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Requested edit, done as per this video: https://www.youtube.com/watch?v=jZAepvyO7bA&t=141s


*** Throw the Pisces Heal on top of that, make sure you save it for when you're bordering on elimination, and your opponents can kiss their sorry asses goodbye.
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*** [[UpToEleven Throw the Pisces Heal on top of that]], make sure you save it for when you're bordering on elimination, and your opponents can kiss their sorry asses goodbye.

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*** [[UpToEleven Throw the Pisces Heal on top of that]], that, make sure you save it for when you're bordering on elimination, and your opponents can kiss their sorry asses goodbye.
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* In Multiplayer, the combination of Lightweight, Transparency, and a weapon with good melee damage is highly effective and very difficult to counter. Transparency ensures that the player will have no difficulty getting to within melee range and will almost certainly be at high health at the start of the duel, while Lightweight's speed boost and stamina loss negation allows the player to cover ridiculous amounts of ground before Transparency runs out, which means that the defense decrease is nearly completely negligible, with the exception of area of effect attacks. With a decent melee-oriented weapon, such as clubs, arms, or claws, it's entirely possible to pull off a TotalPartyKill within SECONDS of the match beginning. Worst of all, this combination becomes HeroKiller incarnate for Light vs. Dark mode, since this tactic allows the player to sneak up on the enemy's angel and wipe out at least half of their health before they even know that he's there unless the angel goes ProperlyParanoid with defensive buffs. Even then, however, players using this tactic get to refill both powers at the start of every life, while the angel cannot, [[ImplacableMan meaning that this technique will not stop, ever]] [[https://tvtropes.org/pmwiki/pmwiki.php/Film/TheTerminator until the angel is dead.]] And even if the player using this tactic dies at the wrong time and becomes an angel himself, likely robbing him of his good melee weapon, he can STILL use both tactics to evade enemy fire long enough for his teammates to finish the job.

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* In Multiplayer, the combination of Lightweight, Transparency, and a weapon with good melee damage is highly effective and very difficult to counter. Transparency ensures that the player will have no difficulty getting to within melee range and will almost certainly be at high health at the start of the duel, while Lightweight's speed boost and stamina loss negation allows the player to cover ridiculous amounts of ground before Transparency runs out, which means that the defense decrease is nearly completely negligible, with the exception of area of effect attacks. With a decent melee-oriented weapon, such as clubs, arms, or claws, it's entirely possible to pull off a TotalPartyKill within SECONDS of the match beginning. Worst of all, this combination becomes HeroKiller incarnate for Light vs. Dark mode, since this tactic allows the player to sneak up on the enemy's angel and wipe out at least half of their health before they even know that he's there unless the angel goes ProperlyParanoid with defensive buffs. Even then, however, players using this tactic get to refill both powers at the start of every life, while the angel cannot, [[ImplacableMan meaning that this technique will not stop, ever]] [[https://tvtropes.org/pmwiki/pmwiki.php/Film/TheTerminator [[Film/TheTerminator until the angel is dead.]] And even if the player using this tactic dies at the wrong time and becomes an angel himself, likely robbing him of his good melee weapon, he can STILL use both tactics to evade enemy fire long enough for his teammates to finish the job.
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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit actually gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy for massive damage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.

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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit actually gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy for massive damage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.powers, which only applies to if you used those powers before hand or if you're playing [[spoiler: Chapters 9, 18 and 25's last bosses.]]
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Granted, it's [[JustifiedTrope Justified]] since ''everything'' is PurposelyOverpowered in its own way, but inevitably there are a few things that stand out:

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Granted, it's [[JustifiedTrope Justified]] since ''everything'' ''Everything'' is PurposelyOverpowered in its own way, but inevitably there are a few things that stand out:
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** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowering on their own, due to providing invincibility for no real penalty, but when you put them together, the combo abuser will be impossible to touch for most of the match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.

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** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowering on their own, due to providing invincibility for no real penalty, but when you put them together, the combo abuser will be impossible to touch for most of the match, while Trade-Off provides them free points. And God Dyntos help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.



*** [[UpToEleven Throw the Pisces Heal on top of that]] when you're bordering on elimination and your opponents can kiss their sorry asses goodbye.

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*** [[UpToEleven Throw the Pisces Heal on top of that]] that]], make sure you save it for when you're bordering on elimination elimination, and your opponents can kiss their sorry asses goodbye.
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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier '''will''' freeze if it hits the melee combo

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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier '''will''' freeze if it hits the melee combocombo.



* The Eyetrack orbitars are called cheap by many, and they're deserving of that title. These weapons have '''ludicrously''' good homing, so much so that shots often swerve back around and hit their target ''after they've missed''. Add great range and decent shot movement speed on top of that, and you've got a weapon that is ''dangerously'' easy to use. This weapon is the ultimate {{CrutchCharacter crutch}}- the amazing homing means you barely have to aim at all, and while the weapon takes a while to charge and has rather weak shots, dual shots that circle around enemies ''even when they miss'', fire out rather fast, move fast, and travel far provide WAY too much power with no skill needed to use them.

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* The Eyetrack orbitars are called cheap by many, and they're deserving of that title. These weapons have '''ludicrously''' good homing, so much so that shots often swerve back around and hit their target ''after they've missed''. Add great range and decent shot movement speed on top of that, and you've got a weapon that is ''dangerously'' easy to use. This weapon is the ultimate {{CrutchCharacter crutch}}- crutch weapon- the amazing homing means you barely have to aim at all, and while the weapon takes a while to charge and has rather weak shots, dual shots that circle around enemies ''even when they miss'', fire out rather fast, move fast, and travel far provide WAY too much power with no skill needed to use them.

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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier WILL freeze if it hits the melee combo

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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier WILL '''will''' freeze if it hits the melee combo


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* The Eyetrack orbitars are called cheap by many, and they're deserving of that title. These weapons have '''ludicrously''' good homing, so much so that shots often swerve back around and hit their target ''after they've missed''. Add great range and decent shot movement speed on top of that, and you've got a weapon that is ''dangerously'' easy to use. This weapon is the ultimate {{CrutchCharacter crutch}}- the amazing homing means you barely have to aim at all, and while the weapon takes a while to charge and has rather weak shots, dual shots that circle around enemies ''even when they miss'', fire out rather fast, move fast, and travel far provide WAY too much power with no skill needed to use them.
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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier *will* freeze if it hits the melee combo

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** It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier *will* WILL freeze if it hits the melee combo
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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy for massive damage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.

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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game.powers. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit actually gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy for massive damage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.



** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowered on their own, due to providing invincibility for no real penalty, but when you put them together, the combo abuser will be impossible to touch for most of the match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.

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** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowered overpowering on their own, due to providing invincibility for no real penalty, but when you put them together, the combo abuser will be impossible to touch for most of the match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.
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* Having a [[LeadTheTarget good arm]] (that means ''not'' using Autoreticle) turns the Flintlock Staff into a potential Game Breaker. Its charge shot goes from point A to point B almost instantly just like a real firearm, and staves gain more power with more distance between the shooter and the target, which it has the most of out of all the weapons in the game. With six stars in its Ranged stat and a good Charge Shot modifier, it's easy to constantly [[OneHitKill OHKO]] people from across the map and will even take a good chunk out of an Aries Armor user. The charge shot also has innate Shot Cancellation.

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* Having a [[LeadTheTarget good arm]] (that means ''not'' using Autoreticle) turns the Flintlock Staff into a potential Game Breaker. Breaker in multiplayer. Its charge shot goes from point A to point B almost instantly just like a real firearm, firearm and staves gain more power with has the highest shot range in the game, which is important because more distance between the shooter and the target, which it has the most of out of all the weapons in the game. With six stars in its means more damage for staves. A properly-configured Flintlock with a high Ranged stat rating and a good decent Charge Shot modifier, it's easy to constantly [[OneHitKill OHKO]] people modifier can OneHitKill players from across the other end of the map if they have no defensive buffs, and will with a power like Energy Charge or Trade Off, even take a good chunk out of an Aries Armor user. Armor-users can get two-shotted. The charge charged shot also has innate Shot Cancellation.Cancellation for people using certain ranged attacks. The caveat is that charged shots are all the Flintlock is good for, but a player with sniping experience in games should find this a non-issue.

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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy ForMassiveDamage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.

to:

* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being Energy Charge, Weak Point Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible (as long as you do not move around), auto target the weak point on the boss and with Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point Reticle active, you can just hold down L to auto attack the enemy ForMassiveDamage, for massive damage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesn't work is if a chapter has circumstances set up where you can't use powers.



** For that matter, Homing boost in general, namely on what are usually [[PainfullySlowProjectile Painfully Slow Projectiles]]. Example: the Black Club has a very slow charge shot, but it lasts longer than any other in the game and already has decent homing itself. With a Homing boost modifier, those gigantic black blocks are suddenly doing U-turns after hitting/missing you so they can come back to hit you ''again''.

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** For that matter, Homing boost in general, namely on what are usually [[PainfullySlowProjectile Painfully {{Painfully Slow Projectiles]].Projectile}}s. Example: the Black Club has a very slow charge shot, but it lasts longer than any other in the game and already has decent homing itself. With a Homing boost modifier, those gigantic black blocks are suddenly doing U-turns after hitting/missing you so they can come back to hit you ''again''.



* As far as Solo mode goes, a Twinbellows Cannon with a freezing mod is ''lethal'' in air battles. This is a weapon that, by default, can apply burning to opponents. And since the power of flight turns any continuous fire bar clubs into machine-gun fire ([[IncrediblyLamePun sorry]]), this basically means that when you hear that freezing echo, you can change targets, because you are undoubtedly going to have burned them by then. If you can maneuver your angel through BulletHell, even a 9.0 Intensity air battle is easy. Just don't get smart for the ground battles. [[OhCrap You]] ''[[OhCrap will]]'' [[OhCrap regret it]].

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* As far as Solo mode goes, a Twinbellows Cannon with a freezing mod is ''lethal'' in air battles. This is a weapon that, by default, can apply burning to opponents. And since the power of flight turns any continuous fire bar clubs into machine-gun fire ([[IncrediblyLamePun ([[{{Pun}} sorry]]), this basically means that when you hear that freezing echo, you can change targets, because you are undoubtedly going to have burned them by then. If you can maneuver your angel through BulletHell, even a 9.0 Intensity air battle is easy. Just don't get smart for the ground battles. [[OhCrap You]] ''[[OhCrap will]]'' [[OhCrap regret it]].
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**It's worse for the opponent if you're using Claws. The Claws have the highest amount of hits per Melee Combo, at 5, which means that a Claws with a Freeze modifier *will* freeze if it hits the melee combo
Is there an issue? Send a MessageReason:
None


* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being, Energy Charge, Weak Point Reticle and Playing Dead. With these powers, you can stay invisible and Invincible(as long as you do not move around), auto target the weak point on the boss and with energy charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, Energy Charge and Weak Point reticle, you can just hold down L to auto attack the enemy ForMassiveDamage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesnt work is if a chapter has circumstances set up where you can't use powers.
* Clubs in Free-For-Alls, as they have immense power and reach providing easy [=KOs=].

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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being, being Energy Charge, Weak Point Reticle Reticle, and Playing Dead. With these powers, you can stay invisible and Invincible(as Invincible (as long as you do not move around), auto target the weak point on the boss and with energy charge, Energy Charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, and Energy Charge and Weak Point reticle, Reticle active, you can just hold down L to auto attack the enemy ForMassiveDamage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesnt doesn't work is if a chapter has circumstances set up where you can't use powers.
* Clubs in Free-For-Alls, as they have immense power and reach reach, providing easy [=KOs=].



* Beam Claws. It may not have the best charge shot, but it still makes you decently fast and its rapid fire is just one Large Beam that goes on for a very long time. Its like you have the Mega Laser power equipped, except you can use it infinitely.

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* Beam Claws. It may not have the best charge shot, but it still makes you decently fast and its rapid fire is just one Large Beam that goes on for a very long time. Its It's like you have the Mega Laser power equipped, except you can use it infinitely.



* Slipshot power. The ability to shoot through walls is far more useful than its looks to be.
** For more fun, combine Slipshot and a weapon with good Homing (for example Eyetrack Orbitars) and a homing boost mods, and a mods and stats that increases attack power. Now go hide behind a wall and shoot through it, suddenly dealing massive damage without warning.

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* Slipshot power. The ability to shoot through walls is far more useful than its it looks to be.
** For more fun, combine Slipshot and a weapon with good Homing (for example Eyetrack Orbitars) and a homing boost mods, mod, and a mods mod and stats that increases attack power. Now go hide behind a wall and shoot through it, suddenly dealing massive damage without warning.



* The Power Attack modifier is a GlassCannon example. Having Power Attack +4 (the highest possible) on a weapon usually means you won't get much in the way of stats and other modifiers, but the trade off is that it ''doubles'' the strength of Powers like Mega Laser, Explosive Flame, Meteor Shower, Land Mine, and so on. What were once panic buttons become lethal surprise attacks, and the modifier on a weapon with decent damage and/or an innate Speed boost makes for a good one-two punch KO for whatever survives the Power spam. Granted you have to die to get your Powers refreshed after using them all up, but done right you should be gaining more than you're losing.

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* The Power Attack modifier is a GlassCannon example. Having Power Attack +4 (the highest possible) on a weapon usually means you won't get much in the way of stats and other modifiers, but the trade off is that it ''doubles'' the strength of Powers like Mega Laser, Explosive Flame, Meteor Shower, Land Mine, and so on. What were once panic buttons become lethal surprise attacks, and the modifier on a weapon with decent damage and/or an innate Speed boost makes for a good one-two punch KO for whatever survives the Power spam. Granted Granted, you have to die to get your Powers refreshed after using them all up, but done right you should be gaining more than you're losing.
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* In Multiplayer, the combination of Lightweight, Transparency, and a weapon with good melee damage is highly effective and very difficult to counter. Transparency ensures that the player will have no difficulty getting to within melee range and will almost certainly be at high health at the start of the duel, while Lightweight's speed boost and stamina loss negation allows the player to cover ridiculous amounts of ground before Transparency runs out, which means that the defense decrease is nearly completely negligible, with the exception of area of effect attacks. With a decent melee-oriented weapon, such as clubs, arms, or claws, it's entirely possible to pull off a TotalPartyKill within SECONDS of the match beginning. Worst of all, this combination becomes HeroKiller incarnate for Light vs. Dark mode, since this tactic allows the player to sneak up on the enemy's angel and wipe out at least half of their health before they even know that he's there unless the angel goes ProperlyParanoid with defensive buffs. Even then, however, players using this tactic get to refill both powers at the start of every life, while the angel cannot, [[ImplacableMan meaning that this technique will not stop, ever]] [[http://tvtropes.org/pmwiki/pmwiki.php/Film/TheTerminator until the angel is dead.]] And even if the player using this tactic dies at the wrong time and becomes an angel himself, likely robbing him of his good melee weapon, he can STILL use both tactics to evade enemy fire long enough for his teammates to finish the job.

to:

* In Multiplayer, the combination of Lightweight, Transparency, and a weapon with good melee damage is highly effective and very difficult to counter. Transparency ensures that the player will have no difficulty getting to within melee range and will almost certainly be at high health at the start of the duel, while Lightweight's speed boost and stamina loss negation allows the player to cover ridiculous amounts of ground before Transparency runs out, which means that the defense decrease is nearly completely negligible, with the exception of area of effect attacks. With a decent melee-oriented weapon, such as clubs, arms, or claws, it's entirely possible to pull off a TotalPartyKill within SECONDS of the match beginning. Worst of all, this combination becomes HeroKiller incarnate for Light vs. Dark mode, since this tactic allows the player to sneak up on the enemy's angel and wipe out at least half of their health before they even know that he's there unless the angel goes ProperlyParanoid with defensive buffs. Even then, however, players using this tactic get to refill both powers at the start of every life, while the angel cannot, [[ImplacableMan meaning that this technique will not stop, ever]] [[http://tvtropes.org/pmwiki/pmwiki.php/Film/TheTerminator until the angel is dead.]] And even if the player using this tactic dies at the wrong time and becomes an angel himself, likely robbing him of his good melee weapon, he can STILL use both tactics to evade enemy fire long enough for his teammates to finish the job.job.
* The Power Attack modifier is a GlassCannon example. Having Power Attack +4 (the highest possible) on a weapon usually means you won't get much in the way of stats and other modifiers, but the trade off is that it ''doubles'' the strength of Powers like Mega Laser, Explosive Flame, Meteor Shower, Land Mine, and so on. What were once panic buttons become lethal surprise attacks, and the modifier on a weapon with decent damage and/or an innate Speed boost makes for a good one-two punch KO for whatever survives the Power spam. Granted you have to die to get your Powers refreshed after using them all up, but done right you should be gaining more than you're losing.
Is there an issue? Send a MessageReason:
None

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* One of the most effective and cheap ways to defeat bosses on 9.0 difficulty is to combine some of the strongest powers in the game. These being, Energy Charge, Weak Point Reticle and Playing Dead. With these powers, you can stay invisible and Invincible(as long as you do not move around), auto target the weak point on the boss and with energy charge, your offensive power increases immensely, getting stronger and staying effective until Pit gets hit. With invincibility from Playing Dead, Energy Charge and Weak Point reticle, you can just hold down L to auto attack the enemy ForMassiveDamage, and kill the boss quickly and easily. This works better if you have a weapon with great rapid fire, like Beam Claws. Most people use this strategy to beat the chapters on 9.0 with ease. You can even use this strategy to easily destroy people on Multiplayer. The only time this doesnt work is if a chapter has circumstances set up where you can't use powers.


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* Beam Claws. It may not have the best charge shot, but it still makes you decently fast and its rapid fire is just one Large Beam that goes on for a very long time. Its like you have the Mega Laser power equipped, except you can use it infinitely.
* Laser Staff. If you can get a mod on it to have good defense and range, you can do absurd damage to people on multiplayer, nearly one shotting them and to easily destroy enemies on 9.0.
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* As of recently, the Brawler Claws have been reaching GameBreaker status. Having the most mobility in the entire game and powerful melee, it is easy to run into the fray and score a couple kills with melee combos. On top of that, their projectiles, while weak and short-ranged, are fast and have ridiculously high shot cancellation. With Shot Cancellation and Walking Speed mods, one could merely ''speed-walk up to their enemies and [[ShootTheBullet block incoming fire from almost any average weapon simply by keeping their continuous fire up.]]''

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* As of recently, the Brawler Claws have been reaching GameBreaker status. Having the most mobility in the entire game and powerful melee, it is easy to run into the fray and score a couple kills with melee combos. On top of that, their projectiles, while weak and short-ranged, are fast and have ridiculously high shot cancellation. With Shot Cancellation and Walking Speed mods, one could merely ''speed-walk up to their enemies and [[ShootTheBullet block incoming fire from almost any average weapon simply by keeping their continuous fire up.]]'']]''
* In Multiplayer, the combination of Lightweight, Transparency, and a weapon with good melee damage is highly effective and very difficult to counter. Transparency ensures that the player will have no difficulty getting to within melee range and will almost certainly be at high health at the start of the duel, while Lightweight's speed boost and stamina loss negation allows the player to cover ridiculous amounts of ground before Transparency runs out, which means that the defense decrease is nearly completely negligible, with the exception of area of effect attacks. With a decent melee-oriented weapon, such as clubs, arms, or claws, it's entirely possible to pull off a TotalPartyKill within SECONDS of the match beginning. Worst of all, this combination becomes HeroKiller incarnate for Light vs. Dark mode, since this tactic allows the player to sneak up on the enemy's angel and wipe out at least half of their health before they even know that he's there unless the angel goes ProperlyParanoid with defensive buffs. Even then, however, players using this tactic get to refill both powers at the start of every life, while the angel cannot, [[ImplacableMan meaning that this technique will not stop, ever]] [[http://tvtropes.org/pmwiki/pmwiki.php/Film/TheTerminator until the angel is dead.]] And even if the player using this tactic dies at the wrong time and becomes an angel himself, likely robbing him of his good melee weapon, he can STILL use both tactics to evade enemy fire long enough for his teammates to finish the job.
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* Freezing. While under this status ailment, you are that the complete and utter mercy of everything gunning for you. Unless it's a Light vs. Dark match wherein a teammate rushes to your aid in time, you are dead, end of story.

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* Freezing. While under this status ailment, you are that at the complete and utter mercy of everything gunning for you. Unless it's a Light vs. Dark match wherein a teammate rushes to your aid in time, you are dead, end of story.



* Trade-Off far from implies EquivalentExchange. Sure you're reduced to minimal health, but you're not going to care, not when you get flat invincibility along with the ridiculous offense and movement boosts ''for twenty seconds''.
** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowered on their own, due to providing invincibility for no real penalty. But when you put them together, the combo abuser will be impossible to touch for too much of a match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.

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* Trade-Off far from implies EquivalentExchange. Sure Sure, you're reduced to minimal health, but you're not going to care, not when you get flat invincibility along with the ridiculous offense and movement boosts ''for twenty seconds''.
** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowered on their own, due to providing invincibility for no real penalty. But penalty, but when you put them together, the combo abuser will be impossible to touch for too much most of a the match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.



* Slipshot power. The ability to shoot through the walls are far more useful than its looks to be.
** For more fun, combine Slipshot and a weapon with good Homing (for example Eyetrack Orbitars) and a homing boost mods, and a mods and stats that increases attack power. Now, go hide behind a wall and shoot through it, dealing sudden massive damage without warning.

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* Slipshot power. The ability to shoot through the walls are is far more useful than its looks to be.
** For more fun, combine Slipshot and a weapon with good Homing (for example Eyetrack Orbitars) and a homing boost mods, and a mods and stats that increases attack power. Now, Now go hide behind a wall and shoot through it, suddenly dealing sudden massive damage without warning.
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Evasion+ mods aren\'t particular Game Breaker - They don\'t make the opponent untangible, and the invicibility period is only extended for some frames.


* Evasion +4. It makes the dodging invincibility ''last longer than the dodging itself''. Enjoy having your powers wasted with sickening ease if you are forced to use them on an abuser of this mod.
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* As far as Solo mode goes, a Twinbellows Cannon with a freezing mod is ''lethal'' in air battles. This is a weapon that, by default, can apply burning to opponents. And since the power of flight turns any continuous fire bar clubs into machine-gun fire ([[IncrediblyLamePun sorry]]), this basically means that when you hear that freezing echo, you can change targets, because you are undoubtedly going to have burned them by then. If you can maneuver your angel through BulletHell, even a 9.0 Intensity air battle is easy. Just don't get smart for the ground battles. [[OhCrap You]] ''[[OhCrap will]]'' [[OhCrap regret it]].

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* As far as Solo mode goes, a Twinbellows Cannon with a freezing mod is ''lethal'' in air battles. This is a weapon that, by default, can apply burning to opponents. And since the power of flight turns any continuous fire bar clubs into machine-gun fire ([[IncrediblyLamePun sorry]]), this basically means that when you hear that freezing echo, you can change targets, because you are undoubtedly going to have burned them by then. If you can maneuver your angel through BulletHell, even a 9.0 Intensity air battle is easy. Just don't get smart for the ground battles. [[OhCrap You]] ''[[OhCrap will]]'' [[OhCrap regret it]].it]].
* As of recently, the Brawler Claws have been reaching GameBreaker status. Having the most mobility in the entire game and powerful melee, it is easy to run into the fray and score a couple kills with melee combos. On top of that, their projectiles, while weak and short-ranged, are fast and have ridiculously high shot cancellation. With Shot Cancellation and Walking Speed mods, one could merely ''speed-walk up to their enemies and [[ShootTheBullet block incoming fire from almost any average weapon simply by keeping their continuous fire up.]]''
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*** [[UpToEleven Throw the Pisces Heal on top of that]] when you're bordering on elimination and your opponents can kiss their sorry asses goodbye.



* Evasion +4. It makes the dodging invincibility ''last longer than the dodging itself''. Enjoy having your powers wasted with sickening ease if you are forced to use them on an abuser of this mod.

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* Evasion +4. It makes the dodging invincibility ''last longer than the dodging itself''. Enjoy having your powers wasted with sickening ease if you are forced to use them on an abuser of this mod.mod.
* As far as Solo mode goes, a Twinbellows Cannon with a freezing mod is ''lethal'' in air battles. This is a weapon that, by default, can apply burning to opponents. And since the power of flight turns any continuous fire bar clubs into machine-gun fire ([[IncrediblyLamePun sorry]]), this basically means that when you hear that freezing echo, you can change targets, because you are undoubtedly going to have burned them by then. If you can maneuver your angel through BulletHell, even a 9.0 Intensity air battle is easy. Just don't get smart for the ground battles. [[OhCrap You]] ''[[OhCrap will]]'' [[OhCrap regret it]].
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None

Added DiffLines:

Granted, it's [[JustifiedTrope Justified]] since ''everything'' is PurposelyOverpowered in its own way, but inevitably there are a few things that stand out:
* Clubs in Free-For-Alls, as they have immense power and reach providing easy [=KOs=].
* Freezing. While under this status ailment, you are that the complete and utter mercy of everything gunning for you. Unless it's a Light vs. Dark match wherein a teammate rushes to your aid in time, you are dead, end of story.
** Hell, while we're at it, we might as well mention that it's possible to make [[BreadEggsBreadedEggs Clubs with a Freezing mod]].
** Petrify to a lesser extent, since that at least gives you a defense boost while TakenForGranite; Freezing does not. And considering the power of whatever you're being hit with, even that defense boost might not save you.
* Trade-Off far from implies EquivalentExchange. Sure you're reduced to minimal health, but you're not going to care, not when you get flat invincibility along with the ridiculous offense and movement boosts ''for twenty seconds''.
** The invincibility combo. (Trade-Off, Brief Invincibility, and Playing Dead.) Any of these are overpowered on their own, due to providing invincibility for no real penalty. But when you put them together, the combo abuser will be impossible to touch for too much of a match, while Trade-Off provides them free points. And God help you if the invincibility abuser becomes the angel when your own team's angel isn't in yet.
* The Magnus Club. While it is debatable whether or not it is the best club, its fast charge time makes it the most powerful, and its innate speed boost over other clubs is a ''huge'' selling point. When combined with the right powers and the proper stats, the player becomes a beast. [[ObviousRulePatch Nintendo at least realized this and thus banned it in official tournaments.]]
* The Taurus Arm is ''even worse''. While it doesn't quite have the reach of the Magnus Club, it has more melee power than nearly any other weapon in the game, and rather high mobility to go with it.
* Slipshot power. The ability to shoot through the walls are far more useful than its looks to be.
** For more fun, combine Slipshot and a weapon with good Homing (for example Eyetrack Orbitars) and a homing boost mods, and a mods and stats that increases attack power. Now, go hide behind a wall and shoot through it, dealing sudden massive damage without warning.
** For that matter, Homing boost in general, namely on what are usually [[PainfullySlowProjectile Painfully Slow Projectiles]]. Example: the Black Club has a very slow charge shot, but it lasts longer than any other in the game and already has decent homing itself. With a Homing boost modifier, those gigantic black blocks are suddenly doing U-turns after hitting/missing you so they can come back to hit you ''again''.
* Aries Armor. It provides a ''ridiculous'' defense power boost and immunity to stunning and launching, literally turning a player into TheJuggernaut.
** It becomes marginally worse when used in conjunction with Libra Sponge, which uses taken damage to buff the user's attack power. Having Aries Armor on with this means that the abuse taken to proc Libra Sponge becomes ScratchDamage, and being unstunnable means there's no way to stop the user's now ungodly powerful attacks short of clashing weapons. Oh, and these powers are refreshed upon death. [[ObviousRulePatch There's a reason both Aries Armor and Libra Sponge are banned in official Nintendo tournaments.]]
* Having a [[LeadTheTarget good arm]] (that means ''not'' using Autoreticle) turns the Flintlock Staff into a potential Game Breaker. Its charge shot goes from point A to point B almost instantly just like a real firearm, and staves gain more power with more distance between the shooter and the target, which it has the most of out of all the weapons in the game. With six stars in its Ranged stat and a good Charge Shot modifier, it's easy to constantly [[OneHitKill OHKO]] people from across the map and will even take a good chunk out of an Aries Armor user. The charge shot also has innate Shot Cancellation.
* Evasion +4. It makes the dodging invincibility ''last longer than the dodging itself''. Enjoy having your powers wasted with sickening ease if you are forced to use them on an abuser of this mod.

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