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* Three TP Gain XX augments. When you use an Art, your TP will increase by 200+ for each gem you have equipped. With three of these equipped, even Arts where you'd normally lose TP will have you ''gain'' more than you use. With these gems, you'll be able to spam Overdrives and Arts that normally have lengthy cooldowns to them for days and become [[https://www.youtube.com/watch?v=s1JGo9uDwfw an invincible apocalyptic force of destruction]].

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* Three TP Gain XX augments. When you use an Art, your TP will increase by 200+ for each gem augment you have equipped. With three of these equipped, even Arts where you'd normally lose TP will have you ''gain'' more than you use. spend. With these gems, augments, you'll be able to spam Overdrives and Arts that normally have lengthy cooldowns to them cooldown-heavy Arts for days and become [[https://www.youtube.com/watch?v=s1JGo9uDwfw an invincible apocalyptic force of destruction]].



* Too early to do Ether Blossom Dance builds? Last Stand Ramjet Rifle is there for you. The Ramjet Rifle is a normally terrible assault rifle with horrid stats, but the incredibly redeeming quality of giving you 300 TP per shot (with 3 shots). Last Stand is the last skill in the Duelist class, a pretty mediocre class otherwise. Once at level 5, Last Stand takes 1000 of your TP to grant everyone else 2000 TP. Combine the two, and you're giving every other party member a constant flow of TP for their skills while building up your own TP rapidly until launching Overdrive to (you guessed it) spam the Ramjet Rifle and Last Stand even more. The main drawback with this build is completely destroying your ranged damage... which doesn't matter THAT much if you're playing support/have good melee arts. Have fun.

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* Too early to do Ether Blossom Dance builds? [[DiscOneNuke Last Stand Ramjet Rifle Rifle]] is there for you. The Ramjet Rifle is a normally terrible ScrappyWeapon assault rifle with horrid stats, but with the incredibly redeeming quality of giving you 300 TP per shot (with 3 shots). Last Stand is the last skill Art in the Duelist class, a pretty mediocre class otherwise. Once you're at level 5, Last Stand takes off 1000 of your TP from you to grant everyone else 2000 TP. Combine the two, and you're giving every other party member a constant flow of TP for their skills own Arts while building up your own TP rapidly until before launching Overdrive to (you guessed it) spam the Ramjet Rifle and Last Stand this method even more. The main drawback with this build is completely destroying your ranged damage... which doesn't matter THAT ''that'' much anyways if you're playing support/have support and/or have good melee arts. Have fun.Arts.



* The Skells. There's a ''very'' good reason why the game holds off for so long on giving you one after completing Chapter 6, as once you ''do'' get one, you have very little reason to ever leave it again outside of situations where you flat-out ''can't'' take it with you. Any enemies that weren't designed with Skells in mind become complete {{Curb Stomp Battle}}s for your team, which a shocking amount of the story bosses ''weren't''. Even the basic model you start out with can curb stomp any small enemy with ease that isn't level 40 and up, and even take on level 30 or so bigger enemies rather easily with a well-leveled party for support. The fuel that supposed to balance them almost never runs out unless you go out of your way for it, and it's easy to refuel them at the base since the miranium needed isn't a lot. And outside of battle, their mobility and speed are a ''godsend'' in navigating the huge world, and once the flight ability is unlocked, there's nothing holding you down. Even with [[ScrappyMechanic Skell Insurance]] in mind and being outclassed by Ether Blossom Dance upon entering the endgame, Skells can still be uber-powerful tools when setup right.

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* The Skells.Skells themselves. There's a ''very'' good reason why the game holds off for so long on giving you one after completing Chapter 6, as once you ''do'' get one, you have very little reason to ever leave it again outside of situations where you flat-out ''can't'' take it with you. Any enemies that weren't designed with Skells in mind become complete {{Curb Stomp Battle}}s for your team, which a shocking amount of the story bosses ''weren't''. ''aren't''. Even the basic basic, level 20 model you start out with can curb stomp any small enemy with ease that isn't level 40 and up, and even take on level 30 or so bigger enemies rather easily with a well-leveled party for support. The fuel that mechanic that's supposed to balance them almost never runs out unless you go out of your way for it, to do so, and even then it's easy to refuel them at the base since the miranium needed isn't a lot. And outside of battle, their mobility and speed are a ''godsend'' in navigating the huge world, and once the flight ability is unlocked, there's nothing holding you down. Even with [[ScrappyMechanic Skell Insurance]] in mind and being outclassed by Ether Blossom Dance upon entering the endgame, postgame, Skells can still be uber-powerful tools when setup right.
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** Overdrive on ground creates a lot of multipliers that can easily overpower just about any enemy (even bosses). You can setup the Overdrive mechanics very early in the game and deliver game-breaking results. Some prefer this method to defeat the {{superboss}}es over Skells due to those reasons, in addition to not having a Skell be destroyed.
** Overdrive on Skell, while not as busted as ground-based Overdrive[[note]]The usual points made against it are the inconsistent duration, the inability to reset the timer for said duration, and the lack of counters and mechanics that come with it.[[/note]], nonetheless grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.

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** Ground-based Overdrive on ground creates a lot of multipliers that can easily overpower just about any enemy (even bosses). enemy, even {{superboss}}es. You can setup the Overdrive mechanics mechanic very early in the game and deliver game-breaking results. Some results, though it's generally easier to put off in later chapters when you have more resources. Someeven prefer this method to defeat the {{superboss}}es {{optional boss}}es over Skells due to those reasons, in addition to not having to risk getting a Skell be destroyed.
** Overdrive on Skell, Skell Overdrive, while not as busted as ground-based Overdrive[[note]]The usual points made against it are the inconsistent duration, the inability to reset the timer for said duration, and the lack of counters and mechanics that come with it.[[/note]], nonetheless grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.

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''Xenoblade Chronicles X'' features a surprising amount of [[GameBreaker game-breaking tricks]], to the point that it can render nearly all challenges moot if one knows what they're doing.
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** Overdrive on Skell, while not as busted as above due to the lack of counters, buffs from stacking said counters, and having inconsistent duration, grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.

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** Overdrive on Skell, while not as busted as above due to the lack of counters, buffs from stacking said counters, and having ground-based Overdrive[[note]]The usual points made against it are the inconsistent duration, the inability to reset the timer for said duration, and the lack of counters and mechanics that come with it.[[/note]], nonetheless grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.
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* The Enforcer Class line, with the Psycorruptor and Mastermind classes in specific coming to mind. Their stats and weapons may be lackluster compared to the other job classes, but the advanced Arts and Skills they learn [[WeakButSkilled more than make up for it]].[[note]]The Enforcer class also gives a 20% buff to your ranged attack and potential stats[[/note]]

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* The Enforcer Class line, with the Psycorruptor and Mastermind classes in specific coming to mind. Their stats and weapons may be lackluster compared to the other job classes, but the advanced Arts and Skills they learn [[WeakButSkilled more than make up for it]].[[note]]The Enforcer class also gives a 20% buff to your ranged attack and potential stats[[/note]]stats.[[/note]]



* Astral Protection is an aura available by using Psycho Launchers, that boost your resistances. With the proper armor and augment set-up, you will survive any of the {{Bonus Boss}}es' attacks, with barely any necessary healing.

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* Astral Protection is an aura available by using Psycho Launchers, that boost your resistances. With the proper armor and augment set-up, you will survive any of the {{Bonus Boss}}es' {{superboss}}es' attacks, with barely any necessary healing.
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* The Enforcer Class line, with the Psycorruptor and Mastermind classes in specific coming to mind. Their stats and weapons may be lackluster compared to the other job classes, but the advanced Arts and Skills they learn [[WeakButSkilled more than make up for it]].

to:

* The Enforcer Class line, with the Psycorruptor and Mastermind classes in specific coming to mind. Their stats and weapons may be lackluster compared to the other job classes, but the advanced Arts and Skills they learn [[WeakButSkilled more than make up for it]].[[note]]The Enforcer class also gives a 20% buff to your ranged attack and potential stats[[/note]]
Is there an issue? Send a MessageReason:
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** Overdrive on Skell, while not as busted as above due to the lack of multipliers, buffs from stacking said multipliers, and inconsistent duration, grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.

to:

** Overdrive on Skell, while not as busted as above due to the lack of multipliers, counters, buffs from stacking said multipliers, counters, and having inconsistent duration, grants you much higher chances of triggering Cockpit Time, which makes you invincible to damage for several seconds.

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