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** Of special note for Reyn in the Definitive Edition of Xenoblade; because of the inclusion of a higher arts level cap in Definitive Edition in comparison to the original version, Reyn ended up getting indirectly buffed in a way that turns him into an ''absolute Topple-Locking God''. Through the use of cooldown skill links and with the right set, Reyn can easily keep an enemy ''permanently topple-locked'' throughout the battle. [[https://youtu.be/-oXjBZQFP3A?t=817 Behold! Reyn solo-ing]] [[BonusBoss Final Marcus]] while at '''''level 1'''''.

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** *** Of special note for is Reyn in the Definitive Edition of Xenoblade; because of the inclusion of a higher arts level cap in Definitive Edition in comparison to the original version, Reyn ended up getting indirectly buffed in a way that turns him into an ''absolute Topple-Locking God''. Through the use of cooldown skill links and with the right set, Reyn can easily keep an enemy ''permanently topple-locked'' throughout the battle. [[https://youtu.be/-oXjBZQFP3A?t=817 Behold! Reyn solo-ing]] [[BonusBoss Final Marcus]] while at '''''level 1'''''.


* Aside from [[TierInducedScrappy Sharla]], it's possible to tear the game apart as any character with the right setups:

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* Aside from [[TierInducedScrappy Sharla]], Sharla - who's good, but not game-breaking good - it's possible to tear the game apart as any character with the right setups:


* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding Expert Mode, which functions like the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatEXP is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.

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* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding Expert Mode, which functions like the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatEXP is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.sidequests.
* Casual Mode in the Definitive Edition can utterly break the game due to the fact you can turn it on and off at will... while ''still'' retaining the benefits you gained. It's possible to attack and defeat enemies that're over 20+ levels above you while on casual mode. While already possible thanks to Break-Topple-Daze chains, you don't even need ''that'' and can just spam [[GradualGrinder Damage over Time]] abilities. ''Especially'' if you happen to have an evasion tank like Dunban and/or Fiora. Not only does this get you some powerful equipment and skill books, but you also gain experience ''fast''. And this isn't even counting that you can complete quests made for a party with levels in the ''nineties'' when you're only in your seventies.
** Using Expert Mode, you can also grind your characters up just about anywhere if you set them to a low enough level that they get extra experience points from defeating higher level enemies.


** Of special note for Reyn in the Definitive Edition of Xenoblade; because of the way arts cooldown works in Definitive Edition in comparison to the original version, Reyn ended up getting indirectly buffed in a way that turns him into an ''absolute Topple-Locking God''. Through the use of cooldown skill links and with the right set, Reyn can easily keep an enemy ''permanently topple-locked'' throughout the battle. [[https://youtu.be/-oXjBZQFP3A?t=817 Behold! Reyn solo-ing]] [[BonusBoss Final Marcus]] while at '''''level 1'''''.

to:

** Of special note for Reyn in the Definitive Edition of Xenoblade; because of the way inclusion of a higher arts cooldown works level cap in Definitive Edition in comparison to the original version, Reyn ended up getting indirectly buffed in a way that turns him into an ''absolute Topple-Locking God''. Through the use of cooldown skill links and with the right set, Reyn can easily keep an enemy ''permanently topple-locked'' throughout the battle. [[https://youtu.be/-oXjBZQFP3A?t=817 Behold! Reyn solo-ing]] [[BonusBoss Final Marcus]] while at '''''level 1'''''.

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** Of special note for Reyn in the Definitive Edition of Xenoblade; because of the way arts cooldown works in Definitive Edition in comparison to the original version, Reyn ended up getting indirectly buffed in a way that turns him into an ''absolute Topple-Locking God''. Through the use of cooldown skill links and with the right set, Reyn can easily keep an enemy ''permanently topple-locked'' throughout the battle. [[https://youtu.be/-oXjBZQFP3A?t=817 Behold! Reyn solo-ing]] [[BonusBoss Final Marcus]] while at '''''level 1'''''.


* Specific game-breaking characters are:
** '''Shulk:''' His regular arts are easy to score criticals with if he's under player control. This builds up the Party Gauge rapidly, allowing you to use Chain Attacks very consistently. He even packs a little healing to go with it. And that's not even ''counting'' the Monado on top of all that, which on a NewGamePlus with the InfinityPlusOneSword version, has a 75 percent critical hit rate and by far the highest damage of any weapon. His talent arts with it can allow him to deal heavy damage, seal enemy auras, and defend against their arts, making Shulk the most versatile character in the game.
** '''Dunban:''' Is just behind Shulk for the strongest regular attack in the game, and his agility lets him tank just as well as Reyn without needing quite as much healing while almost guaranteeing continuous damage against enemies. He also starts off with the ability to inflict Break -> Topple all by himself, and his multiple auras allow him to multitask as needed. Dunban's massive agility also lets him consistently hit enemies with a massively higher level than his own which makes him a vital part of most strategies for defeating the optional [[BonusBoss Superbosses]].

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* Specific game-breaking characters are:
Aside from [[TierInducedScrappy Sharla]], it's possible to tear the game apart as any character with the right setups:
** '''Shulk:''' His regular arts are easy to score criticals with if he's under player control. This builds up the Party Gauge rapidly, allowing you to use Chain Attacks very consistently. He even packs a little healing to go with it. And that's not even ''counting'' the Monado on top of all that, which on a NewGamePlus with the InfinityPlusOneSword version, has a 75 percent 75% critical hit rate and by far the highest damage of any weapon. His talent arts with it can allow him to deal heavy damage, seal enemy auras, and defend against their arts, making Shulk the most versatile character in the game.
** '''Dunban:''' Is just behind Shulk for the strongest regular attack in the game, and his agility lets him tank just as well as Reyn without needing quite as much healing while almost guaranteeing continuous damage against enemies. He also starts off with the ability to inflict Break -> Topple all by himself, and most of his multiple auras allow offer incredibly useful bonuses for whatever role you need him to multitask fulfill. Peerless in particular offers a blanket damage boost of as needed. much as 155% to the entire party and ''for free''. Dunban's massive agility [[OneStatToRuleThemAll Agility]] stat also lets him consistently hit and dodge attacks from enemies with a massively significantly higher level than his own which makes him a vital part of most strategies for defeating the optional [[BonusBoss Superbosses]].Superbosses]], which can be augmented even further with his Serene Grace aura.


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** '''Reyn:''' Although his tanking abilities against physical opponents starts to plateau by the late game, and his auto-attack DPS is limited by its slow speed, with the right auras, skills, and gems you can do absurd amounts of damage. Set it up properly and Reyn can kill most enemies with a single well-timed move.


** '''[[FanNickname Seven]]/[[spoiler:Fiora]]:''' Once you've fully unlocked her fourth skill branch, all of her counter-attacks and double-attacks become critical hits. By borrowing Dunban's Critical Drain ability, she can heal herself with practically every hit. In addition, her Sword Drones [[LimitBreak Talent Art]] can rack up ''huge'' amounts of damage with a full chain multiplier (to the point where it's capable of killing the strongest BonusBoss in one Chain Attack).

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** '''[[FanNickname Seven]]/[[spoiler:Fiora]]:''' Once you've fully unlocked her fourth skill branch, all of her counter-attacks and double-attacks become critical hits. By borrowing Dunban's Critical Drain ability, she can heal herself with practically every hit. In addition, her Sword Drones [[LimitBreak Talent Art]] can rack up ''huge'' amounts of damage with a full chain multiplier (to the point where it's capable of killing the strongest BonusBoss in one Chain Attack). Oh, and all her weapons hit Mechon for full damage.
** '''Riki:''' This little furball is a monster. He will hit 9999 health before he hits Level 99, letting him tank hits like nobody's business, and his Arts are focused on spamming endless varied status effects and debuffs. Let this Nopon loose, and enemies will have more debuffs than the display can hold, followed by a superpowered Say Sorry. The cherry on top is Riki Is Angry, which reflects and multiplies the damage Riki takes from attacks, leaving the enemies in up to eight times the pain they gave him.


* On all versions, there is a way to break into the post-game section of the cave, which will be completely devoid of enemies but will still grant you experience and landmarks for discovering locations, and there are Ether Crystal deposits that grant crystals that can be made into Level 5 or Level 6 gems, normally not available until the postgame. The experience from discovering all of the locations will super-boost all party members to at least level 50, making the early-to-mid-game a complete joke.

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* Auras that trade one stat for another apply the penalty as a debuff to the character, meaning a full-strength Debuff Resist VI gem will negate it. This is particularly breaking for Reyn, whose Berserker aura applies a defense-reducing debuff to himself in exchange for his Strength being increased by as much as ''+240%''.
* On all versions, there is a way to break into the post-game section of the cave, Tephra Cave, which will be completely devoid of enemies but will still grant you experience and landmarks for discovering locations, and there are Ether Crystal deposits that grant crystals that can be made into Level 5 or Level 6 gems, normally not available until the postgame. The experience from discovering all of the locations will super-boost all party members to at least level 50, making the early-to-mid-game a complete joke.


** On non-Definitive Edition versions, a player would either damage-boost themselves off a specific attack, or time a jump at the same time as a block (which was heavily RNG dependent) and it would push that party member onto a raised ledge close to where Shulk sees Reyn fleeing from arachnos. This could be done as early as the first foray into the cave by clipping through the closed door in the ruins area, but was far more luck-dependent. This was patched out of the Definitive Edition by making mid-air block chance 0% and by preventing damage knockback while already airborne.
** On the Definitive Edition (as of version 1.0.0), the player would utilize a glitch involving vine-climbing and party leader-switching to clip through a wall close to the Arachno Queen, which would land them on a post-game section ledge, allowing them to essentially go in reverse and discover everything compared to non-DE versions. This could be done as early as the Arachno Queen fight, meaning a bit later in the game, but still enough to super-boost players' levels, and unlike the previous method, this one was far less luck-dependent.

to:

** On non-Definitive Edition versions, a player would either damage-boost themselves off a specific attack, or time a jump at the same time as a block (which was heavily RNG dependent) and it would push that party member onto a raised ledge close to where Shulk sees Reyn fleeing from arachnos. This could be done as early as the first foray into the cave by clipping through the closed door in the ruins area, but was far more luck-dependent. This was patched out of the Definitive Edition by making mid-air block chance 0% and by preventing damage knockback while already airborne.
** On the Definitive Edition (as of version 1.0.0), the player would can utilize a glitch involving vine-climbing and party leader-switching to clip through a wall close to the Arachno Queen, which would land them on a post-game section ledge, allowing them to essentially go in reverse and discover everything compared to non-DE versions. This could be done as early as the Arachno Queen fight, meaning a bit later in the game, but still enough to super-boost players' levels, and unlike the previous method, this one was far less luck-dependent.


* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatEXP is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.

to:

* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding Expert Mode, which functions like the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatEXP is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.


* On non-Definitive Edition versions, using an enemy in Tephra Cave to damage boost past a certain ledge [[note]] Specifically, the one you see Reyn run from when being chased by the Arachnos before the Arachno queen fight [[/note]] allows you to get into a level 90 area to walk around, and since just discovering stuff gives you XP proportionate to the area's level, this results in instantly boosting the party to around level 50, making at least the early game a complete joke. As a bonus, you can also get level 5 and potentially 6 ether crystals, allowing you to craft gems you normally shouldn't be able to get until the endgame. Unfortunately, this was patched in the Definitive Edition so that airborne party members cannot block or suffer knockback from attacks, rendering this exploit impossible.
** However, a new exploit has been found in the Definitive Edition. Using a party member climbing a vine and switching to them while running into a wall near the Arachno Queen's boss arena will allow one to land in the end game area and essentially go in reverse order of the original exploit, thus allowing the party to reach level 50 and get the level 5 crystals just as before.

to:

* On all versions, there is a way to break into the post-game section of the cave, which will be completely devoid of enemies but will still grant you experience and landmarks for discovering locations, and there are Ether Crystal deposits that grant crystals that can be made into Level 5 or Level 6 gems, normally not available until the postgame. The experience from discovering all of the locations will super-boost all party members to at least level 50, making the early-to-mid-game a complete joke.
**
On non-Definitive Edition versions, using an enemy in Tephra Cave to damage boost past a certain player would either damage-boost themselves off a specific attack, or time a jump at the same time as a block (which was heavily RNG dependent) and it would push that party member onto a raised ledge [[note]] Specifically, the one you see close to where Shulk sees Reyn run fleeing from when being chased by the Arachnos before the Arachno queen fight [[/note]] allows you to get into a level 90 area to walk around, and since just discovering stuff gives you XP proportionate to the area's level, this results in instantly boosting the party to around level 50, making at least the arachnos. This could be done as early game a complete joke. As a bonus, you can also get level 5 and potentially 6 ether crystals, allowing you to craft gems you normally shouldn't be able to get until as the endgame. Unfortunately, this first foray into the cave by clipping through the closed door in the ruins area, but was far more luck-dependent. This was patched in out of the Definitive Edition so that airborne party members cannot by making mid-air block or suffer chance 0% and by preventing damage knockback from attacks, rendering this exploit impossible.
while already airborne.
** However, a new exploit has been found in On the Definitive Edition. Using Edition (as of version 1.0.0), the player would utilize a glitch involving vine-climbing and party member climbing a vine and switching leader-switching to them while running into clip through a wall near close to the Arachno Queen's boss arena will allow one to Queen, which would land in the end game area and them on a post-game section ledge, allowing them to essentially go in reverse order of and discover everything compared to non-DE versions. This could be done as early as the original exploit, thus allowing Arachno Queen fight, meaning a bit later in the party game, but still enough to reach level 50 super-boost players' levels, and get unlike the level 5 crystals just as before.previous method, this one was far less luck-dependent.

Added DiffLines:

**However, a new exploit has been found in the Definitive Edition. Using a party member climbing a vine and switching to them while running into a wall near the Arachno Queen's boss arena will allow one to land in the end game area and essentially go in reverse order of the original exploit, thus allowing the party to reach level 50 and get the level 5 crystals just as before.


* Using an enemy in Tephra Cave to damage boost past a certain ledge [[note]] Specifically, the one you see Reyn run from when being chased by the Arachnos before the Arachno queen fight [[/note]] allows you to get into a level 90 area to walk around, and since just discovering stuff gives you XP proportionate to the area's level, this results in instantly boosting the party to around level 50, making at least the early game a complete joke. As a bonus, you can also get level 5 and potentially 6 ether crystals, allowing you to craft gems you normally shouldn't be able to get until the endgame.
* Using Melia's sleep and spear break commands, it's possible to push [[DemonicSpiders Gogols]] off the cliff side on Bionis leg, killing them instantly and dropping a chest. While [[DevelopersForesight the characters will only get EXP directly proportional to their level regardless]] to keep from power grinding, the Gogols still drop some pretty good stuff such as great late game equipment, max level art books, and near max level strength up gems that can reach max with some diligent crafting. All this helps save a ''lot'' on money and gem space, as you won't need to buy equipment for that piece of armor ever again or even need more than one strength up gem to reach the maximum boost it can give you, and any repeated art books you get can be sold for high amounts of cash.

to:

* Using On non-Definitive Edition versions, using an enemy in Tephra Cave to damage boost past a certain ledge [[note]] Specifically, the one you see Reyn run from when being chased by the Arachnos before the Arachno queen fight [[/note]] allows you to get into a level 90 area to walk around, and since just discovering stuff gives you XP proportionate to the area's level, this results in instantly boosting the party to around level 50, making at least the early game a complete joke. As a bonus, you can also get level 5 and potentially 6 ether crystals, allowing you to craft gems you normally shouldn't be able to get until the endgame.
endgame. Unfortunately, this was patched in the Definitive Edition so that airborne party members cannot block or suffer knockback from attacks, rendering this exploit impossible.
* Using On all versions, using Melia's sleep and spear break commands, it's possible to push [[DemonicSpiders Gogols]] off the cliff side on Bionis leg, killing them instantly and dropping a chest. While [[DevelopersForesight the characters will only get EXP directly proportional to their level regardless]] to keep from power grinding, the Gogols still drop some pretty good stuff such as great late game equipment, max level art books, and near max level strength up gems that can reach max with some diligent crafting. All this helps save a ''lot'' on money and gem space, as you won't need to buy equipment for that piece of armor ever again or even need more than one strength up gem to reach the maximum boost it can give you, and any repeated art books you get can be sold for high amounts of cash.


* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatExp is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.

to:

* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatExp NonCombatEXP is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.


* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well.

to:

* Completing nearly every sidequest as quickly as possible as soon as they open up. In order to encourage players to seek out side quests, completing sidequest usually gives you far more EXP than you would from fighting monsters normally. This wouldn't be too game breaking in itself if not for the ''sheer number'' of sidequests the game throws at you every time you reach a new area, and several of them being incredibly easy/quick to complete. Ultimately, going for OneHundredPercentCompletion usually results in characters being ''horrendously'' over leveled in comparison to what the game expects of you; often with them ~10 levels higher in relation to the enemies in the area, up to including [[spoiler: ''the FinalBoss'']]. Money is also a complete non-issue because of this as well. ''Definitive Edition'' addresses this by adding the Bonus Experience system from ''Xenoblade Chronicles 2'' where NonCombatExp is stored for each character instead of being applied immediately, as well as the option to lower a character's level, meaning players who want a challenge won't be discouraged from completing the sidequests.

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