History GameBreaker / FireEmblem

22nd Mar '17 9:01:59 AM JSND
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** Wendell is an example in and on itself. Recruited at chapter 5, Wendell comes with such an insane base stats

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** Wendell is an example in and on itself. Recruited at chapter 5, Wendell comes with such an insane base statsstats, including a ridiculously high base speed of 14, and access to every single non exclusive Tomes and Staff in the game. Defensively, he started with a fairly high HP and Defense stats, which is enough for him to take on a lot of enemy phase all the way into the late game. Offensively, due to the mechanic 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 alvailability 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 jointime, 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, change in the weapon rank mechanic, and the revamp towards promotion mechanic all being done just to make him less of a dominant unit.
22nd Mar '17 8:23:32 AM JSND
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* FE1 is the debut of Warp Staff. While limited due to the awkward trading system of the game, its 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 makes up for its inability to be fixed by Hammerne staff that is introduced in ''Shadow Dragon''. By extention, this turns all potential staff user into GameBreaker, but 3 stands out due to their alvailability, and general potential of usage: Lena, Boah, and Wendell.
** Wendell is an example in and on itself. Recruited at chapter 5, Wendell comes with such an insane base stats


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* Book 2 of ''Mystery of the Emblem'' had several extremely powerful character, but none stands out except for Palla, a Pegasus Knight who joined 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. Within a 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 balance that comes from this is the entirety of dismount mechanic, forcing Palla to lose her superior mobility advantage in indoor maps, but her stats is 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 Delphi Shield, nulifying her only weakness to Bows in her debut chapter. This incarnation of Palla is so overpowered, the game is jokingly called ''Mystery of Who Ballanced Palla''.
12th Feb '17 12:47:17 PM Vsquared_42
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* [[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.

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* [[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.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.
12th Feb '17 11:55:42 AM Vsquared_42
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* Not ''as'' useful as the other skills, but still an amazing skill in its own right, we have Wary Fighter. Given to Generals at level 5, at first glance, it sounds useless; neither you nor your opponent can perform follow up attacks. Considering the increase in enemy HP and reliance on follow-up attacks in this game, this skill looks horrible at first glance. ''Except it is a GENERAL Skill.'' Generals are, bar none, the slowest promoted unit in the army. If they are doing follow up attacks, it is on an unpromoted unit. Their inability to do follow up attacks and the fact it's easy to follow up on them is supposed to be one of the main drawbacks of using a General. With Wary Fighter, however, speed doesn't matter anymore; both you and your enemy get one strike. If you pair common Generals (IE Effie and Benny) up with characters possessing high Resistance, your Generals will become unkillable gods of death. Since Magic using units can't follow up on Generals anymore, it takes a lot more effort on their part to down you, while you can still easily massacre them. Really, once you get Wary Fighter on a General, all they have left to fear are armor slayers and hammers.

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* Not ''as'' useful as the other skills, but still an amazing skill in its own right, we have Wary Fighter. Given to Generals at level 5, at first glance, it sounds useless; neither you nor your opponent can perform follow up attacks. Considering the increase in enemy HP and reliance on follow-up attacks in this game, this skill looks horrible at first glance. ''Except it is a GENERAL Skill.'' Generals are, bar none, the slowest promoted unit in the army. If they are doing follow up attacks, it is on an unpromoted unit. Their inability to do follow up attacks and the fact it's easy to follow up on them is supposed to be one of the main drawbacks of using a General. With Wary Fighter, however, speed doesn't matter anymore; both you and your enemy get one strike. If you pair common Generals (IE Effie and Benny) up with characters possessing high Resistance, your Generals will become unkillable gods of death. Since Magic using units can't follow up on Generals anymore, it takes a lot more effort on their part to down you, while you can still easily massacre them. Really, once you get Wary Fighter on a General, all they have left to fear are armor slayers and hammers.hammers.

!! ''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.
11th Feb '17 4:22:13 PM Monsund
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* 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 its 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!
7th Feb '17 5:43:01 PM ILikeRobots
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* [[TheArcher The Marksman]] 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 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.

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* [[TheArcher The Marksman]] 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.
7th Feb '17 5:37:30 PM ILikeRobots
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* [[TheArcher The Marksman]] 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 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.
5th Feb '17 11:57:18 PM infernape612
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** 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.

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** 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.combat (i.e an Avatar), suddenly Galeforce's nerf in Fates(can Fates (can only be activated when a unit kills an enemy alone) becomes moot and maps become easier to sweep through.



* Not ''as'' useful as the other skills, but still an amazing skill in its own right, we have Wary Fighter. Given to Generals at level 5, at first glance, it sounds useless; neither you nor your opponent can perform follow up attacks. Considering the increase in enemy HP and reliance on follow-up attacks in this game, this skill looks horrible at first glance. ''Except it is a GENERAL Skill.'' Generals are, bar none, the slowest promoted unit in the army. If they are doing follow up attacks, it is on an unpromoted unit. Their inability to do follow up attacks and the fact it's easy to follow up on them is supposed to be one of the main drawbacks of using a General. With Wary Fighter, however, speed doesn't matter anymore; both you and your enemy get one strike. If you pair common Generals (IE Effie and Benny) up with characters possessing high Resistance, your Generals will become unkillable Gods of death. Since Magic using units can't follow up on Generals anymore, it takes a lot more effort on their part to down you, while you can still easily massacre them. Really, once you get Wary Fighter on a General, all they have left to fear are armor slayers and hammers.

to:

* Not ''as'' useful as the other skills, but still an amazing skill in its own right, we have Wary Fighter. Given to Generals at level 5, at first glance, it sounds useless; neither you nor your opponent can perform follow up attacks. Considering the increase in enemy HP and reliance on follow-up attacks in this game, this skill looks horrible at first glance. ''Except it is a GENERAL Skill.'' Generals are, bar none, the slowest promoted unit in the army. If they are doing follow up attacks, it is on an unpromoted unit. Their inability to do follow up attacks and the fact it's easy to follow up on them is supposed to be one of the main drawbacks of using a General. With Wary Fighter, however, speed doesn't matter anymore; both you and your enemy get one strike. If you pair common Generals (IE Effie and Benny) up with characters possessing high Resistance, your Generals will become unkillable Gods gods of death. Since Magic using units can't follow up on Generals anymore, it takes a lot more effort on their part to down you, while you can still easily massacre them. Really, once you get Wary Fighter on a General, all they have left to fear are armor slayers and hammers.
29th Jan '17 3:59:58 PM spiritsunami
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* 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.'''
1st Jan '17 11:11:10 AM GuiRitter
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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 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 until they are in range. Most effective when the dancer/bard/singer in question can actually attack, and their level ups increase their strength.

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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 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 until they are in range. Most effective when the dancer/bard/singer in question can actually attack, and their level ups increase their strength.
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