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[[/folder]]



* Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.[[/folder]]

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* Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.parts.
[[/folder]]

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I\'ve taken some liberties and divided the page up into folders. Feel free to reverse. Trimmed down the natter/conversation in the main page and so on. Also removed some non-examples and pithy, useless statements (and some of the more egregious RANDOM capital LETTERS in the middle of sentences, presumably used for EMPHASIS. And repeat examples. And random anecdotes. Moving on later.





[[folder: General]]



* In any of the [[VideoGameRemake remade versions of]] FinalFantasyI, the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. And any subsequent boosts are based on the character's ''current'' strength, not their original strength, meaning each consecutive boost is more powerful than the last. Then you add in the Haste spell, which doubles their strength, and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.
* ''FinalFantasyII'''s combat system let you connect with up to 32 hits at a turn when you dual wield. To make things worse, with maximum evasion, no enemy can connect with you physically, but to take advantage of that, you had to be naked. Considering the power of the final boss and bonus boss, being naked except for two weapons and a ribbon was the ideal gear.
** Also, magic spells [[EvolvingAttack level up]] if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit, if you spend some time with them, they'll go from constantly-missing waste of space to instant-win commands.
*** Amusingly, almost every enemy in the game is vulnerable to Toad, including most bosses. Meaning you can literally turn the Emperor into a toad at one point in the game.
** Speaking of those two: Toad makes a minigame give endgame equipment really early in the game if you level it up to max, and exit/teleport is really easy to level up by just walking into town and casting it (rinse lather...)
*** You don't normally get the Toad spell until late game, but the soldiers in the town outside the castle drop them on defeat. A bit of grinding (as they are quite strong for that point in the game) and you can conceivably have access to the toad spell before you even have access to the minigame.
** The ''osmose'' spell can also be considered a game breaker. It's easy to level up, drains humongous amounts of MP from your foe, and never fails (not even on the final boss). One single ''osmose'' spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one PC on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
*** Also, using Osmose on your own allies can gain you magic points ''very'' quickly.

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[[/folder]]
[[folder: FinalFantasyI]]
* In any of the [[VideoGameRemake remade versions of]] FinalFantasyI, versions]], the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. And any subsequent boosts are based on the character's ''current'' strength, not their original strength, meaning each consecutive boost is more powerful than the last. Then you add in the Haste spell, which doubles their strength, and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.
[[/folder]]
[[folder: FinalFantasyII]]
* ''FinalFantasyII'''s The combat system let you connect with up to 32 hits at a turn when you dual wield. To make things worse, with maximum evasion, no enemy can connect with you physically, but to take advantage of that, you had to be naked. Considering the power of the final boss and bonus boss, being naked except for two weapons and a ribbon was the ideal gear.
** Also, magic * Magic spells [[EvolvingAttack level up]] if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit, if you spend some time with them, they'll go from constantly-missing waste of space to instant-win commands.
*** Amusingly,
commands. And almost every boss and enemy in the game is vulnerable to Toad, including most bosses. Meaning you can literally turn the Emperor into a toad at one point in the game.
** Speaking of those two: Toad makes a minigame give endgame equipment really early in the game if you level it up to max, and exit/teleport is really easy to level up by just walking into town and casting it (rinse lather...)
*** You don't normally get the Toad spell until late game, but the
so [[hottip:*:and some soldiers in the town outside the castle drop them on defeat. A bit of grinding (as it, even if they are quite strong moderately powerful for that point in part of the game) game]]... Exit can also be levelled up easily, by just walking into a town and you can conceivably have access to casting it, then going back itno the toad spell before you even have access to the minigame.
town...
** The ''osmose'' ''Osmose'' spell can also be considered a game breaker. It's easy to level up, drains humongous amounts of MP from your foe, and never fails (not even on the final boss). One single ''osmose'' ''Osmose'' spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one PC on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
*** Also, using Osmose on your own allies can gain you magic points ''very'' quickly.
die.[/folder]]
[[folder: FinalFantasyIV]]



** I tended to put Cecil in the back row with Reach and Counter augments and have him Defend or attack if necessary. Rosa with Omnicasting to drop Blink and Haste on the party followed by Protect and Shell the next turn then healing as necessary. Somebody had the Cry Augment (reduces all enemies' defense by half) and I'd have Rydia and Kain as my main damage dealers. Rydia dualcasting Black Magic/Summoning and Kain combining Darkness and Jump for quadruple damage. Edge would alternate between Throw and Bardsong as necessary. An incredibly breakable game if you've got the right Augments combination and it's a lot of fun doing it!

to:

** I tended to put Cecil in the back row with Reach and Counter augments and have him Defend or attack if necessary. Rosa with Omnicasting to drop Blink and Haste on the party followed by Protect and Shell the next turn then healing as necessary. Somebody had the Cry Augment (reduces all enemies' defense by half) and I'd have Rydia and Kain as my main damage dealers. Rydia dualcasting Black Magic/Summoning and Kain combining Darkness and Jump for quadruple damage. Edge would alternate between Throw and Bardsong as necessary. An incredibly breakable game if you've got the right Augments combination and it's a lot of fun doing it![[folder: FinalFantasyV]]



** From the same game, the spell "Quick" allowed you to immediately have the caster take two additional turns. It had a high MP cost, which curbed its abuse potential a little, but you'd be surprised what you can do with two turns, particularly if you also used X-Magic (which allowed you to cast two spells in one turn) or X-Fight (which allowed you to do 4 attacks on random enemy targets in one turn, albeit with each having reduced power).
** DualWielding + !X-Fight + !Magicsword. ''Eight'' attacks, each at slightly reduced damage, that were guaranteed to hit, and could be imbued with any element, including Holy, or any of several StandardStatusEffects. Or, if none of those were particularly necessary, Flare. And after the initial !Magicsword casting (itself cheapened relative to the original Black Magic cost), completely free. With the right class setup, the above could additionally be performed in response to any enemy's physical attack.
*** In addition, equip the Blood Sword as one of your weapons. The Blood Sword absorbs the enemy's HP when you attack with it, but has an abysmal hit rate. However, since every attack with X-Fight is guaranteed to hit, this usually restores your health to full as well as damaging the enemies.
**** Even better about the Blood Sword is that it IGNORES the annoying little "Half-damage" aspect of !X-Fight. This is because the BS is actually considered a magic attack (!X-Fight is only supposed to be used physical attacks, after all). So, you're getting 4 full-powered Blood Sword attacks, plus 4 half-damage hits from your second weapon (if applicable). Basically, this bumps the damage of a single !X-Fight up to SIX times your normal damage instead of a "mere" 2x. Makes every mid-game fight (and most of the end-game ones) a complete and total joke unless you're facing undead.
*** Not to mention using Break as your element is an OneHitKill on any enemy that doesn't have an explicit immunity to it. (Take that, stupid Tonberry!)
*** This particular combination proved so infamous for its sheer power that "Rapid-Fire Dual Wield Spell Blades" is Bartz's ''LimitBreak'' in ''[=~Dissidia: Final Fantasy~=]''.
*** This is pretty much the only way to defeat the BonusBoss Omega.
** The Mimic command allows characters to copy the previous attacker's commands at no cost, including magic. Mimic can also be used to mimic Mimic commands, so by giving your entire team Mimic, have one character X-magic Golem, which completely negates at least one physical attack, followed by a powerful spell, have the next character mimic that, then have everyone mimic the previous mimic, every character will be both attacking and setting up a shield to block the next physical attack every single round at no cost, making it impossible for an opponent with nothing but physical attacks to do anything but sit there and take damage as all its attacks are blocked... and through use of the above-mentioned berserk bug, all monsters can be made to use nothing but physical attacks.
*** The ultimate trick: Bacchus Wine (causes berserk to any enemy), then Golem + summon of choice. Mime that until the enemy is dead.
** Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.

to:

** From the same game, the * The spell "Quick" allowed you to immediately have the caster take two additional turns. It had a high MP cost, which curbed its abuse potential a little, but you'd be surprised what you can do with two turns, particularly if you also used X-Magic (which allowed you to cast two spells in one turn) or X-Fight (which allowed you to do 4 attacks on random enemy targets in one turn, albeit with each having reduced power).
** * DualWielding + !X-Fight + !Magicsword. ''Eight'' attacks, each at slightly reduced damage, that were guaranteed to hit, and could be imbued with any element, including Holy, or any of several StandardStatusEffects. Or, if none of those were particularly necessary, Flare. And after the initial !Magicsword casting (itself cheapened relative to the original Black Magic cost), completely free. With the right class setup, the above could additionally be performed in response to any enemy's physical attack.
*** In addition,
attack. You may also equip the Blood Sword as one of your weapons. The Blood Sword absorbs the enemy's HP when you attack with it, but has an abysmal hit rate. However, since every attack with X-Fight is guaranteed to hit, this usually restores your health to full as well as damaging the enemies.
**** Even better about the
enemies. The Blood Sword is that it IGNORES also ignores the annoying little "Half-damage" half-damage aspect of !X-Fight. This is because the BS Blood Sword is actually considered a magic attack (!X-Fight is only supposed to be used with physical attacks, after all). So, you're getting 4 full-powered Blood Sword attacks, plus 4 half-damage hits from your second weapon (if applicable). Basically, this bumps the damage of a single !X-Fight up to SIX times your normal damage instead of a "mere" 2x. Makes every mid-game fight (and most of the end-game ones) a complete and total joke unless you're facing undead.
*** Not to mention
undead. And using Break as your element for "!Spellblade" is an OneHitKill on any enemy that doesn't have an explicit immunity to it. (Take that, stupid Tonberry!)
***
This particular combination proved so infamous for its sheer power that "Rapid-Fire Dual Wield Spell Blades" is Bartz's ''LimitBreak'' in ''[=~Dissidia: Final Fantasy~=]''.
*** This is pretty much the only way to defeat the BonusBoss Omega.
**
* The Mimic command allows characters to copy the previous attacker's commands at no cost, including magic. Mimic can also be used to mimic Mimic commands, so by giving your entire team Mimic, have one character X-magic Golem, which completely negates at least one physical attack, followed by a powerful spell, have the next character mimic that, then have everyone mimic the previous mimic, every character will be both attacking and setting up a shield to block the next physical attack every single round at no cost, making it impossible for an opponent with nothing but physical attacks to do anything but sit there and take damage as all its attacks are blocked... and through use of the above-mentioned berserk bug, all monsters can be made to use nothing but physical attacks.
*** ** The ultimate trick: best application: Bacchus Wine (causes berserk to any enemy), then Golem + summon of choice. Mime that until the enemy is dead.
** * Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.[[/folder]]
[[folder: FinalFantasyVI]]



** A lesser known, but arguably equally broken, abuse of Gau's rages does not involve exploiting any glitches, but is a legitimate use of a particular Rage. The Rafflesia Rage uses the special move "Entice" which basically causes the enemy to convert to the side of the caster, and will damage itself indefinitely. Normally, spells like this would be blocked by immunity but NO ENEMY IN THE GAME is immune to it. The spell may miss occasionally, but it cannot be blocked indefinitely. Use of this rage on the ultimate bosses of the game renders them as helpless pets, who will do nothing but damage themselves for the rest of battle unless the caster (either Gau or Gogo) dies.
*** Hell, Gau deserves his own ''section''! In the World of Balance, there's the Stray Cat rage. A little pussycat, right? Wrong! It does QUADRUPLE DAMAGE! For the Magitek facility, where physical damage doesn't work, there's Aspik; just about everything there's vulnerable to lightning.
** Another infamous trick is the Psycho Cyan glitch. By having Cyan use his "Retort" tech, killing him, and then [[BalefulPolymorph turning him into an Imp]], you activate two glitches, the combination of which causes Cyan to respond to any attack, ''including his own'', with a standard attack on the enemy side. This would cause him to attack, respond to his own attack with an attack, and respond to that attack with another attack, and so on, until the entire enemy side is dead.
** In addition, the combination of the spells "Vanish" and "[[NeverSayDie Doom]]" (or Banish) in ''FinalFantasyVI'' resulted in a UselessUsefulSpell actually working. On everything, even {{Hopeless Boss Fight}}s. "True" gamers felt this was too easy. This was fixed in the GBA [[VideoGameRemake remake]] (it still works on monsters susceptible to instant death spells normally - Vanish ''does'' give magic a perfect success rate, after all - but not on ''everything''). Note that if X-Zone was used on BonusBoss Doom Gaze, you didn't get the rewards for killing him, as the proper scripts wouldn't execute (though it also wouldn't stop him from appearing as killing him normally does.)
** And by killing dinosaurs in a particular forest you could get Economizers, relics which reduce the cost of all spells to 1 MP. Even the ridiculously expensive spell Ultima that can take out the FinalBoss in a few hits.
*** Add in Quick and the relic that lets you doublecast and you have 5x ultima a turn for 5 mp. Good game.
*** The Economizers, however, become less useful if you consider ''another'' game breaker, the Osmose spell, which drains [=MPs=] from enemies and works on virtually every enemy except the undead. It's essentially a free MP recharge. It does waste a turn, unlike the Economizer, but it doesn't take up a relic slot.
** The Genji Glove (which allows dual wielding of any two weapons) can be paired with the Offering (four attacks for the price of one). Wield Illumina and Atma Weapon with those relics and the final boss just becomes a challenge of getting the first attack off before he does his opening move. It's one of the few ways you can actually defeat Chupon in the arena.
** The Ultima Weapon/Atma Weapon, Valiant Knife, and Fixed Dice deserve their own sections. The Ultima Weapon and Valiant Knife both have the incredible property of completely IGNORING the enemy's defense rating. The damage they do is only dependent on the wielder's HP (Ultima Weapon does more damage with more HP, inverse with the Valiant Knife) and Strength rating. This means it is possible to do 9999 damage on a low level enemy, or the final ultimate boss, with equal ease. The Fixed Dice has it's own damage calculation, so the damage done is determined only by luck. Combined with a Master's Scroll relic to attack four times, Setzer can deal massive damage to any enemy in the game, regardless of defense. Oh, and all three of these weapons has 100% ACCURACY so they will NEVER miss.
** Even better: turn a character into an Imp, and equip the normally feeble Imp Halberds, a Genji Glove, and an Offering and watch a mid-level character dish out 9999 damage 8X.
*** If you don't want to be an Imp, you can have Shadow Throw the Halberds. The Throw command doesn't care that Shadow's not an imp, so it uses the Halberd's full attack value of 255 (maximum for any weapon) and pierces defenses.
** Hell, simply picking the "correct" equipment choices for each character turns them into walking game breakers.
*** In the SNES version, the stat [=MBlock=], which should only determine the rate at which a character dodges magic attacks, thanks to a glitch also determines this for physical attacks. Therefore raising your [=MBlock=] to 255 allows you to dodge virtually anything. This is fixed in the Game Boy Advance version, but it's still possible (albeit much harder, and only on a few characters) to get '''both''' evasion stats to 255, causing the same result.
*** And then there's Gau and Mog with the Snow Muffler.
** A different sort of GameBreaker is the Lete River area in ''FinalFantasyVI'': there's a point where, if you've got a turbo controller, you can put a heavy object on the "A" button, walk away, and come back a week later to a party of max-level characters.
*** Although this won't give characters the proper stat boosts since most of their gains come from leveling up with Espers equipped. Although you can get some Espers before the [[TheEndOfTheWorldAsWeKnowIt world is torn apart]], the better Espers with the nicer stat boosts aren't found until then.
*** This is actually not a gamebreaker for the reasons noted above... As well as the fact that Locke, being the only character not in the party at the time but technically introduced, gains no benefit from the treatment whatsoever.
**** Locke was never a particularly wonderful character anyway: Steal/Capture isn't very useful for the most part, and Locke only kicks ass maybe 1/16ths of the way through the game before he simply takes space.
*** Although characters leveled in this way will have subpar stats for level 99 characters, they will still have enough HP to make the rest of the World of Balance (and most of the World of Ruin) a joke. Also, they will have access to some abilities like Bum Rush and Ultima that will make things even easier. The secret dungeon added in the remake may be difficult if you level in this way though...
** Since the Espers allow almost any character to learn magic, battles can be reduced to repeated casts of Ultima (or other powerful spells) if you have the patience to teach it to everyone.
** The desert north of Maranda allows you to learn the game's best spells in an hour.
** Another one (yes, this game is really easy to break) is Setzer's Slot command, with which it is possible to get Joker Doom, which instantly wins the battle, and it works against most enemies and bosses. To limit its usefulness, it's usually impossible to get, even if your reflexes are perfect. However, thanks to the way the game's Random Number Generator works, if you use an Echo Screen at the beginning of the battle and then use Slot, it's always possible to get it, making it only a question of reflexes.
** Equip all characters with something that absorbs Fire, cast Merton/Meltdown (which Terra learns automatically and can be taught to everyone with Espers) and you can just cast it over and over again, damaging enemies and healing your entire party in the same spell.
** Osmose. Just...Osmose.
** Fixed Dice/Offering. Note that even though Setzer is a physical character, his attacks do constant damage, so you're better off upgrading his magic.
** For even more absurdity, combine some of the above with Palidor. Wait until everyone's ATB gauge is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.
* ''FinalFantasyVII'' offers the all-powerful Knights of the Round summon. Combine it with (almost) any of the game's support materia for massive fun. W-Summon makes it do a quarter of a million damage. MP Absorb makes it practically free to cast. HP Absorb plus Counter makes you completely invincible. With enough work you can build a whole character around it. The only balance? It's [[InfinityPlusOneSword not available until the end of the last sidequest in the game]] and it takes ''a full minute'' to watch every time it's cast.
** Possible evidence the developers didn't want this to be TOO powerful: The Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time. But if you try to use it with Knights of the Round, you'll find that the MP cost is higher than the {{cap}} by a mere ''one'' point.
*** ... giving you a use for the [=HP=] <--> [=MP=] Switch materia.
** Another game breaker involves the mechanics for learning limit breaks. Once you figure out how they work, it's really easy to find a good spot and just crank everyone's limit breaks up to the highest trainable level and watch the carnage.
** Vincent's ultimate weapon deals damage based on the number of enemies he's killed with it. Kill [[PowersOfTwoMinusOne 65535]] enemies and it's an instant kill on anything. It can even one-shot [[SequentialBoss Sequential Bosses]] at their first stage, due to damage underflow miscalculations.
** Like most FinalFantasy games, the spells you learn from your enemies could be the most game-breaking of all:
*** Beta is available ''very'' early on in the game. If you're good or lucky, this nuclear chainsaw will cut through the rest of the first disc without any effort. It's three times more powerful than the second-strongest attack you'll have at that point.
*** White Wind, which can also be obtained really early in the game, is basically all of the healing materia in the game mashed together for ''less MP'' than any one of its weaker cousins.
*** Big Guard, which is insultingly easy to obtain if you know how, which puts the most important beneficial status in the game on your whole party.
*** Trine, which has an absurdly low cost for the damage it does; for comparison, the summon Ramuh (which deals damage with exactly the same properties as Trine) does half the damage for double the cost.
*** Magic Hammer, which pretty much gives you infinite MP.
** There's also the morph attack that when used on rhinotanks in an area, produces an item which increases strength permanently (I think). There's also w-item that allow for the creation of 99 of ANY battle useable item, mostly used for greens when raising chocobos to race. And the fabled summon/final attack combo which revives your entire party when you die.
** Limit break + Mime materia = Infinite limit breaks every turn. Omnislashing Omnislash anybody?
** Do the words command counter + mime mean anything to anyone? Basically when hit the character would counter attack with a mime of the last action your party performed. In most cases with the right setup this can lead you to miming a double summon of KOTR (knight of the round) and then on your actual turn doing the same again.. This was especially game breaking for enemies that dealt physical damage to all characters in the party because each one of them if equipped with command counter mime would also mime the KOTR. This essentially turned the Emerald and Ruby weapon boss fights into simple sit back and watch especially when combined with the final attack + Phoenix summon described above.
** This Troper prefers the following combination: One character with Master Summon + mastered HP (or MP) absorb and Master Knights of the Round + MP (or HP) absorb and W-Summon; and Mime available to the other two party members. Really only useful in the FinalBoss or BonusBoss battles against enemies with lots and lots of HP and MP, but it allows one to smack them down while healing yourself AND getting back the MP you spent to cast it (and the Mime gives the same absorb abilities to the other two characters as well!)...
* In ''CrisisCore'', you can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...
** Costly Punch is less of a game breaker and more of a necessary requirement to complete all the missions for 100% Completion. 99999 damage eventually gets less useful when you start fighting REGULAR enemies with over 2 million health and attacks that do around 30,000 damage.
** Also, the Odin summon (instant death effect) works on BOSSES. Admittedly, it's random, but it can be pretty funny when you nemesis gets cut in half halfway through the battle.

to:

** A lesser known, but arguably equally broken, abuse of Gau's rages does not involve exploiting any glitches, but is a legitimate use of a particular Rage. The Rafflesia Rage uses the special move "Entice" which basically causes the enemy to convert to the side of the caster, and will damage itself indefinitely. Normally, spells like this would be blocked by immunity but NO ENEMY IN THE GAME not one enemy in the game is immune to it. The spell may miss occasionally, but it cannot be blocked indefinitely. Use of this rage on the ultimate bosses of the game renders them as helpless pets, who will do nothing but damage themselves for the rest of battle unless the caster (either Gau or Gogo) dies.
*** Hell, Gau deserves his own ''section''! In the World of Balance, there's the Stray Cat rage. A little pussycat, right? Wrong! It does QUADRUPLE DAMAGE! For the Magitek facility, where physical damage doesn't work, there's Aspik; just about everything there's vulnerable to lightning.
**
* Another infamous trick is the Psycho Cyan glitch. By having Cyan use his "Retort" tech, killing him, and then [[BalefulPolymorph turning him into an Imp]], you activate two glitches, the combination of which causes Cyan to respond to any attack, ''including his own'', with a standard attack on the enemy side. This would cause him to attack, respond to his own attack with an attack, and respond to that attack with another attack, and so on, until the entire enemy side is dead.
** * In addition, the combination of the spells "Vanish" and "[[NeverSayDie Doom]]" (or Banish) in ''FinalFantasyVI'' resulted in a UselessUsefulSpell actually working. On everything, even {{Hopeless Boss Fight}}s. "True" gamers felt this was too easy. This was fixed in the GBA [[VideoGameRemake remake]] (it still works on monsters susceptible to instant death spells normally - Vanish ''does'' give magic a perfect success rate, after all - but not on ''everything''). Note that if X-Zone was used on BonusBoss Doom Gaze, you didn't get the rewards for killing him, as the proper scripts wouldn't execute (though it also wouldn't stop him from appearing as killing him normally does.)
** * And by killing dinosaurs in a particular forest you could get Economizers, relics which reduce the cost of all spells to 1 MP. Even the ridiculously expensive spell Ultima that can take out the FinalBoss in a few hits.
*** ** Add in Quick and the relic that lets Soul of Thamasa (which allows you doublecast and you have 5x ultima a turn to doublecast). You can cast five Ultima spells for 5 mp. Good game.
***
the cost 6MP total.
**
The Economizers, however, become less useful if you consider ''another'' game breaker, the Osmose spell, which drains [=MPs=] from enemies and works on virtually every enemy except the undead. It's essentially a free MP recharge. It does waste a turn, unlike the Economizer, but it doesn't take up a relic slot.
**
slot. With the Economiser, you can simply use Osmose to recharge your MP stock, should it somehow fall low.
*
The Genji Glove (which allows dual wielding of any two weapons) can be paired with the Offering Offering/Master's Scroll (four attacks for the price of one). Wield Illumina and Atma Weapon the strongest weapons with those relics and the final boss just becomes a challenge of getting the first attack off before he does his opening move. It's one of the few ways you can actually defeat Chupon in the arena.
** * The Ultima Weapon/Atma Weapon, Valiant Knife, and Fixed Dice also deserve their own sections. mention. The Ultima Weapon and Valiant Knife both have the incredible property of completely IGNORING ignoring the enemy's defense rating. The damage they do is only dependent on the wielder's HP (Ultima Weapon does more damage with more HP, inverse with the Valiant Knife) and Strength rating. This means it is possible to do 9999 damage on a low level enemy, or the final ultimate boss, with equal ease. The Fixed Dice has it's own damage calculation, so the damage done is determined only by luck. Combined with a Master's Scroll relic to attack four times, Setzer can deal massive damage to any enemy in the game, regardless of defense. Oh, and all three of these weapons has 100% ACCURACY so they will NEVER miss.
** Even better: You can also turn a character into an Imp, and equip the normally feeble Imp Halberds, a Genji Glove, and an Offering and watch a mid-level character dish out 9999 damage 8X.
*** If you don't want to be an Imp, you can have Shadow Throw the Halberds. The Throw command doesn't care that Shadow's not an imp, so it uses the Halberd's full attack value of 255 (maximum for any weapon) and pierces defenses.
** Hell, simply picking the "correct" equipment choices for each character turns them into walking game breakers.
***
8X..
*
In the SNES version, the stat [=MBlock=], which should only determine the rate at which a character dodges magic attacks, thanks to a glitch also determines this for physical attacks. Therefore raising your [=MBlock=] to 255 allows you to dodge virtually anything. This is fixed in the Game Boy Advance version, but it's still possible (albeit much harder, and only on a few characters) to get '''both''' evasion stats to 255, causing the same result.
*** And then there's Gau and Mog with the Snow Muffler.
**
* A different sort of GameBreaker is the Lete River area in ''FinalFantasyVI'': area: there's a point where, if you've got a turbo controller, you can put a heavy object on the "A" button, walk away, and come back a week later to a party of max-level characters.
***
characters. Although this won't give characters the proper stat boosts since most of their gains come from leveling up with Espers equipped. Although you can get some Espers before the [[TheEndOfTheWorldAsWeKnowIt world is torn apart]], the better Espers with the nicer stat boosts aren't found until then.
*** This is actually not a gamebreaker for the reasons noted above... As well as the fact that Locke, being the only
then. One character not in the party at the time but technically introduced, gains no benefit (Locke) doesn't get any bonus from the treatment whatsoever.
**** Locke was never a particularly wonderful character anyway: Steal/Capture isn't very useful for the most part, and Locke only kicks ass maybe 1/16ths of the way through the game before he simply takes space.
*** Although characters leveled in this way will have subpar stats for level 99 characters, they will still have enough HP to make the rest of the World of Balance (and most of the World of Ruin) a joke. Also, they will have access to some abilities like Bum Rush and Ultima that will make things even easier. The secret dungeon added in the remake may be difficult if you level in this way though...
** Since the Espers allow almost any character to learn magic, battles can be reduced to repeated casts of Ultima (or other powerful spells) if you have the patience to teach it to everyone.
**
this, however.
*
The desert north near of Maranda allows you to learn the game's best spells in an hour.
**
hour; this can work with the above Ultima/Quick combinations to easily massacre your opponents.
*
Another one (yes, this game is really easy to break) is Setzer's Slot command, with which it is possible to get Joker Doom, which instantly wins the battle, and it works against most enemies and bosses. To limit its usefulness, it's usually impossible to get, even if your reflexes are perfect. However, thanks to the way the game's Random Number Generator works, if you use an Echo Screen at the beginning of the battle and then use Slot, it's always possible to get it, making it only a question of reflexes.
** Equip all characters with something that absorbs Fire, cast Merton/Meltdown (which Terra learns automatically and can be taught to everyone with Espers) and you can just cast it over and over again, damaging enemies and healing your entire party in the same spell.
** Osmose. Just...Osmose.
** Fixed Dice/Offering. Note that even though Setzer is a physical character, his attacks do constant damage, so you're better off upgrading his magic.
** For even more absurdity,
* You may combine some of the above with Palidor. Wait until everyone's ATB gauge is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.
you.[[/folder]]
[[folder: FinalFantasyVII]]
!!! FinalFantasyVII
* ''FinalFantasyVII'' First of, this game offers the all-powerful Knights of the Round summon. Combine it with (almost) any of the game's support materia for massive fun. W-Summon makes it do a quarter of a million damage. MP Absorb makes it practically free to cast. HP Absorb plus Counter makes you completely invincible. With enough work you can build a whole character around it. The only balance? It's [[InfinityPlusOneSword not available until the end of the last sidequest in the game]] and it takes ''a full minute'' to watch every time it's cast.
** Possible evidence
cast. However, the developers didn't want this to be TOO powerful: The Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time. But if you try to use it with Knights of the Round, you'll find that the MP cost is higher than the {{cap}} by a mere ''one'' point.
*** ...
point... giving you a use for the [=HP=] <--> [=MP=] Switch materia.
** Another game breaker involves * There's also the mechanics for learning limit breaks. Once you figure out how they work, it's really easy to find a good spot and just crank everyone's limit breaks up to the highest trainable level and watch the carnage.
** * Vincent's ultimate weapon deals damage based on the number of enemies he's killed with it. Kill [[PowersOfTwoMinusOne 65535]] enemies and it's an instant kill on anything. It can even one-shot [[SequentialBoss Sequential Bosses]] at their first stage, due to damage underflow miscalculations.
** * Like most FinalFantasy games, the spells you learn from your enemies could be the most game-breaking of all:
*** ** Beta is available ''very'' early on in the game. If you're good or lucky, this nuclear chainsaw will cut through the rest of the first disc without any effort. It's three times more powerful than the second-strongest attack you'll have at that point.
*** ** White Wind, which can also be obtained really early in the game, is basically all of the healing materia in the game mashed together for ''less MP'' than any one of its weaker cousins.
*** ** Big Guard, which is insultingly easy to obtain if you know how, which puts the most important beneficial status in the game on your whole party.
*** ** Trine, which has an absurdly low cost for the damage it does; for comparison, the summon Ramuh (which deals damage with exactly the same properties as Trine) does half the damage for double the cost.
*** ** Magic Hammer, which pretty much gives you infinite MP.
** * There's also the morph attack that when used on rhinotanks in an area, produces an item which increases strength permanently (I think). There's also w-item W-item that allow for the creation of 99 of ANY battle useable item, item (thanks to a glitch), mostly used for greens when raising chocobos to race. And race.
* Like ''V'' above, Mine returns to screw
the fabled summon/final attack combo which revives your entire party when you die.
game up.
** Used with Limit break + Mime materia = Infinite Breaks results in infinite limit breaks every turn. Omnislashing Omnislash anybody?
** Do the words command counter + mime mean anything to anyone? Basically when Command Counter. When hit the character would counter attack Counter Attack with a mime of the last action your party performed. In most cases with the right setup Naturally, this can lead you to miming a double summon of KOTR (knight Knights of the round) Round and then on your actual turn doing the same again.. repeating it. This was especially game breaking for notable with enemies that dealt physical damage to all characters in the party because each one of them if (if equipped with command counter mime Command Counter+Mine), they would also mime Mime the KOTR. This essentially turned the Emerald and Ruby weapon boss fights into simple sit back and watch especially when combined with the final attack + Phoenix summon described above.
** This Troper prefers the following combination: One character with Master Summon + mastered HP (or MP) absorb and Master
Mimed Knights of the Round + MP (or HP) absorb and W-Summon; and Mime available to Round. This reduced even the other two party members. Really only useful strongest enemy in the FinalBoss or BonusBoss battles against enemies with lots and lots of HP and MP, but it allows one game to smack them down while healing yourself AND getting back the MP you spent to cast it (and the Mime gives the same absorb abilities to the other two characters as well!)...
putty.

!!! CrisisCore
* In ''CrisisCore'', you You can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...
** Costly Punch is less of a game breaker and more of a necessary requirement to complete all the missions for 100% Completion. 99999 damage eventually gets less useful when you start fighting REGULAR enemies with over 2 million health and attacks that do around 30,000 damage.
** Also, the Odin summon (instant death effect) works on BOSSES. Admittedly, it's random, but it can be pretty funny when you nemesis gets cut in half halfway through the battle.
HP...[[/folder]]
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***This troper only managed to beat the final boss (BFA) while abusing this. Trio of 9999 + Tidus' final Overdrive + Wakka's final Overdrive, assuming you managed to time everything right, can next you 18 hits of 9999 each. It only takes one round of this to kill Braska's Final Aeon.
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** The desert south of Maranda allows you to learn the game's best spells in an hour.

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** The desert south north of Maranda allows you to learn the game's best spells in an hour.
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** The remake gives us Balthier who has the powers of the Mustadio and the thief class plus another ability that allows him to attack four times with half damage each hit, so he really deals damage equivalent to attacking twice but he can do this with any weapon he is equiped with and to top it off the attack costs no mp with the gun he comes equiped with can deal enough damage to kill virually anyone within two rounds at an eight panel distance. He also has an absurd equipment list and VERY high speed. In short Balthier is an armored ninja with a gun who can rapid fire.
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*** Other EX modes don't compare? Surely you weren't thinking of Gabranth who has an EX mode so powerful he can out muscle [[SNKBoss Chaos]] in a straight fight and can charge his EX gauge. Compared to Gabranth Final Aeon looks normal.
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*** The humble ''Cure'' spell [[ReviveKillsZombies deals over 10,000 damage]] to the final boss ''per casting'' - but only if your hero (and not Phoebe) casts it. Saves on those rare Wizard spells.

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*** The humble ''Cure'' spell [[ReviveKillsZombies [[ReviveKillsZombie deals over 10,000 damage]] to the final boss ''per casting'' - but only if your hero (and not Phoebe) casts it. Saves on those rare Wizard spells.
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*** The humble ''Cure'' spell [[ReviveKillsZombies deals over 10,000 damage]] to the final boss ''per casting'' - but only if your hero (and not Phoebe) casts it. Saves on those rare Wizard spells.
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*** ... giving you a use for the [=HP=] <--> [=MP=] Switch materia.
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** For even more absurdity, combine some of the above with Palidor. Wait until everyone's ATB guage is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.

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** For even more absurdity, combine some of the above with Palidor. Wait until everyone's ATB guage gauge is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.

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kinda-sorta chronological order


* ''FinalFantasyVIII'''s creation skills (card <-> item <-> magic) could be used to essentially create tons of magic to junction to your stats and increase them, while not really forcing you to fight very much, to keep your official level (and your enemies' adjusted level) down. It could also help you get the materials for the InfinityPlusOneSword on the first disk if you're willing to grind for them.
** Additionally [[LimitBreak at low HP]] Selphie could cast a spell called "The End" that killed anything, even the Bonus Boss and the Final Boss. It's part of a slot-machine mechanic, but this mechanic allows infinite rerolls as long as you've got the patience...
*** It actually gets even more broken than that by exploiting the way the game operates. By combining various minor flaws in the way the game was programmed, you can "freeze" a battle by making it unable to perform the next character's action, meaning you can play the roulette as long as it takes to get The End with no penalty (like the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle and have Selphie finish the battle immediately.
** And, frequently hitting Triangle on a low-HP or Aura affected member would eventually bring up the limit break. Combine this with Zell's easy-to-execute moves (up-down and left-right) and the Meltdown spell, which worked on any enemy and reduced their defense to 0, and it's possible to deal over ''750,000'' damage in a single, uninterruptable chain of game breakage.
** Even better, there are items that temporarily make you invincible, and they come in two distinctive flavors: One turns a character invincible, the other does this to the whole PARTY. Even better, through the MiniGame, you can get cards that make 100 each. More than enough for the whole endgame part of the game, including the BonusBoss.
** Another gamebreaker in ''FF 8'' comes from two temporary party members, namely Seifer and Edea. Knock out your other two characters and use these two, while they're with you, to level your GF's. If you're willing to grind that much (each level IS only 1000 exp), you can have three level 99 GF's and many high level spells like Firaga before you're finished the Dollet Mission. All without raising your average party level even once, because once Seifer and Edea leave their levels are no longer factored in. After that, the game becomes a cakewalk.
** You can also abuse the game's infinite money loop and ItemCrafting in order to max your character's stats out. It takes an unbelievable amount of tedious menu navigation to do so, though.
** If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits.
** Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
** The very fact that characters are (relatively) more powerful at low levels than high levels is the easiest exploit. It allowed ThisTroper to kill [[BonusBoss Omega Weapon]] without using ANY of the above GameBreakers except the card -> magic. Yup, no invincibility, instant-kill spells, over-leveled GFs, meteor angel wing, or aura'd limit breaks.
** There's also the fact that squall's ultimate weapon, the [[InfinityPlusOneSword Lionheart]], is available in the FIRST DISK! thats right, the best weapon in the game, with enough grinding, is available after getting the Brother's GF. Combine this with the fact that you can gain 100 water magics easy before you fight ifrit means that your squall can be doing damage in the 3000's almost straight away.
*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. It is sorta worth it. Allows you to just walk your way through disc two (and most of three).

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* ''FinalFantasyVIII'''s creation skills (card <-> item <-> magic) could The ATB system in general can be used a game breaker if you know how to essentially create tons of magic to junction to your stats abuse it. If you put it on ''Wait'', input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have its turn immediately. This is a great way to curve when the enemy gets its turn.
** Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in 5 and 6 and {{Limit Break}}s in 7 and 8.
* In any of the [[VideoGameRemake remade versions of]] FinalFantasyI, the Temper spell definitely counts. All it does is
increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. And any subsequent boosts are based on the character's ''current'' strength, not their original strength, meaning each consecutive boost is more powerful than the last. Then you add in the Haste spell, which doubles their strength, and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.
* ''FinalFantasyII'''s combat system let you connect with up to 32 hits at a turn when you dual wield. To make things worse, with maximum evasion, no enemy can connect with you physically, but to take advantage of that, you had to be naked. Considering the power of the final boss and bonus boss, being naked except for two weapons and a ribbon was the ideal gear.
** Also, magic spells [[EvolvingAttack level up]] if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit, if you spend some time with
them, while not they'll go from constantly-missing waste of space to instant-win commands.
*** Amusingly, almost every enemy in the game is vulnerable to Toad, including most bosses. Meaning you can literally turn the Emperor into a toad at one point in the game.
** Speaking of those two: Toad makes a minigame give endgame equipment
really forcing early in the game if you to fight very much, to keep your official level (and it up to max, and exit/teleport is really easy to level up by just walking into town and casting it (rinse lather...)
*** You don't normally get the Toad spell until late game, but the soldiers in the town outside the castle drop them on defeat. A bit of grinding (as they are quite strong for that point in the game) and you can conceivably have access to the toad spell before you even have access to the minigame.
** The ''osmose'' spell can also be considered a game breaker. It's easy to level up, drains humongous amounts of MP from
your foe, and never fails (not even on the final boss). One single ''osmose'' spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one PC on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
*** Also, using Osmose on your own allies can gain you magic points ''very'' quickly.
* ''FinalFantasyIV'' DS included "Augments", which gives characters new abilities, many of which are the abilities old characters had. Some game-breaking combinations include giving White Mage Rosa Dualcast (cast twice in a turn) and Omnicasting (turn any spell into multitarget) to get Blink and Reflect on the entire party in a single turn, or Raising the entire team at once, or casting Holy on the entire enemy party, etc. Another is giving a character (usually Cecil) Draw Attacks (all single-hit moves hit that character), Counter, and Reach (full damage from the back row) and put them in the back row. There are quite a few others, like using Hide and Throw to deal damage while entirely unhittable.
** I tended to put Cecil in the back row with Reach and Counter augments and have him Defend or attack if necessary. Rosa with Omnicasting to drop Blink and Haste on the party followed by Protect and Shell the next turn then healing as necessary. Somebody had the Cry Augment (reduces all
enemies' adjusted level) down. It could also help you get the materials defense by half) and I'd have Rydia and Kain as my main damage dealers. Rydia dualcasting Black Magic/Summoning and Kain combining Darkness and Jump for the InfinityPlusOneSword on the first disk if you're willing to grind for them.
** Additionally [[LimitBreak at low HP]] Selphie could cast a spell called "The End" that killed anything, even the Bonus Boss
quadruple damage. Edge would alternate between Throw and the Final Boss. It's part of a slot-machine mechanic, but this mechanic allows infinite rerolls Bardsong as long as necessary. An incredibly breakable game if you've got the patience...
*** It actually gets even more broken than that by exploiting the way the game operates. By combining various minor flaws in the way the game was programmed, you can "freeze" a battle by making it unable to perform the next character's action, meaning you can play the roulette as long as it takes to get The End with no penalty (like the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle and have Selphie finish the battle immediately.
** And, frequently hitting Triangle on a low-HP or Aura affected member would eventually bring up the limit break. Combine this with Zell's easy-to-execute moves (up-down and left-right) and the Meltdown spell, which worked on any enemy and reduced their defense to 0,
right Augments combination and it's possible to deal over ''750,000'' damage in a single, uninterruptable chain lot of game breakage.
** Even better, there are items that temporarily make you invincible, and they come in two distinctive flavors: One turns
fun doing it!
* In ''FinalFantasyV'', Cover/Guard. The Cover ability allows
a character invincible, to intercept a physical attack that would hit a low-HP character. Guard causes the other user to not take damage from any physical attacks. By combining the two (or simply being a Knight, which does this to the whole PARTY. Even better, through the MiniGame, you can get cards that make 100 each. More than enough for the whole endgame part of the game, including the BonusBoss.
** Another gamebreaker in ''FF 8'' comes from two temporary party members, namely Seifer
you), and Edea. Knock out having your other two characters and use these two, while at low HP, you can beat many enemies without any risk of taking damage. Even bosses. Sure, the Guarding character won't be doing damage (unless they're also armed with you, the Counter ability), but that's what the other three characters are for. Use of this strategy is what makes a LowLevelRun of the game possible. Combined with another bug that allowed you to level Berserk any enemy (in other words, force them to only use physical attacks), or simply by taking advantage of the fact that many bosses weren't even supposed to be immune to Berserk, one could make any enemy, even the [[BonusBoss bonus bosses]], laughably easy.
** From the same game, the spell "Quick" allowed you to immediately have the caster take two additional turns. It had a high MP cost, which curbed its abuse potential a little, but you'd be surprised what you can do with two turns, particularly if you also used X-Magic (which allowed you to cast two spells in one turn) or X-Fight (which allowed you to do 4 attacks on random enemy targets in one turn, albeit with each having reduced power).
** DualWielding + !X-Fight + !Magicsword. ''Eight'' attacks, each at slightly reduced damage, that were guaranteed to hit, and could be imbued with any element, including Holy, or any of several StandardStatusEffects. Or, if none of those were particularly necessary, Flare. And after the initial !Magicsword casting (itself cheapened relative to the original Black Magic cost), completely free. With the right class setup, the above could additionally be performed in response to any enemy's physical attack.
*** In addition, equip the Blood Sword as one of
your GF's. If weapons. The Blood Sword absorbs the enemy's HP when you attack with it, but has an abysmal hit rate. However, since every attack with X-Fight is guaranteed to hit, this usually restores your health to full as well as damaging the enemies.
**** Even better about the Blood Sword is that it IGNORES the annoying little "Half-damage" aspect of !X-Fight. This is because the BS is actually considered a magic attack (!X-Fight is only supposed to be used physical attacks, after all). So,
you're willing getting 4 full-powered Blood Sword attacks, plus 4 half-damage hits from your second weapon (if applicable). Basically, this bumps the damage of a single !X-Fight up to grind SIX times your normal damage instead of a "mere" 2x. Makes every mid-game fight (and most of the end-game ones) a complete and total joke unless you're facing undead.
*** Not to mention using Break as your element is an OneHitKill on any enemy
that doesn't have an explicit immunity to it. (Take that, stupid Tonberry!)
*** This particular combination proved so infamous for its sheer power that "Rapid-Fire Dual Wield Spell Blades" is Bartz's ''LimitBreak'' in ''[=~Dissidia: Final Fantasy~=]''.
*** This is pretty
much (each the only way to defeat the BonusBoss Omega.
** The Mimic command allows characters to copy the previous attacker's commands at no cost, including magic. Mimic can also be used to mimic Mimic commands, so by giving your entire team Mimic, have one character X-magic Golem, which completely negates at least one physical attack, followed by a powerful spell, have the next character mimic that, then have everyone mimic the previous mimic, every character will be both attacking and setting up a shield to block the next physical attack every single round at no cost, making it impossible for an opponent with nothing but physical attacks to do anything but sit there and take damage as all its attacks are blocked... and through use of the above-mentioned berserk bug, all monsters can be made to use nothing but physical attacks.
*** The ultimate trick: Bacchus Wine (causes berserk to any enemy), then Golem + summon of choice. Mime that until the enemy is dead.
** Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.
* Wind God Gau in ''FinalFantasyVI''. Gau can learn monster skills ("rages"), which when used cause Gau to randomly alternate between a regular attack and that skill at the cost of being uncontrollable for the rest of the battle. Wind God Gau combines the Stray Cat rage ("Catscratch"), which hits for 400% normal damage; the Merit Badge relic, which allows him to equip weapons (otherwise not possible); and the Tempest sword, which randomly casts a powerful Wind attack (boosted by Catscratch's power modifier) on the entire enemy party. It is also possible to steal a ''second'' Tempest sword from a certain boss, and equip Gau with ''both'' using the Genji Glove. This was corrected in the GBA [[VideoGameRemake remake]].
** A lesser known, but arguably equally broken, abuse of Gau's rages does not involve exploiting any glitches, but is a legitimate use of a particular Rage. The Rafflesia Rage uses the special move "Entice" which basically causes the enemy to convert to the side of the caster, and will damage itself indefinitely. Normally, spells like this would be blocked by immunity but NO ENEMY IN THE GAME is immune to it. The spell may miss occasionally, but it cannot be blocked indefinitely. Use of this rage on the ultimate bosses of the game renders them as helpless pets, who will do nothing but damage themselves for the rest of battle unless the caster (either Gau or Gogo) dies.
*** Hell, Gau deserves his own ''section''! In the World of Balance, there's the Stray Cat rage. A little pussycat, right? Wrong! It does QUADRUPLE DAMAGE! For the Magitek facility, where physical damage doesn't work, there's Aspik; just about everything there's vulnerable to lightning.
** Another infamous trick is the Psycho Cyan glitch. By having Cyan use his "Retort" tech, killing him, and then [[BalefulPolymorph turning him into an Imp]], you activate two glitches, the combination of which causes Cyan to respond to any attack, ''including his own'', with a standard attack on the enemy side. This would cause him to attack, respond to his own attack with an attack, and respond to that attack with another attack, and so on, until the entire enemy side is dead.
** In addition, the combination of the spells "Vanish" and "[[NeverSayDie Doom]]" (or Banish) in ''FinalFantasyVI'' resulted in a UselessUsefulSpell actually working. On everything, even {{Hopeless Boss Fight}}s. "True" gamers felt this was too easy. This was fixed in the GBA [[VideoGameRemake remake]] (it still works on monsters susceptible to instant death spells normally - Vanish ''does'' give magic a perfect success rate, after all - but not on ''everything''). Note that if X-Zone was used on BonusBoss Doom Gaze, you didn't get the rewards for killing him, as the proper scripts wouldn't execute (though it also wouldn't stop him from appearing as killing him normally does.)
** And by killing dinosaurs in a particular forest you could get Economizers, relics which reduce the cost of all spells to 1 MP. Even the ridiculously expensive spell Ultima that can take out the FinalBoss in a few hits.
*** Add in Quick and the relic that lets you doublecast and you have 5x ultima a turn for 5 mp. Good game.
*** The Economizers, however, become less useful if you consider ''another'' game breaker, the Osmose spell, which drains [=MPs=] from enemies and works on virtually every enemy except the undead. It's essentially a free MP recharge. It does waste a turn, unlike the Economizer, but it doesn't take up a relic slot.
** The Genji Glove (which allows dual wielding of any two weapons) can be paired with the Offering (four attacks for the price of one). Wield Illumina and Atma Weapon with those relics and the final boss just becomes a challenge of getting the first attack off before he does his opening move. It's one of the few ways you can actually defeat Chupon in the arena.
** The Ultima Weapon/Atma Weapon, Valiant Knife, and Fixed Dice deserve their own sections. The Ultima Weapon and Valiant Knife both have the incredible property of completely IGNORING the enemy's defense rating. The damage they do is only dependent on the wielder's HP (Ultima Weapon does more damage with more HP, inverse with the Valiant Knife) and Strength rating. This means it is possible to do 9999 damage on a low
level IS enemy, or the final ultimate boss, with equal ease. The Fixed Dice has it's own damage calculation, so the damage done is determined only 1000 exp), by luck. Combined with a Master's Scroll relic to attack four times, Setzer can deal massive damage to any enemy in the game, regardless of defense. Oh, and all three of these weapons has 100% ACCURACY so they will NEVER miss.
** Even better: turn a character into an Imp, and equip the normally feeble Imp Halberds, a Genji Glove, and an Offering and watch a mid-level character dish out 9999 damage 8X.
*** If you don't want to be an Imp,
you can have three level 99 GF's Shadow Throw the Halberds. The Throw command doesn't care that Shadow's not an imp, so it uses the Halberd's full attack value of 255 (maximum for any weapon) and many high level spells like Firaga before you're finished pierces defenses.
** Hell, simply picking
the Dollet Mission. All without "correct" equipment choices for each character turns them into walking game breakers.
*** In the SNES version, the stat [=MBlock=], which should only determine the rate at which a character dodges magic attacks, thanks to a glitch also determines this for physical attacks. Therefore
raising your average [=MBlock=] to 255 allows you to dodge virtually anything. This is fixed in the Game Boy Advance version, but it's still possible (albeit much harder, and only on a few characters) to get '''both''' evasion stats to 255, causing the same result.
*** And then there's Gau and Mog with the Snow Muffler.
** A different sort of GameBreaker is the Lete River area in ''FinalFantasyVI'': there's a point where, if you've got a turbo controller, you can put a heavy object on the "A" button, walk away, and come back a week later to a
party level even once, because once Seifer and Edea leave of max-level characters.
*** Although this won't give characters the proper stat boosts since most of
their levels are gains come from leveling up with Espers equipped. Although you can get some Espers before the [[TheEndOfTheWorldAsWeKnowIt world is torn apart]], the better Espers with the nicer stat boosts aren't found until then.
*** This is actually not a gamebreaker for the reasons noted above... As well as the fact that Locke, being the only character not in the party at the time but technically introduced, gains
no longer factored in. After that, benefit from the treatment whatsoever.
**** Locke was never a particularly wonderful character anyway: Steal/Capture isn't very useful for the most part, and Locke only kicks ass maybe 1/16ths of the way through
the game becomes before he simply takes space.
*** Although characters leveled in this way will have subpar stats for level 99 characters, they will still have enough HP to make the rest of the World of Balance (and most of the World of Ruin)
a cakewalk.
joke. Also, they will have access to some abilities like Bum Rush and Ultima that will make things even easier. The secret dungeon added in the remake may be difficult if you level in this way though...
** You Since the Espers allow almost any character to learn magic, battles can also abuse be reduced to repeated casts of Ultima (or other powerful spells) if you have the patience to teach it to everyone.
** The desert south of Maranda allows you to learn
the game's infinite money loop best spells in an hour.
** Another one (yes, this game is really easy to break) is Setzer's Slot command, with which it is possible to get Joker Doom, which instantly wins the battle,
and ItemCrafting in order to max your character's stats out. It takes an unbelievable amount of tedious menu navigation to do so, though.
** If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing
it works against most enemies and bosses. To limit break becomes ridiculous, especially when combined with speed exploits.
its usefulness, it's usually impossible to get, even if your reflexes are perfect. However, thanks to the way the game's Random Number Generator works, if you use an Echo Screen at the beginning of the battle and then use Slot, it's always possible to get it, making it only a question of reflexes.
** Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
** The very fact that
Equip all characters are (relatively) with something that absorbs Fire, cast Merton/Meltdown (which Terra learns automatically and can be taught to everyone with Espers) and you can just cast it over and over again, damaging enemies and healing your entire party in the same spell.
** Osmose. Just...Osmose.
** Fixed Dice/Offering. Note that even though Setzer is a physical character, his attacks do constant damage, so you're better off upgrading his magic.
** For even
more powerful at low levels than high levels is the easiest exploit. It allowed ThisTroper to kill [[BonusBoss Omega Weapon]] without using ANY absurdity, combine some of the above GameBreakers except the card -> magic. Yup, no invincibility, instant-kill spells, over-leveled GFs, meteor angel wing, or aura'd limit breaks.
** There's also the fact that squall's ultimate weapon, the [[InfinityPlusOneSword Lionheart]], is available in the FIRST DISK! thats right, the best weapon in the game,
with enough grinding, Palidor. Wait until everyone's ATB guage is available after getting full, then summon Palidor. While the Brother's GF. Combine this animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with the fact that their second attack, so you can gain 100 water magics easy before you fight ifrit means that your squall can be sneak in eight attacks (more if you're doing damage in the 3000's almost straight away.
*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. It is sorta worth it. Allows you to just walk
Genji Glove/Offering combo on someone) in only a few seconds, while having your way through disc two (and most whole party offscreen--and thus invincible--for part of three).
it, while the enemy can't interrupt you.



** Evidence the developers didn't want this to be TOO powerful: The Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time. But uniquely it does not work with Knights of the Round.
** Actually Knights of the Round costs 250MP per casting and your characters can only have up to a maximum of 999MP, in order to cast the summon 4 times a character would need at least 1000MP.

to:

** Evidence Possible evidence the developers didn't want this to be TOO powerful: The Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time. But uniquely if you try to use it does not work with Knights of the Round.
** Actually Knights of
Round, you'll find that the Round costs 250MP per casting and your characters can only have up to a maximum of 999MP, in order to cast MP cost is higher than the summon 4 times {{cap}} by a character would need at least 1000MP.mere ''one'' point.



*** Trine, which has an absurdly low cost for the damage it does; for comparison, the summon Ramuh (which deals damage with exactly the same properties as Trine) does half the damage for double the cost.
*** Magic Hammer, which pretty much gives you infinite MP.



* In ''CrisisCore'', you can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...
** Costly Punch is less of a game breaker and more of a necessary requirement to complete all the missions for 100% Completion. 99999 damage eventually gets less useful when you start fighting REGULAR enemies with over 2 million health and attacks that do around 30,000 damage.
** Also, the Odin summon (instant death effect) works on BOSSES. Admittedly, it's random, but it can be pretty funny when you nemesis gets cut in half halfway through the battle.
* ''FinalFantasyVIII'''s creation skills (card <-> item <-> magic) could be used to essentially create tons of magic to junction to your stats and increase them, while not really forcing you to fight very much, to keep your official level (and your enemies' adjusted level) down. It could also help you get the materials for the InfinityPlusOneSword on the first disk if you're willing to grind for them.
** Additionally [[LimitBreak at low HP]] Selphie could cast a spell called "The End" that killed anything, even the Bonus Boss and the Final Boss. It's part of a slot-machine mechanic, but this mechanic allows infinite rerolls as long as you've got the patience...
*** It actually gets even more broken than that by exploiting the way the game operates. By combining various minor flaws in the way the game was programmed, you can "freeze" a battle by making it unable to perform the next character's action, meaning you can play the roulette as long as it takes to get The End with no penalty (like the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle and have Selphie finish the battle immediately.
** And, frequently hitting Triangle on a low-HP or Aura affected member would eventually bring up the limit break. Combine this with Zell's easy-to-execute moves (up-down and left-right) and the Meltdown spell, which worked on any enemy and reduced their defense to 0, and it's possible to deal over ''750,000'' damage in a single, uninterruptable chain of game breakage.
** Even better, there are items that temporarily make you invincible, and they come in two distinctive flavors: One turns a character invincible, the other does this to the whole PARTY. Even better, through the MiniGame, you can get cards that make 100 each. More than enough for the whole endgame part of the game, including the BonusBoss.
** Another gamebreaker in ''FF 8'' comes from two temporary party members, namely Seifer and Edea. Knock out your other two characters and use these two, while they're with you, to level your GF's. If you're willing to grind that much (each level IS only 1000 exp), you can have three level 99 GF's and many high level spells like Firaga before you're finished the Dollet Mission. All without raising your average party level even once, because once Seifer and Edea leave their levels are no longer factored in. After that, the game becomes a cakewalk.
** You can also abuse the game's infinite money loop and ItemCrafting in order to max your character's stats out. It takes an unbelievable amount of tedious menu navigation to do so, though.
** If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits.
** Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
** The very fact that characters are (relatively) more powerful at low levels than high levels is the easiest exploit. It allowed ThisTroper to kill [[BonusBoss Omega Weapon]] without using ANY of the above GameBreakers except the card -> magic. Yup, no invincibility, instant-kill spells, over-leveled GFs, meteor angel wing, or aura'd limit breaks.
** There's also the fact that squall's ultimate weapon, the [[InfinityPlusOneSword Lionheart]], is available in the FIRST DISK! thats right, the best weapon in the game, with enough grinding, is available after getting the Brother's GF. Combine this with the fact that you can gain 100 water magics easy before you fight ifrit means that your squall can be doing damage in the 3000's almost straight away.
*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. It is sorta worth it. Allows you to just walk your way through disc two (and most of three).
* FinalFantasyIX: Partially due to the fact that the battle system maxed out at doing one hit of 9999 damage and a maximum boss HP of [[PowersOfTwoMinusOne 65535]], you can pretty much turn anyone into a gamebreaker pretty easily, not counting gamebreaking skills and abilities like Soul Blade (with Masamune equipped, anything vulnerable to Death spells WILL die in 10 seconds 100% of the time), a time based Auto-Regen (Especially when combined with Boosted summon spells). Hell, the Ability system as a whole will let your characters do a bunch of boosts at the same time, including, but not limited to, Auto-Life, Auto-Regen, Auto-Haste, Auto-Reflect, Auto-Potion, Long Reach, Various magic/attack boosts, etc... Once you get to a high enough level, you'll be regening back to full power as fast as they can damage you, if they manage to hit you at all.
** There's Zidane's, Quina's and especially Freya's defense-ignoring 9999 hit spells. Low MP requirements, no available early in the game, though you're unlikely to fulfill the requirements of Quina's until near the end of the game, but that's alright because...
** Learning Quina's Blue Magic = You Win. Bad Breath, Level 5 Death, Night (combined with your party equipping the Insomniac ability), Magic Hammer, Mighty Guard, Limit Glove, Angel's Snack, White Wind... whether its attacking, defending or healing, at full or low HP, Quina is easily a top tier character, even without his maxed out Frog Drop.
** Eidolons with Boost and the corresponding items maxed out in your inventory will generally do at or around 9999 HP of damage (especially with Elemental bonuses) while simultaneously taking long enough to allow your characters to heal to full.
** ReflectX2 + Carbunkle (not sure if it works with Auto-Reflect, but if it does, its even more broken) + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.
*** Yeah, it does work with Auto-reflect. Vivi + Flare + Auto-Reflect + Reflect x2 = YOU WIN. Yes, he can learn both reflect abilities. This Troper managed to take out the final boss in 5 moves: Ark, Zidane's attack, Doomsday Sword, the previously-mentioned combo, and whichever of the first 4 that came up first. The boss got off one move before dying.
** Steiner's final three abilities, shared by his UnbeatableBoss girlfriend.
** The ability Auto-regen, in ''FFIX'' gave you back health not based on turns but rather on an actual amount of time. Hence making sure summons were on full animation rather would give you more health than the quicker "part animation". The full Ark, for instance, could get you from 1hp to about 5,000hp, if not more.
*** Freya can also abuse Auto-Regen at will by simply using her Jump attack. This is especially effective if she is in Trance mode as she remains off-screen for the duration of the Trance and can regenerate health while totally invulnerable to attack. She can also use Dragon Crest, which is powered by the number of dragons slain by the party. When maxed out, Crest will do 9999 damage every time for only 16MP. So long as Freya is protected from status effects, rotating Jump and Dragon Crest is a fairly easy well to kill almost any boss in the game.
* ''FinalFantasyX'' has so many of these the only challenge is choosing which one to use:
** Rikku's LimitBreak lets her combine two items to create a spell. Game breaking spells include Trio of 9999, Quartet of 9, Chaos Grenade, Calamity Bomb, Final Elixer, Hyper Mighty Guard... "No Sphere Grid" runs rely on Trio of 9999.
** The [[InfinityPlusOneSword Celestial Weapons]]. A few of them grant the One MP Cost ability which reduces the cost of all spells to ONE MP. That includes spells like Flare, Holy and Ultima.
*** One MP Cost? Please. ''{{Final Fantasy X-2}}'' has the Ragnarok accessory, which reduces the MP cost of every ability to ZERO.
**** It also conveniently takes away the HP cost of the Dark Knight's Darkness attack, making it even more spammable than it already was.
** If you know how to manipulate it, Yojimbo's skill "Zanmato". It's not a Limit Break, but it is '''literal''' [[OneHitKill instant death]] to any enemy in the game. Period. No enemy is actually immune to Zanmato, so...if you have a decent supply of Gil and enough time, you can rampage through the game pretty easily off of that one attack.
** Mindy of the Magus Sisters summon has the Passado attack, which does 15 high-damage hits. As anyone who has played their share of ''Final Fantasy'' games, multi-hit attacks have the potential to be Game Breakers, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 99999, key term being "'''one''' hit"), if you max out Mindy's Strength to 255, she can inflict 15 hits of 99999 on almost any enemy in the game that isn't a total StoneWall. 15 hits * 99999 HP per hit = 1499985 HP of damage inflicted. And unlike other high-damage multi-hit attacks, it's not an Overdrive; in fact, the Magus Sisters' Overdrive, being a single-hit attack (or 6 hits in the European and "International" versions), is '''NOTHING''' compared to Passado.
*** ''Final Fantasy X-2'' itself has some classes that destroy any sense of difficulty, namely Dark Knight and Alchemist. The Dark Knight class had exceptionally high HP (iirc, only Berserker had more HP), high attack power, could become immune to Curse, Stone, Poison, Sleep, and Confuse, the Darkness attack would hit everything on screen for high damage and it sacrificed very little HP from the user. The Alchemist was far and away the best healer in the game; a White Mage had nothing on an Alchemist. Alchemists could have an infinite supply of Mega-Potions, Elixirs, and Megalixirs and mix incredibly powerful items like Final Phoenix (revive your entire party and heal for 9999) or Hi-Wall (cast Protect, Shell, and Reflect on your entire party). Alchemists also had an ability that doubled the strength of their healing items so that you could easily survive any encounter by just spamming Stash+Mega-Potion, even the BonusBoss. Once you used a Dark Knight and Alchemist, it was hard to use anything else because all other classes were just vastly inferior to them, except for Lady Luck for its triple EXP and AP.
*** To make up for these qualities, however, Dark Knight and Alchemist have low Agility, giving them longer delays between turns. This makes them not-so-great on faster enemies, like the [[DemonicSpiders Lacertas]] in Via Infinito.
*** It also had the Cat Nip accessory, that caused all damage and healing effects to be set at 9999 when that character was in [[LimitBreak critical HP status]]. Now combine that with a low level Gunner ability that spams (usually) weak attacks, which will now be doing 9999 damage PER hit, and can OneHitKill major bosses. It was later {{Nerf}}ed in the LimitedSpecialCollectorsUltimateEdition; it now grants Auto-Berserk status which means no more Trigger Happy shenanigans for you!
*** While not as broken as catnip, the Lady Luck class is completely insane if you are good with those wheels... black sky and cry in the night are some rather strong nukes, dark matter is a cap-damage vs all enemies damage item, megaelixir completely heals the entire party, megaelixir+ does the same, but also revives, mighty guard+ is pretty much the ultimate defensive skill. In short, if you are good at that, you can heal better than an alchemist, have better defense, can actually deal decent damage, and are way faster too. The only resemblance of balance is that the class is rather flimsy, and you can't keep a catnipped gunner at low hp since you can only heal the entire party.
*** How about combining Lady Luck's Four Dice with Cat Nip?
*** And with a good hand-eye coordination skill, spamming CONGRATS!!! (which gives the "bribe" effect - enemy running away and gives you items, ONLY you get Gils instead of spending it) is easy as pie.
*** If you follow the right procedures, you can bring O'aka onto the airship with you. He'll sell a bunch of items to you, and your purchases will go to paying off his debt. Pay it off by chapter 3 of the game and you'll turn him into the gamebreaking merchant. How does he make this transformation? He sells his wares for drastically lowered prices. For example, potions for 5 gil each. Buy a stack of potions and sell 'em to the Hypello just across the room. You can sell to the Hypello for 12 gil each. Buy for 5, sell for 12. What's that, a 140% profit? By buying everything you can from O'aka, you can make 26730 gil with each trip. Rinse and repeat, and you'll have no excuse to run out of money ever again.
*** Soul Spring will instantly sap ALL MP from Trema, robbing him of powerful magic.
** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits, which can also go up to 99999 damage, giving a total of 1599984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3199968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of GuideDangIt.
* What does or doesn't count as a GameBreaker in ''FinalFantasyXI'' is a source of heated debate, but there is one example few will refute. Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it ridiculous overpowered in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it". Up until the {{nerf}}hammer was dropped on that aspect of the game, Ranger's influence wrecked the social structure of the game as well. Basically, anything damage-related that wasn't Ranger just wasn't worthy of either experience parties or endgame, with their acceptance into either being more out of pity or variety than real appreciation. The stereotype of Rangers being elitist powergaming pricks wasn't too far off and a constant fixture of search comments was "Ranger PT Only". When Square changed the system, the outcry of people angry that they were "BroughtDownToNormal" was almost as great as the cheers for the game not just being Ranger Fantasy any more.
** Colibri. No one will ''ever'' fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target [[LimitBreak TP]]-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells -- all of the [[SquishyWizard Squishy]] with none of the [[SquishyWizard Wizard]]. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri [[BrokenBase are a rich source of flame wars]].)
** TwoWords: [[StunGuns Head Butt]]. And this coming from a career blue mage.
** The "avatarburn" party style. Get a bunch of [[SummonMagic Summoners]], a couple of maximum-level characters, a low-level sync target, and a [[TheGambler Corsair]]. Have the high-level characters get half a zone's worth of low-level mobs angry at them. Sync the actual party down to the sync target's level. Have the Corsair put up Corsair's Roll to increase the XP returns. Have the Summoners summon nearly anything, then hit [[EleventhHourSuperpower Astral Flow]] targetting the swarm of monsters on the high-level characters. ''Gain '''tens of thousands of XP''' in seconds.'' Have the Corsair use [[EleventhHourSuperpower Wild Card]] to attempt to reset the party's [[EleventhHourSuperpower two-hours]], ''potentially allowing you to repeat the process'' once things respawn. Note that the Corsair, while useful, is technically optional; you can do this really well with just the summoners, allowing more people to leech off of the instant XP at a time.
* ''FinalFantasyXII'' has an accessory that gives the same effect as [=FFTA2's=] Mirror Item, but items used with it have 100% accuracy. A remedy will inflict any status ailments an enemy is not immune to, and Phoenix Down inflicts instant death. This accessory ''can be bought in a store'' once you reach a high enough clan rank.
** Another potential GameBreaker in ''FinalFantasyXII'' is the Dark Matter. Basically, a Dark Matter deals damage depending on how many Knot Of Rust you've used since the last Dark Matter usage. If you use 99 Knot Of Rust, then use a Dark Matter, it usually does around 30,000 damage or more.
** Some combinations of equipment could probably count too. For example:
*** Masamune (which has the highest combo rating of any weapon) + Genji Gloves (which increases your combo rating). Prepare to get 8 to 10-hit combos every attack.
*** Zodiac Spear + Bravery + Adrenaline + HP Critical status = a force to be reckoned with, especially if you use Basch. Add Last Stand and Battle Lore and you're really pushing it up to 11.
** There is also a cheap set of skills that essentially make your character invincible for a very long time. The skills in question are Reverse, Stop, and Decoy. Reverse changes damage into health and healing spells into damage. Decoy makes any nearby enemies target the character with the Decoy status. Stop makes the character unable to act, but makes the other two statuses last an eternity. Combine these three on most bosses, then point and laugh as your other characters proceed to kill it with sticks.
*** Then again, there are a few bosses with such insane attack power that the only way to ''survive'' for more than thirty seconds is to use this trick. Omega Mark XII comes to mind.
*** It sounds good on paper, but unfortunately it doesn't work. Stop and Decoy cannot both be on the same character at the same time - one will cancel the other out.
** This troper knocked out the latter twenty blocks of [[MarathonBoss Yiazmat's]] health bar in a matter of minutes, and how? Berserk + Bravery + Hastega + Ninja Swords. Fran is not berserked for healing when required, and Ashe and Basch bring on the pain. ''Hard.''
---> Ashe and Basch (Fran, sometimes) under Berserk and Bravery will always do 9,999 with Ninja Swords, given Yiazmat is a light elemental and hates dark. Berserk pumps their attacks per second from 0.5 to ~1.0. Haste brings it up to ~1.8. That's about 100 attacks per minute, or 999,900 damage. ''Per minute.'' Oh, wait. I forgot about combos. Yeah. Have them Infuse their HP down to 10 and then berserk them. The 1.8 second delay is then only applied after a string of nine to ten consecutive attacks. (Since their HP is 10 cast Decoy on Fran!)
* In ''FinalFantasyXIII'', once you beat the boss at Oerba, you are allowed the ability to learn {{Limit Break}}s, of which each character gets a single one. [[StaffChick Vanille's]] is a variation of the spell Death, in which it deals big damage to everything on screen and had a 1% chance to kill opponents, increasing by 1% for each debuff on the enemy and increasing even further on staggered enemies. Players quickly discovered a method of powerleveling that does not involve running across the world map for hours: Find an [[GiantMook Adamantoise]], make everyone a [[StandardStatusEffect Saboteur]], summon Vani's Eidolon (which puts the mook into a paralysis state for about six turns), and then spam the LimitBreak until the 1% kicks in and it dies. 40000 CP to use for leveling in about two minutes of work, and double that if you got some special equipment from a BonusBoss.
** And the easiest way to kill said BonusBoss? You guessed it.
** Sazh's Blitz comes pretty close, too. While the other melee characters' Blitz commands are some form of close-range SpinAttack, Sazh instead [[MoreDakka unloads his pistols]] in his targeted enemy's general direction. Each bullet does a little less than it would during a normal attack (somewhere around 50-75%), but he fires enough shots that if one target gets hit by them all (either because it's big or right in his face), it's ''much'' more effective than having him just use Attack.



* ''FinalFantasyXII'' has an accessory that gives the same effect as [=FFTA2's=] Mirror Item, but items used with it have 100% accuracy. A remedy will inflict any status ailments an enemy is not immune to, and Phoenix Down inflicts instant death. This accessory ''can be bought in a store'' once you reach a high enough clan rank.
** Another potential GameBreaker in ''FinalFantasyXII'' is the Dark Matter. Basically, a Dark Matter deals damage depending on how many Knot Of Rust you've used since the last Dark Matter usage. If you use 99 Knot Of Rust, then use a Dark Matter, it usually does around 30,000 damage or more.
** Some combinations of equipment could probably count too. For example:
*** Masamune (which has the highest combo rating of any weapon) + Genji Gloves (which increases your combo rating). Prepare to get 8 to 10-hit combos every attack.
*** Zodiac Spear + Bravery + Adrenaline + HP Critical status = a force to be reckoned with, especially if you use Basch. Add Last Stand and Battle Lore and you're really pushing it up to 11.
** There is also a cheap set of skills that essentially make your character invincible for a very long time. The skills in question are Reverse, Stop, and Decoy. Reverse changes damage into health and healing spells into damage. Decoy makes any nearby enemies target the character with the Decoy status. Stop makes the character unable to act, but makes the other two statuses last an eternity. Combine these three on most bosses, then point and laugh as your other characters proceed to kill it with sticks.
*** Then again, there are a few bosses with such insane attack power that the only way to ''survive'' for more than thirty seconds is to use this trick. Omega Mark XII comes to mind.
*** It sounds good on paper, but unfortunately it doesn't work. Stop and Decoy cannot both be on the same character at the same time - one will cancel the other out.
** This troper knocked out the latter twenty blocks of [[MarathonBoss Yiazmat's]] health bar in a matter of minutes, and how? Berserk + Bravery + Hastega + Ninja Swords. Fran is not berserked for healing when required, and Ashe and Basch bring on the pain. ''Hard.''
---> Ashe and Basch (Fran, sometimes) under Berserk and Bravery will always do 9,999 with Ninja Swords, given Yiazmat is a light elemental and hates dark. Berserk pumps their attacks per second from 0.5 to ~1.0. Haste brings it up to ~1.8. That's about 100 attacks per minute, or 999,900 damage. ''Per minute.'' Oh, wait. I forgot about combos. Yeah. Have them Infuse their HP down to 10 and then berserk them. The 1.8 second delay is then only applied after a string of nine to ten consecutive attacks. (Since their HP is 10 cast Decoy on Fran!)
* ''FinalFantasyII'''s combat system let you connect with up to 32 hits at a turn when you dual wield. To make things worse, with maximum evasion, no enemy can connect with you physically, but to take advantage of that, you had to be naked. Considering the power of the final boss and bonus boss, being naked except for two weapons and a ribbon was the ideal gear.
** Also, magic spells [[EvolvingAttack level up]] if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit, if you spend some time with them, they'll go from constantly-missing waste of space to instant-win commands.
*** Amusingly, almost every enemy in the game is vulnerable to Toad, including most bosses. Meaning you can literally turn the Emperor into a toad at one point in the game.
** Speaking of those two: Toad makes a minigame give endgame equipment really early in the game if you level it up to max, and exit/teleport is really easy to level up by just walking into town and casting it (rinse lather...)
*** You don't normally get the Toad spell until late game, but the soldiers in the town outside the castle drop them on defeat. A bit of grinding (as they are quite strong for that point in the game) and you can conceivably have access to the toad spell before you even have access to the minigame.
** The ''osmose'' spell can also be considered a game breaker. It's easy to level up, drains humongous amounts of MP from your foe, and never fails (not even on the final boss). One single ''osmose'' spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one PC on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
*** Also, using Osmose on your own allies can gain you magic points ''very'' quickly.
* Wind God Gau in ''FinalFantasyVI''. Gau can learn monster skills ("rages"), which when used cause Gau to randomly alternate between a regular attack and that skill at the cost of being uncontrollable for the rest of the battle. Wind God Gau combines the Stray Cat rage ("Catscratch"), which hits for 400% normal damage; the Merit Badge relic, which allows him to equip weapons (otherwise not possible); and the Tempest sword, which randomly casts a powerful Wind attack (boosted by Catscratch's power modifier) on the entire enemy party. It is also possible to steal a ''second'' Tempest sword from a certain boss, and equip Gau with ''both'' using the Genji Glove. This was corrected in the GBA [[VideoGameRemake remake]].
** A lesser known, but arguably equally broken, abuse of Gau's rages does not involve exploiting any glitches, but is a legitimate use of a particular Rage. The Rafflesia Rage uses the special move "Entice" which basically causes the enemy to convert to the side of the caster, and will damage itself indefinitely. Normally, spells like this would be blocked by immunity but NO ENEMY IN THE GAME is immune to it. The spell may miss occasionally, but it cannot be blocked indefinitely. Use of this rage on the ultimate bosses of the game renders them as helpless pets, who will do nothing but damage themselves for the rest of battle unless the caster (either Gau or Gogo) dies.
*** Hell, Gau deserves his own ''section''! In the World of Balance, there's the Stray Cat rage. A little pussycat, right? Wrong! It does QUADRUPLE DAMAGE! For the Magitek facility, where physical damage doesn't work, there's Aspik; just about everything there's vulnerable to lightning.
** Another infamous trick is the Psycho Cyan glitch. By having Cyan use his "Retort" tech, killing him, and then [[BalefulPolymorph turning him into an Imp]], you activate two glitches, the combination of which causes Cyan to respond to any attack, ''including his own'', with a standard attack on the enemy side. This would cause him to attack, respond to his own attack with an attack, and respond to that attack with another attack, and so on, until the entire enemy side is dead.
** In addition, the combination of the spells "Vanish" and "[[NeverSayDie Doom]]" (or Banish) in ''FinalFantasyVI'' resulted in a UselessUsefulSpell actually working. On everything, even {{Hopeless Boss Fight}}s. "True" gamers felt this was too easy. This was fixed in the GBA [[VideoGameRemake remake]] (it still works on monsters susceptible to instant death spells normally - Vanish ''does'' give magic a perfect success rate, after all - but not on ''everything''). Note that if X-Zone was used on BonusBoss Doom Gaze, you didn't get the rewards for killing him, as the proper scripts wouldn't execute (though it also wouldn't stop him from appearing as killing him normally does.)
** And by killing dinosaurs in a particular forest you could get Economizers, relics which reduce the cost of all spells to 1 MP. Even the ridiculously expensive spell Ultima that can take out the FinalBoss in a few hits.
*** Add in Quick and the relic that lets you doublecast and you have 5x ultima a turn for 5 mp. Good game.
*** The Economizers, however, become less useful if you consider ''another'' game breaker, the Osmose spell, which drains [=MPs=] from enemies and works on virtually every enemy except the undead. It's essentially a free MP recharge. It does waste a turn, unlike the Economizer, but it doesn't take up a relic slot.
** The Genji Glove (which allows dual wielding of any two weapons) can be paired with the Offering (four attacks for the price of one). Wield Illumina and Atma Weapon with those relics and the final boss just becomes a challenge of getting the first attack off before he does his opening move. It's one of the few ways you can actually defeat Chupon in the arena.
** The Ultima Weapon/Atma Weapon, Valiant Knife, and Fixed Dice deserve their own sections. The Ultima Weapon and Valiant Knife both have the incredible property of completely IGNORING the enemy's defense rating. The damage they do is only dependent on the wielder's HP (Ultima Weapon does more damage with more HP, inverse with the Valiant Knife) and Strength rating. This means it is possible to do 9999 damage on a low level enemy, or the final ultimate boss, with equal ease. The Fixed Dice has it's own damage calculation, so the damage done is determined only by luck. Combined with a Master's Scroll relic to attack four times, Setzer can deal massive damage to any enemy in the game, regardless of defense. Oh, and all three of these weapons has 100% ACCURACY so they will NEVER miss.
** Even better: turn a character into an Imp, and equip the normally feeble Imp Halberds, a Genji Glove, and an Offering and watch a mid-level character dish out 9999 damage 8X.
*** If you don't want to be an Imp, you can have Shadow Throw the Halberds. The Throw command doesn't care that Shadow's not an imp, so it uses the Halberd's full attack value of 255 (maximum for any weapon) and pierces defenses.
** Hell, simply picking the "correct" equipment choices for each character turns them into walking game breakers.
*** In the SNES version, the stat [=MBlock=], which should only determine the rate at which a character dodges magic attacks, thanks to a glitch also determines this for physical attacks. Therefore raising your [=MBlock=] to 255 allows you to dodge virtually anything. This is fixed in the Game Boy Advance version, but it's still possible (albeit much harder, and only on a few characters) to get '''both''' evasion stats to 255, causing the same result.
*** And then there's Gau and Mog with the Snow Muffler.
** A different sort of GameBreaker is the Lete River area in ''FinalFantasyVI'': there's a point where, if you've got a turbo controller, you can put a heavy object on the "A" button, walk away, and come back a week later to a party of max-level characters.
*** Although this won't give characters the proper stat boosts since most of their gains come from leveling up with Espers equipped. Although you can get some Espers before the [[TheEndOfTheWorldAsWeKnowIt world is torn apart]], the better Espers with the nicer stat boosts aren't found until then.
*** This is actually not a gamebreaker for the reasons noted above... As well as the fact that Locke, being the only character not in the party at the time but technically introduced, gains no benefit from the treatment whatsoever.
**** Locke was never a particularly wonderful character anyway: Steal/Capture isn't very useful for the most part, and Locke only kicks ass maybe 1/16ths of the way through the game before he simply takes space.
*** Although characters leveled in this way will have subpar stats for level 99 characters, they will still have enough HP to make the rest of the World of Balance (and most of the World of Ruin) a joke. Also, they will have access to some abilities like Bum Rush and Ultima that will make things even easier. The secret dungeon added in the remake may be difficult if you level in this way though...
** Since the Espers allow almost any character to learn magic, battles can be reduced to repeated casts of Ultima (or other powerful spells) if you have the patience to teach it to everyone.
** The desert south of Maranda allows you to learn the game's best spells in an hour.
** Another one (yes, this game is really easy to break) is Setzer's Slot command, with which it is possible to get Joker Doom, which instantly wins the battle, and it works against most enemies and bosses. To limit its usefulness, it's usually impossible to get, even if your reflexes are perfect. However, thanks to the way the game's Random Number Generator works, if you use an Echo Screen at the beginning of the battle and then use Slot, it's always possible to get it, making it only a question of reflexes.
** Equip all characters with something that absorbs Fire, cast Merton/Meltdown (which Terra learns automatically and can be taught to everyone with Espers) and you can just cast it over and over again, damaging enemies and healing your entire party in the same spell.
** Osmose. Just...Osmose.
** Fixed Dice/Offering. Note that even though Setzer is a physical character, his attacks do constant damage, so you're better off upgrading his magic.
** For even more absurdity, combine some of the above with Palidor. Wait until everyone's ATB guage is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.
* In ''FinalFantasyV'', Cover/Guard. The Cover ability allows a character to intercept a physical attack that would hit a low-HP character. Guard causes the user to not take damage from any physical attacks. By combining the two (or simply being a Knight, which does that for you), and having your other characters at low HP, you can beat many enemies without any risk of taking damage. Even bosses. Sure, the Guarding character won't be doing damage (unless they're also armed with the Counter ability), but that's what the other three characters are for. Use of this strategy is what makes a LowLevelRun of the game possible. Combined with another bug that allowed you to Berserk any enemy (in other words, force them to only use physical attacks), or simply by taking advantage of the fact that many bosses weren't even supposed to be immune to Berserk, one could make any enemy, even the [[BonusBoss bonus bosses]], laughably easy.
** From the same game, the spell "Quick" allowed you to immediately have the caster take two additional turns. It had a high MP cost, which curbed its abuse potential a little, but you'd be surprised what you can do with two turns, particularly if you also used X-Magic (which allowed you to cast two spells in one turn) or X-Fight (which allowed you to do 4 attacks on random enemy targets in one turn, albeit with each having reduced power).
** DualWielding + !X-Fight + !Magicsword. ''Eight'' attacks, each at slightly reduced damage, that were guaranteed to hit, and could be imbued with any element, including Holy, or any of several StandardStatusEffects. Or, if none of those were particularly necessary, Flare. And after the initial !Magicsword casting (itself cheapened relative to the original Black Magic cost), completely free. With the right class setup, the above could additionally be performed in response to any enemy's physical attack.
*** In addition, equip the Blood Sword as one of your weapons. The Blood Sword absorbs the enemy's HP when you attack with it, but has an abysmal hit rate. However, since every attack with X-Fight is guaranteed to hit, this usually restores your health to full as well as damaging the enemies.
**** Even better about the Blood Sword is that it IGNORES the annoying little "Half-damage" aspect of !X-Fight. This is because the BS is actually considered a magic attack (!X-Fight is only supposed to be used physical attacks, after all). So, you're getting 4 full-powered Blood Sword attacks, plus 4 half-damage hits from your second weapon (if applicable). Basically, this bumps the damage of a single !X-Fight up to SIX times your normal damage instead of a "mere" 2x. Makes every mid-game fight (and most of the end-game ones) a complete and total joke unless you're facing undead.
*** Not to mention using Break as your element is an OneHitKill on any enemy that doesn't have an explicit immunity to it. (Take that, stupid Tonberry!)
*** This particular combination proved so infamous for its sheer power that "Rapid-Fire Dual Wield Spell Blades" is Bartz's ''LimitBreak'' in ''[=~Dissidia: Final Fantasy~=]''.
*** This is pretty much the only way to defeat the BonusBoss Omega.
** The Mimic command allows characters to copy the previous attacker's commands at no cost, including magic. Mimic can also be used to mimic Mimic commands, so by giving your entire team Mimic, have one character X-magic Golem, which completely negates at least one physical attack, followed by a powerful spell, have the next character mimic that, then have everyone mimic the previous mimic, every character will be both attacking and setting up a shield to block the next physical attack every single round at no cost, making it impossible for an opponent with nothing but physical attacks to do anything but sit there and take damage as all its attacks are blocked... and through use of the above-mentioned berserk bug, all monsters can be made to use nothing but physical attacks.
*** The ultimate trick: Bacchus Wine (causes berserk to any enemy), then Golem + summon of choice. Mime that until the enemy is dead.
** Ordinarily, if a player summons Odin when one or more enemies on the screen is immune to it, the spell will not work regardless of whether any of the other enemies are vulnerable. However, if the player uses the Magic Lamp, the spell can be used, and all of the enemies that are vulnerable die. This is especially useful against Neo-Exdeath, as Odin can kill some of its parts.
* In ''CrisisCore'', you can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...
** Costly Punch is less of a game breaker and more of a necessary requirement to complete all the missions for 100% Completion. 99999 damage eventually gets less useful when you start fighting REGULAR enemies with over 2 million health and attacks that do around 30,000 damage.
** Also, the Odin summon (instant death effect) works on BOSSES. Admittedly, it's random, but it can be pretty funny when you nemesis gets cut in half halfway through the battle.
* ''FinalFantasyIV'' DS included "Augments", which gives characters new abilities, many of which are the abilities old characters had. Some game-breaking combinations include giving White Mage Rosa Dualcast (cast twice in a turn) and Omnicasting (turn any spell into multitarget) to get Blink and Reflect on the entire party in a single turn, or Raising the entire team at once, or casting Holy on the entire enemy party, etc. Another is giving a character (usually Cecil) Draw Attacks (all single-hit moves hit that character), Counter, and Reach (full damage from the back row) and put them in the back row. There are quite a few others, like using Hide and Throw to deal damage while entirely unhittable.
** I tended to put Cecil in the back row with Reach and Counter augments and have him Defend or attack if necessary. Rosa with Omnicasting to drop Blink and Haste on the party followed by Protect and Shell the next turn then healing as necessary. Somebody had the Cry Augment (reduces all enemies' defense by half) and I'd have Rydia and Kain as my main damage dealers. Rydia dualcasting Black Magic/Summoning and Kain combining Darkness and Jump for quadruple damage. Edge would alternate between Throw and Bardsong as necessary. An incredibly breakable game if you've got the right Augments combination and it's a lot of fun doing it!
* ''FinalFantasyX'' has so many of these the only challenge is choosing which one to use:
** Rikku's LimitBreak lets her combine two items to create a spell. Game breaking spells include Trio of 9999, Quartet of 9, Chaos Grenade, Calamity Bomb, Final Elixer, Hyper Mighty Guard... "No Sphere Grid" runs rely on Trio of 9999.
** The [[InfinityPlusOneSword Celestial Weapons]]. A few of them grant the One MP Cost ability which reduces the cost of all spells to ONE MP. That includes spells like Flare, Holy and Ultima.
*** One MP Cost? Please. ''{{Final Fantasy X-2}}'' has the Ragnarok accessory, which reduces the MP cost of every ability to ZERO.
**** It also conveniently takes away the HP cost of the Dark Knight's Darkness attack, making it even more spammable than it already was.
** If you know how to manipulate it, Yojimbo's skill "Zanmato". It's not a Limit Break, but it is '''literal''' [[OneHitKill instant death]] to any enemy in the game. Period. No enemy is actually immune to Zanmato, so...if you have a decent supply of Gil and enough time, you can rampage through the game pretty easily off of that one attack.
** Mindy of the Magus Sisters summon has the Passado attack, which does 15 high-damage hits. As anyone who has played their share of ''Final Fantasy'' games, multi-hit attacks have the potential to be Game Breakers, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 99999, key term being "'''one''' hit"), if you max out Mindy's Strength to 255, she can inflict 15 hits of 99999 on almost any enemy in the game that isn't a total StoneWall. 15 hits * 99999 HP per hit = 1499985 HP of damage inflicted. And unlike other high-damage multi-hit attacks, it's not an Overdrive; in fact, the Magus Sisters' Overdrive, being a single-hit attack (or 6 hits in the European and "International" versions), is '''NOTHING''' compared to Passado.
*** ''Final Fantasy X-2'' itself has some classes that destroy any sense of difficulty, namely Dark Knight and Alchemist. The Dark Knight class had exceptionally high HP (iirc, only Berserker had more HP), high attack power, could become immune to Curse, Stone, Poison, Sleep, and Confuse, the Darkness attack would hit everything on screen for high damage and it sacrificed very little HP from the user. The Alchemist was far and away the best healer in the game; a White Mage had nothing on an Alchemist. Alchemists could have an infinite supply of Mega-Potions, Elixirs, and Megalixirs and mix incredibly powerful items like Final Phoenix (revive your entire party and heal for 9999) or Hi-Wall (cast Protect, Shell, and Reflect on your entire party). Alchemists also had an ability that doubled the strength of their healing items so that you could easily survive any encounter by just spamming Stash+Mega-Potion, even the BonusBoss. Once you used a Dark Knight and Alchemist, it was hard to use anything else because all other classes were just vastly inferior to them, except for Lady Luck for its triple EXP and AP.
*** To make up for these qualities, however, Dark Knight and Alchemist have low Agility, giving them longer delays between turns. This makes them not-so-great on faster enemies, like the [[DemonicSpiders Lacertas]] in Via Infinito.
*** It also had the Cat Nip accessory, that caused all damage and healing effects to be set at 9999 when that character was in [[LimitBreak critical HP status]]. Now combine that with a low level Gunner ability that spams (usually) weak attacks, which will now be doing 9999 damage PER hit, and can OneHitKill major bosses. It was later {{Nerf}}ed in the LimitedSpecialCollectorsUltimateEdition; it now grants Auto-Berserk status which means no more Trigger Happy shenanigans for you!
*** While not as broken as catnip, the Lady Luck class is completely insane if you are good with those wheels... black sky and cry in the night are some rather strong nukes, dark matter is a cap-damage vs all enemies damage item, megaelixir completely heals the entire party, megaelixir+ does the same, but also revives, mighty guard+ is pretty much the ultimate defensive skill. In short, if you are good at that, you can heal better than an alchemist, have better defense, can actually deal decent damage, and are way faster too. The only resemblance of balance is that the class is rather flimsy, and you can't keep a catnipped gunner at low hp since you can only heal the entire party.
**** How about combining Lady Luck's Four Dice with Cat Nip?
**** And with a good hand-eye coordination skill, spamming CONGRATS!!! (which gives the "bribe" effect - enemy running away and gives you items, ONLY you get Gils instead of spending it) is easy as pie.
*** If you follow the right procedures, you can bring O'aka onto the airship with you. He'll sell a bunch of items to you, and your purchases will go to paying off his debt. Pay it off by chapter 3 of the game and you'll turn him into the gamebreaking merchant. How does he make this transformation? He sells his wares for drastically lowered prices. For example, potions for 5 gil each. Buy a stack of potions and sell 'em to the Hypello just across the room. You can sell to the Hypello for 12 gil each. Buy for 5, sell for 12. What's that, a 140% profit? By buying everything you can from O'aka, you can make 26730 gil with each trip. Rinse and repeat, and you'll have no excuse to run out of money ever again.
*** Soul Spring will instantly sap ALL MP from Trema, robbing him of powerful magic.
** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits, which can also go up to 99999 damage, giving a total of 1599984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3199968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of GuideDangIt.
* What does or doesn't count as a GameBreaker in ''FinalFantasyXI'' is a source of heated debate, but there is one example few will refute. Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it ridiculous overpowered in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it". Up until the {{nerf}}hammer was dropped on that aspect of the game, Ranger's influence wrecked the social structure of the game as well. Basically, anything damage-related that wasn't Ranger just wasn't worthy of either experience parties or endgame, with their acceptance into either being more out of pity or variety than real appreciation. The stereotype of Rangers being elitist powergaming pricks wasn't too far off and a constant fixture of search comments was "Ranger PT Only". When Square changed the system, the outcry of people angry that they were "BroughtDownToNormal" was almost as great as the cheers for the game not just being Ranger Fantasy any more.
** Colibri. No one will ''ever'' fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target [[LimitBreak TP]]-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells -- all of the [[SquishyWizard Squishy]] with none of the [[SquishyWizard Wizard]]. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri [[BrokenBase are a rich source of flame wars]].)
** TwoWords: [[StunGuns Head Butt]]. And this coming from a career blue mage.
** The "avatarburn" party style. Get a bunch of [[SummonMagic Summoners]], a couple of maximum-level characters, a low-level sync target, and a [[TheGambler Corsair]]. Have the high-level characters get half a zone's worth of low-level mobs angry at them. Sync the actual party down to the sync target's level. Have the Corsair put up Corsair's Roll to increase the XP returns. Have the Summoners summon nearly anything, then hit [[EleventhHourSuperpower Astral Flow]] targetting the swarm of monsters on the high-level characters. ''Gain '''tens of thousands of XP''' in seconds.'' Have the Corsair use [[EleventhHourSuperpower Wild Card]] to attempt to reset the party's [[EleventhHourSuperpower two-hours]], ''potentially allowing you to repeat the process'' once things respawn. Note that the Corsair, while useful, is technically optional; you can do this really well with just the summoners, allowing more people to leech off of the instant XP at a time.
* The ATB system in general can be a game breaker if you know how to abuse it. If you put it on ''Wait'', input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have its turn immediately. This is a great way to curve when the enemy gets its turn.
** Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in 5 and 6 and {{Limit Break}}s in 7 and 8.
*** The ability Auto-regen, in ''FFIX'' gave you back health not based on turns but rather on an actual amount of time. Hence making sure summons were on full animation rather would give you more health than the quicker "part animation". The full Ark, for instance, could get you from 1hp to about 5,000hp, if not more.
***** Freya can also abuse Auto-Regen at will by simply using her Jump attack. This is especially effective if she is in Trance mode as she remains off-screen for the duration of the Trance and can regenerate health while totally invulnerable to attack. She can also use Dragon Crest, which is powered by the number of dragons slain by the party. When maxed out, Crest will do 9999 damage every time for only 16MP. So long as Freya is protected from status effects, rotating Jump and Dragon Crest is a fairly easy well to kill almost any boss in the game.



* In any of the [[VideoGameRemake remade versions of]] FinalFantasyI, the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. And any subsequent boosts are based on the character's ''current'' strength, not their original strength, meaning each consecutive boost is more powerful than the last. Then you add in the Haste spell, which doubles their strength, and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.

to:

* In any The Dragon Claw in FinalFantasyMysticQuest. It has a chance of causing every status effect in the [[VideoGameRemake remade versions of]] FinalFantasyI, game, and not a low chance; it ''failing'' to cause status effects was the Temper spell definitely counts. All it does is increase exception, not the physical attack strength of the character it's cast on, rule. This includes petrification, which doesn't seem huge...until you realize these boosts stack. is implemented identically to instant death. Which pretty much means that any normal enemy dies in one hit. And any subsequent boosts for the maybe 10% of enemies immune to petrification? You've just put them to sleep, or paralyzed them, or confused them. Feel free to pick them off while they are based on the character's ''current'' strength, not their original strength, meaning each consecutive boost powerless to fight back.
** Magic in general
is more very, very powerful than in Mystic Quest, especially the last. Then you add all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the FinalBoss while still having a maximum number of Wizard spell casts in the Haste spell, single digits. Sounds balanced, right? Until you factor in the Seed item, which doubles their strength, completely replenishes your spell capacity to maximum. And which can be bought in increments of a ''hundred'', in a game where there is basically [[MoneyForNothing nothing else to spend money on]]. Have fun overkilling every single enemy you come across without any sense of restraint whatsoever.
* Early on in ''FinalFantasyThe4HeroesOfLight'' you can find an item called a Hunting Horn, which forces a random battle when it is used
and has infinite uses (similar to the Giant's Gloves item, musical instruments of the ''WildArms'' series.) Shortly afterwards, you unlock the Merchant crown, which increases accuracy thus ensuring that your attacker will never miss (and the drop rate of gems after battles, and comes with an ability to add insult to injury, will simultaneously cast an additional Temper). Using find gems on the battlefield. Think this strategy, it is possible to take one out all of carefully, kids.
** Better yet -- if you walk into a wall, you get into a fight. You can set up
the four Fiends game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with one physical attack each. ONE.3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.



* In ''FinalFantasyXIII'', once you beat the boss at Oerba, you are allowed the ability to learn {{Limit Break}}s, of which each character gets a single one. [[StaffChick Vanille's]] is a variation of the spell Death, in which it deals big damage to everything on screen and had a 1% chance to kill opponents, increasing by 1% for each debuff on the enemy and increasing even further on staggered enemies. Players quickly discovered a method of powerleveling that does not involve running across the world map for hours: Find an [[GiantMook Adamantoise]], make everyone a [[StandardStatusEffect Saboteur]], summon Vani's Eidolon (which puts the mook into a paralysis state for about six turns), and then spam the LimitBreak until the 1% kicks in and it dies. 40000 CP to use for leveling in about two minutes of work, and double that if you got some special equipment from a BonusBoss.
** And the easiest way to kill said BonusBoss? You guessed it.
** Sazh's Blitz comes pretty close, too. While the other melee characters' Blitz commands are some form of close-range SpinAttack, Sazh instead [[MoreDakka unloads his pistols]] in his targeted enemy's general direction. Each bullet does a little less than it would during a normal attack (somewhere around 50-75%), but he fires enough shots that if one target gets hit by them all (either because it's big or right in his face), it's ''much'' more effective than having him just use Attack.
* FinalFantasyIX: Partially due to the fact that the battle system maxed out at doing one hit of 9999 damage and a maximum boss HP of [[PowersOfTwoMinusOne 65535]], you can pretty much turn anyone into a gamebreaker pretty easily, not counting gamebreaking skills and abilities like Soul Blade (with Masamune equipped, anything vulnerable to Death spells WILL die in 10 seconds 100% of the time), a time based Auto-Regen (Especially when combined with Boosted summon spells). Hell, the Ability system as a whole will let your characters do a bunch of boosts at the same time, including, but not limited to, Auto-Life, Auto-Regen, Auto-Haste, Auto-Reflect, Auto-Potion, Long Reach, Various magic/attack boosts, etc... Once you get to a high enough level, you'll be regening back to full power as fast as they can damage you, if they manage to hit you at all.
** There's Zidane's, Quina's and especially Freya's defense-ignoring 9999 hit spells. Low MP requirements, no available early in the game, though you're unlikely to fulfill the requirements of Quina's until near the end of the game, but that's alright because...
** Learning Quina's Blue Magic = You Win. Bad Breath, Level 5 Death, Night (combined with your party equipping the Insomniac ability), Magic Hammer, Mighty Guard, Limit Glove, Angel's Snack, White Wind... whether its attacking, defending or healing, at full or low HP, Quina is easily a top tier character, even without his maxed out Frog Drop.
** Eidolons with Boost and the corresponding items maxed out in your inventory will generally do at or around 9999 HP of damage (especially with Elemental bonuses) while simultaneously taking long enough to allow your characters to heal to full.
** ReflectX2 + Carbunkle (not sure if it works with Auto-Reflect, but if it does, its even more broken) + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.
*** Yeah, it does work with Auto-reflect. Vivi + Flare + Auto-Reflect + Reflect x2 = YOU WIN. Yes, he can learn both reflect abilities. This Troper managed to take out the final boss in 5 moves: Ark, Zidane's attack, Doomsday Sword, the previously-mentioned combo, and whichever of the first 4 that came up first. The boss got off one move before dying.
** Steiner's final three abilities, shared by his UnbeatableBoss girlfriend.
* The Dragon Claw in FinalFantasyMysticQuest. It has a chance of causing every status effect in the game, and not a low chance; it ''failing'' to cause status effects was the exception, not the rule. This includes petrification, which is implemented identically to instant death. Which pretty much means that any normal enemy dies in one hit. And for the maybe 10% of enemies immune to petrification? You've just put them to sleep, or paralyzed them, or confused them. Feel free to pick them off while they are powerless to fight back.
** Magic in general is very, very powerful in Mystic Quest, especially the all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the FinalBoss while still having a maximum number of Wizard spell casts in the single digits. Sounds balanced, right? Until you factor in the Seed item, which completely replenishes your spell capacity to maximum. And which can be bought in increments of a ''hundred'', in a game where there is basically [[MoneyForNothing nothing else to spend money on]]. Have fun overkilling every single enemy you come across without any sense of restraint whatsoever.
* Early on in ''FinalFantasyThe4HeroesOfLight'' you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the ''WildArms'' series.) Shortly afterwards, you unlock the Merchant crown, which increases the drop rate of gems after battles, and comes with an ability to find gems on the battlefield. Think this one out carefully, kids.
** Better yet -- if you walk into a wall, you get into a fight. You can set up the game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with 3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.
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Clarification

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** Actually Knights of the Round costs 250MP per casting and your characters can only have up to a maximum of 999MP, in order to cast the summon 4 times a character would need at least 1000MP.
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**Dissidia, you said ? Oh god, Game Breakers in Dissidia. This troper played hundreds of hours to this game, and as such, has found some nasty ways to overkill the opponent :
***Ex Mode is pretty great, isn't it ? Well, why not make this Ex Mode eternal ? With the right combination of accessories, a character can stay indefinitely in Ex Mode. Bonus points if the character is Cloud (breaks guards)... Or Gabranth, whose ultimate weapons enhance his Ex Mode and who can charge his Ex Gauge.
***With the right combo of equipment, etc... one can make his character a 400-HP player... with 9999 initial Bravery and a full Ex Gauge. Combine that with the Alexander summon and the opponent won't have time to suffer. He'll surely try to kill you first... but Ex Mode blocks his attack and you counter with one of your own - lethal - HP Attacks. Oh, and you could add a Phoenix Pinion to the combo, ensuring that if you got killed, you'd be healed back to 9999 HP.
***Then again, if you prepare yourself, you can go in stages like Omega Crystal World and every time you will break a pillar (what you can do simply by dashing through it), you'll gain 1000+ Bravery. In a place where broken pillars actually respawn. A pretty evil trick to face...
***With the good startup, one can make its character a OneHitPointWonder... and increase one of his characteristics BeyondTheImpossible. Strength ? Every single combo will dish around 2000-3000 Brave Damage at level 100. Ex Force Absorption ? At the end of an Ex Burst, the lingering Ex Force will be sufficient to give the character a complete Ex Gauge. Iai Strike ? It will ''ensure a Break at every hit''. Yeah, you read the last one right.
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The intro to this subpage was bland. I do beleive that this page needs to be reorganized chronologically, and will do that later.


{{Game Breaker}}s in the ''FinalFantasy'' games.

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{{Game Breaker}}s in the The ''FinalFantasy'' games.series is ''soooo'' rife with {{GameBreaker}}s, that it's arguably one of the main reasons it's so popular today. It's so bad that Square-Enix often ends up designing [[BonusLevelOfHell bonus]] [[BonusBoss content]] ''around them'' (rather than Nerf the broken stuff) to compensate in the re-releases/ports of previous installments.
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**** Locke was never a particularly wonderful character anyway: Steal/Capture isn't very useful for the most part, and Locke only kicks ass maybe 1/16ths of the way through the game before he simply takes space.
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Thank you for moving my example instead of wiping it and taunting me like some people do. These goddamn rules sometimes...

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* Early on in ''FinalFantasyThe4HeroesOfLight'' you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the ''WildArms'' series.) Shortly afterwards, you unlock the Merchant crown, which increases the drop rate of gems after battles, and comes with an ability to find gems on the battlefield. Think this one out carefully, kids.
** Better yet -- if you walk into a wall, you get into a fight. You can set up the game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with 3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.
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youtube link not working


*** It actually gets even more broken than that by exploiting the way the game operates. By combining various minor flaws in the way the game was programmed, you can "freeze" a battle by making it unable to perform the next character's action, meaning you can play the roulette as long as it takes to get The End with no penalty (like the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle and have Selphie finish the battle immediately. The details on how it works can be seen [[http://www.youtube.com/watch?v=N5zSz_OWmmU here]]

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*** It actually gets even more broken than that by exploiting the way the game operates. By combining various minor flaws in the way the game was programmed, you can "freeze" a battle by making it unable to perform the next character's action, meaning you can play the roulette as long as it takes to get The End with no penalty (like the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle and have Selphie finish the battle immediately. The details on how it works can be seen [[http://www.youtube.com/watch?v=N5zSz_OWmmU here]]

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* The Dragon Claw in FinalFantasyMysticQuest. It has a chance of causing every status effect in the game, and not a low chance; it ''failing'' to cause status effects was the exception, not the rule. This includes petrification, which is implemented identically to instant death. Which pretty much means that any normal enemy dies in one hit. And for the maybe 10% of enemies immune to petrification? You've just put them to sleep, or paralyzed them, or confused them. Feel free to pick them off while they are powerless to fight back.
** Magic in general is very, very powerful in Mystic Quest, especially the all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the FinalBoss while still having a maximum number of Wizard spell casts in the single digits. Sounds balanced, right? Until you factor in the Seed item, which completely replenishes your spell capacity to maximum. And which can be bought in increments of a ''hundred'', in a game where there is basically [[MoneyForNothing nothing else to spend money on]]. Have fun overkilling every single enemy you come across without any sense of restraint whatsoever.
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*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. Meh, it is sorta worth it. Allows you to just walk your way through disc two (and most of three).

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*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. Meh, it It is sorta worth it. Allows you to just walk your way through disc two (and most of three).
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*** Yeah, it does work with Auto-reflect. Vivi + Flare + Auto-Reflect + Reflect x2 = YOU WIN. Yes, he can learn both reflect abilities. This Troper managed to take out the final boss in 5 moves: Ark, Zidane's attack, Doomsday Sword, the previously-mentioned combo, and whichever of the first 4 that came up first. The boss got off one move before dying.
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** Sazh's Blitz comes pretty close, too.

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** Sazh's Blitz comes pretty close, too. While the other melee characters' Blitz commands are some form of close-range SpinAttack, Sazh instead [[MoreDakka unloads his pistols]] in his targeted enemy's general direction. Each bullet does a little less than it would during a normal attack (somewhere around 50-75%), but he fires enough shots that if one target gets hit by them all (either because it's big or right in his face), it's ''much'' more effective than having him just use Attack.
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** This Troper prefers the following combination: One character with Master Summon + mastered HP (or MP) absorb and Master Knights of the Round + MP (or HP) absorb and W-Summon; and Mime available to the other two party members. Really only useful in the FinalBoss or BonusBoss battles against enemies with lots and lots of HP and MP, but it allows one to smack them down while healing yourself AND getting back the MP you spent to cast it (and the Mime gives the same absorb abilities to the other two characters as well!)...
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One of my favorite tactics.

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** For even more absurdity, combine some of the above with Palidor. Wait until everyone's ATB guage is full, then summon Palidor. While the animation's going, but before it's complete, have everyone choose to attack the enemy. Palidor will scoop them up, and each will do the jump attack, then immediately follow up with their second attack, so you can sneak in eight attacks (more if you're doing the Genji Glove/Offering combo on someone) in only a few seconds, while having your whole party offscreen--and thus invincible--for part of it, while the enemy can't interrupt you.
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*** Hell, Gau deserves his own ''section''! In the World of Balance, there's the Stray Cat rage. A little pussycat, right? Wrong! It does QUADRUPLE DAMAGE! For the Magitek facility, where physical damage doesn't work, there's Aspik; just about everything there's vulnerable to lightning.


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*** And then there's Gau and Mog with the Snow Muffler.


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** Osmose. Just...Osmose.
** Fixed Dice/Offering. Note that even though Setzer is a physical character, his attacks do constant damage, so you're better off upgrading his magic.

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Adding info on Lady Luck of FFX-2


*** How about combining Lady Luck's Four Dice with Cat Nip?

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*** **** How about combining Lady Luck's Four Dice with Cat Nip?Nip?
**** And with a good hand-eye coordination skill, spamming CONGRATS!!! (which gives the "bribe" effect - enemy running away and gives you items, ONLY you get Gils instead of spending it) is easy as pie.
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*** Someone's thinking very small. If you take the time, you can get Squall's, Quistis', Zell's, Selphie's and Rinoa's ultimate weapons. Just expect it to take around 20 or so hours of fighting and carding. Meh, it is sorta worth it. Allows you to just walk your way through disc two (and most of three).
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**** It also conveniently takes away the HP cost of the Dark Knight's Darkness attack, making it even more spammable than it already was.
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*** Incidentally, the fact that [[DuelBoss Wiegraf]] practically ''requires'' you to abuse this GameBreaker is part of why he's ThatOneBoss.
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no KOTR-quadra magic

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** Evidence the developers didn't want this to be TOO powerful: The Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time. But uniquely it does not work with Knights of the Round.

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