skill summons an exact duplicate of the character who uses it, thus allowing you to break the army limit, double the damage output of your strongest characters, create a wall of your tankiest characters, and just overwhelm your opponents with sheer numbers. While there is some balance in that the original unit and its replica share an HP count as well, this can be worked around fairly easily by just letting the enemies come to you and annihilating them with your massive army in Player Phase - and due to the nature of the game's class-change system, ''every single playable unit'' can potentially gain either the Apothecary or Ninja class and therefore the Replicate skill. While not every unit can gain these classes in a single playthrough (as the options are mutually exclusive of each other), with the ability to buy skills from other players who acquired them for those other units in their playthroughs, this becomes a mere technicality.
** For added value, get Replicate and Galeforce (which is only available via the Ebon Wing item exclusive to DLC) on the same unit. Provided the unit can fend for itself in combat (i.e an Avatar), suddenly Galeforce's nerf in Fates ''Fates'' (can only be activated when a unit kills an enemy alone) becomes moot and maps become easier to sweep through.
* The Avatar's royal siblings. All eight of them have excellent stats and growths, the four girls all come with powerful multi-unit buffs, and the four boys all come with ''very'' powerful weapons that, unlike most of the other high-tier weaponry in the game, have no acutal downsides. Only exacerbated by the fact they can all support with each other, and really the only flaw is that some of them don't join until decently late in the game. [[spoiler: The [[spoiler:The ability to recruit and field ''all eight'' of them in a single army turns the Revelations ''Revelations'' route from tense tactical action into a hilarious CurbstompBattle basically as soon as you can pull it off.]]
* Proper usage of Logbook and My Castle features would pretty much break the game into million pieces if you know how to use it properly. The online feature in Fates ''Fates'' is much more diverse than Awakening, ''Awakening'', due to the much easier early game levels compared to Awakening, ''Awakening'', and its wide level of usage from the ability to buy skills, skills and items much sooner than intended.



!! ''VideoGame/FireEmblemHeroes'' More examples on [[GameBreaker/FireEmblemHeroes this page.]]

to:

!! ''VideoGame/FireEmblemHeroes'' More (More examples on [[GameBreaker/FireEmblemHeroes this page.]]
]])



* [[Characters/FireEmblemTheBlazingBlade Hector]]. Dear God, Hector. In his own games, Hector was a MightyGlacier with two main drawbacks: his low speed keeping him from double attacking most things, and his inability to fight at range (unless you used a comparatively weak Throwing Axe). Both of these drawbacks get thrown out the window in Heroes. His Rank 5 weapon, the legendary axe Armads, ''guarantees a follow-up attack'' when Hector is attacked. You would think that the caveat of having to be above 80% HP for it to work would mitigate this, but Hector's titanic bulk and Pavise skill (50% melee damage reduction on a ''2 action'' cooldown) make this much easier said than done. The icing on the cake, Hector also has access to Distant Counter, allowing him to make ranged counterattacks. Want to try and pick him off at range with a magic user? Hector will probably cleave them in half in one attack while his huge stats guarantee he'll keep going. Unlike Takumi, Hector only got better with Skill Inheritance, as he can now also sport both Vantage and Bonfire (which adds half his titanic defense to his attack). Now if a hero can't kill him in one round, they better be tough enough to survive a normal and a Bonfire-boosted hit, because [[HopelessBossFight otherwise...]]

to:

* [[Characters/FireEmblemTheBlazingBlade Hector]]. Dear God, Hector. In his own games, Hector was a MightyGlacier with two main drawbacks: his low speed keeping him from double attacking most things, and his inability to fight at range (unless you used a comparatively weak Throwing Axe). Both of these drawbacks get thrown out the window in Heroes.''Heroes''. His Rank 5 weapon, the legendary axe Armads, ''guarantees a follow-up attack'' when Hector is attacked. You would think that the caveat of having to be above 80% HP for it to work would mitigate this, but Hector's titanic bulk and Pavise skill (50% melee damage reduction on a ''2 action'' cooldown) make this much easier said than done. The icing on the cake, Hector also has access to Distant Counter, allowing him to make ranged counterattacks. Want to try and pick him off at range with a magic user? Hector will probably cleave them in half in one attack while his huge stats guarantee he'll keep going. Unlike Takumi, Hector only got better with Skill Inheritance, as he can now also sport both Vantage and Bonfire (which adds half his titanic defense to his attack). Now if a hero can't kill him in one round, they better be tough enough to survive a normal and a Bonfire-boosted hit, because [[HopelessBossFight otherwise...]]



* [[FireEmblemThracia776 Reinhardt]]. While not having the ability to counter attack at any range, unlike the aforementioned three, Reinhardt compensates with pure, unadulterated firepower. Let's just say that, aside from few high Resistance greens, there are very few units that Reinhardt will not kill in one round. Add in Death Blow, Moonbow and Quickened Pulse Sacred Seal, and that list will shrink to almost nothing. So far, the only hero that was as meta-defining as Reinhardt is was pre-Skill Inheritance Takumi.

to:

* [[FireEmblemThracia776 Reinhardt]]. While not having the ability to counter attack at any range, unlike the aforementioned three, Reinhardt compensates with pure, unadulterated firepower. Let's just say that, aside from a few high Resistance high-Resistance greens, there are very few units that Reinhardt will not kill in one round. Add in Death Blow, Moonbow Moonbow, and Quickened Pulse Sacred Seal, and that list will shrink to almost nothing. So far, the only hero that was as meta-defining as Reinhardt is was pre-Skill Inheritance Takumi.
27th Sep '17 9:00:55 AM Kruggov
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!! ''VideoGame/FireEmblemFates'' (FE 14)

to:

!! ''VideoGame/FireEmblemFates'' (FE 14)
14) More examples on [[GameBreaker/FireEmblemFates this page.]]



!! ''VideoGame/FireEmblemHeroes''

* [[Characters/FireEmblemFates Takumi]] has emerged as one of the game's early front-runners for Game Breaker status. One of the simplified mechanics of the game is that mages and dagger users are relegated to being purely ranged units alongside archers; Characters are either melee or ranged fighters with no overlap. Takumi is one of very few characters who breaks this rule. His Rank 5 skill, Close Counter, allows him to counterattack a unit that attacks him at melee range. Takumi is also sporting Vengeance, which allows him to add 50% of his lost HP to his damage. What was a SimpleYetAwesome skill in ''Fates'' suddenly allows him to sweep some encounters all alone.
* [[Characters/FireEmblemElibe Hector]]. Dear God, Hector. In his own games, Hector was a MightyGlacier with two main drawbacks: his low speed keeping him from double attacking most things, and his inability to fight at range (unless you used a comparatively weak Throwing Axe). Both of these drawbacks get thrown out the window in Heroes. His Rank 5 weapon, the legendary axe Armads, ''guarantees a follow-up attack'' when Hector is attacked. You would think that the caveat of having to be above 80% HP for it to work would mitigate this, but Hector's titanic bulk and Pavise skill (50% melee damage reduction on a ''2 action'' cooldown) make this much easier said than done. The icing on the cake, Hector also has access to Distant Counter, allowing him to make ranged counterattacks. Want to try and pick him off at range with a magic user? Hector will probably cleave them in half in one attack while his huge stats guarantee he'll keep going.
* Just below those two on the ladder is [[Characters/FireEmblemFates Ryoma]]. Where Hector focuses on being an unbreakable wall that hits like a truck, Ryoma is a GlassCannon who can put out frightening amounts of damage. Ryoma's first Passive skill is [[TurnsRed Defiant Attack]], which grants a hefty +7 attack on your turn if he is below half health. His other one, Hone Speed, grants all allies +5 speed at the start of your turn, all but guaranteeing that they'll be able to double attack any opponent they fight. And then comes Ryoma's Active Skill, Astra, granting him an ungodly '''150%''' damage boost when it activates. To round it all off is his Rank 5 weapon, Raijinto. On top of a 16 base power, [[RunningGag it also allows Ryoma to make a counterattack at any range]]. The only things keeping him from being on the same level as Hector are the long charge time on Astra and Defiant Attack's need to be under 50% HP to activate.

to:

!! ''VideoGame/FireEmblemHeroes''

''VideoGame/FireEmblemHeroes'' More examples on [[GameBreaker/FireEmblemHeroes this page.]]

* [[Characters/FireEmblemFates Takumi]] has emerged as one of the game's early front-runners for Game Breaker status. One of the simplified mechanics of the game is that mages and dagger users are relegated to being purely ranged units alongside archers; Characters are either melee or ranged fighters with no overlap. Takumi is one of very few characters who breaks this rule. His Rank 5 skill, Close Counter, allows him to counterattack a unit that attacks him at melee range. Takumi is also sporting Vengeance, which allows him to add 50% of his lost HP to his damage. What was a SimpleYetAwesome skill in ''Fates'' suddenly allows him to sweep some encounters all alone.
alone. However, the advent of Skill Inheritance seems to have knocked Takumi of his pedestal, and now he is one of the less desirable archers.
* [[Characters/FireEmblemElibe [[Characters/FireEmblemTheBlazingBlade Hector]]. Dear God, Hector. In his own games, Hector was a MightyGlacier with two main drawbacks: his low speed keeping him from double attacking most things, and his inability to fight at range (unless you used a comparatively weak Throwing Axe). Both of these drawbacks get thrown out the window in Heroes. His Rank 5 weapon, the legendary axe Armads, ''guarantees a follow-up attack'' when Hector is attacked. You would think that the caveat of having to be above 80% HP for it to work would mitigate this, but Hector's titanic bulk and Pavise skill (50% melee damage reduction on a ''2 action'' cooldown) make this much easier said than done. The icing on the cake, Hector also has access to Distant Counter, allowing him to make ranged counterattacks. Want to try and pick him off at range with a magic user? Hector will probably cleave them in half in one attack while his huge stats guarantee he'll keep going.
going. Unlike Takumi, Hector only got better with Skill Inheritance, as he can now also sport both Vantage and Bonfire (which adds half his titanic defense to his attack). Now if a hero can't kill him in one round, they better be tough enough to survive a normal and a Bonfire-boosted hit, because [[HopelessBossFight otherwise...]]
* Just below those two on the ladder is [[Characters/FireEmblemFates Ryoma]]. Where Hector focuses on being an unbreakable wall that hits like a truck, Ryoma is a GlassCannon who can put out frightening amounts of damage. Ryoma's first Passive skill is [[TurnsRed Defiant Attack]], which grants a hefty +7 attack on your turn if he is below half health. His other one, Hone Speed, grants all allies +5 speed at the start of your turn, all but guaranteeing that they'll be able to double attack any opponent they fight. And then comes Ryoma's Active Skill, Astra, granting him an ungodly '''150%''' damage boost when it activates. To round it all off is his Rank 5 weapon, Raijinto. On top of a 16 base power, [[RunningGag it also allows Ryoma to make a counterattack at any range]]. The only things keeping him from being on the same level as Hector are the long charge time on Astra and Defiant Attack's need to be under 50% HP to activate. While Skill Inheritance fixes both issues, it does not fix his bad Resistance, which allows quite a few blue mages to one-shot him.
* [[FireEmblemThracia776 Reinhardt]]. While not having the ability to counter attack at any range, unlike the aforementioned three, Reinhardt compensates with pure, unadulterated firepower. Let's just say that, aside from few high Resistance greens, there are very few units that Reinhardt will not kill in one round. Add in Death Blow, Moonbow and Quickened Pulse Sacred Seal, and that list will shrink to almost nothing. So far, the only hero that was as meta-defining as Reinhardt is was pre-Skill Inheritance Takumi.
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