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** In a custom start, a water mage lord can start with the [[InfinityPlusOneSword Staff of Drowning]] legendary artifact that can decimate enemy armies.
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** Some consider Desco of ''{{Disgaea 4}}'' to be a game breaker due to her powerful evilities (Increases attack of adjacent allies by 20%, gains 20% attack per third of total HP missing, and deals 50% more damage at the expense of receiving 30% of normal mana), high stats, and multitude of long ranged area attacks that become even better after a monster fuses with her (Yog Sothoth hits a 3X5 area, making it the biggest area attack in ''the entire series''). On top of that, she can be boosted to even further by a Beast Trainer.

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** Some consider Desco of ''{{Disgaea 4}}'' to be a game breaker due to her powerful evilities (Increases attack of adjacent allies by 20%, gains 20% attack per third of total HP missing, and deals 50% more damage at the expense of receiving 30% of normal mana), high stats, and multitude of long ranged area attacks that become even better after a monster fuses with her (Yog Sothoth hits a 3X5 area, area up to six spaces away, making it the biggest ranged area attack in ''the entire series''). On top of that, she can be boosted to even further by a Beast Trainer.
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** In Civilization Revolution, the simplified mechanics provides a number of opportunities to completely dominate the AI even on the most difficult setting. And the Leonardo's Workshop wonder is so overpowered, since it upgrades all your existing units. Given the right circumstances, you can destroy any AI. First, always produce as many cheap, weak units as possible. As you're doing this, follow the path on your technology tree to discover the internal combustion engine. Time the building of Leonardo's Workshop so that it occurs right after you discover the engine and gain the ability to build a tank. All those cheap warriors you've been building since the beginning? They're now tanks. The game is over in 2 or 3 rounds max.
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*** No longer possible in the games following ''{{Disgaea 2}}'' (The remake of 2 included), as you can't capture monsters of a higher level then the main character.
** It's possible to apply both the poison and sleep status ailments to any non-boss enemy to kill them off with ease, regardless of the level difference between you and them. As a result of this, one can clear some optional maps with extremely good rewards (Dark Sun level 1-4 of Axel Mode in Dark Hero Days in particular) far earlier then intended, and break the game with the absurdly powerful equipment and tremendous EXP rewards from them.
** Some consider Desco of ''{{Disgaea 4}}'' to be a game breaker due to her powerful evilities (Increases attack of adjacent allies by 20%, gains 20% attack per third of total HP missing, and deals 50% more damage at the expense of receiving 30% of normal mana), high stats, and multitude of long ranged area attacks that become even better after a monster fuses with her (Yog Sothoth hits a 3X5 area, making it the biggest area attack in ''the entire series''). On top of that, she can be boosted to even further by a Beast Trainer.
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** Similarly, you can just abuse the fact that the AI never uses Supply Crawlers, by using them as they were intended, ad nauseum. Supply Crawlers act as if you were harvesting resources from the square it's sitting on(though only one resource at a time, as opposed to the usual three). However, by planting forests, which have a chance based on your Planet rating and eco-damage to automatically spread, you can plop crawlers down in squares your cities can't reach and [[CombinatorialExplosion use them to gather minerals to make supply crawlers to gather minerals...]]
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Added Canopus information to Tactics Ogre section

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** The PSP Remake removes the Retissue tactic, but some characters still manage to be overpowered, such as Canopus, who is a winged human who has high movement, is unrestricted by height and can be turned into one of the strongest archers in the game provided you have a class mark for it...which is 300 Goth...when an average battle rewards you with several thousand. Canopus can also be kept as a Vartan, allowing him to use a bow and axe, but they both need to be one handed and they don't do as much damage...but give him an absolutely amazing movement range. Did I mention you receive Canopus on the 4th mission of the game? The first 3 missions are all automatically performed, you can't lose.

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** ''LUCT'' had that any class could equip any weapon. Simple, right? Yeah, but then you've got a ghost that teleports to the target, floats, and uses a hammer. Or you can just use two insanely powerful spears (The most powerful weapon in the game, the Spear of Longinus, is [[CaptainObvious a spear]].) and have your spear-using characters fight each other, hitting the target in the middle twice. (Does not work on Shaher, who stays in the corner.) And then there's SummonMagic...

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** ''LUCT'' ''Knight Of Lodis'' had that any class could equip any weapon. Simple, right? Yeah, but then you've got a ghost that teleports to the target, floats, and uses a hammer. Or you can just use two insanely powerful spears (The most second-most powerful weapon (after [[InfinityPlusOneSword the four Snapdragons]]) in the game, the Spear of Longinus, is [[CaptainObvious a spear]].) and have your spear-using characters fight each other, hitting the target in the middle twice. (Does not work on Shaher, who stays in the corner.) And then there's SummonMagic...


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*** A few more for KoL: [[InfinityPlusOneSword The four Snapdragons]] are on a completely different plane of existence compared to all your other weapons. You'd be very happy with a weapon of attack 60. Snapdragons: attack 75 right off that bat, and then you can improve that AND give your character stat boosts and special abilities by 'snapping' specific classes and characters. The Ninja and Swordmaster classes are both stupidly overpowered: Ninjas move three times faster than any other character, [[DiskOneNuke are available at the beginning of the game]] and have an insane evasion score. Swordmasters are the same as Ninjas, but trade a tiny bit of speed for the ability to equip any sword in the game, and are cast buffs or status spells. Including Time Stop ([[ExactlyWhatItSaysOnTheTin Stops time for the enemy team]]) or Teleport ([[ExactlyWhatItSaysOnTheTin teleport]]), which are already GameBreakers of themselves. Then you have sword techniques that cost a tiny bit of HP to use, but easily allow you to hit the damage cap if you have a Snapdragon... by the end you can beat the last boss with your main character and another (to use the Lance of Longinus to break the last boss's invulnerability field). In three turns (one turn to get there and break the field, two turns using of the time-stop special technique combo).
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* Exodia in ''{{Yugioh}}: 7 Trials to Glory''. The game follows the rules of the real-life card game, in which despite being an automatic instant win, Exodia isn't particularly a huge deal due to the sheer difficulty in summoning it, so what's the problem? First, the game has a special area in which ''there is no banned/limited list''. The difficulty in summoning Exodia comes mainly from the fact that you're allowed 1 copy of each of the 5 cards necessary to summon it, and only one copy of Sangan (which can add any of the five cards from your Deck to your hand). Without bans or limits, you're not only allowed three separate Exodias in your deck, you're allowed three Sangan to fish it out, AND three copies of the outright banned Witch of the Black Forest (which is essentially a better version of Sangan), AND three copies of Dark Hole, which destroys all monsters on both sides of the field. Since Sangan and WotBF have their effects activate when you destroy them, all you have to do is nuke the field while your side is filled with Sangan and WotBF, add any Exodia pieces that aren't in your hand, win. With the additional note that your opponent doing anything to destroy your monsters is playing right into your hands. And let's not forget normally banned/restricted cards used for drawing more cards, especially Pot of Greed (draw 2 cards with no penalty) and Graceful Charity (draw 3 cards with a negligible penalty for this deck style). To cap it all, winning by a means other than the normal "reduce opponent's life points to 0" gives you 5000 DP (the game's currency), whereas getting 500 DP winning the normal way is pretty good. Winning in the third or fourth turn doubles your winnings, the second quintuples it, and the first gives you tenfold. Getting such quick wins with this deck style is incredibly easy; after a few games, you'll have no excuse to run out of money ever again. You can even buy a Deck that is ''pre-made with all the above cards'' (though admittedly you do have to beat [[ThatOneBoss R. Hunter]] to buy said Deck); naturally, after doing this all difficulty goes completely out the window.
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** Is it possible for a game to be so broken, [[BeyondTheImpossible it actually cycles back to balanced?]]
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* ''TacticsOgre'' has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\

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* ''TacticsOgre'' has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\MOVE?
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  • actually it was *actually it wasn\'t **SHUT UP


*** Leonardo's Workshop WASN'T a game breaker because a veteran unit promoted by it would lose unit veterancy and a veteran lower tier unit (which got + 50% attack and defence) was regularly better than an inexperienced promoted one.
*** Actually, it really was. Having dozens of constantly state-of-the-art units would always trump the one or two veteran units your opponents could muster.
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*** And considering that a Galaxy Mage/Skull knows pretty much every spell bar defensive buffs, you can have all her other pupils beef up her other stats.
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**In ''[[ShiningForce Shining Force 2]]'', one of your characters, named Karna, learns a buff spell called Boost 2. The spell itself is not the broken part of it, all it does is increase the affected member's defense, which is nice, but not game breaking. What is game breaking, however, is the large area it can cover, allowing Karna to affect the entire party, which no other buff spell does. Because it affects the entire party, Karna earns the maximum possible experience every time it's used, no matter what level you are. This allows you to [[LevelGrinding power level]] Karna to ridiculous degrees relatively fast.
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** Black Channel turns a unit into undead; it now no longer needs any upkeep except for one mana, but can't heal. Use this on trolls...who still regenerate. No more massive upkeep, but still healing benefits! (Since undead don't gain XP, you'll want to train your trolls up to elite first, but that's easy enough.)
** High Elven longbowmen do full damage at any range. Two longbowman units can often clear the field of enemies entirely without magic, and then you give them alchemical assistance.
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*** Actually, it really was. Having dozens of constantly state-of-the-art units would always trump the one or two veteran units your opponents could muster.

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* ''TacticsOgre'' has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\

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** To explain this better; Omachi is absurdly broken. She's easily the strongest diviner in the game (fitting since she's the former queen of the Youkai empire) and her second Lightning ability is the equivalent of an I Win button. For just one turn of preparation (which can only be canceled by two ninja attacks), she can deal 150% of her usual damage to all enemies.
** The Kenshin + Natori + Uruza + any monk with convert action is also absurdly unbalanced. Kenshin has a passive skill that lowers all enemies moves by one and boosts her stats. Natori has a spell that, given one turn of preparation, kills 30% of each enemies troops but has the downside of taking up all of her moves. Uruza also has a hit all ability that lowers all moves by one again. The Monk can then use convert action to let Natori and Uruza have multiple uses of their skills.
** The Yuzuhara + Teru combination isn't as broken as the other two examples but it's still absurdly powerful. Yuzuhara has a very powerful short range attack that has a chance of annihilating the enemy unit. Teru is one of the best foot soldiers in the game thanks to the Ally Guard Plus ability (Very high odds of her unit taking an attack aimed at another unit) and Counterattack Rate Up 2 which give a massive increase to her counterattack damage. When equipped with the Dragonfly Cutter, she deals insane amounts of damage when counterattacking.
* ''TacticsOgre'' has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\
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fixed a redlink (not a wikiword)


*** ''UFO Aftershock'' has also short range game breaker. GunsAkimbo. Well developed Cyborg/Ranger/Commando with 2 MP5 SMGs, armour piercing ammo and proper implants has greater range than assault rifles, 10 shot long burst (each shot has individual check for critical hit meaning that at least one critical hit in burst is virtually certain), very low aiming time (if enemy comes from beyond the corner it is possible to kill him before he finishes turning around) and (due to bug) insane movement speed, team him with Human Scout/Ranger/Commando who has much lower range but (even) higher critical hit chance and can spot living target from half the map. That duo can: shred anything into pieces at short range, suppress and outgun anything at medium range, rush from cover to cover so quickly that no enemy can even aim at them and obviously spot targets for snipers. Only drawback: huge ammo consumption.

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*** ''UFO Aftershock'' has also short range game breaker. GunsAkimbo. Well developed Cyborg/Ranger/Commando with 2 MP5 SMGs, [=MP5=] [=SMGs=], armour piercing ammo and proper implants has greater range than assault rifles, 10 shot long burst (each shot has individual check for critical hit meaning that at least one critical hit in burst is virtually certain), very low aiming time (if enemy comes from beyond the corner it is possible to kill him before he finishes turning around) and (due to bug) insane movement speed, team him with Human Scout/Ranger/Commando who has much lower range but (even) higher critical hit chance and can spot living target from half the map. That duo can: shred anything into pieces at short range, suppress and outgun anything at medium range, rush from cover to cover so quickly that no enemy can even aim at them and obviously spot targets for snipers. Only drawback: huge ammo consumption.
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* [[TheUndead Undead Hordes]] in {{Disciples}} 1&2. One can get ghosts with physical immunity pretty early in the game. And then [[CurbStompBattle easily kill]] all those [[GiantMook giants, trolls and krakens]] for large amounts of gold and exp, which in turn would allow to kill more dangerous enemies, such as dragons and enemy heroes. All handicaps enforced by such strategy are counterable. The most practical way to deal with such party is to [[NukeEm bombard them with most powerful spells available]], which works only slightly better due to the fact that your whole army consists of {{Squishy Wizard}}s (while the survivors of normal army would be easy pickings for exp). And computer doesn't do that.
* In the MegaDrive/Genesis port of Heroes of Might and Magic: King's Bounty, you're racing against the clock to defeat all the bad guys and save the king. Luckily, there is a spell called "Time Stop" that briefly freezes time. The Sorceress has many spell slots. The result of using these two together is that you can leisurely sail around picking up money (which always respawns). It also freezes all the random encounters on the map, letting you either easily avoid or only attack the weak ones for easy gold (and possible recruits). Yelling "Za Warudo" while using this exploit is stupid.

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* [[TheUndead Undead Hordes]] in {{Disciples}} 1&2.''{{Disciples}} 1''&''2''. One can get ghosts with physical immunity pretty early in the game. And then [[CurbStompBattle easily kill]] all those [[GiantMook giants, trolls and krakens]] for large amounts of gold and exp, which in turn would allow to kill more dangerous enemies, such as dragons and enemy heroes. All handicaps enforced by such strategy are counterable. The most practical way to deal with such party is to [[NukeEm bombard them with most powerful spells available]], which works only slightly better due to the fact that your whole army consists of {{Squishy Wizard}}s (while the survivors of normal army would be easy pickings for exp). And computer doesn't do that.
* In the MegaDrive/Genesis port of Heroes ''Heroes of Might and Magic: King's Bounty, Bounty'', you're racing against the clock to defeat all the bad guys and save the king. Luckily, there is a spell called "Time Stop" that briefly freezes time. The Sorceress has many spell slots. The result of using these two together is that you can leisurely sail around picking up money (which always respawns). It also freezes all the random encounters on the map, letting you either easily avoid or only attack the weak ones for easy gold (and possible recruits). Yelling "Za Warudo" while using this exploit is stupid.



* In H-Game SengokuRance, you'll see a few people who will mention Omachi, Kenshin + Natori + Uruza + Aburako Dosan, and Yuzuhara Yuzumi + Mouri Teru pop up in discussions on who's the game breaking unit.
* Tactics Ogre has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\

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* In H-Game SengokuRance, ''SengokuRance'', you'll see a few people who will mention Omachi, Kenshin + Natori + Uruza + Aburako Dosan, and Yuzuhara Yuzumi + Mouri Teru pop up in discussions on who's the game breaking unit.
* Tactics Ogre ''TacticsOgre'' has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?\



* ''{{Odium}}'' has the Attracting Device. When you deploy it on the ground during battle, monsters become hypnotized and won't attack you, instead trying to reach the device as fast as possible. Some monsters are immune, but most aren't (including, ridiculously enough, [[spoiler:human enemies]], making several potentially tough fights a doozy.) A fun thing to try is surrounding the device with your men to keep enemies from ever reaching it...

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* ''{{Odium}}'' has the Attracting Device. When you deploy it on the ground during battle, monsters become hypnotized and won't attack you, instead trying to reach the device as fast as possible.possible, thus earning you several turns of blasting them to bits without fear of retaliation. Some monsters are immune, but most aren't (including, ridiculously enough, [[spoiler:human enemies]], making several potentially tough fights a doozy.) A fun thing to try is surrounding the device with your men to keep enemies from ever reaching it...
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* ''{{Odium}}'' has the Attracting Device. When you deploy it on the ground during battle, monsters become hypnotized and won't attack you, instead trying to reach the device as fast as possible. Some monsters are immune, but most aren't (including, ridiculously enough, [[spoiler:human enemies]], making several potentially tough fights a doozy.) A fun thing to try is surrounding the device with your men to keep enemies from ever reaching it...
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** Artillery has natural no range dissipation, and Armor Piercing mod: not only armor on the target doesn't matter at all, but its drive usually breaks before hull hit points are gone. Theoretically is negated by Heavy Armor early on. Practically, AI ships almost never has it. So good drives to keep the distance, [[KineticWeaponsAreJustBetter Mass Driver]], 1 more level in Force Fields or 2 for auto-firing, and never mind missing jammers or shields: small mass drivers are good point defence and heavy ones do flat 9 damage, so you can plunder missing tech from crippled and boarded ships with shields up to class V (3-4 [[TechnologyLevels levels]] over such guns).

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* In the release version of ''MasterOfMagic'', a single unit of Paladins could slaughter just about any enemy in the game. The supremely cool [[NinjaPirateZombieRobot Flying Invisible Warships]] were similarly powerful, and unlike Paladins they weren't nerfed in the patch.
** Not to mention that you could do [[NinjaPirateZombieRobot Flying Invisible ''Anything'']] with spells and equipment (for heroes).

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* In the release version of ''MasterOfMagic'', a single unit of Paladins could slaughter just about any enemy in the game. The supremely cool
** Sorcery gives
[[NinjaPirateZombieRobot Flying Invisible Warships]] were similarly powerful, and unlike Paladins they weren't nerfed in the patch.
** Not to mention that you could do [[NinjaPirateZombieRobot Flying Invisible ''Anything'']]
Invisible]] ''Anything'' with spells and equipment (for heroes).heroes). Flying Invisible Warships unlike Paladins weren't nerfed in the patch. If Flight is dispelled on a wrong terrain units are killed, but Spell Lock is a Sorcery spell, so Flight users are likely to have it too, and even if not, there are 3 stacking bonuses against dispels.
** Life magic combo of Morale + Income bonuses. Nodes may be taken by Guardian Spirit from Magic Spirit, but not vice versa, so Life wizards have an advantage of irreversibly robbing anyone else. This may or may not be balanced by the chance to overtake and getting the units there in the first place, depending on map size and magic setting.
** Some strong enchantments, like Time Stop or Zombie Mastery. Hard to cast, but upkeep costs are modest.
** Death has two spells giving [[ImmuneToBullets Weapon Immunity]], Wraithform and Lycanthropy... but worse are Evil Presence (crippling unrest) and Warp Node (it sucks mana back in, and the victim needs a lot of mana to have a good chance to disenchant it - a vicious circle).
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* ''LUCT'' had that any class could equip any weapon. Simple, right? Yeah, but then you've got a ghost that teleports to the target, floats, and uses a hammer. Or you can just use two insanely powerful spears (The most powerful weapon in the game, the Spear of Longinus, is [[CaptainObvious a spear]].) and have your spear-using characters fight each other, hitting the target in the middle twice. (Does not work on Shaher, who stays in the corner.) And then there's SummonMagic...

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* ** ''LUCT'' had that any class could equip any weapon. Simple, right? Yeah, but then you've got a ghost that teleports to the target, floats, and uses a hammer. Or you can just use two insanely powerful spears (The most powerful weapon in the game, the Spear of Longinus, is [[CaptainObvious a spear]].) and have your spear-using characters fight each other, hitting the target in the middle twice. (Does not work on Shaher, who stays in the corner.) And then there's SummonMagic...

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* Tactics Ogre has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?

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* Tactics Ogre has too many to count. Archers are available early on and will be useful for the rest of the game; unlike any melee unit they can attack at ridiculous range (greatly enhanced by having high ground) and aren't subject to counterattacks, can walk through water, and do just as much damage as a melee class. Mid-game you have summon magics which can basically one shot a target. By the end of the game you just pick how you want to be broken - do you prefer to kill everything on the screen within a few turns with dragon magic, or do you prefer to exploit the Retissue spell to make a character with 10x the stats of anyone else who can wipe out the entire enemy party before they even get a chance to do a SINGLE MOVE?MOVE?\
* ''LUCT'' had that any class could equip any weapon. Simple, right? Yeah, but then you've got a ghost that teleports to the target, floats, and uses a hammer. Or you can just use two insanely powerful spears (The most powerful weapon in the game, the Spear of Longinus, is [[CaptainObvious a spear]].) and have your spear-using characters fight each other, hitting the target in the middle twice. (Does not work on Shaher, who stays in the corner.) And then there's SummonMagic...
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** ''Civilization V'' gives us Bushido, the Japanese special ability, which causes units to maintain full defense and attack stats even while wounded. If this wasn't overpowered enough, it's possible to combine this with the Populism social policy, which grants a 25% damage bonus to wounded units. In other words, damaging Japanese units in these conditions ''actually makes them stronger''.
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** The Custom Race option can be used to achieve a GameBreaker effect: simply slap both the "subterranean" and "aquatic" bonuses on your custom race. (Never mind that it makes no biological sense whatsoever.) The result: a race that can out-breed any other, given a planet with water. And since most of the easily colonizable planets are "terran" or "aquatic" by default... {{So Yeah}}. And more people means more production and science. Plus the subterranean bonus gives a big boost to ground combat when defending against invaders.

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** The Custom Race option can be used to achieve a GameBreaker effect: simply slap both the "subterranean" and "aquatic" bonuses on your custom race. (Never mind that it makes no biological sense whatsoever.) The result: a race that can out-breed any other, given a planet with water. And since most of the easily colonizable planets are "terran" or "aquatic" by default... {{So Yeah}}. And more people means more production and science. Plus the subterranean bonus gives a big boost to ground combat when defending against invaders.
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** Capturing monsters. By throwing a monster-type enemy (not a human-type, unfortunately), it will join your party under certain circumstances. Seeing as throwing an enemy on one another fuses them together, adding their levels together, it takes only 8 hours to go from a level 500 character to five level 9999 characters.
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** The Yoshitsuna sword makes all the other weapon types useless in the first game. It has more range than a gun, higher Attack power and capability than any other item PLUS stats boosts in all areas and, coupled with the sheer variety of skills that swords provide, it can cover almost all the area effects you need. It was considerably nerfed down in the sequel.

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