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1{{Game Breaker}}s in role-playing games. Information about ''Super Mario RPG'', ''Paper Mario'', and the ''Mario & Luigi'' games can be found [[GameBreaker/SuperMarioBros here]], and information on ''Sonic Chronicles'' can be found [[GameBreaker/SonicTheHedgehog here]].
2
3!! Games with subpages:
4[[index]]
5* ''GameBreaker/AnotherEden''
6* ''GameBreaker/ArcanumOfSteamworksAndMagickObscura''
7* ''GameBreaker/AtelierSeries''
8* ''GameBreaker/BaldursGate''
9* ''GameBreaker/BravelyDefault''
10** ''GameBreaker/BravelyDefaultII''
11* ''GameBreaker/BreathOfFire''
12* ''GameBreaker/{{Castlevania}}''
13* ''GameBreaker/CookieRunKingdom''
14* ''GameBreaker/CrashFever''
15* ''GameBreaker/DarkSouls''
16* ''GameBreaker/DarkestDungeonII''
17* ''GameBreaker/DivinityOriginalSinII''
18* ''GameBreaker/DragaliaLost''
19* ''GameBreaker/DragonAge''
20* ''GameBreaker/DragonQuest''
21* ''GameBreaker/EldenRing''
22* ''GameBreaker/TheElderScrolls''
23* ''GameBreaker/EpicSeven''
24* ''GameBreaker/EtrianOdyssey''
25* ''GameBreaker/{{Fallout}}''
26* ''GameBreaker/FinalFantasy''
27** ''GameBreaker/CompilationOfFinalFantasyVII''
28** ''GameBreaker/FinalFantasyVIII''
29** ''GameBreaker/FinalFantasyXII''
30** ''GameBreaker/FinalFantasyXIIITrilogy''
31** ''GameBreaker/FinalFantasyBraveExvius''
32** ''GameBreaker/FinalFantasyRecordKeeper''
33* ''GameBreaker/GenshinImpact''
34* ''GameBreaker/KingdomHearts''
35* ''GameBreaker/{{Magicka}}''
36* ''GameBreaker/MassEffect''
37* ''GameBreaker/{{Miitopia}}''
38* ''GameBreaker/OctopathTraveler''
39* ''GameBreaker/{{Pokemon}}''
40* ''GameBreaker/ShinMegamiTensei''
41** ''GameBreaker/{{Persona}}''
42* ''GameBreaker/{{SINoALICE}}''
43* ''GameBreaker/{{Starfield}}''
44* ''GameBreaker/StarOcean''
45* ''GameBreaker/{{Suikoden}}''
46* ''GameBreaker/TalesSeries''
47* ''GameBreaker/TrailsSeries''
48* ''GameBreaker/TrialsOfMana''
49* ''GameBreaker/TheWitcher''
50* ''Xenoblade'' series
51** ''GameBreaker/XenobladeChronicles1''
52** ''GameBreaker/XenobladeChroniclesX''
53** ''GameBreaker/XenobladeChronicles2''
54** ''GameBreaker/XenobladeChronicles3''
55* ''GameBreaker/YakuzaLikeADragon''
56[[/index]]
57
58----
59!! Other games
60[[foldercontrol]]
61
62[[folder:# to C]]
63* In ''VideoGame/The7thSaga'', Valsu's Elixir spell restores all HP and MP. More to the point, it deducts the MP for casting it ''before it restores MP''. This effectively makes you invulnerable to anything that can't one-shot you. You only get it late in the game, though. There's a common story that this makes the game UnintentionallyUnwinnable if Valsu gets a PlotCoupon and you don't kill him (or play as/ally with him) before he reaches Level 42, where he gains this spell, but [[NintendoHard despite the difficulty of the game]], this is thankfully untrue - his AI version cannot cast Elixir.
64* ''VideoGame/AbsentedAgeSquarebound'': Using a Sluggish Potion on a boss and a Rapid Potion on the player character gives the latter a massive turn advantage. This is especially useful during Ganger boss fights and the postgame {{Superboss}}, since their shields can only be restored after they take enough actions.
65* ''VideoGame/TheAethraChronicles'' has several, which are suspected to be GoodBadBugs:
66** A Power Ring gives you more MP and +10 to bow shots. Not +10 ''power'' on your shots, no; it literally lets you fire 11 times per round instead of one, turning a level one character into a killing machine. And you can buy one [[DiscOneNuke in the starting city]], before you ever go into combat, as well as several later locations, not even counting the possibility of finding them in treasure chests. ''And they stack'', allowing you to just equip more and more of them as needed to [[AnticlimaxBoss trivially dispatch any boss in a single round]].
67** The Deadly Strike ability scores a critical hit that will kill most enemies immediately, and deal massive damage to those tough enough to survive it. But unlike most attacks, it doesn't use up your turn; it just consumes a movement point, so if your Deadly Strike skill is high enough to trigger nearly every time (fairly easily achieved), you can score critical hits over and over again. With the right gear, your thief can have over twenty or even thirty movement points, allowing them to cut down monsters like a scythe through grain. For extra ridiculousness, this can be combined with the Power Ring exploit, so when your thief finally runs out of moves, you can still make a bow attack that is essentially guaranteed to kill one more target.
68** The Summon Shadow Guardian spell would ordinarily be a serious game breaker, if it wasn't competing with the even more broken mechanics that exist. It creates a permanent (but dismissable) party member by copying an existing one. The shadow can't equip gear, ''but'' the copying process includes the stats of whatever gear the template character was wearing. So, you can give all your best unique gear to one person, copy them, then redistribute the gear to its original wearers. And there are no limits on how many times you can cast the spell, except your MP. Bear in mind that with the right combination of skills and gear, a character can use Deadly Strike and a bow to slaughter mooks and bosses alike, and you can now mass-copy them...
69* Sira of ''VideoGame/{{Albion}}'' can freeze every enemy on the field (except bosses, which instead, can be binded by thorn snares), has beyond average speed, and is also a very decent fighter, who can land critical hits more often than most characters in the beginning.
70* ''VideoGame/AlphaProtocol'':
71** Pistols have the Chain Shot ability. It slows time to a crawl and lets you aim a number of pistol shots with perfect accuracy. At low levels, this lets you snipe a few difficult enemies with a pistol. At high levels, you can kill ''bosses'' instantly by putting 6 bullets in their head at once. Add Brilliance and you can do it twice.
72** Almost as gamebreaking is the ability to line up critical hits with the pistol from behind cover, so you can win a fight without ever exposing yourself to return fire.
73** Maxing out martial arts lets you draw and shoot a pistol at the end of a combo. That's right, you can [[NeverBringAKnifeToAGunfight bring a gun to a fistfight.]]
74* In ''VideoGame/{{Arcanum}}'', any Throwing character can immediately break the game halfway through by acquiring the Aerial Decapitator, a ranged, returning throwing weapon with massive damage and high attack speed. Grenades? Turn 'em to loot. Other party members? They'll never get a hit in. One shot kills: if it's not a lethal insta-crit, the damage will do 'em in. And as a ranged weapon, it never gets damaged so never needs repairs.
75** In the unpatched version, the Molotov Coctails do not cost a turn when used in turn combat. Oh, and they can be made using cheap components with basic technology skills. Infinite damage is go.
76** Another cheesy method is to ramp up your stats for speed and damage, then get a Dagger of Speed (as mage) or the Balanced Sword (as Technologist) and set combat to turn based. You can get in 25 hits before you opponent can even move.
77* In ''VideoGame/ArcRiseFantasia'', magic can become this once you start getting the good stuff, particularly Level 3 and 4 Fire Magic and almost all of the Elemental Combo Magic ([[LightEmUp Light]], [[CastingAShadow Darkness]], [[AnIcePerson Ice]] and [[ShockAndAwe Lightning]]). This is because party-linked magic of the same kind will result not only in stronger Supreme Magic versions with additional effects/more damage/longer duration, they'll also boost your AP regeneration for the next turn (thus allowing you to select more actions the next turn) AND vastly increase the output. What's more, linked magic can be cast multiple times by any character in the same link in order to increase the output even more, resulting in some truly ludicrous amounts of damage, to the point that some bosses (''including'' {{Superboss}}es) can be killed in a couple casts of multi-linked magic. And unlike unleashing [[LimitBreak Excel Trinity Acts]], magic can be used more often and even multiple levels of magic can be restored with a single item, resulting in an overall higher damage output than you're supposed most powerful techniques. The only drawbacks are that you'll have to invest quite a bit of money in order to optimize your character's Orbs (which are the objects you place gems into in order to use magic) so that your magic can be as good as possible. Also, you're only given a handful of level 4 gems in the game. If you want to equip the rest of your team with all level 4 gems in order to use every single kind of magic in the game with everyone, you'll need to test your patience by fighting powerful enemies, hoping that a Raystone will be among them, break it, and pray that the level 4 gem shard will drop, ''because it almost never does.''
78** To name a few specific spells, the level 3 Fire Spell, Life Force, doubles your max HP capacity. This is very good on its own, but the use of its Supreme version, Above and Beyond, is practically cheating, as it ''also'' heals your character by the same amount of health increased. Casting this status on your party at the beginning of a battle greatly reduces the difficulty of bosses. This is even better with a Fire Raystone present, as you'll now only have to use one character to cast Above and Beyond. Other very good spells include the level 3 Ice and Dark spells, which, respectively, grant temporary immunity to physical attacks and magic attacks. The former is arguably the better one, as ALL Excel Acts count as physical, allowing you to survive devastating wide-area attacks that every endgame boss has. The level 4 Fire Spell is the single strongest hitting spell in the game, the level 4 Wind and Dark spells will hit the entire field, the level 4 Light spell is a full revive, and the level 2 Dark Spell is indispensable for its ability to cancel positive effects on the enemy; something that will '''save your sanity''' when some bosses cast [[RegeneratingHealth Regen]] on themselves (them being Bosses, they'll have a LOT more HP than you, and therefore, heal a LOT of health each turn).
79** Another GameBreaker is [[spoiler: Allul]], the last Rogress. This Rogress, on its own, grants the best boosts in the game with no drawbacks; it is, in fact, statistically more advantageous to only equip this Rogress rather than outfit yourself with more. Not only that, it has the strongest Logos Attack in the game. Getting such an awesome reward [[ThatOneBoss after a particularly grueling battle]] [[SugarWiki/MomentOfAwesome is quite invigorating.]] There's also no reason to assume it's a BraggingRightsReward, seeing as it can be obtained before the FinalBoss, and therefore, before the bonus dungeon.
80** Basically, to cut all of this short, ''Arc Rise Fantasia'', a NintendoHard game, gets considerably easier as you advance further into the game and your characters grow into their full potential. But note that all of these {{Game Breaker}}s will do you no good if you don't apply strategy to at lest a degree, as quite a few bosses are ''still'' quite hard.
81* ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has this in the form of an 'I Win' button called Replakia. The game's battle magic is based on a percentage system which builds up for more power the longer the 'song' goes on. Replakia is explained by the game as collectible extras combing their song power with yours. When activated Replakia gives a huge instant boost to your song percentage and gives increasing acceleration of the natural increase through the character's outfits, depending on how many extras you've managed to obtain (which are game breakers in themselves - see below), all for the same MP constant cost the spell normally has and a turn or two of making sure Cloche's Vanguard gets the up bonus (which is the requirement to use Replakia). Replakia is only usable for one offensive cast per combat, but nothing short of chapter ending bosses could possibly survive it.
82** Once you get to the point where you can reliably splice a Synchronity Chain (multi-mage combo attack) on a turn 1 - 3 (1/2 with a dedicated item) Replakia, your greatest challenge is trying to keep the boss alive long enough through nothing but fighter basic attacks to see how much damage your combo can actually inflict.
83** It should be noted that Replakia is essentially NEEDED to finish the game properly, as there's a GameBreakingBug on the second to last boss where if she's not defeated quickly, she will perform an attack that glitches and freezes the game. The problem is that she has a crapton of health - enough that lower-leveled Reyvateils might not have enough oomph in their spell to drop her far enough for her to switch patterns.
84** Additionally, the extras used for Replakia, the I.P.D.s, can be equipped onto the Vanguards for additional bonuses. Any I.P.D.s you find with any type of Guard bonus should be equipped, since that skill increases the timing window for better defense options. Since the only way to prevent damage totally is to get a Perfect guard, and Perfect guards massively increase the song percentage, having both the Vanguards with an I.P.D. with Guard++ or higher basically guarantees protection, even against the endgame boss and level 9 I.P.D.s.
85* The first release of ''VideoGame/{{Aveyond}} 3: Gates of Night'' has the Death Scroll, a one-time-use magic item that can OneHitKill any enemy -- including the BigBad, Gyendal. After players began to talk about how easy it made the FinalBattle, the next patch revokes this by making Gyendal resistant to the spell.
86* ''VideoGame/BatenKaitos Origins'' has an EX attack combo called The Apotheosis, which is so overwhelmingly powerful that it {{One Hit Kill}}s every single enemy in the game from full health. Yes, even the FinalBoss. Yes, even the {{Superboss}}. All it requires to pull off is a powerful weapon of your choice, an MP Burst, and seven specific attack cards. Four of which you ''start the game with'', and the other three of which are dropped into your lap as you progress.
87** Think that's bad? Try Guillo's ultimate, Frigid Queen's Festival. Although not ''quite'' as powerful as The Apotheosis, it targets the '''entire enemy party'''. It's not impossible for an enemy to survive, but it typically deals so much damage that it might as well be. After one use of Frigid Queen's Festival, a couple weak attacks can easily pick off that {{Superboss}} who just ''barely'' survived the hit.
88*** Heck, Aphelion Dustwake (the last piece of Frigid Queen's Festival) is a GameBreaker in and of itself. Nearly every enemy encounter can be ended instantly with that card, a weapon, and 4 MP. One of the game's mechanics involves a heartwing dash, which allows you to start battles above the normal 0 MP; the problem is that if it overflows, the enemy gets free hits on you. By manipulating the heartwing dash, you can start battles with 4 or 5 MP fairly easily with a little practice. Didn't draw that card? Just keep using Sagi and Milly's turns to keep discarding until you get it. Having problems working the heartwing dash? Get the hidden Quest Magnus [[spoiler:Gena's Pinion]], which prevents overflow (thus keeping you at 5 MP for essentially forever), and the game becomes an utter joke. Frigid Queen's Festival is only really needed for {{Flunky Boss}}es, or else just [[ThereIsNoKillLikeOverkill utter annihilation]].
89** There's plenty more in ''Origins'', one notorious example being Mountain Apple abuse. Quest magnus are used to slightly adjust your characters' stats, and they affect the whole party. None of these are gamebreaking alone, especially as these are temporary boosts that only last as long as you're ''holding'' the items in your limited quest magnus space, and more powerful ones are significantly harder to get. Mountain Apples, however, raise your HP by five percent; this doesn't seem like much, but the problem is that you can get an infinite amount of Mountain Apples with next to no effort. Even taking the {{cap}} on quest magnus into account, your HP becomes absurdly high, which allows you to completely neglect your armor rating, which in turn allows you to power up your weapons at a ''much'' faster rate than you would normally be able to - all of the Cannon, with none of the Glass. Combine this with the Book of Mana, a GameBreaker in its own right which completely heals your entire party for 1 MP, and things just get absurd.
90** Deluxe Sushi from the original deserves a mention. It heals 3000 HP per use and has a 50% chance of reviving a fallen character. Through the game's ItemCrafting system, it was possible to go to a low level area like Nunki Valley, load one character's deck up with the ingredients, and farm Deluxe Sushi for a while. If you give each character five or six Deluxe Sushi cards, you're ''unstoppable'', since ''nothing'' in the game comes even close to doing that much damage. Just to top it off, the process for creating Deluxe Sushi involves the Deluxe Wasabi Root, which in and of itself is a powerful revival item.
91** If you're patient or don't mind waiting throughout the game for your investment to bear fruit, you can get the even ''more'' broken Wonder Momo in the first game. The Wonder Momo heals 2800 HP. That's less than the Deluxe Sushi, but the thing is that any healing Magnus that heals more than the Wonder Momo will eventually rot, whereas the Wonder Momo is ''permanent''. If that wasn't bad enough, the Wonder Momo will, without fail, heal any and all status effects '''including death.''' If used for defense, it will also raise resistance to ''all'' status effects by 100%. If THAT wasn't bad enough, you can get an '''infinite''' amount of Wonder Momoes. The ''only'' drawback is that you have to wait 80 hours' time for the necessary Magnus to change into Wonder Momo. The "drawback", however, is mitigated by the fact that the Wonder Momo evolves from the mundane Peach Magnus, which you can easily get in the Ancient Library in Anuenue from enemies. So if you choose to wait, you can have an absurd supply of what is arguably the best healing Magnus in the game in time ready to help you through [[ThatOneBoss the worst]] of the game. With 5, it's almost impossible to lose. With ''10'', it ''is'' practically impossible to lose.
92* In ''VideoGame/BetrayalAtKrondor'', one could rest during the turn-based fights to gain 2 life points each turn. Resting outside of fights recharges the health much slower (and costs food). It is entirely possible to walk into a fight half-dead, "freeze" the enemy using a spell, then re-charge all characters and come out perfectly healthy of a fight one went into almost dead. Also makes life-potions seem redundant.
93* ''VideoGame/{{Bloodborne}}'' has [[https://www.youtube.com/watch?v=72essOdKJIU the Bone Ash enhanced Cannon]] (also known as the [[Memes/DarkSouls Bass Cannon]]) which deals an obscene amount of damage against anyone in its range, although it is otherwise inaccurate and inefficient. The problem comes when you combine it with the Reiterspallasch Trick Weapon to effectively parry and stun your opponent (just spamming R2 is enough) and follow up with a cannon blast while they're down. [[https://www.youtube.com/watch?v=JkuauzTzUvc Using it for low level PvP]]? It would be a guaranteed OneHitKill.
94** [[https://www.youtube.com/watch?v=GI3aRB5LADk A Rifle Spear]] that stacks Arcane damage bonus blood gems only require you to do one thing: spam the L2 button, no other moves involved.
95*** This is no longer the case after the 1.04 patch, which fixed the oversight.
96** Shaman Bone Blades can utterly ''wreck'' the PvE gameplay and [[AiBreaker break the AI over your knee]] if you use them right. For context, it possible to use them to completely cheese certain boss fights, most notably the Shadows of Yharnam (hitting one of them with a blade will make them start fighting each other). Being limited to a carry stock of 3 and being extremely short-ranged may be for the best.
97** The parry mechanic itself can allow skilled players to tear through most enemies and humanoid bosses (Gascoigne, Logarius, [[spoiler:Gehrman]], etc.) with ease. Some bosses (looking at you, Pthumerian Descendant) are usually taken out ''exclusively'' using parries/visceral attacks. The later chalice dungeons balance this by summoning particularly vicious monsters when an enemy is killed with a visceral attack.
98** With a high enough Bloodtinge stat, Simon's Bowblade can make a majority of the game trivially easy, letting you hang back at a safe range and pelt enemies and bosses with high-damage arrows without having to put yourself at much risk. The only limiter to this is how well you can manage your quicksilver bullets, and if someone were to combine it with the Runes that give bullets for Visceral Attacks, even this is mitigated and the weapon becomes almost completely self-sufficient. This gets even more broken if you pair it with the Chikage for rare close encounters, as the Chikage also scales with Bloodtinge and becomes extremely powerful with enough stats.
99** Similar to the weapon mentioned above are the Blacksky Eye and Accursed Brew also from the DLC. They scale incredibly well with Arcane and use only one or two Quicksilver Bullets respectively. The latter is worth mentioning because of it's wide hitbox while the Blacksky Eye is easily spammable with short casting time and almost non-existent cooldown and fair range. It's entirely possible to cheese out some bosses, even the endgame ones, only using a combination of the two.
100*** Arcane in general is one of the the most useful stats; not only it raises item discovery, most spells allow you to defeat bosses at ease, resulting in the situation of LinearWarriorsQuadraticWizards. especially once you get the previously-mentioned items and A Call Beyond. If you chose Cruel Fate as your starting class, you gain access to all Arcane Tools at Level 25 (40 Arcane). Similar to Bloodtinge build, the only runes you need are Oedon Writhe (all three variants) for replenishing Quicksilver Bullets.
101** From a PvE stand point we have the Whirligig Saw, which along with [[ImpossiblyCoolWeapon looking awesome]] does hilariously broken amounts of DPS. It's fully capable of crippling every limb a boss possesses in seconds, stun locking them in various flinch animations. For even more beast-killing power, it does Serrated damage and can be set on [[FlamingSword fire,]] a damage type most beasts are crippling weak to. With proper stats and gems, it turns even dangerous fights like [[ThatOneBoss the Loran Darkbeast and headless Bloodletting Beast]] into curb-stomps.
102** For [[PlayerVersusPlayer PvP]] we present the Rakuyo, weapon of Lady Maria. Without a doubt the most devastating weapon against other Hunters... once [[DifficultButAwesome properly mastered]] at any rate. The Rakuyo's incredibly complex moveset essentially turns Bloodborne into a fighting game, as it has far more complex combos than any other weapon. This makes it [[ConfusionFu ''extremely'' difficult to predict]]. Combined with it's blazing fast attack rate allows it to chew through other Hunters, NPC or PC, with frightening ease. Bringing this thing into invasions or duels will generally get you lots of hate mail and/or mockery as it's universally considered the most over powered weapon in the game once mastered.
103** The two-handed charge R2 attack of the Hunter Axe is a 360 spinning move (often called the "Spin-2-Win") with ''enormous'' reach and has the ability to knock most enemies backwards onto the ground, which stuns them for a second or two. Not very useful in PVP due to the long windup, but it's insanely effective at crowd control and stunning DemonicSpiders in PVE, and it often allows you to cheese enemies by clipping the axe through obstructions that they can't attack through. This is especially noticeable on fights like Father Gascoigne, where you can chain it through the gravestone clusters and still hit him even though basically none of his attacks can hit you.
104*** The Burial Blade is very powerful for this as well, as its two-handed charge R2 has an ''even longer'' reach at the cost of the 360-degree attack arc. The Burial Blade compensates for this by having extremely high vertical range (big help on fights like Amygdala and Ebrietas, which allows you to easily hit their weak points).
105** The Holy Moonlight Greatsword counts through three virtues. It has excellent scaling and damage in both strength and arcane. Secondly, it has a decent moveset, amazing switch attacks, good reach and strong Rally potential. Thirdly and most importantly is it's transformed attack. It's L2 is bad enough; a slow wind up for a massive thrust almost as good as a visceral attack for a pittance in bullets, but the charged L1 is where it shines - A massive windup for an attack that shoots a large sword beam. Seems lack-luster until you account for the fact that the main swing is still present, so with perfect positioning it can hit ''twice'' for absurd amounts of damage. More importantly the attack is an AIBreaker, as most bosses will just slowly walk towards you if you use a Charged Attack with no chance of hitting anything. And it's just ''handed'' to you after you beat a specific boss ([[spoiler:Ludwig the Accursed]]), no matter what you do. The only downside? It's DLC.
106* ''VideoGame/BlueDragon'' has the Barrier Magic skill "Field Barrier". When this gets leveled up to its maximum(Field Barrier 3), you can cast it on the world map and literally kill [[{{Mooks}} all the low-level enemies]] by ''running into them''. The tradeoff for this is that while killing the enemies this way gets you half of the SP(points you need to level up your Shadows) that fighting them normally would have, you don't get any EXP for your characters, making it mostly useful for leveling up your Shadows or making it through areas without having to try and navigate around the enemies you don't want to battle.
107* The flash game ''[[VideoGame/BookOfMagesTheDarkTimes Book of Mages: The Dark Times]]'' has the Dark Wood clan. While the other clans have some powerful abilities to their credit, the Dark Wood clan stands out for the fact that four out of its five exclusive abilities break the game almost single-handedly, never mind when actually combined with each other. To list them:
108## The Curse status condition. Every hit with this condition reduces the strength of your opponent by one. There are two reasons this is broken: first, in this game damage is done by multiple fairly weak attacks, and the damage reduction applies to each hit. Second, Curse can stack, to the point where even the endgame bosses can be reduced to the same strength as the trainees fought in the beginning of the game. And Curse '''never wears off'''. While spells to remove status conditions exist, they are extremely rare (and, until endgame, impractically costly), so the number of opponents who will do so can be counted on one hand.
109## Increase Special. By paying a mere 20 hp, you can increase your much more important Special bar by 20 points, and this counts as a free action, meaning your opponent cannot do anything during this turn. The Special bar dictates how many of your spells you can cast. Thus, battles typically go thusly: Turn 1, increase Special. Turn 2, nail opponent with five more bolts than it is physically possible for them to have, all of which have the Curse status on them. Yes, five Curses that early on. Your opponent may now start weeping.
110## Silence. Bear in mind that ''everyone in this game is a mage'', and while Silence does allow them basic attacks and wears off after one turn, you'd be surprised what you can do in that amount of time, especially when you add more Curses into the mix. Or, if their strength is already at minimum, you can cast a Combined bolt. This is a basic attack usable by anyone that turns all of your multiple attacks into a single shot, weakened by each of your opponent's attacks that hit it; not broken by itself, but when combined with their minimized strength, they will take an absurd amount of damage, with ''nothing they can do about it''. What's the cost of the Silence spell? 20 special points.
111## Trade Life. ExactlyWhatItSaysOnTheTin, exactly as broken as it sounds. The only limitation on this spell is that you need an almost full Special bar to cast it, but once again, Increase Special. Running low on health thanks to one Increase Special too many? Now they are. Fighting [[ThatOneBoss Witchthorn]], or the {{Superboss}}, with their absurd amount of HP? Well, wish them luck getting your new HP bar down.
112** While not quite as bad as Curse + Silence, the Chaos Desert clan's Burning Bolts is capable of dealing absolutely insane damage due to the way it works. As mentioned above, damage is usually done by multiple fairly weak attacks in this game, but Burning Bolts throws that right out of the window by allowing these attacks to double the effects of the last attack that hit during that turn. What this means is that if each attack normally deals 10 damage (which is pretty easily attainable with boosting items), the first attack that hits deals the normal 10 damage...then the next one deals 20...then the next one deals 30, and so on. When you add in the fact that Chaos Desert gets 10 more hits than any other clan with the exception of Great Sea (and even then, only [[BigGood Watervine]] actually ''uses'' this defensive ability), and the fact that the Chaos Desert clan enchantment reduces the opponent's Special bar to make blocking these attacks even harder...well, consider the fact that a full-power Burning Bolts deals enough damage to kill ThatOneBoss '''five times over''', and the reason that enemy is ThatOneBoss in the first place is because of their insane HP stat.
113** Ice Land.
114## Freeze. The Ice Land mages absolutely ''cripple'' any mage who focuses on defense (except for Burning Hill, the quintessential anti-gamebreaker), because this enchantment reduces the number of defensive bolts the enemy can shoot; an ability that tends to make Great Sea and Poison Water mages cry.
115## Freeze Attack, an admittedly-expensive ability that allows them to cancel their opponent's attack at will.
116## For twenty special points, they can use Freeze Defend: a spell that allows them to attack their opponent ''without the possibility of any kind of defense''. Though they're limited to a basic attack plus Freeze effect, this gives them ten shots of unopposed Freeze on an opponent. Which is very nasty combined with...
117## Freeze Death. If their opponent has 20 freezes on him, they can lay down a OneHitKO effect. No resistance, no defense, nothing.
118* In SSI's ''Buck Rogers: Countdown to Doomsday'' RPG there was an exploit that could get you more armor, weapons, and credits than you had carrying space for. In space comba´$2C provided th!u you survived to get close enough to a victim ship to board it, you could capture the ship in 2 combats instead of doing a dungeon crawl through the ship to take the bridge and engineering. The way you would set this up is after boarding the ship, fight the initial boarding fight. After you win that fight, retreat to your ship through the airlock. You will then have a battle of opportunity as the '''entire''' enemy ship's crew will follow you and attack. Provided that you have equipped your party with grenade launchers, plasma throwers, and aerosol/chaff grenades, you will have an incredibly easy time wiping out the crew as their area effect weapons impact on the blocking walls put up by your chaff/aerosol grenades and annihilate each other. This tactic will allow your party of 6 to wipe out crews hundreds of times larger than yourself in one battle, up to and including that Dreadnought that sits in orbit over Mars the entire game.
119* The Sword Expertise gem in ''VideoGame/ChildrenOfMana''. All you need to do to get it is buy or find a Sonic Wave gem (3000L, but you find loads of it) and a Mighty Defense gem (only 1000L). If you fuse those together (12000L which is a bit expensive) and you'll get Sword Expertise which gives you +8 Sword ATK, unleashes a shock wave on the third sword strike, doubles sword damage and ''is only a 2x1 gem''. Sonic Wave is 2x1, Mighty Defense is 1x2 and Sword Expertise is infinitely more useful than both of those together. Even Poppen who's the mage character is unstoppable with Sword Expertise.
120* ''VideoGame/ChronoTrigger'' has a fun way to make a party full of Game Breakers, even without the NewGamePlus. Using Crono/Frog/Ayla, you can execute 3D Attack, which arguably is the best physical attack in the game. Mix Lucca/Robo/Magus and the Blue Rock (Blue Gemstone in the DS remake), you get Omega Flare, the most powerful magic spell in the game. You can obtain pretty much the best equipment for almost everyone if you go through the Black Omen three times. Marle's haste spell can be cast on any character, including herself, multiple times, eventually allowing each party member to attack the enemy several times for each time the enemy attacks. Maybe Square decided to make this game a bit easier than most {{RPG}}s?
121** Rubbles are creatures only found in one place in the game, Mt. Woe. They disable items and techs when fighting them, they have such massive evasion that anything short of a critical hit can't touch them, and they run away after a short while, but they're worth 1000 EXP and 100 TP (which level up Techs) if they're defeated. Once fought, Rubbles don't ever respawn...except one, which happens to be located close to a save point mid-level. Fighting just that one Rubble over and over, it's incredibly easy to obtain all characters' Techs within an hour or two, with some added EXP leveling to boot.
122** Golden Studs, full stop. They slash the cost for Tech casting by ''75%''. That über-powerful spell/Tech that cost 20 points that you could only use four times in a row, ''max'', before needing to refill your MP? Now it costs 5. Get three, give them to your party, and have fun [[SpamAttack spamming those]] aforementioned GameBreaker attacks. Throw on a [[SuperSpeed Haste Helm]] for fun, and suddenly even bosses are [[MadeOfPlasticine made out of papier-mâché]].
123** Ayla has an ability that lets her [[VideoGameStealing steal items]] off of enemies. Thing is, it has a surprisingly good success rate, and the enemies in this game carry ''incredible'' stuff - if you know who to rob, you can get powerful equipment long before you should, or valuable items you can't buy in shops. (There's one hallway in the Black Omen that's infamous for letting you pick up between four to eight megalixers each time you walk through it.) And if she can't steal it by herself, she has a Dual Tech with Marle that works exactly the same, but with an ''even higher'' success rate.
124* ''VideoGame/ChronoCross'' has two main ones. First off, there's a {{Superboss}}, [[spoiler:Dario]], who, if fought normally, is ''incredibly'' difficult, and beating him nets you the Mastermune, arguably Serge's best weapon. [[note]]Technically, the Spectral Swallow has higher base damage, but the Mastermune always gets critical hits on eight of the nine enemy types. However, the Mastermune does not carry over to a NewGamePlus.[[/note]] However, due to a bit of ArtificialStupidity in his programming, it's possible to prevent him from ''ever'' attacking just by spamming the right kind of element every turn. This allows him to be beaten very early by sneaky players. Second, completing that fight allows an optional character, Glenn, to claim the legendary sword Einlanzer. ''[[DualWorldGameplay From both worlds]].'' The capacity to [[DualWielding dual wield]] the InfinityPlusOneSword makes him one of, if not ''the'', most powerful characters in the game.
125* ''Videogame/ClassOfHeroes'' 2 has the Ragnarok spell. Pretty much all spell-casting classes learn it before level 20, it costs a measly 56 MP (spellcasters tend to have around 400 MP at that point), it affects all allies or enemies and it has one of the following selectable effects:
126** Allies:
127*** Magic damage + 200%
128*** Physical damage taken halved
129*** Magic damage taken halved
130*** Team Attack gauge maxed (wich allows for bonuses like doubled magic attack or full HP and status recovery for the entire party)
131*** MP fully recovered (one of your characters uses 56 MP and the entire party-including the caster)
132** Enemies:
133*** Entire enemy party has all skills sealed and can only use basic physical attacks. This works on bosses.
134* ''VideoGame/CrusadersQuest'' has Altair+Kaede. How this works is that Altair's damage scales off an ally's resistance, while Kaede provides the clone. However, Kaede can clone Altair, which makes Altair's clone scale off Altair himself, making them chain-off each other for massive cross-screen damage because Altair's damage is based on the clone which scales on him back. This duo consisting of two seasonal heroes, has remained as the most broken DPS in the entire game, sweeping even the optional Challenges with cross-screen range at best. Altair himself has a 45% resistance/evasion shred as well.
135[[/folder]]
136
137[[folder:D to F]]
138* ''VideoGame/DarkChronicle'' has an interesting and oft-overlooked GameBreaker involving the medal collection sidequest. The sole reason most people bother with collecting medals is OneHundredPercentCompletion and/or [[AndYourRewardIsClothes getting Monica's sexiest outfits]], as clothing is all you can get by exchanging medals...except for one seemingly-useless item, the Name Change Ticket. The purpose of the Ticket is deliberately downplayed, and most people don't bother wasting hard-earned medals on it. However, investing medals in one or two Tickets can result in [[DiscOneNuke extremely early acquisition]] of [[InfinityPlusOneSword the game's strongest weapons]]. Once you have a Ticket, buy the cheapest, weakest weapon in the game, then use the Ticket to rename it. Changing its name to the ''exact'' name of another existing weapon transforms the renamed weapon into that weapon at its weakest stats. Thus, by the third chapter of the game, you can have the Grade Zero, Supernova, LOVE, Chronicle 2, Island King, or whichever terminal weapon tickles your fancy.
139** The Name Change Ticket's game-breaking status is challenged only slightly by its ability to create only the ''base level'' of the weapon, with the lowest possible stats, whereas a terminal weapon synthesized all the way through the [[ItemCrafting weapon crafting tree]] would inherit a plethora of stats and elemental affinities. However, even the basic stats of a terminal weapon are more than enough to deal with anything for many, many chapters to come, and by the time it starts showing its age it will have accrued enough levels and Synth Points that you can graft whatever Synth Spheres (stat boosters) you want anyway.
140* ''VideoGame/DarksidersII'' gives us critical hit % boosts and abilities that activate on critical hits. Possess weapons can hold up to 4 abilities. Add the following combination: Critical hit % +, health on crit, wrath on crit, and reaper energy on crit. Equip armor that boosts critical hit damage and critical hit %. Use stonebites to raise your critical hit %. Invest your skill points in the ability that boosts your attack strength (this skill has a node that boosts critical hit % and damage). At high levels, you can cast this spell and make it last about 15 seconds. In battle, activate it, and let loose. By the time the ability runs out, you will have made enough wrath back to recast, plus plenty of health and reaper energy. Recast, continue until all are dead. Unless you are seriously out of your league, this combo will keep you from ever losing enough health to justify using a health potion, and you'll only need a wrath potion if the enemies run away instead of fighting you. At high levels, your crit % will be 60% or higher, and you'll be doing 200-300% additional damage per crit. Use this with a high speed weapon like scythes or claws, and you'll be ripping enemies apart in seconds.
141** Clear wave 25 and 100 of the Crucible, find all the relics and the book of the dead pages, and find the secret in the fourth death tomb, and you'll have the Abyssal armor set, an upgrading armor set whose abilities increase as you level up and gives a boost to your critical hit rate, and gives sweet bonuses for wearing the full set. This is the only set of armor that offers crit rate boosts (and strong ones, at that) that you can use at high levels. Combine this with a scythe like the one listed above, and the stonebite crit rate boosts, and you can have a critical hit rate of 100%, meaning you will farm health, wrath, and reaper energy with every attack you launch. Increase your base crit rate higher, and you can substitute critical hit % with critical hit damage boosts on your weapon, and your talisman, making your attacks even more damaging.
142** Rarely, vendors will sell items that have a Health Steal stat which can be transferred to posessed weapons and will take the damage bonus from criticals into account. Using critical chance, critical damage, health steal and health per crit, one can create weapons that refill the entire health bar within a single attack, which makes dodging anything except bosses completely superflous.
143** [[DiscOneNuke Achidna's Fangs]]. It's a unique secondary weapon you get after defeating an impossible to miss boss around mid-game. Not only does it have a huge life steal on crit (25% according to [[http://www.ign.com/wikis/darksiders-2/The_Crucible this guide]]), but it's effect spreads on your primary weapon as well. Add something like Guillotine (+300% crit damage) and you'll be able to heal any amount of damage in seconds.
144* The Scrolls of Dahrizon quest area from the Flash MMORPG game ''Dawn of the Dragons''. The area (which has four subsections filled with bosses) opens up relatively early in the game - after completing the fourth questing area, Ryndor. Why is this overpowered? Although each subsection of SOD requires a specific Legendary item, these items (and their components) are relatively easy to find, and can be discovered just by completing most areas on Hard or Legendary levels, along with completing a handful of raids. The difficulty and energy requirements of SOD are generally not an issue when you get all of the required items, but the benefits are incredible. To start with, beating the final boss of the section (Simulacrum of Dahrizon) on each difficulty level awards a +50 power boost to all of your legions, for a total of +200 (making it as good as the top-tier legions in the game, not taking into account their benefits). Secondly, just beating all of the quest bosses on any difficulty and crafting the scrolls they drop unlocks the Dahrizon general, who gives a +100 bonus to all Legions by himself, and gives extra damage per different Troop owned ''and'' +25 to his Attack and Defense for each 12 different Troops owned. That last point is particularly notable, as the player will likely have dozens of Troop types by that point in the game, making him head and shoulders the best general in the game. There's a reason why SOD is considered the most broken area in the game by the DOTD fanbase.
145* The ''VideoGame/{{Diablo}}'' series:
146** ''VideoGame/Diablo1997'':
147*** Sorcerer was ridiculously easy to break by using the MS No-Stun bug. The "stun" that occurs if your character (or a monster) gets hit strongly enough is a huge part of the gameplay. But, Mana Shield can potentially cancel that. The problem is that it works by first applying damage to your life (as usual) but then converting it to your mana. If the damage is greater than your life, you're considered DEAD (and not stunned) for milliseconds until Mana Shield does its work. If your life ends up below your level (which is the stun threshold) you can never be stunned when using Mana Shield. Since sorcerers rely on Mana Shield in the normal gameplay anyway, well... To make it even worse, there's an otherwise feared enemy "Black Death" that when hitting you removes 1 of your maximum life, which you could use.
148*** Unofficial ExpansionPack ''Hellfire'''s easter egg bard was breakable without any bugs because of dual-wield. Just equip a haste/peril weapon combo together with an undead crown or helm or spirits for life-steal. Because peril does 1x WEAPON damage to the user, but 3x CHARACTER damage to the monsters, and such big life-steal will almost always get your HP back, such a combo can potentially cause total havoc.
149** ''VideoGame/DiabloII'' is much, ''much'' worse when it comes to imbalance:
150*** A Paladin with the Blessed Hammer / Concentration combo can kill virtually everything in the entire game in seconds with no effort, and the beta 1.13 patch (likely to be the last) has done little to remedy this. It's even worse if they have the Teleport skill from the equally-overpowered Enigma Runeword.
151*** The blood golem iron maiden combo was truly absurd, being a ''casual'' gamebreaker rather than requiring players to put 20 points into the same skills to use. The blood golem healed itself and you for some of the damage it dealt. The iron maiden curse caused enemies to damage themselves for a percentage (200% at ''rank one'') of the damage they dealt. The game registered this as the blood golem dealing the damage to them, meaning after just a few ranks it would heal itself and you for much more damage than enemies were dealing. It only worked on physical damage at least, but against that you were both functionally invincible.
152** ''VideoGame/DiabloIII'' encourages this by providing multiple legendary effects for its items, which can stack on top of each other for absurd game-breaking.
153** The infamous "[=Spin2Win Barbarian=]" in the vanilla game that combines unparalleled damage, defense, mobility and unlimited resources in one single package and works incredibly well even with cheap gear in the then-functional Auction House. Sprint/Run Like the Wind allows you to move swiftly anywhere and drops very fast and hard hitting tornadoes while moving. Whirlwind/Hurricane allows you to drop said tornadoes right on top of enemies while doing respectable damage by itself. Battle Rage/Into the Fray lets you recover tons of rage back by critical hits done by the previous two skills, while Wrath of the Berserker/Thrive on Chaos further boosts your damage, movement speed, survivability levels and gives you complete immunity to crowd control effects, with the best part being that it can be maintained ''indefinitely'' as long as you spend and generate rage in huge quantities, which is a complete non-issue with the previously mentioned skills. This build is so good that it is evident Blizzard is very careful to ensure the supercharged transformations that all classes now have in Reaper of Souls will not have any mechanics that could extend their durations.
154*** Early on there was a build for Wizards that resulted in them being effectively unkillable. With a combination of an Energy Armor rune that made any attack only able to remove one-third of their maximum health, a complete lack of vitality on gear, and huge amounts of regen and lifesteal. You could keep the flow of health so high that every hit would instantly be restored. This was quickly removed with a patch to the rune that an attack that dealt more than your maximum health would cause the damage to exceed the one-third shield, making a decent health pool required.
155*** The Legacy of Dreams gem increases all damage you do by 3.75% per level for each legendary item you have on, as long as none of the items you have equipped are set items. At level 25, the gem provides double this bonus for each Ancient legendary item you have. When you start getting more than 150% per item, it allows for truly insane amounts of damage, all while leaving you free to experiment with other legendary item combinations for a unique, powerful build that's capable of shredding through the higher difficulties of Torment.
156*** The Unity ring splits damage between everyone who wears it. If equipped on your hireling, this would transfer half of all damage to them until they died. However, one legendary token for the Templar, Scoundrel, or Enchantress makes it so they ''can't'' die, effectively cutting all damage you take in half as a passive bonus.
157* The ''Digimon World'' games have a few game breakers:
158** In the first one, raising an ultimate Digimon is often a frustration for many players and usually will require ''immense'' trial and error or simply looking up a guide. However, later on in the game you can find a Monzaemon suit which will turn a Numemon (one of the worst Digimon in the game) into its Ultimate digivolution, Monzaemon. This is notable because unlike the Digivolution items, which don't grant increased life expectancy or stat boosts ([[AwesomeButImpractical making them pretty much useless]]). However, using the Monzaemon suit ''does'' grant you those benefits, as if you had raised one yourself, which is a very difficult thing to do conventionally given how poor a Digimon Numemon is and the strict requirements. Monzaemon himself is a very good Ultimate, with access to the "Thunder Justice" tech, one of the most powerful in the game. Provided that you don't complete the specific sidequest the suit is supposed to be used for, you can continuously bring Numemon here to get a super powerful Digimon with no effort.
159** In the second game, the move Duo Scissor Claw (Okuwamon's tech) pretty much breaks the entire game. It does a fair amount of damage, lowers the defense of the targets hit, and hits the entire enemy team. There is no cap to how much an enemy can have their defense lowered, which means they'll take more and more damage from it and any other techs. you can DNA digivolve your way to having an entire party with this move and just completely shred the enemy team's defense continuously, guaranteeing an easy win every single time no matter who you're facing.
160** On the third game, there's the Counter Crest. Dropped by Tuskmon (Where you can find him not quite late in the game), this accessory gives the digimon an ability to counter the entire damage he suffered. ''Every time.'' This not only turns the game into a cakewalk, it also makes the ForcedLevelGrinding alot shorter, since you will suffer alot more damage than you would deal normally. There are only two disavantages, one which it doesnt stack with other effects from equipments and it doesnt work everytime on the PAL version.
161* ''VideoGame/DiscoElysium'':
162** {{Munchkin}} strategies for ''Disco Elysium'' all revolve around roleplaying a high-INT stat Art Cop. The aim is to obtain the Thought Cabinet ideas Actual Art Degree and Wompty-Dompty-Dom Center, the two Art Cop themed thoughts, as soon as possible - Actual Art Degree gives +10EXP and heals Morale damage every time you get a Conceptualization passive, and Wompty-Dompty-Dom Center gives +10EXP and +2.00 réal every time you get an Encyclopedia passive. (Both of these are two of the most common types of passive in the game, and pay for themselves very quickly.) These are not only far more generous than the political thoughts which give you EXP or money, but they work on passive checks rather than active roleplaying choices, so don't lock you into having to play the entire game as an artist in the same way that (e.g.) becoming a Mazovian Socio-Economist will mean you're sacrificing EXP every time you ''don't'' choose a Communist dialogue option.
163** Surprisingly, the Boring Cop copotype is a favourite of minmax strategies, as the associated Thought, Regular Law Official, gives you +3 to every skill cap in the game once internalised. 4 points is the magic number you need in a Skill before it will begin passing Medium passive checks (and therefore influencing your personality). Boring Cop means that even if you start out with 1 point in a primary stat, the skills within it can be levelled up to 4, letting you, ironically, transform yourself into a ''very'' strange person. Also, since Boring Cop raises caps on skills that other Thought Cabinet projects simply can't reach, it's pretty much mandatory for 1/1/1/1 SelfImposedChallenge runs.
164** The Thought Cabinet ideas which double the effect of drugs are very useful, both for ordinary play and for the fact that drugs increase your level cap in each skill for the duration of their effects. (Although Revacholian Nationhood, the skill for doubling the effect of alcohol, is somewhat controversial in the playerbase as it requires you to become a massive fascist.)
165* In ''VideoGame/DivineDivinity'' the Scorpion trap skill was way overpowered. Sure, the actual scorpion traps themselves weighed a ton and took up most of your inventory space, but if you had your traps skill high enough, they dealt a ton of damage and were next to impossible to kill. All you needed to do was get near a boss, drop 10 - 20 scorpion traps, sit back, watch as they completely overwhelmed the boss, and wait for it to end.
166** Made even more broken with the Aura of Command spell. Normally when a creature is summoned it does whatever it wants and does not follow you. With Aura of Command you can make permanent summons. A Scorpion Trap at level 1 Trap Skill (max level is 5) could spawn a scorpion capable of killing everything up to level 12. A level 5 Trap skill scorpion could kill everything in the game aside from bosses, minibosses, and creatures in set piece battles.
167* ''VideoGame/DivinityOriginalSin2'' brings us the Barrelmancer build. Pump your Telekinesis stat, find an indestructible chest, fill it with heavy objects (barrels and reinforced crates, which can also be filled with even more objects), then just throw it at enemies for insane amounts of damage. Then, with a good amount of Wits (for crit chance), Necromancer (for HP regen when you deal Vitality damage) and the Lone Wolf, Living Armor and Executioner talents, you can easily kill 3+ enemies in a single turn while getting back gobs of Vitality and Magic Armor. There's little need for offensive skills, other stats or even other party members when you've done it right.
168* In the obscure 1989 PC game ''Don't Go Alone'', the final boss is behind 5 doors which [[InterchangeableAntimatterKeys each]] require a special key to open. Late in the game, you receive acid which lets you burn through walls. This acid is mandatory; there's a part in the game where you absolutely need to go through walls to progress. The thing is, the acid can burn through ''any'' wall, so you can easily use it to go around the special doors.
169* The weapons received after successfully defeating the Doppelganger in one volume of the ''VideoGame/DotHackGU'' games will let you breeze through the next volume.
170** By completing Sanjuro's sidequest in the second volume of the original ''[[Franchise/DotHack .hack]]'', you can receive the Blades of Bond. Despite being only a level 19 weapon, it has stats that are utterly absurd. It gives boosts to elemental attack and defense in '''every element''', and these boosts are second only to the fourth volume's InfinityPlusOneSword - and even then, there's barely a difference. It increases evasion - both physical and magical - by 10%, and that's before you factor in the boosts from your armor. It gives +25 to physical accuracy, which is just obscene - the only weapons that give higher boosts carry attack ''penalties'', whereas the Blades of Bond have an attack stat among the best of all the weapons of its type in the second volume. Granted, it starts to fall behind in this area in the third and fourth volume - or would, if not for one of its skills being Ap Corv, which boosts attack power (read: the ONLY thing it starts to fall behind in). And another one of its skills is Thunder Dance, which makes very short work of the [[DemonicSpiders Specters]]. And to cap it all, it has a decent chance of healing you with every attack. To find weapons that compare favorably to the Blades of Bond, you have to look to [[InfinityPlusOneSword level 90+]] weapons generally found only after beating the final boss ''two games later''.
171** In a meta-example, the unique abilities the main characters gain in "The World" can be considered game breakers. I'd like to see someone beat Kite or Haseo in player-versus-players when they have access to weapons like the Twilight Bracelet and Skeith.
172* The third game in the ''VideoGame/DragonBallZTheLegacyOfGoku'' series, ''Buu's Fury'', enabled you to use the series's famous [[PowerLimiter weighted clothing]]: it reduces your movement speed, but increases your XP gain. Considering how much the series derided MightyGlacier tactics as useless, you'd expect it to be a real problem... but it honestly isn't; the speed loss isn't enough to impact your combat performance much, and if you need to get somewhere fast, just take it off and put it back on when you start fighting, or use Super Saiyan to boost your speed back up to normal. And since your XP gain gets boosted by a pretty significant margin, and the game also provides you with an item that boosts gains from leveling, that means before long, you're about ten levels higher than you should be and your speed is completely irrelevant. Doesn't matter how long it takes you to reach your opponent when a single attack combo is probably going to shred their entire health bar.
173* ''VideoGame/DungeonsOfDredmor'':
174** Encrusting can be a massive gamebreaker: each of the 4 major crafting skills, smithing, alchemy, tinkering, and wandcraft, grant enchantments that can be placed on weapons and/or armor. These enchantments can stack. As long as you have the materials to do so, you can pile enchantment after enchantment on your weapons, armor, and accessories. There is currently not a known upper limit, meaning that you can create weapons that deal every possible damage type simultaneously. Supposedly, the instability percentage in the recipes balances it out, but the effects only trigger when you get hit, which most certainly won't happen if you're killing everything beforehand.
175** Added to this is the crossbow Bolt Eruptor. It can be crafted using the Tinker skill, and is potentially the most powerful weapon in the game. When it launches a bolt, it causes a fiery explosion that damages nearby enemies and leaves a fiery field effect that damages the target and nearby enemies. This is in addition to whatever additional encrusting you gave it. And all of that is in addition to whatever effect the bolt itself had. Add to that the base damage of the weapon itself (10 piercing, 10 fire), which is itself quite severe. This is THE weapon for handling large groups of enemies, such as monster zoos. Use this weapon with a high damage bolt type, like the Bolt Of Mass Destruction or the rocket or bomb bolt types, and you can devastate even high level enemy mobs in short order.
176* The poison status condition from ''VideoGame/EpicBattleFantasy3'' requires elaboration. Poison in this game can stack; a level 1 poison isn't particularly noteworthy, but the poison damage is vastly increased for each consecutive level. By the time you reach a level 9 poison, you would have to spam {{Limit Break}}s just to deal more damage in one turn than the poison is doing. One of Matt's earliest learnable skills is Nettle, which causes this condition, and if you level Nettle up to level 3, you can get them to a level 3 poison with ''one'' use of Nettle. And one of the earliest weapons you can find is the Black Fang, which ''boosts the power of Nettle''. Worse, later on you can teach Lance the Poison Gas move, which inflicts level 3 poison on all enemies, and can sometimes do it twice for a level 6, in one shot. Even the final boss is not immune - in fact, being a BarrierChangeBoss, it has a state where it's ''weak'' to poison, and can sometimes start the battle this way. Stack him up to the gills with poison and tank and he'll lose ''tens of thousands'' of HP per turn. The only balance is that some of the enemies are immune to it, including most of the later bosses and the [[BossInMookClothing Monoliths]].
177** What ''really'' makes poison broken, though, is the way battles work in the game. Battles take place in waves, and once you kill all the enemies in one wave, the next one will spawn right away. If you use 2 characters' actions to KO one wave, you'll then have only one character to prepare for the next wave's attacks, forcing the player to be careful about eliminating waves too quickly. But if the wave is finished off with poison, which takes place between turns, you didn't have any characters use their actions - so you'll have ''all three'' characters ready for the next one, removing a large balancing factor normally inherent to the game.
178** Lance's Airstrike special. It deals a large amount of damage to a single enemy, with a 50% chance of inflicting that damage to the entire enemy party. Note that the "run" command is ''much'' more effective than it is in most [=RPGs=]; you can run from any battle in the game at any time and come back to that same fight later, albeit with the enemies fully healed. So have Lance move first, if Airstrike targets a single enemy, run away, walk to restore MP, come back to the battle, try again, and repeat until the enemy party gets blasted to death or near-death. If this wasn't broken enough, consider that Airstrike uses [[InfinityPlusOneElement the rare Bomb element]], which is the weak point of ''almost every DemonicSpider in the game''. Then consider that Airstrike, at higher levels, gains a chance to replace its bomb with a much bigger one that deals almost double damage...and those same "run and return" shenanigans become even more valuable. And if that's somehow not enough, you can have Natalie move first, use her Bless white magic to increase Lance's damage by 70%, [[ThereIsNoKillLikeOverkill and...]]
179** Lance's hat and coat, along with the Army Jacket. Sure, they give some defense, but that's not why you want them. No, you want them because they have a chance to summon Lance's tank (a single powerful shot or eight inaccurate shots per enemy) and an Airstrike respectively between turns. For free. And they can stack. It is not unheard of for battles to end before you even had a chance to act because the enemy is buried under a barrage of tank shells, missiles and MoreDakka.
180* ''VideoGame/EpicBattleFantasy4'' drastically nerfed poison to the point where it's ''under''-powered, and brought airstrikes to within balance, but it's not quite immune to having its own game breakers. By giving Lance the Solar Flare special (which reduces the enemy party's accuracy, with nothing in the whole game immune to it and almost nothing resisting it outside of chapter bosses) and combining it with Anna's Reflex ability (which boosts evasion for the whole party), it becomes practically impossible for the enemy to hit you at all. Both of these skills can be cast multiple times. Reflex carries over to the next wave, and while Solar Flare doesn't, it's fairly easy to let Lance hit the next wave with a Solar Flare before they can act.
181** Hela's Staff, one of Natalie's weapons, enormously increases her Magic Attack - higher than any other weapon in the game - at the cost of also reducing her HP and MP, and having a chance of cursing Natalie every round. Covering Natalie with the evasion strategy mentioned above makes her GlassCannon status a non-issue, and since the curse condition only affects defense and leaves offense untouched, and MP is restored between battles, none of these supposed balancing factors actually matter all that much. Natalie has a Dark-elemental multi-target attack called Pulsar, which is the strongest multi-target attack in the game that isn't a LimitBreak. The Hela's Staff is a Dark weapon, and in this game, that means it boosts Dark-elemental attacks by 1.5x on top of the boost to Magic Attack that Natalie is already getting. Natalie can also equip dark armors on top of this, both of which give the highest boosts any armor gives to the Magic Attack stat. And she can cast Charm in battle to temporarily increase her own Magic Attack by 70%, which applies to all of the above boosts, while having an ally cast Screamer, which lowers the enemy party's Magic Defense. Combining all of this, it's quite possible for Natalie to wipe out an entire enemy wave in [[HarderThanHard Epic mode]] with a single cast of Pulsar after only one turn of set-up, and then do exactly the same thing to the next wave, and so on until all the enemies are dead.
182** As far as the DownloadableContent goes, most of the extra skills and weapons you get are generally useful, but not so useful that they obsolete the other options in your inventory. There is, however, one DLC skill that breaks the game wide open: Plasma Cage. Its in-game description: "High-accuracy magic that stuns the target." Note that unlike almost every other skill you have, it doesn't say that it "may" cause this status effect, but that it ''will'' - as long as the enemy isn't immune to Stun, Plasma Cage will prevent any actions from them for two rounds. And it '''stacks with itself'''. By having one character spam Plasma Cage, and spending the other two characters' turns buffing, you can guarantee a ridiculously buffed party for the next round, while you can casually pick off the current round at your leisure once your party is buffed to the cap in practically everything. The high accuracy preventing evasive enemies from stopping this tactic is just the icing on the cake.
183** Common to EBF 4 and 5 is the Summon system, allowing you to spend from a party-shared pool of SP to summon various monsters for various effects. In practice, by the time you have a large enough SP pool you will only need one: Viking Monolith, which gives the Haste status (can take another turn just after acting as soon as you have a stack of Haste) ''to the entire party'', meaning you just gained two extra turns. And with a large enough SP pool you can summon it twice or even thrice in a battle, giving you all the time in the world to set up some very nasty combos. For added utility, the Viking Dress has a small chance to summon the Viking Monolith ''for free at random between turns'', some other items have a chance to give the wearer Haste at the beginning of their turns, and Nolegs has the Encore skill which Hastes an ally (basically giving them his turn). Since Haste can stack, this means a single character (ie your hardest hitting one) can take 4-5 consecutive turns to whale on the enemy with no interruption (unless the enemy can counterattack). The Haste status is pretty broken.
184* In ''Escape Velocity Nova'', you can exploit some trade routes to earn obscene amounts of money very quickly. For example, there's one system in Polaran space which has a planet and its moon sitting very close to one another - you can buy one commodity at a low price on the planet and then sell it for a much higher price on the moon. Performing a trade by travelling from the planet to the moon takes about 30 seconds. After half an hour of trading and progressively getting larger escorts to carry more weight you can go from a starting total of 150,000 credits to in excess of 100 million credits very easily. Considering the most expensive ships in the game usually top out at around 10 million credits, this exploit basically makes money a non-issue.
185* Viola in ''VideoGame/EternalSonata'' can become a game breaker depending on how you use her. Basically, keep her as far away from the enemies as possible and the moment you get her, she'll be dishing out damage in the 10K region. That's enough to defeat most enemies at that point in one or two shots. As if that wasn't enough, she learns Heal Arrow, a fairly powerful, easily spammable entire-party healing move fairly early on. This makes her by far the best healer for the first part of the game, and then in the second half she gets another heal that is much stronger, but only affects the other two characters; if you keep her at optimal range, and especially if you stuck a regeneration accessory on her, that drawback shouldn't matter, making her the best healer for the latter part of the game as well.
186** To clarify, Viola's ranged damage increases with distance to the target. This means that, not only is she far out of trouble, but the massive damage bonuses gained from doing this mean that she can easily deal ten-twenty times as much damage as any other character you have when you get her.
187** Accuracy is another major factor in her damage, as a fair distance shot-to-the-head could deal around 36K per hit. ''Even in the [=PS3=] version of the game''.
188** Viola's damage and healing powers were both nerfed in the [=PS3=] version, however. Her bow damage is still obscene, but the slow rate of fire offsets the high damage (generating less Echoes, which are needed for the all-important Harmony Chain special attack combos). 24 Echoes are needed for a Harmony Chain , and Viola has trouble generating more than six a turn. Since a decent six-attack Harmony Chain is a guaranteed kill on most normal enemies (and causes incredible damage to most bosses), this makes characters like Falsetto the real gamebreakers. Falsetto, although doing low damage per hit, has the highest attack rate in the game, and with the right equipment can run over to an enemy, go from 0 to 32 Echoes (the maximum amount recorded), and launch the Harmony Chain... in less than four seconds. Or one turn, if you think of it like that. That said, even with the nerf Viola is still quite powerful: if you use her well, she can do as much damage as a low-end Harmony Chain '''with her basic attacks''', something no other character can manage, and is still one of the best healers in the game.
189*** Don't forget Allegretto can rack up huge combos as well. Placing him and Falsetto in a party together ends up with almost every combo launching into a Harmony Chain. Jazz, despite being slow, also has the ability to rack up a high echo score with the Werewolf Choker (at least 24 due to his weapon hitting 2-3 times with each swing). With his status as the big tank and high-damage character, this can be a pretty good strategy. Provided that the enemies are nearby, anyway.
190** Salsa and March can both rack up mean Echoes. March however takes the cake with 7 echoes per combo loop on one enemy. Combined with her Supernova or Eclipse Gaze she has from the start, March is arguably a BadassAdorable.
191** ''Anyone'' equipped with the Werewolf Choker accessory could be turned into a game breaker since they received ''double'' the amount of echoes for each attack. Combine this with Falsetto, March, or Salsa's speed and multiple hitting attacks and watch the Game Breaking begin.
192** In the [=PS3=] port of the game, Serenade is another highly-broken character. Able to stay far away like Viola and do massive high-combo magic skills that only take around 2 seconds to cast (giving the player the opportunity to cast it twice per round, if not three times). Saving her up for after you have a Harmony Chain results in magic attacks that deal around ~120K damage if you're lucky.
193* ''VideoGame/EyeOfTheBeholder'':
194** The ''stoneskin'' spell in the first game. Once a scroll with this spell is found and a magic-user is of high level enough to cast it, the whole party can be basically made invulnerable to physical attacks. Only monsters that can do magical attacks still stand a chance. This is because the spell has no set duration, but will only fade once a character has suffered a certain number of blows. Hence the magic-user can cast the spell, then the whole party can rest so ''stoneskin'' is memorized again, and so on until every member is protected. The protection can be quickly soaked up in a fight for the front-rank Meat Shields, but it can just be cast again as soon as dispelled... and for the SquishyWizard or TheMedic behind their lines, one casting may last very long since they are rarely hit. Not surprisingly, ''stoneskin'' [[{{Nerf}} disappeared altogether]] from the spellbooks in the game's sequel, ''The Legend of Darkmoon'', even for a party coming from the previous game, an exception to the OldSaveBonus.[[note]]This spell was largely considered a GameBreaker in the second edition of ''[[TabletopGame/DungeonsAndDragons AD&D]]'' itself (of which ''Eye of the Beholder'' is based) for the same reasons. It even spawned a lengthy discussion in ''Magazine/{{Dragon}}'' magazine about how to circumvent this problem. Of course, in RPG the GameMaster can always arbitrate and decide to change the spell description or prevent its use altogether. Video games don't have this luxury.[[/note]]
195** In ''The Legend of Darkmoon'', though they are both five-level spells, the combo "''wall of force'' + ''cone of cold''" can be quite effective. To clarify: a ''wall of force'' stops all the monsters and every attack spells -- '''except''' ''cone of cold'' which can be used through it, and covers a wide area to boot. May be a {{Good Bad Bug|s}} since that shouldn't be possible by ''AD&D'' rules (unless you have very creative players).
196* Abusing the Steal skill in ''VideoGame/FableI'' gets you some of the best equipment in the game, before even having fought the Wasp Queen.
197** Probably the biggest gamebreaker in ''Fable I'' is your ability to carry infinite health and mana potions (which are also ridiculously cheap to buy). This makes you essentially immortal, even before you factor in the game-breaking spells.
198** Another major gamebreaker was the 'slow time' spell, which when maxed out made the player practically invulnerable. Enemies would be unable to attack and the player can re-cast the spell WHILE IT WAS STILL ACTIVE, meaning the spell lasted as long as the player's willpower. If combined with the multi hit spells (the arrow and sword ones), any enemy (including bosses) could be killed before their first attack.
199** There are two AreaOfEffect magic attacks, one Holy and one Evil. Functionally though, they are identical: for 10 seconds you will channel the spell, causing any enemy in the area to be frozen in place while taking damage. You can still receive damage for the duration and if your health reaches 0 the spell is gonna be interrupted. You can use the spell again immediately (with a 1 second delay). Once you get this spell, there is ''no'' reason to use anything else. Even against all bosses.
200*** That, and Physical Shield. It sends damage to your Will energy instead of your health. For some reason, this takes away the "getting hit = reduced combat multiplier" effect that the game is basically built around. So, you go and build up a massive combat multiplier (say, 108, just for kicks) by killing hordes of {{Mook}}s, and then you drink the "Ages of" potions which give 1000 experience in their respective category. ''Before'' factoring in combat multiplier. Yeah, at that point, you could pretty much bring every skill to max level.
201** The sequel, ''VideoGame/FableII'', has a similar trick. About halfway through the story, you get access to an arena called "The Crucible". When fighting in the Crucible, you can use extended combos to multiply your experience point gain by up to four... including those from potions. With some spare cash and some healthy item hoarding, you can bring a boatload of potions into the Crucible with you (or even buy them ''during the actual tournament'') and score 500,000+ EXP in all four categories, making it laughably easy to max out every skill.
202*** One can also buy real estate, forward the time on your console, and get the eventual gains from the real estate if you really waited that long in a near-instant by comparison.
203*** Although the ability to forward the clock was taken out in ''VideoGame/FableIII'', buying up all the properties early on still gives you tremendous income. This is pretty much the only way of achieving the GoldenEnding, as the income you'll make from your real estate monopoly will cancel out the losses you make from choosing the "virtuous but expensive" options, and leave you with enough dosh to afford your shiny army by the end.
204** There is also the ability to abuse the dynamic economy. When a shopkeeper has lots of an item, the cost to buy and sell is lower than it is when the item is scarce. However, the only limit on how many items you can buy or sell at once is how much money you have, and the price will only change after you've finished your purchase. So you can buy a shop's entire stock of an item at the low price, and immediately sell it back at the new higher price, giving you potentially infinite money.
205*** You need at least Level 3 Guile though for it to work, which is piss easy to get to with a little work anyway. This trick also has the added benefit of leaving you with a ton of health potions if that is the item you use for the trick after you are done. The trick has higher yields with higher Guile levels and more of the item you are selling.
206** In ''Fable II'' it is also possible to max out your character in little under a half an hour once you reach adulthood. When you start co-op, your partner has the same amount of exp you do. You can release all the exp on your partners character, at which point it gets placed in your exp pool. You can then spend this exp to level up your character. Rinse and repeat, and you are at max level.
207** The dodging mechanic in ''Fable'' is another easily available GameBreaker - while your character can't block everything, dodging makes him invulnerable during the roll animation. Also it can get you away from the mob and/or follow up attacks. And on top of that it's actually faster to roll than to run.
208** And there is the ranged weapons mechanic - the longer you hold down the attack key, the stronger the attack is, which makes some sense, as your character is able to draw the arrow back more and hence release it with more force (for bows that is, but for some reason crossbows have it as well). That is, until you find you that there is ''no'' limit to how much you can hold down the attack button - it doesn't matter that the your character cannot physically draw the bow more, the longer you hold it the more damage it will do. Prepare a shot and don't release it for a few minutes and '''everything'' will die with one shot kill. Including bosses. Made ridiculously exploitable by the dodging mechanic which doesn't reset the damage counter.
209** The Ghoul augment in ''VideoGame/FableII'' pretty much obviates the need for any kind of healing items unless you're only playing as a caster.
210* In ''VideoGame/FantasyLife'', it's possible to recruit various [=NPCs=] throughout the game to join you in battles. After finishing Chapter Four, you're given access to '''Odin'''. While he's not ''that'' Odin, given his absurd strength, the fact that he ''does not die'', his tendency to use wide-hitting area attacks that wipe out entire hordes in seconds and then ''spam them'', he may as well be.
211** The Philosopher's Stone, an accessory that can be crafted after getting far enough in the Alchemist trade, not only gives defensive bonuses far surpassing almost any other accessory in the game, it also gives +5 to all stats for equipping it. In a game where you gain +2 to one stat for leveling up, and where equips offering anything more than +1 to just one stat are highly sought after. Put another way, making just this one item is effectively the equivalent of '''fifteen''' level-ups.
212** If you're okay with [[GuideDangIt looking up the keywords]], you can enter secret codes at the post office in order to get rare and very powerful equipment. The {{ninja}} equipment set in particular stands out, because despite its being on par with endgame-level equipment, there is nothing whatsoever stopping you from equipping it at the ''beginning of the game''.
213*** The "princely" equipment set, although you can't wear it at the very start of the game, is generally considered the best equipment set for the fact that wearing it dramatically increases the rate of EXP gain. This results in a character vastly more powerful than expected, and it snowballs the further you go, making almost all of the later challenges trivial. Not helping matters is that NPC allies, including the above-mentioned Odin, scale in power with your character's level.
214* ''VideoGame/FearAndHunger'' has multiple:
215** First would be multi-target attacks, as removing limbs prevents certain attacks from being used, and cutting off the head instantly kills anything. Initially, there was only a spell called Dark Orb, which cost 30 Mind out of a max of 100, and having lower Mind gives bad effects. Despite that, it was ''still'' a game breaker. A later updated added the scythe, a two-handed melee weapon that has ''the same effect as Dark Orb but for free''. Sure, it requires both of your limbs to use, but that just ties into...
216** The Salmonsnake Soul, which prevents limb loss. Completely. This includes the head, which means instant death attacks will no longer work on the person who has this equipped. As an added bonus, they're also immune to blight and bleed damage.
217** Next, if your opponent is one of the few immune to limb loss, there's an easy out: poison damage. Poisoned weapons are incredibly easy to find despite nothing being immune to it, meaning you'll never not have any despite them being consumable unless you're careless with them. For comparison, you'll be lucky to deal a thousand damage on an opponent each turn unless you use Dark Orb or the scythe and there are multiple parts, assuming you'll even be able to get everyone to attack. Poison does that at the end of every turn.
218* ''VideoGame/FoodFantasy'': The Black Tea/Milk combo in a party, since they'll each activate the other Linked Skill. Black Tea's "Super Cherry Blossom" is a powerful SpreadShot that more often than not can one shot kill normal enemies and deal heavy damage to the big ones, while Milk's "Super Milk Shower" can almost fully heal the player's entire party. The only reason why Black Tea/Milk/Coffee/Tiramisu/Chocolate -- all the latter three have their Linked Skills activated by this formation -- isn't a major game breaker is because the team has no defensive power. Most players advise to keep Black Tea and Milk in their team until they can make a team full of only UR Souls.
219* ''VideoGame/FreedomWars'' has tons of exploitable weapons and techniques to make your life in the Panopticon go smoothly:
220** Three words: [[ShotgunsAreJustBetter Barbara's Easy Blaster]]. It's light, does extremely high damage per shot, fires and reloads ridiculously fast, and deals impact based damage, making it very effective in breaking Abductor parts, with its sole drawback being a requirement to stock up on plenty of Ammo Packs to keep your damage consistent. Combined with the Will'O element, it is capable of both destroying Abductor parts and exploding them for massive damage.
221** The Exodus. It's a spear obtained at the end of the main scenario, and it is the only spear that deals impact based damage, making it superior to other spears in terms of damage and part breakage. Its charged light attack hits multiple times and can quickly destroy Abductor parts. Alongside Barbara's Easy Blaster, it's one of the most commonly used weapons both online and offline.
222** While it may not be as fast as the Exodus above, [[ThisIsADrill the Gration]] is a very powerful drill-spear with [[MightyGlacier slow yet absolutely devastating attacks]] on a focused area, making the spear ideal against Abductor legs, pods, and arms. Ditto with the Hyuga, as while it has less raw power than Gration [[note]] Gration has a base damage of 2,583; Hyuga has a base damage of 2,272 [[/note]], Hyuga compensates that loss with default Impact damage [[note]] 15 by default; 35 when upgraded with Red Rage parts [[/note]] and the second strongest critical multiplier out of the other spears [[note]] Hyuga has a critical multiplier of 6.4 while L-6E1 has 7.6 [[/note]].
223** [[LethalJokeWeapon The Creamy Screamy]] deserves a mention here too, as when it's upgraded to the Will'o path (or at least added with a minimum of 88 Will'o points), the Will'o damage from the web-gun is so destructive that it is not only strong against Abductor components, it makes the [[ThatOneBoss Peltatum class abductor]] and its [[DemonicSpider Satanic Chains]] a COMPLETE CAKEWALK, as one web-shot on ANY part of the Chain will instantly knock it down on the ground, giving you and your friends free hits to [[StressRelievingGameplay kill the little bastard down!]]
224** [[{{BFS}} The Caliburn]] is probably the most heavy-hitting greatsword, if not, the most destructive melee weapon in the game in shear power, as the greatsword not only has the second highest base damage out of the greatswords and melee weapons [[note]] Caliburn's base damage is 2,823, while Mimas' is 3,067[[/note]], Caliburn has the highest critical chance out of all of the greatswords [[note]] Caliburn's critical rate is 10.5, while Aftershadow's is 8.1 [[/note]]. Combine the massive raw power with the high crit rate, and you got yourself a massive blade that decimates everything in its path. [[DifficultButAwesome Just get use to the slow attack speed, and this bad boy will nuke whatever you're trying to kill.]]
225** Despite its short-range and long firing start-up, the Aldering averts VideoGameFlamethrowersSuck with a sick burn, as the flamethrower stunlocks every small enemy, including and especially hostile Sinners and Accessories. To make this gun even better, the Aldering has the highest ammo capacity in the game [[note]] Aldering carries 767 ammo per clip, and a maximum ammo capacity of 4,602 [[/note]], along with an excellent damage output as the topping on the cake.
226** Quickfiring is DifficultButAwesome on a whole new level, as proper handling of the controls allow you to dish out great burst DPS (damage per second) while stunning the Abductor. The only guns that can exploit this mechanic are the [[https://www.youtube.com/watch?v=Sqqu7qK9NMc SR-42, AR-7/L,]] [[https://www.youtube.com/watch?v=fJoDjoN2Y5U Dragonfang, and the afformentioned Creamy Screamy.]]
227** For easy sentence-clearing and money, running Retribution 101 with both Contribution augmentations will land you a whole lot of money within a small time frame.
228** To make weapon crafting and farming weapon mods much easier, you can exploit the weapon duplication glitch as seen in this [[https://www.youtube.com/watch?v=kxA9PbOcSrw video.]] Not only can weapons be dupe; combat items and augmentations also benefit from the glitch too!
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232[[folder:G to I]]
233* ''VideoGame/{{Geneforge}} 2'' introduced a bunch of new spells more than the original, including some very broken stuff in Mental Magic. Playing as an Agent (which pays fewer skill points for magic skills), it's possible to boost Mental Magic and Spellcraft to the point that no enemy can resist your spells. Coupled with spells like Strong Daze (paralyzes all nearby enemies until they take damage or the duration expires), Terror (target cannot fight back and tries to hide in a corner), or Dominate (forces the enemy to fight by your side), you really don't even need creations.
234* In ''[[VideoGame/TouhouGensoWanderer Genso Wanderer Reloaded]]'', Sakuya's unique combination of skills ({{teleportation}} and TimeStandsStill), combined with the way the in-level shops work, allows you to obtain *absurd* amounts of yen on any floor that has a shop.[[labelnote:Explanation]]By using the Wall Break "Berliner Mauer" spellcard, the entire floor becomes 1 room, so the shopkeepers don't trigger their ShopliftAndDie mechanics for leaving the shop room - additionally, any spellcards that do damage to all enemies in the room will wipe out every enemy on the map, preventing them from coming after you. Simply sell everything you own to the shopkeepers, pick up the items you just sold, throw something at one of the shopkeepers on an escape tile from a few tiles away to aggro them (thus getting them off the escape tile), and then freeze time, preventing their countermeasures to you attempting to use the escape tile from taking effect, and then voila, you've just gotten the value of all your items without actually losing the items. For bonus points, you can add the Mystery Mansion "Biohazard" spellcard to turn the room into utter chaos before using the enemy-clearing spells, thus getting even more money (and items), so long as you also have a way to see the traps that also spawn with this method.[[/labelnote]] This can be repeated every single time you encounter a floor that has a shopkeeper on it so long as Sakuya is still your lead character; the only real cost is that you can't equip items that have the "Crime and Punishment" seal (which [[VideoGameCrueltyPunishment gives penalties for the amount of gold you've stolen from the shop]]) - but even then, there's nothing stopping your ''partner'' from equipping said items, since they weren't the ones who stole.
235** Daiyousei's "Sylphy Yell" danmaku is by FAR the best single danmaku in the entire game. Using it will give both Daiyousei herself and her partner the Resurrect condition, which is an AutoRevive that lasts the ''entire floor'' until the character gets [=KOed=]. On top of that, if your partner has already been [=KOed=] when you use "Sylphy Yell", it will automatically revive them at full health and with the Invincible condition, which is ExactlyWhatItSaysOnTheTin. To top it off, "Sylphy Yell" gives both Daiyousei and her partner a random beneficial status condition every time it's used, and on top of that, it only costs 5P to use (whereas most other characters' best danmaku costs 10P). Daiyousei is otherwise a mediocre character, but she's considered to be one of the two characters at the very top of the tier list purely due to the absurd usefulness of this one move.
236** Tojiko, the other character at the very top of the tier list, is there purely on the basis of the sheer amount of BoringButPractical qualities of her kit. Her danmaku are almost invariably the best of their type; her basic shots all hit multiple times (in a game where the MetalSlime enemies take 1 damage per hit, this is a very useful quality to have) and outdamage other characters' equivalent shots if all her shots hit, which they're likely to do. Her "get-off-me" danmaku not only gives allies caught in it beneficial effects for free, but also ''chains'' to hit enemies around the enemies directly around her. Her 10P danmaku is effectively the same as [[WaveMotionGun Marisa's Master Spark]], but it hits ''three times'' as many tiles while dealing only very slightly less damage than the aforementioned strongest danmaku attack in the game. What ''really'' makes Tojiko stand out, though, is that she has inherent and permanent Float status, which means she dodges all ground-based hazards including '''every trap in the game''', greatly increasing her survivability over the long run and allowing her to move over any non-solid terrain completely for free, which allows for tons of unique options that other characters would need luck to be able to ''temporarily'' access. While none of her kit alone measures up to the brokenness of "Sylphy Yell", the sheer combination of positive qualities make her effectively a MasterOfAll, with an option for practically every situation.
237* The VideoGame/GoldBox TabletopGame/DungeonsAndDragons games had Dust of Disappearance, which made the party untargetable, but unlike the regular invisibility spell, it did not break when attacking, making you only vulnerable to area of effect spells, and only if they had a target to hit, since the AI would not target an area like a human player can.
238* In the first ''VideoGame/GoldenSun'' two of the Djinn (Granite and Flash) reduce damage dealt to the entire party by a certain percentage. Granite's isn't much (around 40% or so), but Flash reduces damage by a whopping 90% (of course, you get him near the end of the game). Once you have both, you can trivalize the remainder of the bosses (even the {{Superboss}}) by simply having two characters repeatedly take turns using and setting the Djinn, severely reducing damage received, while having another character (usually Mia since she gets Wish naturally) blanket healing the party, with the last character (usally Ivan since Jupiter deals good damage against most of the endgame bosses) setting up for Summons.
239** The second game adds Shade, another shield Djinn that reduces damage by around 60%.
240** And again in ''Dark Dawn'', with Bark (50%), Shell (60%) and Chasm (''90%''). That said, the number of [[ThatOneAttack Djinn screws]] has gone up as well, as if they expected you to utilize this against the various {{Superboss}}es and planned around it.
241** A more oblique version comes in the "jammer" Djinn (like Ground, Doldrum, and Ivy). Not much in themselves, but if you plan your turns around them, you can deny any attack that might royally screw the party over, like the aforementioned Djinn screws. Reducing ThatOneBoss from three commands to two in a given round is always welcome.
242** ''Dark Dawn'' also introduces two particular abilities that help destroy the main game. One of them is useless outside of it, but the other may just save your hide against the {{Superboss}}es if used judiciously.
243*** Amiti learns the "Insight" Psynergy as part of the story, and its ability is to show you what field Psynergy works with what terrain feature. Needless to say, this ability breaks every puzzle in half, so only use it when you absolutely must ([[ThatOneLevel like the Capricorn room]]).
244*** Alternately, Sveta comes with the Beastform Psynergy, which grants a unique class for the duration of the effect. The downside is that she loses access to her Djinn while transformed, and one is locked into Recovery mode after each round until the end of combat or she runs out, at which point she returns to normal ([[ThatOneAttack Djinn Blast/Storm]] will expedite this, much to your chagrin). The upside is that she gets some physical attack Psynergy (which is always welcome compared to "spell" Psynergy), an on-demand hit-all, on-demand defense for the entire party, and some very absurd stat hikes. Unless the enemy is the final boss or one of the aforementioned {{Superboss}}es, the entire enemy party will promptly be slaughtered.
245** [[InfinityPlusOneSword The Sol Blade]]. In the second game, it was the most powerful sword with an unleash that dealt more damage than most ''Summons''. In the third game, it became even ''more'' broken because it was given three additional, alternate unleashes that, separately, deal significant fire (Purgatory) or wind (Centurion) damage to an enemy, fire damage to several enemies (Radiant Fire), as well as still having its original overpowered unleash (Meggido).
246* Millenia's Spellbinding Eye in ''VideoGame/GrandiaII'' is easily the most broken move in the game. 100% chance of paralyzing ANYTHING in the entire game, including the final boss? Yeesh.
247** Set up one character with the taunt ability so he/she is always attacked, then loading them up with defensive boosts, counter attack, and auto-regen effects. Then have the characte defend every turn. he/she will take so little damage that the regen effect heals it all. This ability is so effective that with this effect alone combined with a few heal rings it's possible to beat the final boss while underleveled without casting a single spell or using a special ability. just beat on him.
248* ''VideoGame/HyperdimensionNeptuniaMk2'' has the combination of Neptune with Nepgear as her support. Nepgear as a support can give the front line party member the ability to be able to break the damage cap. Neptune also has a CombinationAttack with Nepgear and with some status buffs to increase Neptune's strength, you can easily own ''any'' boss with just two to three hits. For bonus points, have a lot of shares to Planeptune for ''a lot of damage''. [[spoiler: Just don't do this if you're going on [[PlayerPunch the]] [[TearJerker Ruling End.]]]]
249* Two game breakers exist in ''VideoGame/InfiniteSpace'':
250** For the battleships, the Absoluta is hands down the best battleship in the game. Its special command allows all battleships to have a better accuracy and better evasion. Simply have the Absoluta as the flagship and the rest of the fleet kitted with lots of fighters and let them do the work. The only downside is that the ship is not available until players reach Act 2 [[spoiler:after the TimeSkip]] and takes a specific route in the game.
251** The aforementioned fighters in general. In a TacticalRockPaperScissors game, fighters are essentially the "I win" button since they can hold an enemy battleship in place while the players can charge up their battleship gauge and fire at the enemy. Or they get destroyed by the enemy. They're even effective against ''anti-air guns'' which are supposed to counter them.
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256* Spend enough time farming Ashas in the Moth Forest of ''VideoGame/JadeCocoon'', and eventually one will drop a Nightglow sword. It is guaranteed to inflict poison on any enemy in the game that can't ''use'' poison as one of its attacks (which is most enemies and all but ''one'' boss). Since poison reduces an enemy's attack and damages them for 1/8 of their max HP each turn, the entire game becomes notoriously easy.
257* ''VideoGame/JadeEmpire'':
258** Mirabelle is the only weapon that can do ranged damage, and do ridiculous damage. Jade Golem transformation is immune to all forms except weapon and demon. Both of them do have some negative aspect, but both of them makes defeating enemies and bosses like eating cheesecake.
259** And until you got them, the Toad Demon form was obscenely cheap in that its attack was uninterruptable and could sweep entire crowds of enemies at a time.
260** There is also the basic controls themselves: if you "double-hit" forward, you jump, making you difficult, if impossible to hit. You can still hit while doing this, so if you keep doing "up-up-[attack button], you basically romped through the game with ease...
261** It doesn't work on everything, but if you have the Effect Duration for [[AnIcePerson Ice Shard]], [[BlowYouAway Tempest]] or [[DishingOutDirt Stone Immortal]] maxed out, the immobilising effect of a power attack lasts longer than the time it takes to attack again. These attacks still do (quite a lot of) damage- and Death's Hand isn't immune to them...
262** And don't forget the three stunning forms: [[ShockAndAwe Storm Dragon]], Paralyzing Palm and Hidden Fist. Each one prevents the target from acting for a fair duration-- Storm Dragon acts like a tazer, Paralyzing Palm does ExactlyWhatItSaysOnTheTin, and Hidden Palm [[CombatPragmatist uses dirty tricks to disorient the target]] (they can still move some, but they can't attack, block or dodge)-- but they don't do damage. On its own, that doesn't seem too bad-- except that using these forms costs you ''nothing'' and it takes less than a second to switch between one form and another (also free). So, you can rapidly switch between your stunner of choice and a damaging martial style, turning any conflict with a human enemy into less of a fight and more a strength exercise. This includes the ''final boss.'' Oh, and all these forms can trigger Harmonic Combos, which allow you to [[strike: one]] two shot Mooks.
263** Jade Empire also has an in-universe example: Phoenix Unity style was banned from all Arena matches for being unbeatable and unbalanced.
264* In ''VideoGame/KartiaTheWordOfFate'', the secret "Pair" rune allows you to summon the mightiest Phantoms and cast the most powerful spells in the game. Additional game breakers involve your equipment, if you level a Phantom to Level 20 - it can be turned into a weapon or armor unique to that species. These are more powerful than any equipment you can conjure up. As well the arena battles can get you unique equipment including the best weapon - the Excalibur, which not only has a strong attack but will heal you as you attempt an attack on your enemy (you can miss or fail to hurt the Phantom, that still counts as an attack so you'll be geting healed even after such a failure).
265* From a gameplay and story perspective, the fact that you are the only person who can ScrewDestiny in a world that runs on YouCantFightFate in ''VideoGame/KingdomsOfAmalurReckoning''. The actual gamebreaker is [[SuperMode Reckoning Mode]]. In it you hit harder, the enemy moves slower, killing the enemy puts them in a near-death state and finally you have a finisher (called a "Fate Shift") where you [[CrazyEnoughToWork use fate to beat a single enemy to death]] and can increase the amount of XP you earn to 100% what you would get especially when you put multiple enemies in a near death state then "Fate Shift" an enemy.
266** The mage class is already the strongest by a significant margin, but it's not until they get their ultimate spell, meteor, that they really become this trope. For starters, it's the strongest of their damaging spells by a considerable margin, and hits the largest area. To balance this out, it's also the most expensive, and the slowest to cast. Except it's uninterruptible by anything short of killing the caster, which makes the extra casting time largely irrelevant. On top of that, it actually *slows time* when you're casting it, meaning that while the animation takes about 4 seconds, enemies only get 2 seconds worth of movement and attacks, meaning that it's effectively a faster cast than a couple of your other high level spells. Have fun killing entire encounters in one shot, and 2-3 shotting bosses.
267*** The power of ItemCrafting can also be channeled to gain money. Due to being able to craft your own equipment and potions the player need not buy anything from shops unless they need more things for crafting or selling superfluous things they don't need.
268* ItemCrafting can sometimes lead to game breakage. For example, ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''. If you focus the main character's skills on Repair up to 20 ranks, then you can transform any item into component parts for maximum salvage. Once done, you can take your entire stockpile of items up to that point and convert them into components, except for any weapon or equipment that can be upgraded. This gives you a huge supply of components for crafting. Then, you just build whatever you like. With enough components, you can make armor that makes you [[NighInvulnerability virtually unkillable]] and craft and upgrade repeating blasters that get 3 attacks per round, each with a + 5 to hit and averaging 30 damage. And that doesn't even get into the lightsabers that deflect anything, average 45 damage per blow, can't possibly miss, and give you a buff to your Force powers.
269** ''[=KoTOR=] 2'' also gives us the Force Wave, which pushes back, stuns and damages and, if you use the right stance, can be used pretty much indefinitely. Once you get it, you don't have to worry about biological enemies.
270** How about 'lightsabers in general' for both games? Max force speed + max level flurry means you can one-shot anything but Malak in the first game as a Dark Side Guardian. And you can take down about 2/3 of Malak's HP in one swing, so he only takes TWO rounds. You can do pretty much the same thing in much of the second game.
271** Straddling GameBreaker and DiscOneNuke, T3-M4 starts with a shock arm that can be used infinitely, can deal up to 60 points of damage (based on his level), and doesn't require a roll to hit. Granted some of this is countered by the fact that only he can use it, but still. Considering the second or third time you get control of him you can easily have an item that gives him regeneration, the character himself might be a game breaker.
272** Something of an EliteTweak, a Male Jedi Consular/Jedi Master who wins a few matches against the Handmaiden effortlessly destroys any semblance of difficulty. When training with her, she can train the Exile in an Echani technique called 'Battle Precognition', which allows him to use his Wisdom modifier, the highest stat on a proper Consular, to his Armor Class. To expand on this, when a paragon of his chosen side, light or dark, the Consular and its coinciding bonus class get a +3 bonus to Wisdom. Even further still, using a few easily obtained items like the plot given Ossus Keeper Robes which give more Wisdom bonuses, and the characters also plot given special crystal when fully upgraded gives yet ANOTHER huge boost to Wisdom (among other stats). [[SerialEscalation Further still]], take all levels of Dueling to get more bonuses when using a single weapon, and suddenly you can have an overall bonus to your AC from armor and Dexterity in the +30's to +40's with buffs. Not only are you untouchable, but your Force Powers might as well ignore resistance from all but the BigBad, and with the right crystals and fixtures, a saber that hurts like hell.
273* ''VideoGame/LandsOfLore 3'':
274** You could talk to the retired hero of Lands of Lore 2 about 20% into the game and get a powerful sword that made all other weapons obsolete.
275** Arguably even more of a game breaker is the training room in the Fighter's Guild, where the player can trivially rack up vast quantities of experience for tiny sums of cash.
276* ''VideoGame/LastDream'':
277** As soon as the player gets a ship from Doria (after the first branching path), there's nothing stopping them from sailing to Lucky's Casino and winning a boatload of money. If the player has good reflexes and/or likes to [[SaveScumming save-scum]], they can earn hundreds in thousands in minutes just through the button-mashing machine, which pays out a maximum of 25,000 gold for a 1,000 entry fee. It's possible to get more money than you know what to do with... except there's an answer for that, too. Rack up over 500,000 gold and use it to pay the guide at the beginning of the Mines of Dvergar, who will lead you past the high-level enemies and directly to the city itself, where you can buy some of the most powerful armor (Adamantium) immediately. It's enough to trivialize enemy encounters for the rest of the game.
278** The Thief's ultimate maneuver, Dancing Daggers. You can acquire this item as soon as you give [[spoiler:the medallion to Bahamut in the Dragon Cave]], and it is essentially a guaranteed one-hit kill on entire groups of enemies. It's powerful enough to trivialize the Dark Lord's second, ultimate form.
279* ''VideoGame/TheLegendOfDragoon'':
280** The two super expensive armor pieces that knock damage down by around 90%, one for normal damage and one for magic. They are chest armor and helm, respectively, allowing for player characters to be virtually untouchable, as even high powered boss attacks do less than 200 damage on characters with ~4000 HP. Add on the rings that increase speed, cut all damage in half again, or regen 10% HP per turn, and you can beat the final boss without healing or blocking. Buying them either takes serious grinding or waiting until near the end of the game.
281** There is also has an accessory called Ultimate Wargod, which makes Additions automatic when equipped. At 10000 G, you should just barely be able to afford one the first time you get to Lohan, if you're conservative with your spending and sell all your attacking items (instead of using them) and old equipment. However, there's a rare enemy on the road outside Lohan called 00PARTS, which drops 600 G upon defeat, though it's very hard to hit and has a high chance to flee the battle. Have Shana in your party, equip the other two party members with Wargod's Amulet and use the Magic Sig Stone to paralyse it, and with a bit of luck and a lot of patience, you can grind up enough money to buy three Ultimate Wargods, which will trivialise the rest of the game.
282** Maxing out everyone's Additions unlocks a hidden, "final" Addition for them, which is usually incredibly powerful, but hard to pull off. Add an Ultimate Wargod, however, and if you grind Additions to max as soon as you get them (made absurdly trivial by the Ultimate Wargod itself), you can be easily killing anything in one or two moves.
283* ''[[VideoGame/LegendOfLegaia Legaia II: Duel Saga]]'' has the Full Power skill. This skill activates when you guard and gives you one fewer Art Block. In return, your character's STR triples for the following turn. Since damage is based on (STR + ATK - enemy DEF), this generally means a 5-6x increase in damage. Combined with Mystic or Variable arts and a reasonable level, it is very possible to defeat the final boss in one attack sequence.
284* ''VideoGame/LegendOfMana'' is filled with gamebreakers, and most of these are intentionally placed in the game. With a proper understanding of Golem crafting or weapon crafting, you can have an incredibly powerful ally or damage- and armor-capped characters fairly early in the game. Or you can make a Golem that constantly spits out full healing items, making anything but a one-hit kill ignorable.
285** After the Jumi Arc, you can recruit [[spoiler: Blackpearl, Pearl's SuperpoweredEvilSide]] as an {{NPC}} assistant. That particular character's synchronization ability ''instantly refills your entire Charge Meter''.
286* In ''VideoGame/LiveALive'''s final chapter, the Sundown Kid becomes insanely broken if you get his ultimate attack at level 16. It's a long-range, area-effect attack that more often than not hits everything for [[{{Cap}} 999]] damage. And that's even if you ''don't'' have his ultimate weapon. The only thing stopping from snapping the entire game's challenge cleanly in two is that he's a GlassCannon with very low HP. Of course, that only means that he's best used as artillery.
287* ''VideoGame/TheLordOfTheRingsTheThirdAge'' is filled with gamebreakers in the combat system which make most attacks/abilities pointless to use.
288** The elven warrior [[OurElvesAreDifferent Idrial's]] entire loadout of magic has spells that can be combined to automatically win the fight. The best example of this is her power "[[AutoRevive Aura of the Valar]]" which is unlocked very early in the game(Although requiring some grinding to learn). It can be cast on any character (including herself) and its effects last until it's activated or the encounter ends. The effect of the aura will automatically revive the character instantly upon death (along with full HP and AP) and give the turn to that character. If cast on the elf herself you have automatically won the encounter since she can just cast it again when revived by its effect. This means that she cannot die, no matter what. This could have easily been balanced by giving enemy magicians the ability to remove the effect but sadly they don't have it-not that many 'magicians' even exist. When her Frenzy ability is unlocked she can also cast another spell after adding the effect to herself, which means that she gets a free attack aswell when revived. Supposedly balanced by the massive turn penalty Frenzy forces which could kill her...except if she drops, she just gets back up and casts it [[SpamAttack again]].
289** The ranger Elegost has two different attacks that will break the combat of the encounter instantly. The first attack has an effect which prevents the target from attacking in close combat for 4 rounds, if used on all enemies systematically you'll then get to attack all the time. The second attack has the same effect but with ranged attacks instead. It gets kind of balanced later by some characters being immune to the effect. But it still works on certain bosses, including Oliphants. You read correctly. [[PunctuatedForEmphasis Mother. Fricking. OLIPHANTS!]]
290** The dwarf [[OurDwarvesAreAllTheSame Hadhod]] can use a spell that blocks a certain amount of incoming damage, based on your Spirit(Read Intelligence) score. But as long as you upgrade your intelligence a little every time you level up it will generally block all damage done by enemies (including bosses) since their levels aren't balanced towards your intelligence bonus. You later (by later I mean "Very early in the game as well") unlock a stronger version of the spell which casts it upon the entire party. Whilst Hadhod isn't the best magician by default, there are items that can grant a hefty boost to Spirit and the shield is one of the moves affected. Combine this with the abilities previously mentioned and you'll have no threat that might stop you from winning the game. To be honest, unlocking "[[AutoRevive Aura of the Valar]]" alone guarantees that you'll beat the game. It's only a matter of time by that point.
291** And how do you fuel all these abilities, which are generally very expensive and need to be used to earn more abilities in the first place? Simple. Quite apart from it borrowing FFX's save points=healing, Berethor, the main character, early on learns a party buff called 'Fellowship Grace' that restores MP to all the party, including himself. On its own, it doesn't add much. Then you cast one of the first buffs he gets, 'Company Might'. All of a sudden, the restoration of Fellowship Grace is healing hundreds of MP-more than enough to pay off the costs and basically grant infinite MP for any encounter while both are up. If they expire, just refresh them.
292** But since you only can have three characters in combat at once you'll have to exclude one of the characters above. You can switch characters mid-combat but leveling four characters just increases the grind and the ping-pong switching will make combat even more repetitive. The dwarf's shield and elf's immortality spells are essential. You will have to ditch either the Gondor Captain (Leader Abilities) or the ranger (Controller). The two characters unlocked halfway into the game aren't even worth using since they will be so underleveled at the point of getting them.
293* Legolas in the GBA game based on ''Film/TheLordOfTheRingsTheReturnOfTheKing'' is this. He is the only character who can use long range attacks without any Spirit cost in a game where no enemy is faster than him. This also makes him the only character who has any remote chance on taking on the [[BossInMookClothing Nazgul]] without being extremely high leveled.
294* In ''VideoGame/LordsOfMagic'', it was possible to "Beg" for the smallest available amount of resources from any faction you encountered and have the offer accepted. It was therefore possible to legitimately strip all of your opponent's resources to nothing in short time merely by begging them to death.
295** A related note, using this game break may have resulted in the scenario regarding Lords of Magic in ''TheComputerIsACheatingBastard''
296* ''VideoGame/LostKingdoms'' is a card based RPG. The cards have different effects like summoning creatures or acting as weapons, and each card has a cost. You have a pool of points so that you can use the cards, but if you run out you can spend HP instead. This means you have to strategize carefully. That is, until you get the Blue Dragon which heals you fully and restores your deck, meaning you can spam the most powerful cards without worrying about HP.
297** And by the end of the game you get a card that leaves everyone (including yourself) with only 1 HP. Normally an ignored card because of the repercussions but, oh hey, Blue Dragon. This combo can be carried into a new game, making every single battle a ''CurbStompBattle'' in a mere 3 moves.
298* ''VideoGame/LostOdyssey'' combines this with BribingYourWayToVictory with the very cheap second DownloadableContent pack, which gives you the Killer Machine Ring from the beginning of the game. This Ring gives you the Machine Killer Lv 3+, Magic Killer Lv 3+ and Spirit Killer Lv 3+ abilities, which deals huge amounts of damage to those types of enemies and makes the game much easier.
299** Another DownloadableContent pack can be obtained ''for free'' just by making a Japanese Platform/Xbox360 account, which is as easy as setting the country to "Japan" when making the account. It gives you the accessory "Master’s Secret Script" (which cannot be obtained by any other method), which teaches the Skill Weapon Guard 2, giving users a high chance to Guard enemy attacks (which makes them do no damage).
300** Within the actual game, there's the PeninsulaOfPowerLeveling known as Numara Atoll. It's full of Silver Kelolon, MetalSlime enemies who have high Defense and Evasion and a very high chance to flee the battle. However, with the Spirit Magic Gamble (which you can obtain shortly after Numara Atoll becomes available for the first time), Casting Support (which ensures that the Gamble casters will get a turn before the enemy does), and characters with high magic-casting speed, you can defeat them easily and get a ton of XP. Spend a few hours here and nothing in the rest of the game will be able to stand up to you. Killing Silver Kelolon also gives you a ton of Rainbow Coral and Glacial Ice, which you can use to make the Flux Ring and Ocean Ring. Not only do these do a lot of damage to Fire enemies, but crafting them also causes Ringmaster Trace to sell lv2 and lv3 Rings respectively, which are usually very powerful.
301** Relax ability is arguably a mini game breaker in and of itself. The ability to regenerate magic each turn usually means your white mages can generate mana for healing faster then they spend it healing, so long as you bring 2 or more healers to spread out the healing load. Worse is that you can switch out equipment at any time, so it's entirely possible to put the ring that gives the relax ability on *only* when you are planning to defend and still use other offensive equipment when you plan to do anything other then defending, meaning there was almost no down side to getting the reflex ability.
302*** The other mini game breaker was the cover spell, which would absorb a certain amount of damage before breaking. It's more efficient then healing, but it's real game breaker is that it keeps the guard status, which will prevent most damage to backrow when full but decreases in effectivness as front row characters take a hit, from dropping from being hit. Thus the [[EliteTweak optimal formation]] for most of the game is Kalm in the front row filled with defensive skills and guarding every turn. Cast cover on him so hits he does take don't drop the gaurd status any and all your background characters are all but impervious to damage. Throw in a means of raising your gaurd when cover breaks, usually from a passive skill that boosts it when kalm defends but if necessary there is an active skill learnable from Mack that can also be added, and you can put yourself in a situations where most of your characters only take ScarchDamage, preventable with more cover spells, and are free to wail on your foe. And with the Relax ability already mentioned your healer(s) will regain enough mana to recast the necessary spells faster then they need to cast them so you can keep this up indefinately.
303* The Chance Hit skill in ''VideoGame/LufiaTheRuinsOfLore'' for the Fighter class can be acquired early in the game, consumes little MP, and deals random damage from 20 to 200 in intervals of 20 (''ignoring defense'') -- rendering normal attack spells obsolete and allowing ''many'' bosses to be handily defeated by otherwise puny characters for much of the game.
304** Various skills can be obtained that allow party members to hit all enemies. Rapidfire a.) hits all enemies, b.) gives a slight Agility boost to the user, and c.) costs ''nothing'' to use. An early-game enemy (Puccis) can be caught to teach this to {{Mons}}, and the main party members can also learn Rapidfire. Spamming Rapidfire will effortlessly slaughter encounters all the way through the game.
305** Much later in the game, it is possible with a little effort and planning to [[GottaCatchEmAll recruit]] an [[MetalSlime Anti Core]], which can be taught a wide variety of skills and has insane defense and speed -- allowing it to attack up to ''eight'' times per round. Teach it Pickpocket and steal Power Sources from a certain enemy to arbitrarily boost its attack power, then teach it Rapidfire or Octostrike (no MP cost, hits all enemies) and watch as HilarityEnsues.
306* In ''VideoGame/LufiaCurseOfTheSinistrals'', the Mystic Stone Board can easily break the game. Most particularly, giving a character Strength-boosting stones also increases their Defense, rendering many enemies unable to do more than ScratchDamage to them.
307** The Fire 3 spell, which fires a massive fireball, is ridiculously overpowered. There's a good reason why no normally-obtained weapon has the spell available. If you can beat [[WakeUpCallBoss Gades]] [[spoiler:in Parcelyte]] fast enough, you can get his sword, and Fire 3 outweighs the higher stats on every sword obtained past that point.
308** With [[DifficultButAwesome good timing]], it's possible to use Dekar's Exploding Fist special attack and then immediately LagCancel into his Exploding Sword charged special, knocking down everything around Dekar and ensuring massive damage from the follow-up. This not only prevents Exploding Sword from knocking enemies out of its InstantDeathRadius, but also ensuring they'll remain within reach after killed for juicy [[SurplusDamageBonus overkill]] bonuses.
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313* In ''VideoGame/MarvelUltimateAlliance2'', you can unlock [[spoiler:Green Goblin]] just in time for the last level. On-foot, his melee attacks and powers are nothing special. [[spoiler:Hop on his glider, however,]] and his standard attack is a rapid-fire laser that deals roughly double the damage of another character's melee strikes. It's long-range and piercing, making it ridiculously easy to cut mobs of enemies down in seconds. The only drawback is that he'll be knocked off with a single attack and he has the defense of a wet paper sack, so proper maneuvering is a requirement against enemies with large-area attacks (if you do it right, nobody will survive long enough to actually punch you). It also consumes a small amount of stamina (the game's version of MP), but equipping a Boost item that restores stamina upon attacking an enemy solves that problem quickly. Having him in your party and using his [[spoiler:glider]] against the bosses of the game's final stage makes it about as challenging as fighting off a knife-wielding mugger with a machete.
314** Also falling under this category is Deadpool's ''Best One Ever!'' ability, which he gets as soon as he joins. Initially it's a relatively expensive skill that gives a mild boost in all of Deadpool's attributes...until you reach the maximum level for it, at which point it jumps to a 30 POINT BONUS TO ALL STATS. Making it, as the name suggests, the best ability in the game by a considerable margin.
315* ''Fly'' in ''VideoGame/MightAndMagic 6''. While the player is unable to move normally during turn-based combat, they are able to move up and down using ''Fly''. As such it was entirely possible to dodge every spell or attack sent during an enemy turn while said enemy was unable to move.
316** Fly spell in general in Ernothian trilogy due to averting VideoGameFlight, though ''6'' stands out due to spells not being tied to the mastery of magic school, so it could be learned by anyone knowing it. Sure, it lasted less, but it was still enough to explore the maps and loot the hell out of them with a bit of acrobatics.
317** In the same game, it was possible to access the Easter Egg dungeon based on Creator/NewWorldComputing's offices. There you could find a cash dispenser that dropped money until you had 10,000 gp, as well as a magic cube that gave all the party a temporary +256 to all stats. To make matters better or worse, you could teleport between the cash machine and a bank to deposit your ill-gotten gains, whereupon the cash dispenser would work again, and rinse and repeat to give you all the money you would ever need on Day 1. (Yes, you could get that teleportation magic working as a starting character, with a little save-scumming and a little know-how.)
318** You can also completely break the game if you make a party of 3 Sorcerers and one Cleric (or 2 and 2). Getting Sparks for all Sorcerers makes clearing low level monsters at the beginning quite easy and fast, and both Sorcerer and Cleric promotion quests are rather simple, not to mention Sorcerers themselves can be fully promoted before even reaching Free Haven, and the full promotion gives you access to Master Air Magic and fully powered Fly when you do reach it. After that it's just a matter of getting spells and skill points for Light and Dark magic (which entire party can learn) and mopping whatever you come across.
319* ''VideoGame/MightAndMagic 7'':
320** If you don't mind bugs: there is a dragon on starting island which can be killed by a combination of real-time combat, bows and SaveScumming. There is a bug that makes body stay sometimes even when you collect it. Dragons drop highest tier of loot including artifacts and relics. More SaveScumming and patience and you can have entire party decked in best equipment before you even leave tutorial level.
321** One area features a well that when used will give you a random reward of gold, XP, or skill points, or it might just kill you outright. While you could save scum the chances of dying are quite high and it would take a long time to get a meaningful amount from the well. However, casting a ''Protection from Magic'' spell protects you from the death effect so that you can simply hold down the "use" button as you rack up the rewards to absurd levels.
322* ''VideoGame/MightAndMagic 8'' gives you access to Dragon character, which has ranged default attack, access to Fly, powerful fire-based magic attack, plus the damage of default attack, potency of above skills and damage resistance are determined by [[OneStatToRuleThemAll single skill]]. First dragon is located in cave that can be accessed with no combat. He's merely at level 5, but if you save gold and horseshoes you can get access to flight right there and then, as all relevant skill teachers are also in same cave, and dumping points in said skill makes him swole and more than able to handle most of battles to come by himself.
323* In ''VideoGame/MightAndMagic 9'', the spell ''Divine Intervention'' restored all health and all mana, but you were severely restricted in how often you could cast it (as in earlier games in the series). However, if a character set it as their "Quick Spell" then there was no restriction and no penalty. Hold down the button that caused the whole party to "attack (or use your Quick Spell, if set)" on auto-repeat, and there was no holding you; not even the evil god Njam and his minions could hand out damage faster than ''Divine Intervention'' could fix it.
324** In the same game a hireable NPC could add 10% to any Gold you found. This was nothing new... but in this version of the game, withdrawing money from the bank counted as "finding" it as far as this NPC was concerned. Since you could withdraw/deposit as often as you like, 10% interest compounded arbitrarily many times ensured you could buy anything you liked, if only the shops had it for sale.
325** Also in the same game there was a simple exploit that made a certain treasure chest lootable as many times as you liked until you got bored of trotting back and forth to reset it. It gave starting characters a lot of extra gear.
326* ''VideoGame/MinecraftDungeons'': There are several in general:
327** The Lightning Rod. An artifact that create lightning bolt to strike the enemies with the cost of soul. What it makes game breaking is that the damage, it deals extremely high AOE damage when used, the damage can one hit any non-enchanted mooks and even works on bosses. Moreover, the soul cost is way fewer than other soul artifacts, meaning you can spam this attack to eliminate any bosses.
328** Harp Crossbow: Similar to it's normal counterparts, Scatter Crossbow, it shoots 3 arrows at once. Unlike it however, it had some chances to shoot even more arrows. This means if you had quiver artifacts (Flaming Quiver, Torment Quiver), all arrows had the effect with it. Moreover, with fireworks rocket, you can shoots barrage of explosions, cleansing every mobs at once.
329* ''Monster Girl Quest! Paradox RPG'':
330** Status effects, both positive and negative. Even the early status buffs have useful effects (like halving physical damage taken while increasing the defense stat), while later buffs have effects like giving characters multiple actions per turn. It is entirely possible to stack enough buffs onto a character that they one-shot even {{Superboss}}es. Meanwhile, status ailments are much more likely to work than in other games, with even the basic status-inflicting moves hitting all enemies with high accuracy (if the enemies are weak to a status, it's virtually guaranteed to be inflicted). This includes statuses that ''prevent enemies from even doing anything'', which work on even many late-game enemies. And while bosses [[ContractualBossImmunity are much more resistant than normal enemies]], few of them are entirely immune to everything (Slow, Stop and stat debuffs usually work).
331** Singing and Dancing skills. First, most of them cause status effects (mainly positive for Singing, mainly negative for Dancing), whose brokenness is explained above. They also have a massive speed modifier that ensures they almost always are executed before other skills. They affect either all party members or all enemies, making them generally the ''best'' method of buffing your party and weakening the enemy. Finally, some of them inflict statuses that are difficult or impossible to do with other skills. Some examples are Weakening Dance (decreases all stats of all enemies) and Hero's Song (''increases'' all stats of the entire party, and halves all damage taken).
332** [[EatingTheEnemy Predation skills]]. OneHitKill moves in most games are generally useless, with any enemies worth using them on being immune, but not here. Predation skills always work on enemies inflicted with certain status ailments (the exact one depends on the skill), with only bosses being immune. They're especially useful in the late game, when enemies have so much HP that it takes forever to defeat them normally.
333** The [[MassiveMultiplayerCrossover Collab Scenario]] has a lot of this. The guest characters in this scenario are stronger on average than characters in the regular game, with powerful traits and unique equipment. Some of them also have the Nightmare attribute, which makes them [[NighInvulnerability immune to any non-pleasure damage]] and also restricts them to only inflicting pleasure damage... but pleasure damage from Nightmares [[ArmorPiercingAttack cannot be resisted]], so this is hardly a drawback at all.
334* ''VideoGame/MonsterHunterWorld'': On release, Slicing ammo for bowguns made every other type of ammo irrelevant. They fly fast with a huge hitbox, incredibly accurate, dealt a ton of consistent and focused damage, ignored critical distance (making them the ''only'' ammo to deal maximum damage at ''any'' range), and could stunlock and sever tails ridiculously easily. The only real downside was the large hitboxes potentially tripping melee hunters out of their attack animations, something that only applies to multiplayer. As such, Slicing got nerfed into the ground only a few weeks after release, not only receiving a straight-up 30% damage decrease but also a reduced cap on the number of Slashberries that the inventory can hold.
335** The Drachen Armor Set crafted from Behemoth is almost universally agreed to be the best armor set for a damage-focused build, almost to the point of homogenizing the game. Sporting three points in Attack Boost, six points (out of seven) for Critical Eye, a maxed out Critical Boost, and Master's Touch for a set bonus, it completely blows other sets out of the water for raw damage boosting. It also has a whopping ''seven'' decoration slots (a Level 1, three Level 2's, & three Level 3's), allowing for a player to easily slot in other powerful skills such as Weakness Exploit or more Attack Boost. Despite multiple Arch-Tempered monsters having been released since Behemoth's addition, nearly every offensive Hunter ''still'' uses at least three pieces (though typically four) in their armor set, usually only swapping the head or waist to avoid the unneeded Insect Glaive-centric skills.
336** Building off the above, high-raw damage, high-affinity builds in general. Elemental weapons have caps on how much their elemental damage can be boosted, as well as the elemental damage not being able to crit unless you have the Critical Element skill (which is tied to the Rathalos armor set). No such restrictions for raw damage, which has a wide variety of boosters, mantles, items, and skills to increase it. Skills such as Weakness Exploit, Maximum Might, and Critical Eye also make hitting 100% affinity (meaning every attack will be a critical hit) laughably easy, while Critical Boost makes those crits hit even harder. It's very telling that, come the ''Iceborne''expansion, affinity-boosting skills were nerfed across the board while elemental weapons & skills recieved significant buffs.
337* The Magic Banana item in ''VideoGame/MonsterRancher 2'' has several random effects; one of these affects was increasing your monster's lifespan by a single week while dropping their Loyalty. With a bit of SaveScumming, it is possible to abuse this effect to create an immortal monster. This makes it extremely easy to max out a monster's stats.
338* ''VideoGame/{{EarthBound|1994}}'' (also known as ''Mother 2'') has the infamous rock candy glitch, which allows you to boost your party's stats infinitely. The vitality and IQ stats in particular were clearly meant to stay within a certain range, and boosting them enough with this glitch will allow your characters' HP and PP to be higher than the in-battle HP/PP meters can display correctly. So when a character who has 1000 HP/PP or higher takes damage/uses PSI, the HP/PP meters don't scroll down, and just immediately jump to however much HP/PP is left just like in most other RPG's.
339** There are also Multi-Bottle Rockets, which can deal 1000+ damage when the last few bosses have 3000-4000ish HP and very few non-boss enemies have more than 1000.
340* Beanlings in ''VideoGame/Mother3'' give absurd amounts of experience if you manage to defeat them. Note that Beanlings appear in areas randomly and always try to run from you, leaving a well-timed dash the perfect method for not only catching them, but getting them facing backwards. A good way to exploit this is in the Sunshine Forest after Tazmily jumps ahead three years with Lucas. As long as you get Boney to follow you, which not only gets you back any items left on him when he was travelling with Flint, as well as equipping yourself with the best equipment from Thomas' shop. Avoiding the immobile Grated Yammonsters, the Really Flying Mice and the Slitherhens are not too big of a problem. Eventually a Black Beanling will can be found, caught and fought. The Beanling isn't all too powerful and, if beaten, gives enough experience to raise Lucas to more than twice the level he started the chapter at. Add that there is a stash of stronger enemies further north, and you can have ass-kicking stats before even getting on the train.
341** Kumatora's all powerful PK Ground move. You can grind off of the beanling's mentioned above in either Chapter 5 or 7, [[spoiler: when you still have access to head to Tazmily Village]]. You can get Kumatora to Level 60 in no time flat, at which she will learn said PSI move. It does damage relative to the enemies HP, doing damage that is 16% of the enemies HP, hits 5 times in a row, and each of those hits has a chance of tripping the enemy, which works on even the final boss. Not to mention it's also one of the only 2 offensive PSI moves in the game which will continue to attack the enemy without consequence, even if the enemy has a PSI Counter/Shield. It is extremely cheap, making enemies as tough as the Masked Man and NK Cyborg ridiculously easy to defeat.
342** Also, Fresh Eggs. They can be bought for 40 DP. Left in your inventory for a while, they hatch into Chicks and then mature into Chickens, both of which do nothing but make room in your inventory when used. However, Chickens can be sold for 200 DP, making it your best method of making money early after the system works its way into the game. Alternatively, the Fresh Eggs themselves heal 80 HP, compared to Bread Rolls that do only 60 HP. Problem is, they turn into the aforementioned farm fowl if not used. Fresh Milk heals 80 HP, but spoils into Rotten Milk if not used, which heals 10 HP. There's a special trick to Fresh Eggs that need only be discovered once to be abused. If you soak in a Hot Spring before the egg hatches, it "boils" into a Hot Spring Egg, which not only heals 100 HP, but DOESN'T SPOIL OR CHANGE. The coup de grace? The Tazmily Food Store sells Fresh Eggs, and the Kokori Hot Spring is only a quick dash from town. As a bonus, Slitherhens in the Sunshine Forest can drop Fresh Eggs for free, and aren't hard to kill from the start.
343*** If you are quick enough to avoid the enemies in chapter 4, you can just do the Hot spring egg trick at the [[spoiler: Chimera Lab]], a chicken that is nearby a hot spring gives you an egg, and after boiling it, you can get another one from it.
344* ''VideoGame/MountAndBlade'':
345** Heavy cavalry are next-to unstoppable {{Lightning Bruiser}}s, only beatable by even better heavy cavalry or high-tier missile troops taking advantage of favourable terrain. [[TruthInTelevision This reflects real life]].
346** Rhodok Sharpshooters have access to Siege Crossbows that deal around 60 damage per hit (in a game where most units have around 50-100 HP) and outrange most bows, and the men are pinpoint accurate with them too. This wouldn't be a problem if the Sharpshooters were highly vulnerable in close combat, but they are not: they also carry a big strong pavise shield (that no other archers or crossbowmen get) and they have decent skills with one-handed weapons too. Combine with their pikemen and you have the greatest siege troops in the game, apart from...
347** Nord Huscarls. Put twenty or so in a tight formation and even Swadian knights die in droves trying to break them. ''They just ride into the axes and die horribly''. And this is after being nerfed for ''Warband'', they were even worse in the original release.
348** Also reflecting real life, full plate armour. You move slower than a pregnant whale if you are on-foot (and of course if you have any sense you'll be on horseback), but a lot of enemies literally cannot inflict a single point of damage on you, even under the full-damage rules. It's no wonder that you have to pay a king's ransom for a set. Second-rate armour (like coat of plates) confers not the same level of invulnerability, but it does improve survival rates significantly.
349* ''VideoGame/MountAndBladeIIBannerlord'':
350** Smithing allows you to make huge amounts of money (tens of thousands of denars for a nice sword that cost only a few hundred for materials) as well as arms and armour that greatly outperform stock equipment, provided you can acquire some high-tier parts. It is possible to create masterwork javelins that are worth more than the entire liquid assets of a city!
351** Battanian Fian Champions. These highland noble archers are hard to come by, but a mere ten of them can melt dozens of enemy units with their powerful rapid-fire longbows before even melee is joined. And ''then'' they just pull out a {{BFS}} and start cutting through your survivors like chainsaws through guacamole. They are decently armoured themselves too. The more "accessible" version of this unit, the Forest Bandits, are still no slouch and can vastly outclass the archers of other factions. Not joking, a small 50-man army of Fian Champions will ''[[CurbStompBattle easily and completely slaughter]]'' 500-man armies of lesser troops, with very few losses.
352** The Battanians and Khuzaits get, as kingdom bonuses, a +10% bonus to movement speed when moving through forests and a +10% bonus to movement speed for horsemen, respectively. This is literally leaving other kingdoms (who have ribbons, bonuses that look nice and fit a theme but have little impact on the game) far behind, as it lets their armies choose when and where they fight, what to chase down and what to escape from. This is compounded by the kingdoms having strong units and land that is fairly well-protected from outside invasions. "Off-hand" games where the player finds somewhere secluded and lets the factions duke it out usually result in the Battanians or Khuzaits conquering the entire map.
353* Archery is arguably a GameBreaker for ''VideoGame/NetHack'', if anything can be said to be a Game Breaker in ''[[NintendoHard NetHack]]''. A properly prepared ranger will do just as much damage, if not more, than the most powerful melee characters, and will have an [[PoisonedWeapons instant-kill]] chance as well. As few powerful enemies have anything but melee attacks, the player can kill many enemies (notably [[spoiler:the end-game riders]]) before they can even land a blow.
354* The ''Shadows of Undrentide'' expansion to ''VideoGame/NeverwinterNights'' added the sixth level sorcerer/wizard spell Isaac's Greater Missile Storm, which fires off a magic missile per caster level to a maximum of twenty, that automatically hit for 3d6 points of damage each ''with no save''. The missiles are divided among the enemies within the area of effect, so against groups of enemies it's only average for its spell level, but against a single target it does utterly ridiculous amounts of damage. And it does ''magical'' damage, which almost nothing has resistance against. A single Maximized Greater Missile Storm deals a whopping ''360'' points of damage, which is enough to one shot most bosses, and unlike actual instant death effects, ContractualBossImmunity ''does not'' apply.
355* ''VideoGame/NeverwinterNights2'' has Hide in Plain sight. While a powerful (but nothing compared to the quadriatric wizards) in [=PnP=] D&D, the games RealTimeWithPause system breaks it clean in half (could say the combat is [[GamebreakingBug broken]] anyways, but that is another story). A character with the ability can break off from combat and hide (how it works in [=PnP=]), this however is compounded by issues of the real time with pause system. 1.The checks to see if you can see the hiding character don't happen untill the next round, where he is unhiding to attack you anyways. 2.You lose any actions that target the hiding character from your queue 3. Movement and hide are full real time, attacking is turn based. 4. After unhiding to attack, you must wait till the round "finishes" to attack him (see the past 3) 4. A round (how long you must wait to attack) is 6 seconds, hide in plain sight has a cool down of 5 seconds (so you can't attack before he hides again), so decent rhythm means no attacks for the enemy (or you in [=PvP=]). You can "target" the hider with area of effect attacks, but the build also gives abilities that make him essentially immune to them.
356* ''VideoGame/{{Nioh 2}}'':
357** It used to be possible to buff your unarmed attack damage through the Talisman of the Fist to deal ''thousands'' of points of damage with ''each strike'', allowing you to effectively tear human enemies limb from limb and also shred most powerful youkai in seconds. However this has since been {{nerf}}ed into obsolescence.
358** Ninja builds combine this with MagikarpPower. Early on, you'll probably be limited to very light armour with all the protective quality of a wet cardboard box, and your playstyle is half-dedicated to consumable items that are quite weak and have limited ammo. Late-game is an entirely different story: You can forgo elemental weaknesses and pelt higher-level youkai and ''bosses'' to death from a safe distance with shuriken, kunai, poison, trick arrows and bombs, depleting their health in mere seconds. And this is ''after'' it was nerfed in post-release patches; it was even worse on release.
359** In the same vein, onmyo magic builds are generally quite unimpressive... except for lightning magic builds. Very, very few enemies in the game have any lightning resistance, and lightning damage inflicts a slowing effect on enemies hit by it. Combine with the infamous Slow Talisman (which are almost a GameBreaker alone themselves, and ''absolutely'' were in the first VideoGame/{{Nioh}}) and it means that even the most powerful enemy can be slowed to such an extent that they don't really pose any threat to you anymore - they just swipe at you lethargically like clumsy drunks while you quickly shave their HP down to zero.
360** The "Seething Dragon" Switchglaive and the "Blood Spider" Odachi are both sentient weapons that [[DiscOneNuke drop fairly early on, have tons of perks attached to them, and can spike their damage output after only a few kills]]. You can quite honestly carry these two weapons all the way to the FinalBoss because they will likely outdamage anything else you can carry regardless of rarity as long as you keep upgrading them.
361* ''VideoGame/OdinSphere'' has Mercedes, who has the slowest HP, walking speed and Psypher growth, but has extremely high attack power as well as the added bonus of ranged attacks. Her POW depletes whenever she fires her crossbow. Easy solution? Unlimited POW potion + Overload (and a Painkiller can be useful for extra defense)and the boss fight is yours.
362** In another note, her Piercing Shot Psypher skill can easily wipe out hordes of enemies and only uses one Psypher Gauge, as opposed to Phozon Burst (which uses two). If you use it consecutively, no boss is safe.
363** Refined Mode in ''[[VideoGameRemake Odin Sphere: Leifthrasir]]'' revamps the entire combat engine to make it a whole lot more action-heavy. While most skills and every character is balanced in a way, Mercedes is ''still'' quite powerful. She's the only character who's POW gauge is still consumed by her normal attacks, but now draining it won't stun her, so there's no need to keep synthesizing potions for infinite ammo, especially since Mercedes naturally learns [[BottomlessMagazines a Psypher skill that temporarily gives her infinite ammo,]] and Mercedes, [[GlassCannon though very fragile, has the highest Psypher gauge growth among the characters.]] Coupled with [[HomingProjectile tracking Hunter Shots,]] support fire from summoned spirits and spread fire skills, Mercedes can quite literally [[MoreDakka cover the screen in bullets,]] turning the game into a BulletHell where ''she'' is the "Boss".
364** The revamped food and leveling mechanics also allow for easy power grinding. As soon as the player can obtain Milk, they can create (and in some cases, just buy) Yogurt, which boosts experience obtained from eating. Simple Yogurt is not that helpful, but the player is completely free to replay earlier maps and farm items (most notably fruit) to keep powering up the Yogurt vial until it reaches Level 9, at which point it ''massively'' boosts the amount of experience points obtained from eating. If the player went the extra mile to make a Level 9 Gold potion to farm Valentinian Coins, they can just go to Pooka Village, quaff the Yogurt potion and spend those Valentinian Coins on the most expensive food items available at the moment in the village, easily jumping ahead more than a dozen levels required for the current dungeon and probably enough to cruise through the next one. If not, the player can simply farm some more items and eat from the travelling chef's restaurant, who offers additional experience boosts the first three times you eat a given recipe from him. In fact, it's recommend to hold off on actually getting those boosts until you have Yogurt ready, since first-time eating with Level 9 Yogurt of his best recipes offers the single-best experience opportunity in the whole game.
365** While generally a balanced JackOfAllStats, around the midpoint of her story, Gwendolyn learns the Blizzard spell. Every character gains some form of "crowd control", but this spell is ''bar none'' the best skill of its class in the entire game. [[ExactlyWhatItSaysOnTheTin It summons a blizzard]] that covers the whole field, but only hits on whatever is in view of the screen. This still means that ''it hits the entire screen at once.'' The maximum duration of the Blizzard is a full 8 seconds or so, where it hits everything in the screen, deals damage continuously, interrupts enemy attacks, keeps your combo going and ''freezes all enemies'', which has perfect synergy with Gwendolyn's Icebreaker skill that increases her damage against frozen opponents and her Assault High skill that increases damage the higher the combo counter goes. In other words, it allows Gwen to assault the enemy with impunity while increasing her own damage output. No other skill in the game has this mix of offensive, defensive and technical power to this degree. Unsurprisingly, it has a hefty cost of 30 Phozons, but it is very simple to prepare mid-to-high level Restore potions beforehand to allow her to spam this spell whenever she needs (and she's also getting some Phozons back from the already slain enemies).
366[[/folder]]
367
368[[folder:P to R]]
369* The UnlicensedGame ''Pet Smash'':
370** Scyther. It is an S-tier Pokémon, so the player needs some luck with the Draw pull (not as much as the even rarer S+), but once the player has it, it proves itself to be an effective sweeper for most PlayerVersusEnvironment modes. It only targets one foe with the lowest HP starting from the back row, but if the foe is killed by it, then Scyther can move again in the same turn thanks its Patient Mantis passive[[note]]Aside from said effect, it also boosts Scyther's damage against enemies with less than 30% HP.[[/note]]. Even if the foe resists Bug or Flying, provided that Scyther is not too undertrained, its Cut/Aerial Ace/Sickle Chop will down it quickly. It also helps that its skillset helps with damage[[note]]Cut adds Crit self-buff for 2 turns, while Aerial Ace gives a permanent Prey Mark status to the target to make it take 30% more damage from all attacks (15% more from Bug-type allies)[[/note]]. It is a GlassCannon, though, with a double weakness to Rock at that, so it can be downed quickly if the player is not careful with stats and formation. Even with this downside, entire [=PvE=] battles can be won by having Scyther sweep through multiple waves without allies' help before the foes' stats catch up. Evolving it into Scizor exchanges its double weakness with Fire, but Steel is still a good defensive type (even if it is not immune to Poison in this game). It also exchanges its Flying-type special skill with a Steel one as well, which adds wider coverage despite no longer advantageous against Bug and Fighting.
371** Any {{Mon}} whose skill/ability can turn foes against each other. Particular examples are Mew and the Ralts line, both of them S-tiers. Mew's ultimate skill has a chance to inflict Confuse, which makes the affected lose control and perform basic attacks on either ally or foe. Mew is also surprisingly easy to obtain for new players, as it is given away for free in one of the daily events dedicated to newbies and its shards are easy to obtain from the server opening carnival event if the player needs a duplicate to increase its Star rating. Meanwhile, the Ralts line uses Charm as its main gimmick (except for Gallade, which uses Confuse). Charm makes the affected attack its allies. If this happens to the main powerhouse, that team is toast. Even better, the Gardevoir line comes with a passive that has 20% chance of charming a random foe at the start of a battle and its special skill raises its chance of inflicting Charm.
372* In '80s SSI game ''Phantasie'' if your party survives and travels far enough, they can encounter a town with a statue of a lesser god. Blasphemy against it and the minor god Anubis appears and fights your party. Defeating him not only gets you lots of experience but also the 2nd best weapon in the game, the Godknife and the best armor, the Godrobe. You can repeat this fight as much as you want, so you can eventually outfit everyone with them. Continuing on the game, you'll eventually find a town that has a statue of a greater god. Blasphemy against it and you'll be attacked by Zeus. Beating Zeus will be easy with your divinely armed party and you get not only get the Godrobe but the best weapon in the game, the Godsword. Keep fighting Zeus until everyone is packing the Godsword. The final boss is the SorcerousOverlord, Nikademus who's slightly tougher than Anubis, so if you've beaten Zeus you'll easily win.
373* ''VideoGame/PhantasyStarIV'': Early game, Hahn, Alys, and Chaz can use the Triblaster Combo using the base Techs: Foi, Tsu, and Wat
374** When you get Rune in the party, he comes with the ability Gra. Create a Macro with him just using Gra first and the rest defend and fight in the last passage to Tonoe.
375** Hahn is practically a game-breaker by himself. Most players are likely to write him off because most of his abilities are buffs and debuffs that usually fall under the UselessUsefulSpell category, but [[GuideDamnIt the game doesn't tell you]] that they all have extremely high hit rates. Gelun and Vision will carry Hahn's weight for his entire stay in your party, and he's the only character to learn Vol and Savol, what may be two of the most effective instant-death attacks in all of gaming, since the former has a 90% success rate and the latter has a 90% success rate ''and'' hits every enemy on the screen.
376** When you get to Dezoris, Fire Storm makes quick work of the enemies. It's a combination of Hewn/Zan and Flaeli/any Foi.
377** In Lashiec's Castle, after killing the Xe-La-Thouls if your level is high enough you can use the Grandcross tech: Efess + Crosscut, and since there is a healing point near them, you can fight to your heart's content.
378** Post Dezoris, if you open the Silver Soldier quest, you can access the Vahal Fort where, you can fight Life Deleters which give you 2,500 Exp each. Use Hyperjammer + Tandle to make quick work of them. Hell, even use Negatis, and it will kill them. Tandle alone will even kill the weaker enemies.
379*** Even Better, Have Wren just use Spark if you are only fighting one Life Deleter. Spark often destroys all mechanical enemies
380* In ''VideoGame/PoPoLoCrois'', focused attacks are an utter game breaker. When Pietro is hitting for maybe 40-80 damage with a melee in the first part of the game; a focused attack will hit for around 200. And that's ''within the first hour of gameplay''! Naturally, a LetsPlay of this shows how broken they are; with several bosses later in the game going down within a few rounds of Focused Attacks.
381** Not to mention, if you have a multi hit move that's focused, you'll easily do more than any single-hitting move. Jilva Special, Axle Spin, Wind Cutter, and Ballistic are definite examples. (And part of why this troper highly recommends you to bring Jilva with you to the final bosses! Other than the fact that she's pretty flexible in the first place) Where White Knight's Aerial Slash will hit for maybe 500 damage and Jilva's Olden Dance will hit for around the same focused, Jilva Special and Ballistic will get for well over a thousand. Pretty good considering that bosses were pretty much made with this in mind, especially the final boss.
382* ''VideoGame/Quest64'' has two spells that just break the game. The first is Avalanche, which can be obtained early on if you dedicate yourself to Earth Element. The spell will do massive amounts of damage in a large area, and it doesn't cost much to use. The second, although obtained much later, is Magic Barrier, which renders the main character invincible. Since the game is almost NintendoHard, these two spells make the game laughable once obtained.
383** The biggest reason for this isn't the combo itself; it is that both spells are earth element. If they were different elements, it would still be gamebreaking, but nowhere near so much. Also in this list in the Heal spell (first one is level 7 in water), which can be incredibly abused, due to the MP regen system and gained easily before even the first boss, probably making it a real DiskOneNuke.
384** Finally, there's your staff. Its power increases more as your elements increase. This actually means that by the end of the game, it'll deal well over 100 damage with ease, which is more than most single spells.
385* Tons in ''VideoGame/TheReconstruction'':
386** Qualstio's "Stifling Heat" passive skill, which raises the chance of Flame Burst inflicting Disable to 100%. Makes bosses laughably easy due to the game's aversion of ContractualBossImmunity. Unless you do a ridiculous amount of skill point grinding, though, you won't be able to get it until [[EleventhHourSuperpower very late in the game]].
387** Santes, Santes, ''Santes''. She has both potent healing spells and one of the, if not ''the'', most powerful direct damage spell in the ''entire game''. One of her early passive abilities grants her a significant Agility boost, too, so she can attack and heal pretty quickly. It's unlikely you'll ever want to remove her from your party throughout the game's entire duration.
388** The full-party buff spells (Rising Morale, Blessing of Wit, and Refreshment) are extremely useful as well, due to the fact that they effectively regenerate both {{Mana}} and HitPoints. They are balanced out somewhat by the fact that the party members who have said skills tend to be weaker or less useful than other party members, however.
389* ''VideoGame/RecordOfAgarestWar2'' ([[GameplayRoulette they changed it from a turn-based strategy to a turn-based RPG]] [[DepartmentOfRedundancyDepartment game]]) have a few that could literally break the game.
390** First off would be Arc-En-Ciel which is considered by many as the "I Win Button". This particular attack covers ''almost the entire enemy grid'' which you can hit a lot of enemies, does lots of hits, is a non-elemental attack (so no enemy gets healed), never misses (it's magic-based), and lowers the stats of those enemies you hit. For bonus points, have Eva as your leader which makes your party members ''really far apart'' from each other, and gets a boost in magic damage and magic defense.
391** Another one would be to let one of your party members have a high Vit stat and learning No Fear. If you loaded the OldSaveBonus from [[VideoGame/AgarestSenkiZero Zero]], you're capable of letting Weiss, Eva, Jainus and Fiona trash through the first generation without even breaking a sweat. Especially Eva, Fiona and Jainus since they get to learn No Fear and the latter does come with Accuracy, an EX Skill that makes ''all physical attacks hit.'' Oh and he can also steal items for you too.
392** Invest in a lot of TP, get the Rusty Equipment from the Righteous Beheading shop and upgrade them to the Gram sword, Aegis armor, and Mighty Ring accessory. These equipments are enough to actually carry you ''throughout the entire game'' and well into the post-game (until you get the [[InfinityPlusOneSword Infinity Plus One Equipments]]).
393** Surprisingly, the agility stat is this as well. It went from "don't-even-bother-because-you-want-enemies-killing-you-to-farm-SP-and-trigger-Unleash All" to "invest in a lot of it so you can outspeed the bosses flunkies so that the bosses can't get more AP from its allies".
394* In ''VideoGame/RoboTrek'', you can obtain the DiscOneNuke weapon Axe 1 by the time your character is about level 9. The weapon itself at level 9 already outclasses most weapons obtainable by this point and it's ridiculously easy to get it to Axe 3, the second most powerful weapon the game. Also, there are very few enemies who resist melee attacks (but after the first boss, many resist ranged attacks). And to put how game breaking it is: a critical hit with the triple hit macro will one shot most bosses. Period.
395* In ''VideoGame/{{Robopon}} 2'' you can make Nebulus, the ultimate robot. He regenerates every turn and doesn't learn any skill by himself but who cares since you have softwares? What makes him so broken are his insane stats, the best of any robot, it's so stupid Nebulus can easily take on robots with 20 levels over him. Also, every robot has a level cap so they stop growing, Nebulus doesn't. By level 99 it has over 900 hp/ep and maxed stats, in fact, it will cap all stats at 255 even before level 99. You can only make it by link sparking end game batteries, so it's avaiable very late but it's so strong it makes the endgame a joke. [[ThereIsNoKillLikeOverkill You can also make four Nebulus if you want]].
396** The Virus status, that works like a confusion and makes enemies attack each other. Unlike most games, Virus is very easy to hit, you can hit multiple enemies, no one is immune (not even bosses) and the enemy never heals it since they don't use items. Can't defeat that overpowered level 60 team (much more than you probably are at the time) at Delica Castle jail? Just throw some virus and watch them blow each other.
397** The slots/roulette battle system is pratically cheating. Depending on your luck you get stronger hits or heal yourself, but if you get a Jackpot all your attacks will get bonus damage! And if you get a red skull you automatically kill all of your enemies! Yeah, you can even beat the last boss with the first punch if you are very lucky!
398* ''VideoGame/RomancingSaGa2'' has Coppelia, an android created by MadScientist Hiraga. Only usable once, but good with every weapon.
399* ''VideoGame/RomancingSaGa3'' has Dragon God Descent (Wind Magic), which makes the cost of WP and JP 0 at the cost of converting hit point damage received into life point damage. But at least you can use techs and magic infinitely, and giving it to a certain character [[spoiler:namely Zo]] makes the real FinalBoss a joke.
400* ''VideoGame/RomancingSaGa: Minstrel Song'' has the Synthesis Spells Overdrive and Hasten Time, which let you immediately end the turn '''and''' get a free round of attacks -- Hasten Time lets your whole party get an attack in, while Overdrive lets the caster act '''five times'''.
401* ''VideoGame/RuneFactory3'' has... oil. Plain old oil that can be thrown at monsters to make them receive triple damage from fire attacks. Couple it with a fire-element weapon or the already nigh-game breaking Explosion spell and pretty much any storyline boss (Various {{Superboss}}es make up for this with magic immunity, OneHitKO spells and/or attacks that do massive damage AND stun.) can be steamrolled[[note]]with one exception -- Fiersome, who will only take minor damage from the combo.[[/note]] Also, both the oil and fire spells can be accessed pretty much at the start of the game.
402** There's also grinding your Weapon and Accessory crafting skills using scrap metal as an upgrade element. Scrap metal has a high skill rating and is very common (especially early on, when your mining skill will be low), so making low level gear, then upgrading it with scrap metal can boost your skill levels in no time. If you can luck upon a Heart Pendant (doubles all skill points earned) early on, this makes the process even faster.
403
404[[/folder]]
405
406[[folder:S to U]]
407* In ''VideoGame/SagaFrontier'', the combination of the skills [=OverDrive=] and Stasis Rune can break the game. [=OverDrive=] is an ability that allows the caster to take 5-7 actions instantaneously at the cost of them being made pretty much useless afterwards due to stat draining. However, if for the last action in [=OverDrive=] you use Stasis Rune which locks you and an opponent in stasis this stat draining can be avoided. Not only that, but after the stasis wears off your character will have 5-7 actions per turn for the rest of the fight with no penalty. Even though only two characters can get the spells to pull this off it still will completely break the game.
408** Let us not forget the absurdly powerful [=DSC=] (Dream Super Combo), a barehanded-type attack that can be gained by equipping the Sliding, Suplex, [=BabelCrumble=], and [=GiantSwing=] attacks all at once. It randomly delivers 3 to 5 attacks, dealing more damage the more hits get thrown out. 3 attacks alone will do more damage than pretty much any other attack in the game. 5 attacks will do enough damage to utterly destroy anything that isn't a FinalBoss or {{Superboss}}. Not to mention it works on almost EVERYTHING (only monsters that are immune to throw-type attacks are immune to it, since everything but Sliding are throw-attacks, but there's really not many of those beasts). This one attack is the biggest reasons most guides recommend recruiting the character Liza if you can, since she can learn all 4 attacks very quickly (others tend to have trouble learning at least one move in the combo). The only downside is that it's fairly expensive at 18 WP (most endgame moves cost 9-10 WP), but most enemies will fall LONG before a [=DSC=] user runs out of WP.
409* In ''VideoGame/SailorMoonAnotherStory'', Sailor Pluto has a move that costs 12 AP and stops enemies from doing anything for three turns. This works on all enemies, even bosses, even the FINAL boss, 100% of the time. Conveniently, there's an item in shops that recovers all (12) of a character's AP.
410** Not to mention AP is automatically restored between battles.
411** And did we mention the "Defend" command? Evasion and defence are bumped up to near 99% for that character. Turtle and wait for the enemy to run out of AP.
412* ''VideoGame/SecondWind'' has the Darkfolk class and its Boom spell. Boom is meant to be a DeathOrGloryAttack which burns all your mana at once and deals damage equal to mana used multiplied by your power stat. Upgrading your staff, which boosts your mana capacity, will quickly get those numbers high enough to dish out a OneHitKill against any enemy including the FinalBoss, since your mana is fully recharged after every fight. The only weakness is that this can miss, and you will be left with no more mana if that happens, but this can easily be remedied simply by making lots of offerings at the church of Spediphis to buff your dexterity. Spediphis does drain your armor in exchange for that dexterity boost, but having negative armor is not a problem when every enemy dies before they can land a hit.
413* ''VideoGame/SecretOfEvermore'' is no stranger to these, having a somewhat broken alchemy system and some {{Good Bad Bug}}s:
414** The king of this is the spell Barrier. It heals some HP and basically makes both characters invincible for about 45 seconds, and with easy-to-acquire ingredients it effectively only costs a pittance of 75 jewels to cast. Fully leveled, it restores between 300 and 500 HP, which is nothing to sneeze at even at end-game.
415** The Crush spell also became quite the deadly game breaker if you [[LevelGrinding take the time to level it up]]: Its ingredients are very cheap and plentiful throughout the game, a cast costs a piddling 33 jewels, and at max level it will kill every enemy on the screen in one shot and even the final boss in ''three shots''.
416** Dog Casting. Normally when you cast a spell you're limited to two or three at a time depending on the spell. Switch to the dog, however, and you can inexplicably now cast ''eight spells simultaneously''. [[TheresNoKillLikeOverkill There won't be much boss left after hitting it with eight stacked Fire Powers]].
417** The Bazooka was meant to be a TooAwesomeToUse weapon that fired overly deadly but rare and expensive projectiles, but due to a bug in the game's code the Cryo-blast and Particle ammunition don't deplete when firing. Yes, the thing with the ''800 base attack level'' has BottomlessMagazines[[note]]And even then, ammunition isn't much of an issue: once you get to the final world of the game, with about 15% of the game to go, you can convert your money to credits at a very favorable exchange rate (1 Coin = 4 Credits, and you'll have a ton of Coins, while you get 2 Credits per Jewel and 1 Credit per Talon), and buy Bazooka ammo by the truckload. Even without the bug mentioned, you wouldn't be likely to run out of ammunition, and if you ''did'', you can just buy a truckload more. On top of that, the common enemies on the Moon's surface (the spinning amulets) frequent drop ''more credits'', in addition to the money you get just for killing things[[/note]].
418* ''VideoGame/ShadowHeartsCovenant'' has Yuri's Dark Seraphim. Acquiring this form requires all the previous Fusions (an easy get if you just remember to check the earlier areas of the game, complete Tiffauges Castle, and complete the Dog Shrine) and the defeat of a {{Superboss}}. Said boss was ludicrously hard in the first ''VideoGame/ShadowHearts'', but here he's a pushover. Once you have Dark Seraphim and max out its level (simple by this point), everything else in the game--even the ultimate Superboss, Solomon--boils down to "Fuse Dark Seraphim, cast 'For Everyone...' (an across-the-board stat buff for the full party), attack, win".
419** While Dark Seraphim was indeed appallingly powerful (and righteously so given what you have to do to acquire it), the ''real'' game breaker was Lucia and her Aromatherapy powers, which gave other characters bonuses. Among her ultimate powers were such lovely tricks as letting every other character attack as though they were using a Third Key (get 3 attacks in a row) and setting other characters' critical hit rate to 100%.
420*** Consider the following combo: Yuri, with a 5-hit attack ring and a 35% attack bonus, fuses fire monster and uses Energy Charge (next attack does 125% more damage), Lucia uses Moon Oil+ Night Oil combination (all hit are criticals), Yuri switches to Dark Seraphim and uses a Seventh Key (7 attacks in a row). Assuming you get all 7 sweeps from the Seventh Key off without missing, you've just dealt out 35 critical hit attacks magnified to inflict more than double the damage they'd normally do. Even the secret boss would be overkilled in a single blow!
421*** There exists an accessory, the Extreme, that triples your damage in exchange for turning the Judgement Ring (the timed-hit based attack system) invisible. You can also set the Judgement Ring to practice mode, which means that rather than ending your attack if you miss the hit range like normal, nothing happens, at the cost of losing your perfect slice. This means you can just mash X over and over and get five hits of heavy damage. Combine this with any of the other game breakers listed, and very little survives.
422*** There is a purchasable accessory called Spikes that puts any character equipped with one in a permanent Resist defense state, making them take significantly reduced damage, and immune to status effects and knock-back, at the cost of losing one Sanity Point per hit taken. Yuri's second earth fusion has a skill that negates the Sanity loss from Resist. Combine the two and you will be NighInvulnerable.
423* In the original SNES version, ''VideoGame/ShirenTheWanderer'' provided a Dividing pot (a pot that duplicates any item put into it) as one of the new loot in Fei's Final Problem. The gamebreaker is that there also exists a Scroll of Withdraw (or you can inscribe a Blank Scroll to get the same effect) that lets you retrieve items from any pot without having to break it (normally you have to toss non-Holding pots at walls to break them and get back their contents). So, if you have a Dividing Pot or better and two Withdraw scrolls, you can put one scroll in the pot (making two Withdraw scrolls) and the item that you wish to copy, then use the remaining Withdraw scroll to get back two Withdraw scrolls and two of the other item! You could do this over and over again with just about any non-pot item for infinite supplies.
424** They fixed the exploit in the DS version, though.
425** Another game-breaker in the SNES version comes with a huge amount of time, resources, and devotion (or just three Blank Scrolls and a Dividing Pot[6]): if you can somehow power up a shield to a very high level, eventually, you'll find that all normal damage will be negated. Normal damage meaning damage from melee attacks (which is what almost all monsters have), arrows, and non-explosive traps. This means that unless the enemy uses attacks that do fire and explosion damage or have status-draining moves, you're virtually invincible.
426* ''VideoGame/SilvaSaga'' has a 3-party system (with 4 members each); Heroes, Mercenaries and Idols. Idols are strictly magic only, Mercenaries rely only on brute strength and Heroes--being the most balanced--are able to use both. What really separates the Mercenaries and Idols from the Heroes is that after every battle they heal FULL HP and MP (where-as Heroes do not).
427** During battle, you can switch between any of the 3 parties at any time. You have complete control of the Heroes (items, magic, defend, etc) while Mercenaries and Idols just spam their only attacks without any control other than to switch to a different party. This is where breaking the game comes in; you can send out the Mercenaries/Idols to fight, wait until the 3rd member of the party has attacked then quickly cancel out the rest of your turn. Your turn will now be reset, and you'll be brought back to choosing which party you want to fight with BUT all damage dealt to the enemy just before-hand will NOT be reset. You can repeat this for as long as you want and the enemy won't be able to have a single turn against you (but only if your agility is higher than the enemy, otherwise the enemy will be the first to attack).
428* ''VideoGame/SkiesOfArcadia'' has a few: Enrique's Justice Shield reduces all physical damage taken by half, making every single boss battle far easier than was intended. Items are inherently broken too, as they can replicate every magic effect in the game but require no Spirit Points, bypass Aika's Delta Shield (which neutralises any and all magical spells cast on your party) and [[MoneyForNothing are easy to acquire]]. In airship combat, magic spells, which are otherwise woefully underpowered after the fourth dungeon or so, become godly; unlike all other weapons save your WaveMotionGun, the magic cannon is [[UnblockableAttack ''guaranteed to hit'']] as long as your target isn't [[WeakSpot directly behind you]] and you aren't silenced. While the actual offensive spells are about as pathetic as they are in normal battles, the [[StatusEffects Silence and Drain shells]] work on ''every single airship opponent'' up to and including the FinalBoss, who literally ''can not attack'' outside of spells and its WaveMotionGun.
429** But then, the {{Superboss}}es, especially in the [[VideoGameRemake remake]], assume you're going to cast Justice Shield ''and'' Delta Shield every single turn, and will very quickly wipe you out if you ''don't''.
430** On top of that the superbosses leveled with the party, leading to a very easy game break against the player if they got too high.
431** Forget Justice Shield, Vyse's Skull Shield prevents ''all'' physical damage. Coupled with Delta Shield, your team is practically invincible.
432** Skull Shield only blocks standard attacks, not special attacks. It's powerful, but even with both that and Delta Shield about one third of the game's attacks -- and the most powerful ones to boot -- will affect you.
433** You can buy [[RareCandy stat-boosting items]] in the item shop on Crescent Island. Paranta Seeds, which boost attack power by three points, cost 5000 gold. Give Vyse enough, and the already very powerful Pirates' Wrath becomes absolutely ridiculous. Of course, giving loads of them to any character will make them a powerhouse damage-wise if you have them use normal attacks and/or physical attacks based off of the attack power stat. Other Seed types are also useful for gamebreaking. Give a character enough of ''all'' of the types, and you'll have a complete {{Munchkin}} character.
434** There's also Aika's [[LethalJokeItem Swirlmerang]]. Not only does it hit pretty much everything (even the [[MetalSlime Loopers]]) with its 200 Hit%, it causes [[StatusEffects Confuse/Panic]] in every enemy not immune to it. Which surprisingly few of them were. Even many ''bosses'' could be confused with the Swirlmerang. And the fact that confusion is cured by getting hit can actually become a ''good'' thing in this case, because when an enemy is cured of Confuse, they skip their action for that turn. You can simply throw out the Swirlmerang, hit them with another character, and never have to heal (unless you get very unlucky with counterattacks, and even then you barely have to heal at all). Meanwhile the other two party members are [[AwesomeButImpractical charging up]] [[CombinedEnergyAttack Prophecy]]...
435*** And to really break this even further, combining the Swirlmerang with Vyse's Skull Shield will not only nullify the counter attack problem, it'll let you skip the second character's attack. This turns every encounter that's against a single large enemy into a complete joke, and works beautifully in [[TheVeryDefinitelyFinalDungeon Soltis]], where almost every enemy encounter is of this type and the few that aren't get one-shotted by Omega Psyclone anyway.
436** [[MysteriousWaif Fina's]] Lunar Light. Revives all allies, cures all status ailments, AND fully heals everyone. And it's not terribly expensive (not cheap enough to use every round, though). In a game where your basic resurrection spell has only a 50% chance of working on ONE ally. RPG's would be a lot easier in general if they all had something like this. It's like [[VideoGame/FinalFantasyVII Aerith's]] Great Gospel (okay, technically Pulse of Life) if you could cast it every other round.
437* ''VideoGame/{{Sonny}} 2'' has the multi-buff Withdrawal strategy. By maxing out the move Withdrawal, using all three of the Biological class' {{Super Mode}}s at once, and hitting the enemy with Agile Exposure to increase the damage they take, Withdrawal will do absolutely ludicrous damage. See [[https://www.youtube.com/watch?v=WvUhZaC8o70 here]] for this in action; that boss that was taken out in one hit of Withdrawal? That's the game's {{Superboss}}.
438** Arguably even worse is the Shock Coma Psychological build. Shock Coma is guaranteed to stunlock any single character on the field and prevent them from doing anything at all, but it grants the affected unit a fairly large percentage of their max HP as recovery for every turn they are stunned - this is what normally balances it out. But by combining Shock Coma with High Voltage and Overdrive, which both vastly increase the power of healing-over-time effects, it's possible to heal any character for more than 100% of their health per round. And then we add Retrograde, which ''reverses damage and healing''. See if you can spot the exploit.
439* ''VideoGame/SpaceStation13'' has way too many to count. But perhaps the most entertaining (Hilarious) of these is the chemical known as "Space Lube". What does it do? It makes people slip, that's it. Doesn't sound too broken? Did we mention that by "slip" we mean "launch them 20 feet across the map and knock them prone and helpless longer than most stun weapons"? It requires no special supplies to make, doesn't take very much to work, and will continue to make them slide as long as they keep landing on lubed floors. If you're feeling really sadistic, it's really easy to emag open the airlock doors, spray a trail of space lube leading up to them, and launch them into space.
440* ''VideoGame/StarShiftSeries'':
441** ''VideoGame/StarShiftOrigins''
442*** The Technician class is the best one by a lightyear, due to their ability to learn passive skills that regenerate their Power and Charge. Teaching them skills to heal other party members' Power and Charge goes a long way in winning battles of attrition. Additionally, their Power and Charge regen works outside of battle too, which helps the party survive long dungeons without relying on healing points. On top of all that, they have passives to increase their Power Attack, making them great at sustainable DPS.
443*** The Doppelganger armor has no stat increases at all, but allows the user to act twice in their turn through an automatic buff. The ability to move that many times outweighs the lack of defense, since those extra turns can be used to heal or revive anyways, especially if multiple party members have this armor. The Freelancer class and the robot units can replicate this effect through their skill tree, which means the former doesn't have to use up their armor slot.
444*** The skill tree can grant the Temporal Acceleration Buff, which multiplies the character's speed. In an ATB game, this gives the user way more turns than the enemy, especially if the user also has the Doppelganger passive. While this takes quite a bit of grinding to obtain, ''Rebellion'' has the TA-1 Temporal Accelerator accessory to grant this effect without using the skill tree.
445** ''VideoGame/StarShiftRebellion'': The Moletown casino allows for bets of up to 99999, which can be combined with save-scumming to quickly amass a fortune and fully equip the team before the first real boss.
446* ''VideoGame/TaskMaker'':
447** Use "Other spell to invoke" and type in "Restart place" to do ExactlyWhatItSaysOnTheTin, and you can break the game eight ways to Sunday.
448*** For instance, there's a Poison Potion (which greatly increases all your stats) hidden in the SE corner of Enitsirhc. Grab it, use it, use Restart Place, lather rinse repeat.
449*** Got a monster that's on your heels, about to kill you? Restart Place!
450*** Near a pile of treasure? Restart Place and you'll have ''more'' treasure!
451** Just about any dungeon can be broken by using Ethereal Potion, which allows walking through walls. The creators even invoked this in [[ThatOneLevel Poet's Nightmare]], placing a special stairway behind a wall that's only accessible by Ethereal Potion and leads straight to the goal. Also possible with Falling Wall scrolls in the sequel.
452** Castle Hall (the first place you enter after the opening tutorial) has catacombs that are normally hidden away until the final task, but a simple Ethereal Potion can allow early access to them. Since you get an Ethereal Potion in the tutorial level, you should be able to get at least the Vorpal Blade (second most-powerful sword) before the very strong monsters in the catacombs notice.
453** Fierce Fold is composed almost entirely of force fields that have to be turned off to progress. If you can't figure out the pattern to switch them off, "headoff" will turn off any force field you face.
454** Vision Cloak and X-Ray Ring both let you see through all walls. Combine one of these with a Grasp Distant Object spell, and vast piles of treasure (not to mention task objects) are now easily accessed.
455** One version of the game accidentally shipped with a spell allowing the player to wish for any object at any time. Cue wishes for two Excaliburs, a bunch of Poison Potions (which boost all stats), an X-Ray Ring, a Food Ring, Boots o' Speed and a sack full of wands. Use the spell in later versions will send the player to Hell and force-quit the game.
456* The sequel, ''VideoGame/TheTombOfTheTaskmaker'', has similar breakers:
457** It will ask you if you're sure you want to reset the world, or use any other cheat in the "Other spell to invoke" box. Even so, you can still do it ad nauseam.
458** Switches can be activated by throwing weapons at them, or using Strike if you're a magician. So if you want to take a ship out of Castle Hall, but can't afford it or don't want to pay the fee, just Strike or throw something at the switch. The "throw an object at a switch" trick also makes the dungeon of Fracture almost trivially easy.
459** An easy way to level grind: use a task object after you pick it up, and the screen will fill with monsters from the dungeon you received it in. Kill all the monsters, heal if necessary, repeat.
460* As in [[Franchise/TheElderScrolls its obvious inspiration]], alchemy in ''VideoGame/TwoWorlds'' is completely broken by the ability to make potions that boost your primary stats. The problem is compounded, however, in that these stat boosts are ''permanent'', and in that the ingredients to make the potions have a 100% drop rate from common foes in certain areas. If you train alchemy to maximum and then make all the strength-boosting potions you get the ingredients for over the course of normal gameplay, it's possible to kill the final boss in two hits.
461* ''VideoGame/{{Ultima}}'':
462** In ''VideoGame/UltimaVI'', a Glass Sword does more or less insta-kill damage but is destroyed when it is used. There is an NPC who dual-wields Glass Swords... because she has a belt that instantly replaces them. Nasty. Not someone you'd want to fight, even for an item like that. But there's a spell that allows you to steal an item from someone. ;)
463** In the Forge of Virtue expansion for ''VideoGame/UltimaVII'', you get the Black Sword, which definitely qualifies. Not only do you max out your character's stats on the road to get it (and double your strength on top of that), the Sword has the ability to refill your mana at no cost, generate fire fields and instantly kill almost any named NPC in the game. Nasty.
464** ''VideoGame/UltimaVIIPartII'':
465*** Vibrate is one very broken spell. Cast it on a character, they'll drop everything they're carrying. On mages, they'll also drop their spell icons, rendering them completely inert. Sometimes you can even pick said icons up yourselves and wield them, giving yourself unlimited castings of Fireball, Lightning Bolt or even Death Bolt! This was a ''cheat code'' in Part I, but for whatever reason Part II saw fit to just give it to the player.
466*** The Silver Seed addon comes with some truly busted gear. Erinion's Axe has 20 attack power (making it the best melee weapon in the game) which also boosts your Combat skill by 10 points when equipped. Gauntlets of Quickness boost your Dexterity by ten points, the Belt of Strength boosts your Strength by 10 points, and the Ring of Shal (aka Ring of Reagents), which ensures you will never again need reagents to cast any spells, so you can spam Death Vortexes and Delayed Blasts with impunity. It is a bit dangerous to get through, but more than doable even from the start of the game, and the sheer amount of experience you earn from it will make the rest of your journey much easier.
467* ''VideoGame/{{Undertale}}'' has Temy Armor, in which it's normally priced at 4000 gold after paying Temmie for her college degree: Temy Armor makes you take 1 damage from all attacks, instead of relying on your defense stat. However, every time you die, the price lowers, so it's used as a last resort.
468** ''Undertale'' also makes it very easy to edit your save file, which means you can change how much money you have. This can be used to afford the Temy Armor easily, as well as completely skip one boss fight ([[spoiler:Muffet won't fight you if you buy an item from her bake sale, but they cost 9999G each...]]).
469** For Neutral-Pacifist and True Pacifist runs, the Burnt Pan + Stained Apron. Burnt Pan causes healing items to heal 4 extra HP, and on the aforementioned runs your max HP is 20. Stained Apron causes you to recover 1 HP every other turn. Stock your inventory with Bisicles, which heal 11 HP each and can be used twice (and with the Burnt Pan bonus, this goes up to 15 HP each) and you're set for most battles.
470** For those who don't want to cheat and edit their save file, there is another very easy way to make lots of money. Simply buy as many Cloudy Glasses from Gerson as you can, then sell them all at Temmie Village. You'll make a profit of around 200G every time, more if you haggle with Temmie successfully (every eighth item you sell her, she'll exclaim (paraphrased) "I gotta have that!". If you say "No" to her at this point, she will offer you more money for the item. Saying "No" again will cause her to say "You will regret this." in perfect English, and withdraw her offer. [[UrbanLegendOfZelda Contrary to rumour, this does ''not'' cause all Temmie enemies to kill you in one hit from that point on.]])
471
472[[/folder]]
473
474[[folder:V to Z]]
475* At maximum level with all of her potentials unlocked, Alicia in ''VideoGame/ValkyriaChronicles'' basically becomes unstoppable and is the perfect soldier for a DungeonBypass. Resist Crossfire signficantly reduces the damage she takes from enemy gunfire, Double Movement gives her a chance to completely refill her action bar when it depletes, and Mysterious Body gives her a chance to completely heal herself when she ends her turn. Combine this with the Awake Potential order that Welkin can give her (which ''massively'' increases the chance that her potentials activate), and there is no way the Imperials can stop Alicia from bypassing their lines and capturing their base camp.
476** For fun, try it with the defense boost and tank killer orders active on her. She becomes a basically unstoppable juggernaut ready to poke a bunch of fatal holes into anything that moves.
477** The weapon unlocked after completing a series of downloadable missions is basically the angel of death compressed into gun form.
478* ''VideoGame/ValkyrieProfileLenneth'' has two (and usage of the first helps fuel the second):
479** The Reverie skill adds up to three shadow duplicates to a melee fighter equipping it, which hit for reduced damage. No big deal? While they don't do much damage, they ''do'' add to the combo meter, and the various [[FinishingMove finishing strikes]] do more damage the higher it's pumped up. Now, with some weapons already hitting for 6-10 blows for some fighters, you could really inflate the combo meter. Finish off with a Great Magic spell that hits all enemies (for sheer number of combo hits, Celestial Star and Meteor Swarm are preferred), and only a couple of bosses could even last long enough to get their first turn. This also typically resulted in netting many bonus crystals (which gave a 5% boost to earned XP, up to a maximum of + 50%) and items, allowing you to power-level quickly.
480** Combining the Guts Skill (up to an 80% chance of reviving from death), the Auto-Item Skill (which you can set to have a 100% chance of using the revival item on a character that died), and equipping multiple Angel Curios (which had a high chance to both revive the player and break if used) made it nearly impossible to die. However, the combination itself is very expensive, and generally not feasible to maintain until you reach the BonusDungeon.
481*** Of course, the two could be combined to devastating effect (and are pretty much the only way to beat the Iseria Queen).
482*** It's only part of the trope if used in the normal storyline part of the game. In the BonusDungeon it is essentially required because the attacks of many of the later enemies are either one hit kill one party member or one hit kill your entire party. Both attacks will be unavoidable, as well, so health and defense actually cease to matter. Even if you abuse the auto revive skills completely, the Iseria Queen fight does take long enough she might very well get lucky and wipe out your party anyways.
483* ''VideoGame/ValkyrieProfile2Silmeria'' has its own game-breaking example, if you happen to know when certain characters will be leaving the party completely and spend enough time leveling them up by fighting boss battles over and over. It takes some time to get them up to the required level, but once they leave, you'll gain some very powerful equipment as a compensation that will make most of the rest of the game a cakewalk, right up until the very last bosses. Very much a GuideDangIt situation, since the game doesn't give any hints about it before it happens other than the fact that any PlayerMooks you boot out of your party also leave behind items that permanently boost the stats of another character relative in number to their strength when you released them, and even then you don't get any notification of the new items you get after the previously mentioned special characters leave, unlike you do with the PlayerMooks.
484* ''VideoGame/VampireTheMasqueradeBloodlines'':
485** The Malkavian race. Aside from the fact that being a Malkavian nets you an innate bonus in Spotting (thus making objects and points of interest much easier to spot), you get three disciplines that don't break the Masquerade when used in front of civilians, and break the challenge curve. Dementation (Hysteria) allows the player to hypnotize most [=NPCs=], which makes them either become stunned during combat or convince them to do foolish things for the player character's benefit. This allows for groups of enemies to be easily taken of by casting it on one or two enemies and executing the rest in stealth. The second, Obfuscate, is a super-enhanced stealth mode that lasts until you interact with the environment or attack someone, and it's so potent that you can cross the "Blood Hunt" section (where [[spoiler:Lacroix sends a bunch of hunters after you just before the endgame]]) a cakewalk. The Malkavian class doesn't suffer any stat penalties either - just weird dialogue choices in conversations as well as random voices heard in the background every now and then.
486** The Tremere clan's Thaumaturgy skill (Blood Strike) is a homing projectile that can down most non-boss enemies in a handful of shots, restores two blood units to the player and always damages. You can waltz through the game wiping out enemies with this skill and still have negligble blood loss. The second, Blood Purge, is even more broken - it causes all enemies in the area to stop for several seconds and vomit blood, can be used quite frequently, and leaves them wide open to be drained by the player.
487* The first ''VideoGame/WildArms'' game on the Platform/PlayStation had a nice little glitch that let you have 255 of any item you wanted, as long as you only had one copy of it to begin with. The trick was to have a Heal Berry (heals 200 HP) in your first slot and your first two characters (Generally Jack and Cecilia) to use it. Your third character (Rudy) would take the Heal Berry and swap it with the one item you wanted to duplicate. Made things really easy when you wanted to have the extremely rare Bullet Clips (full reload to any of Rudy's weapons), Crest Graphs (you need these to make spells for Cecilia), Secret Signs (an item that allows Jack to learn his techniques quicker and cuts down on the MP cost of each one) or Goat Dolls (the last item can be bought from the Black Market). Goat Dolls especially were insane with this trick as they allowed your character to take shots that would kill them normally and get back up with no problem. Add in the fact that you can re-equip yourself each turn and your party could laugh at every boss battle ever.
488* In ''VideoGame/WildArms4'', the resident MightyGlacier Raquel is just so broken, it's not even funny. Give her the right setup, and she can solo [[{{Superboss}} Ragu O' Ragla]]. [[spoiler: Take note, ''she's [[IncurableCoughOfDeath dying]]'' in this game.]]
489** And then there is Jude's ''Assault Buster'', which, given a couple turns of preparation, can ''literally kill the last boss in one hit''.
490* Some badges in ''VideoGame/WildArms5'' such as Hen Badge (wich double experience points in battles and can be used with the item Luck Card's for 4x experience points), 100% Orange Badge (makes all damage dealt and received be the user will be 100) and Cat's Paw (increases "Attack"/"Shoot" strength by 50%).
491* ''VideoGame/AWitchsTale'' has quite a few. In terms of offense, every single one of Liddell's Ancient Magic spells as they will one-shot nearly every regular enemy in the game (unless they have more than 10,000 HP). In terms of support, Loue's doll. One of his abilities makes the entire party invincible for the current round while the other spends 128 MP to ''completely restore the entire party's HP and MP''!
492* The Gadgeteer class in ''VideoGame/{{Wizardry}} 8''. It starts pretty weak, with ranged attack with Omnigun that can shoot only pebbles for (small) damage only thing going for it. However, its main advantage is ability to assemble assorted junk into gadgets, with which the class then basically can use specific spells ''for stamina cost only''. One of late-game gadgets is also ''OneHitKO'', in a game that generally averts UselessUsefulSpell. The class is also among the ones that require least experience points to level up (since it basically doesn't learn magic spells, bypassing that with gadgets instead), and Omnigun levels with it, gaining ability to shoot [[AbnormalAmmo various things]] from arrows to swords to ''potions'' for gradually increasing damage.
493* In ''VideoGame/TheWorldEndsWithYou'', you can save yourself the trouble of grinding for rare, [[InfinityPlusOneSword uber-powerful/useful pins and threads]] if you go into Mingle mode and happen to run into someone who has the items in question, then go into their shops under the Friends menu and buy them. As a result, you can buy these items well before you would get them normally in the game. It's even better than a DiscOneNuke because it's possible from almost the very beginning.
494** An example of uber Gamebreaking comes with the Darklit Planet set (which itself is a GameBreaker by automatically giving a 3x boost in power to each pin if all six are in the deck) combined with the SOS threads. The SOS threads, in practice, increase stats when the equipped player has 0 HP on his screen. Note that the other member's HP is still at normal levels. Skillful use of the threads can make Neku NighInvulnerable (without the Nigh, even on Ultimate) ''as well'' as deal the most damage possible in the game using a single Darklit Planet pin.
495** And there's the screenlock strategy. A certain Darklit Planet pin causes an icicle to jut up from the ground, knocking any hit by it into the air. The Over The Top set and Speed Factor pin (which both heavily decrease recharge time for any used pins) added to the deck made the pin recharge in almost the same amount of time that it takes launched enemies to actually fall down to the ground. That leaves the bottom screen immobile and constantly taking damage, leaving your partner to just do whatever you feel like on the top screen.
496** There's also the Eden set, which (if you manage to get all five of them in a deck) mean that Neku is invincible as long as the light puck is on him. If you combine that with a healing pin, Neku won't have any attacks. Because of this, the light puck will ''always'' be on him, meaning that unless the person on the top screen needs healing, you can just ignore the bottom screen completely. And, unlike the Planet set, you don't have to mingle to get these pins. All you have to do is get five 'One Jump From Eden' pins and evolve them into the other ones in the series. Simple.
497** There are some pins that, when used together, allow for infinite combo chains. This makes it possible to easily defeat most monsters without taking a single hit.
498** And then there's the Purple Sneaks and Heart Pochette combo. While these equips are often overlooked because they have poor stat boosts, if you equip one to each of your characters, the "Faster Puck II" boost will make your light puck pass ''instantly''. Combine this with any equips that give a "Puck Power" boost, and you'll soon be seeing that beautiful 5X damage sign on ''both screens at once''. Who needs good stat boosts when you have the WTFHAX puck? The best part is that both of these equips are available very early on, and can be combined with any of the above setups (with the exception of SOS) to break the game even further.
499* In ''VideoGame/{{Xenosaga}}'', there is an unlockable ether spell called Erde Kaiser. It is so sickeningly powerful, it trivializes the rest of the game. Sadly, it's probably still not as powerful as CutscenePowerToTheMax KOS-MOS.
500** There's also a ring which reduces casting of all spells to 1 EP (even the normally expensive Erde Kaiser). Combining it with even more powerful Erde Kaisers trivialized all boss battles including the end boss. The final boss of ''Xenosaga III'' really is a joke if you used the most powerful Erde Kaiser [[spoiler:Σ]]. Casting it for only 1 SP is just rubbing salt into the wounds.
501** There's another ring that doubles the power of your Ethers (including Erde Kaiser series) but at double the EP cost. However, when all your Ethers only cost 1 EP, it doesn't even matter. They remain 1 EP at double the power. Imagine that.. a double powered Erde Kaiser for 1 EP! At that point, not even the final boss has any chance against you.
502** There is also an accessory called the Bravesoul, accessible through an easy optional minigame. This raises physical attack as HP gets lower. Combine this with Jr's Angelic Requiem tech which hits all enemies for physical damage you can have a nuke that can take out almost all random battles in one turn.
503*** Combine bravesoul with Shion's last resort ether and she can to nearly 20000 HP damage to an enemy.
504** After a simple side-quest, but [[PermanentlyMissableContent missable]], type deal on Miltia in the third game, the shop is updated with multiple stat upgrades (when you land on Michtam). With these upgrades, you could make any character as strong as desired. The catch, however, is that the upgrades are expensive.
505*** A complete round through Abel's Ark yields enough money to buy about 7 or 8, if memory serves. Do this a few times, and you're set (that and the place offers good leveling potential).
506* The Fireball spell from ''VideoGame/YsIIAncientYsVanishedTheFinalChapter'' also qualifies. It's extremely energy efficient (one MP will get you a good 25 shots) and one charged fireball will instantly kill almost any minor enemy. The last two bosses are immune to it, though, so you'll still have to fight them the traditional way.
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