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* The New-Era Gnocchi recipe provides an XL boost to Elemental Attack, which is the strongest offensive boost possible from food effects, especially if Shionne is the one to make it. This works out very well for most players that stick to the [[ComplacentGamingSyndrome tried and true]] triple mage setup, though even physical attackers will benefit from this when using hybrid artes.

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* The ''Beyond the Dawn'' has the New-Era Gnocchi recipe provides recipe, which blows all prior food effects out of the water with an XL boost to Elemental Attack, which is the strongest offensive boost possible from food effects, especially if Shionne is the one to make it.Attack. This works out very well for most players that stick to the [[ComplacentGamingSyndrome tried and true]] triple mage setup, though even physical attackers will benefit from this when using hybrid artes.
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* The New-Era Gnocchi recipe provides an XL boost to Elemental Attack, which is the strongest offensive boost possible from food effects, especially if Shionne is the one to make it. This works out very well for most players that stick to the [[ComplacentGamingSyndrome tried and true]] triple mage setup, though even physical attackers will benefit from this when using hybrid artes.
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** [[{{Videogame/TalesOfSymphonia}} Mithos]]. On top of his solid stats, his arte selection is also impressive as well, but two particular artes really make him stand out. Distortion Blade has a large AoE and can be enhanced to easily break through iron stance. Eternal Slasher allows him to teleport behind enemies, allowing him to safely combo with his other artes as well. His Mirrage Artes are all solid as well. His normal Mirrage Arte, Eternal Divide, has the utility that makes Mithos broken. It is one of few Mirrage Artes that are capable of damaging all enemies in the battlefield, has great damage output and can be enhanced to recover health with each hit (which can add up the more enemies there are in the battlefield). The best part about it is that it pulls all enemies towards the center of the battlefield. This allows it to be great in a Mirrage chain no matter when it is activated. It can be a great opener to a Mirrage chain, since it'll allow all other Mirrage Artes afterwards to easily hit multiple enemies at once since Mithos's already pulled the enemies to an ideal position. It can be used after a Mirrage Arte that caused multiple enemies to be spread out again, allowing Mithos to reposition them, or it can be used as the finisher to a Mirrage Chain, where its damage output is at its highest in a chain. That alone makes Mithos solid, but he later got three more Mirrage Artes. His casino themed Seasonal Mirrage Arte inflicts Terror, reducing the amount of actions an enemy can do and can be enhanced to refill his CC to combo his artes again. It also has the lowest MG requirements out of all of his Mirrage Artes, so one can put it as his first Mirrage and use it to be able to select all his other Mirrage Artes. The effects of his Overray Mirrage Arte (as explained above) compliment his arte pool very well, allowing him to take on multiple roles as well. Finally, he has a Crossover Mirrage Arte with Lloyd and one of only three boss characters to have one. Though he can use it on his own, if used in the right conditions, Mithos has access to another powerful Mirrage Arte with the benefit of healing both him and Lloyd.

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** [[{{Videogame/TalesOfSymphonia}} Mithos]]. On top of his solid stats, his arte selection is also impressive as well, but two particular artes really make him stand out. Distortion Blade has a large AoE [=AoE=] and can be enhanced to easily break through iron stance. Eternal Slasher allows him to teleport behind enemies, allowing him to safely combo with his other artes as well. His Mirrage Artes are all solid as well. His normal Mirrage Arte, Eternal Divide, has the utility that makes Mithos broken. It is one of few Mirrage Artes that are capable of damaging all enemies in the battlefield, has great damage output and can be enhanced to recover health with each hit (which can add up the more enemies there are in the battlefield). The best part about it is that it pulls all enemies towards the center of the battlefield. This allows it to be great in a Mirrage chain no matter when it is activated. It can be a great opener to a Mirrage chain, since it'll allow all other Mirrage Artes afterwards to easily hit multiple enemies at once since Mithos's already pulled the enemies to an ideal position. It can be used after a Mirrage Arte that caused multiple enemies to be spread out again, allowing Mithos to reposition them, or it can be used as the finisher to a Mirrage Chain, where its damage output is at its highest in a chain. That alone makes Mithos solid, but he later got three more Mirrage Artes. His casino themed Seasonal Mirrage Arte inflicts Terror, reducing the amount of actions an enemy can do and can be enhanced to refill his CC to combo his artes again. It also has the lowest MG requirements out of all of his Mirrage Artes, so one can put it as his first Mirrage and use it to be able to select all his other Mirrage Artes. The effects of his Overray Mirrage Arte (as explained above) compliment his arte pool very well, allowing him to take on multiple roles as well. Finally, he has a Crossover Mirrage Arte with Lloyd and one of only three boss characters to have one. Though he can use it on his own, if used in the right conditions, Mithos has access to another powerful Mirrage Arte with the benefit of healing both him and Lloyd.
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Trope was cut/disambiguated due to cleanup


* Guy. The game uses a strange combo system for attacks, where using a level 2 or above elemental spell or arte produces a Field of Fonons that was about 25-50% complete. In order to use them, you kept using those attacks until it was 100% formed, and then anybody standing inside it could use an appropriate spell that would absorb the Fonons and make a newer, better spell. Character skills and spells and techniques were customizable with Chambers, one of which (Sunlight) allowed you to use a Field of Fonons before it was complete. Guy had an Arcane arte that created an incomplete Wind Field and also tossed the enemy in to the air. You could immediately combo it in to a Base technique (Void Tempest) which would immediately use the newly made Wind Field to become Dragon Tempest, hitting the enemy before they managed to hit the ground, stunning them AGAIN, which meant you could start the combo up again. [[https://www.youtube.com/watch?v=M4KMVgXp9VU This]] is Guy in action taking on the {{Bonus Boss}} starting at one health, never healing, and winning using this tactic.

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* Guy. The game uses a strange combo system for attacks, where using a level 2 or above elemental spell or arte produces a Field of Fonons that was about 25-50% complete. In order to use them, you kept using those attacks until it was 100% formed, and then anybody standing inside it could use an appropriate spell that would absorb the Fonons and make a newer, better spell. Character skills and spells and techniques were customizable with Chambers, one of which (Sunlight) allowed you to use a Field of Fonons before it was complete. Guy had an Arcane arte that created an incomplete Wind Field and also tossed the enemy in to the air. You could immediately combo it in to a Base technique (Void Tempest) which would immediately use the newly made Wind Field to become Dragon Tempest, hitting the enemy before they managed to hit the ground, stunning them AGAIN, which meant you could start the combo up again. [[https://www.youtube.com/watch?v=M4KMVgXp9VU This]] is Guy in action taking on the {{Bonus Boss}} {{Superboss}} starting at one health, never healing, and winning using this tactic.
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Bonus Boss is a disambiguation


** Johnny doesn't gain his Maware Rondo until fairly high level but it allows him to easily launch and stunlock many bosses including BonusBoss Barbatos who is weak to its sound element.

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** Johnny doesn't gain his Maware Rondo until fairly high level but it allows him to easily launch and stunlock many bosses including BonusBoss Barbatos who is weak to its sound element.



* You have to work a bit to get [[https://www.youtube.com/watch?v=OFgcaHH8WoQ Yuri's infinite combo]] going, it requires the enemy to be stunned (with the spinning stars) early on so they can't break out of it, and it only works against solo enemies, but once you get the hang of it and remember to reset the fallen enemy with his free-run slash, Yuri becomes ''impossible to stop,'' especially against human enemies. There are videos of [[spoiler:[[BigBad Alexei,]] [[DuelBoss Flynn,]] [[FinalBoss Duke,]] and [[BonusBoss Kratos]]]] all being brought to their knees by an infinitely-comboing Yuri.

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* You have to work a bit to get [[https://www.youtube.com/watch?v=OFgcaHH8WoQ Yuri's infinite combo]] going, it requires the enemy to be stunned (with the spinning stars) early on so they can't break out of it, and it only works against solo enemies, but once you get the hang of it and remember to reset the fallen enemy with his free-run slash, Yuri becomes ''impossible to stop,'' especially against human enemies. There are videos of [[spoiler:[[BigBad Alexei,]] [[DuelBoss Flynn,]] [[FinalBoss Duke,]] and [[BonusBoss [[OptionalBoss Kratos]]]] all being brought to their knees by an infinitely-comboing Yuri.



* Alphen's Reigning Slash, Incineration Wave, and Explosive Ring artes are notoriously overtuned. With accessories and skills to exploit this, it's possible for him to kill BonusBoss [[spoiler: Chronos]] in only ''two hits'' [[note]]health gate mechanics make it impossible for most late-game bosses to be dealt more than 50% of their life in a single hit[[/note]]. Reigning Slash is also available from fairly early on and deals high damage with no investment whatsoever, making it a strong DiscOneNuke in addition to being one of Alphen's best artes in general.

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* Alphen's Reigning Slash, Incineration Wave, and Explosive Ring artes are notoriously overtuned. With accessories and skills to exploit this, it's possible for him to kill BonusBoss [[spoiler: Chronos]] in only ''two hits'' [[note]]health gate mechanics make it impossible for most late-game bosses to be dealt more than 50% of their life in a single hit[[/note]]. Reigning Slash is also available from fairly early on and deals high damage with no investment whatsoever, making it a strong DiscOneNuke in addition to being one of Alphen's best artes in general.
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** To elaborate on the combo system: normally it goes normal attack to either a Base arte or Arcane arte, but Base can chain to Arcane. Arcane can't chain to Base though; there's a noticeable delay in comboing, which will kill the combo- unless you get the the skill Super Chain. However, a FoF skill such as Dragon Tempest can be chained FROM anything and can chain INTO anything... so yeah, there's an infinite combo for you. Let's also throw in the fact that Guy is usually the character to end up with the most speed, and all his techs are fairly rapid already.

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** To elaborate on the combo system: normally it goes normal attack to either a Base arte or Arcane arte, but Base can chain to Arcane. Arcane can't chain to Base though; there's a noticeable delay in comboing, which will kill the combo- unless you get the the skill Super Chain. However, a FoF [=FoF=] skill such as Dragon Tempest can be chained FROM anything and can chain INTO anything... so yeah, there's an infinite combo for you. Let's also throw in the fact that Guy is usually the character to end up with the most speed, and all his techs are fairly rapid already.



* Jade. Impressive, especially, since he ''has'' no healing abilities. He's strong, and his fonic assaults are powerful. He really reaches gamebreaker status when you re-play the game and have Tutti on him for his Capacity Core the whole time, since it's +4 for everything, and is thus the best in the game, and his stats shoot through the roof. Also notably, he has the only melee arte in the game that creates a field of fonons for the same element as its FOF-change form (Thunder Lance), meaning he can easily chain powerful FOF artes by himself.

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* Jade. Impressive, especially, since he ''has'' no healing abilities. He's strong, and his fonic assaults are powerful. He really reaches gamebreaker status when you re-play the game and have Tutti on him for his Capacity Core the whole time, since it's +4 for everything, and is thus the best in the game, and his stats shoot through the roof. Also notably, he has the only melee arte in the game that creates a field of fonons for the same element as its FOF-change [=FOF=]-change form (Thunder Lance), meaning he can easily chain powerful FOF [=FOF=] artes by himself.

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** Patty's Critical Moment arte is a dice roll, but one of the possible results is an effect that grants Overlimit to your ''entire party''. It's telling that Patty strategies in optional boss fights boil down to "spam Critical Moment until you get All Overlimit". The main drawback is that some of the negative outcomes include emptying the Overlimit Guage and decreasing the entire party's stats. However, this can be mitigated with the Safe Bet skill, which prevents good and bad outcomes from happening. With the skill equipped, the worst that can happen with Critical Moment could be everyone on the battlefield falling on the ground or a rain of Pow Hammers, both of which can easily be mitigated. Safe Bet still allows access to Overlimit, but only OVL 1 and OVL 2. But Safe Bet significantly cuts down the list of outcomes to a very small number, which means a higher chance of the entire party being in Overlimit.
** Patty's Gamble Cast allows her to use some of the most powerful spells in the game[[note]]Tidal Wave, Tempest, Stop Flow, Bloody Howling, Revitalize, Force Field etc.[[/note]]. She learns the arte at level ''43''. The rest of the party learn these spells above level 50. Combined with Brainiac Speed Cast (which she can learn at around the same time), she can cast these top-tier spells extremely quickly, which allows her to easily decimate most fights. And that's without the possibility of her using Marvelous Fountain, which damages all foes and heals massive amounts of both HP and TP.

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** New character Patty Fleur is all about random effects. Many players will disregard her due to how unreliable this makes her, but [[LethalJokeCharacter some of those random effects are more than worth the gamble]]:
***
Patty's Critical Moment arte is a dice roll, but one of the possible results is an effect that grants Overlimit to your ''entire party''. It's telling that Patty strategies in optional boss fights boil down to "spam Critical Moment until you get All Overlimit". The main drawback is that some of the negative outcomes include emptying the Overlimit Guage and decreasing the entire party's stats. However, this can be mitigated with the Safe Bet skill, which prevents good and bad outcomes from happening. With the skill equipped, the worst that can happen with Critical Moment could be everyone on the battlefield falling on the ground or a rain of Pow Hammers, both of which can easily be mitigated. Safe Bet still allows access to Overlimit, but only OVL 1 and OVL 2. But Safe Bet significantly cuts down the list of outcomes to a very small number, which means a higher chance of the entire party being in Overlimit.
** *** Patty's Gamble Cast allows her to use some of the most powerful spells in the game[[note]]Tidal Wave, Tempest, Stop Flow, Bloody Howling, Revitalize, Force Field etc.[[/note]]. She learns the arte at level ''43''. The rest of the party learn these spells above level 50. Combined with Brainiac Speed Cast (which she can learn at around the same time), she can cast these top-tier spells extremely quickly, which allows her to easily decimate most fights. And that's without The cherry on top is the possibility chance of her using getting Marvelous Fountain, which a spell exclusive to Gamble Cast that damages all foes and heals massive amounts of both HP and TP.
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[[folder:Tales of Destiny]]

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[[folder:Tales of Destiny]]Destiny R and the sequel]]



** Johnny doesn't gain his Maware Rondo until fairly high level but it allows him to easily stunlock many bosses including BonusBoss Barbatos who is weak to its sound element.

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** Johnny doesn't gain his Maware Rondo until fairly high level but it allows him to easily launch and stunlock many bosses including BonusBoss Barbatos who is weak to its sound element.



* It's possible for one with enough time and knowledge of the enhance/inherit system for equipment to make a weapon that makes the wielder cause ''32 times more damage''.

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* It's possible for one with enough time and knowledge of the enhance/inherit system for equipment to make a weapon that makes the wielder cause ''32 times more damage''. This is understandably a complete game-changer on any of the DPS characters.
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** Guarding into Lion's Howl is an easy method of downing enemies as Kisara, and can be spammed to lock down most enemies so long as Kisara keeps her Penetration consistent with what is expected of her at the current point in the game. Even better is Inferno Crossing, which allows Kisara to leverage her easy means of building the enemy's Boost Attack gauge and her potential for high damage while also acting as a pseudo-dodge for Kisara, allowing her to get around her issue with staying mobile to help avoid attacks in combat. Like with Dohalim's artes above, these are highly damage strikes that break encounter difficulty in half and render Kisara more or less untouchable.

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** Guarding into Lion's Howl is an easy method of downing enemies as Kisara, and can be spammed to lock down most enemies so long as Kisara keeps her Penetration consistent with what is expected of her at the current point in the game. Even better is Inferno Crossing, which allows Kisara to leverage her easy means of building the enemy's Boost Attack gauge and her potential for high damage while also acting as a pseudo-dodge for Kisara, allowing her to get around her issue with staying mobile to help avoid attacks in combat. Like with Dohalim's artes above, these are highly damage damaging strikes that break encounter difficulty in half and render Kisara more or less untouchable.
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** Dohalim's Seismic Rupture and Crescent Flash take all the work out of comboing, and allow Dohalim to become more or less untouchable. Both artes chain easily into each other and themselves, and involve Dohalim zooming across the battle map like a whirling dervish of death and woe, chugging through enemy Boost Attack gauges like a hot knife through butter. Against regular enemies, these are ''the'' way to get off Boost Attack finishers quickly and early, taking any and all difficulty out of regular encounters, and against bosses they are easily spammable attacks that melt health bars. Additionally, because Dohalim moves so much using them, they can function as pseudo-dodges to get around the fact the player can't typically dodge-cancel out of artes, since the player ''can'' chain artes, making Dohalim ridiculously easy to play and use to invalidate any enemy he comes across.
** Guarding into Lion's Howl is an easy method of downing enemies as Kisara, and can be spammed to lock down most enemies so long as Kisara keeps her Penetration consistent with what is expected of her at the current point in the game. Even better is Inferno Crossing, which allows Kisara to leverage her easy means of building the enemy's Boost Attack gauge and her potential for high damage while also acting as a pseudo-dodge for Kisara, allowing her to get around her issue with staying mobile to help avoid attacks in combat. Like with Dohalim's artes above, these are highly damage strikes that break encounter difficulty in half and render Kisara more or less untouchable.

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* Alphen's Reigning Slash, Incineration Wave, and Explosive Ring artes are notoriously overtuned. With accessories and skills to exploit this, it's possible for him to kill BonusBoss [[spoiler: Chronos]] in only ''two hits'' [[note]]health gate mechanics make it impossible for most late-game bosses to be dealt more than 50% of their life in a single hit[[/note]]. Reigning Slash is also available from fairly early on and deals high damage with no investment whatsoever, making it a strong DiscOneNuke in addition to being one of Alphen's best artes in general. Alternatively, you can load him up with Boost Gauge increases, trading a bit of overkill damage in exchange for the ability to permanently stunlock most enemies (Alphen's boost attack always downs enemies, and with enough gauge bonuses, it will recharge before the enemy can get back up).

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* Alphen's Reigning Slash, Incineration Wave, and Explosive Ring artes are notoriously overtuned. With accessories and skills to exploit this, it's possible for him to kill BonusBoss [[spoiler: Chronos]] in only ''two hits'' [[note]]health gate mechanics make it impossible for most late-game bosses to be dealt more than 50% of their life in a single hit[[/note]]. Reigning Slash is also available from fairly early on and deals high damage with no investment whatsoever, making it a strong DiscOneNuke in addition to being one of Alphen's best artes in general. Alternatively,
* While Alphen and Rinwell are known for having several overtuned artes, pretty much every character has at least one or two artes of their own that plow right through the game.
** Shionne's Luke Divisio combines the stopping power of her Ignis Diffusus with the tracking of her Tres Ventos, locking down enemies really easily, doing massive damage, and benefiting from the best element (light) in the game, which a solid chunk of enemies are weak to. The main sell, however, and what makes it so broken, is that Luke Divisio benefits the most out of any arte from the maturity system; the more Shionne uses the grenade, the more wisps of light explode from it over time, until eventually half the screen will seem to be dominated by the attack's visual.
* Alphen can be just as much a beast benchwarming as he can be in the party. Alphen's Boost Arte is special; it detracts HP from him, but in return is the one Boost Arte that always downs enemies. Normally, this would be a problem for Alphen, since while he'll always remain at one [=HP=], he becomes a sitting duck if an enemy looks at him funny. However, this can be obviated completely if you keep him out of the party, which has the additional benefit of Dohalim and Shionne not wasting their time healing him. What makes this go straight to broken is that
you can load him up with Boost Gauge increases, increases via accessory crafting and transferring, trading a bit of overkill damage in exchange for the ability to permanently stunlock most enemies (Alphen's boost attack always downs enemies, as eventually you can set it up so Alphen is recharging his Boost Arte ''thirty-two percent faster.'' And because his Boost Arte ''always'' downs enemies and with enough a lot of title bonuses raise the boost gauge bonuses, when a character downs a foe, Alphen just keeps getting his Boost Arte back, which means he can use it will recharge before again, which means he'll down the enemy can get back up).again, and so on. Even better, several title bonuses ''raise attack power when the player is at low [=HP=],'' like a 'Peril Mario' build out of the ''VideoGame/PaperMario'' series, so once Alphen works himself down to his final hit point, his stunlocking strikes also deal massive damage.

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cleaning up a bit and adding some info


* Spell canceling attacks. You can perform an essentially infinite combo by attacking twice (non-directional), then quickly pressing B, then X, then attacking twice again, cast and cancel, repeat. This works with any enemy that can stagger, and since the spell doesn't activate, it consumes no TP. Needless to say, it makes the arena a piece of cake. The best part is that anyone with access to any sort of spell can perform it (everyone except Lloyd and Presea, though Genis won't be making much use of it because of his already slow attack speed and strength).
** However, it's very possible for WhiteMage Raine to solo the BonusBoss Abyssion using this tactic, combined with the fact that for ''some'' characters, it's ridiculously easy to get immunity to the elements. See [[https://www.youtube.com/watch?v=mi0yTKwXvig here.]] They tried to fix it in the [=PS2=] UpdatedRerelease, but it still works if you have a spell you've used [[{{Cap}} 999]] times.

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* Spell canceling attacks. You can perform an essentially infinite combo by attacking twice (non-directional), then quickly pressing B, then X, then attacking twice again, cast and cancel, repeat. This works with any enemy that can stagger, and since the spell doesn't activate, it consumes no TP. Needless to say, it makes the arena a piece of cake. The best part is that anyone with access to any sort of spell can perform it (everyone except Lloyd and Presea, though Genis won't be making much use of it because of his already slow attack speed and strength).
** However, it's
strength). It's very possible for WhiteMage Raine to solo the BonusBoss {{superboss}} Abyssion using this tactic, combined with the fact that for ''some'' characters, it's ridiculously easy to get immunity to the elements. See [[https://www.youtube.com/watch?v=mi0yTKwXvig here.]] They tried to fix it in the [=PS2=] UpdatedRerelease, but it still works if you have a spell you've used [[{{Cap}} 999]] times.



** The Devil's Arm quickly becomes infinitely more powerful than any weapon in the game (doing more than 10 times his next most powerful), because its power increases when the character makes a kill (even if they haven't found them yet), Lloyd, being the main character, is in the party for all but two short sections and gets the lion's share of kills over the game (and kill count can be carried over for NewGamePlus).

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** The His Devil's Arm quickly becomes infinitely more powerful than any weapon in the game (doing more than 10 times his next most powerful), because its the attack power increases when the character makes of a kill (even if they haven't found them yet), Devil's Arm scales with how many kills its owner has made. Lloyd, being the main character, is in the party for all but two short sections -- between that and being so easy to control that [[ComplacentGamingSyndrome many players don't even try any other character]], he gets the lion's share of kills over the game (and kill count can be carried over for NewGamePlus).game.



** Para Ball, only uses 14 [[{{Mana}} TP]], is stronger than most level 3 techs, and has near-guaranteed hit stun (and ability to stop all spell-casting ''by itself''). She's an absolute monster in the arena for that reason.\\
Also, once you get the hang of spell canceling, you can perform an essentially infinite combo with Colette if you have an angel tech set to B. Attack twice (non-directional), then quickly press B, then X, then attack twice again, cast and cancel, repeat. This works with any enemy that can stagger, and since the spell doesn't activate, it consumes no TP. Needless to say, it makes the arena a piece of cake.

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** Para Ball, only uses 14 [[{{Mana}} TP]], is stronger than most level 3 techs, and has near-guaranteed hit stun (and ability to stop all spell-casting ''by itself''). She's an absolute monster in the arena for that reason.\\
Also, once you get the hang of spell canceling, you can perform an essentially infinite combo with Colette if you have an angel tech set to B. Attack twice (non-directional), then quickly press B, then X, then attack twice again, cast and cancel, repeat. This works with any enemy that can stagger, and since the spell doesn't activate, it consumes no TP. Needless to say, it makes the arena a piece of cake.
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* Law is considered to be somewhat of a TierInducedScrappy when controlled by the AI. He's a GlassCannon who relies primarily off of being able to chain together artes and attacks and never letting the pressure off, because if he gets hit he resets from his "floor" (Which is already fairly high). Put him in the hands of a player who's good at dodging? And he will end up hitting for some crazy damage.

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* Law is considered to be somewhat of a TierInducedScrappy underpowered when controlled by the AI. He's a GlassCannon who relies primarily off of being able to chain together artes and attacks and never letting the pressure off, because if he gets hit he resets from his "floor" (Which is already fairly high). Put him in the hands of a player who's good at dodging? And he will end up hitting for some crazy damage.
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** Marta, Keele and Rutee's Overray Mirrage Artes can help the whole team in a meaningful way, as after using them, the entire party's MG will automatically fill gradually, though allies only get 1/3 of the amount of MG the user gets. Even if it's a little, every bit of MG gained during the effect time helps in a lot of situations. It can help the party regain MG after using their own Mirrage Artes when MG gained from arte usage gets reduced when a Mirrage Arte is used. It can give the last bit of the MG required to be able to use a Mirrage Arte if the party is struggling to gain more MG. What's more, fully enhanced Overrays with this effect has it last ''one minute'', the longest out of any Overrage Mirrage effects. By the time this is done, the amount of MG filled is enough to come close to having a Seasonal Mirrage with an 80 MG cost ready.

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** Marta, Keele Keele, Rutee, Kratos and Rutee's Edna's Overray Mirrage Artes can help the whole team in a meaningful way, as after using them, the entire party's MG will automatically fill gradually, though allies only get 1/3 of the amount of MG the user gets. Even if it's a little, every bit of MG gained during the effect time helps in a lot of situations. It can help the party regain MG after using their own Mirrage Artes when MG gained from arte usage gets reduced when a Mirrage Arte is used. It can give the last bit of the MG required to be able to use a Mirrage Arte if the party is struggling to gain more MG. What's more, fully enhanced Overrays with this effect has it last ''one minute'', the longest out of any Overrage Mirrage effects. By the time this is done, the amount of MG filled is enough to come close to having a Seasonal Mirrage with an 80 MG cost ready.
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Up To Eleven is a defunct trope


** Flynn has a skill, "Energy Coat," that allows him to significantly reduce damage to himself in exchange for consuming TP whenever he takes damage. This allows him to survive anything, allowing him to go through some of the more difficult challenges of the game without being in OVL 4. [[UpToEleven And this is before you put a Spirit Symbol or a Final Symbol on him to make sure his TP can't run out]].

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** Flynn has a skill, "Energy Coat," that allows him to significantly reduce damage to himself in exchange for consuming TP whenever he takes damage. This allows him to survive anything, allowing him to go through some of the more difficult challenges of the game without being in OVL 4. [[UpToEleven And this is before you put a Spirit Symbol or a Final Symbol on him to make sure his TP can't run out]].out.

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