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* Vaan has an ability called Life of Crime that deals damage based on the number of times he has used the Steal command. Use Steal enough and Life of Crime will deal a guaranteed [[{{Cap}} 999]] damage every time it's used. But why stop there? By making Vaan a ninja and having him DualWield shields (and giving him the right armor), you can get his Evasion to 80%. Combine this with his Razor's Edge ability, which increases Evasion by 20, and he becomes almost completely unhittable - status effects still work, but that's what the Debuff Resistance clan privilege is for. This allows Vaan to beat most maps entirely by himself.
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Slow is most likely the best of the status effects the Parivir\'s Flair can deal; Stop, Charm, Toad, and Stone are much better


* In the PSP remake of FFI, there is a secret weapon called [[InfinityPlusOneSword Judgment Staff]]. What does it do? It lets you cast Flare, the strongest spell in the game, for free.

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* In the GBA and PSP remake remakes of FFI, there is a secret weapon called [[InfinityPlusOneSword Judgment Staff]]. What does it do? It lets you cast Flare, the strongest spell in the game, for free. And in the GBA version, it's possible to get multiple copies of it, which means everyone can spam Flare every single turn.



* The Paladin/Parivir/Geomancy combo. You get access to the best weapons and armors in the game, and Geomancy makes your ElementalPowers do x1.5 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.

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* The Paladin/Parivir/Geomancy combo. You get access to the best weapons and armors in the game, and Geomancy makes your ElementalPowers do x1.5 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.
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* In the PSP remake of FFI, there is a secret weapon called [[InfinityPlusOneSword Judgment Staff]]. What does it do? It lets you cast Flare, the strongest spell in the game, for free.
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Added that Oblivion only hits once in US/Japan versions


** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits, which can also go up to 99,999 damage, giving a total of 1,599,984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3,199,968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of GuideDangIt.

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** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits, hits (European/Internation version ONLY - it only hits once in other versions), which can also go up to 99,999 damage, giving a total of 1,599,984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3,199,968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of GuideDangIt.

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* On Disk 3, fly to the Island Closest to Heaven and the Island Closest to Hell, equip the "Encounter None" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.

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* *** Better yet, give him the Defend and Darkside commands as well. Activate Defend at the start of battle, and Squall will take every physical attack for ''zero damage'', then retaliate. And if you feel like ending the battle quickly, Darkside will triple his damage output while Drain-attack renders the HP loss trivial. I have quite literally won boss battles by activating Defend, then leaving the room ''to cook and eat dinner''.
**
On Disk 3, fly to the Island Closest to Heaven and the Island Closest to Hell, equip the "Encounter None" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.
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* Calculators. With a little trial and error and simple math, you have the ability to get any spell, free of cost, with no charge time, and hitting potentially every enemy in the screen at once. This method was used to solo a speed run in under five hours.
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* Use of the Blood Sword can take down the ''[[FinalBoss Emperor]]'' in two rounds. And in the NES version, there's two of them...
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* A simple, yet effective trick is the high Brave, low Faith, Item, Shirahadori combo. For every four points you modify someone's bravery or faith, one point is permanent. This means it's possible to get a character's Bravery to 97 and his Faith down to 3. This character has a 97% chance to block any physical attack (and you can pump that up to 100% by having Ramza use Yell at the start of combat) and shrug off anything magical. Only a few monster techniques, such as Choco Meteor, have any chance of dealing damage to him, as well as counter attacks. Even if he does get low on hit points, he can spend a turn to use a healing item on himself.
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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, but lacks the (surprisingly useful) status effects and the AoE attacks.

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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, but lacks the (surprisingly useful) status effects and the AoE [=AoE=] attacks.
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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.
** 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 hurt people). In the Macalania Woods entrance, Wantz sell weapons and armor with four empty slots. 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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* 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 [[spoiler: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.
** You don't even ''need'' the Celestial Weapons(which Weapons (which is good, because trying to get the crests or sigils for some of them will make you want to hurt people). In the Macalania Woods entrance, Wantz sell weapons and armor with four empty slots. 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]].



* 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.

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* Consider the Dark Knight and the Alchemist classes. The Dark Knight class had exceptionally high HP (iirc, (I think 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.



* The Thaumaturge class, full stop. Upon release, Punishing Barbs lasted for twenty seconds dealing full unblockable counter damage to anything, even if the player actually RESISTED or BLOCKED the attack (so you could take 50 damage and deal 300 in the counter) and the only damage cap it had was the player's actual hit points, easily increased by pumping out VIT. Also, the Firm Conviction trait reduced physical damage for around 80% while casting spells and lasted a few seconds, essentially making Thaumaturges the best tankers in the game as all they needed to do was spam cure (which also generated insane hate) to keep receiving drastically reduced damage WHILE healing themselfs. Then, said abilities were nerfed.....only it wasn't enough. Damage over time spells (Thaumaturges' main offensive abilities) completely ignore all defenses when applied, which means that unlike everything else in the game, their damage potential is not reduced when fightning stronger enemies or notorious monsters, making these spells the main damage source on these fights. The Shadowsear spell also ignores defense, allowing a Thaumaturge to deal 1.000+ damage in seconds if combined with Chainspell for a double casting. Not to mention Thaumaturges are better than Conjurers when using conjury abilities because of their superior Area-of-effect range, to the point the whole community pretty much agrees that the only reason to level Conjurer to 50 is to use its spells as a Thaumaturge. Did I mention that the 'best' conjurer ability, Chainspell is not class-locked while Shadowsear is Thaumaturge-only?

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* The Thaumaturge class, full stop. Upon release, Punishing Barbs lasted for twenty seconds dealing full unblockable counter damage to anything, even if the player actually RESISTED or BLOCKED the attack (so you could take 50 damage and deal 300 in the counter) and the only damage cap it had was the player's actual hit points, easily increased by pumping out VIT. Also, the Firm Conviction trait reduced physical damage for around 80% while casting spells and lasted a few seconds, essentially making Thaumaturges the best tankers in the game as all they needed to do was spam cure (which also generated insane hate) to keep receiving drastically reduced damage WHILE healing themselfs.themselves. Then, said abilities were nerfed.....only it wasn't enough. Damage over time spells (Thaumaturges' main offensive abilities) completely ignore all defenses when applied, which means that unlike everything else in the game, their damage potential is not reduced when fightning stronger enemies or notorious monsters, making these spells the main damage source on these fights. The Shadowsear spell also ignores defense, allowing a Thaumaturge to deal 1.000+ damage in seconds if combined with Chainspell for a double casting. Not to mention Thaumaturges are better than Conjurers when using conjury abilities because of their superior Area-of-effect range, to the point the whole community pretty much agrees that the only reason to level Conjurer to 50 is to use its spells as a Thaumaturge. Did I mention that the 'best' conjurer ability, Chainspell is not class-locked while Shadowsear is Thaumaturge-only?
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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.

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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.Agrias, but lacks the (surprisingly useful) status effects and the AoE attacks.
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* Stopshot is ridiculous. Imagine a skill that inflicts the same amount of damage as a regular attack, while also having a high chance inflicting Stop, making the target completely defenseless for about 3/4 of the length of a normal fight, at which time it wears off. While stopped, all of a unit's turns are skipped, meaning it cannot generate MP, move, or act in any way. If the unit has an ability that would normally allow it to counterattack when struck, it does not trigger. A stopped unit has a 100% chance of being hit by any attack for which it is a valid target, including moves that sacrifice accuracy for power. Stopshot costs no MP to cast and, when fired from a gun (as is the point of the Fusilier class), can target almost any square on a normal battlefield. This is in a game where most fights are 6v6, so losing any unit to Stop is a significant disadvantage. Losing two or three to a single gun-toting Moogle is entirely possible, especially if said Moogle receives Haste, allowing it to act (and therefore fire Stopshot) much more frequently.

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* 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.

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* The Paladin/Parivir/Geomancy combo. You get access to the best weapon weapons and armors in the game, and Geomancy makes your ElementalPowers do double x1.5 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.
** It gets better, the Paladin job allows you to wear one of five different types of elemental absorbing robes/armor, shields that can absorb either fire or ice attacks, and two swords that can negate or even absorb Holy-type damage. Combined with the broken setup for the magic users listed below, the equipment options makes the class damn near ''unkillable'' in later missions where elemental damage is more common. Add the fact that the [[ArtificialStupidity enemy units will NEVER check to see if their elemental attacks will actually harm the target]], and...
* Make a pair of Illusionists, Illusionists - which hit every enemy on screen with a magic spell, with Magic Frenzy, Frenzy - which pairs any magic used with a physical attack.attack, and have them DualWield Heretic/Lilith Rods or Bomb Arms - the strongest rods the class can equip. It takes some preparation, but get those two set up and you essentially win forever.



* 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.\\
Alternatively, equip a robe that allows you to absorb Holy, and proceed to spam your strongest summon every turn. As long as you hit yourself with it, you'll heal yourself for massive HP every turn, AND damage enemies. Needless to say, entire teams have been made that are based around elemental absorption.\\
You can then take this even farther by having one ability be Summoning and the other Red Magic, which includes Dual Cast. So you can then do all of that ''twice a turn''.

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* 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.\\

**
Alternatively, equip a robe that allows you to absorb Holy, an element, and proceed to spam your strongest the summon of that same element every turn. As long as you hit yourself with it, you'll heal yourself for massive HP every turn, AND damage enemies. Needless to say, entire teams have been made that are based around elemental absorption.\\

**
You can then take this even farther by having one ability be Summoning and the other Red Magic, which includes Dual Cast.Doublecast. So you can then do all of that ''twice a turn''.



* 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.

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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 60 MP to another unit 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, Charge, and every time that Moogle acts, someone is checking out.out.
** You can also Ether Shell another Cannoneer with the Gladiator skillset and has the ability Ultima Sword. You can even have them Ether Shell ''each other'' and have both be able to pump out Ultimas for their next two turns -- ''ten turns'' with the Halve MP passive skill equipped. ''Yikes''.
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* You can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...[[/folder]]

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* You can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...HP...
**And that same Costly Punch can be upgraded to raise your max HP to 1099% of its natural value, provided you have an accessory to break the HP limit.
[[/folder]]

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* The Meltdown spell, which is available once you reach Trabia, will inflict Vit-0 on any and all enemies in the game, including the bosses, ''including'' Omega Weapon, 99.9% of the time. It hardly ever fails. Combine this with Aura (another potential gamebreaker that allows the use of Limit Breaks regardless of health), and you too can experience the fun of spamming Renzokuken on enemies who are literally defenceless.



* The SAW weapon in ''FinalFantasy Legend'' (actually a ''{{SaGa}}'' game renamed for the American market) was supposed to have a chance of automatically killing the target if the user's strength was higher than the defender's defense, which is how it works in the sequel. Unfortunately, there was a programming mix-up between ">" and "<", making it so the SAW only worked if the attacker was ''weaker''. This lead to an unfortunate end to the final boss.

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* The SAW weapon in ''FinalFantasy Legend'' (actually a ''{{SaGa}}'' game renamed for the American market) was supposed to have a chance of automatically killing the target if the user's strength was higher than the defender's defense, which is how it works in the sequel. Unfortunately, there was a programming mix-up between ">" and "<", "<", making it so the SAW only worked if the attacker was ''weaker''. This lead to an unfortunate end to the final boss.
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* Enemy skills (or Blue Magic) from any given game tend to be abused due to their potent effects at the earliest they can be obtained. A lot of these however, do require some GuideDangIt.
** [[DeathOfAThousandCuts 1000 Needles]] does exactly 1000 HP of damage, no matter what. This is useful if you either come across this early on (and survive getting hit) or if you face an enemy that has absurd defenses.
** Mighty Guard at the minimum gives the team physical and magic defense buffs, and normally the actual magic can't multi-target.
** White Wind always heals at the current HP of the user, and on or off will heal every status effect.
** Bad Breath will attempt to inflict every negative status ailment in the game.
** A spell that does more damage if the user has less HP. This can be something from the difference between current and max HP, or just an insanely powerful attack.
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You can buy four empty slots.


** 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 hurt people). 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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** 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 hurt people). In the calm lands, they Macalania Woods entrance, Wantz sell weapons and armor with three four empty slots(they have four slots, but one is always occupied, for some reason).slots. 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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* The GBA version fixed the Berserk bug, which heavily nerfs the Cover/Guard and Golem game breakers, but it makes up for it with one of its new jobs, Gladiator. The !Finisher command randomly does one of three things: it strikes the enemy with an automatic CriticalHit, it hits the enemy with an elemental attack, or it does nothing. Which sounds rather gimmicky, until you realize that the elemental attacks will '''always hit the damage cap'''. By simply leveling the Gladiator job to level 2 for all characters (or simply staying in the Gladiator job, which has !Finisher as an intrinsic command), you can have a full party of characters dealing 9999 damage roughly twice per collective turn, making any enemy not immune to the elements an utter joke.
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** The risk of leaving characters at low HP is easily offset by another absurdly simple junction setup: set Squall with the Cover and Counter abilities and junction 100 Drain spells to Status-Attack-J. Leave the other two party members' HP as low as you like; Squall will take the hits for them and immediately counterattack, replenishing his own HP with every hit.

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** The risk of leaving characters at low HP is easily offset by another absurdly simple junction setup: set Squall with the Cover and Counter abilities and junction 100 Drain spells to Status-Attack-J. Leave the other two party members' HP as low as you like; Squall will take the hits for them and immediately counterattack, replenishing his own HP with every hit. [[AlwaysAccurateAttack And he always hits.]]

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* 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.
* [[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.
** Just use Zell's Desperation attack, and hope you get 15 seconds. Then just use the combo moves "Beat Rush" and "Booya" over and over again until the time is up. Zell can pretty much destroy ''anything'' with this combination if his strength is high enough and your finger speed is fast enough. Even the FinalBoss and the BonusBoss [[spoiler: Omega Weapon]] can be defeated easily using this method enough times.
* 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 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. In short, it spams Meteor. [[ThereIsNoKillLikeOverkill Incessantly.]]
* On Disk 4, fly to the Island Of Heaven and the Island Of Hell, equip the "No Encouter" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.
** The fun doesn't stop there. Junction 100 Ultima spells to your magic defense, and you will be immune to '''all''' elemental magic, which means that only high level magic like Meteor, Flare, and Ultima can hurt you. This makes the final dungeon considerably easier, especially since 7 out of the 8 bosses use regular elemental magic, and are weakened substantially because of it. The other boss has non-elemental magic, but has low enough HP to defeat it before it can really damage you if you maxed out everyone's high level magic with the trick described above and junctioned those spells to your stats to make everything go quicker.
* Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
* Maximize your friendship with the Final Summon Eden so you can use it in a couple of seconds and watch it break the damage limit for around 40,000+ points to all enemies.

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* The creation skills (card <-> item <-> magic) could ''FFVIII'''s junction system, combined with the game's DynamicDifficulty, makes it phenomenally easy to put together game breakers once you know how to use it effectively. Quezacotl's Card and Card Mod and the various GF item-refining abilities can be used to essentially create tons of stock the characters up with magic to junction to your and boost their stats. Card also prevents the party from earning XP for enemies thus transformed, keeping everyone's levels low; if the player avoids LevelGrinding and focuses on refining and junctioning high-end magic instead, the party's 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 quickly outstrip those of their enemies.
** Playing
the materials for the InfinityPlusOneSword on the first disk if you're willing to grind for them.
* [[LimitBreak At low HP]] Selphie could cast a spell called "The End" that killed anything,
[[MiniGame card game]] makes it 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 easier. Once 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
gotten your first few unique GF cards 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 disc 1, as long as it takes you take care to avoid spreading the Random rule it's possible to win most games simply by having a vastly overpowered deck, which in turn enables you to win more powerful unique cards. All of these can then be modified into items that can be used for weapon upgrades, GF augmentation, and refining more magic. In particular, the Gilgamesh card (obtainable through a card game sidequest that's available starting in disc 2) and the Laguna card (obtainable in disc 3) can be refined into items which make either one character or the ''whole party'' completely invincible for a short period of time, in quantities sufficient to get The End with no penalty (like you through the enemies still attacking you). Since limit breaks take highest priority for being executed, once you find The End, you can "unfreeze" the battle endgame and have Selphie finish the battle immediately.both {{Bonus Boss}}es.
* And, frequently hitting Triangle on Keeping a low-HP or Aura affected member would eventually bring up the character at low HP allows them to execute their {{Limit Break}}s every turn:
** Selphie's ConfusionFu
limit break. Combine this with Zell's easy-to-execute moves (up-down break includes two OneHitKill spells, "Rapture" and left-right) and "The End," the Meltdown spell, latter of which worked works even on any enemy and reduced their defense to 0, and bosses. It doesn't come up often, but by exploiting some minor flaws in the game's programming it's possible to deal over ''750,000'' damage in a single, uninterruptable chain of game breakage.
** Just use Zell's Desperation attack, and hope you get 15 seconds. Then just use the combo moves "Beat Rush" and "Booya" over and over again until the time is up. Zell can pretty much destroy ''anything'' with this combination if his strength is high enough and your finger speed is fast enough. Even the FinalBoss and the BonusBoss [[spoiler: Omega Weapon]] can be defeated easily using this method enough times.
* There are items that temporarily
make you invincible, and they come in two distinctive flavors: One turns a character invincible, it unable to perform 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 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
next character's stats out. It takes an unbelievable amount of tedious menu navigation action, allowing the player to do so, though.
*
keep rolling indefinitely until The End comes up.
** Quistis's Degenerator limit break - available in disc 1 via item drop or card mod - is another OneHitKill that works on pretty much anything but bosses.
**
If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits. In short, it spams Meteor. [[ThereIsNoKillLikeOverkill Incessantly.]]
** With a good strength junction and decent finger speed, Zell can pretty much destroy ''anything'' simply by alternating the two most basic moves of his limit break over and over again, a trick AwesomeYetPractical enough to earn the FanNickname "Armageddon Fist."
** Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
** The risk of leaving characters at low HP is easily offset by another absurdly simple junction setup: set Squall with the Cover and Counter abilities and junction 100 Drain spells to Status-Attack-J. Leave the other two party members' HP as low as you like; Squall will take the hits for them and immediately counterattack, replenishing his own HP with every hit.
* On Disk 4, 3, fly to the Island Of Closest to Heaven and the Island Of Closest to Hell, equip the "No Encouter" "Encounter None" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.
** The fun doesn't stop there. Junction 100 Ultima spells to your magic defense, and you will be immune to '''all''' ''all'' elemental magic, which means that only high level magic like Meteor, Flare, and Ultima can hurt you. This makes the final dungeon considerably easier, especially since 7 out of the 8 bosses use regular elemental magic, and are weakened substantially because of it. The other boss has non-elemental magic, but has low enough HP to defeat it before it can really damage you if you maxed out everyone's high level magic with the trick described above and junctioned those spells to your stats to make everything go quicker.
* Squall + [[InfinityPlusOneSword Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
* Maximize your friendship
Another way of abusing the DynamicDifficulty involves {{Guest Star Party Member}}s Seifer (in disc 1) and Edea (in disc 3). Letting the other party members get [=KOed=] and LevelGrinding with the Final Summon Eden guest party member can, if you're willing to grind that much, leave a comparatively low-level party with level 99 [=GFs=] and high-end spells like Firaga with no effect on the party's average level once the guest character leaves.
* In general the [[SummonMagic GFs]] are, as already demonstrated above, far more useful for their junction abilities than as actual summons, but there are exceptions:
** [[CoolTrain Doomtrain]]'s summon sequence attempts to hit the target with every status effect in the game. While most of these are [[UselessUsefulSpell ineffective]], Vit-0 almost always works, greatly increasing the amount of damage the party can dish out - and unlike most of the StandardStatusEffects, it doesn't wear off during combat.
** Eden's absurdly long summon sequence gives the player ample time to abuse the Boost option. Max your compatibility
so you can use summon it in up within a couple of seconds and watch it break completely ignore the damage limit for around cap by about 40,000+ points to all enemies.
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Very general, very obvious example. It shouldn\'t be included, if only because we should save ∞+1 Sword references for examples such as XII, which is specific.


* This is more of a general example, but once you pick up the InfinityPlusOneSword in any of the games (except possibly [[FinalFantasyXIII XIII]]), get ready to [[CurbStompBattle curbstomp]] ''everything''.
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* This is more of a general example, but once you pick up the InfinityPlusOneSword in any of the games (except possibly [[FinalFantasyXIII XIII]]), get ready to [[CurbStompBattle curbstomp]] ''everything''.

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Delete, don\'t correct. Also, the charge time=0 thing is practicality, not game-breaking. There\'s a difference.


** ''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.



** Used with Limit Breaks results in infinite limit breaks every turn. Omnislashing Omnislash anybody?
*** Actually, Mime can't mimic another person's LimitBreak. [[MissedMomentOfAwesome Despite how awesome it would be if it could happed, the game will tell you that it's not possible if you try to do it.]]


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* Related to the "General" tab above, ''XII'' also has something similar 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.

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** White Wind, which can also be obtained really early in the game, is basically all of the healing materia in the game mashed together for ''less MP'' than any one of its weaker cousins.

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** White Wind, which can also be obtained really early in the game, is basically all of the healing materia in the game mashed together for ''less MP'' than any one of its weaker cousins. It recovered your teammates by how ever many health points the caster has, so if the caster has 9999 HP when they use this move, their allies both recover 9999 HP also. Just keep the caster's health high, and your team was in good shape.



*** Actually, Mime can't mimic another person's LimitBreak. [[MissedMomentOfAwesome Despite how awesome it would be if it could happed, the game will tell you that it's not possible if you try to do it.]]



** Just use Zell's Desperation attack, and hope you get 15 seconds. Then just use the combo moves "Beat Rush" and "Booya" over and over again until the time is up. Zell can pretty much destroy ''anything'' with this combination if his strength is high enough and your finger speed is fast enough. Even the FinalBoss and the BonusBoss [[spoiler: Omega Weapon]] can be defeated easily using this method enough times.



* On Disk 4, fly to the Island Of Heaven and the Island Of Hell, equip the "No Encouter" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.
** The fun doesn't stop there. Junction 100 Ultima spells to your magic defense, and you will be immune to '''all''' elemental magic, which means that only high level magic like Meteor, Flare, and Ultima can hurt you. This makes the final dungeon considerably easier, especially since 7 out of the 8 bosses use regular elemental magic, and are weakened substantially because of it. The other boss has non-elemental magic, but has low enough HP to defeat it before it can really damage you if you maxed out everyone's high level magic with the trick described above and junctioned those spells to your stats to make everything go quicker.



* Maximize your friendship with the Final Summon Eden so you can use it in a couple of seconds and watch it break the damage limit for around 40,000+ points to all enemies.



** 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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** 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).hurt people). 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]].



* 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.

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* 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, opponents including the FinalBoss, 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.
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** Paine's Trainer class rivaled an alchemist later if you got your paws on the Ragnarok accessory, reducing all MP cost to 0. She could full-heal the party for about as much as an alchemist Mega-potion (depending on her magic stat), and much much quicker, in addition to having access to a host of other useful functions, like a haste+heal, two different reliable instant kill abilities, shields, and much more.


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* Also, not too far into the game you get access to the accessory Bloodlust, which auto-berserks the wearer and greatly increases their strength, just about tripling their attack. This comes at the loss of a large amount of maximum health and being permanently poisoned, but the poison is no problem with Alchemist Mega Potion spam. Equip this on a Berserker class, which has naturally very high HP and access to automatic counterattacks and dodges, and use the other slot for an auto-Haste accessory; in nearly all battles you can just wait for your berserker to autoattack everyone to death in a matter of seconds. It only runs into slight problems against enemies completely immune to physical damage and enemies with attacks that will cut you to 1 HP, since the poison will often kill you shortly thereafter.
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Uraeus was finally killed


** To add insult to the injury, there's a little ability called "Emulate", which allows Thaumaturges to copy enemies' elemental resistances...and a good deal of the monsters in the game are resistant to the same element their regular attack is based. The result? Thaumaturges are the only class able to solo all notorious monsters currently in the game, except for Uraeus. [[http://lodestone.finalfantasyxiv.com/rc/diary/entry?e=175663 Probably, not for long]]. Expect merciless nerfing as soon as the battle system revamping kicks in.

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** To add insult to the injury, there's a little ability called "Emulate", which allows Thaumaturges to copy enemies' elemental resistances...and a good deal of the monsters in the game are resistant to the same element their regular attack is based. The result? Thaumaturges are the only class able to solo all notorious monsters currently in the game, except for Uraeus. [[http://lodestone.finalfantasyxiv.com/rc/diary/entry?e=175663 Probably, not for long]].game. Expect merciless nerfing as soon as the battle system revamping kicks in.
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** For even more fun, add a Chocobo Knight with the Critical: Quicken and Smile Toss abilities, equipped with a Venus Blade. Have your doublecasting summoner hit the Chocobo Knight with Ramuh (since Chocobo Knights are weak to lightning, this should activate the Critical: Quicken ability and make the Chocobo Knight move immediately afterward) followed by Ifrit (which it absorbs thanks to Venus Blade). Then have your Chocobo Knight hit the summoner with Smile Toss, which allows them to move instantly. You now have an infinite loop, in which your enemies will never get a turn. By constantly moving your Chocobo Knight to where the enemies are, you can keep hitting them with the splash damage until they all die, with nothing they can do about it.
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[[folder: FinalFantasyXIV]]

*The Thaumaturge class, full stop. Upon release, Punishing Barbs lasted for twenty seconds dealing full unblockable counter damage to anything, even if the player actually RESISTED or BLOCKED the attack (so you could take 50 damage and deal 300 in the counter) and the only damage cap it had was the player's actual hit points, easily increased by pumping out VIT. Also, the Firm Conviction trait reduced physical damage for around 80% while casting spells and lasted a few seconds, essentially making Thaumaturges the best tankers in the game as all they needed to do was spam cure (which also generated insane hate) to keep receiving drastically reduced damage WHILE healing themselfs. Then, said abilities were nerfed.....only it wasn't enough. Damage over time spells (Thaumaturges' main offensive abilities) completely ignore all defenses when applied, which means that unlike everything else in the game, their damage potential is not reduced when fightning stronger enemies or notorious monsters, making these spells the main damage source on these fights. The Shadowsear spell also ignores defense, allowing a Thaumaturge to deal 1.000+ damage in seconds if combined with Chainspell for a double casting. Not to mention Thaumaturges are better than Conjurers when using conjury abilities because of their superior Area-of-effect range, to the point the whole community pretty much agrees that the only reason to level Conjurer to 50 is to use its spells as a Thaumaturge. Did I mention that the 'best' conjurer ability, Chainspell is not class-locked while Shadowsear is Thaumaturge-only?
**To add insult to the injury, there's a little ability called "Emulate", which allows Thaumaturges to copy enemies' elemental resistances...and a good deal of the monsters in the game are resistant to the same element their regular attack is based. The result? Thaumaturges are the only class able to solo all notorious monsters currently in the game, except for Uraeus. [[http://lodestone.finalfantasyxiv.com/rc/diary/entry?e=175663 Probably, not for long]]. Expect merciless nerfing as soon as the battle system revamping kicks in.

[[/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]]

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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.die.
* The Berserk spell is another gamebreaker. What it does is increase the physical attack of the target. What makes it gamebreaking is that the increase is completely ridiculous: about 50 per level per swing. At endgame, you can easily have level 10 in your weapon level and Berserk spell, even with little to no grinding. That means a single cast of Berserk can increase your physical attack by about 5000, and most endgame bosses have exactly that much HP. In addition, the Berserk tome is a fairly common drop from Magicians, which is an easy enemy that shows up early in the game.
[[/folder]]
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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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** 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"?hits"? Add the ring that turns Kain's Jump into a DoubleJump, and that becomes "Zeromus dies in 1 action".

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