Game Breakers in role-playing games. Information about Super Mario RPG, Paper Mario, and the Mario & Luigi games can be found here, and information on Sonic Chronicles can be found here.
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In The 7th Saga, Valsu's Elixir spell restores all HP and MP. You only get it late in the game, though. Conversely, this can make the game Unwinnable if you're not playing as Valsu (or allied with him) and he gets one of the Plot Coupons, because all of the protagonists level up alongside your chosen character.
Sira of Albion can freeze every enemy on the field (except bosses, which instead, can be binded by thorn snares), has beyond average speed, and is also a very decent fighter, who can land critical hits more ofthen than most characters in the beginning.
In Alpha Protocol, pistols have the Chain Shot ability. It slows time to a crawl and lets you aim a number of pistol shots with perfect accuracy. At low levels, this lets you snipe a few difficult enemies with a pistol. At high levels, you can kill bosses instantly by putting 6 bullets in their head at once. Add Brilliance and you can do it twice.
Almost as gamebreaking is the ability to line up critical hits with the pistol from behind cover, so you can win a fight without ever exposing yourself to return fire.
In Arcanum, any Throwing character can immediately break the game halfway through by acquiring the Aerial Decapitator, a ranged, returning throwing weapon with massive damage and high attack speed. Grenades? Turn 'em to loot. Other party members? They'll never get a hit in. One shot kills: if it's not a lethal insta-crit, the damage will do 'em in. And as a ranged weapon, it never gets damaged so never needs repairs.
In the unpatched version, the Molotov Coctails do not cost a turn when used in turn combat. Oh, and they can be made using cheap components with basic technology skills. Infinite damage is go.
Another cheesy method is to ramp up your stats for speed and damage, then get a Dagger of Speed (as mage) or the Balanced Sword (as Technologist) and set combat to turn based. You can get in 25 hits before you opponent can even move.
In Arc Rise Fantasia, magic can become this once you start getting the good stuff, particularly Level 3 and 4 Fire Magic and almost all of the Elemental Combo Magic (Light, Darkness, Ice and Lightning). This is because party-linked magic of the same kind will result not only in stronger Supreme Magic versions with additional effects/more damage/longer duration, they'll also boost your AP regeneration for the next turn (thus allowing you to select more actions the next turn) AND vastly increase the output. What's more, linked magic can be cast multiple times by any character in the same link in order to increase the output even more, resulting in some truly ludicrous amounts of damage, to the point that some bosses (includingBonus Bosses) can be killed in a couple casts of multi-linked magic. And unlike unleashing Excel Trinity Acts, magic can be used more often and even multiple levels of magic can be restored with a single item, resulting in an overall higher damage output than you're supposed most powerful techniques. The only drawbacks are that you'll have to invest quite a bit of money in order to optimize your character's Orbs (which are the objects you place gems into in order to use magic) so that your magic can be as good as possible. Also, you're only given a handful of level 4 gems in the game. If you want to equip the rest of your team with all level 4 gems in order to use every single kind of magic in the game with everyone, you'll need to test your patience by fighting powerful enemies, hoping that a Raystone will be among them, break it, and pray that the level 4 gem shard will drop, because it almost never does.
To name a few specific spells, the level 3 Fire Spell, Life Force, doubles your max HP capacity. This is very good on its own, but the use of its Supreme version, Above and Beyond, is practically cheating, as it also heals your character by the same amount of health increased. Casting this status on your party at the beginning of a battle greatly reduces the difficulty of bosses. This is even better with a Fire Raystone present, as you'll now only have to use one character to cast Above and Beyond. Other very good spells include the level 3 Ice and Dark spells, which, respectively, grant temporary immunity to physical attacks and magic attacks. The former is arguably the better one, as ALL Excel Acts count as physical, allowing you to survive devastating wide-area attacks that every endgame boss has. The level 4 Fire Spell is the single strongest hitting spell in the game, the level 4 Wind and Dark spells will hit the entire field, the level 4 Light spell is a full revive, and the level 2 Dark Spell is indispensable for its ability to cancel positive effects on the enemy; something that will save your sanity when some bosses cast Regen on themselves (them being Bosses, they'll have a LOT more HP than you, and therefore, heal a LOT of health each turn).
Another Game Breaker is Allul, the last Rogress. This Rogress, on its own, grants the best boosts in the game with no drawbacks; it is, in fact, statistically more advantageous to only equip this Rogress rather than outfit yourself with more. Not only that, it has the strongest Logos Attack in the game. Getting such an awesome reward after a particularly grueling battleis quite invigorating. There's also no reason to assume it's a Bragging Rights Reward, seeing as it can be obtained before the Final Boss, and therefore, before the bonus dungeon.
Basically, to cut all of this short, Arc Rise Fantasia, a Nintendo Hard game, gets considerably easier as you advance further into the game and your characters grow into their full potential. But note that all of these Game Breakers will do you no good if you don't apply strategy to at lest a degree, as quite a few bosses are still quite hard.
Ar Tonelico II: Melody of Metafalica has this in the form of an 'I Win' button called Replakia. The game's battle magic is based on a percentage system which builds up for more power the longer the 'song' goes on. Replakia is explained by the game as collectible extras combing their song power with yours. When activated Replakia gives a huge instant boost to your song percentage and gives increasing acceleration of the natural increase through the character's outfits, depending on how many extras you've managed to obtain (which are game breakers in themselves - see below), all for the same MP constant cost the spell normally has and a turn or two of making sure Cloche's Vanguard gets the up bonus (which is the requirement to use Replakia). Replakia is only usable for one offensive cast per combat, but nothing short of chapter ending bosses could possibly survive it.
Once you get to the point where you can reliably splice a Synchronity Chain (multi-mage combo attack) on a turn 1 - 3 (1/2 with a dedicated item) Replakia, your greatest challenge is trying to keep the boss alive long enough through nothing but fighter basic attacks to see how much damage your combo can actually inflict.
It should be noted that Replakia is essentially NEEDED to finish the game properly, as there's a Game-Breaking Bug on the second to last boss where if she's not defeated quickly, she will perform an attack that glitches and freezes the game. The problem is that she has a crapton of health - enough that lower-leveled Reyvateils might not have enough oomph in their spell to drop her far enough for her to switch patterns.
Additionally, the extras used for Replakia, the I.P.D.s, can be equipped onto the Vanguards for additional bonuses. Any I.P.D.s you find with any type of Guard bonus should be equipped, since that skill increases the timing window for better defense options. Since the only way to prevent damage totally is to get a Perfect guard, and Perfect guards massively increase the song percentage, having both the Vanguards with an I.P.D. with Guard++ or higher basically guarantees protection, even against the endgame boss and level 9 I.P.D.s.
In Atelier Ayesha, Ayesha can gain the ability "Power Transfer", which applies all of an ingredient's traits onto the item being synthesized. With a little know-how you can create items that have the desired properties into dyes and whetstones, items that are used to customize armor and weapons respectively. But essentially within 10 or so minutes of creating either or, you can register them with merchants who will stockpile them for purchase later. In a few days of in-game time, you can create a party with near ultimate equipment from stock items by just repurchasing those items.
In Bahamut Lagoon, you can feed the dragons items to power them up and give them new forms. One of Salamander's forms is called Phoenix, and it is literally invulnerable. Just give it the command Go, and it will destroy every enemy on the map for you while you sit on the sidelines. (Technically, since dragons in Bahamut Lagoon are linked to a unit of soldiers, it's still possible for Salamander's final form to be beaten indirectly if his soldiers are all killed... but as a practical matter, you can just hide them in the corner of the map while your invincible dragon kills everything for you. And the AI isn't smart enough to take advantage of this.)
Baten Kaitos Origins has an EX attack combo called The Apotheosis, which is so overwhelmingly powerful that it One Hit Kills every single enemy in the game from full health. Yes, even the Final Boss. Yes, even the Bonus Boss. All it requires to pull off is a powerful weapon of your choice, an MP Burst, and seven specific attack cards. Four of which you start the game with, and the other three of which are dropped into your lap as you progress.
Think that's bad? Try Guillo's ultimate, Frigid Queen's Festival. Although not quite as powerful as The Apotheosis, it targets the entire enemy party. It's not impossible for an enemy to survive, but it typically deals so much damage that it might as well be. After one use of Frigid Queen's Festival, a couple weak attacks can easily pick off that Bonus Boss who just barely survived the hit.
Heck, Aphelion Dustwake (the last piece of Frigid Queen's Festival) is a Game Breaker in and of itself. Nearly every enemy encounter can be ended instantly with that card, a weapon, and 4 MP. One of the game's mechanics involves a heartwing dash, which allows you to start battles above the normal 0 MP; the problem is that if it overflows, the enemy gets free hits on you. By manipulating the heartwing dash, you can start battles with 4 or 5 MP fairly easily with a little practice. Didn't draw that card? Just keep using Sagi and Milly's turns to keep discarding until you get it. Having problems working the heartwing dash? Get the hidden Quest Magnus Gena's Pinion, which prevents overflow (thus keeping you at 5 MP for essentially forever), and the game becomes an utter joke. Frigid Queen's Festival is only really needed for Flunky Bosses, or else just utter annihilation.
There's plenty more in Origins, one notorious example being Mountain Apple abuse. Quest magnus are used to slightly adjust your characters' stats, and they affect the whole party. None of these are gamebreaking alone, especially as these are temporary boosts that only last as long as you're holding the items in your limited quest magnus space, and more powerful ones are significantly harder to get. Mountain Apples, however, raise your HP by five percent; this doesn't seem like much, but the problem is that you can get an infinite amount of Mountain Apples with next to no effort. Even taking the cap on quest magnus into account, your HP becomes absurdly high, which allows you to completely neglect your armor rating, which in turn allows you to power up your weapons at a much faster rate than you would normally be able to - all of the Cannon, with none of the Glass. Combine this with the Book of Mana, a Game Breaker in its own right which completely heals your entire party for 1 MP, and things just get absurd.
Deluxe Sushi from the original deserves a mention. It heals 3000 HP per use and has a 50% chance of reviving a fallen character. Through the game's Item Crafting system, it was possible to go to a low level area like Nunki Valley, load one character's deck up with the ingredients, and farm Deluxe Sushi for a while. If you give each character five or six Deluxe Sushi cards, you're unstoppable, since nothing in the game comes even close to doing that much damage. Just to top it off, the process for creating Deluxe Sushi involves the Deluxe Wasabi Root, which in and of itself is a powerful revival item.
If you're patient or don't mind waiting throughout the game for your investment to bear fruit, you can get the even more broken Wonder Momo in the first game. The Wonder Momo heals 2800 HP. That's less than the Deluxe Sushi, but the thing is that any healing Magnus that heals more than the Wonder Momo will eventually rot, whereas the Wonder Momo is permanent. If that wasn't bad enough, the Wonder Momo will, without fail, heal any and all status effects including death. If used for defense, it will also raise resistance to all status effects by 100%. If THAT wasn't bad enough, you can get an infinite amount of Wonder Momoes. The only drawback is that you have to wait 80 hours' time for the necesary Magnus to change into Wonder Momo. The "drawback", however, is mitigated by the fact that the Wonder Momo evolves from the mundane Peach Magnus, which you can easily get in the Ancient Library in Anuenue from enemies. So if you choose to wait, you can have an absurd supply of what is arguably the best healing Magnus in the game in time ready to help you through the worst of the game. With 5, it's almost impossible to lose. With 10, it is practically impossible to lose.
In Betrayal at Krondor, one could rest during the turn-based fights to gain 2 life points each turn. Resting outside of fights recharges the health much slower (and costs food). It is entirely possible to walk into a fight half-dead, "freeze" the enemy using a spell, then re-charge all characters and come out perfectly healthy of a fight one went into almost dead. Also makes life-potions seem redundant.
Blue Dragon has the Barrier Magic skill "Field Barrier". When this gets leveled up to its maximum(Field Barrier 3), you can cast it on the world map and literally kill all the low-level enemies by running into them. The tradeoff for this is that while killing the enemies this way gets you half of the SP(points you need to level up your Shadows) that fighting them normally would have, you don't get any EXP for your characters, making it mostly useful for leveling up your Shadows or making it through areas without having to try and navigate around the enemies you don't want to battle.
The flash game Book of Mages: The Dark Times has the Dark Wood clan. While the other clans have some powerful abilities to their credit, the Dark Wood clan stands out for the fact that four out of its five exclusive abilities break the game almost single-handedly, never mind when actually combined with each other. To list them:
The Curse status condition. Every hit with this condition reduces the strength of your opponent by one. There are two reasons this is broken: first, in this game damage is done by multiple fairly weak attacks, and the damage reduction applies to each hit. Second, Curse can stack, to the point where even the endgame bosses can be reduced to the same strength as the trainees fought in the beginning of the game. And Curse never wears off. While spells to remove status conditions exist, they are extremely rare (and, until endgame, impractically costly), so the number of opponents who will do so can be counted on one hand.
Increase Special. By paying a mere 20 hp, you can increase your much more important Special bar by 20 points, and this counts as a free action, meaning your opponent cannot do anything during this turn. The Special bar dictates how many of your spells you can cast. Thus, battles typically go thusly: Turn 1, increase Special. Turn 2, nail opponent with five more bolts than it is physically possible for them to have, all of which have the Curse status on them. Yes, five Curses that early on. Your opponent may now start weeping.
Silence. Bear in mind that everyone in this game is a mage, and while Silence does allow them basic attacks and wears off after one turn, you'd be surprised what you can do in that amount of time, especially when you add more Curses into the mix. Or, if their strength is already at minimum, you can cast a Combined bolt. This is a basic attack usable by anyone that turns all of your multiple attacks into a single shot, weakened by each of your opponent's attacks that hit it; not broken by itself, but when combined with their minimized strength, they will take an absurd amount of damage, with nothing they can do about it. What's the cost of the Silence spell? 20 special points.
Trade Life. Exactly What It Says on the Tin, exactly as broken as it sounds. The only limitation on this spell is that you need an almost full Special bar to cast it, but once again, Increase Special. Running low on health thanks to one Increase Special too many? Now they are. Fighting Witchthorn, or the Bonus Boss, with their absurd amount of HP? Well, wish them luck getting your new HP bar down.
While not quite as bad as Curse + Silence, the Chaos Desert clan's Burning Bolts is capable of dealing absolutely insane damage due to the way it works. As mentioned above, damage is usually done by multiple fairly weak attacks in this game, but Burning Bolts throws that right out of the window by allowing these attacks to double the effects of the last attack that hit during that turn. What this means is that if each attack normally deals 10 damage (which is pretty easily attainable with boosting items), the first attack that hits deals the normal 10 damage...then the next one deals 20...then the next one deals 30, and so on. When you add in the fact that Chaos Desert gets 10 more hits than any other clan with the exception of Great Sea (and even then, only Watervine actually uses this defensive ability), and the fact that the Chaos Desert clan enchantment reduces the opponent's Special bar to make blocking these attacks even harder...well, consider the fact that a full-power Burning Bolts deals enough damage to kill That One Bossfive times over, and the reason that enemy is That One Boss in the first place is because of their insane HP stat.
Freeze. The Ice Land mages absolutely cripple any mage who focuses on defense (except for Burning Hill, the quintessential anti-gamebreaker), because this enchantment reduces the number of defensive bolts the enemy can shoot; an ability that tends to make Great Sea and Poison Water mages cry.
Freeze Attack, an admittedly-expensive ability that allows them to cancel their opponent's attack at will.
For twenty special points, they can use Freeze Defend: a spell that allows them to attack their opponent without the possibility of any kind of defense. Though they're limited to a basic attack plus Freeze effect, this gives them ten shots of unopposed Freeze on an opponent. Which is very nasty combined with...
Freeze Death. If their opponent has 20 freezes on him, they can lay down a One-Hit KO effect. No resistance, no defense, nothing.
In SSI's Buck Rogers: Countdown to Doomsday RPG there was an exploit that could get you more armor, weapons, and credits than you had carrying space for. In space combaÂ´$2C provided th!u you survived to get close enough to a victim ship to board it, you could capture the ship in 2 combats instead of doing a dungeon crawl through the ship to take the bridge and engineering. The way you would set this up is after boarding the ship, fight the initial boarding fight. After you win that fight, retreat to your ship through the airlock. You will then have a battle of opportunity as the entire enemy ship's crew will follow you and attack. Provided that you have equipped your party with grenade launchers, plasma throwers, and aerosol/chaff grenades, you will have an incredibly easy time wiping out the crew as their area effect weapons impact on the blocking walls put up by your chaff/aerosol grenades and annihilate each other. This tactic will allow your party of 6 to wipe out crews hundreds of times larger than yourself in one battle, up to and including that Dreadnought that sits in orbit over Mars the entire game.
The Sword Expertise gem in Children Of Mana. All you need to do to get it is buy or find a Sonic Wave gem (3000L, but you find loads of it) and a Mighty Defense gem (only 1000L). If you fuse those together (12000L which is a bit expensive) and you'll get Sword Expertise which gives you +8 Sword ATK, unleashes a shock wave on the third sword strike, doubles sword damage and is only a 2x1 gem. Sonic Wave is 2x1, Mighty Defense is 1x2 and Sword Expertise is infinitely more useful than both of those together. Even Poppen who's the mage character is unstoppable with Sword Expertise.
Chrono Trigger has a fun way to make a party full of Game Breakers, even without the New Game+. Using Crono/Frog/Ayla, you can execute 3D Attack, which arguably is the best physical attack in the game. Mix Lucca/Robo/Magus and the Blue Rock (Blue Gemstone in the DS remake), you get Omega Flare, the most powerful magic spell in the game. You can obtain pretty much the best equipment for almost everyone if you go through the Black Omen three times. Marle's haste spell can be cast on any character, including herself, multiple times, eventually allowing each party member to attack the enemy several times for each time the enemy attacks. Maybe Square decided to make this game a bit easier than most RPGs?
Rubbles are creatures only found in one place in the game, Mt. Woe. They disable items and techs when fighting them, and they run away after a short while, but they're worth 1000 EXP and 100 TP (which level up Techs) if they're defeated. Once fought, Rubbles don't ever respawn...except one, which happens to be located close to a save point mid-level. Fighting just that one Rubble over and over, it's incredibly easy to obtain all characters' Techs within an hour or two, with some added EXP leveling to boot.
Golden Studs, full stop. They slash the cost for Tech casting by 75%. That über-powerful spell/Tech that cost 20 points that you could only use four times in a row, max, before needing to refill your MP? Now it costs 5. Get three, give them to your party, and have fun spamming those aforementioned Game Breaker attacks. Throw on a Haste Helm for fun, and suddenly even bosses are made out of papier-mâché.
Chrono Cross has two main ones. First off, there's a Bonus Boss, Dario, who, if fought normally, is incredibly difficult, and beating him nets you the Mastermune, arguably Serge's best weapon. note Technically, the Spectral Swallow is stronger, but the Mastermune has a higher critical hit ratio. However, the Mastermune does not carry over to a New Game+. However, due to a bit of Artificial Stupidity in his programming, it's possible to prevent him from ever attacking just by spamming the right kind of element every turn. This allows him to be beaten very early by sneaky players. Second, completing that fight allows an optional character, Glenn, to claim the legendary sword Einlanzer. From both worlds. The capacity to dual wield the Infinity+1 Sword makes him one of, if not the, most powerful characters in the game.
Class of Heroes 2 has the Ragnarok spell. Pretty much all spell-casting classes learn it before level 20, it costs a measly 56 MP (spellcasters tend to have around 400 MP at that point), it affects all allies or enemies and it has one of the following selectable effects:
Magic damage + 200%
Physical damage taken halved
Magic damage taken halved
Team Attack gauge maxed (wich allows for bonuses like doubled magic attack or full HP and status recovery for the entire party)
MP fully recovered (one of your characters uses 56 MP and the entire party-including the caster)
Entire enemy party has all skills sealed and can only use basic physical attacks. This works on bosses.
D to F
Dark Cloud 2 (aka Dark Chronicle) has an interesting and oft-overlooked Game Breaker involving the medal collection sidequest. The sole reason most people bother with collecting medals is 100% Completion and/or getting Monica's sexiest outfits, as clothing is all you can get by exchanging medals...except for one seemingly-useless item, the Name Change Ticket. The purpose of the Ticket is deliberately downplayed, and most people don't bother wasting hard-earned medals on it. However, investing medals in one or two Tickets can result in extremely early acquisition of the game's strongest weapons. Once you have a Ticket, buy the cheapest, weakest weapon in the game, then use the Ticket to rename it. Changing its name to the exact name of another existing weapon transforms the renamed weapon into that weapon at its weakest stats. Thus, by the third chapter of the game, you can have the Grade Zero, Supernova, LOVE, Chronicle 2, Island King, or whichever terminal weapon tickles your fancy.
The Name Change Ticket's game-breaking status is challenged only slightly by its ability to create only the base level of the weapon, with the lowest possible stats, whereas a terminal weapon synthesized all the way through the weapon crafting tree would inherit a plethora of stats and elemental affinities. However, even the basic stats of a terminal weapon are more than enough to deal with anything for many, many chapters to come, and by the time it starts showing its age it will have accrued enough levels and Synth Points that you can graft whatever Synth Spheres (stat boosters) you want anyway.
Darksiders 2 gives us critical hit % boosts and abilities that activate on critical hits. Possess weapons can hold up to 4 abilities. Add the following combination: Critical hit % +, health on crit, wrath on crit, and reaper energy on crit. Equip armor that boosts critical hit damage and critical hit %. Use stonebites to raise your critical hit %. Invest your skill points in the ability that boosts your attack strength (this skill has a node that boosts critical hit % and damage). At high levels, you can cast this spell and make it last about 15 seconds. In battle, activate it, and let loose. By the time the ability runs out, you will have made enough wrath back to recast, plus plenty of health and reaper energy. Recast, continue until all are dead. Unless you are seriously out of your league, this combo will keep you from ever losing enough health to justify using a health potion, and you'll only need a wrath potion if the enemies run away instead of fighting you. At high levels, your crit % will be 60% or higher, and you'll be doing 200-300% additional damage per crit. Use this with a high speed weapon like scythes or claws, and you'll be ripping enemies apart in seconds.
Clear wave 25 and 100 of the Crucible, find all the relics and the book of the dead pages, and find the secret in the fourth death tomb, and you'll have the Abyssal armor set, an upgrading armor set whose abilities increase as you level up and gives a boost to your critical hit rate, and gives sweet bonuses for wearing the full set. This is the only set of armor that offers crit rate boosts (and strong ones, at that) that you can use at high levels. Combine this with a scythe like the one listed above, and the stonebite crit rate boosts, and you can have a critical hit rate of 100%, meaning you will farm health, wrath, and reaper energy with every attack you launch. Increase your base crit rate higher, and you can substitute critical hit % with critical hit damage boosts on your weapon, and your talisman, making your attacks even more damaging.
Rarely, vendors will sell items that have a Health Steal stat which can be transferred to posessed weapons and will take the damage bonus from criticals into account. Using critical chance, critical damage, health steal and health per crit, one can create weapons that refill the entire health bar within a single attack, which makes dodging anything except bosses completely superflous.
The Scrolls of Dahrizon quest area from the Flash MMORPG game Dawn of the Dragons. The area (which has four subsections filled with bosses) opens up relatively early in the game - after completing the fourth questing area, Ryndor. Why is this overpowered? Although each subsection of SOD requires a specific Legendary item, these items (and their components) are relatively easy to find, and can be discovered just by completing most areas on Hard or Legendary levels, along with completing a handful of raids. The difficulty and energy requirements of SOD are generally not an issue when you get all of the required items, but the benefits are incredible. To start with, beating the final boss of the section (Simulacrum of Dahrizon) on each difficulty level awards a +50 power boost to all of your legions, for a total of +200 (making it as good as the top-tier legions in the game, not taking into account their benefits). Secondly, just beating all of the quest bosses on any difficulty and crafting the scrolls they drop unlocks the Dahrizon general, who gives a +100 bonus to all Legions by himself, and gives extra damage per different Troop owned and +25 to his Attack and Defense for each 12 different Troops owned. That last point is particularly notable, as the player will likely have dozens of Troop types by that point in the game, making him head and shoulders the best general in the game. There's a reason why SOD is considered the most broken area in the game by the DOTD fanbase.
The Digimon World games have a few game breakers:
In the first one, raising an ultimate Digimon can be fairly difficult unless you've unlocked a lot of things to make it easier, such as extra stat boosts when training, training manuals, getting your tamer level higher, etc. Even with these things to help you, it's still a pretty big investment of time and effort, especially depending on the specific Ultimate you're going for. However later on in the game you can find a Monzaemon suit which will turn a Numemon (one of the worst Digimon in the game, your stats actually lower when your Digimon turns into it) into a Monzaemon, one of the best. Unlike other methods of "cheating" your Digimon to ultimate (like Digivolution items), there is no real drawback to doing this such as a lack of stat gains and increased life expectancy. The Monzaemon you get from this is for all intents and purposes a full fledged Ultimate as if you had raised one yourself. You can get a Monzaemon naturally from a Numemon but it is one of the most difficult ultimates to obtain due to Numemon naturally being a terrible Digimon with horrible stats and Monzaemon's high requirements for digivolution. Provided that you don't complete the specific sidequest the suit is supposed to be used for, you can continuously bring Numemon here to get a super powerful Digimon with no effort.
In the second game, the move Duo Scissor Claw (Okuwamon's tech) pretty much breaks the entire game. It does a fair amount of damage, lowers the defense of the targets hit, and hits the entire enemy team. There is no cap to how much an enemy can have their defense lowered, which means they'll take more and more damage from it and any other techs. you can DNA digivolve your way to having an entire party with this move and just completely shred the enemy team's defense continuously, guaranteeing an easy win every single time no matter who you're facing.
On the third game, there's the Counter Crest. Dropped by Tuskmon (Where you can find him not quite late in the game), this accessory gives the digimon an ability to counter the entire damage he suffered. Every time. This not only turns the game into a cakewalk, it also makes the Forced Level Grinding alot shorter, since you will suffer alot more damage than you would deal normally. There are only two disavantages, one which it doesnt stack with other effects from equipments and it doesnt work everytime on the PAL version.
In Divine Divinity the Scorpion trap skill was way overpowered. Sure, the actual scorpion traps themselves weighed a ton and took up most of your inventory space, but if you had your traps skill high enough, they dealt a ton of damage and were next to impossible to kill. All you needed to do was get near a boss, drop 10 - 20 scorpion traps, sit back, watch as they completely overwhelmed the boss, and wait for it to end.
In the obscure 90s PC game Don't Go Alone, the final boss is behind 5 doors which each require a special key to open. Late in the game, you receive acid which lets you burn through walls. This acid is mandatory; there's a part in the game where you absolutely need to go through walls to progess. The thing is, the acid can burn through any wall, so you can easily use it to go around the special doors.
The weapons received after successfully defeating the Doppelganger in one volume of the Dot Hack GU games will let you breeze through the next volume.
By completing Sanjuro's sidequest in the second volume of the original .hack, you can receive the Blades of Bond. Despite being only a level 19 weapon, it has stats that are utterly absurd. It gives boosts to elemental attack and defense in every element, and these boosts are second only to the fourth volume's Infinity+1 Sword - and even then, there's barely a difference. It increases evasion - both physical and magical - by 10%, and that's before you factor in the boosts from your armor. It gives +25 to physical accuracy, which is just obscene - the only weapons that give higher boosts carry attack penalties, whereas the Blades of Bond have an attack stat among the best of all the weapons of its type in the second volume. Granted, it starts to fall behind in this area in the third and fourth volume - or would, if not for one of its skills being Ap Corv, which boosts attack power (read: the ONLY thing it starts to fall behind in). And another one of its skills is Thunder Dance, which makes very short work of the Specters. And to cap it all, it has a decent chance of healing you with every attack. To find weapons that compare favorably to the Blades of Bond, you have to look to level 90+ weapons generally found only after beating the final boss two games later.
In a meta-example, the unique abilities the main characters gain in "The World" can be considered game breakers. I'd like to see someone beat Kite or Haseo in player-versus-players when they have access to weapons like the Twilight Bracelet and Skeith.
The Paladin skill Guardian in Dragon Quest VI. The user of the skill becomes the substitute of each and every attack—from basic strikes to status-inflicting breath to uber hit-all spells. While the user gets all of the combined effects of any attacks until forced unable to cover his/her allies and can easily be crippled or killed, the 3 allies can take care of other things. The user can simply be placed in the back to take the part of a hit-all attack meant for him/her last (nullifying it if he/she dies first), and the power is particularly glaring if the user is of the Lost Medal class, which gives off ridiculous defense.
The physical classes (Warrior, Martial Artist, Paladin...) often have high-damage/multiple-target/both skills that require little to no MP. Given the rarity of MP-restoring items, they can save the day when your mage is reduced to dealing 1 damage at a time.
The vocation system, which lets you keep all previously learned spells and abilities from any class. You can thus have an entire team made entirely of Stone Walls, each with the firepower of a Glass Cannon.
Encrusting in Dungeons of Dredmor can be a massive gamebreaker: each of the 4 major crafting skills, smithing, alchemy, tinkering, and wandcraft, grant enchantments that can be placed on weapons and/or armor. These enchantments can stack. As long as you have the materials to do so, you can pile enchantment after enchantment on your weapons, armor, and accessories. There is currently not a known upper limit, meaning that you can create weapons that deal every possible damage type simultaneously. Supposedly, the instability percentage in the recipes balances it out, but the effects only trigger when you get hit, which most certainly won't happen if you're killing everything beforehand.
Added to this is the crossbow Bolt Eruptor. It can be crafted using the Tinker skill, and is potentially the most powerful weapon in the game. When it launches a bolt, it causes a fiery explosion that damages nearby enemies and leaves a fiery field effect that damages the target and nearby enemies. This is in addition to whatever additional encrusting you gave it. And all of that is in addition to whatever effect the bolt itself had. Add to that the base damage of the weapon itself (10 piercing, 10 fire), which is itself quite severe. This is THE weapon for handling large groups of enemies, such as monster zoos. Use this weapon with a high damage bolt type, like the Bolt Of Mass Destruction or the rocket or bomb bolt types, and you can devastate even high level enemy mobs in short order.
The poison status condition from Epic Battle Fantasy 3. Poison in this game can stack; a level 1 poison isn't particularly noteworthy, but the poison damage is vastly increased for each consecutive level. By the time you reach a level 9 poison, you would have to spam Limit Breaks just to deal more damage in one turn than the poison is doing. One of Matt's earliest learnable skills is Nettle, which causes this condition, and if you level Nettle up to level 3, you can get them to a level 3 poison with one use of Nettle. And one of the earliest weapons you can find is the Black Fang, which boosts the power of Nettle. Worse, later on you can teach Lance the Poison Gas move, which inflicts level 3 poison on all enemies, and can sometimes do it twice for a level 6, in one shot. Even the final boss is not immune - in fact, being a Barrier Change Boss, it has a state where it's weak to poison, and can sometimes start the battle this way. Stack him up to the gills with poison and tank and he'll lose tens of thousands of HP per turn. The only balance is that some of the enemies are immune to it, including most of the later bosses and the Monoliths.
What really makes poison broken, though, is the way battles work in the game. Battles take place in waves, and once you kill all the enemies in one wave, the next one will spawn right away. If you use 2 characters' actions to KO one wave, you'll then have only one character to prepare for the next wave's attacks, forcing the player to be careful about eliminating waves too quickly. But if the wave is finished off with poison, which takes place between turns, you didn't have any characters use their actions - so you'll have all three characters ready for the next one, removing a large balancing factor normally inherent to the game.
Lance's Airstrike special. It deals a large amount of damage to a single enemy, with a 50% chance of inflicting that damage to the entire enemy party. Note that the "run" command is much more effective than it is in most RPGs; you can run from any battle in the game at any time and come back to that same fight later, albeit with the enemies fully healed. So have Lance move first, if Airstrike targets a single enemy, run away, walk to restore MP, come back to the battle, try again, and repeat until the enemy party gets blasted to death or near-death. If this wasn't broken enough, consider that Airstrike uses the rare Bomb element, which is the weak point of almost every Demonic Spider in the game. Then consider that Airstrike, at higher levels, gains a chance to replace its bomb with a much bigger one that deals almost double damage...and those same "run and return" shenanigans become even more valuable. And if that's somehow not enough, you can have Natalie move first, use her Bless white magic to increase Lance's damage by 70%, and...
Lance's hat and coat, along with the Army Jacket. Sure, they give some defense, but that's not why you want them. No, you want them because they have a chance to summon Lance's tank (a single powerful shot or eight inaccurate shots per enemy) and an Airstrike respectively between turns. For free. And they can stack. It is not unheard of for battles to end before you even had a chance to act because the enemy is buried under a barrage of tank shells, missiles and More Dakka.
Epic Battle Fantasy 4 drastically nerfed poison to the point where it's under-powered, and brought airstrikes to within balance, but it's not quite immune to having its own game breakers. By giving Lance the Solar Flare special (which reduces the enemy party's accuracy, with nothing in the whole game immune to it and almost nothing resisting it outside of chapter bosses) and combining it with Anna's Reflex ability (which boosts evasion for the whole party), it becomes practically impossible for the enemy to hit you at all. Both of these skills can be cast multiple times. Reflex carries over to the next wave, and while Solar Flare doesn't, it's fairly easy to let Lance hit the next wave with a Solar Flare before they can act.
Hela's Staff, one of Natalie's weapons, enormously increases her Magic Attack - higher than any other weapon in the game - at the cost of also reducing her HP and MP, and having a chance of cursing Natalie every round. Covering Natalie with the evasion strategy mentioned above makes her Glass Cannon status a non-issue, and since the curse condition only affects defense and leaves offense untouched, and MP is restored between battles, none of these supposed balancing factors actually matter all that much. Natalie has a Dark-elemental multi-target attack called Pulsar, which is the strongest multi-target attack in the game that isn't a Limit Break. The Hela's Staff is a Dark weapon, and in this game, that means it boosts Dark-elemental attacks by 1.5x on top of the boost to Magic Attack that Natalie is already getting. Natalie can also equip dark armors on top of this, both of which give the highest boosts any armor gives to the Magic Attack stat. And she can cast Charm in battle to temporarily increase her own Magic Attack by 70%, which applies to all of the above boosts, while having an ally cast Screamer, which lowers the enemy party's Magic Defense. Combining all of this, it's quite possible for Natalie to wipe out an entire enemy wave in Epic mode with a single cast of Pulsar after only one turn of set-up, and then do exactly the same thing to the next wave, and so on until all the enemies are dead.
As far as the DLC goes, most of the extra skills and weapons you get are generally useful, but not so useful that they obsolete the other options in your inventory. There is, however, one DLC skill that breaks the game wide open: Plasma Cage. Its in-game description: "High-accuracy magic that stuns the target." Note that unlike almost every other skill you have, it doesn't say that it "may" cause this status effect, but that it will - as long as the enemy isn't immune to Stun, Plasma Cage will prevent any actions from them for two rounds. And it stacks with itself. By having one character spam Plasma Cage, and spending the other two characters' turns buffing, you can guarantee a ridiculously buffed party for the next round, while you can casually pick off the current round at your leisure once your party is buffed to the cap in practically everything. The high accuracy preventing evasive enemies from stopping this tactic is just the icing on the cake.
In Escape Velocity Nova, you can exploit some trade routes to earn obscene amounts of money very quickly. For example, there's one system in Polaran space which has a planet and its moon sitting very close to one another - you can buy one commodity at a low price on the planet and then sell it for a much higher price on the moon. Performing a trade by travelling from the planet to the moon takes about 30 seconds. After half an hour of trading and progressively getting larger escorts to carry more weight you can go from a starting total of 150,000 credits to in excess of 100 million credits very easily. Considering the most expensive ships in the game usually top out at around 10 million credits, this exploit basically makes money a non-issue.
Viola in Eternal Sonata can become a game breaker depending on how you use her. Basically, keep her as far away from the enemies as possible and the moment you get her, she'll be dishing out damage in the 10K region. That's enough to defeat most enemies at that point in one or two shots. As if that wasn't enough, she learns Heal Arrow, a fairly powerful, easily spammable entire-party healing move fairly early on. This makes her by far the best healer for the first part of the game, and then in the second half she gets another heal that is much stronger, but only affects the other two characters; if you keep her at optimal range, and especially if you stuck a regeneration accessory on her, that drawback shouldn't matter, making her the best healer for the latter part of the game as well.
To clarify, Viola's ranged damage increases with distance to the target. This means that, not only is she far out of trouble, but the massive damage bonuses gained from doing this mean that she can easily deal ten-twenty times as much damage as any other character you have when you get her.
Accuracy is another major factor in her damage, as a fair distance shot-to-the-head could deal around 36K per hit. Even in the PS3 version of the game.
Viola's damage and healing powers were both nerfed in the PS3 version, however. Her bow damage is still obscene, but the slow rate of fire offsets the high damage (generating less Echoes, which are needed for the all-important Harmony Chain special attack combos). 24 Echoes are needed for a Harmony Chain , and Viola has trouble generating more than six a turn. Since a decent six-attack Harmony Chain is a guaranteed kill on most normal enemies (and causes incredible damage to most bosses), this makes characters like Falsetto the real gamebreakers. Falsetto, although doing low damage per hit, has the highest attack rate in the game, and with the right equipment can run over to an enemy, go from 0 to 32 Echoes (the maximum amount recorded), and launch the Harmony Chain... in less than four seconds. Or one turn, if you think of it like that. That said, even with the nerf Viola is still quite powerful: if you use her well, she can do as much damage as a low-end Harmony Chain with her basic attacks, something no other character can manage, and is still one of the best healers in the game.
Don't forget Allegretto can rack up huge combos as well. Placing him and Falsetto in a party together ends up with almost every combo launching into a Harmony Chain. Jazz, despite being slow, also has the ability to rack up a high echo score with the Werewolf Choker (at least 24 due to his weapon hitting 2-3 times with each swing). With his status as the big tank and high-damage character, this can be a pretty good strategy. Provided that the enemies are nearby, anyway.
Salsa and March can both rack up mean Echoes. March however takes the cake with 7 echoes per combo loop on one enemy. Combined with her Supernova or Eclipse Gaze she has from the start, March is arguably a Badass Adorable.
Anyone equipped with the Werewolf Choker accessory could be turned into a game breaker since they received double the amount of echoes for each attack. Combine this with Falsetto, March, or Salsa's speed and multiple hitting attacks and watch the Game Breaking begin.
In the PS3 port of the game, Serenade is another highly-broken character. Able to stay far away like Viola and do massive high-combo magic skills that only take around 2 seconds to cast (giving the player the opportunity to cast it twice per round, if not three times). Saving her up for after you have a Harmony Chain results in magic attacks that deal around ~120K damage if you're lucky.
An older example: in the first Eye of the Beholder game, the spell stoneskin is pretty much a game breaker. Once a scroll with this spell is found and a magic-user is of high level enough to cast it, the whole party can be basically made invulnerable to physical attacks. Only monsters that can do magical attacks still stand a chance. This is because the spell has no set duration, but would only fade once a character has suffered a certain number of blows. Hence the magic-user can cast the spell, then the whole party can rest so the stoneskin is memorized again, and so on until every member is protected. The protection can be quickly soaked up in a fight for the front-rank Meat Shields, but it can just be cast again as soon as dispelled... and for the Squishy Wizard or The Medic behind their lines, one casting may last very long since they are rarely hit. Not surprisingly, the stoneskin disappeared altogether from the spellbooks in the game's sequel, The Legend of Darkmoon, even with a party saved from the first game.
Note that this spell was largely considered a Game Breaker in the second edition of AD&D itself (of which Eye of the Beholder is based) for the same reasons. It even spawned a lengthy discussion in Dragon magazine about how to circumvent this problem. Of course, in RPG the Game Master can always arbitrate and decide to change the spell description or prevent its use altogether. Video games don't have this luxury.
One might know a particular vindictive GM having goblins carry around bags of 12 stones, because of the way stoneskin was worded in AD&D: they would throw the 12 stones at the person affected by stoneskin before attacking, the 12 stones making the effect of the spell wear off.
This was a common tactic in tournaments, especially in Living City. Players would often toss handfuls of coins or rocks to instantly trigger all the 'ticks' of Stoneskin. A few rare weapons given out during precious few modules had the limited ability to pierce through Stoneskin.
Abusing the Steal skill in Fable I gets you some of the best equipment in the game, before even having fought the Wasp Queen.
Probably the biggest gamebreaker in Fable I is your ability to carry infinite health and mana potions (which are also ridiculously cheap to buy). This makes you essentially immortal, even before you factor in the game-breaking spells.
Another major gamebreaker was the 'slow time' spell, which when maxed out made the player practically invulnerable. Enemies would be unable to attack and the player can re-cast the spell WHILE IT WAS STILL ACTIVE, meaning the spell lasted as long as the player's willpower. If combined with the multi hit spells (the arrow and sword ones), any enemy (including bosses) could be killed before their first attack.
There are two Area of Effect magic attacks, one Holy and one Evil. Functionally though, they are identical: for 10 seconds you will channel the spell, causing any enemy in the area to be frozen in place while taking damage. You can still receive damage for the duration and if your health reaches 0 the spell is gonna be interrupted. You can use the spell again immediately (with a 1 second delay). Once you get this spell, there is no reason to use anything else. Even against all bosses.
That, and Physical Shield. It sends damage to your Will energy instead of your health. For some reason, this takes away the "getting hit = reduced combat multiplier" effect that the game is basically built around. So, you go and build up a massive combat multiplier (say, 108, just for kicks) by killing hordes of Mooks, and then you drink the "Ages of" potions which give 1000 experience in their respective category. Before factoring in combat multiplier. Yeah, at that point, you could pretty much bring every skill to max level.
The sequel, Fable II, has a similar trick. About halfway through the story, you get access to an arena called "The Crucible". When fighting in the Crucible, you can use extended combos to multiply your experience point gain by up to four... including those from potions. With some spare cash and some healthy item hoarding, you can bring a boatload of potions into the Crucible with you (or even buy them during the actual tournament) and score 500,000+ EXP in all four categories, making it laughably easy to max out every skill.
One can also buy real estate, forward the time on your console, and get the eventual gains from the real estate if you really waited that long in a near-instant by comparison.
Although the ability to forward the clock was taken out in Fable III, buying up all the properties early on still gives you tremendous income. This is pretty much the only way of achieving the Golden Ending, as the income you'll make from your real estate monopoly will cancel out the losses you make from choosing the "virtuous but expensive" options, and leave you with enough dosh to afford your shiny army by the end.
There is also the ability to abuse the dynamic economy. When a shopkeeper has lots of an item, the cost to buy and sell is lower than it is when the item is scarce. However, the only limit on how many items you can buy or sell at once is how much money you have, and the price will only change after you've finished your purchase. So you can buy a shop's entire stock of an item at the low price, and immediately sell it back at the new higher price, giving you potentially infinite money.
You need at least Level 3 Guile though for it to work, which is piss easy to get to with a little work anyway. This trick also has the added benefit of leaving you with a ton of health potions if that is the item you use for the trick after you are done. The trick has higher yields with higher Guile levels and more of the item you are selling.
In Fable II it is also possible to max out your character in little under a half an hour once you reach adulthood. When you start co-op, your partner has the same amount of exp you do. You can release all the exp on your partners character, at which point it gets placed in your exp pool. You can then spend this exp to level up your character. Rinse and repeat, and you are at max level.
The dodging mechanic in Fable is another easily available Game Breaker - while your character can't block everything, dodging makes him invulnerable during the roll animation. Also it can get you away from the mob and/or follow up attacks. And on top of that it's actually faster to roll than to run.
And there is the ranged weapons mechanic - the longer you hold down the attack key, the stronger the attack is, which makes some sense, as your character is able to draw the arrow back more and hence release it with more force (for bows that is, but for some reason crossbows have it as well). That is, until you find you that there is no limit to how much you can hold down the attack button - it doesn't matter that the your character cannot physically draw the bow more, the longer you hold it the more damage it will do. Prepare a shot and don't release it for a few minutes and 'everything will die with one shot kill. Including bosses. Made ridiculously exploitable by the dodging mechanic which doesn't reset the damage counter.
The Ghoul augment in Fable II pretty much obviates the need for any kind of healing items unless you're only playing as a caster.
In Fantasy Life, it's possible to recruit various NPCs throughout the game to join you in battles. After finishing Chapter Four, you're given access to Odin. While he's not that Odin, given his absurd strength, the fact that he does not die, his tendency to use wide-hitting area attacks that wipe out entire hordes in seconds and then spam them, he may as well be.
G to I
Geneforge 2 introduced a bunch of new spells more than the original, including some very broken stuff in Mental Magic. Playing as an Agent (which pays fewer skill points for magic skills), it's possible to boost Mental Magic and Spellcraft to the point that no enemy can resist your spells. Coupled with spells like Strong Daze (paralyzes all nearby enemies until they take damage or the duration expires), Terror (target cannot fight back and tries to hide in a corner), or Charm (guess what it does), you really don't even need creations.
In the first Golden Sun two of the Djinn (Granite and Flash) reduce damage dealt to the entire party by a certain percentage. Granite's isn't much (around 40% or so), but Flash reduces damage by a whopping 90% (of course, you get him near the end of the game). Once you have both, you can trivalize the remainder of the bosses (even the Bonus Boss) by simply having two characters repeatedly take turns using and setting the Djinn, severely reducing damage received, while having another character (usually Mia since she gets Wish naturally) blanket healing the party, with the last character (usally Ivan since Jupiter deals good damage against most of the endgame bosses) setting up for Summons.
The second game adds Shade, another shield Djinn that reduces damage by around 60%.
And again in Dark Dawn, with Bark (50%), Shell (60%) and Chasm (90%). That said, the number of Djinn screws has gone up as well, as if they expected you to utilize this against the various Bonus Bosses and planned around it.
A more oblique version comes in the "jammer" Djinn (like Ground, Doldrum, and Ivy). Not much in themselves, but if you plan your turns around them, you can deny any attack that might royally screw the party over, like the aforementioned Djinn screws. Reducing That One Boss from three commands to two in a given round is always welcome.
Dark Dawn also introduces two particular abilities that help destroy the main game. One of them is useless outside of it, but the other may just save your hide against the Bonus Bosses if used judiciously.
Amiti learns the "Insight" Psynergy as part of the story, and its ability is to show you what field Psynergy works with what terrain feature. Needless to say, this ability breaks every puzzle in half, so only use it when you absolutely must (like the Capricorn room).
Alternately, Sveta comes with the Beastform Psynergy, which grants a unique class for the duration of the effect. The downside is that she loses access to her Djinn while transformed, and one is locked into Recovery mode after each round until the end of combat or she runs out, at which point she returns to normal (Djinn Blast/Storm will expedite this, much to your chagrin). The upside is that she gets some physical attack Psynergy (which is always welcome compared to "spell" Psynergy), an on-demand hit-all, on-demand defense for the entire party, and some very absurd stat hikes. Unless the enemy is the final boss or one of the aforementioned bonus bosses, the entire enemy party will promptly be slaughtered.
The Sol Blade. In the second game, it was the most powerful sword with an unleash that dealt more damage than most Summons. In the third game, it became even more broken because it was given three additional, alternate unleashes that, separately, deal significant fire (Purgatory) or wind (Centurion) damage to an enemy, fire damage to several enemies (Radiant Fire), as well as still having its original overpowered unleash (Meggido).
Millenia's Spellbinding Eye in Grandia II is easily the most broken move in the game. 100% chance of paralyzing ANYTHING in the entire game, including the final boss? Yeesh.
Set up one character with the taunt ability so he/she is always attacked, then loading them up with defensive boosts, counter attack, and auto-regen effects. Then have the characte defend every turn. he/she will take so little damage that the regen effect heals it all. This ability is so effective that with this effect alone combined with a few heal rings it's possible to beat the final boss while underleveled without casting a single spell or using a special ability. just beat on him.
Hyperdimension Neptunia Mk II has the combination of Neptune with Nepgear as her support. Nepgear as a support can give the front line party member the ability to be able to break the damage cap. Neptune also has a Combination Attack with Nepgear and with some status buffs to increase Neptune's strength, you can easily own any boss with just two to three hits. For bonus points, have a lot of shares to Planeptune for a lot of damage. Just don't do this if you're going on theRuling End.
J to L
Spend enough time farming Ashas in the Moth Forest of Jade Cocoon, and eventually one will drop a Nightglow sword. It is guaranteed to inflict poison on any enemy in the game that can't use poison as one of its attacks (which is most enemies and all but one boss). Since poison reduces an enemy's attack and damages them for 1/8 of their max HP each turn, the entire game becomes notoriously easy.
In Jade Empire Mirabelle is the only weapon that can do ranged damage, and do ridiculous damage. Jade Golem transformation is immune to all forms except weapon and demon. Both of them do have some negative aspect, but both of them makes defeating enemies and bosses like eating cheesecake.
And until you got them, the Toad Demon form was obscenely cheap in that its attack was uninterruptable and could sweep entire crowds of enemies at a time.
There is also the basic controls themselves: if you "double-hit" forward, you jump, making you difficult, if impossible to hit. You can still hit while doing this, so if you keep doing "up-up-[attack button] (for me it was the space bar), you basically romped through the game with ease...
It doesn't work on everything, but if you have the Effect Duration for Ice Shard, Tempest or Stone Immortal maxed out, the immobilising effect of a power attack lasts longer than the time it takes to attack again. These attacks still do (quite a lot of) damage- and Death's Hand isn't immune to them...
And don't forget the three stunning forms: Storm Dragon, Paralyzing Palm and Hidden Fist. Each one prevents the target from acting for a fair duration— Storm Dragon acts like a tazer, Paralyzing Palm does Exactly What It Says on the Tin, and Hidden Palm uses dirty tricks to disorient the target (they can still move some, but they can't attack, block or dodge)— but they don't do damage. On its own, that doesn't seem too bad— except that using these forms costs you nothing and it takes less than a second to switch between one form and another (also free). So, you can rapidly switch between your stunner of choice and a damaging martial style, turning any conflict with a human enemy into less of a fight and more a strength exercise. This includes the final boss. Oh, and all these forms can trigger Harmonic Combos, which allow you to one two shot Mooks.
Jade Empire also has an in-universe example: Phoenix Unity style was banned from all Arena matches for being unbeatable and unbalanced.
From a gameplay and story perspective, the fact that you are the only person who can Screw Destiny in a world that runs on You Can't Fight Fate in Kingdoms Of Amalur Reckoning. The actual gamebreaker is Reckoning Mode. In it you hit harder, the enemy moves slower, killing the enemy puts them in a near-death state and finally you have a finisher (called a "Fate Shift") where you use fate to beat a single enemy to death and can increase the amount of XP you earn to 100% what you would get especially when you put multiple enemies in a near death state then "Fate Shift" an enemy.
The mage class is already the strongest by a significant margin, but it's not until they get their ultimate spell, meteor, that they really become this trope. For starters, it's the strongest of their damaging spells by a considerable margin, and hits the largest area. To balance this out, it's also the most expensive, and the slowest to cast. Except it's uninterruptible by anything short of killing the caster, which makes the extra casting time largely irrelevant. On top of that, it actually *slows time* when you're casting it, meaning that while the animation takes about 4 seconds, enemies only get 2 seconds worth of movement and attacks, meaning that it's effectively a faster cast than a couple of your other high level spells. Have fun killing entire encounters in one shot, and 2-3 shotting bosses.
The power of Item Crafting can also be channeled to gain money. Due to being able to craft your own equipment and potions the player need not buy anything from shops unless they need more things for crafting or selling superfluous things they don't need.
Item Crafting can sometimes lead to game breakage. For example, Knights of the Old Republic II: The Sith Lords. If you focus the main character's skills on Repair up to 20 ranks, then you can transform any item into component parts for maximum salvage. Once done, you can take your entire stockpile of items up to that point and convert them into components, except for any weapon or equipment that can be upgraded. This gives you a huge supply of components for crafting. Then, you just build whatever you like. With enough components, you can make armor that makes you virtually unkillable and craft upgrade repeating blasters that get 3 attacks per round, each with a + 5 to hit and averaging 30 damage. And that doesn't even get into the light sabers that deflect anything, average 45 damage per blow, can't possibly miss, and give you a buff to your Force powers.
KoTOR 2 also gives us the Force Wave, which pushes back, stuns and damages and, if you use the right stance, can be used pretty much indefinitely. Once you get it, you don't have to worry about biological enemies.
How about 'lightsabers in general' for both games? Max force speed + max level flurry means you can one-shot anything but Malak in the first game as a Dark Side Guardian. And you can take down about 2/3 of Malak's HP in one swing, so he only takes TWO rounds. You can do pretty much the same thing in much of the second game.
Straddling Game Breaker and Disc One Nuke, T3-M4 starts with a shock arm that can be used infinitely, can deal up to 60 points of damage (based on his level), and doesn't require a roll to hit. Granted some of this is countered by the fact that only he can use it, but still. Considering the second or third time you get control of him you can easily have an item that gives him regeneration, the character himself might be a game breaker.
Something of an Elite Tweak, a Male Jedi Consular/Jedi Master who wins a few matches against the Handmaiden effortlessly destroys any semblance of difficulty. When training with her, she can train the Exile in an Echani technique called 'Battle Precognition', which allows him to use his Wisdom modifier, the highest stat on a proper Consular, to his Armor Class. To expand on this, when a paragon of his chosen side, light or dark, the Consular and its coinciding bonus class get a +3 bonus to Wisdom. Even further still, using a few easily obtained items like the plot given Ossus Keeper Robes which give more Wisdom bonuses, and the characters also plot given special crystal when fully upgraded gives yet ANOTHER huge boost to Wisdom (among other stats). Further still, take all levels of Dueling to get more bonuses when using a single weapon, and suddenly you can have an overall bonus to your AC from armor and Dexterity in the +30's to +40's with buffs. Not only are you untouchable, but your Force Powers might as well ignore resistance from all but the Big Bad, and with the right crystals and fixtures, a saber that hurts like hell.
In Lands of Lore 3 you could talk to the retired hero of Lands of Lore 2 about 20% into the game and get powerful sword that made all other weapons obsolete.
Arguably even more of a game breaker is the training room in the Fighter's Guild, where the player can trivially rack up vast quantities of experience for tiny sums of cash.
In The Legend of Dragoon, there are two super expensive armor pieces that knock down damage by around 90%, one for normal damage and one for magic. They are chest armor and helm, respectively, allowing for player characters to be virtually untouchable, as even high powered boss attacks do less than 200 damage on characters with ~4000 HP. Add on the rings that increase speed, cut all damage in half again, or regen 10% HP per turn, and you can beat the final boss without healing or blocking. Buying them either takes serious grinding or waiting until near the end of the game.
Legaia II: Duel Saga has the Full Power skill. This skill activates when you guard and gives you one fewer Art Block. In return, your character's STR triples for the following turn. Since damage is based on (STR + ATK - enemy DEF), this generally means a 5-6x increase in damage. Combined with Mystic or Variable arts and a reasonable level, it is very possible to defeat the final boss in one attack sequence.
Legend of Mana is filled with gamebreakers, and most of these are intentionally placed in the game. With a proper understanding of Golem crafting or weapon crafting, you can have an incredibly powerful ally or damage- and armor-capped characters fairly early in the game. Or you can make a Golem that constantly spits out full healing items, making anything but a one-hit kill ignorable.
After the Jumi Arc, you can recruit Blackpearl, Pearl's Superpowered Evil Side as an NPC assistant. That particular character's synchronization ability instantly refills your entire Charge Meter.
Lionheart: Legacy of the Crusader has a perk which gives 5% additional gold from loot. However, this is calculated after you pick up the gold, not when it drops. As thus, a character can drop 1000 gold and pick up 1050. With buddies who looted 10,000 gold, you could use this in-mass to get over a million gold... most of the rare, important loot for beginners costs less than 10,000 gold in shop.
In Live A Live's final chapter, the Sundown Kid becomes insanely broken if you get his ultimate attack at level 16. It's a long-range, area-effect attack that more often than not hits everything for 999 damage. And that's even if you don't have his ultimate weapon. The only thing stopping from snapping the entire game's challenge cleanly in two is that he's a Glass Cannon with very low HP. Of course, that only means that he's best used as artillery.
The elven warrior Idrial's entire loadout of magic has spells that can be combined to automatically win the fight. The best example of this is her power "Aura of the Valar" which is unlocked very early in the game(Although requiring some grinding to learn). It can be cast on any character (including herself) and its effects last until it's activated or the encounter ends. The effect of the aura will automatically revive the character instantly upon death (along with full HP and AP) and give the turn to that character. If cast on the elf herself you have automatically won the encounter since she can just cast it again when revived by its effect. This means that she cannot die, no matter what. This could have easily been balanced by giving enemy magicians the ability to remove the effect but sadly they don't have it-not that many 'magicians' even exist. When her Frenzy ability is unlocked she can also cast another spell after adding the effect to herself, which means that she gets a free attack aswell when revived. Supposedly balanced by the massive turn penalty Frenzy forces which could kill her...except if she drops, she just gets back up and casts it again.
The ranger Elegost has two different attacks that will break the combat of the encounter instantly. The first attack has an effect which prevents the target from attacking in close combat for 4 rounds, if used on all enemies systematically you'll then get to attack all the time. The second attack has the same effect but with ranged attacks instead. It gets kind of balanced later by some characters being immune to the effect. But it still works on certain bosses, including Oliphants. You read correctly. Mother. Fricking. OLIPHANTS!
The dwarf Hadhod can use a spell that blocks a certain amount of incoming damage, based on your Spirit(Read Intelligence) score. But as long as you upgrade your intelligence a little every time you level up it will generally block all damage done by enemies (including bosses) since their levels aren't balanced towards your intelligence bonus. You later (by later I mean "Very early in the game as well") unlock a stronger version of the spell which casts it upon the entire party. Whilst Hadhod isn't the best magician by default, there are items that can grant a hefty boost to Spirit and the shield is one of the moves affected. Combine this with the abilities previously mentioned and you'll have no threat that might stop you from winning the game. To be honest, unlocking "Aura of the Valar" alone guarantees that you'll beat the game. It's only a matter of time by that point.
And how do you fuel all these abilities, which are generally very expensive and need to be used to earn more abilities in the first place? Simple. Quite apart from it borrowing FFX's save points=healing, Berethor, the main character, early on learns a party buff called 'Fellowship Grace' that restores MP to all the party, including himself. On its own, it doesn't add much. Then you cast one of the first buffs he gets, 'Company Might'. All of a sudden, the restoration of Fellowship Grace is healing hundreds of MP-more than enough to pay off the costs and basically grant infinite MP for any encounter while both are up. If they expire, just refresh them.
But since you only can have three characters in combat at once you'll have to exclude one of the characters above. You can switch characters mid-combat but leveling four characters just increases the grind and the ping-pong switching will make combat even more repetetive. The dwarf's shield and elf's immortality spells are essential. You will have to ditch either the Gondor Captain (Leader Abilities) or the ranger (Controller). The two characters unlocked halfway into the game aren't even worth using since they will be so underleveled at the point of getting them.
Legolas in the GBA version of Return of the King is this. He is the only character who can use long range attacks without any Spirit cost in a game where no enemy is faster than him. This also makes him the only character who has any remote chance on taking on the Nazgul without being extremely high leveled.
In Lords Of Magic, it was possible to "Beg" for the smallest available amount of resources from any faction you encountered and have the offer accepted. It was therefore possible to legitimately strip all of your opponent's resources to nothing in short time merely by begging them to death.
The Chance Hit skill in Lufia: The Ruins of Lore for the Fighter class can be acquired early in the game, consumes little MP, and deals random damage from 20 to 200 in intervals of 20 (ignoring defense) — rendering normal attack spells obsolete and allowing many bosses to be handily defeated by otherwise puny characters for much of the game.
Much later in the game, it is possible with a little effort and planning to recruit an Anti Core, which can be taught a wide variety of skills and has insane defense and speed — allowing it to attack up to eight times per round. Teach it Pickpocket and steal Power Sources from a certain enemy to arbitrarily boost its attack power, then teach it Rapidfire or Octostrike (no MP cost, hits all enemies) and watch as Hilarity Ensues.
M to O
In Marvel Ultimate Alliance 2, you can unlock Green Goblin just in time for the last level. On-foot, his melee attacks and powers are nothing special. Hop on his glider, however, and his standard attack is a rapid-fire laser that deals roughly double the damage of another character's melee strikes. It's long-range and piercing, making it ridiculously easy to cut mobs of enemies down in seconds. The only drawback is that he'll be knocked off with a single attack and he has the defense of a wet paper sack, so proper maneuvering is a requirement against enemies with large-area attacks (if you do it right, nobody will survive long enough to actually punch you). It also consumes a small amount of stamina (the game's version of MP), but equipping a Boost item that restores stamina upon attacking an enemy solves that problem quickly. Having him in your party and using his glider against the bosses of the game's final stage makes it about as challenging as fighting off a knife-wielding mugger with a machete.
Also falling under this category is Deadpool's Best One Ever! ability, which he gets as soon as he joins. Initially it's a relatively expensive skill that gives a mild boost in all of Deadpool's attributes...until you reach the maximum level for it, at which point it jumps to a 30 POINT BONUS TO ALL STATS. Making it, as the name suggests, the best ability in the game by a considerable margin.
In Metal Gear Ac!d, the Johnathon Ingram card allows you to reduce your COST (your accumulated time until your next turn) by 20 and you can carry four of them, meaning a canny player could spew out a lot of high COST cards and still be able to have the next turn (effectively freezing all the other characters on the board in place). Also, using COST attack cards together with the FAMAS (which inflicts COST on every successful hit) means you can freeze certain bosses in place and keep taking turns as Snake until they die. This was changed in MGA2 so the JI card reduced less COST and you could carry fewer of them. (More specifically, you could carry 2 very nerfed JIs and 2 slightly nerfed JIs)
Oh ho, you want Metal Gear Acid game breakers? How about this one from MGA2: There exist cards which give you many more actions per turn. There exist cards which let you throw away your current hand and draw a full one. There exists a card that lets you take another turn after the current one, ignoring but retaining your current COST. There exists a card which deals damage to an opponent which is based on your current COST. So, fill your deck with these cards, rip through it quickly enough that you can play an extra turn card every turn, racking up ridiculously high COST but never having to wait for it to dissipate, and then one-hit-kill every enemy.
Levitation in Might and Magic 6. While the player is normally unable to move during turn-based combat, they are able to move up and down using Levitate. As such it was entirely possible to dodge every spell or attack sent during an enemy turn while said enemy was unable to move.
In Might and Magic 7 one area features a well that when used will give you a random reward of gold, XP, or skill points, or it might just kill you outright. While you could save scum the chances of dieing are quite high and it would take a long time to get a meaningful amount from the well. However, casting a protection from magic spell protects you from the death effect so that you can simply hold down the use button as you rack up the rewards to absurd levels.
The Magic Banana item in Monster Rancher 2 has several random effects; one of these affects was increasing your monster's lifespan by a single week while dropping their Loyalty. With a bit of Save Scumming, it is possible to abuse this effect to create an immortal monster. This makes it extremely easy to max out a monster's stats.
EarthBound (also known as Mother 2) has the infamous rock candy glitch, which allows you to boost your party's stats infinitely. The vitality and IQ stats in particular were clearly meant to stay within a certain range, and boosting them enough with this glitch will allow your characters' HP and PP to be higher than the in-battle HP/PP meters can display correctly. So when a character who has 1000 HP/PP or higher takes damage/uses PSI, the HP/PP meters don't scroll down, and just immediately jump to however much HP/PP is left just like in most other RPG's.
There are also Multi-Bottle Rockets, which can deal 1000+ damage when the last few bosses have 3000-4000ish HP and very few non-boss enemies have more than 1000.
Beanlings in Mother 3 give absurd amounts of experience if you manage to defeat them. Note that Beanlings appear in areas randomly and always try to run from you, leaving a well-timed dash the perfect method for not only catching them, but getting them facing backwards. A good way to exploit this is in the Sunshine Forest after Tazmily jumps ahead three years with Lucas. As long as you get Boney to follow you, which not only gets you back any items left on him when he was travelling with Flint, as well as equipping yourself with the best equipment from Thomas' shop. Avoiding the immobile Grated Yammonsters, the Really Flying Mice and the Slitherhens are not too big of a problem. Eventually a Black Beanling will can be found, caught and fought. The Beanling isn't all too powerful and, if beaten, gives enough experience to raise Lucas to more than twice the level he started the chapter at. Add that there is a stash of stronger enemies further north, and you can have ass-kicking stats before even getting on the train.
Kumatora's all powerful PK Ground move. You can grind off of the beanling's mentioned above in either Chapter 5 or 7, when you still have access to head to Tazmily Village, you can get Kumatora to Level 60 in no time flat, at which she will learn said PSI move. It does damage relative to the enemies HP, doing damage that is 16% percent of the enemies HP, and hits 5 times in a row, and each of those hits has a chance of tripping the enemy which works on even the final boss. Not to mention, its also one of the only 2 offensive PSI moves in the game which will continue to attacks the enemy without consequence, even if the enemy has a PSI Counter/Shield. It is extremely cheap, making enemies as tough as the Masked Man and NK Cyborg ridiculously easy to defeat.
Also, Fresh Eggs. They can be bought for 40 DP. Left in your inventory for a while, they hatch into Chicks and then mature into Chickens, both of which do nothing but make room in your inventory when used. However, Chickens can be sold for 200 DP, making it your best method of making money early after the system works its way into the game. Alternatively, the Fresh Eggs themselves heal 80 HP, compared to Bread Rolls that do only 60 HP. Problem is, they turn into the aforementioned farm fowl if not used. Fresh Milk heals 80 HP, but spoils into Rotten Milk if not used, which heals 10 HP. There's a special trick to Fresh Eggs that need only be discovered once to be abused. If you soak in a Hot Spring before the egg hatches, it "boils" into a Hot Spring Egg, which not only heals 100 HP, but DOESN'T SPOIL OR CHANGE. The coup de grace? The Tazmily Food Store sells Fresh Eggs, and the Kokori Hot Spring is only a quick dash from town. As a bonus, Slitherhens in the Sunshine Forest can drop Fresh Eggs for free, and aren't hard to kill from the start.
If you are quick enough to avoid the enemies in chapter 4, you can just do the Hot spring egg trick at the Chimera Lab, a chicken that is nearby a hot spring gives you an egg, and after boiling it, you can get another one from it.
Archery is arguably a Game Breaker for NetHack, if anything can be said to be a Game Breaker in NetHack. A properly prepared ranger will do just as much damage, if not more, than the most powerful melee characters, and will have an instant-kill chance as well. As few powerful enemies have anything but melee attacks, the player can kill many enemies (notably the end-game riders) before they can even land a blow.
The Shadows of Undrentide expansion to Neverwinter Nights added the sixth level sorcerer/wizard spell Isaac's Greater Missile Storm, which fires off a magic missile per caster level to a maximum of twenty, that automatically hit for 3d6 points of damage each with no save. The missiles are divided among the enemies within the area of effect, so against groups of enemies it's only average for its spell level, but against a single target it does utterly ridiculous amounts of damage. And it does magical damage, which almost nothing has resistance against. A single Maximized Greater Missile Storm deals a whopping 360 points of damage, which is enough to one shot most bosses, and unlike actual instant death effects, Contractual Boss Immunitydoes not apply.
Naruto Path Of The Ninja has quite a few overpowered things,for example,in the beginning Sasuke has the highest stats,however by end game,Naruto can use "Multi shadow clone jutsu" which allows him to hit 5 times,which allows him to do around 1500 damage
Sakuras support Jutsus can be overpowered at times,for example she can silence the entire sand siblings,allowing them to do nearly nothing
All though her stats are complete crap
Rock lee,Shikamaru and Neji are all also quite overpowered,due to there high stats and Shikamaru and Neji can heal,Lee on the other hand has the highest ATK
Neverwinter Nights 2 has Hide in Plain sight. While a powerful (but nothing compared to the quadriatric wizards) in PnP D&D, the games Real Time with Pause system breaks it clean in half (could say the combat is broken anyways, but that is another story). A character with the ability can break off from combat and hide (how it works in PnP), this however is compounded by issues of the real time with pause system. 1.The checks to see if you can see the hiding character don't happen untill the next round, where he is unhiding to attack you anyways. 2.You lose any actions that target the hiding character from your queue 3. Movement and hide are full real time, attacking is turn based. 4. After unhiding to attack, you must wait till the round "finishes" to attack him (see the past 3) 4. A round (how long you must wait to attack) is 6 seconds, hide in plain sight has a cool down of 5 seconds (so you can't attack before he hides again), so decent rhythm means no attacks for the enemy (or you in Pv P). You can "target" the hider with area of effect attacks, but the build also gives abilities that make him essentially immune to them.
Odin Sphere has Mercedes, who has the slowest HP, walking speed and Psypher growth, but has extremely high attack power as well as the added bonus of ranged attacks. Her POW depletes whenever she fires her crossbow. Easy solution? Unlimited POW potion + Overload (and a Painkiller can be useful for extra defense)and the boss fight is yours.
In another note, her Piercing Shot Psypher skill can easily wipe out hordes of enemies and only uses one Psypher Gauge, as opposed to Phozon Burst (which uses two). If you use it consecutively, no boss is safe.
Ogre Battle 64 had the Princess class. Princesses are lawful characters who use spellbooks. More importantly, when a princess is a leader, everyone gets an extra attack, so paladins get four attacks and priests get three chances to heal. You can see where this is going. * sigh* Too bad you only get one. Another game breaker is a strong air force, primarily hawkmen and their upgrades, but also flying monsters and angels. Then there are other lawful gamebreakers: Two priests, two paladins, and a lawful character or third paladin. Leia (not that Leia) and four freyas. Chaotic units have a few game breakers of their own: Black knights and liches.
Tactics Ogre: Knights of Lodis has a few: Valkyries here will increase a males's effectiveness. Beyond valkyries, there are also ghosts, who can teleport. And use any equipment in the game. And liches, who are practically invulnerable. The story throws very powerful characters at you and really they are better than anything you could train up yourself as many of them have unique classes that can be described as "Like a priest BUT _____ "
Use of a "Snapdragon" transforms a character into a sword useable by any human or demi human that is imbued with bonus stats relative to the character "snapped" by the item. This includes bonuses such as the Mushus Dragon or Valkyrie ally bonus to fighting or the fairy's luck boost. Really any character can become a game breaker with one of these weapons. Ever seen a dedicated healer one-hit kill an end game mook while also being a beastly healer? Snapdragons make it possible.
Firecrests should also not be ignored. An accessory (useable by any member of your party) that grants incredible armor and resists. It can only be bought by selling glass pumpkins to Deneb's shop and they are incredibly expensive but they can give even a healer or caster defensive bonuses like a lich.
The original Ogre Battle. Princess and Lich can work together in the same unit, and their combined might is enough to burn everything to the ground. On the other hand, due to how the Karma Meter works, you do not want to use a unit built like this to liberate towns unless you're angling for a bad ending.
P to R
Phantasy Star IV: Early game, Hahn, Alys, and Chaz can use the Triblaster Combo using the base Techs: Foi, Tsu, and Wat
When you get Rune in the party, he comes with the ability Gra. Create a Macro with him just using Gra first and the rest defend and fight in the last passage to Tonoe.
When you get to Dezoris, Fire Storm makes quick work of the enemies. It's a combination of Hewn + Zan or Flaeli + any Foi.
In Lashiec's Castle, after killing the Xe-La-Thouls if your level is high enough you can use the Grandcross tech: Efess + Crosscut, and since there is a healing point near them, you can fight to your heart's content.
Post Dezoris, if you open the Silver Soldier quest, you can access the Vahal Fort where, you can fight Life Deleters which give you 2,500 Exp each. Use Hyperjammer + Tandle to make quick work of them. Hell, even use Negatis, and it will kill them. Tandle alone will even kill the weaker enemies.
Even Better, Have Wren just use Spark if you are only fighting one Life Deleter. Spark often destroys all mechanical enemies
Phantom Brave has the "Failure" title, which reduced an item or character's stats to worthlessness and causes enemies with it to give no EXP. You'd think this title would be useless, but it's actually one of the most useful titles in the game. You can assign the "Failure" title to a high-level random dungeon, turning the enemies into pushovers (who give no EXP), but this title does no effect on items spawned in the dungeon. This creates a easy source of high-level weapons, and the game's dispatch EXP system awards you bonus exp based on item levels, which will be massive thanks to the items' high levels. Then you can temporarily attach the "Failure" title to a weapon, making powering that weapon up dirt cheap.
In Po Po Lo Crois, focused attacks are an utter game breaker. When Pietro is hitting for maybe 40-80 damage with a melee in the first part of the game; a focused attack will hit for around 200. And that's within the first hour of gameplay! Naturally, a Let's Play of this shows how broken they are; with several bosses later in the game going down within a few rounds of Focused Attacks.
Not to mention, if you have a multi hit move that's focused, you'll easily do more than any single-hitting move. Jilva Special, Axle Spin, Wind Cutter, and Ballistic are definite examples. (And part of why this troper highly recommends you to bring Jilva with you to the final bosses! Other than the fact that she's pretty flexible in the first place) Where White Knight's Aerial Slash will hit for maybe 500 damage and Jilva's Olden Dance will hit for around the same focused, Jilva Special and Ballistic will get for well over a thousand. Pretty good considering that bosses were pretty much made with this in mind, especially the final boss.
Quest 64 has two spells that just break the game. The first is Avalanche, which can be obtained early on if you dedicate yourself to Earth Element. The spell will do massive amounts of damage in a large area, and it doesn't cost much to use. The second, although obtained much later, is Magic Barrier, which renders the main character invincible. Since the game is almost Nintendo Hard, these two spells make the game laughable once obtained.
The biggest reason for this isn't the combo itself; it is that both spells are earth element. If they were different elements, it would still be gamebreaking, but nowhere near so much. Also in this list in the Heal spell (first one is level 7 in water), which can be incredibly abused, due to the MP regen system and gained easily before even the first boss, probably making it a real Disk One Nuke.
Finally, there's your staff. Its power increases more as your elements increase. This actually means that by the end of the game, it'll deal well over 100 damage with ease, which is more than most single spells.
Qualstio's "Stifling Heat" passive skill, which raises the chance of Flame Burst inflicting Disable to 100%. Makes bosses laughably easy due to the game's aversion of Contractual Boss Immunity. Unless you do a ridiculous amount of skill point grinding, though, you won't be able to get it until very late in the game.
Santes, Santes, Santes. She has both potent healing spells and one of the, if not the, most powerful direct damage spell in the entire game. One of her early passive abilities grants her a significant Agility boost, too, so she can attack and heal pretty quickly. It's unlikely you'll ever want to remove her from your party throughout the game's entire duration.
The full-party buff spells (Rising Morale, Blessing of Wit, and Refreshment) are extremely useful as well, due to the fact that they effectively regenerate both Mana and Hit Points. They are balanced out somewhat by the fact that the party members who have said skills tend to be weaker or less useful than other party members, however.
First off would be Arc-En-Ciel which is considered by many as the "I Win Button". This particular attack covers almost the entire enemy grid which you can hit a lot of enemies, does lots of hits, is a non-elemental attack (so no enemy gets healed), never misses (it's magic-based), and lowers the stats of those enemies you hit. For bonus points, have Eva as your leader which makes your party members really far apart from each other, and gets a boost in magic damage and magic defense.
Another one would be to let one of your party members have a high Vit stat and learning No Fear. If you loaded the Old Save Bonus from Agarest Zero, you're capable of letting Weiss, Eva, Jainus and Fiona trash through the first generation without even breaking a sweat. Especially Eva, Fiona and Jainus since they get to learn No Fear and the latter does come with Accuracy, an EX Skill that makes all physical attacks hit. Oh and he can also steal items for you too.
Invest in a lot of TP, get the Rusty Equipment from the Righteous Beheading shop and upgrade them to the Gram sword, Aegis armor, and Mighty Ring accessory. These equipments are enough to actually carry you throughout the entire game and well into the post-game (until you get the Infinity Plus One Equipments).
Surprisingly, the agility stat is this as well. It went from "don't-even-bother-because-you-want-enemies-killing-you-to-farm-SP-and-trigger-Unleash All" to "invest in a lot of it so you can outspeed the bosses flunkies so that the bosses can't get more AP from its allies".
In Robo Trek, you can obtain the Disc One Nuke weapon Axe 1 by the time your character is about level 9. The weapon itself at level 9 already outclasses most weapons obtainable by this point and it's ridiculously easy to get it to Axe 3, the second most powerful weapon the game. Also, there are very few enemies who resist melee attacks (but after the first boss, many resist ranged attacks). And to put how game breaking it is: a critical hit with the triple hit macro will one shot most bosses. Period.
Romancing SaGa 3 has Dragon God Descent (Wind Magic), which makes the cost of WP and JP 0 at the cost of converting hit point damage received into life point damage. But at least you can use techs and magic infinitely, and giving it to a certain character namely Zo makes the real Final Boss a joke.
Romancing SaGa: Minstrel Song has the Synthesis Spells Overdrive and Hasten Time, which let you immediately end the turn and get a free round of attacks — Hasten Time lets your whole party get an attack in, while Overdrive lets the caster act five times.
Rune Factory 3 has... oil. Plain old oil that can be thrown at monsters to make them receive triple damage from fire attacks. Couple it with a fire-element weapon or the already nigh-game breaking Explosion spell and pretty much any storyline boss (Various Bonus Bosses make up for this with magic immunity, One-Hit KO spells and/or attacks that do massive damage AND stun.) can be steamrollednote with one exception — Fiersome, who will only take minor damage from the combo. Also, both the oil and fire spells can be accessed pretty much at the start of the game.
There's also grinding your Weapon and Accessory crafting skills using scrap metal as an upgrade element. Scrap metal has a high skill rating and is very common (especially early on, when your mining skill will be low), so making low level gear, then upgrading it with scrap metal can boost your skill levels in no time. If you can luck upon a Heart Pendant (doubles all skill points earned) early on, this makes the process even faster.
S to U
In SaGa Frontier, the combination of the skills OverDrive and Stasis Rune can break the game. OverDrive is an ability that allows the caster to take 5-7 actions instantaneously at the cost of them being made pretty much useless afterwards due to stat draining. However, if for the last action in OverDrive you use Stasis Rune which locks you and an opponent in stasis this stat draining can be avoided. Not only that, but after the stasis wears off your character will have 5-7 actions per turn for the rest of the fight with no penalty. Even though only two characters can get the spells to pull this off it still will completely break the game.
Let us not forget the absurdly powerful DSC (Dream Super Combo), a barehanded-type attack that can be gained by equipping the Sliding, Suplex, BabelCrumble, and GiantSwing attacks all at once. It randomly delivers 3 to 5 attacks, dealing more damage the more hits get thrown out. 3 attacks alone will do more damage than pretty much any other attack in the game. 5 attacks will do enough damage to utterly destroy anything that isn't a final boss or Bonus Boss. Not to mention it works on almost EVERYTHING (only monsters that are immune to throw-type attacks are immune to it, since everything but Sliding are throw-attacks, but there's really not many of those beasts). This one attack is the biggest reasons most guides recommend recruiting the character Liza if you can, since she can learn all 4 attacks very quickly (others tend to have trouble learning at least one move in the combo). The only downside is that it's fairly expensive at 18 WP (most endgame moves cost 9-10 WP), but most enemies will fall LONG before a DSC user runs out of WP.
In Sailor Moon: Another Story, Sailor Pluto has a move that costs 12 AP and stops enemies from doing anything for three turns. This works on all enemies, even bosses, even the FINAL boss, 100% of the time. Conveniently, there's a item in shops that recovers all (12) of a character's AP.
Not to mention AP is automaticly restored between battles.
And did we mention the "Defend" command? Evasion and defence are bumped up to near 99% for that character. Turtle and wait for the enemy to run out of AP.
Secret of Evermore has one spell in the game that breaks the game: Barrier. It basically makes both characters invincible for a period of time. Another game breaker is the Bazooka, thanks to a bug in the original release that gave infinite ammo. The Crush spell also became quite the deadly game breaker if you take the time to level it up: Its ingredients are very cheap and plentiful throughout the game, and at max level it will kill every enemy on the screen in one shot and even the final boss in three shots.
Shadow Hearts: Covenant has Yuri's Dark Seraphim. Acquiring this form requires all the previous Fusions (an easy get if you just remember to check the earlier areas of the game, complete Tiffauges Castle, and complete the Dog Shrine) and the defeat of a Bonus Boss. Said boss was ludicrously hard in the first Shadow Hearts, but here he's a pushover. Once you have Dark Seraphim and max out its level (simple by this point), everything else in the game—even the ultimate Bonus Boss, Solomon—boils down to "Fuse Dark Seraphim, cast 'For Everyone...' (an across-the-board stat buff for the full party), attack, win".
While Dark Seraphim was indeed appallingly powerful (and righteously so given what you have to do to acquire it), the real game breaker was Lucia and her Aromatherapy powers, which gave other characters bonuses. Among her ultimate powers were such lovely tricks as letting every other character attack as though they were using a Third Key (get 3 attacks in a row) and setting other characters' critical hit rate to 100%.
Consider the following combo: Yuri, with a 5-hit attack ring and a 35% attack bonus, fuses fire monster and uses Energy Charge (next attack does 125% more damage), Lucia uses Moon Oil+ Night Oil combination (all hit are criticals), Yuri switches to Dark Seraphim and uses a Seventh Key (7 attacks in a row). Assuming you get all 7 sweeps from the Seventh Key off without missing, you've just dealt out 35 critical hit attacks magnified to inflict more than double the damage they'd normally do. Even the secret boss would be overkilled in a single blow!
There exists an accessory, the Extreme, that triples your damage in exchange for turning the Judgement Ring (the timed-hit based attack system) invisible. You can also set the Judgement Ring to practice mode, which means that rather than ending your attack if you miss the hit range like normal, nothing happens, at the cost of losing your perfect slice. This means you can just mash X over and over and get five hits of heavy damage. Combine this with any of the other game breakers listed, and very little survives.
There is a purchasable accessory called Spikes that puts any character equipped with one in a permanent Resist defense state, making them take significantly reduced damage, and immune to status effects and knock-back, at the cost of losing one Sanity Point per hit taken. Yuri's second earth fusion has a skill that negates the Sanity loss from Resist. Combine the two and you will be Nigh Invulnerable.
In the original SNES version, Shiren the Wanderer provided a Dividing pot (a pot that duplicates any item put into it) as one of the new loot in Fei's Final Problem. The gamebreaker is that there also exists a Scroll of Withdraw (or you can inscribe a Blank Scroll to get the same effect) that lets you retrieve items from any pot without having to break it (normally you have to toss non-Holding pots at walls to break them and get back their contents). So, if you have a Dividing Pot or better and two Withdraw scrolls, you can put one scroll in the pot (making two Withdraw scrolls) and the item that you wish to copy, then use the remaining Withdraw scroll to get back two Withdraw scrolls and two of the other item! You could do this over and over again with just about any non-pot item for infinite supplies.
They fixed the exploit in the DS version, though.
Another game-breaker in the SNES version comes with a huge amount of time, resources, and devotion (or just three Blank Scrolls and a Dividing Pot): if you can somehow power up a shield to a very high level, eventually, you'll find that all normal damage will be negated. Normal damage meaning damage from melee attacks (which is what almost all monsters have), arrows, and non-explosive traps. This means that unless the enemy uses attacks that do fire and explosion damage or have status-draining moves, you're virtually invincible.
Silva Saga has a 3-party system (with 4 members each); Heroes, Mercenaries and Idols. Idols are strictly magic only, Mercenaries rely only on brute strength and Heroes—being the most balanced—are able to use both. What really separates the Mercenaries and Idols from the Heroes is that after every battle they heal FULL HP and MP (where-as Heroes do not).
During battle, you can switch between any of the 3 parties at any time. You have complete control of the Heroes (items, magic, defend, etc) while Mercenaries and Idols just spam their only attacks without any control other than to switch to a different party. This is where breaking the game comes in; you can send out the Mercenaries/Idols to fight, wait until the 3rd member of the party has attacked then quickly cancel out the rest of your turn. Your turn will now be reset, and you'll be brought back to choosing which party you want to fight with BUT all damage dealt to the enemy just before-hand will NOT be reset. You can repeat this for as long as you want and the enemy won't be able to have a single turn against you (but only if your agility is higher than the enemy, otherwise the enemy will be the first to attack).
Skies of Arcadia has a few: Enrique's Justice Shield reduces all physical damage taken by half, making every single boss battle far easier than was intended. Items are inherently broken too, as they can replicate every magic effect in the game but require no Spirit Points, bypass Aika's Delta Shield (which neutralises any and all magical spells cast on your party) and are easy to acquire. In airship combat, magic spells, which are otherwise woefully underpowered after the fourth dungeon or so, become godly; unlike all other weapons save your Wave Motion Gun, the magic cannon is ''guaranteed to hit'' as long as your target isn't directly behind you and you aren't silenced. While the actual offensive spells are about as pathetic as they are in normal battles, the Silence and Drain shells work on every single airship opponent up to and including the Final Boss, who literally can not attack outside of spells and its Wave Motion Gun.
But then, the Bonus Bosses, especially in the remake, assume you're going to cast Justice Shield and Delta Shield every single turn, and will very quickly wipe you out if you don't.
On top of that the bonus bosses leveled with the party, leading to a very easy game break against the player if they got too high.
Forget Justice Shield, Vyse's Skull Shield prevents all physical damage. Coupled with Delta Shield, your team is practically invincible.
Skull Shield only blocks standard attacks, not special attacks. It's powerful, but even with both that and Delta Shield about one third of the game's attacks — and the most powerful ones to boot — will affect you.
You can buy stat-boosting items in the item shop on Crescent Island. Paranta Seeds, which boost attack power by three points, cost 5000 gold. Give Vyse enough, and the already very powerful Pirates' Wrath becomes absolutely ridiculous. Of course, giving loads of them to any character will make them a powerhouse damage-wise if you have them use normal attacks and/or physical attacks based off of the attack power stat. Other Seed types are also useful for gamebreaking. Give a character enough of all of the types, and you'll have a complete Munchkin character.
There's also Aika's Swirlmerang. Not only does it hit pretty much everything (even the Loopers) with its 200 Hit%, it causes Confuse/Panic in every enemy not immune to it. Which surprisingly few of them were. Even many bosses could be confused with the Swirlmerang. And the fact that confusion is cured by getting hit can actually become a good thing in this case, because when an enemy is cured of Confuse, they skip their action for that turn. You can simply throw out the Swirlmerang, hit them with another character, and never have to heal (unless you get very unlucky with counterattacks, and even then you barely have to heal at all). Meanwhile the other two party members are charging upProphecy...
And to really break this even further, combining the Swirlmerang with Vyse's Skull Shield will not only nullify the counter attack problem, it'll let you skip the second character's attack. This turns every encounter that's against a single large enemy into a complete joke, and works beautifully in Soltis, where almost every enemy encounter is of this type and the few that aren't get one-shotted by Omega Psyclone anyway.
Fina's Lunar Light. Revives all allies, cures all status ailments, AND fully heals everyone. And it's not terribly expensive (not cheap enough to use every round, though). In a game where your basic resurrection spell has only a 50% chance of working on ONE ally. RPG's would be a lot easier in general if they all had something like this. It's like Aerith's Great Gospel (okay, technically Pulse of Life) if you could cast it every other round.
Sonny 2 has the multi-buff Withdrawal strategy. By maxing out the move Withdrawal, using all three of the Biological class' Super Modes at once, and hitting the enemy with Agile Exposure to increase the damage they take, Withdrawal will do absolutely ludicrous damage. See here for this in action; that boss that was taken out in one hit of Withdrawal? That's the game's Bonus Boss.
Arguably even worse is the Shock Coma Psychological build. Shock Coma is guaranteed to stunlock any single character on the field and prevent them from doing anything at all, but it grants the affected unit a fairly large percentage of their max HP as recovery for every turn they are stunned - this is what normally balances it out. But by combining Shock Coma with High Voltage and Overdrive, which both vastly increase the power of healing-over-time effects, it's possible to heal any character for more than 100% of their health per round. And then we add Retrograde, which reverses damage and healing. See if you can spot the exploit.
Space Station 13 has way too many to count. But perhaps the most entertaining (Hilarious) of these is the chemical known as "Space Lube". What does it do? It makes people slip, that's it. Doesn't sound too broken? Did we mention that by "slip" we mean "launch them 20 feet across the map and knock them prone and helpless longer than most stun weapons"? It requires no special supplies to make, doesn't take very much to work, and will continue to make them slide as long as they keep landing on lubed floors. If you're feeling really sadistic, it's really easy to emag open the airlock doors, spray a trail of space lube leading up to them, and launch them into space.
The same holds true for Star Ocean Till The End Of Time as well, where synthing a few Orichalcums onto Fayt's weapon, minimizing his Fury usage and spamming Side Kick —> Side Kick on your close range attacks will destroy most of the bosses in the game (Later in the game, replace this with your choice of Air Raid or Dimension Door)—and let's not even mention the Boots of Prowess, with which you can soup Fayt up until he takes 0 damage on every hit from the final boss. Granted, Boots of Prowess are incredibly expensive to refine, but with enough reloading and abuse of a couple of fol-making strategies, it's completely doable well before post-game. "Serious fans" will scoff at you for using either Orichalcum or Boots of Prowess in Galaxy difficulty (before post-game), as the items were most likely intended for playing on Universe and especially 4D, where such "cheats" become necessary not to die on every boss.
The easiest way to level up early on in Star Ocean: The Second Story happens right after Claude and Rena reunite early on in the game, before you go into Cross. You can go to the left towards the mountains, and head towards the Mt. Lasguss mountain trail. Granted, at this point most enemies here will defeat you in a single attack....except for one. There is an enemy called a Sound which looks like a purple balloon with a face. It sucks away your magic points, but has NO attacks whatsoever. If you were lucky and patient enough, you would find one of two fight with nothing but Sounds, which you literally couldn't lose due the fact that they can't hurt you. There was a fight with three Sounds, and another fight with seven Sounds which would take a long time to win at that point, but the experience and possible items gained made it worth it, especially since you only had two party members at the time. Just keep searching for the Sound fights early on near the entrance to the mountains, win the battle, leave, heal at an inn or with items, save, head to the mountains again, repeat the process and watch how quickly Claude and Rena level up. This level boost can help through the majority of the first disk, if not the rest of the game itself.
There was an item that could be obtained by using the pickpocket ability on one of the people in Mars Village called the Treasure Chest. What it does, is when its used it gives three random items to your inventory. Normally, this might not seem like much, until you realize that if your lucky enough, you can get extremely high powered weapons and items normally only obtainable on the second disk. One of these weapons is Claude's Marvel Sword which combined with the later mentioned Battle Suit trick make the rest of disk one a joke, especially if used with the Lasguss Mountain trick mentioned above. You steal the Treasure Chest, leave the village and save, then use the Treasure Chest, and hope you get the Marvel Sword. If you don't, reload your file and try again until you do. It's that easy.
Also using the pickpocket ability on a woman named Filia in a private action when you visit the town called Clik early in the game gets you the Mischief accessory which when equipped to a party member gets you random items, including nice sums of money, and sometimes items you couldn't receive until much later in the game. On disk two, in Fun City you can challenge the 50 battle arena, and if you win all 50 battles, you receive the Fortune Ring, which is basically everything about Mischief turned Up to Eleven. If you get both of these accessories, and equip them to one character at the same time, you can probably see how broken this is.
The real gem of Mischief is the Forged Metal, an item which reduces the experience points a character needs for the next level to 1. By itself, it's not that powerful, but if you invest in the Reproduction skill that lets you duplicate most items, you can easilly have all of your characters over Level 100 before the end of disc one. If you've also got the weapons and armor described below, you can run straight through disc two, all the way to the bonus dungeon.
Claude's Ripper Blast, full stop. This is easily the best and most broken move in the entire game. Initially it's not that special and costs a decent amount of magic points (for a fighter anyway), but thanks to the proficiency system of moves visually changing and becoming more powerful every time you use them, this goes from Claude making a few rocks come out of the ground in from of him at the first use to the majority of the area being covered in huge stalagmites at its max proficiency. The greatest thing about this is by the time this move reaches max proficiency, you're probably at a high enough level where you can recover most, if not all of the magic points required to spam this attack over and over again. Combining this with his last move Mirror Slice at max proficiencymakes most fights completely trivial.
Rena's StarFlare also counts for this mainly because of how quick and powerful it is, and the fact that it hits all enemies that don't resist or negate light attacks for huge damage, as well as can be combined with most other offensive spells like Lunar Light or Earth Grave to further boost up its power and exploit multiple enemy weaknesses at the same time. The best thing about this is the fact that thanks to the proficiency system, all of your spells also speed up in cast time as well which make this incredibly easy to spam. Also, since this is Rena's last move, at the point you learn it she'll be at a high enough level to easily regain the necessary magic points to spam this move repeatedly. The crazy thing about this is the fact that you will literally cast this instantly with max proficiency and the Motor Mouth ability at max level, which make most fights a piece of cake.
The Eternal Sphere, arguably the best weapon in the game and by far the most broken. You get it early, really early if you abuse itemcrafting (probably not even 1/4 into the game). From the moment you get it, just about everything you fight afterwords becomes ridiculously easy.
An accurate time table for getting the Eternal Sphere would be something like this: at about five and a half hours into the game, you'll complete the Lacour Tournament of Arms and receive the Sharp Edge from Grandpa Gamgee, then you need to buy all the skills from the local shop. Then it'll take about two more hours of solo grinding with Claude in the Sanctuary of Linga to accumulate enough SP to raise his Customize skill to 9. You'll also need to invest some points into the Radar skill to get some Mithril much earlier than you're suppose to. Then, with some luck, you'll eventually forge the Sharp Edge into the Minus Sword and then the Minus Sword into the Eternal Sphere. So, about seven and a half to eight hours into the game and you can have, arguably, Claude's best weapon. Alternatively, it can be done in about the same total playtime but with less grinding by waiting until shortly after reaching the second disc.
If you get the pickpocket ability, and choose to recruit Ernest you have a chance to get at least two copies of the game's second best armor, the Battle Suit. In two separate cities, you can steal one copy from Ernest. If you're playing as Claude, you have a chance of getting a third copy from a crewman on his father's ship. Getting this armor make anyone who equips it into a literal Stone Wall, even your Squishy Wizards and Fragile Speedsters will literally be Made of Iron while they wear it. If you play as Rena and chose not to recruit Opera, which thereby means you can't recruit Ernest, you would have to wait until The Cave Of Trials, which is also the only place that provides the one piece of armor that's even better, at the end of the game to find this armor.
Ironically The Second Story could have been said to suffer from reverse gamebreaking in certain areas. Once you unlocked the secret dungeon that would make leveling up to 255 and getting all the best equipment a piece of cake, the final boss was also improved. Improvement meaning double health, faster, and a spam attack, that was guaranteed to happen once, that killed 3 out of 4 of your team members. Also frequently seen is on the higher levels of the secret dungeon, bosses from one level would become random encounters the next and other enemies would use petrification attacks that hit multiple times. Not to mention you couldn't save in the secret dungeon, but could leave voluntarily, and many levels had hp and mp drain from standing under colored lights.
Actually, the means of unlocking the secret dungeon and the means of engaging the final boss' Super Mode were completely different and separate, meaning it was just as possible to face the Big Bad in his normal form with such power that "Curb-Stomp Battle" doesn't even describe it...as it was to face him in his ultimate form without any chance in hell of even hitting him, let alone winning.
The first Star Ocean also had some fairly broken item crafting, as well as an unassuming "draw" skill which let you duplicate certain items. Most nice things can't be duplicated with "draw", but violins can, which sell for a * very* high price.
In the original version of Star Ocean 1, Roddick/Ratix's Secret Skill/Ougi version of his Double Slash/Souhazan is hideously overpowered: you could get the item needed to learn it relatively early in the game, and the main benefit over the normal version is that it shoots out 2 large energy crescents after the second slash. Combine this with the fact that you can link up to 4 attacks together into a combo, and you can effortlessly stunlock most enemies until they keel over, including the initial appearance of the recurring tri-Ace Bonus Boss, Gabriel Celeste.
In the first Suikoden game, about one quarter through the game there was an enemy called the Crimson Dwarf who was pretty powerful, and usually came in multiple numbers. If you could find them and defeat them, hopefully they would drop their rare item, the Crimson Cape which was the best defensive item for anyone who couldn't use shields, which was about 90 percent of your usable characters. Equipping two of these on any character made them an instant Stone Wall, which lasted for the rest of the game, and if you give two Crimson Capes to a character who can use shields, it's pretty much all downhill from there.
Actually, the Crimson Dwarves do NOT drop Crimson Capes. It's dropped by Ninja Masters towards the end of the game, with a drop rate of 1.57%.
Also the Black Shadow spell that The Hero Tir learns after Gremio's death hits all of the enemies For Massive Damage and only gets stronger as time goes on. This is actually Fridge Brilliance when you consider that Gremio died to save Tir and his friends, so the spell that Gremio left behind would be the one that would be the most helpful in Tir's quest.
When you recruit Tir's teacher Kai, you can put him in the party with Tir to use their combined attack "Haze Attack" which hits all enemies on the screen For Massive Damage, and unlike most combined techniques this one didn't leave either character unbalanced (which means that they would have to take a turn to rest, like Hyper Beam users in Pokémon did), and was incredibly spammable against all enemies, including bosses.
In Suikoden II, it is possible to access the Knightdom of Matilda very early in the game through a glitch and recruit two strong characters. What makes it a game breaker is that completing the subquest to recruit them is going to eventually bump you up to the mid 30's. Keep in mind that at this point of the game, your level should be in the mid teen which makes the game much easier.
Yuber in Suikoden III fits under this, although you can only use him for a very small portion of the game after beating the regular story mode. Despite this, he is admittedly overpowered - he could destroy many groups of enemies just by himself, even though Luc and Sarah were dead..
For instance, there's a Poison Potion (which greatly increases all your stats) hidden in the SE corner of Enitsirhc. Grab it, use it, use Restart Place, lather rinse repeat.
Got a monster that's on your heels, about to kill you? Restart Place!
Near a pile of treasure? Restart Place and you'll have more treasure!
Just about any dungeon can be broken by using Ethereal Potion, which allows walking through walls. The creators even invoked this in Poet's Nightmare, placing a special stairway behind a wall that's only accessible by Ethereal Potion and leads straight to the goal. Also possible with Falling Wall scrolls in the sequel.
Castle Hall (the first place you enter after the opening tutorial) has catacombs that are normally hidden away until the final task, but a simple Ethereal Potion can allow early access to them. Since you get an Ethereal Potion in the tutorial level, you should be able to get at least the Vorpal Blade (second most-powerful sword) before the very strong monsters in the catacombs notice.
Fierce Fold is composed almost entirely of force fields that have to be turned off to progress. If you can't figure out the pattern to switch them off, "headoff" will turn off any force field you face.
Vision Cloak and X-Ray Ring both let you see through all walls. Combine one of these with a Grasp Distant Object spell, and vast piles of treasure (not to mention task objects) are now easily accessed.
One version of the game accidentally shipped with a spell allowing the player to wish for any object at any time. Cue wishes for two Excaliburs, a bunch of Poison Potions (which boost all stats), an X-Ray Ring, a Food Ring, Boots o' Speed and a sack full of wands. Use the spell in later versions will send the player to Hell and force-quit the game.
It will ask you if you're sure you want to reset the world, or use any other cheat in the "Other spell to invoke" box. Even so, you can still do it ad nauseam.
Switches can be activated by throwing weapons at them, or using Strike if you're a magician. So if you want to take a ship out of Castle Hall, but can't afford it or don't want to pay the fee, just Strike or throw something at the switch. The "throw an object at a switch" trick also makes the dungeon of Fracture almost trivially easy.
An easy way to level grind: use a task object after you pick it up, and the screen will fill with monsters from the dungeon you received it in. Kill all the monsters, heal if necessary, repeat.
As in its obvious inspiration, alchemy in Two Worlds is completely broken by the ability to make potions that boost your primary stats. The problem is compounded, however, in that these stat boosts are permanent, and in that the ingredients to make the potions have a 100% drop rate from common foes in certain areas. If you train alchemy to maximum and then make all the strength-boosting potions you get the ingredients for over the course of normal gameplay, it's possible to kill the final boss in two hits.
In the Forge of Virtue expansion for Ultima VII, you get the Black Sword, which definitely qualifies. Not only do you max out your character's stats on the road to get it (and double your strength on top of that), the Sword has the ability to refill your mana at no cost, generate fire fields and instantly kill almost any named NPC in the game. Nasty.
V to Z
At maximum level with all of her potentials unlocked, Alicia in Valkyria Chronicles basically becomes unstoppable and is the perfect soldier for a Dungeon Bypass. Resist Crossfire signficantly reduces the damage she takes from enemy gunfire, Double Movement gives her a chance to completely refill her action bar when it depletes, and Mysterious Body gives her a chance to completely heal herself when she ends her turn. Combine this with the Awake Potential order that Welkin can give her (which massively increases the chance that her potentials activate), and there is no way the Imperials can stop Alicia from bypassing their lines and capturing their base camp.
For fun, try it with the defense boost and tank killer orders active on her. She becomes a basically unstoppable juggernaut ready to poke a bunch of fatal holes into anything that moves.
The weapon unlocked after completing a series of downloadable missions is basically the angel of death compressed into gun form.
The Reverie skill adds up to three shadow duplicates to a melee fighter equipping it, which hit for reduced damage. No big deal? While they don't do much damage, they do add to the combo meter, and the various finishing strikes do more damage the higher it's pumped up. Now, with some weapons already hitting for 6-10 blows for some fighters, you could really inflate the combo meter. Finish off with a Great Magic spell that hits all enemies (for sheer number of combo hits, Celestial Star and Meteor Swarm are preferred), and only a couple of bosses could even last long enough to get their first turn. This also typically resulted in netting many bonus crystals (which gave a 5% boost to earned XP, up to a maximum of + 50%) and items, allowing you to power-level quickly.
Combining the Guts Skill (up to an 80% chance of reviving from death), the Auto-Item Skill (which you can set to have a 100% chance of using the revival item on a character that died), and equipping multiple Angel Curios (which had a high chance to both revive the player and break if used) made it nearly impossible to die. However, the combination itself is very expensive, and generally not feasible to maintain until you reach the Bonus Dungeon.
Of course, the two could be combined to devastating effect (and are pretty much the only way to beat the Iseria Queen).
It's only part of the trope if used in the normal storyline part of the game. In the Bonus Dungeon it is essentially required because the attacks of many of the later enemies are either one hit kill one party member or one hit kill your entire party. Both attacks will be unavoidable, as well, so health and defense actually cease to matter. Even if you abuse the auto revive skills completely, the Iseria Queen fight does take long enough she might very well get lucky and wipe out your party anyways.
Valkyrie Profile 2 Silmeria has its own game-breaking example, if you happen to know when certain characters will be leaving the party completely and spend enough time leveling them up by fighting boss battles over and over. It takes some time to get them up to the required level, but once they leave, you'll gain some very powerful equipment as a compensation that will make most of the rest of the game a cakewalk, right up until the very last bosses. Very much a Guide Dang It situation, since the game doesn't give any hints about it before it happens other than the fact that any Player Mooks you boot out of your party also leave behind items that permanently boost the stats of another character relative in number to their strength when you released them, and even then you don't get any notification of the new items you get after the previously mentioned special characters leave, unlike you do with the Player Mooks.
Ash's secret Vandalier class upgrade in Vandal Hearts. Took some side-questing to obtain, but if you did the game became a walkover. Ridiculous stats aside, the Vandalier also had access to every spell and unlimited use of every item in the game. So you could nuke the entire map repeatedly, and when you ran out of MP just use the item which restores your entire party to full health and MP. The rest of your team is irrelevant at this point.
Wild ARMs the first game on the Playstation One had a nice little glitch that let you have 255 of any item you wanted, as long as you only had one copy of it to begin with. The trick was to have a Heal Berry (heals 200 HP) in your first slot and your first two characters (Generally Jack and Cecilia) to use it. Your third character (Rudy) would take the Heal Berry and swap it with the one item you wanted to duplicate. Made things really easy when you wanted to have the extremely rare Bullet Clips (full reload to any of Rudy's weapons), Crest Graphs (you need these to make spells for Cecilia), Secret Signs (an item that allows Jack to learn his techniques quicker and cuts down on the MP cost of each one) or Goat Dolls (the last item can be bought from the Black Market). Goat Dolls especially were insane with this trick as they allowed your character to take shots that would kill them normally and get back up with no problem. Add in the fact that you can re-equip yourself each turn and your party could laugh at every boss battle ever.
And then there is Jude's Assault Buster, which, given a couple turns of preparation, can literally kill the last boss in one hit.
A Witchs Tale has quite a few. In terms of offense, every single one of Liddell's Ancient Magic spells as they will one-shot nearly every regular enemy in the game (unless they have more than 10,000 HP). In terms of support, Loue's doll. One of his abilities makes the entire party invincible for the current round while the other spends 128 MP to completely restore the entire party's HP and MP!
In The Witcher, the Igni Sign starts off as relatively subpar (very high endurance cost, very low damage). However, if leveled properly, it can become so ludicrously powerful that even bosses become piss easy to it. Combined with the Tiny Owl potion's ridiculous speed of endurance regeneration, near the end of the game you can simply use just that.
In the sequel, the cake is taken by the Quen sign. It throws back enemies that hit you, combined with the right equipment it can absorb all damage at level TWO and even earlier it makes most of the game a cakewalk. Even the final boss is not immune.
Quen got nerfed quite a bit in the 1.3 update.
Also in the sequel, the ability to riposte during swordfights. Can be acquired as soon as the three main skill trees open, with the cost of a measly skill point. Before getting it, you're likely to spend more time dodging blows than dealing them. After you take this one, the combat dynamics change so drastically that almost every standard armed encounter turns into a cakewalk. It's actually quite ironic that it becomes available not long after the player has likely learnt how not to suck in combat without it.
In The World Ends with You, you can save yourself the trouble of grinding for rare, uber-powerful/useful pins and threads if you go into Mingle mode and happen to run into someone who has the items in question, then go into their shops under the Friends menu and buy them. As a result, you can buy these items well before you would get them normally in the game. It's even better than a Disc One Nuke because it's possible from almost the very beginning.
An example of uber Gamebreaking comes with the Darklit Planet set (which itself is a Game Breaker by automatically giving a 3x boost in power to each pin if all six are in the deck) combined with the SOS threads. The SOS threads, in practice, increase stats when the equipped player has 0 HP on his screen. Note that the other member's HP is still at normal levels. Skillful use of the threads can make Neku Nigh Invulnerable (without the Nigh, even on Ultimate) as well as deal the most damage possible in the game using a single Darklit Planet pin.
And there's the screenlock strategy. A certain Darklit Planet pin causes an icicle to jut up from the ground, knocking any hit by it into the air. The Over The Top set and Speed Factor pin (which both heavily decrease recharge time for any used pins) added to the deck made the pin recharge in almost the same amount of time that it takes launched enemies to actually fall down to the ground. That leaves the bottom screen immobile and constantly taking damage, leaving your partner to just do whatever you feel like on the top screen.
There's also the Eden set, which (if you manage to get all five of them in a deck) mean that Neku is invincible as long as the light puck is on him. If you combine that with a healing pin, Neku won't have any attacks. Because of this, the light puck will always be on him, meaning that unless the person on the top screen needs healing, you can just ignore the bottom screen completely. And, unlike the Planet set, you don't have to mingle to get these pins. All you have to do is get five 'One Jump From Eden' pins and evolve them into the other ones in the series. Simple.
There are some pins that, when used together, allow for infinite combo chains. This makes it possible to easily defeat most monsters without taking a single hit.
And then there's the Purple Sneaks and Heart Pochette combo. While these equips are often overlooked because they have poor stat boosts, if you equip one to each of your characters, the "Faster Puck II" boost will make your light puck pass instantly. Combine this with any equips that give a "Puck Power" boost, and you'll soon be seeing that beautiful 5X damage sign on both screens at once. Who needs good stat boosts when you have the WTFHAX puck? The best part is that both of these equips are available very early on, and can be combined with any of the above setups (with the exception of SOS) to break the game even further.
In Xenoblade, the Critical Combo skill can easily be a game breaker, as when coupled with Double Attack gems and Haste gems and/or auras, the sheer number of critical hits you'll be landing will fill up the party gauge extremely quickly, allowing you to spam chain attacks to deal huge amounts of damage, heal the party, and/or keep the enemy locked down until it's dead. It also pratically ensures that you'll have enough gauge to revive any party members who get KO'd.
The topple and daze status effects can become game breakers later on, as the cooldowns on the arts that cause them can potentially become low enough after enough upgrades that an enemy can be kept on the ground and unable to act indefinitely if you're using a party consisting solely of characters who can inflict either or both of those ailments. Combined with the aforementioned tactic and gems that increase the duration of topple and daze effects, pretty much any enemy that isn't outright immune to the topple status becomes trivial to deal with.
In Xenosaga, there is an unlockable ether spell called Erde Kaiser. It is so sickeningly powerful, it trivializes the rest of the game. Sadly, it's probably still not as powerful as Cutscene Power to the Max KOS-MOS.
There's also a ring which reduces casting of all spells to 1 EP (even the normally expensive Erde Kaiser). Combining it with even more powerful Erde Kaisers trivialized all boss battles including the end boss. The final boss of Xenosaga III really is a joke if you used the most powerful Erde Kaiser Σ. Casting it for only 1 SP is just rubbing salt into the wounds.
There's another ring that doubles the power of your Ethers (including Erde Kaiser series) but at double the EP cost. However, when all your Ethers only cost 1 EP, it doesn't even matter. They remain 1 EP at double the power. Imagine that.. a double powered Erde Kaiser for 1 EP! At that point, not even the final boss has any chance against you.
There is also an accessory called the Bravesoul, accessible through an easy optional minigame. This raises physical attack as HP gets lower. Combine this with Jr's Angelic Requiem tech which hits all enemies for physical damage you can have a nuke that can take out almost all random battles in one turn.
Combine bravesoul with Shion's last resort ether and she can to nearly 20000 HP damage to an enemy.
After a simple side-quest, but miss able, type deal on Miltia in the third game, the shop is updated with multiple stat upgrades (when you land on Michtam). With these upgrades, you could make any character as strong as desired. The catch, however, is that the upgrades are expensive.
A complete round through Abel's Ark yields enough money to buy about 7 or 8, if memory serves. Do this a few times, and you're set (that and the place offers good leveling potential).
The game Yggdra Union has a skill called Crusade that instantly defeats all enemies AND gives a 50% damage boost AND has an ace type of all AND has a move of 12, which ties Steal as the highest move in the game.
Crusade has a couple of drawbacks though. Only one unit can use it, and then when only the head is alive. The movement stat of 12 means the skill has a massive charge time, and even a unit with maxed-out TEC can only half-fill it, meaning at least one clash will have to happen normally, or Yggdra has the spend time in the dangerous Passive stance. Skills are only good for one turn, and units who take part in multiple consecutive clashes are typically weaker at the start of the next, so any attempts at repeated use have a steadily increasing chace of Yggdra getting defeated during the charge time. To cap it all off, since the rest of the unit has to be dead for Crusade to activate, the 50% morale damage boost is only equal to beating an enemy with a full unit using a more workable skill. Yggdra herself, on the other hand, has ridiculously powerful base stats post-Awesome Moment of Crowning and the incredibly useful Always Ace attribute, making her a game breaking unit in and of herself.
And Crusade's drawbacks are easily fixable if the player just charges it right at the beginning of every battle, making it easy for Yggdra to attack full Unions by herself and wipe them out completely.
Angelic Thunder also instantly kills all enemies, but it has a low POW and doesn't get the 50% damage boost that Crusade does, so it can easily be survived.
Genocide is also game breaking. Even if it takes your unit down to 1 member (from 3 or 4, depending on the version), it still greatly increases your attack AND prevents your enemies from using skills AND gives you a 50% damage boost.
The enemy that can use this having the best weapon type doesn't help much either.
Sanctuary is also game breaking. Early on, it doesn't do much, but in the later battlefields, it can easily be spammed to grant invincibility and kill enemies that should've wiped the floor with you.
Reincarnation is even worse, as it even changes your class so you get weapon affinity advantage.
Unless you are using a bow or scythe type unit. When fighting against Bow, the game seems to disregard that it has potentially 3 unit types that are strong against it and just go neutral. On Scythe, there is NO VIABLE WEAKNESS TO EXPLOIT and thus you can charge him with Mistel or Durant (as a Dragon) and come out on top.
Enough about skills, let's talk about items.
Gauge Fills items fill your gauge at insanely fast rates, which makes any skill easily spammable.
1 on 1 = win items (namely, Zolfy and Snipe Glass) aren't too powerful on their own, but become free wins when paired with a well-timed Revolution or Chariot.
Critical 50% items. Between the head dying, the loss of counter, the state of panic, and the damage boost, this becomes killer.
The Fireball spell from Ys II also qualifies. It's extremely energy efficient (one MP will get you a good 25 shots) and one fireball will instantly kill almost any minor enemy. Bosses are immune to it, though, so you'll still have to fight them the traditional way.