Game Breaker / Final Fantasy

The, uh, Game Breakingly popular Final Fantasy series has more ways to shatter the difficulty curve than you can shake a sword at. These are rarely fixed up in remakes, so some consider bonus content an attempt to give the broken material some pressure. This makes games that do fix up broken content (e.g. Final Fantasy XI) controversial.

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     General 
  • The ATB system in general can be a game breaker if you know how to abuse it. If you put it on Wait, input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have its turn immediately. This is a great way to curve when the enemy gets its turn. Or you can simply pause the ATB while your characters are performing their attack animations, while leaving it running while the enemy performs theirs.
    • Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in V and VI and Limit Breaks in VII and VIII.
    • This was specifically nerfed in the DS remake of Final Fantasy IV, wherein the ATB pauses every time a player character performs their turn's action.
    • In VII, effects that drain HP over time (like the Waterpolo's attacks) and things like Death Sentence are actually quite rapid and threatening on Active. And completely ineffectual if you play in Wait, or even Recommended.
  • Enemy skills (or Blue Magic) from any given game tend to be abused due to their potent effects at the earliest they can be obtained. A lot of these however, do require some Guide Dang It!.
    • 1000 Needles does exactly 1000 HP of damage, no matter what. This is useful if you either come across this early on (and survive getting hit) or if you face an enemy that has absurd defenses.
    • Mighty Guard at the minimum gives the team physical and magic defense buffs. Normally the actual magic that applies these buffs can only single target and cost more MP to cast total than Mighty Guard.
    • White Wind always heals at the current or half max HP of the user, bypass Shell and Reflect checks, and may heal status effects.
    • Bad Breath will attempt to inflict every negative status ailment in the game.
    • A spell that does more damage if the user has less HP. This can be something from the difference between current and max HP or just an insanely powerful attack.
    • L5 Death is guaranteed to work on enemies with a level that is a multiple of 5, including normally immune enemies and bosses in some of the games. In earlier games, it was very easy to manipulate the enemy's level, and in every game that let you do this it also bypassed normal death immunity. Other times those one mooks often go down with this spell from the start.
    • Goblin Punch costs 0MP, and usually deals average damage, but deals many times that if the caster and enemy are of equal level. The latter effect has obvious potential for chaos, but the former effect is extremely useful for getting around situations where something prevents you from using normal attacks. The most famous use of this is in V, which provides you with a joke sword that has the highest attack power in the game in the Equip screen but is programmed to always do only 1 damage per hit; however, Goblin Punch is calculated to use your statistical attack power, allowing you to hit with the full force of the blade.

     Final Fantasy I 

Final Fantasy I

  • The Monk/Master class, especially if you stay two or three levels above the expected level. It's very possible that the nunchuks were added to the game in an attempt to stop players from realizing how unbalanced the class was. The Monk is always more powerful when using his hands, since he's the only character in the game who dual-wields.note 
    • The Monk gets fairly ridiculous in the GBA remake. A Fighter won't out-damage the monk (or even come close to its damage output) until he gets the Infinity +1 Sword, and even with said equipment, it's not by much. Plus, all the armor Monks need are a ribbon since, thanks to how they work, going naked is equivalent of having the evasion of a ninja, and they still have decent defense. Magic defense and status effects are pretty much their only (and biggest) concern, both of which are covered by the ribbon.
  • In the GBA and PSP remakes, there is the Judgment Staff, which casts Flare at no cost when used as an item. The GBA version also gives you a chance to obtain multiple copies of it.
  • The Barbarian's Sword from the Anniversary Edition is the strongest weapon in the game by a country mile. It's also equippable by the Red Mage. If you manage to snag two of them with a Fighter + Red Mage (or party with two of either)... let's just say that Warmechs become easy pickings.
  • Certain equipment items can be used in battle to cast magic spells for free, infinitely. You can toss out multi-target attack spells or reuse Heal spells on your entire party. The latter can make healing between battles a rarity rather than regular procedure, especially since you can obtain three items that cast Heal.
  • The RUSE (Blink) spell in the original NES game, which can be purchased for White Mages in Corneria, the first town. It raises the caster's evasion, it lasts the entire battle, and it can be stacked. Just two casts is all it takes to render the caster effectively immune to physical attacks. The Red Mage can't learn this level 1 White Magic spell until getting a class change to Red Wizard around midgame.
  • In any of the remade versions, the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack with repeated castings. Then you add in the Haste spell, which doubles their Speed (# of attacks, and with it, damage), and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.

     Final Fantasy II 

Final Fantasy II

  • A dedicated player with nothing better can do can abuse the game's Stat Grinding mechanics quite easily. Beat up your own party members, or prolong battles in order to gain more experience from early-game enemies.
  • Buff spells, blood swords (which do damage proportional to the target's maximum HP as a result of being HP-drainers, making them deadly against bosses but mostly useless against normal enemies, and worse than useless against undead), the minigame exploit (the puzzles repeat every 32 tries, allowing for easy late game equipment) plus the leveling related issues, something that could fill most of an FF subpage on gamebreakers.
  • Magic spells level up if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit (Teleport), if you spend some time with them, they'll go from constantly-missing waste of space to instant-win commands. And almost every boss and enemy is vulnerable to Toad, so note ... Exit can also be leveled up easily, by just walking into a town and casting it, then going back into the town...
    • The Osmose spell. It's easy to level up, drains humongous amounts of MP from your foe, and never misses (not even on the final boss). One single Osmose spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one character on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
      • In the NES version, Osmose was even more broken. It could drain MP from enemies that had no MP to begin with, because of how it worked: by dealing damage to the target's MP, and then adding it to the caster's current MP. This makes any dungeon after you obtain the spell very easy.
    • The Berserk spell. What it does is increase the physical attack of the target. What makes it gamebreaking is that the increase is completely ridiculous: about 50 per level per swing. At endgame, you can easily have level 10 in your weapon level and Berserk spell, even with little to no grinding. That means a single cast of Berserk can increase your physical attack by about 5000, and most endgame bosses have exactly that much HP. In addition, the Berserk tome is a fairly common drop from Magicians, which is an easy enemy that shows up early in the game.
    • The Teleport spell. In battle, it can kill enemies instantly, and at a high enough level, you can consistently get kills against many enemies. Even better, you can level it up outside of battle by entering a town/dungeon, casting Teleport, re-entering the town/dungeon, etc. The only downside is that it leaves the caster with low HP, but you can use Cure on him/her (which, in turn, allows that spell to level up as well).
  • The Life spell, since you can split cast it on your entire party. Also, casting it against large numbers of undead is a good way of leveling it, and makes them a lot easier to deal with.
  • The bare fist "weapon" skill upgrades the basic damage a character does barehanded to compensate for no purchaseable weapon upgrades in this category. It ends up making fists drastically overpowered quite early in the game (by way of comparison, an unarmed character with the maximum of 16 ranks in the 'barehanded' skill has about the same attack power as a character using an Infinity +1 Sword with 16 in the corresponding skill).
  • The ultimate weapons in the 20th Anniversary version give huge stat boosts, +99 for some of them, and of course have high attack power. The really game breaking ones are the ones that boost Stamina or Magic. The game's mechanics for HP and MP gain specifically increase them by the character's Stamina and Magic. So with 99 Magic and Stamina, the character will get 99 HP or MP the next time the stat levels up. Enjoying being able to smash into the MP cap in a few battles and pumping up your characters at least a thousand HP in that same time.
  • The Wild Rose, the ultimate weapon for Scott in Soul of Rebirth. It maxes out (among other stats) Scott's Intelligence when equipped and casts Berserk XVI when used as an item, buffing your party's physical attack power to ridiculous levels.
  • A secret minigame accessible in the Snowfields allows you to play a 16 card match-type game where you receive rewards based on how fast you match all cards and how many misses you get. With good memory and fast reflexes, you can score Ethers, Hi-Potions, Phoenix Downs and thousands of gil. Did we mention this game costs you nothing but time and can be played infinitely? What about the fact that each time you access the minigame, there are only 32 puzzles "solutions" the game will cycle through, in-order? Finally, getting the Toad spell up to Level 16 increases the Gil obtained, and changes the items won from restorative items to items that cast spells and incredibly powerful equipment.

     Final Fantasy III 

Final Fantasy III

  • The Famicom version had the Ninja job, who dealt an insane amount of damage. Nerfed in the DS remake.
  • In the original versions, Standard Status Effect in general are completely overwhelming in mid-game on, due to the fact that not only do their base hit rate increases with skill level and spirit/intellect, but they also gets tried multiple times (number of attempts increase with skill level and spirit/intellect as well), and they don't suffer any penalty from being multitargetted. In addition, random enemies generally seem to lack resistance to any status at all, resulting in them being hilariously accurate in general. By the Eureka or so there isn't even any point in trying to damage with spells in random encounters any more, when it's much better to completely lock down everything with Shade/Sleep, then 1HKO them with Mini or Toad.
  • The DS remake introduced a few:
    • The Onion Knight class.
    • Assuming you can find it, the Ultima Weapon is easily this. In addition to having one of the best attack stats in the whole game, it gives a whopping +15 bonus to all of its wielder's stats. Needless to say, having it makes the endgame A LOT easier.
    • Blood Sword was another one that's available roughly mid game. Give it to a high damage dealing character like a warrior and stick your best sword in the other hand. The amount healed scales off of damage done by both swords, not just the blood sword, so you will often times find yourself fully healing yourself each and every turn. This basically makes that character unkillable unless he gets hit with a move powerful enough to one shot him.
    • The Golem Staff can cast Break when used as an item. However, it has an added bonus when physically attacking with it - it causes gradual petrification. Gradual petrification is infrequently resisted against by random encounters, but it requires 3 hits to fully petrify enemies and kill them. However, equip 3 on two characters and any enemy will die in one round. This isn't great for bosses, but for regular enemies it is ridiculously useful, and due to only three enemies only being able to be on screen at one time [except for one fight] it effectively ends any random encounters in three rounds.
    • Job mastery items, which themselves are a Guide Dang It! until you discover the above, can easily become this. Of particular note is the Red Mage's item: a piece of armor which has enormously high defense and grants +10 to all stats. Given that the Red Mage can also take both the aformentioned Ultima Weapon and the Excalibur (another powerful sword which grants +5 to all stats)...ouch.
    • Bards, which were a supreme example of Joke Character in the original, received a massive buff in the remake. Their songs' effects last for two rounds and can be stacked, though the game never bothers to tell you this. It is possible, for instance, to stack their defense-increasing song with a song that reduces all incoming damage by a fixed percentage. Both of these songs can stack with Protect, making your party borderline-invincible in all but a select few situations.
    • The Geomancer's Terrain skill. At high Job Levels it does damage nearly equal to (or in some cases, greater) than a Summoner and can be used every single turn for free. Even early on it is a great alternative to using a Black Mage, since even at low Job Levels it usually outperforms the second-tier elemental spells. The only downside is that the attack chosen is random (and a few of them are instant-death attacks, which means a wasted turn on bosses), but nearly all of them do the same amount of damage to most enemies. The exception is the rare attack Shadowflare, which will do thousands of damage even at Job Level 1 and will reach 9999 later on. Three Geomancers plus a White Mage/Devout can rip through most of the game with incredible ease, especially if you grind Job Levels early on. (Notably, the chance for Shadowflare increases drastically in the Bonus Dungeon Eureka, which contains the best weapons in the game.)

     Final Fantasy IV 

Final Fantasy IV

  • In the GBA version, the enemies move at a much slower pace, and the battle system will occasionally give you extra turns. In addition, some of the items from the bonus dungeon (Abel's Lance, for one, which randomly casts an unresistable version of Tornado and reduces a target's HP to single digits) are beyond overpowered. Anyone else want to defeat the Bonus Boss in two hits? Some of the battle system bugs were apparently fixed or at least toned down for the European release and/or later versions in general.
  • Final Fantasy IV DS included "Augments", which gives characters new abilities, many of which are the abilities old characters had. Some game-breaking combinations include giving White Mage Rosa Dualcast (cast twice in a turn) and Omnicasting (turn any spell into multitarget) to get Blink and Reflect on the entire party in a single turn, or Raising the entire team at once, or casting Holy on the entire enemy party, or casting Berserk on the entire enemy party while also casting Blink on the entire player party, etc. Another is giving a character (usually Cecil) Draw Attacks (all single-hit moves hit that character), Counter, and Reach (full damage from the back row) and put them in the back row. There are quite a few others, like using Hide and Throw to deal damage while entirely unhittable.
    • If you master all the minigames, Rydia's whitkin becomes the gamebreaker by maxing all his stats. Then combining with augments and the right skills you can finish any enemy in the game trivially. An easy "any enemy" strategy is to equip Whitkin with Flare as his only attack option and give him the augments to allow him to cast through walls. If his stats are maxed, Rydia will summon him and he'll get off 3 maxed power flares, doing far more than 9999 damage collectively - easily beating out Bahamut's damage cap - and all for the low low price of 50 mp.
  • In the original version, Edward was solely meant as a Joke Character and as such, he was the most useless character of them all. However, with every re-release, Edward's usability has increased, to the point where he, in the DS version, is the closest thing you get to a god, once he's level 50 or above, due to the fact that he learns a crap-load of very useful abilities, and he will automatically hide when he's HP critical, thus avoiding status effects and damage similar to Kain when he uses Jump. When Edward's turn comes up, you can easily manage to actually force an elixir down his throat without a problem, thus giving him full HP and MP. He also has a certain ability called Salve which allows him to use any healing item on the entire team, thus essentially turning your Elixirs into Megalixirs from FFX or Phoenix Downs into Mega-Phoenix's, also from FFX. Unfortunately, the DS version is NOT one of the versions where you can put him back in your party later in the game. HOWEVER, all of his abilities are available as Augments if you give him enough before he leaves the party, so this still applies.
  • In the DS version, Rosa's Pray ability became obscenely overpowering, restoring an amount of HP and MP based on the party's maximum. In every other version of the game, Pray restores a pitiful amount of HP and has a 50% amount of failing, but in the DS version, Pray works almost every time.

Final Fantasy IV: The After Years

  • The Slow spell can be stacked multiple times, and most bosses aren't even immune to it. If you have a fast team buffed with haste, casting Slow on a boss 4 times will result in it rarely attack in the battle while you are able to move two, three, or even four turns in a row.

     Final Fantasy V 

Final Fantasy V

  • The most popular is Double Cast Bahamut and then Mime it. Granted, you only get Bahamut at the end of the game, but any and all fights afterwards, sans Shinryuu and Omega, become pitiful fights.
  • The Mime and Freelancer classes automatically get every passive ability from any class you have mastered. There are many applications for this, but the most famous is to get a Mime or Freelancer Bartz who has Dual-Wield, Rapidfire (four attacks on random targets, each at half damage), and Spellblade (charge any swords you're wielding with certain Black or White spells; only need to cast once for the whole battle). The end result is that you can attack a boss eight times in one round, for four times the damage of attacking normally. Also, each attack can be charged with the boss's elemental weakness, or just souped-up with Flare, Bio, or Drain. How powerful was this combo? Powerful enough that it became Bartz's Limit Break in Dissidia: Final Fantasy.
  • The GBA remake adds the Gladiator's "Finisher" ability, which, at the job's maximum level, has a 3/4 chance of either delivering a critical hit or an elemental-based hit that automatically hits for a huge amount of damage. Add the Knight's Doublehand ability to double your attack power and you've got a wrecking ball in a human suit.
  • The Chemist class, normally impressively useless due to the fact that the game doesn't actually tell you what the item combinations for Mix are. But if you do know, you can create mixes for halving an enemy's level (yes, even on a boss, in a game where level means everything), increasing your levels by 10/20, and so on. Also, halving an enemy's level makes them automatically susceptible to Level 2 Old, which drops their level further....
    • Drain Kiss. Combine a Maiden's Kiss and a Turtle Shell (which are always dropped by an early-game enemy) and you get an attack that deals 1500+ damage at a point where every other class is struggling to deal 500.
  • The Return spell. If you have someone with Time Magic and just 1 measly MP, you can do the whole battle over again. Everything gets reset, including countdown timers and MP:(i.e. The spell is effectively free.), to however the battle started. This makes stealing unique rare items and figuring out any Puzzle Boss just a matter of keeping the Time Mage alive and patience. Note that this is bugged in the North America GBA release — timers do NOT reset.
  • If you run away enough, the Chicken Knife becomes one of the strongest weapons in the game, with the caveat that it can randomly cause you to run away instead of attacking. Use a command that doesn't trigger special effects, like Aim or X-Strike, and you can get all of that power without worrying about running away.
  • The Bone Armor is very powerful armor, but makes the character harmed by healing magic. There are two ways to get around this. White Wind heals everyone a fixed number (the caster's HP) which overwrites the Bone Armor's effect. Or use Magic Sword to attach drain to your attacks.
  • Good Bad Bugs: The Final Boss battle is scripted to some extent. When Exdeath takes enough damage, he transforms into Neo Exdeath. But there's one exception: in the GBA version, there's the new job "Cannoneer" with the skill "Combine". It basically allows the Cannoneer to combine bullets with any item for huge damage and random effects. If you use a certain combination against Exdeath AND the resulting damage is enough to kill him, it WILL kill him, skipping the whole fight against Neo Exdeath and going straight to the scene after that.
  • In the Super Famicom version and PS1 port, this is done by using the Kiss of Blessing on Exdeath (Holy Water and Maiden's Kiss using the Chemist's Mix command).
  • The Super Famicom version also has several underflow errors (in which a large negative number is incorrectly interpreted as a large positive number instead) that can be taken advantage of: equipping the thornlet (which drops magic power) on a berserker (the lowest magic attack of all classes) will cause everyone save Lenna to be able to take advantage of several damage formulas that are otherwise unimpressive. Additionally, using Ninja's to throw an "empty" item in the last slot of the inventory and then stealing a Coral Sword will cause that slot to fill up with 255 of the swords, which then can be sold for great profit.
  • In all versions of the game, even Heavy-flagged bosses aren't safe from the Blue Mage's arsenal of Level Whatever spells. Cue manipulating boss levels until they are a multiple of 5, and then casting Level 5 Death....
  • Quick freezes game-time and lets your character perform two actions without interruption. Sap drains HP in real-time, and nothing resists it (because it is horrendously slow; something like 7.5 damage per second). Using Sap as your first action, and then never taking your second action, will turn anything into a Marathon Zero-Effort Boss.
  • Iainuki, or Slash depending on the translation, is earned from mastering the Samurai and thus can be obtained as early as taking down Ronka Ruins and then grinding in Bal Castle. Cost-free? Check. Targets all enemies? Check. Ignores reflect status? Check. Hits undead enemies? Check. 85% chance of instant death on any enemy or boss that isn't heavy-type? You'd better believe that's a check. Give it to your entire party and, barring all the planets aligning during a leap year you will wipe out the entire enemy party in one turn.

     Final Fantasy VI 

Final Fantasy VI

  • Ultima. Hits all enemies, ignores defense, cannot be blocked or reflected, is non-elemental, and has such huge power that it can easily hit the damage cap. The catch with it is that it has a low learn rate from only a couple sources and costs 80 MP, but once you do learn it and use one of the two ways below to circumvent the MP problem, Ultima will end most enemy encounters in one casting, and anything that might survive probably won't last much longer.
  • The magic spell Quick. It lets your character take two more turns without any other enemies or party members able to interrupt them. It costs 99 MP but again, there's ways around that. When combined with the Soul of Thamasa that grants Dualcast, this lets a character cast five spells in one turn. Combined with Ultima that's five hits of 9999 damage; or if you prefer, a lone character can revive and fully heal the entire party.
  • Osmose. For the cost of 1 MP it absorbs MP from an enemy, and has enough power that it'll probably fully restore your MP in one shot. Further, one of the Espers that teaches it does so at a high learn rate. Unless you're fighting undead enemies immune to it, Osmose pretty much solves your party's need for MP-restoring items and eliminates the drawback of high-MP spells.
  • The Economizer. A Relic that saps the MP cost of all magic and Lores to 1. 'nuff said.
  • The Master's Scroll and Genji Glove combination allows a character to attack eight times at once. Get them a defense-ignoring weapon or two (or just train their Strength really high) and anything they hit will die in one turn as they attack a total of eight times dealing 9999 damage with each hit. Teach them Quick and they can do it twice in a row every turn. Even Kaiser Dragon and Omega Weapon won't last long against such power.
  • Not using a full party. The game is designed assuming that you are always using the maximum number of characters available, but using fewer characters when you have the option makes the game much easier. This is because XP is divided between party members. With only 1 or 2 characters, they'll gain XP much faster than intended and quickly reach the level where they can one shot every encounter. And since the game periodically bumps up characters to the party average, all of your unused characters will eventually end up at a much higher level than they would have been if you had actually used them in battle. Using say, Sabin and Celes only trivializes almost the entire game.
  • In the SNES version, it was possible to kill any enemy, including bosses (except for the game-ending boss), by casting Vanish on said enemy and then casting Doom (now Death) or X-Zone (now Banish). This was because the Invisibility status effect (which Vanish causes) makes it impossible for spells to "Miss". And, for some strange reason, the game's code which reads "if attack is magical, and target is Invisible, attack always hits" is checked before any status immunities are checked. Thus, the instant death spells would always work, even if a target was supposed to be immune to them. This was fixed in the GBA version, though the combo still works on anything not immune to instant death (which is to be expected and far less game-breaking).
  • Gau is this throughout most of the game if you know which Rages are worth getting and where to use them. Used right, he's capable of one- or two-shotting many bosses and carrying the rest of the party through what would otherwise be That One Level with no problem.
    • In the endgame, the aptly nicknamed Wind God Gau. Equip him with the Offering, Merit Award, and Cyan's Tempest, and use the Stray Cat Rage. Gau will attack four times each turn, possibly at 8x normal power for each attack, and has a chance of casting Wind Slash each attack to hit all enemies, Wind Slash also having 8x normal power. This trick no longer works in the GBA re-release, as Gau and Gogo can no longer use the Merit Award that lets them equip the Tempest.
    • If you want to play a little more defensively, have Gau Rage Magic Urn instead of Stray Cat to get immunity to everything in the book except non-elemental magic, and his 50% chance of casting Curaga on himself will fix any damage that gets dealt.
    • Or you can have him Rage Rafflesia/Nightshade, whose Charm spell acts as a Confuse status that cannot be cured, and no boss in the game is immune to it. Did we mention that Gogo can also use Rage, for double the gamebreaking fun? Because they can!
  • A bug in the SNES version causes the MBlock (Magic Evasion) stat to determine a character's chances of blocking both physical attacks and magical attacks. A lot of weapons and relics increase MBlock, making it fairly simple to raise MBlock to 127%, at which point any attack, magical or physical, that can be blocked probably will.
  • Some characters can have their Defense stat raised all the way to 255, when physical blows will do a single point of damage in the front row. In the back, it does zero.
  • The GBA version allows you to save your game after being the Final Boss and pick up after. It so happens that two enemies in the final battle have the Ultima Weapon and the Lightbringer as steals, meaning you can farm the best weapons in the game for an infinite supply of them.
  • Dragoon Boots + Dragon Horn + Holy Lance turns Edgar or Mog into a bouncing engine of destruction capable of dealing obscene amounts of damage to multiple targets from the back row. Not that defense matters much since they'll be spending most of the battle offscreen and unable to be targeted.
  • On the Lete River, there's a sequence where the player can loop around endlessly, fighting enemies. Your party includes Banon, who can cast Cure 2 on the party for no MP cost. Set the cursor to memory to keep him casting it, get a Turbo-fire controller, and watch as your party fights enemies again and again to slowly power level with little player involvement and risk. The age of emulators make it even easier with speed-up commands to level grind hours worth of battles in a couple of minutes. Strictly speaking for Min-Maxing, this is a terrible idea as it limits the stat boosts your party will get later in the game once you get Espers, but if you don't care about that, having everyone at level 20 or so will make the game up to at least the Floating Continent a snap.
    • In the SNES version, whenever you get a party wipe you instantly go back to the last place you saved with all your levels intact for whoever you had in your party at the time who is still there. This means you can save in the Narshe mines when Terra, Wedge, and Biggs invade it, progress from there without saving as far as you can, then whenever you lose or just let yourself die to get to a certain level, and you could end up with say level 20 Terra at the start of the game. Plus, since the level of party members is determined by the level of the highest level party member when they first join, this also means you can just focus on leveling up Terra to level your entire party up to about the same level all at the same time much faster than trying to do so normally. Doesn't work in the PS 1 version due to different save mechanics.

     Compilation of Final Fantasy VII 

Final Fantasy VII

  • First of, this game offers the all-powerful Knights of the Round summon. Combine it with (almost) any of the game's support materia for massive fun. W-Summon makes it do a quarter of a million damage. MP Absorb makes it practically free to cast. HP Absorb plus Counter makes you completely invincible. With enough work you can build a whole character around it. If you know what you're doing in regards to Chocobo breeding, you can get it as soon as you acquire the Highwind midway through Disc 2. The only balance? It takes a full minute to watch every time it's cast. However, the Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time.
  • There's also the mechanics for learning limit breaks. Once you figure out how they work, it's really easy to find a good spot and just crank everyone's limit breaks up to the highest trainable level and watch the carnage.
    • Not to mention the mechanics for actually acquiring limit breaks in the first place. Killing large groups of lower-powered enemies can unlock your characters' higher level limit breaks earlier than you would otherwise. When it comes to the limits that you can only unlock by using other limits, quipping characters with crappy armor, inflicting them with fury (which reduces accuracy, but doubles the rate that the limit gauge fills) and fighting enemies with high attack power (such as Capparwires in the forests in the Junon area, which also appear in large groups) causes them to suffer much higher damage than they normally would and allows you to learn the limits faster. This process can be sped up faster still once Aerith learns her Fury Brand limit, which automatically fills the rest of the party's limit bars.
    • Speaking of Aerith, she is considered the single best party member until her death at the end of Disc 1 due to her extremely strong magic attack stat and her limit breaks. Her magic lets her use Summons and Enemy Skills with impunity, allowing her to obliterate waves of enemies and do major damage to enemies, and also have the ability to massively heal the party with curative magic. Her limits include the very useful Fury Brand, as described above, and Breath of the Earth, which cures the party of all debuffs. But the Gamebreaker part is once she hits her Tier 3 limits: Planet Protector and Pulse of Life. The latter completely heals the party, so in essence is a free Megalixer, but the former grants the Peerless buff to the party. Peerless makes the party immune to damage and status effects for a short time. And should you manage to find her Tier 4 limit Great Gospel, this does both of the Tier 3 limits simultaneously! And since you only need her to kill 160 enemies to get her Tier 3 limits, you could have her invincibility powers by the time you reach the first town!
  • This game has one of the single greatest Game Breakers for obtaining money in RPG history, considering the fact that all you have to do is master an "All" materia and sell it. A single star "All" materia sells for nothing, but a five star master "All" materia sells for 1,400,000 gil at any store which should provide enough money for the rest of the game. The real kicker is the fact that "All" is an extremely early and easy materia to find, as well as levels up considerably quicker than most other materia. On the downside you can only buy it in one place (Fort Condor), and at 20,000 gil it's the second most expensive buyable materia (behind Ultima, though this only has to be bought if you screw up the Corel huge Materia quest), but the downside pales in comparison to its pros. It gets better considering the fact that when you master a materia, you get a fresh one star copy of the five star materia allowing you to master it all over again, which means you can repeat the cycle as many times as you want, and considering that "All" is undoubtedly of the most essential and fundamental materia to master, it's a safe bet that you have a mastered "All" materia pretty soon in the game.
  • Vincent's ultimate weapon deals damage based on the number of enemies he's killed with it. Kill 65535 enemies and it's an instant kill on anything due to its damage formula overflowing so that it ends up doing negative damage, which triggers a failsafe script that instantly kills anything he hits with it. Due to this, it can even one-shot Sequential Bosses at their first stage.
    • to a lesser extent every ultimate weapon does this. They each have the ability to do 9999 damage, when most melee attacks will only do ~1000 damage when the gamer first gets hold of the easier weapons. These weapons all have methods that power them up, such as having high MP or HP, and are weaker when unpowered; but it's usually absurdly easy to satisfy these conditions so that you always hit for 9999 damage, invalidating all spells that don't do multi hits. Special note goes to Barret, Tifa, and the aformentioned vincent, who's ultimate weapons stay at full power once powered up and can never grow weaker.
  • The W-Item materia. It's supposed to just allow you to use two items in one turn, but thanks to a glitch it allows you to infinitely clone any item that you can use in battle...such as the normally rare Hero Drinks, which increase all your character's stats for that one battle. After using four of these, no boss in the game without Weapon in its name can stand up to you and the arena becomes a complete joke. Or Megalixirs, which in mass quantities completely remove the need for MP conservation, allowing you to replace the aforementioned Trine with uber attacks that until then had been Awesome, but Impractical due to MP cost. It even includes the greens you use to power up your Chocobos, allowing you to basically put your Chocobo on steroids and win everything.
  • Like V above, Mime returns to screw the game up.
    • Command Counter. When hit the character would Counter Attack with a mime of the last action your party performed. Naturally, this can lead you to miming a double summon of Knights of the Round and then on your actual turn repeating it. This was especially notable with enemies that dealt physical damage to all characters in the party because each one of them (if equipped with Command Counter+Mine), they would Mime the Mimed Knights of the Round. This reduced even the strongest enemy in the game to putty.
    • Even worse: Barret with Ungarmax. After loading him up with a few Hero Drinks, let him do this, let the enemy attack him, and watch as Barret unleashes up to 144 attacks each worth about 5000+ damage apiece.
    • A great place to use mime is in the arena, because you can actually mime limit breaks like Omnislash. So go in with a full limit break and just keep mime-ing. This is especially useful because you can then take some on the high scoring penalties and they will not affect you, like all green material breaking. This along with the hero drinks mention above makes the area a joke.
  • If a character's HP hits exactly 7777 on the dot, they will start automatically attacking enemies for 7777 damage. 62 times. The Mini spell, normally a Useless Useful Spell, reduces all physical damage caused by one enemy to 1, but there's nothing stopping you from using it on your own characters. By using enough HP Plus materia for 9999 HP, the Demi spell (deals 1/4 max HP in damage) will leave you at 7499 HP - attack with the Mini-ed character 22 times, then use 3 of the lowest level healing potion to heal 100 HP each, and we have instant overkill of any non-Bonus Boss enemy in the game. It helps that Emerald Weapon has an attack that deals 1111 damage for every materia on your characters - you can see where this is going.
    • Go into Emerald WEAPON with 9999 HP and two materia on one character. Let Emerald use Aire Tam Storm, which inflicts 1111 damage for each Materia equipped. Instant Lucky 7s.
  • A comparatively lesser one, but the Morph ability can be used like this. The morph ability does little damage, but if it kills an opponent the opponent will be morphed into a specific item, with each monster having a specific item it morphs into. The end game has a sunken plane where every monster is absurdly powerful, but morphs into a stat boosting item. This by itself isn't too much of a game breaker, the effort of cherry tapping the games hardest foes to death is so extreme that you deserve the boost you get. That is until you explore the sunken plane a little and discover Yuffie's ultimate weapon which can one do full damage attack when using morph, making it absurdly easy to collect these stat boosting items, the game starts to get a bit more broken.
  • On the PS4 port, clicking R3 makes HP regenerate faster than the enemies can damage you, MP regenerate faster than you can use them, and the Break Meter fill up so fast that everyone can have a Limit Break nearly every turn.
  • Vincent's Sniper CR weapon, obtainable soon after you meet him, has mediocre power but perfect accuracy. The Deathblow Materia, which you've had for a while at that point, causes your character to attempt a Command to deal double damage, but with lower accuracy note . Stick Deathblow and Vincent together and you'll be able to blast your way to the end of Disc 1 with no effort.
  • Tifa's Powersoul is weak to begin with, but doubles her attack power if she's in critical health or in Death Sentence status. However, thanks to a programming oversight, the effect stacks, meaning her attack power is quadrupled if she's in both. When you first discover this effect on the first Disc, it's already broken - hit Tifa a couple of times, have an Enemy Skill user cast Death Sentence on her, and unleash her Slots to take the damage through the ceiling. On Disc 2, when you can get the Cursed Ring - an item which hugely boosts a character's stats in return for automatically putting them in Death Sentence at the start of battle - it becomes hilariously broken, and it's really easy to discover since Tifa is party leader at the point when you can first obtain the ring. Messing around with the rest of her Materia can allow you to negate the problems with her sturdiness caused by this strategy - and you can load her up with Hero Drinks and have someone cast Berserk on her.
  • Do you want to date anyone in particular? Can't be bothered to actually have Cloud be nice to whoever you want to date? No problem. There are points in the game which allow you to easily manipulate relationship values and gain your heart's desire:
    • Aeris starts off with such a large Affection Score that any game where the player is attempting to date anyone else will require them to bully her every opportunity you get. However, getting caught by Aeris when Cloud is attempting to sneak out of Aeris's house makes her send him back to his room, and to lose a little affection for Cloud. The game won't continue until Cloud escapes successfully, and, seeing as all you need to do to blow Cloud's cover is use the Run button, you can make her hate Cloud enough that you will never have to worry about her attention again.
    • When Cloud shares a cell with Tifa in the Shinra building, she asks if Cloud can get out and the player can choose between saying "(Leave it to me)" (which makes Tifa like Cloud more) or "(Kinda hard...") (which makes her dislike him more). You can do this exchange as many times as you have patience for, allowing you to easily max out her Relationship Values if you want her date, or make her lose interest if you'd rather have one of the others (this is especially helpful if you want to date Barret, who gives few opportunities to increase his affection for Cloud).
    • Yuffie's affection for Cloud increases a lot the further down her recruitment Dialogue Tree you go, but if you mess up she runs off (with some of your money), allowing you to start the scene over. But her Love Points don't reset, so if you want to date her, you can grind her affection up by finding her, getting all the dialogue options right, and then messing up at the last stage ("What's your name?").
  • The Regen spell. Unlike in every other game in the franchise, which regenerates a fixed small amount of health between turns, VII's Regen spell is always healing quite quickly while in effect.

Crisis Core

  • The Costly Punch; do 9999 damage each hit regardless of stats or level for the cost of just a few HP! Made worse if you equip the accessory "Brutal" that ups the damage limit to 99999.
  • With enough time spent using Materia Fusion (expedited significantly if you know what you're doing), you can get Zack's stats to absolute perfect levels, and with the right equipment, make consistently perfect use of them.
    • And that same Costly Punch can be upgraded to raise your max HP to 1099% of its natural value, provided you have an accessory to break the HP limit.
    • Well, increasing stat bonus of your materia is the only way to max your stats, although even without it, Brutal and Costly Punch allows you to One-Hit Kill any boss in story mode. On the other hand, you can't even think about killing strongest boss in side missions if you don't have Costly Punch and Brutal and haven't maxed at least some of your stats. After all, she has only 10 000 000 HP (she can heal herself too), not to mention her deadly attacks.
  • For multiple enemies, where Costly Punch becomes less than effective due to its attack delay, Darkness can be an excellent substitute. It's basically like Costly Punch, only it costs a lot more HP to use - but it's an area of effect attack with a very wide area of effect, and very high damage output, particularly if it's mastered. It also raises your max HP by a considerable amount when equipped, which helps with the cost of using it.
  • Vital Slash, a materia that allows you to do a critical attack that is much more powerful than a normal critical attack. Level it up and it does 9,999 damage pretty much every time, with just a couple seconds' delay. Equip an item or materia that gives Endure, and you can basically just brush off most attacks and smash tougher enemies' faces into the floor in about a second and a half. And if you equip the aforementioned accessory to raise the damage limit...

     Final Fantasy VIII 

Final Fantasy VIII

  • The Junction System, combined with the game's Dynamic Difficulty, makes it phenomenally easy to put together game breakers once you know how to use it effectively. Quezacotl's Card and Card Mod and the various GF item-refining abilities can be used to stock the characters up with magic to junction to and boost their stats. Card also prevents the party from earning XP for enemies thus transformed, keeping everyone's levels low; if the player avoids Level Grinding and focuses on refining and junctioning high-end magic instead, the party's stats quickly outstrip those of their enemies.
    • Playing the card game makes it even easier. Once you've gotten your first few unique GF cards in disc 1, as long as you take care to avoid spreading the Random rule it's possible to win most games simply by having a vastly powerful deck, which in turn enables you to win more powerful unique cards. All of these can then be modified into items that can be used for weapon upgrades, GF augmentation, and refining more magic. In particular, the Gilgamesh card (obtainable through a card game sidequest that's available starting in disc 2) and the Laguna card (obtainable in disc 3) can be refined into items which make either one character or the whole party completely invincible for a short period of time, in quantities sufficient to get you through the endgame and both Bonus Bosses.
  • Keeping a character at low HP allows them to execute their Limit Breaks every turn:
    • Selphie's Confusion Fu limit break includes two One-Hit Kill spells, "Rapture" and "The End," the latter of which works even on bosses. Including the final boss. It doesn't come up often, but by exploiting some minor flaws in the game's programming it's possible to make it unable to perform the next character's action, allowing the player to keep rolling indefinitely until The End comes up.
    • Irvine's Shot limit break combined with the AP Ammo (Armor Piercing Ammunition) which goes straight through enemy defenses and can easily do max damage each shot. The best part about this is that AP Ammo shoots fast and easy to obtain, although Pulse Ammo takes the damage Up to Eleven despite shooting a little bit slower.
    • Quistis's Degenerator limit break - available in disc 1 via item drop or card mod - is another One-Hit Kill that works on pretty much anything but bosses.
      • This gets even worse when you use this on really strong enemies like T-Rexaur, Snow Lion, or Ruby Dragon, which almost guarantees enough experience for an automatic level up with each victory.
    • If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits. In short, it reuses Meteor. Incessantly. Made even better by the fact that Rinoa can still stock non attack magic spells like Double, Triple, Haste and Aura and Junction them to her stats. With a maxed out Magic stat and high Sped she can defeat any of the bosses, even Omega Weapon, on her own.
    • With a good strength junction and decent finger speed, Zell can pretty much destroy anything simply by alternating the two most basic moves of his limit break over and over again, a trick useful and popular enough to earn the Fan Nickname "Armageddon Fist." It gets even worse with high Luck, which at high levels can make every other attack a Critical Hit.
    • Squall + Lionheart + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage. The Lionheart Limit Break alone is a game breaker in itself, dealing multiple slashes dealing 9999 damage per slash. Most bosses can't hold up against this.
    • The risk of leaving characters at low HP is easily offset by another absurdly simple junction setup: set Squall with the Cover and Counter abilities and junction 100 Drain spells to Status-Attack-J. Leave the other two party members' HP as low as you like; Squall will take the hits for them and immediately counterattack, replenishing his own HP with every hit. And he always hits.
      • Better yet, give him the Defend and Darkside commands as well. Activate Defend at the start of battle, and Squall will take every physical attack for zero damage, then retaliate. And if you feel like ending the battle quickly, Darkside will triple his damage output while Drain-attack renders the HP loss trivial.
    • Finally, another thing that makes reusing Limit Breaks even more convenient is the fact that the game recalculates the chance to perform one every time you press Triangle to switch characters, even if there aren't any other characters available. It's also surprisingly easy to avoid skipping over an opportunity to use one even if you mash the button repeatedly, both because the command window expands horizontally when one's available for anyone whose limit name is longer than 6 characters and because there's a noticeable pause before the game allows you to switch characters again once the window pops up if a limit is available.
  • The Pain spell counts as this mainly because it causes Poison, Darkness, and Silence all at the same time. Junctioning 100 Pain spells to your attack pretty much guarantees that all but the strongest enemies in the game will be rendered completely weakened for the remainder of the battle, considering that most enemies and even some bosses are vulnerable to at least one if not all of Pain's status effects. You can also junction 100 Pain spells into your defense, making you immune to Poison, Darkness, and Silence which are fairly status effects from the enemies, even early on. This is even better considering that all you need is the "Status Magic Refine", an ability received from several GF's including Diablos who's found very early on, along with very common items called Curse Spikes. You can make 10 Pain spells for one curse spike, and with enough curse spikes, you can easily set up each of your party members with 100 Pain spells.
  • The fact that Squall can get his Lionheart weapon extremely early after the school becomes mobile, and pretty easily with a little bit of luck in item stealing. The majority of the item he needs can be made from cards, won in battles, or stolen from enemies pretty easily early on, but the one thing he needs is 12 Pulse Ammo (which are another Game-Breaker for Irvine) that's usually found in the later half of the game, unless you take the school to one of the southern islands, and search in the barren terrain area until you find an electric creature called a Blitz, and hope you can steal a Power Generator from it. The Power Generator is the Blitz's rare item hold, which means that you can only steal it instead of winning it after the battle, and enemies only have one item at a time, which means you might have to mug a lot of Blitzes before you find a Power Generator. Once you find the Power Generator and have the right ability, you can convert it into 20 Pulse Ammo, which means that assuming you have the other necessary items, Squall can get his Lionheart weapon, and leave 8 Pulse Ammo for Irvine making this a complete win-win situation.
    • Who said you needed to wait until the school becomes mobile? The Lionheart can be forged as early as Disc 1, provided you have the right items. Particularly patient players can obtain 20 Elnoyle cards from various people (Cid, Zell's mom, Quistis's fans...) and convert them into Energy Crystals, which then can be converted into Pulse Ammo, all that on the first CD. This takes a lot of time, but it's relatively easy, provided you're patient enough; Plus, you'll most likely get other rare cards along the way, which can be refined into other cool items.
  • On Disk 3, fly to the Island Closest to Heaven and the Island Closest to Hell, equip the "Encounter None" ability received from Diablos on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to godly levels.
    • The fun doesn't stop there. Junction 100 Ultima spells to your magic defense, and you will be immune to all elemental magic, which means that only high level magic like Meteor, Flare, and Ultima can hurt you. This makes the final dungeon considerably easier, especially since 7 out of the 8 bosses use regular elemental magic, and are weakened substantially because of it. The other boss has non-elemental magic, but has low enough HP to defeat it before it can really damage you if you maxed out everyone's high level magic with the trick described above and junctioned those spells to your stats to make everything go quicker.
  • Another way of abusing the Dynamic Difficulty involves Guest Star Party Members Seifer (in disc 1) and Edea (in disc 3). Letting the other party members get KOed and Level Grinding with the guest party member can, if you're willing to grind that much, leave a comparatively low-level party with level 99 GFs and high-end spells like Firaga with no effect on the party's average level once the guest character leaves.
  • Any GF that eventually gains an ability that has the word "Bonus" in it, like Ifrit who gets "Strength Bonus", Siren who gets "Magic Bonus", Leviathan who gets "Spirit Bonus", Carbunkle who gets "Vitality Bonus", Brothers who get "Health Points Bonus", or Cactuar who starts out with all of them mainly because learning these abilities early on from low levels and keeping these GF's attached to your party members will give them significant and permanent boosts in their stats that will last them for the rest of the entire game.
    • Special mention to Ifrit who you get extremely early after you start the game, and can get "Strength Bonus" to boost you from really low levels onward.
  • In general the GFs are, as already demonstrated above, far more useful for their junction abilities than as actual summons, but there are exceptions:
    • Doomtrain's summon sequence attempts to hit the target with every status effect in the game. While most of these are ineffective, Vit-0 almost always works, greatly increasing the amount of damage the party can dish out - and unlike most of the Standard Status Effects, it doesn't wear off during combat.
    • Bahamut's long summon sequence, which gives you plenty of time to boost his power to maximum, and he has a non-elemental attack which means that it can't be blocked or absorbed by other enemies.
    • Eden's absurdly long summon sequence gives the player ample time to abuse the Boost option. Max your compatibility so you can summon it up within a couple of seconds and watch it completely ignore the damage cap by about 40,000+ points to all enemies.
  • The Meltdown spell, which is available once you reach Trabia, will inflict Vit-0 on any and all enemies in the game, including the bosses, including Omega Weapon, 99.9% of the time. It hardly ever fails. Combine this with Aura (another potential gamebreaker that allows the use of Limit Breaks regardless of health), and you too can experience the fun of reusing Renzokuken on enemies who are literally defenseless.
  • The fact that you can use SeeD exams at any point after you graduate early on to raise Squall's SeeD rank to maximum as early as level 30, if not sooner should you have a decent rank from your graduation, pretty much guarantees that you will receive an absurd amount of money early on, since your salary and rate of payment are directly based on your SeeD rank level. Being a high-level SeeD member definitely has its advantages.
  • You want the ultimate way to farm gil? Once you have Call Shop, Haggle and Sell-High from Tonberry, buy 100 Tents and Cottages from Esthar Shop!!! for 210,000 gil. Refine them into 75 Mega Potions with Med-RF skill. Sell 75 Mega Potions for 562,500 gil giving you a 352,500 profit! Wash, rinse, repeat, use the spoils to buy GF stat-boosting skill items, refine them into permanent stat boosts.
    • Even without the Tonberry GF, this can be pulled off near the end of Disc 1, or at the opening of Disc 2. The Carbuncle GF, which provides Med-RF, is acquired near Disc 1's end. It's just slower without Call Shop, Haggle and Sell-High.
  • One of the biggest game breakers is sadly also a case of No Export for You. There was a special minigame for the Pocketstation, released only in Japan. Play it for about a day or so (it actually plays itself after a while) and then transport the items you've won back to the main game. Congrats, you can now have Dark Matters, a Moomba attack that does 9999 damage all the time, and other super hard to find items as early as disc 2! The best part is that this was also the only way in the game to get the Ribbon item, which prevents all status effects. Uh-oh, here comes the Marlboro—nope he's just a chump now. Luckily the NA release of FFVIII still maintains the minigame files, so if you can import a pocketstation you're good to go.
    • The otherwise problematic port of Final Fantasy VIII for the PC is the exception here: the US/International versions of the game included an executable file with Chocobo World. This was one of the only reasons to even bother with the PC version.
  • Refining Laguna's card yields 100 Hero Potions, which confer invincibility on a party member.
    • If you beat the CC Group on Disc 2 or 3 you can take this further. Any rare cards, including Level 10 cards, that you modify will show up in their inventory when you meet them on the Ragnarok on Disc 4. This allows you to refine any card you want and replace it to your hearts content. The Hero Potions can be turned into Holy Wars Trials. Several minutes of card playing can net you 100 of these easily.

     Final Fantasy IX 

Final Fantasy IX

  • Synthesis in general gives you access to extremely powerful items early in the game. One such use for it is the famous Cotton Robe trick; the Cotton Robe item sells for more than the combined cost of the ingredients and synthesis, for a 600 gil profit. With a maximum 99 Cotton Robes per round that's 59,400 profit.
  • Partially due to the fact that the battle system maxed out at doing one hit of 9999 damage and a maximum boss HP of 65535, you can use skills and abilities like Soul Blade (with Masamune equipped, anything vulnerable to Death spells WILL die in 10 seconds 100% of the time), a time based Auto-Regen (Especially when combined with Boosted summon spells). Hell, the Ability system as a whole will let your characters do a bunch of boosts at the same time, including, but not limited to, Auto-Life, Auto-Regen, Auto-Haste, Auto-Reflect, Auto-Potion, Long Reach, Various magic/attack boosts, etc... Once you get to a high enough level, you'll be regening back to full power as fast as they can damage you, if they manage to hit you at all.
    • Alternately, you can use the Ability system to make yourself immune to most monsters' status attacks. Status effects like Heat, Venom and Confuse are pretty bad...unless you've got Body Temp, Antibody and Clear Headed equipped all at once to make yourself immune to them. In other games, you'd have to equip a Ribbon or some other powerful Accessory to get this much protection, but you can do it for your entire party if you're willing to teach everyone all the abilities, which is actually very easy.
  • There's Zidane's, Quina's and especially Freya's defense-ignoring 9999 hit spells. Low MP requirements, no available early in the game, though you're unlikely to fulfill the requirements of Quina's until near the end of the game, but that's alright because...
  • Many of Quina's Blue Magic spells. Bad Breath, Level 5 Death, Night (combined with your party equipping the Insomniac ability), Magic Hammer, Mighty Guard, Limit Glove, Angel's Snack, White Wind... whether its attacking, defending or healing, at full or low HP, Quina is easily a top tier character, even without his/her maxed out Frog Drop.
  • Vivi's Doomsday ability (combined with the party equipped with armor or accessories that negate, or better yet, absorb Shadow element) against any enemy that doesn't negate or absorb Shadow element.
  • Steiner's Shock ability which does max damage to practically anything it hits regardless of their stats.
  • Amarant in general counts for this due to his high attack strength, his solid stats, and his versatility in his move set. He can cause direct damage, cast status effects, restore party members' health and magic points, and can even revive them all by himself.
    • The best part about Amarant is his first move "Chakra" restores a little bit of health and magic for a small amount of his own magic which means that when he uses the move on himself, the move pays for itself. Even better is the fact that later on, he can learn an ability to strengthen "Chakra".
  • The "Chakra" ability is a mini-breaker when combined with Zidane's "Sacrifice" ability. Sacrifice kills Zidane, but refills everyone's health and mana to full. It's powerful, but limited because it can only be used once, in theory. However, with just two "chakra" used on Zidane it's possible to refill enough mana to allow Zidane to use Sacrifice again. Thus every character can be boosted to full power ever 3-4 turns by reviving Zidane, using two chakra, and re-sacrificing him over and over. So long as your healers can revive and heal Zidane well enough that he doesn't die before committing sacrifice, you're invincible. This isn't as powerful later in the game, due to other game-breakers existing, but this trick can be used from the moment Amarant is available.
    • This trick is particular powerful during the one point in the game in which magic doesn't work. Amarant's spells arent classified as magic and he also get's a revive spell, so combining revive and chakra can allow surviving the random encounters without any white mage or other healing item..so long as Amarant isn't targeted by the instant-death abilities.
  • Eidolons with Boost and the corresponding items maxed out in your inventory will generally do at or around 9999 HP of damage (especially with Elemental bonuses) while simultaneously taking long enough to allow your characters to heal to full.
  • ReflectX2 + Carbuncle + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.
    • That, and Steiner's "Charge!", which makes every character at critical health attack with their basic attack without using up their turn.
  • The ability Auto-Regen gives you back health not based on turns but rather on an actual amount of time. Hence making sure summons were on full animation rather would give you more health than the quicker "part animation". The full Ark, for instance, could get you from 1hp to about 5,000hp, if not more.
    • Freya can also abuse Auto-Regen at will by simply using her Jump attack. This is especially effective if she is in Trance mode as she remains off-screen for the duration of the Trance and can regenerate health while totally invulnerable to attack. She can also use Dragon Crest, which is powered by the number of dragons slain by the party. When maxed out, Crest will do 9999 damage every time for only 16MP. So long as Freya is protected from status effects, rotating Jump and Dragon Crest is a fairly easy way to kill almost any boss in the game.
  • The Spirit stat if you boost it high enough. With a high Spirit stat, bad status effects will miss against you more often and will only affect you briefly if it does hit you. Good status effects you cast on yourself will last much longer, making effects like Haste and Regen becoming godly.
  • The Steam version of the game has several game boosters that are intentionally game breaking for players that need an easier time or just want to see the story without the fluff in between. However, the turbo mode cheat breaks the game in one particular way: while everything gets sped up (except for the loading and most CG cutscenes), the in game clock runs at normal speed. This means certain events that are timed can be completed with plenty of time remaining and it makes getting the Excalibur II a lot easier to obtain (especially if you enable the cheat that disables random encounters). Not only that, but farming items and raising Choco's beak level in the Hot Cold mini game becomes effortless and fast thanks to the timer not being affected by the cheat.
  • The "Chocobo Hot and Cold" sidequest. If done early enough, it can grant extremely powerful items way before they would be available otherwise, while only taking a few hours of grinding.

     Final Fantasy X 

Final Fantasy X

  • Valefor's Sonic Wings. It does damage, as well as inflicts Delay. This mean it moves the monster it hits down in the turn list. Many enemies can be delayed indefinitely with Sonic Wings, and very few non boss enemies are actually immune to it. Even when it's not infinite delay, it's often long enough to get the kill. And Yuna nearly ALWAYS goes first if she's out. Before the monsters. It costs no resources to summon. And Valefor swaps in for her turn instantly when summoned, so she goes before the monster as well. Sure you rob others of their exp, but when you really need to not use your resources...
  • Rikku's Limit Break lets her combine two items to create a spell. Game breaking spells include Trio of 9999, Quartet of 9, Chaos Grenade, Calamity Bomb, Final Elixir, Hyper Mighty Guard... "No Sphere Grid" runs rely on Trio of 9999. Trio of 9999 makes every single effect you use do 9999 damage or healing. Use it with Tidus's and Wakka's best Overdrives to get 6 and 12 hits of 9999 respectively. Conveniently, the final challenge of the game (Technically the second-to-last boss, since the actual final enemy is a Post-Final Boss) has 180,000 hp, letting the combination of these three Overdrives kill him with no trouble. And even if you don't have Tidus's and Wakka's best Overdrives, just about any attack that hits a decent amount of times (Lulu's Overdrive with weaker spells or certain items, for example) is usually enough to hand many regular enemies and bosses their asses. Finally, Trio of 9999 doesn't just apply to damage, it also applies to healing. Potion? 9999 HP. Cure spell? 9999. Pray? 9999. Say hello to ridiculously cheap healing.
  • Wakka in his entirety is this considering that he has the second highest attack stat next to Auron, and the highest accuracy in the game, meaning he can easily hit airborne enemies and bosses that the other characters have trouble hitting. He starts as a Glass Cannon until he finishes his section of the sphere grid and moves into Auron's which means that his attack builds up even higher, and his defense is significantly increased. Combined with the fact that he's probably the first character to learn negative status moves, and he gets even more broken. At the end of the game this is taken Up to Eleven if he has his World Champion weapon activated at its full power, and also because he can be recruited for blitzball where he becomes a Game-Breaker in this as well after his stats are raised enough.]
    • The titular character Tidus also has this capability. However, he can become even more broken once you get his Blitz Ace overdrive. Combine a high-speed Tidus with piercing damage weapons, and increase his strength and speed to preposterous levels (Auron's sphere grid area) and the fast enemies that Wakka cannot hit turns into mush. Take his Caladbog weapon at full strength and watch even bosses fall literally in ten seconds or less.
      • In Blitzball, Tidus's Jecht Shot (after winning the mini-game) can count as broken with its long range and high power. It even beats up two defenders along the way. And Jecht Shot 2 knocks out three of them.
  • The Celestial Weapons. A few of them grant the One MP Cost ability which reduces the cost of all spells to one MP. That includes spells like Flare, Holy and Ultima. Lulu's also gets Magic Booster, which significantly increases her magic damage, at the cost of more MP. But all that means is that her overwhelming spells will now cost two MP instead of one, which is still insignificant compared to their power.
    • Balanced out by the fact that some of the Crests and Sigils you need to unlock their full potential are ridiculously difficult to obtain. As if figuring out ''how'' to get some of them without the help of a walkthrough wasn't hard enough.
    • Special mention goes to Wakka's "World Champion" weapon since it's one of the most powerful (if not THE most powerful) and the easiest weapons to get both the Jupiter Crest and the Jupiter Sigil for, considering that all you have to do to get the sigil is play a lot of blitzball and it will eventually be a prize for winning. This leads to another Game-Breaker in blitzball with Tidus' Jecht Shot to easily overwhelm your opponents, and once you got all of Tidus' key moves, you had a chance of winning the Jecht Shot 2 which takes the original Jecht Shot Up to Eleven and pretty much guarantees victory over any team.
    • Honestly, Yuna's Nirvana is also really, really effective and by far the easiest weapon to get, if you know where to look. If you don't have time to blow on blitzball or butterflies, her weapon is the best time investment in a regular FFX playthrough. All you have to do to fully upgrade it is collect all the aeons, which are, as detailed below, game-breakers in themselves. Combine the Nirvana's One MP Cost and Break Damage Limit with the Black Magic Spheres or Teleport Spheres - whichever is most convenient - and you have a mage who can can cast all White Magic including Holy and high-level Black Magic of your choice, including Ultima, all for One MP. Ultima and Holy both break the damage limit almost as soon as you obtain them. Oh, and then when Yuna gets bored, she can summon Anima, The Magus Sisters or, if you're filthy rich, Yojimbo. Yuna goes from a white mage who pops in from time to time to heal the characters to the only mage you will ever need.
    • Tidus's Caladbog is, although very difficult to fully upgrade, can become extremely powerful and fast once you move Tidus into Auron's Sphere Grid. With this, Tidus probably has the second highest evasion (next to Rikku) with high speed and extremely damaging attacks that could turn Braska's Final Aeon into mincemeat within three normal attacks. Actually, there are a few combinations that makes Tidus unstoppable in different ways: If Tidus has completed Wakka's sphere grid area in addition to his own, you'll get a agile fighter who can easily take out the flying enemies without needing to rely on magic or Wakka's blitzball attacks. Send Tidus into Auron's grid and you'll get someone who can beat up the toughest enemies who cannot even take a turn.
  • If you know how to manipulate it, Yojimbo's skill "Zanmato". It's not a Limit Break, but it is a instant death to any enemy in the game. Period. No enemy is actually immune to Zanmato, so...if you have a decent supply of Gil and enough time, you can rampage through the game pretty easily off of that one attack.
    • It does have one drawback, though: multi-form enemies won't die from it unless they're already in their final form, and Yojimbo's HP is low, so you won't get a chance to do it twice. To kill Yunalesca or Braska's Final Aeon with it, you're going to need to soften them up first. However, it works perfectly well on Penance.
  • Mindy of the Magus Sisters summon has the Passado attack, which does 15 high-damage hits. As anyone who has played their share of Final Fantasy games, multi-hit attacks have the potential to be incredibly powerful, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 99,999, key term being "one hit"), if you max out Mindy's Strength to 255, she can inflict 15 hits of 99999 on almost any enemy in the game that isn't a total Stone Wall. 15 hits of 99,999 HP per hit = 1,499,985 HP of damage inflicted. And unlike other high-damage multi-hit attacks, it's not an Overdrive; in fact, the Magus Sisters' Overdrive, being a single-hit attack (or 6 hits in the European and "International" versions), is nothing compared to Passado.
    • Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits (European/Internation version ONLY - it only hits once in other versions), which can also go up to 99,999 damage, giving a total of 1,599,984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions in a row, dealing a maximum of 3,199,968 damage. The only real problem is that Anima is difficult to get and involves a certain amount of Guide Dang It!.
  • Quick Hit is an ability that lets you do a normal attack, but has a near instant recovery time, allowing that character to effectively take another turn before the enemy does. If the entire party reusing Quick Hit, the enemy party will likely die before their turn even comes up. Combine this by casting Hastega on the party and you will probably never see the enemy's turn ever show up in the turn list. Quick Hit only costs 8 MP to use (32 in the international version), but if you are using weapons with Half MP Cost or MP Cost to One, it's trivial.
  • Doublecast. It allows the user to cast two black magic spells in a single turn (but for the cost of both spells), and it just so happens to lie in Lulu's section of the Sphere Grid (it is behind a few high-level Lock Spheres, but by the time you're powerful enough to make Doublecast actually worth it, you'll have the necessary spheres to reach it). In the International/European Version comes with the Expert Spehere Grid, in which Doublecast isn't even behind a single lock, and lies naturally at the end of Lulu's path, with Ultima nearby.
    • If you're using the Expert Sphere Grid, you may notice that Yuna's path runs straight into the end of Lulu's. Combine this with Yuna's Nirvana (the game-breaking potential of which has already been covered above), and you have a single dedicated mage with godly attack power and speed (Yuna's natural speed stat surpasses even Tidus), who can hit all enemies with Ultima twice in a single turn for virtually no cost. Throw in Auto-Haste and Auto-Phoenix/Potion should things go awry.
    • Or, you can bring in Rikku to use Twin Stars/Three Stars/Freedom/Freedom X to bring your MP cost to 0, and then doublecast Ultima to your heart's content. This is the easiest way to defeat Jumbo Flan without Zanmato.
    • Another detail that makes Doublecast even more powerful: High level magic makes your turn take longer to come; casting Flare would bump you back in the turn order. Doublecasting wouldn't.
  • Deathstrike and Stonestrike are very handy weapon abilities that you can customize onto weapons with empty slots. They inflict stone and death on contact, respectively. While it will never work on a boss ever, most normal enemies can be tagged by one or the other. Usually this is done with the capture weapons, which otherwise have low damage. You would think this would prevent capture, but deathed and stoned fiends are captured just fine, making the capturing sidequest a LOT easier.
  • The Provoke skill, when it works causes an enemy to target only the user or the rest of the battle as long as he stays in and alive. It also locks the AI into using one specific attack. For certain monsters, this completely trivializes the battle. Most notably the giant robot with the rocket punch. This attack deals half the target's current hp, rounded down. This means it can NEVER KILL. It's the only one that robot will use if you provoke it. In its first appearance, it's considered a BOSS. You will almost certainly have Provoke on Tidus at the time.
  • For Blitzball game breakers:
    • The Jecht Shot. For 120 HP, Tidus gets a +5 to his Shoot stat and completely ignores up to two defenders; position him right and that's all there'll be in the first place, and if there's three or even four, Tidus has enough Endurance to take a tackle or two on a breakthrough. Thus it's up to the goalie alone to catch the superpowered blitzball coming at them, as Tidus has a very high Shoot even without the +5 from Jecht Shot. For a lot of Blitzball games, the only strategy you'll need is "pass the ball to Tidus, swim to the goal, fire the Jecht Shot."
    • Nap Shot. If it hits the goalie, and he or she does not have Anti-Nap, it has a chance of knocking them asleep. This means when the ball comes towards them, they get no chance to catch it one time. Get past the defenders and it's an instant goal. Combine with the Jecht Shot and double-digit score Curb-Stomp Battle victories become trivial.

Final Fantasy X-2

  • The Lady Luck dressphere is focused around gambling-based abilities: most prominently its four Reels abilities, which let you spin roulette wheels to achieve various effects based on the type of reels spun and the results. The Reels stop and remain visible when the game is paused, allowing nearly guaranteed 777 results after only a few minutes of practice. The final Reels ability, Random Reels, has the special ability CONGRATS! as its 777 result, which Bribes all enemies for free and pays the party extra gil in addition to the normal experience and gil rewards as if they'd defeated the enemies. Aside from trivializing any encounter not immune to Bribe, CONGRATS! also allows the player to rack up enormous amounts of gil and rare items by knowing which enemies hand them over. The dressphere also provides doubled experience, gil, and item drops with its support abilities, making it ideal for grinding in every aspect.
  • The Updated Re-release comes with the ability to capture fiends and recruit them to the party, allowing the player to use them in battle in place of the YRP members. In exchange for being uncontrollable, many fiends have high stats and abilities the girls can't acquire for themselves. Of these, the strongest is the Mushroom Cloud, which possesses the unique Pernicious Powder special attack. Pernicious Powder cuts all of the victim's stats to 1/6th of their normal values and works on literally everything in the game, including every single Bonus Boss.
    • The Fiend Arena also hands out certain accessories for clearing certain fiend tales, which can be done before first leaving the Celsius. The best among these is the Mortal Shock, gained by completing Flak Python's tale and otherwise not available until much later in the game. Very few random encounters are immune to the Deathtouch status it provides, trivializing many otherwise difficult early fights.
  • Prior to the Updated Re-release, the most powerful accessory was the Cat Nip, which caused all damage inflicted by a character to become 9999 as long as the character was in critical health. This accessory was ripe for abuse with Trigger Happy, so much so that Cat Nip was revised in the rerelease to inflict Berserk on the holder so that the combination would be impossible. It's still possible to use the combination with quick fingers, but only once, severely reducing its potential.
  • The special dresspheres, as well as the Psychic and Mascot dresspheres, are all Purposely Overpowered. The special dresspheres each turn the girl wearing them into a One-Man Army with a vast array of special abilities and two supporting units to replace the other two party members that are themselves immensely powerful, the dressphere's only drawback being that all three are noticeably slower than normal classes, and using them means giving up the equipped Garment Grid's gate abilities. The Mascot offers access to abilities almost as strong as those of the special dresspheres, including the entire ability sets of two other dresspheres per girl. The Psychic offers Nigh-Invulnerability in the form of being able to absorb all elemental damage and even become invincible outright using Excellence or Physics and Magic Guard.
  • The Alchemist class is the strongest healer in the game, far outstripping the White Mage, thanks to its ability to pull an infinite number of Mega-Potions, Ethers and Elixirs out of nothing (albeit for a horrendously large AP cost to learn). More importantly, though, it gets Mix, Rikku's Overdrive from Final Fantasy X, as a standard ability that it can use at any time. Most of the broken Mix options are removed in the translation. Miracle Drink is not. The cost of one Dark Matter to use it is trivial for a player who's previously used CONGRATS! on Paragon and received thirty of them.
  • Yuna's Festivalist dressphere. Her Elemental Sandal skills can have her randomly cast either a 1st, 2nd, 3rd or a stronger version of the 3rd tier spell, at a time when you basically have no other access to anything but basic elemental magic. Unlocking the Sandal skills is pretty easy, as they only require 30 AP each, which then you can start getting the Flare and Ultima variants, well before you have access to them. And this dressphere is impossible to miss, as you get it practically a minute after the introduction mission by talking to Brother.
  • If you follow the right procedures, you can bring O'aka onto the airship with you. He'll sell a bunch of items to you, and your purchases will go to paying off his debt. Pay it off by chapter 3 of the game and you'll turn him into the world's worst merchant. How does he make this transformation? He sells his wares for drastically lowered prices. For example, potions for 5 gil each. Buy a stack of potions and sell 'em to the Hypello just across the room. You can sell to the Hypello for 12 gil each. Buy for 5, sell for 12. What's that, a 140% profit? By buying everything you can from O'aka, you can make 26730 gil with each trip. Rinse and repeat, and you'll have no excuse to run out of money ever again.
  • Also, not too far into the game you get access to the accessory Bloodlust, which auto-berserks the wearer and greatly increases their strength, just about tripling their attack. This comes at the loss of a large amount of maximum health and being permanently poisoned, but the poison is no problem with the Alchemist Mega Potion reusage. Equip this on a Berserker class, which has naturally very high HP, access to automatic counterattacks and dodges, and Auto-Regen and use the other slot for an auto-Haste accessory; in nearly all battles you can just wait for your berserker to autoattack everyone to death in a matter of seconds. It only runs into slight problems against enemies completely immune to physical damage and enemies with attacks that will cut you to 1 HP, since the poison will often kill you shortly thereafter.
  • The Ragnarok accessory reduces all MP cost of skills to zero, allowing you to reuse any skill with impunity. While it's more of an Infinity +1 Sword, as you can only get it in the final chapter through meeting certain conditions, said conditions, once figured out, are pretty simple to fulfill as they don't require fighting enemies (other than the usual Random Encounters) or solving difficult puzzles.
  • In the PC port of Final Fantasy X/X-2 Remaster, you can hit the Esc button on the keyboard for a "master menu" at any time to pause the game, even at places where the developers disabled the regular pausing to prevent players from "cheating" the timed challenges such as the Tower Calibrating and the Sphere Break.
    • There is also the Auto-Save feature (the game saves whenever you change screens). Lost that Sphere Break match to Shinra? Turn off the game while still on the "Sphere Break board" and try again without having to fight with the previously opponent.

     Final Fantasy XI 

Final Fantasy XI

With Final Fantasy XI being a MMORPG, what counts as a Game-Breaker is always a source of heated debate and often changed as the metagame evolved and new patches were brought in to Nerf the most obvious ones. Here are some of the more famous ones over the game's history:
  • Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it very strong in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it".
  • Colibri. No one will ever fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target TP-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells — all of the Squishy with none of the Wizard. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri are a rich source of flame wars.)
  • The "avatarburn" party style. Get a bunch of Summoners, a couple of maximum-level characters, a low-level sync target, and a Corsair. Have the high-level characters get half a zone's worth of low-level mobs angry at them. Sync the actual party down to the sync target's level. Have the Corsair put up Corsair's Roll to increase the XP returns. Have the Summoners summon nearly anything, then hit Astral Flow targetting the swarm of monsters on the high-level characters. Gain tens of thousands of XP in seconds. Have the Corsair use Wild Card to attempt to reset the party's two-hours, potentially allowing you to repeat the process once things respawn. Note that the Corsair, while useful, is technically optional; you can do this really well with just the summoners, allowing more people to leech off of the instant XP at a time.
  • On a similar note, "manaburn" parties were popular for a while as well. The basic tactic was the same: five Black Mages and one character for pulling (either a Bard or a Red Mage for MP Regen). Designated puller attracts a monster, all Black Mages reuse their highest level spells at once.
  • Dark Knights have an ability Soul Eater, which for a set period of time would consume 10% of their health per hit and deal that much as damage. You could combine this with their 2-hour ability Blood Weapon, which healed any damage dealt, to essentially use it for free. Powerful, but not broken and on a lengthy cooldown. Until they got a Kraken Club in their hand, which dealt pitifully low damage, but with an effect of swinging 2~8 times per swing. Load up on health, haste and accuracy and you have a single character that can deal the majority of an endgame boss's health over the course of 30 seconds. Later Square Enix began giving bosses a rising resistance to the damage bonus of Soul Eater.

     Final Fantasy XII 

Final Fantasy XII

  • Abusing a semi-exploit to spawn the rare monster Dustia repeatedly can bring your level to insane heights before you enter the Giza Plains. Most areas in FFXII are blocked off by Beef Gate, and the Dustia trick can allow you to increase your power even further with steals and rare drops from monsters you have no right to be able to fight. Among the crazy pieces of equipment you can get:
  • You can get the most powerful weapon in the game, the Zodiac Spear, as soon as you get the Dawn Shard. That's less than a quarter of the way through the game. It does take a lot of level grinding to survive the trip to its location (and even then you have to flee your way through the areas because attempting to fight the enemies would not go well at all), but once you have the spear, the rest of the game becomes ridiculously easy until near the end.
  • The Nihopalaoa, an accessory that when equipped causes all recovery items used by the character to have the opposite effect, can be this. Against several marks and bosses (an infamous example being Judge Bergan), throwing a remedy with it equipped will completely incapacitate the enemy by inflicting them with every single status effect they are vulnerable to, allowing you to hack and slash at them with no consequences. Against any mooks vulnerable to instant death, throwing a phoenix down will kill them instantly and has no chance of failing like an ordinary Death spell.
  • Quickenings (the game's equivalent of Limit Breaks) can be this. You can easily get them early on and if you have at least three people in your party they can be used to insta-kill most bosses for a large chunk of the game, made worse by the fact that you can use them the moment the boss shows up rather than having special trigger conditions like limit breaks in previous games. On top of that, If you get access to all 3 Quickenings for a character, it TRIPLES their MP, allowing them to have a seemingly endless supply of spells.
  • Masamune + Genji Gloves + Buffs = You pretty much made weapons obsolete.
  • Reverse. Having it on an auto-cast Gambit means that any enemy that isn't Ultima will hit you with Healing Shivs, and their attacks won't have any knockback. Combine it with Bubble, and even if a powerful enemy manages to sneak a hit in while Reverse's not running, the fighter can tank it easily and subsequent strikes will heal them back up to full anyway. After the spell becomes available, only three or four battles require a change in strategy, and even then only against bosses; mooks stand no chance.
  • Bubble. If you can already kick ass with normal health, imagine how easy it gets with DOUBLE that.
  • Autosaves, full stop.
    • Using them with Trial Mode allows for everything from stealing endgame weapons from mooks as early as Stage 3, to finding rare items in chests to farm and sell/use.
      • The Seitengrat, the most powerful bow in the game, which offers 224 attack power and 75 evasion. Normally, there's a 1/10000 chance of acquiring it on the Air Deck of the Leisure Craft airship (1/100 that the invisible chest spawns in no set location on the Air Deck's upper level, 1/100 that it will ocntain the Seitengrat and not 10 gil). However, with the aforementioned autosaves, Someone found a method to farm them by manipulating the RNG.
    • The Mina dagger. Obtained from spawning the pain-in-the-ass Larva Eater in the miserable Giruvegan and only has a 3% drop rate. The dagger has 102 attack, has the lowest cooldown rate in the game, and the instant KO effect triggers with astonishing consistency. Just make it's wielder immune to confusion and you're set.
    • For The Zodiac Age, they changed Addle, Shear, Wither, and Expose to always work (though the attack can miss, if it hits, it works) on every enemy in the game. You can reduce anything's attack power to pitiful digits, even Bonus Boss Yiazmat and what not. Granted, some of the technicks are now a pain to find; but well worth the investment of time.

    Final Fantasy XIII 

Final Fantasy XIII

  • The full ATB skills can be outright devastating if used properly. Lightning's Army of One seems to stand out among them due to how many things you can do to capitalize on its effectiveness. Snow and Fang's attacks can take out oretoise legs with ease, and Vanille's Death is...well, Death, but unlike previous entries, Death also deals a lot of damage if it doesn't work.
  • While most buffs manage to be fairly useful, Haste stands out as being incomparably so, and will become a staple of every major battle you get in. Even better, the AI knows this, and AI Synergists will prioritize using Haste before all other buffs.
  • Poison on vulnerable targets, which chews away at an enemy's HP at 1% of their max health a second, considering the post-arrival on Pulse difficulty spike, poison is welcome for its effectiveness and in some situations can help you win encounters that you shouldn't be able to under other circumstances. Even the final boss' last form isn't immune to it.

Final Fantasy XIII-2

  • The most abuse-able accessory in the game is the Witch's Hat. While Kill: Libra is nice, its other buff is Improved Potions. While in XIII the buff was useless in here it makes potions a viable alternative to Cura and Curaja if you've got 2 or 3 Medics on the field. The best part is that the accessory only cost 25 points, so it can fit easily on any build.
    • Its Durable upgrade grants Weak Spot, which boosts damage if your target is weak to it. While the cost is 45 points, the damage boost makes up for it.
  • For monster passives, Siphon Boost II. It's supposed to double the effect of the auto-abilities Fearsiphon, Faultsiphon and Deathsiphon. However it also affects Attack: ATB Charge I/II as well. Combined with monsters with attacks that technically hit two or more times, such as the Sahagin monsters, Amodar and Omega, and their ATB gauge will be full almost instantly. The only problem is that the passive is only infusable from Fencers, a monster that appears and doesn't respawn in Academia 400 AF.
  • Getting Lightning's DLC episode as early as possible (and spoiling most of the ending in the progress if you don't skip the cutscenes) allows you get her as a monster ally at any point in the game if you 5-star both of her battles, which is pretty easy to do as the levels in her episode are independent from the main story and thus 5-starring her battles is just as easy or hard at the end of the game as it is at the very beginning. Pretty much all the DLC contents count as this, the Coliseum DLC alone allows you to get the best Ravager (Lightning), best Sentinel (Snow) and the best Saboteur (Jihl) monsters in the game, although in their case you at least need to be strong enough to beat them first.
  • The Sazh DLC. At the start, you are given 10,000 Casino coins and are told to go play. Bet them all on one of the card games, win and you might end up with around 50,000 coins. The kicker? These original 10,000 coins are free and Serah and Noel get to keep everything you win as Sazh, enabling you to buy out the entire casino as soon as you set foot there.
  • Commandos:
    • In Augusta Tower 200 AF, you can obtain a monster called a Dragoon. The Dragoon is an Early Peaker monster that takes Grade 2 materials, and only needs 28 to max out. If you max level it immediately, it ends up with a murderous Strength stat (usually around 600, at the time Noel is hitting 200-250) and a ton of HP. It'll last you through the rest of the main story and well into the postgame.
    • The Tonberry is an excellent Commando, but that's not what makes it a game breaker. It's got a couple of passive abilities that are unique to it: Strength- and Magic +35%. No, you didn't read that wrong; that's a +35%. Tonberries are high-order Demonic Spiders, but they're relatively cheap to level up, and with Battlemania and Monster Collector active, Bresha Ruins 300 AF will be overflowing with Tonberries to satisfy all your infusion needs.
    • Valkyrie Lightning, if you have the Requiem of the Goddess DLC. Uncapped damage, extremely high Strength and Magic, Immovable MAX, and extremely fast attacking speed. For maximum game breaking potential, do Requiem as soon as you get access to the Historia Crux. Even at level 1, she still has over 600 Strength and Magic, and will spend most of the game slaughtering everything in your way.
    • The ever lovable Chichu. With a very fast attack speed, high strength, Armor Breaker and a handful of Feeder abilities, he's hands down one of the best monsters in the game.
  • Ravagers:
    • One of the first monsters you get is the tiny little Nekton, which'll probably get replaced as soon as you get a more suitable Ravager, since its growth somewhat flatlines after a Crystraium upgrade. However if you stick with the little bugger you'll get a Ravager with 1,000+ Magic, a fast casting speed, all with a Feral Link that can cause Deshell, Fog, Pain and Slow, the last one uncastable by Saboteurs.
    • Cloudburst and Debris, depending on your needs. While both get precious Fel- autoabilities that spike their already 1,200 Magic damage even higher, each one has different uses. The former's Feral Link casts the buffs Faith, Veil, Vigilance and Enfrost, two of which can't be cast by Serah and Noel. The latter resists all elemental damage, halves physical damage and has a Feral Link that hits all enemies hard and builds chain bonuses.
    • The Spiceacilian is much like the Nekton; looks unassuming and takes a while to get going. But just like Nekton, it gets a respectable Magic stat to compliment its casting speed. Its Feral Link is even better, healing the party's health and casting Regen while also charging very quickly. It can substantially double as a Medic.
    • Regular Lightning, once again. She learns all of the physical Ravager moves and her Strength and Magic are and even 1,200. So teach her all of the Ravager spells and you get the most variable Ravager in the game. Oh, did we forget to mention that her Feral Link is the broken Army of One from XIII?
  • Sentinels:
    • If one can get to Yaschas Massif 100 AF early, Bunkerbeast is the most economical Sentinel in the game. Its Feral Link casts Provoke on all enemies easily, and if you keep leveling it up its HP can easily go past the 10K mark.
    • The Goblin Chieftain. It Feral Link casts Bravery, Protect, Shell, Veil and Vigilance while also healing wounded health. It essentially doubles as a Synergist and outclasses Wound Potions.
    • Pluse Gladiator is widely considered the best Sentinel, hands down. It resists status ailments and wind damage by 90% and halves any other damage, all before working on passives.
  • Saboteurs:
    • While it takes some effort to get good, Celicerata can get debuffs on your enemies faster than any other monster, thanks to it lacking Wound.
  • Synergists:
    • Much like how Valkyrie Lightning can be gotten as soon as you hit the Historia Crux, the same can be said for Sazh. His starting skills are great in the early game, especially Item Collector. Leveling him can lead to a high HP, high Magic Synergist with all but a few -ga spells, Augment Maintenance II and Critical: Haste, thus making his skill set compliment Serah's and Noel's.
  • Medics:
    • The Cait Sith is one of the first two monsters you get, and will likely be permanently benched as soon as you unlock the Medic roles for Noel and Serah. However, after level 70, its Magic and HP skyrocket, usually ending up with around 900 Magic and 7000 HP. Add in a few good infusions, and suddenly nothing can outdamage your healing.
    • The Cactuarama. It's difficult to find and a little underwhelming at first, but its Feral Link is the only way to receive the Reraise buff. With the right infusions, Cactuarama is even more overpowering than a maxed-out Cait Sith.

Lightning Returns: Final Fantasy XIII

  • The Cloud outfit for hard boss fights. When you fight bosses, and you have trouble, the easiest thing to do is just stagger them, then use Overclock to speed yourself up and slow them down, and then just reuse Heavy Slash, the locked ability mapped to the Triangle/Y button in the Cloud outfit. It has a passive ability that says when your enemy is staggered, it changes into the Slayer ability, which multiplies the damage output exponentially, and when you have your enemy slowed down with Overclock, you can reuse the attack. You can take out hard bosses like Noel and Caius in mere SECONDS by doing this.
  • Yuna's Summoner Garb. Its locked ability is Elementa Lv.* and has a damage of x9.80! This garb is so overpowered, you could practically go through the entire game only using this Garb and that Ability, without running into trouble. The only time it might begin to feel balanced out is when you encounter the Final Boss.
  • Under the right conditions, the time-stopping ability Chronostasis. Normally you're on a time limit, period, and this ability will stop time for one in-game hour as long as you have EP to spend. However, while small- and medium-sized enemies only give around 0.05 and 0.20 EP upon defeat on Normal, the large ones give 4, 2 or 1 EP depending on the difficulty level (your starting max being 5). In short, careful manipulation of Chronostasis and defeating large enemies Example  allows you to near-infinitely keep time stopped, turning what would otherwise be an entire day of exploration/quest progression into hours.
  • It's possible to attain complete immunity to physical or magical attacks with the right Garb/Accessory setup. It does reduce that schema's offenses to near-zero, but tactical schema changes can render you Nigh Invulnerable to most enemies, and it has no effect on stagger buildup and preservation; even though you'll be doing single-digit damage per hit to most enemies, those schemata can be used to stagger most troublesome enemies with little to no risk.
  • The Soldier of Peace garb changes any Heavy Slash equipped into the Artemis's Arrows ability, which is similar to the Slayer ability mentioned above... except that it ignores a target's resistances and deals Stagger-level damage even if the enemy isn't staggered, allowing it to tear huge chunks out of the strongest enemies in the game. It's mitigated somewhat by having highly variable damage, and the garb starting battle with an empty ATB gauge.
  • The Beat Down attack, combined with a weapon that has the Jump passive ability. Jump works much like the "Slayer" passive mentioned above, as it greatly increases the power of an attack under certain conditions. Unlike Slayer however, the condition is simply the 2nd strike of Beat Down, regardless of stagger. Beat Down is also a High Stagger rate attack, meaning versus any foe staggered via Physical attack, doing so becomes extremely easy. Have we mentioned yet that garb options which include Beat Down as a set ability often have passives such as Stagger Drain or Siphon?

     Final Fantasy XIV 

Final Fantasy XIV

Much like XI, XIV is an MMO, and thus also subject to debate and changes from patches
  • The Thaumaturge class, full stop. Upon release, Punishing Barbs lasted for twenty seconds dealing full unblockable counter damage to anything, even if the player actually RESISTED or BLOCKED the attack (so you could take 50 damage and deal 300 in the counter) and the only damage cap it had was the player's actual hit points, easily increased by pumping out VIT. Also, the Firm Conviction trait reduced physical damage for around 80% while casting spells and lasted a few seconds, essentially making Thaumaturges the best tankers in the game as all they needed to do was reuse cure (which also generated insane hate) to keep receiving drastically reduced damage WHILE healing themselves. Then, said abilities were nerfed.....only it wasn't enough. Damage over time spells (Thaumaturges' main offensive abilities) completely ignore all defenses when applied, which means that unlike everything else in the game, their damage potential is not reduced when fightning stronger enemies or notorious monsters, making these spells the main damage source on these fights. The Shadowsear spell also ignores defense, allowing a Thaumaturge to deal 1.000+ damage in seconds if combined with Chainspell for a double casting. Not to mention Thaumaturges are better than Conjurers when using conjury abilities because of their superior Area-of-effect range, to the point the whole community pretty much agrees that the only reason to level Conjurer to 50 is to use its spells as a Thaumaturge. Did I mention that the 'best' conjurer ability, Chainspell is not class-locked while Shadowsear is Thaumaturge-only?
    • To add insult to the injury, there's a little ability called "Emulate", which allows Thaumaturges to copy enemies' elemental resistances...and a good deal of the monsters in the game are resistant to the same element their regular attack is based. The result? Thaumaturges are the only class able to solo all notorious monsters currently in the game. Expect merciless nerfing as soon as the battle system revamping kicks in.
  • Black Mages in A Realm Reborn were on the powerful end, with defensive cooldowns that gave them the survivability of tanks when it mattered, and Flare, which could deal 2.5k-3k damage even when undergeared and if you knew what you were doing could be cast 3 times in succession (fittingly known as the Triple Flare strategy). They were the preferred caster throughout 2.0 content because of being the kings of aoe, which fit with the "speedrun" style players adopted on most dungeons.
  • White mages in 2.0 for similar reasons. Normally you would invest all of your stat points in Mind as a white mage, but they gained a skill called Cleric Stance, which swapped their Mind and Intelligence so they entered an offense mode. They also happen to have some surprisingly high-potency DPS spells, with stone II dealing more damage than Summoner's basic attack, and Holy dealing as much damage as Flare with an aoe stun and being reusable. In Heavensward, Holy was weakened.
    • As of 4.0, White Mage attack spells use Mind instead of Intelligence, leaving Cleric Stance an offensive cooldown ability that increases your damage by 5% for 15 seconds. So what you're left is something like a White Mage with stance dancing (the term when a White Mage constantly needed to toggle Cleric Stance on and off) that's automatic, which helps White Mage players a lot.
  • Warriors are edging on this in Heavensward. They gain a skill called Raw Intuition, which for 20 seconds makes them auto-parry all attacks from the front, and makes all attacks from behind and the sides crit. This can already be nullified by using the skill Awareness, which renders tanks immune to critical hits, but the "crits from sides and flank" applies to heals as well. So a scholar can do Emergency Tactics into Adloquium to heal the warrior for around 12k (probably a full heal or close), then a second adloquium to Deployment tactics to give every ally in range of the warrior an 8k shield. It may be a niche abuse case but time will tell if its an issue.
  • Like Warrior, another class is so powerful that no self-respecting raid static would go without it: The Scholar. They have 3 abilities so powerful that when Astrologian, a class that was meant to compete with both Scholar and White Mage in their respective roles was introduced, it became stuck in the Scholar's shadow.
    • The first is their Galvanize Status Buff, which can nullify damage equal to the amount of HP their spells heal, which can be twice the amount healed if they land a Critical Hit with it.
    • The 2nd is their Faerie, who acts as a secondary healer and is unaffected by Cleric Stance, so she can do all the healing while the Scholar deals more damage.
    • The 3rd and most powerful ability? Deployment Tactics, a Heavensward ability that allows them to give nearby party members the same Galvanize effect as the target. Which means that when a scholar is healing a tank (especially the aforementioned Warrior), with a Critical Hit Aldoloqium can use this skill to defend the rest of the party from attacks that equal a Tank's health with ease.

    Final Fantasy XV 

Final Fantasy XV

  • Expericast magic, which gives you massive amounts of free bonus EXP after a fight in which you cast it. It stacks its effect with each use, and you can create TONS if you have the right items. Furthermore, it stacks with other experience boosters like food, making it possible to gain 50-100% additional returns, making it very easy to jump multiple levels, even for higher leveled players. It's also easy to make, using currencies such as Rare Coins and Debased Coins as materials, which are uncommon items that can be picked up at a decently high rate.
  • Magic in general can be this, even with the limited casts and dangerous friendly fire. With the minor expenditure of 120 AP to buy Powercraft and Extra Powercraft (increase the potency of crafted spells by 10 and 30 points respectively), you can potentially craft spells that hit for 9999 damage, and can hit entire groups of enemies at a point in the game where your weapons will be doing a few hundred points of damage to single targets. If you want to take the time to grind out another 1600 AP, throw in Super Powercraft (increase potency by 50) for 555 AP and Ultimate Powercraft (by 100) for 999 AP for extra stompage.
  • Ignis's Overwhelm is easily the best technique in the game. Overwhelm consists of Ignis ordering everyone to attack a single target, resulting in roughly 16 or 20 hits total if the target can tank the hits. This provides a very cheap way to get around the damage cap that costs 999 AP to get for an individual character's technique. In addition, because the game gives everyone involved invincibility frames, this means that the entire party won't take damage or be interrupted during Overwhelm. This is also the technique that takes the longest to finish, making it prime stalling material while you wait for your magic to recharge. Finally, this tech only costs two bars! With all the technique rate boosting abilities unlocked, it will take less than ten seconds for a player to get the bars needed to cast this tech. Bring a handful of Megalixers on hand for when your party members reach danger state during the 5 seconds it takes for you to use the tech again, and any target will fall with ease.
    • For even more fun, if Noctis has the Bow of the Clever equipped when this skill is selected, his contribution to the attack will be to unleash a 50-hit combo. And again, it can't be interrupted. Only super-bosses possess the HP or stats to shake this attack off, but it also will drain your HP to basically one.
  • Another invaluable technique that Ignis has is Regroup, which heals the entire party for free at the cost of two bars. With this being available early on, it's almost mandatory to get for any player who's starting out who doesn't have the money to buy lots of potions and elixirs.
  • Lasagna al Forno, a recipe Ignis makes when his cooking is at level 9. It gives the player a 4,000 HP boost, and by the time the player usually unlocks it, they will have already gotten a decent amount of HP to begin with. It makes them immune to Elemental attack effects, which is useful for certain enemies. Finally, it gives the player a 100% experience boost, which is great for level grinding.
    • At the Hotel in Altissia, the bell boy on the right will offer the player a 30,000 gil room that gives them triple experience if they stay. Combine the Lasagna al Forno, go to an area with high-level enemies without rest (like the bonus dungeons you unlock after beating the game and obtaining all of the Armiger weapons), and the player could gain up to ten levels.
  • The Nixperience Ring accessory is overpowered since it prevents you from converting any EXP gains into actual EXP. That sounds like a bad thing, until you think about the EXP boosting foods and the hotel multipliers. Galdin Quay, one of the first areas you visit has a 2x multiplier for the cost of 10k gil. So rather than spending 10k every night, save your EXP and do it once. At later chapters, this method can result in 15 levels per character and a ton of AP.
    • The addition of Timed Events in late Februry 2017 added a new flavor of overpowered crap. The events are essentially hunts where you go to a set area to activate, and then murder whatever appears. The very first event, is a fight against 100 Cactuars. On their own, a single Cactuar has 5000 HP, gives 1500 XP, has access to 1000 Needles, and is extremely rare under normal circumstances. Here, you can breeze through them with a decently leveled party using magic and Techs, such as Gladio's Impulse. After about 10 minutes of fighting, you finish the mission, get your reward and your 150k XP for killing all the Cactuars. The Gamebreaking part? The mission is repeatable. Aside from the one time reward from completing it, you can kill the Cactuars as many times as you desire, getting 150k XP per run, Since they drop Mega-Potions after majority of kills, you don't need to worry much about your team's health, and with a decent rhythm, you can get an upwards of 800k XP per hour. Even better, you could then take all that XP to Altissia and bank it for 3x the XP, for maximum efficiency.
  • Anything that prevents Stamina drain. This includes several food effects, items and a costume. During battle, limited Stamina prevents Noctis from sticking to warp points too long or repeatedly. But with Stamina negated? Nothing is stopping you from warping to warp points, warp striking, and repeating. The MP cost of Warping is negated by the fact that Warp Points rapidly regenerate your HP and MP. The only downside is that negated stamina prevents Noctis' "soft warp" when running (as it can only be done just as he's about to run out) making travel outside of battles ultimately slower. But it's a small price to pay and equipment can be changed whenever.
  • The Ragnarok, a sword introduced in the 1.05 patch for Season Pass holders. Its laughable attack power might turn people off it... until they realize just how powerful the weapon is when used to warp-strike. A warp strike from the Ragnarok might be slower, but it is utterly devastating, easily hitting for 2-3000 at the minimum, and usually well above that. Even the Adamantoise can suffer 9999 hits from this thing repeatedly.

     Dissidia: Final Fantasy 

Dissidia: Final Fantasy (and Dissidia 012)

  • The infamous "Exdeath Cheat" that, with the proper summons and equipment setup, allows you to take a character from level 1 to level 100 in one fight.
    • To elaborate: this exploit relies on the fact that Experience Points are assigned per hit, based on the amount of damage you do. So: you go into battle against a Lv.100 enemy, let them max their BRV to 9999 by beating you up, use the Magic Pot summon to copy their BRV, and One-Hit Kill them for something like 300,000 EXP before multipliers. Technically, this works no matter who you fight, but Exdeath's peculiar play style makes his Artificial Stupidity easiest to survive.
  • Certain tactics are infamous for snapping the game's challenge cleanly in half: Squall Beat Fang infinites, Golbez's many possible infinite combos, and Bartz EXP -> Brave Goblin Punch spamming come to mind.
  • Firion's EX Mode (Blood Sword) and Bartz's EX Burst (Spellblade Dual-Wield Rapidfire) are both nods to gamebreakers in their original games.
  • Exdeath himself is designed to be a Game-Breaker if you master him. Yet, he's so hard to use that he's not a reguarly used character in tournaments. Regardless, he's still a formidable foe in the right hands, being able to block plenty of attacks and counter them with his normally hard-to-use attacks. He tends to be held back by the fact that he's either useless or deadly, depending entirely on whether you're a master or not.
    • Duodecim, its prequel sequel sort of fixes this by making the character more...accessible. Turn guard turns and faces an enemy, blocking the brave attacks easily, and the other spells got powered up as well.
  • Kain's Jump attack. It's an HP attack that lets Kain dodge attacks, has Wall Rush for extra damage, he starts out knowing it, it tracks well, and it executes fairly quickly. The Game Breaker part comes in when Kain can charge Jump for vertical and horizontal reach, thereby presenting the problem of predicting exactly when to dodge because the time between the leap and the descent changes depending on how long Kain charged the attack. Oh, and once he's up in the air, most of the time you can't see him, so don't bother waiting for a visual cue to dodge, you've got to take your best guess. Perfect your usage of it and you can win battles just by spamming Jump.
    • Difficult, but Awesome: You have to learn to charge it, because the standard timing is predictable and very easy to dodge.
  • The now infamous Iai Strike build to turn your character into a Glass Cannon. Set your character's level to 1, equip them with the Smiting Soul, Level Gap > 90, remove all their equipment and set them up with Weaponless, Armorless, Gloveless, Hatless, Level 1-9, and Large Gap in BRV (to note, this is one such combination, any set of six 1.5 boosters will do). The result is a character with a 99.9% chance of instantly doing Bravery damage to the opponent equal to their current Bravery when they attack, and since you're at level one, they'll begin with 9999 Bravery, which will become yours once you connect. Even Feral Chaos can be killed in under a minute using this set-up.
  • Speaking of Feral Chaos, his Via Dolorosa HP attack. Spamming this attack during tournament play (if Feral Chaos is allowed in the first place) will earn you much hatred from other players.
  • Ultimecia in Duodecim, all due to the addition of two moves: Hell's Judgment and Knight's Lance. It doesn't matter that some of her projectile spam got nerfed, Charged Knight's Lance makes a 'tripod' of spears that lingers on the field and has HIGH PRIORITY. This means she can stuff assists just by standing in the middle of her spears, and combined with Charged Knight's Arrow and regular Knight's Arrow, can force dodges that will make Charged Knight's Arrow hit almost guaranteed - she can also move while doing these attacks and dance around her lances. Hell's Judgment has very good range and gives her a ranged HP attack that's much more reliable than Great Attractor or Apocalypse as well - these things all combined to rocket her to SSS Tier, and only Prishe comes up a tier beneath her.
  • Although hard to use, Jecht still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block any attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack missesnote . Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks. Other characters EX mode don't quite compare to the Final Aeon, but some do come close.
  • With the right combination of equipment, one can stunt one's character to a piddling 400HP. With 9999 initial Bravery and a full EX Gauge. There is a summon that can lock your Bravery at 9999, and EX Mode can block HP attacks, so you just need to use a single attack on the opponent; but as almost all set-ups give more than four-hundred Brave, the term "rocket tag" is quite suitable. Oh, and you could add a Phoenix Pinion to the combo, ensuring that if you got killed, you'd be healed back to 9999 HP.
  • To break the battle mode of Dissidia, well—there are a few options, but Zidane is perhaps most notable. The character is fast enough to just run away from most attacks without having to block or dodge, is small and thus on the hard side to hit, the majority of his bravery attacks combo easily and chain into either chase sequences (useful if the player is good at them) or the even-more-useful Meo Twister HP attacks. And his HP attacks—the homing, long-duration, guard-crushing charge Grand Lethal is well-loved, but Free Energy is just as useful for a different reason. Sure, the range is very short, but it tracks well, and the hitbox takes a little getting used to (it can miss if the opponent is too far or too close to Zidane), but it is pretty much the fastest HP attack in the game—the only one faster is Bartz' Goblin Punch, which he only has access to in Ex Mode. With all of these, Zidane can absolutely destroy the story mode of the game, thus granting the player access to the things necessary to break the game in the other, above-described ways.
  • All the above is indeed well and good for breaking tournament play or optional Inward Chaos, but aren't quite gamebreakers due to requiring a great deal of skill and practice to begin to be effective, equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them, and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of Dissidia. Dodge-cancel combos are a different story, however. Some attack chains involve large hitstun to keep the opponent within range of the next part of the chain, but any chain requiring multiple button presses can be interrupted with a dodge before the next attack button is pushed; the attacker can then begin a new attack chain, and some characters can do this repeatedly to maintain these extended combos indefinitely. Furthermore, as the in-game help files state, some HP attacks can be canceled by entering EX Mode, which is another way to abuse hitstun. When you start playing online with human opponents, expect those who use Warrior of Light, Golbez, Sephiroth, and Zidane to reuse their aptly-named "infinite combos" to entirely destroy the playability of the game.
  • In Dissidia 012 it's legitimately possible to boost your accessory multiplier to 99.9. Let's add Smiting Soul, Safety Bit and Side by Side and enable EXP to HP. Now you only have a 0.1% chance to not to instantly break your opponent and unless your opponent has the Destroyer accessory, you'll always endure a killing blow with one HP, and any HP Attack that connects your opponent will heal you, and even if you were about to be killed, you can probably Assist Change out of the attack, effectively making you Nigh Invulnerable.

     Final Fantasy Tactics series 

Final Fantasy Tactics

  • The Special Units as a whole, but more specially:
    • Orlandu aka Thunder God Cid, who not only has ungodly stats, and knows just about all the sword abilities of several Special Units (Agrias, Gafgarion and Meliadoul, to be precise) right off the bat, but also comes with with legendary equipment such as Excalibur free of charge. And you don't have to go to any extra effort to get him—he just gets dropped into your lap about 2/3 of the way through, so the only way to not break the game is to deliberately not use him.
      • Speaking of Orlandu, his equipment can turn the normally powerful but not overly powerful Agrias and Meliadoul into gamebreakers. Auto-haste from Excalibur, plus the best armor (by a LOT) in the game gives them the same attack, speed and defense power as Orlandu himself, just with slightly less versatility in SwordTechs.
    • Beowulf, whose status spells are better than those of the devoted debuff class.
    • Balthier, in the Updated Re Release, comes with superb equipment, all of Mustadio's skills and upgraded Thief abilities (no more will you have to worry about beating <15% success rate). His barrage skill is akin to attacking twice with any weapon, it's unblockable, undodgeable and if he uses it with his default gun he can easily kill any unit withing 2 rounds from across the stage.
  • Any ability that don't require "casting-time" breaks the game.
  • Fairly early on in the game, Ramza has access to Yell/Tailwind, which ups his speed by one per use. Reuse it enough, and you'll start getting extra turns, and he can use it on other characters. The thing is, the faster you get, quite literally the faster you can get. The ability snowballs once you get underway, to the point where Ramza will be getting up to eight turns in a row, which is eight turns he can be upping another character's speed.
    • Incidentally, the fact that Wiegraf practically requires you to abuse this Game-Breaker is part of why he's That One Boss. What makes it such a hard fight is evading him long enough to get your speed high enough.
  • Perfumes can turn any female character into a killing machine. Moreso if you equip it on Special Units (like Agrias, Meliadoul or Reis), who are already powerfull by their own right. One such acessory, Chantage, gives permanent Auto-Raise, making the wearer nearly invincible (the only way she can be defeated is by Petrify or Blood Suck).
    • The War of the Lions takes this even further, with the ability to gain the Tynar Rouge accessory, which grants permanent Haste, Protect, Shell, boosts Holy and add +3 to Strength and Magic.
  • Cloud's Limit Break Finish Touch. It is as fast as a level-one White/Black spell, costs no MP, and causes KO, Stone and Stop. Sure, you still have to build him up from level 1 and use the weak Materia Blade, but attack power is irrelevant when you're hitting with an insta-kill move. The only stats that matter for Cloud are speed (simple, make him a Ninja) and HP, with speed being higher priority. The Time Mage's Short Charge ability also helps, making the low casting time for Finishing Touch even shorter.
  • Meliadoul's Unyielding Blade can hit enemies without the specific equipment in the remakes (which means not even monsters are safe; they don't have any equipment to break but the attacks still do major damage) and while she isn't Orlandu, Meliadoul still hits pretty damn hard with her skillset. By default she actually hits harder than Agrias, but lacks the (surprisingly useful) status effects and the AoE attacks.
  • The Samurai ability Blade Grasp. Grants a percentage chance equal to your brave of blocking a physical attack, including arrows and bullets, despite its description. A high brave/low faith character with this skill is practically immortal - it can give a player a 97% base chance to block an attack.
  • The Calculator/Arithmetician's skill set can make a spell caster nearly unstoppable, by allowing instant, free casting of most of the game's spells (including Flare and Holy) with unlimited range. Give the skill to a job with high magic power, and you've practically got a Person of Mass Destruction. If only this job was able to be scroll-glitched, it would easily become the most exploitable class in the game.
    • There's also armor that absorbs Holy elemental spells, so you could just nuke everybody on the field, hurting the enemy and healing yourself at the same time.
  • The Remake adds "Dark Knight" as a job class. Give one with Darkness, Iaido, Shirahadori, Safeguard, and Move+3 as abilities, then equip with Excalibur, Aegis Shield, Crystal Helm, Mirror Mail, and Featherweave Cloak. Especially deadly in the endgame, as Brave increases are permanent in a 4:1 or so ratio, meaning give him 20 brave in one encounter and he keeps five after the fight. You could easily have a character untouchable by magic with an 8% chance of being hit from behind. The only weaknesses are summons and non-reflectable magics, which can be avoided by virtue of the shield and cloak, and characters with holy blade abilities, like Weigraf and Loffrey-the latter of which is foiled by Safeguard. Ramza? With Shout? Hoo-lee-crap. Strategically position a mime? Ow.
  • In the PSX version at least, any unit participating in battle with other unit types would gain a quarter of any JP those units gained, meaning a Level 2 Ramza could leach enough JP from others' actions to actually progress to other jobs and eventually master them all, without taking an Action. This way, random encounters' levels are still low, but Ramza still has ludicrous skill sets and the option to level up in whatever job the player wants (or spams the stat growth, as mentioned later herein with the Degenerator).
  • Give units the Dance/Sing ability with Sunken State as a reaction ability, making a barricade of invisible dancers/singers, and choosing Wait whenever a turn comes up. Also, bring a book; doing this took as much time to read a Tom Clancy novel or two.
  • One of the most practical reaction skills in the game is Auto-Potion. It causes the character to consume the cheapest healing potion in your inventory, as a counter-attack, saving you the trouble of wasting a precious turn to heal them yourself. It does come with the downside of consuming said potion, which can get expensive if the skill is used en masse, but by the time you can employ it en masse you probably aren't hurting for Gil. Its other downside is that, to learn it, you have to spend time as a Chemist. ...A healing class that is also a true Combat Medic due to being one of the only classes in the game that can use guns. Yeah, they're really awful to have on your team.
  • Set Chivalry on Archers and watch them break enemy equipment from a distance. Doubles as a Disc-One Nuke.
  • The Ninja job has awesome stats in almost every category, and handing them the support ability "Martial Arts" makes a devastatingly fast, double-fisted death machine.
    • Give a Ninja the "Equip Spear" ability, the "Jump" ability, and optimize them with all of your speed boosting equipment and the Ultimate Javelin. For added effectiveness, learn the Lancer/Dragoon's best Jump skills. You'll have a warrior able to inflict 999 damage from eight panels away with the speed of a Short Charged, level 1 Black Magic spell.
  • Or the broken combo of the reaction ability "MP Switch" and "Move MP UP" which makes you completely invulnerable to damage as long as you move.
  • One can also raise a monk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and many job points (or something like that) per usage, meaning with enough time, you can level up an entire party (and their jobs) in one match as many times as you want, without doing any damage or casting any magic. Combined with haste spells (which raised speed for the match) characters could have many, many turns while enemies have one. And then you can have dual-wielding on a specific character, use "best fit" in a shop, and TWO excaliburs would be equipped, only costing 10 money a piece. Extra game breaker: only random encounters had level-matched enemies. Formal matches could have your level 99 characters facing off against level 20 enemies.
  • Two Dancers, paired with three Mimes. Set the Dancers to Wizzinabus. Set the controller down. Even without exploiting the way the game engine calculates damage, they can usually murder their way through just about anything before the enemy can even reach them.
  • Any unit equipped with a Feather Cape and Reflexes also deserves mention. The Feather cape gives a unit 40% chance to dodge physical attacks and a 30% chance to dodge magic attacks, Reflexes doubles both chances and since it's a cape the evade bonus works on back and side attacks so a unit by default gets hit from physicals 20% at most and gets hit from magic 40% of the time. The advantage it has on Shirahadori is that it stops most magic attacks and it allows you to evade counter.
  • A simple, yet effective trick is the high Brave, low Faith, Item, Shirahadori combo. For every four points you modify someone's bravery or faith, one point is permanent. This means it's possible to get a character's Bravery to 97 and his Faith down to 3. This character has a 97% chance to block any physical attack (and you can pump that up to 100% by having Ramza use Yell at the start of combat) and shrug off anything magical. Only a few monster techniques, such as Choco Meteor, have any chance of dealing damage to him, as well as counter attacks and dual-wielders. Even if he does get low on hit points, he can spend a turn to use a healing item on himself.
  • Hell, ANYTHING from War of the Lions' multiplayer rewards list. While some of it is limited to either Melee(PvP) or Rendezvous(co-op missions) most of it breaks the game. The Brigand's Glove, for example, is a glove accessory that gives +3 to speed and Auto-Haste. No need for Excalibur as a weapon now, you can equip a Chaos Blade and still get Haste. The next item is the Grand Armor which gives permanent Reraise, like the Chantage does, but now it frees up that accessory slot for female units or now males get Reraise automatically.
  • Not quite as broken as the above examples, but setting Ramza as a Monk with Guts, Dual Wield, Counter/Hamedo, and whatever move ability fits the situation is insanely powerful. Spend the first few rounds raising his speed and attack power and he pretty much kills anything in one round.

Final Fantasy Tactics Advance

  • Concentrate breaks a number of skills clean in half, since it turns almost every skill into an Always Accurate Attack and low accuracy is what keeps them balanced. Three races can learn it. Double Sword is also fairly ridiculous, but that's Human-only. Doublecast is terrifying when you consider that it works on Summoner abilities - yes, including Madeen.
    • The only thing worse than the above skills is using them with other classes' moves. A ninja with two swords? Unnerving. A paladin wielding two swords, both of which are insanely powerful? Scary. A paladin wielding two of the aformentioned swords and toting Ultima Shot, arguably the most powerful human spell in the game? Freaking terrifying.
  • Ultima Blow is unnecessary if you get Sonic Boom, which deals normal damage to multiple enemies at a nice range. Paladins are also capable of equipping a combination of equipment - Nagrarok, Sequence, Peytral, and Ninja Tabi - that allows them to have a total movement range of eight squares, over twice what they ordinarily have and more than enough to cover half a map by themselves. In combination, this gives them the same attack range as a Gunner.
  • Equipping a Bangaa Dragoon (highest attack base stat and growth in the game) with the Gladiator's Ultima Sword (triple attck damage) and the Templar's Weapon Atk+ (guess) can kill literally anything. Yes, even the Stone Wall Toughskins. Even the 999 defense Flans. It is even possible to one-shot the final boss with this.
  • Raising a Gunner as a Mog Knight gives you access to Ultima Charge from across the screen. If it's not possible to scrounge up the MP for that, you can also spam Stopshot or Charmshot, which disable any enemies they don't outright kill. Add Counter and you have a killing machine.
  • Steal: Ability, intended as a late game accelerator pedal, can be acquired with a couple of hours of cheesing, turning it into a Disc-One Nuke for both Humans and Moogles. This frees munchkins from having to waste time learning abilities and lets them move straight into stat optimization.
  • HP<->MP is generally not terribly useful, but it *does* break any Duel Boss situation clean in half; as long as your speed is high enough to get a turn for every turn your opponent receives, it will block all damage, because you regenerate MP every turn and the reaction skill will nullify all damage if you're not at 0 MP when it fires.
    • Combine it with Immunity, which makes you immune to poison, and you will be outright invincible when you face Llendar in the palace.
  • Make 3-4 Viera Assassins with Sniper multiclass. First round, everyone go invisible. Second round, everyone appear behind target and use either Last Breath or Ultima. Now you have your very own Viera Death Squad.
  • Moogles can learn Ultima Charge, go level up enough to meet its absurd MP requirements, become a Gunner, and dish out death every time they get a turn. Humans can do similar with archers or hunter, Viera can use assassins and snipers, etc.
  • Status effects. Because Useless Useful Spell is not in effect, status effects are ridiculously powerful. For example, Blinding an opponent makes it practically impossible for them to hit you, and an attack against a Sleeping or Stopped opponent is guaranteed to hit. When you get a Blue Mage to learn Bad Breath or raise a properly equipped Gunner, your enemies won't have a chance. Please note that this same law applies to instant death skills, which don't have appreciably lower chances to hit than, say, poison.
  • The Angel Ring gives immunity to the status effects Zombie, Blind, Frog, Poison, Slow, Silence, Immobile, Disable, Doom, and grants the invaluable ability Auto-Life, which brings a character back from the dead once per battle. Because an enemy in a rather easy repeatable mission has it, you can steal the ring repeatedly and equip all of your clan members with it. This also makes many Gadgeteer abilities, which have a 50% chance of casting a status effect on either all of your allies or all of your enemies, a lot more useful.
  • The Thief class in general is broken. Not only they can steal almost anything from enemies, the class also has a high growth in speed, which itself is a game breaker when you get it high enough so that you can attack more often than the enemy can. On top of this, Thieves have high evasion, making them hard to hit. A Moogle can also be a Thief and they have higher evasion than their human counterparts; with the right gear, you can boost your thief's evasion to 100, allowing you to dodge almost everything with a lot of success.
  • The Red Mage's unique ability, Doublecast, seems a bit less broken than its equivalent from other FF, until you realize: 1) it counts as casting a Red Magic spell, meaning you can cast two Thunder spell with Thunder outlawed; and 2) it works for any kind of spells, which means you can cast two freaking summonings in the same turn. Small example of how it breaks the game: start of the fight, your whole team is gathered around your Red Mage. He is the quickest and goes first; Doublecast -> Carbuncle + Kirin = you start the fight with Reflect and Regen on your whole team right off the bat.

     Other 
  • The SAW weapon in Final Fantasy Legend (actually a SaGa game renamed for the American market) is supposed to have a chance of One Hit Killing the target if the user's strength is higher than the target's defense — which is how it works in the sequel. Unfortunately, there was a programming mix-up between ">" (greater than) and "<" (less than), making the SAW work only if the attacker is weaker. This has the unfortunate effect of creating an Anticlimax Final Boss.
  • The Dragon Claw in Final Fantasy Mystic Quest. It has a chance of causing every status effect in the game, and not a low chance; it failing to cause status effects was the exception, not the rule. This includes petrification, which is implemented identically to instant death. Which pretty much means that any normal enemy dies in one hit. And for the maybe 10% of enemies immune to petrification? You've just put them to sleep, or paralyzed them, or confused them.
    • Magic in general is very, very powerful in Mystic Quest, especially the all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the Final Boss while still having a maximum number of Wizard spell casts in the single digits. Sounds balanced, right? Until you factor in the Seed item, which completely replenishes your spell capacity to maximum. And which can be bought in increments of a hundred, in a game where there is basically nothing else to spend money on.
    • Even more powerful than the highly damaging Wizard spells was the White magic. For strange reasons, most white magic would have the opposite effect if cast on the enemy, and we're not talking Revive Kills Zombie. We're talking Revive Kills Everything; Life was an instant-death spell when used on enemies, the dungeon-warping Exit spell ejected enemies from combat, the status-cure caused random status effect on the enemy. Only Cure was limited to only hurting undead, otherwise White magic was full of death-dealing terror. And thanks to a Good Bad Bug, even Cure has an offensive use; it more than makes up for its general lack of offensive power throughout the game by dealing obscene amounts of damage to the final boss, overkilling him in a few casts.
  • Early on in Final Fantasy: The 4 Heroes of Light you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the Wild ARMs series.) Shortly afterwards, you unlock the Merchant crown, which increases the drop rate of gems after battles, and comes with an ability to find gems on the battlefield.
    • Better yet — if you walk into a wall, you get into a fight. You can set up the game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with 3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.
    • In a game where most bosses are heavily elemental, a third rank Elementalist is capable of wreaking absolute havoc. When equipped with a shield that absorbs a specific element, or better yet the Robe of Light (a cape that grants resistance to all elements), they are virtually impervious to elemental damage. After using the power Mysterio, which grants element resistance to every member of your party, an Elementalist will be actively gaining health from elemental attacks - and, assuming you have the correct shield to endure the attacks of the current boss, the rest of your party will be hugely element-resistant as well.

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