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early Omnislash is a Bragging Rights Reward. if you\'re good enough to get it, you don\'t need it. Yuffie\'s second level 3 break is almost as good, and is achievable with overwhelmingly less work.


** 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.

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** 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. And Trine is powerful enough to wipe out entire swarms of mooks in a single shot until around the end of disc 2. You know, around the time it's possible to get W-Item and after the time it's possible to get Knights of the Round.



* There's also W-item that allow for the creation of 99 of ANY battle useable item (thanks to a glitch), mostly used for greens when raising chocobos to race.

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* There's also W-item that the W-Item materia. It's supposed to just allow for the creation of 99 of ANY battle useable you to use two items in one turn, but thanks to a glitch it allows you to infinitely clone any item (thanks to a glitch), mostly used that you can use in battle...such as the normally rare Hero Drinks, which increase all your character's stats for that one battle. After using four of these, no boss in the game without Weapon in its name can stand up to you and the arena becomes a complete joke. Or Megalixirs, which in mass quantities completely remove the need for MP conservation, allowing you to replace the aforementioned Trine with uber attacks that until then had been AwesomeButImpractical due to MP cost. It even includes the greens when raising chocobos you use to race.power up your Chocobos, allowing you to basically put your Chocobo on steroids and win everything.



* With hours of practice and dogged determination you can get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and, arguably, skill. This is likely why hardly anyone attempts it.
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** Nirvana and Onion Knight don't ignore magic defense, that's a common-seen mistake. All Celestial Weapons ignore 100% of Physical Defense, however.
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Smiting Soul

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* In ''Dissidia 012'' it's legitimately possible to boost your accessory multiplier to 99.9. Let's add Smiting Soul, Safety Bit and Side by Side and enable EXP to HP. Now you only have a 0.1% chance to not to instantly break your opponent and unless your opponent has the [[AchillesHeel Destroyer]] accessory, you'll always [[LastChanceHitPoint endure a killing blow with one HP]], and any HP Attack that connects your opponent will heal you, and even if you were about to be killed, you can probably Assist Change out of the attack, effectively making you [[NighInvulnerability Nigh Invulnerable]].
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** ''FinalFantasyXII'' also has this due to limitations of the Playstation2. When several actions are in queue, spells and abilities that are low in graphic intensity are all triggered at the same time while more powerful abilities in the same queue have to wait until all current actions are completed. When a powerful ability that is graphically intense like Holy or Scathe are used, all other actions in the queue are put on hold until the animation is done. However, regular attacks are not restricted by this rule so enemies and allies alike are free to pound each other while the powerful spell is being cast. This can be frustrating when your powerful spells go off and the enemy wails on you with its melee attacks, but it can also work to your advantage if you do it right yourself to force enemies to wait for their spells or abilities to go off.
***Similarly, most enemies and bosses have "Charge time=0" as their passive ability when their HP gets low. This allows them to use attacks and abilities without having to wait for the charge to fill up. This works against you if you play with the battle speed on slow since the enemy can keep attacking as fast as its animations allow it. By putting the battle speed to fast, you can get in more hits in this situation while the enemy is restricted to attacking as fast as its animations allow.
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** You don't even ''need'' the Celestial Weapons(which is good, because trying to get the crests or sigils for some of them will make you want to rape baby Jesus). In the calm lands, they sell weapons and armor with three empty slots(they have four slots, but one is always occupied, for some reason). Just by grinding for money, you can easily create weapons that will [[LudicrousGibs liquify]] any enemy you come across, and armor that will turn you into [[ImplacableMan walking super-tanks]].
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* With hours of practice and dogged determination you can (and in this troper's case, did) get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and, arguably, skill. This is likely why hardly anyone attempts it.

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* With hours of practice and dogged determination you can (and in this troper's case, did) get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and, arguably, skill. This is likely why hardly anyone attempts it.



!! {{FinalFantasyX-2}}

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!! {{FinalFantasyX-2}}{{Final Fantasy X-2}}

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The \"Game Breakers\" listed for Dissidia Final Fantasy appear to me to be more conditional and require more skill than the trope requires; I added Dodge Cancels as an example of a \"proper\" Game Breaker.


* Although [[DifficultButAwesome hard to use]], [[FinalFantasyX Jecht]] still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block ''any'' attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack misses. Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks. Other characters EX mode don't quite compare to the Final Aeon, but some do come close.

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* Although [[DifficultButAwesome hard to use]], [[FinalFantasyX Jecht]] still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block ''any'' attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack misses.misses[[hottip:* :Cecil's Dark Step and Paladin Arts (his class-change attacks), Squall's Fusillade and Mystic Flurry, and EX-Mode Gabranth's Enrage, Relentless Lunge, and Vortex of Judgment can all also be completed without the first attack connecting.]]. Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks. Other characters EX mode don't quite compare to the Final Aeon, but some do come close.



* All the above is indeed well and good for breaking tournament play or optional [[BonusDungeon Inward Chaos]], but aren't quite pure gamebreakers due to requiring [[DifficultButAwesome a great deal of skill and practice to begin to be effective]], [[BraggingRightsReward equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them]], and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of ''Dissidia''. To break the storyline mode of ''Dissidia'', well--there are a few options, but [[FinalFantasyIX Zidane]] is perhaps most notable. The character is fast enough to just ''run away'' from most attacks without having to block or dodge, is small and thus on the hard side to hit, the majority of his bravery attacks combo easily ''and'' chain into either chase sequences (useful if the player is good at them) or the even-more-useful Meo Twister HP attacks. And his HP attacks--the homing, long-duration, guard-crushing charge Grand Lethal is well-loved, but Free Energy is just as useful for a different reason. Sure, the range is very short, but it tracks well, and the hitbox takes a little getting used to (it can miss if the opponent is too far or too close to Zidane), but it is pretty much ''the fastest'' HP attack in the game--the only one faster is Bartz' Goblin Punch, which he only has access to in [[SuperMode Ex Mode]]. With all of these, Zidane can absolutely destroy the story mode of the game, thus granting the player access to the things necessary to break the game in the other, above-described ways.

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* All the above is indeed well and good for breaking tournament play or optional [[BonusDungeon Inward Chaos]], but aren't quite pure gamebreakers due to requiring [[DifficultButAwesome a great deal of skill and practice to begin to be effective]], [[BraggingRightsReward equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them]], and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of ''Dissidia''. To break the storyline battle mode of ''Dissidia'', well--there are a few options, but [[FinalFantasyIX Zidane]] is perhaps most notable. The character is fast enough to just ''run away'' from most attacks without having to block or dodge, is small and thus on the hard side to hit, the majority of his bravery attacks combo easily ''and'' chain into either chase sequences (useful if the player is good at them) or the even-more-useful Meo Twister HP attacks. And his HP attacks--the homing, long-duration, guard-crushing charge Grand Lethal is well-loved, but Free Energy is just as useful for a different reason. Sure, the range is very short, but it tracks well, and the hitbox takes a little getting used to (it can miss if the opponent is too far or too close to Zidane), but it is pretty much ''the fastest'' HP attack in the game--the only one faster is Bartz' Goblin Punch, which he only has access to in [[SuperMode Ex Mode]]. With all of these, Zidane can absolutely destroy the story mode of the game, thus granting the player access to the things necessary to break the game in the other, above-described ways.ways.
* All the above is indeed well and good for breaking tournament play or optional [[BonusDungeon Inward Chaos]], but [[SquarePegRoundTrope aren't quite gamebreakers]] due to requiring [[DifficultButAwesome a great deal of skill and practice to begin to be effective]], [[BraggingRightsReward equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them]], and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of ''Dissidia''. Dodge-cancel combos are a different story, however. Some attack chains involve large hitstun to keep the opponent within range of the next part of the chain, but any chain requiring multiple button presses can be interrupted with a dodge before the next attack button is pushed; the attacker can then begin a new attack chain, and some characters can do this repeatedly to maintain these extended combos indefinitely. Furthermore, as the [[AllThereInTheManual in-game help files]] state, some HP attacks can be canceled by entering EX Mode, which is another way to abuse hitstun. When you start playing online with human opponents, expect those who use Warrior of Light, Golbez, Sephiroth, and Zidane to spam their aptly-named "infinite combos" to entirely destroy the playability of the game.
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Added another use of Death in FFXIII

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** There exists another use of the same spell: during the casting animation, switch paradigm to COM/COM/COM. Mind the carnage. With Genji Glove, it deals a guaranteed 999,999 damage at a high enough level and works on everything, even [[GiantMook Long Guis]], which take 17 of these to fall.
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* All the above is indeed well and good for breaking tournament play or optional [[BonusDungeon Inward Chaos]], but aren't quite pure gamebreakers due to requiring [[DifficultButAwesome a great deal of skill and practice to begin to be effective]], [[BraggingRightsReward equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them]], and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of ''Dissidia''. To break the storyline mode of ''Dissidia'', well--there are a few options, but [[FinalFantasyIX Zidane]] is perhaps most notable. The character is fast enough to just ''run away'' from most attacks without having to block or dodge, is small and thus on the hard side to hit, the majority of his bravery attacks combo easily ''and'' chain into either chase sequences (useful if the player is good at them) or the even-more-useful Meo Twister HP attacks. And his HP attacks--the homing, long-duration, guard-crushing charge Grand Lethal is well-loved, but Free Energy is just as useful for a different reason. Sure, the range is very short, but it tracks well, and the hitbox takes a little getting used to (it can miss if the opponent is too far or too close to Zidane), but it is pretty much ''the fastest'' HP attack in the game--the only one faster is Bartz' Goblin Punch, which he only has access to in [[SuperMode Ex Mode]]. With all of these, Zidane can absolutely destroy the story mode of the game, thus granting the player access to the things necessary to break the game in the other, above-described ways.
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* While not as broken as Cat Nip, 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 combine Lady Luck's Four Dice with Cat Nip...

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* While not as broken as Much worse than Cat Nip, 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 skill and just to make it extra broken it has a spell called “CONGRATS!” which grants you are good at that, instant victory against 99% of the game’s enemies while giving you can heal better than an alchemist, have better defense, can actually deal decent damage, outrageous amounts of money and are way faster too. The only resemblance of balance is that the class is rather flimsy.And you can combine insanely powerful rare items for free. Finally Lady Luck's Four Dice with Cat Nip...Luck gives you automatic double experience, money and items after battle just in case you had any doubt as to what the best job is.

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** Furthermore, a bug in the SNES version allowed you to actually return to where you find the Atma Weapon and get an extra one. This could be repeated as many times as you wanted, or until you ran around with 99 Atma Weapons in your inventory, not knowing what to do with them. They could be sold either.




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* The Celestial Weapons. When fully upgraded, Nirvana and Onion Knight ignores Magic Resistance. Similarly, Caladbolg, World Champion, Spirit Lance, Godhand and Auron's weapon will all ignore Physical Defense. The weapons also increase or decrease the damage output of any character using it, depending on they remaining percentage of MP or HP respectively (the MR-ignoring ones depend on MP, while the PD-ignoring ones rely on HP). This allows Yu Yevon to be one-hit killed by Tidus, as Tidus is always the first character to act during the final battle, even if you have others equipped with First Strike.
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* In the original version, Edward was solely meant as a JokeCharacter and as such, he was the most useless character of them all. However, with every re-release, Edward's usability has increased, to the point where he, in the DS version, is the closest thing you get to a god, once he's level 50 or above, due to the fact that he learns a crap-load of very useful abilities, and he will automatically hide when he's HP critical, thus avoiding status effects and damage similar to Kain when he uses Jump. When Edward's turn comes up, you can easily manage to actually force an elixir down his throat without a problem, thus giving him full HP and MP. He also has a certain ability called Salve which allows him to use any healing item on the entire team, but only expending one, thus essentially turning your Elixirs into Megalixirs from FFX or Phoenix Downs into Mega-Phoenix's, also from FFX.
* In the DS and GBA versions, Zemus and Zeromus are vulnerable to healing. This essentially means you can take a Phoenix Down and toss it at him dealing max-damage.
** Similarly, in the GBA version, Zeromus' last form can be killed off by one action: Items > Mythgraven Sword > Zeromus. This is only possible in one specific version of the game, however.
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* There was good reason Final Fantasy II's experience model was never used again: You could increase your stats simply by having your party members strike each other. Who needs monsters? (And in its original, Japan-only NES incarnation, you could stat grind simply by ''selecting commands'' off the menu, cancel and repeat without taking any actual turns!)

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* 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.

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* The ATB system in general can be a game breaker if you know how to abuse it. If you put it on ''Wait'', input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have its turn immediately. This is a great way to curve when the enemy gets its turn. Or you can simply pause the ATB while your characters are performing their attack animations, while leaving it running while the enemy performs theirs.



** This was specifically {{nerf}}ed in the DS remake of ''FinalFantasyIV'', wherein the ATB pauses every time somebody performs their turn's action.



* In any of the [[VideoGameRemake remade versions]], the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. 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.

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* In any of the [[VideoGameRemake remade versions]], the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts stack. 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. ''stack'' with repeated castings. Then you add in the Haste spell, which doubles their strength, Speed (# of attacks, and with it, damage), and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. ONE.



* 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.

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* The combat system let you connect with up to 32 hits at a turn when you [[DualWielding dual wield. 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 effectively naked. Considering the power of the final boss and bonus boss, being naked except for wearing only two weapons and a ribbon was the ideal gear.
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* 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 incredib ly powerful, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 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 of 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.
** 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.

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* 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 incredib ly incredibly powerful, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 99999, 99,999, key term being "'''one''' hit"), if you max out Mindy's Strength to 255, she can inflict 15 hits of 99999 on almost any enemy in the game that isn't a total StoneWall. 15 hits of 99999 99,999 HP per hit = 1499985 1,499,985 HP of damage inflicted. And unlike other high-damage multi-hit attacks, it's not an Overdrive; in fact, the Magus Sisters' Overdrive, being a single-hit attack (or 6 hits in the European and "International" versions), is '''nothing''' compared to Passado.
** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits, which can also go up to 99999 99,999 damage, giving a total of 1599984 1,599,984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3199968'' ''3,199,968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of GuideDangIt.
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** In the GBA version, Abel's Lance. This weapon has a chance of casting [[HPToOne Tornado]] whenever Kain attacks with it equipped, which would normally be AwesomeButImpractical since with most common enemies you'll save maybe one hit. The problem is that ''it bypasses immunity''. On '''anything'''. Can you say "[[FinalBoss Zeromus]] dies in 2 hits"?
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**If you master all the minigames, Rydia's whitkin becomes the gamebreaker by maxing all his stats. Then combining with augments and the right skills you can finish any enemy in the game trivially. An easy "any enemy" strategy is to equip Whitkin with Flare as his only attack option and give him the augments to allow him to cast through walls. If his stats are maxed, Rydia will summon him and he'll get off 3 maxed power flares, doing ''far'' more than 9999 damage collectively - easily beating out Bahamut's damage cap - and all for the low low price of 50 mp.

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* 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. And almost every boss and enemy is vulnerable to Toad, so [[hottip:*:and some soldiers outside the castle drop it, even if they are moderately powerful for that part of the game]]... Exit can also be levelled up easily, by just walking into a town and casting it, then going back itno the town...

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* 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. And almost every boss and enemy is vulnerable to Toad, so [[hottip:*:and some soldiers outside the castle drop it, even if they are moderately powerful for that part of the game]]... Exit can also be levelled leveled up easily, by just walking into a town and casting it, then going back itno into the town...



!!! CrisisCore

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!!! !! CrisisCore



[[folder: Other]]
* Thundergod Cid in ''FinalFantasyTactics'', who not only has ungodly stats, and knows just about all the sword abilities of several special characters right off the bat, but also comes with ''freaking Excalibur'' free of charge. You don't even have to go to any extra effort to ''get'' him--he just gets dropped into your lap about 2/3 of the way through, so the only way to ''not'' break the game is to deliberately not use him.
** Beowulf, whose status spells are ''better'' than those of the devoted debuff class.
** If you're willing to put in a little more work, you can build a character that can devastate every enemy on screen, regardless of distance or visibility, with a "Holy" spell while simultaneously healing himself, for no MP cost. If you know how to twist the game mechanics, you can pretty easily solo the entire game.
** For more entertainment, we have the Ninja. They carry awesome stats in almost every category, and handing them the support ability "Martial Arts" makes a devastatingly fast, double-fisted death machine.
** Or the broken combo of the reaction ability "MP Switch" and "Move MP UP" which makes you ''completely invulnerable to damage'' as long as you move.
** One can also raise a monk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and many job points (or something like that) per usage, meaning with enough time, you can level up an entire party (and their jobs) in one match as many times as you want, without doing any damage or casting any magic. Combined with haste spells (which raised speed for the match) characters could have many, many turns while enemies have one. And then you can have dual-wielding on a specific character, use "best fit" in a shop, and TWO excaliburs would be equipped, only costing 10 money a piece. Extra game breaker: only random encounters had level-matched enemies. Formal matches could have your level 99 characters facing off against level 20 enemies.
** Two Dancers, paired with three Mimes. Set the Dancers to Wizzinabus. Set the controller down. Even without exploiting the way the game engine calculates damage, they can usually murder their way through just about anything before the enemy can even reach them.

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[[folder: Other]]
FinalFantasyTactics series]]
!! FinalFantasyTactics
* Thundergod Cid in ''FinalFantasyTactics'', Cid, who not only has ungodly stats, and knows just about all the sword abilities of several special characters right off the bat, but also comes with ''freaking Excalibur'' free of charge. You don't even have to go to any extra effort to ''get'' him--he just gets dropped into your lap about 2/3 of the way through, so the only way to ''not'' break the game is to deliberately not use him.
** * Beowulf, whose status spells are ''better'' than those of the devoted debuff class.
** * If you're willing to put in a little more work, you can build a character that can devastate every enemy on screen, regardless of distance or visibility, with a "Holy" spell while simultaneously healing himself, for no MP cost. If you know how to twist the game mechanics, you can pretty easily solo the entire game.
** * For more entertainment, we have the Ninja. They carry awesome stats in almost every category, and handing them the support ability "Martial Arts" makes a devastatingly fast, double-fisted death machine.
** Or the broken combo of the reaction ability "MP Switch" and "Move MP UP" which makes you ''completely invulnerable to damage'' as long as you move.
** One can also raise a monk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and many job points (or something like that) per usage, meaning with enough time, you can level up an entire party (and their jobs) in one match as many times as you want, without doing any damage or casting any magic. Combined with haste spells (which raised speed for the match) characters could have many, many turns while enemies have one. And then you can have dual-wielding on a specific character, use "best fit" in a shop, and TWO excaliburs would be equipped, only costing 10 money a piece. Extra game breaker: only random encounters had level-matched enemies. Formal matches could have your level 99 characters facing off against level 20 enemies.
** Two Dancers, paired with three Mimes. Set the Dancers to Wizzinabus. Set the controller down. Even without exploiting the way the game engine calculates damage, they can usually murder their way through just about anything before the enemy can even reach them.
machine.



** In a similar vein to Orlandu, give Agrias Dual Wield, [[InfinityPlusOneSword Chaos Blade and Excalibur]], a Lordly Robe (optional, but its +2 attack and Wall status helps), and a Chantage. She'll be ridiculously fast, powerful, and most importantly, '''immortal'''. Alternatively, if you're playing the UpdatedRerelease, you can replace the Excalibur with a more powerful weapon if you have one, and replace the Chantage with the Tynar Rouge, which will take away your immortality but make you overall more powerful. You ''could'' do the same with Meliadoul, but as her attacks can only hit one target, it's not as effective.
** Speaking of the Chantage, it's a game breaker in and of itself. It gives ''permanent'' Reraise to the character who wears it, meaning the only ways that character can be taken out of the battle are things like Petrify or Blood Suck, and those can be easily blocked with a Ribbon. Furthermore, if your whole team is wearing both Chantages and Ribbons, the only way you can lose a battle is for the enemy to QUICKLY kill your whole team all at once, before anyone's Reraise kicks in. The catch? Only female characters can use Chantage (and Ribbons, though Cloud can use those), and Ramza, who is male, is forced into all story battles - his FinalDeath is [[WeCannotGoOnWithoutYou game over]], so you'll still have one unit to protect.
*** Which is why, of course, Ramza will wear the Secret Clothes (which make him invisible to enemies right from the beginning of the battle) while Agrias rampages across the map. Give him Sunken State and even if Agrias gets hit with a debilitating status effect, the enemy has ONE SHOT and ONE SHOT ONLY to kill Ramza. Especially if he has Move HP Up.
** Fairly early on in the game, Ramza has access to an ability that ups his speed by one per use. Spam it enough, and you'll start getting extra turns, and he can use it on other characters. The thing is, the faster you get, quite literally the faster you ''can'' get. The ability snowballs once you get underway, to the point where Ramza will be getting up to eight turns in a row, which is eight turns he can be upping another character's speed.
*** Incidentally, the fact that [[DuelBoss Wiegraf]] practically ''requires'' you to abuse this GameBreaker is part of why he's ThatOneBoss.
** 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.
** Agrias and Meliadoul both are GameBreakers in their own right. It is a testament to just how overpowered Cid is that most people don't realize just how good Holy Sword and Unyielding Blade actually are in their own right. There is slight FanDumb involved with Meliadoul because she can't spam the same ability on every single enemy in the game and a few are immune to it.
*** Unyielding Blade can hit enemies without the specific equipment in the remakes (which means not even monsters are safe) and while She isn't Orlandu Meliadoul still hits pretty damn hard with her skillset. By default she actually hits harder than Agrias.
** Any unit equiped with a Feather Cape and Reflexes also deserves mention. The Feather cape gives a unit 40% chance to dodge physical attacks and a 30% chance to dodge magic attacks, Reflexes doubles both chances and since it's a cape the evade bonus works on back and side attacks so a unit by default gets hit from physicals 20% at most and gets hit from magic 40% of the time. The advantage it has on Shirahadori is that it stops most magic attacks and it allows you to evade counter.
* ''FinalFantasyTacticsAdvance'' has several:
** The Concentrate ability. This Passive ability raises your accuracy by an absurd degree, despite the fact that the accuracy rate is practically the only device the game uses to balance abilities. That instant kill move that only had a 30% hit rate? Well now it's 80%!
** Moogles can learn Ultima Charge, go level up enough to meet its absurd MP requirements, become a Gunner, and dish out death every time they get a turn. Humans can do similar with archers or hunter, Viera can use assassins and snipers, etc.
** Status effects. Because UselessUsefulSpell is ''not'' in effect, status effects are ridiculously powerful. For example, Blinding an opponent makes it practically impossible for them to hit you, and an attack against a Sleeping or Stopped opponent is guaranteed to hit. When you get a Blue Mage to learn Bad Breath or raise a properly equipped Gunner, your enemies won't have a chance. Please note that this same law applies to ''instant death'' skills, which don't have appreciably lower chances to hit than, say, poison.
** [[VideoGameStealing Steal: Ability]], which was originally intended as a late-game accelerator pedal. By abusing certain really simple game mechanics, you can gain access to the ability [[DiscOneNuke at a ridiculously early stage]]. As if the dev team anticipated this, you can steal ludicrously powerful abilities in some early missions, and after that the entire power curve of the game just falls apart.
** It should be noted that the "Damage To MP" game breaker from Final Fantasy tactics is even ''easier'' to pull off in this game, since units automatically regenerate MP without moving each round. This makes one of the hardest boss battles in the game trivial.
* ''FinalFantasyTacticsA2'' seriously toned-down, worked over and generally fixed [=FFTA's=] game breakers, but they introduced a couple new ones including Mirror Items, which reverses the effect of items. Antidotes inflict Poison, Eyedrops inflict Blind... and [[HealingPotion X-Potions]] do 200 points of damage. Guaranteed. With the accuracy of a standard attack. Your newly-recruited Seeq Ranger can now do more damage than your most seasoned units and can inflict nearly all the StandardStatusEffects in the game. For real lulz, team up with a Green Mage that knows Tranq (which raises accuracy. Oh yes), then go to town with 70% accuracy instant-death Phoenix Downs, Toad-inflicting Maiden's Kisses, etc. Combine with the ability that doubles the effects of items for laughs.
** The Paladin/Parivir/Geomancy combo. You get the best weapon and Geomancy makes your ElementalPowers do double damage against ''everything'' that isn't strong against all of them. You can also inflict the best status effects in the game on top of it all.
** Make a pair of Illusionists, which hit every enemy on screen with a magic spell, with Magic Frenzy, which pairs any magic used with a physical attack. It takes some preparation, but get those two set up and you essentially win forever.
** Another fun one is a crew of Nu Mou Scholars. Build your party right and they can damage the entire enemy party while constantly refilling your party's HP or MP. Stagger this properly and you become stupidly unkillable.
** Then there's Blood Price Summoners. This allows you to break the game's MP accumulation curve, throwing out devastatingly powerful summon magic from turn one, at the cost of the caster's HP. These guys have healing spells that restore more than they cost. See if you can spot the exploit.\\

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** * Or the broken combo of the reaction ability "MP Switch" and "Move MP UP" which makes you ''completely invulnerable to damage'' as long as you move.
* One can also raise a monk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and many job points (or something like that) per usage, meaning with enough time, you can level up an entire party (and their jobs) in one match as many times as you want, without doing any damage or casting any magic. Combined with haste spells (which raised speed for the match) characters could have many, many turns while enemies have one. And then you can have dual-wielding on a specific character, use "best fit" in a shop, and TWO excaliburs would be equipped, only costing 10 money a piece. Extra game breaker: only random encounters had level-matched enemies. Formal matches could have your level 99 characters facing off against level 20 enemies.
* Two Dancers, paired with three Mimes. Set the Dancers to Wizzinabus. Set the controller down. Even without exploiting the way the game engine calculates damage, they can usually murder their way through just about anything before the enemy can even reach them.
*
In a similar vein to Orlandu, give Agrias Dual Wield, [[InfinityPlusOneSword Chaos Blade and Excalibur]], a Lordly Robe (optional, but its +2 attack and Wall status helps), and a Chantage. She'll be ridiculously fast, powerful, and most importantly, '''immortal'''. Alternatively, if you're playing the UpdatedRerelease, you can replace the Excalibur with a more powerful weapon if you have one, and replace the Chantage with the Tynar Rouge, which will take away your immortality but make you overall more powerful. You ''could'' do the same with Meliadoul, but as her attacks can only hit one target, it's not as effective.
** * Speaking of the Chantage, it's a game breaker in and of itself. It gives ''permanent'' Reraise to the character who wears it, meaning the only ways that character can be taken out of the battle are things like Petrify or Blood Suck, and those can be easily blocked with a Ribbon. Furthermore, if your whole team is wearing both Chantages and Ribbons, the only way you can lose a battle is for the enemy to QUICKLY kill your whole team all at once, before anyone's Reraise kicks in. The catch? Only female characters can use Chantage (and Ribbons, though Cloud can use those), and Ramza, who is male, is forced into all story battles - his FinalDeath is [[WeCannotGoOnWithoutYou game over]], so you'll still have one unit to protect.
*** ** Which is why, of course, Ramza will wear the Secret Clothes (which make him invisible to enemies right from the beginning of the battle) while Agrias rampages across the map. Give him Sunken State and even if Agrias gets hit with a debilitating status effect, the enemy has ONE SHOT and ONE SHOT ONLY to kill Ramza. Especially if he has Move HP Up.
** * Fairly early on in the game, Ramza has access to an ability that ups his speed by one per use. Spam it enough, and you'll start getting extra turns, and he can use it on other characters. The thing is, the faster you get, quite literally the faster you ''can'' get. The ability snowballs once you get underway, to the point where Ramza will be getting up to eight turns in a row, which is eight turns he can be upping another character's speed.
*** ** Incidentally, the fact that [[DuelBoss Wiegraf]] practically ''requires'' you to abuse this GameBreaker is part of why he's ThatOneBoss.
** * 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.
** * Agrias and Meliadoul both are GameBreakers {{Game Breaker}}s in their own right. It is a testament to just how overpowered Cid is that most people don't realize just how good Holy Sword and Unyielding Blade actually are in their own right. There is slight FanDumb involved with Meliadoul because she can't spam the same ability on every single enemy in the game and a few are immune to it.
*** ** Unyielding Blade can hit enemies without the specific equipment in the remakes (which means not even monsters are safe) and while She isn't Orlandu Meliadoul still hits pretty damn hard with her skillset. By default she actually hits harder than Agrias.
** * Any unit equiped with a Feather Cape and Reflexes also deserves mention. The Feather cape gives a unit 40% chance to dodge physical attacks and a 30% chance to dodge magic attacks, Reflexes doubles both chances and since it's a cape the evade bonus works on back and side attacks so a unit by default gets hit from physicals 20% at most and gets hit from magic 40% of the time. The advantage it has on Shirahadori is that it stops most magic attacks and it allows you to evade counter.
!! FinalFantasyTacticsAdvance
* ''FinalFantasyTacticsAdvance'' has several:
**
The Concentrate ability. This Passive ability raises your accuracy by an absurd degree, despite the fact that the accuracy rate is practically the only device the game uses to balance abilities. That instant kill move that only had a 30% hit rate? Well now it's 80%!
** * Moogles can learn Ultima Charge, go level up enough to meet its absurd MP requirements, become a Gunner, and dish out death every time they get a turn. Humans can do similar with archers or hunter, Viera can use assassins and snipers, etc.
** * Status effects. Because UselessUsefulSpell is ''not'' in effect, status effects are ridiculously powerful. For example, Blinding an opponent makes it practically impossible for them to hit you, and an attack against a Sleeping or Stopped opponent is guaranteed to hit. When you get a Blue Mage to learn Bad Breath or raise a properly equipped Gunner, your enemies won't have a chance. Please note that this same law applies to ''instant death'' skills, which don't have appreciably lower chances to hit than, say, poison.
** * [[VideoGameStealing Steal: Ability]], which was originally intended as a late-game accelerator pedal. By abusing certain really simple game mechanics, you can gain access to the ability [[DiscOneNuke at a ridiculously early stage]]. As if the dev team anticipated this, you can steal ludicrously powerful abilities in some early missions, and after that the entire power curve of the game just falls apart.
** * It should be noted that the "Damage To MP" game breaker from Final Fantasy tactics is even ''easier'' to pull off in this game, since units automatically regenerate MP without moving each round. This makes one of the hardest boss battles in the game trivial.
!! FinalFantasyTacticsA2
* ''FinalFantasyTacticsA2'' The sequel to [=FFTA=] seriously toned-down, worked over and generally fixed [=FFTA's=] its game breakers, but they it introduced a couple new ones including Mirror Items, which reverses the effect of items. Antidotes inflict Poison, Eyedrops inflict Blind... and [[HealingPotion X-Potions]] do 200 points of damage. Guaranteed. With the accuracy of a standard attack. Your newly-recruited Seeq Ranger can now do more damage than your most seasoned units and can inflict nearly all the StandardStatusEffects in the game. For real lulz, team up with a Green Mage that knows Tranq (which raises accuracy. Oh yes), then go to town with 70% accuracy instant-death Phoenix Downs, Toad-inflicting Maiden's Kisses, etc. Combine with the ability that doubles the effects of items for laughs.
** * The Paladin/Parivir/Geomancy combo. You get the best weapon and Geomancy makes your ElementalPowers do double damage against ''everything'' that isn't strong against all of them. You can also inflict the best status effects in the game on top of it all.
** * Make a pair of Illusionists, which hit every enemy on screen with a magic spell, with Magic Frenzy, which pairs any magic used with a physical attack. It takes some preparation, but get those two set up and you essentially win forever.
** * Another fun one is a crew of Nu Mou Scholars. Build your party right and they can damage the entire enemy party while constantly refilling your party's HP or MP. Stagger this properly and you become stupidly unkillable.
** * Then there's Blood Price Summoners. This allows you to break the game's MP accumulation curve, throwing out devastatingly powerful summon magic from turn one, at the cost of the caster's HP. These guys have healing spells that restore more than they cost. See if you can spot the exploit.\\



** The Bangaa Cannoneer happens to have an ability to assist in any MP-heavy skills, the Ether Shell - an ability that allows the user to replenish the target's MP at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Sword, and every time that Moogle acts, someone is checking out.
** For your Gria units, have your Ravager master the Sneak Attack ability, which doubles damage from back attacks, and the Unscarred ability, which gives a massive boost to your stats if your HP is full. Then give both abilities to a Hunter, whose huge attack range will generally keep her out of trouble. Add the Regenga clan ability to make sure your Gria's health stays full even if she does take a hit, and you've got a devastating long-range unit that can one-shot almost every regular enemy. As a bonus, Unscarred will also boost the Hunter's Sidewinder (double damage against monster-class enemies) and Ultima Shot (triple damage) attacks.

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** * The Bangaa Cannoneer happens to have an ability to assist in any MP-heavy skills, the Ether Shell - an ability that allows the user to replenish the target's MP at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Sword, and every time that Moogle acts, someone is checking out.
** * For your Gria units, have your Ravager master the Sneak Attack ability, which doubles damage from back attacks, and the Unscarred ability, which gives a massive boost to your stats if your HP is full. Then give both abilities to a Hunter, whose huge attack range will generally keep her out of trouble. Add the Regenga clan ability to make sure your Gria's health stays full even if she does take a hit, and you've got a devastating long-range unit that can one-shot almost every regular enemy. As a bonus, Unscarred will also boost the Hunter's Sidewinder (double damage against monster-class enemies) and Ultima Shot (triple damage) attacks.attacks.
[[/folder]]

[[folder: Other]]
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*** Unyielding Blade can hit enemies without the specific equipment in the remakes (which means not even monsters are safe) and while She isn't Orlandu Meliadoul still hits pretty damn hard with her skillset. By default she actually hits harder than Agrias.
** Any unit equiped with a Feather Cape and Reflexes also deserves mention. The Feather cape gives a unit 40% chance to dodge physical attacks and a 30% chance to dodge magic attacks, Reflexes doubles both chances and since it's a cape the evade bonus works on back and side attacks so a unit by default gets hit from physicals 20% at most and gets hit from magic 40% of the time. The advantage it has on Shirahadori is that it stops most magic attacks and it allows you to evade counter.
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[[foldercontrol]]
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The ''FinalFantasy'' 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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The ''FinalFantasy'' series is ''soooo'' rife with {{GameBreaker}}s, has more ways to shatter the difficulty curve that it's arguably one of the main reasons it's you can barely shake a sword at it. These are rarely fixed up in [[VideoGameRemake remakes]], so popular today. It's so bad that Square-Enix often ends up designing [[BonusLevelOfHell bonus]] [[BonusBoss content]] ''around them'' (rather than Nerf some consider bonus content an attempt to give the broken stuff) to compensate in the re-releases/ports of previous installments.material some pressure. This makes games that ''do'' fix up broken content (e.g. ''FinalFantasyXI'') somewhat controversial.



** 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.

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** Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in 5 V and 6 VI and {{Limit Break}}s in 7 VII and 8.VIII.

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No elaboration on some examples, general fixing of links and making the page more consistent.


!!! FinalFantasyVII

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!!! !! FinalFantasyVII



* Aerith herself is one of these. [[spoiler:Which is likely why she, inevitably, absolutely had to die]]



* The very fact that characters are (relatively) more powerful at low levels than high levels is the easiest exploit. You can kill [[BonusBoss Omega Weapon]] without using ANY of the above GameBreakers except the card -> magic. ''Yes''.



** 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.

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** Learning * Many of Quina's Blue Magic = You Win.spells. Bad Breath, Level 5 Death, Night (combined with your party equipping the Insomniac ability), Magic Hammer, Mighty Guard, Limit Glove, Angel's Snack, White Wind... whether its attacking, defending or healing, at full or low HP, Quina is easily a top tier character, even without his maxed out Frog Drop.



* ReflectX2 + Carbunkle + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.

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* ReflectX2 [=ReflectX2=] + Carbunkle Carbuncle + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.



!! FinalFantasyX-2

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!! FinalFantasyX-2{{FinalFantasyX-2}}



* First up, the game 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 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. Shemhazai has a similar effect.
* Some combinations of equipment could probably count too. For example:

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* First up, the The game has an accessory that by the name of Nihopalaoa. It 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 is buy-able in a store'' store for a somewhat hefty price once you reach a high enough clan rank.
* Another potential GameBreaker
rank, which is done through fighting Marks; enough Marks beaten lets you cruise through a lot of annoying bosses. And as Marks give money, you can likely hit the Nihopalaoa's price by the time you unlock it.
*
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. Shemhazai has a similar effect.
effect, using the same Knots of Rust system. In effect, Shemhazai ''is'' a Dark Matter.
* Some combinations of equipment could probably count too.equipment. For example:



[[folder:{{Dissidia}}: FinalFantasy]]
* Although [[DifficultButAwesome hard to use]], [[FinalFantasyX Jecht]] still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block ''any'' attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack misses. Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks. Other characters EX mode don't quite compare to the Final Aeon, but some do come close.
* Several set-ups can last in a nigh-eternal EX Mode. Combine with Gabranth (who's power sky-rockets while in EX Mode) for similar results to Jecht.
* With the right combination of equipment, one can stunt one's character to a piddling 400HP. With 9999 initial Bravery and a full EX Gauge. There is a summon that can lock your Bravery at 9999, and EX Mode can block HP attacks, so you just need to use a single attack on the opponent; but as almost all set-ups give more than four-hundred Brave, the term "rocket tag" is quite suitable. Oh, and you could add a Phoenix Pinion to the combo, ensuring that if you got killed, you'd be healed back to 9999 HP.
* According to WordOfGod, [[FinalFantasyV Exdeath]] is designed to be this. Yet, he's so hard to use that he's not a reguarly used character in tournaments. Regardless, he's still a formidable foe in the right hands, being able to block plenty of attacks and counter them with his normally hard-to-use attacks. He tends to be held back by the fact that he's either useless or deadly, depending entirely on whether you're a master or not.
[[/folder]]



* Though his difficult to use attacks arguably prevent him from being a gamebreaker, Jecht in ''Dissidia:FinalFantasy'' still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block ''any'' attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack misses. Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks.....yeah. Other characters EX mode don't quite compare to the Final Aeon, especially the rather disappointing Reunion of resident One Winged Angel Sephiroth.
* Several set-ups can last in a nigh-eternal EX Mode. Combine with Gabranth (who's power sky-rockets while in EX Mode) for similar results to Jecht.
* With the right combination of equipment, one can stunt one's character to a piddling 400HP. With 9999 initial Bravery and a full EX Gauge. There is a summon that can lock your Bravery at 9999, and EX Mode can block HP attacks, so you just need to use a single attack on the opponent and then... 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.
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* With hours of practice and dogged determination you can (and in this troper's case, did) get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and arguably, skill.

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* With hours of practice and dogged determination you can (and in this troper's case, did) get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and and, arguably, skill.skill. This is likely why hardly anyone attempts it.

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* With hours of practice and dogged determination you can (and in this troper's case, did) get Omnislash before reaching even the Temple of the Ancients. Along with the island of instant-materia-leveling and the ease of unlocking limit breaks, this seriously breaks the game in your favor. Getting enough points to buy it from the battle store, without being able to refill your supply of GP and without the protection of a ribbon, takes a whole fuckton of patience and arguably, skill.
* Aerith herself is one of these. [[spoiler:Which is likely why she, inevitably, absolutely had to die]]
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** Agrias and Meliadoul both are GameBreakers in their own right. It is a testament to just how overpowered Cid is that most people don't realize just how good Holy Sword and Unyielding Blade actually are in their own right. There is slight FanDumb involved with Meliadoul because she can't spam the same ability on every single enemy in the game and a few are immune to it.
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* Like ''V'' above, Mine returns to screw the game up.

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* Like ''V'' above, Mine Mime returns to screw the game up.
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ThisTroper loves GameBreaker/FinalFantasy,


* While not as broken as Cat Nip, 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 combine Lady Luck's Four Dice with Cat Nip...

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* While not as broken as Cat Nip, 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 can combine Lady Luck's Four Dice with Cat Nip...



** 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]].)

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** Colibri.**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]].)



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ThisTroper loves GameBreaker/FinalFantasy,


* While not as broken as Cat Nip, 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 combine Lady Luck's Four Dice with Cat Nip...

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* While not as broken as Cat Nip, 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 can combine Lady Luck's Four Dice with Cat Nip...



** 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]].)

to:

** Colibri.**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]].)




[[folder: FinalFantasyXII]]]

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\n[[folder]]

[[folder: FinalFantasyXII]]]FinalFantasyXII]]

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ThisTroper loves GameBreaker/FinalFantasy,

















* 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.[[/folder]]

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* 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.[[/folder]]you.
[[/folder]]



* ''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...

to:

[[folder: FinalFantasyVIII]]
* ''FinalFantasyVIII'''s The 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 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 * 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'' interesting note 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.
**
exploits. In short, it spams Meteor. [[ThereIsNoKillLikeOverkill Incessantly.]]
*
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 You can 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).
''Yes''.
[[/folder]]

[[folder: FinalFantasyIX]]
* 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 use skills and abilities like Soul Blade (with Masamune equipped, anything vulnerable to Death spells WILL die in 10 seconds 100% of the time), a time based Auto-Regen (Especially when combined with Boosted summon spells). Hell, the Ability system as a whole will let your characters do a bunch of boosts at the same time, including, but not limited to, Auto-Life, Auto-Regen, Auto-Haste, Auto-Reflect, Auto-Potion, Long Reach, Various magic/attack boosts, etc... Once you get to a high enough level, you'll be regening back to full power as fast as they can damage you, if they manage to hit you at all.
** * 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...



** 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.
*** 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.
** 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.

to:

** * 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 Auto-Regen gives you back health not based on turns but rather on an actual amount of time. Hence making sure summons were on full animation rather would give you more health than the quicker "part animation". The full Ark, for instance, could get you from 1hp to about 5,000hp, if not more.
*** ** Freya can also abuse Auto-Regen at will by simply using her Jump attack. This is especially effective if she is in Trance mode as she remains off-screen for the duration of the Trance and can regenerate health while totally invulnerable to attack. She can also use Dragon Crest, which is powered by the number of dragons slain by the party. When maxed out, Crest will do 9999 damage every time for only 16MP. So long as Freya is protected from status effects, rotating Jump and Dragon Crest is a fairly easy well to kill almost any boss in the game.
[[/folder]]

[[folder: FinalFantasyX]]
!! FinalFantasyX
* ''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.
*** 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.
**
* 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, LimitBreak, 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, incredib ly powerful, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 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 * of 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''' '''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.
Passado.



* 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.

to:


!! FinalFantasyX-2
* Consider the Dark Knight and the Alchemist classes. 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 Cat Nip, 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 combine Lady Luck's Four Dice with Cat Nip...
* If you follow the right procedures, you can bring O'aka onto the airship with you. He'll sell a bunch of items to you, and your purchases will go to paying off his debt. Pay it off by chapter 3 of the game and you'll turn him into the world's worst merchant. How does he make this transformation? He sells his wares for drastically lowered prices. For example, potions for 5 gil each. Buy a stack of potions and sell 'em to the Hypello just across the room. You can sell to the Hypello for 12 gil each. Buy for 5, sell for 12. What's that, a 140% profit? By buying everything you can from O'aka, you can make 26730 gil with each trip. Rinse and repeat, and you'll have no excuse to run out of money ever again.
[[/folder]]

[[folder: FinalFantasyXI]]
* 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.**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.
time.

[[folder: FinalFantasyXII]]]
* ''FinalFantasyXII'' First up, the game 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.
**
more. Shemhazai has a similar effect.
*
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.Swords can decimate anything that does not resist Dark; consider the below for a guide on how to massacre the strongest boss in the game. 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 is weak against 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, attacks, or 999,900 damage. ''Per minute.'' Oh, wait. I forgot about combos.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!)
attacks.
[[/folder]]

[[folder: FinalFantasyXIII]]
* In ''FinalFantasyXIII'', once 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.
**
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.Attack.
[[/folder]]

[[folder: Other]]



** The Bangaa Cannoneer happens to have a composite GameBreaker of its own in Ether Shell - an ability that allows the user to replenish the target's MP at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Sword, and every time that Moogle acts, someone is checking out.

to:

** The Bangaa Cannoneer happens to have a composite GameBreaker of its own an ability to assist in any MP-heavy skills, the Ether Shell - an ability that allows the user to replenish the target's MP at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Sword, and every time that Moogle acts, someone is checking out.



** 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.
*** The humble ''Cure'' spell [[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.

to:

** 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.
***
whatsoever. The humble ''Cure'' spell [[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.



** 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.
*** 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.

to:

** Dissidia, you said ? Oh god, Game Breakers * Several set-ups can last in Dissidia. This troper played hundreds of hours a nigh-eternal EX Mode. Combine with Gabranth (who's power sky-rockets while in EX Mode) for similar results 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 ?
Jecht.
*
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 stunt one's character to a 400-HP player... with piddling 400HP. With 9999 initial Bravery and a full Ex EX Gauge. Combine that with the Alexander There is a summon that can lock your Bravery at 9999, and EX Mode can block HP attacks, so you just need to use a single attack on the opponent 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.then... 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.
*** 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.
[[/folder]]
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** 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.[/folder]]

to:

** 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.[/folder]][[/folder]]

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