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Would you believe this is a Game-Breaker?
This being a Square Enix game, expect a good amount of overpowered tricks to show up in the Kingdom Hearts series.
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Note: All games that have multiple versions (for example, the Final Mix versions) are considered to be one and the same when listing the various Game Breakers, unless otherwise stated.


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    Kingdom Hearts 
  • Choosing the Dream Shield at the start of the original release turns you into a nightmarish Lightning Bruiser. You will have much higher HP and Defense than with other setups, for starters. Your passive MP regeneration through dealing and taking damage will make healing yourself a triviality; even the Final Boss will be a joke. If you don't wish to do the healing yourself, then you can simply just summon Tinker Bell to handle that for you (details on her below). This setup also allows Sora to learn Lucky Strike earlier than the other two setups, meaning you can start collecting rare materials needed to make better items (including the Ultima Weapon) much earlier in the game. If you need even more Defense, the overpowered Aero spell boosts said Defense to an absurd degree.
  • Choosing the Staff during Dive to the Heart in Final Mix. This sacrifices extra item slots earned by the Sword and Shield, but the Staff option gives Sora more MP to start with and a higher MP cap than the other two. Magical power is based purely on max MP, and the extra points also exponentially increase the number of spell uses. This means a high-level Sora can wipe out hordes of endgame enemies with almost zero-cost Blizzagas or cast Gravigas that deal 100% of the opponent's maximum health. Final Mix further favors the Staff with the new Ripple Drive finisher, which strikes a wide area with damage that is based on MP but doesn't expend it, meaning Staff route players who give up the Sword don't even feel the pain of low physical damage. Primarily physical-based users have another benefit: starting with the Staff gives the largest amount of starting Ability Points (AP), while having high MP allows you to essentially spam the extremely powerful Sonic Blade, Strike Raid, Ars Arcanum, and possibly even Ragnarok. Early Game Hell is a factor, but the Staff's advantages start to show as soon as Wonderland (which is still fairly early in the game), and by the end of the first ring of worlds it has already left the Sword and Shield far behind.
    • Bambi is one of the greatest summons in Kingdom Hearts due to him spreading ridiculous numbers of MP orbs—your spells are essentially free to use for the duration. Slaying high numbers of enemies with Bambi out will both increase his dropped MP orbs and results in him dropping items and synthesis materials. Summon Bambi in a sufficiently infested area and you've got a self-sustaining item farm. He's also available once per room, meaning you can see him quite often.
    • Tinker Bell also definitely merits discussion. Unlike the other Summons, Tink does not replace any allies on the battlefield and lacks a depleting MP bar, meaning that she will only leave if dismissed manually or upon Sora's death (i.e. having his HP reduced to 0). Tinker Bell will constantly heal Sora and his allies while active and will revive Sora upon death before she leaves. Combined with Second Chance and other Support Abilities, there's little you'll need to worry about as long as you're sufficiently leveled, and Tink's Regen effect largely counteracts the need to spend MP on healing, meaning Sora is free to use MP using Spells and Abilities, such as Aeroga, Graviga, Strike Raid, Ars Arcanum, etc., instead. Of course, you can't perform any Summons in fights where Sora is down at least one partner and Neverland is the third-to-last world traveled to, but she comes in handy for tough late-game battles like Maleficent's dragon form and Chernabog. It's especially useful for the Bonus Boss Kurt Zisa—Tink is the perfect counter to Zisa's deadly attacks and its ability to seal Sora's own magic.
    • The Aero spell. It creates a shield of wind around Sora that halves incoming damage and deals MP-scaled chip damage to enemies in contact with Sora. It will also stun-lock many enemies. This can trivialize many big fights, including boss fights—even Sephiroth becomes notably easier. It's telling that 1: the rest of the Kingdom Hearts series has never featured another damaging barrier like this and turns Aero into a completely different spell, and 2: one of the Bonus Bosses, the Ice Titan, specifically tries to counter Aeroga.
    • Your party members, Donald and Goofy, about halfway through the game. Early on, at times the only thing that prevents them from being a liability is the fact that they don't get permanently KO'd in battle.note  Once they start getting good stats, weapons and abilities however, they may just carry you. Goofy gets insane amounts of HP and Defense, meaning he can take hits for a long time, while Donald's massive MP means he can clear swarms of Heartless with only one spell at times. It's telling that the hardest battles of the game are ones where you don't have party members, and even in Final Mix's Proud Mode the easiest way to defeat the final boss is, once you rescue Donald and Goofy, to simply fly around and avoid attacks far away from him and spam the Triangle (or X, if playing the Xbox One version) button—which commands Donald and Goofy to attack your target immediately—while locked on to them. Their HP will drain extremely fast, and the only thing preventing them from doing the job entirely without you contributing at all is the fact that Sora must inflict the final hit.
    • It is possible to get the EXP Ring, one of the four Experience Booster items, before battling Oogie Boogie and/or Ursula by completing 100 Acre Wood in the Final Mix/1.5 version. Torn Pages are located in Agrabah, Monstro, Halloween Town, and Atlantica, while one can be obtained by saving 50 Dalmatians, which can be accomplished upon reaching Halloween Town. Combine that with a new accessory slot for Sora at Level 42 (if he picked the Sword during Dive to the Heart) and an extra MP bar from it with an appropriate accessory, Level Grinding is less frustrating throughout Neverland and Hollow Bastion in the lead-up to Maleficent and Ansem.

    Kingdom Hearts: Chain of Memories 
  • Certain Sleights can make the game very easy if you build your deck right, for example...
    • Go on, set up a boss deck full of nothing but Sonic Blade Sleights + multiple Hi-Potions or Mega-Potions. 90% of all boss battles can be won with this in under 2 minutes. Yes, all the way up to the 12th floor, at the least. And there's only 13 floors. Needless to say, this is exploited like all hell for big, easy damage!
    • The Tornado Sleight (Aero + Gravity + summon card) is absolutely unfair in both versions of the game: it creates a funnel cloud twice Sora's size that the player can control, which sucks up and immobilizes all Heartless it touches while dealing huge damage.
    • Exclusive to Re:CoM, the Lethal Frame (mistranslated as "Lethal Flame") Sleight (Stop + Attack card + Attack card) stops time and allows Sora to quickly deliver a bunch of hits. When time starts again, the enemy starts taking damage and can't act for a few moments, allowing you to set up another one. As this sleight has standardized damage and isn't dependent on the attack cards you included, it can trivialize bosses even into the late-game.
    • Freeze (Blizzard + Blizzard + Stop) followed by Thundaga is an extremely useful combination. Freeze ices the enemies so that they can't move and also makes it so you can hit all but the most powerful Heartless for pretty considerable damage, and Thundaga is a very wide area attack. It's great for taking out large groups of Heartless that are directly surrounding Sora.
    • The Fire and Blizzard Raid Sleights are easy to assemble (Fire/Blizzard + attack card + attack card) and tear through trash mobs like tissue paper — since they can't Sleight or use 0s, you'll never get card broken, and you can even hit your target up to five times with one toss if you have good placement. Fire Raid also goes right through Vexen's Goddamned Boss shield, while Blizzard Raid deals very nice damage to Axel. You could almost go through the whole game with these Sleights alone — the main snag to them is against enemies immune to both fire and ice elements, by which time you'll probably have unlocked Reflect Raid and/or Judgement, which switch out the Fire/Blizzard card for Cloud and Aero respectively, and those Sleights deal neutral damage so no risk of elemental immunity/absorption to consider!
    • Mega Flare (Mushu + Fire + Fire) is absolutely insane for taking out Mooks. It doesn't do quite as much damage as Trinity Limit, but since it doesn't rely on friend cards, it can be executed right off the bat and can hit multiple waves of enemies.
    • Actually, a Fire-only deck is a Game-Breaker in itself; a Fire-only deck can make every boss fight but Axel (who is immune to it) a joke. Even the final boss in all his forms perish before it.
    • Omnislash (3x Cloud) for Sora and MM Miracle Lv3 (3x The King) for Riku. Omnislash is a powerful summon attack that hits everywhere for several hits and can only be blocked by a 0 card, which the AI can't seem to do as often as it would like. MM Miracle Lv3 in the meanwhile is basically a Holy version of the Phoenix summon from the Final Fantasy games — it does huge amounts of damage to everything in the area, heals Riku back to full HP, and fully reloads his cards. And since The King is Riku's only summon card, it's not too hard to get plenty of them, especially if you use the Meeting Ground map cards. As for Sora, people have beaten the game by building decks containing nothing but Cloud cards. The former Sleight has apparently been nerfed in the remake though, causing players to rely on it less than before.
    • While it only becomes available late in the game, Trinity Limit has by far the best power/card ratio in the game. In the first game, it took up all your MP and wasn't that much stronger than Sora's other limits. Here, you only need Donald, Goofy, and a single attack card, of any type, and is usable at any number. It's perfect for Level Grinding on the final floor because most normal enemies don't have nearly enough card strength to interrupt you, and it hits everything on screen For Massive Damage. Combine it with Marluxia's Double Sleight enemy card and you can even do it twice in a row!
    • Try building a deck based on Zantetsuken. This may take a while but eventually, your opponent will run out of cards. Just make sure to watch out for any of their item cards that can restore unreloadable cards.
  • Just the same, using certain Enemy Cards like the ones below can seriously make certain decks incredibly powerful.
    • The Jafar card prevents your attacks from being card broken, including Sleights. Normally using sleights against bosses can be risky because the enemy can interrupt you with either a zero or their own, more powerful sleight, especially if your sleight takes more than a few seconds to complete like Sonic Blade or Trinity Limit. With Jafar active, you can use whatever sleights you want with impunity. This is especially useful with Ars Arcanum, which normally requires a combination of attack cards whose total CV is between 1 and 6, which is very breakable even for Mooks. With Jafar active, Ars Arcanum can't be interrupted even with its low CV, which turns most bosses into a breeze. It was even more broken in the GBA version, as the counter for the Jafar card would not go down from using sleights, only normal attacks. Re:Chain of Memories fixing this oversight merely lowered the card from "stupidly broken" to a more manageable level of overpoweredness.
    • The Dragon Maleficent enemy card in Reverse/Rebirth. This card increases the damage all attack cards cause, in exchange for slowing down card reloading speed, and in Sora's story this is an issue that makes it less than ideal to use compared to most other enemy cards. However, since Riku has only attack cards except for the King Mickey card and can reload all of his cards instantaneously just by pressing the card reload button as well as by using a King Mickey card or entering Dark Mode no matter how many times he does it both limitations completely disappear. It's also unavoidably the first of the permanent boss enemy cards Riku will get, therefore meaning the player can increase Riku's attack power throughout almost the entirety of Reverse/Rebirth effectively any time they want with absolutely NO drawbacks.
    • The Oogie Boogie card (Regen) quickly becomes one of the best buff cards, especially against tough bosses. Doubly so for Riku, since this is his only form of healing besides Mickey's Friend Card. It plus Vexen (Auto-Life) make an effective insurance against getting surprised with a particularly powerful attack.
    • With a properly tricked-out deck, the Powerwild enemy card becomes pretty terrifying. It reverses the values of every non-zero card in your deck (so 1s become 9s, 2s become 8s, etc). So build your deck out of 2s and 3s (and enjoy the lower CP costs that come with them), then spam Ars Arcanum with the Jafar card, and when that runs out, pop on Powerwild and start spamming Sonic Blade with those exact same cards. And unlike Jafar, Powerwilds are generic, meaning you can put as many of them in your deck as you have room for them.
    • The Pirate Enemy Card, which makes your entire deck all zeroes. This makes for a useful opening strategy with bosses where you can break as many of their cards as you can. Since it's a generic enemy card, you can have more than one in your deck and they aren't worth nearly as much CP.
    • The remake introduces enemy cards based off the Organization members who didn't appear in the original, several of which are just unfair. Luxord guarantees a card break no matter the opponent's card value, Saïx exponentially powers up normal attacks in a combo, Xigbar powers up projectile attacks (which encompasses Aqua Splash, Firaga Burst, and Ragnarok, among others), Demyx powers up ice attacks, and Roxas doubles all attack card damage. And if they don't sound bad enough already, they also give Sora and Riku resistance to all forms of elemental attack. The one snag is acquiring them — the Japanese release needs a completed save file for Kingdom Hearts II: Final Mix+ on the disc, and the English release needs you to complete the game. But the HD 1.5 ReMIX version? Just sit through all of the 358/2 Days cutscenes and then read through all of the content unlocked in "Extras", and you can find these cards on your first playthrough.
      • Xemnas in particular stands out with Quick Barrier, which lasts throughout most if not all of your typical battle and cuts most damage received in half as its secondary effect. Its primary effect is to prevent Sora from taking damage more than once from a given card, and since most bosses use attacks that hit multiple times, this effectively neuters their offense. Like Sonic Blade, it can be obtained about halfway through the game.
  • Simply using 0s to Card Break your opponent's deck. Every card you break with 0 can't be reshuffled by the boss, while you can recharge your deck indefinitely. After awhile, the boss will simply begin to run out of cards to make combos with, making them easy prey. The only caveat is that if the boss has an item card that restores cards that otherwise can't be reshuffled as most that use sleights do, this strategy can take a long time to work, dragging out the fight.
  • Dark Mode is Riku's Game Breaker of choice. It powers him up considerably, while giving him access to three new moves: Dark Break (attacks from above), Dark Firaga (a powerful blast of energy that, despite its name, is actually dark element, not fire element) and Dark Aura, which is essentially the same attack he does when you fight him as a boss in the original Kingdom Hearts. All are achieved by stacking three Soul Eater cards in a sleight, the attack done corresponding to the total value of the three cards. The whole strategy for Riku basically involves getting him into Dark Mode as fast as possible.
    • Little known fact: the second hit from Riku's Dark Mode combo will actually stun enemies, at least in Re:Chain of Memories. Do a two hit combo to stun the enemy and use the time to heal without the enemy breaking your card in order to make lots of difficult enemies easier. Such enemies include Lexaeus (not buffed) and Riku Replica (both fights).
    • The Duel system in Re:Chain of Memories lets Riku get off powerful attacks without the chance of being interrupted by card breaks. Barrage in particular will always hit and always do 1 bar of damage. Furthermore there's no penalty for playing a card lower than your opponent in a duel and reloading Riku's deck is almost instantaneous unlike how Sora's will take longer after the first couple of times he does it. This means that button mashing through your cards as quickly as possible with reckless abandon is a legitimate and recommended strategy. It's possible to beat Ansem easily without Dark Mode because of this.

    Kingdom Hearts II 
  • The Peak in the Pride Lands is home to numerous and rapidly respawning Heartless; with some experience boosters, Lv99 is a few hours away at most. Final Mix removed this, but it's still possible to run back and forth in the Mysterious Tower to the same effect. The latter might be even better, since it only spawns Nobodies, which provide experience to Final Form. Be sure to use a save spot to return to the world map before your form runs out and you can restart any form you desire at full-gauge to continue power leveling.
  • Reflega deals multi-hit Non-Elemental Area of Effect damage proportional to the strength of the attack it blocked. Use it on a Mook for a counter that does decent damage. Use it on most anything stronger for a likely One-Hit Kill. This can lead to comical results against Data Larxene, who fights using clones who all share a single HP bar. Say you Reflected an attack where multiple clones rushed you simultaneously...
  • The infamous "infinite combo" trick. Equip the ability Berserk Charge, which allows Sora to perform an infinite combo during MP recharge. Use Trinity Limit, a powerful attack that consumes all of Sora's MP, then follow it up with an infinite combo. Once your MP recharges, use Trinity Limit again and repeat the process until the enemy is dead. If you're fast enough, you can trap them in an infinite combo that they can't break out of. It's not as effective on bosses, as some have a "revenge value" mechanic that lets them break out of a combo if you hit them too many times (Sephiroth's teleportation power is one example), but even they can fall victim to this if you're fast enough and can lock back on to them immediately, or find a way to counter their revenge attack and keep them stuck in an AI loop.
  • Magnet/Magnera/Magnega. Every non-giant enemy at least gets drawn into it (Sephiroth included), and non-bosses are incapacitated by it 100% of the time (with only one or two exceptions, and then only in Final Mix). For added breakage, use it with Final Form.
  • Critical Mode: You may think picking the hardest difficulty, where your stats are greatly nerfed, would make the game harder, but that's only true of the beginning stages of the game (when enemies can basically 2-shot you). Once you get a little stronger, you realize just how much that giant AP boost you're given in Critical Mode matter.
  • Limit Form. It doesn't require a partner to use, so you can use it in any situation, even in solo fights or in the final boss fight when your only party member is Riku. It gives you extremely powerful basic combos, still lets you use Guard (unlike every other Form), and grants Dodge Roll, making it arguably the best defensive form. Your limits heal you when they hit the enemy, you can't be harmed most of the time when using them, and some (especially Sonic Blade) cost little MP to use, letting you sometimes spam it up to 4 times before MP needs to recharge. And if you do get hit while/after using a limit, with enough MP Rages you can recover just enough MP to use another limit and recover the HP you lost. With Second Chance and Once More equipped, the only hit point that counts is the last one, so using your HP-restoring limits can make you practically invincible.
  • For Gummi Ship missions, most players agree that the best design is the "donut ship;" a square ring as tall and wide as you can make it. The reason for this is that enemies always aim for your ship's center, so if the center is hollow, their shots will almost always go straight through it, which can really save you in boss fights, especially against Hunter X's Bullet Hell.
  • Remember Bambi? Stitch is a stronger variant of him. He regularly refills your MP just by being summoned and can stunlock enemies for a surprisingly long period of time at will, usually doing so whenever you're in a pinch or when he's not refilling your MP. Even better, his stunlock also has everything drop a disproportionate amount of whichever orb you need the most (or score orbs, if you're in a tournament), meaning you're practically invincible as long as he's out.
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    Kingdom Hearts: 358/2 Days 
  • Kingdom Hearts: 358/2 Days's Mission Mode is completely broken once you're able to get Saix to a high level. His high strength and max crit chance destroys almost everything. His only downside is his low defence, but that shouldn't be a problem for someone who's beaten the game.
  • One for the story mode is the Ominous Gear, a gear that can be found in a chest in an extremely early mission, you just don't have the skills to obtain it at that point. It's MEANT to be gotten much later in the game, on day 158. However, by abusing a specific gear (The Lift Gear) and the Air Slide, it can be obtained on day 72 (74 if you've done all the side missions up to that point). Just for reference, the Ominous Gear is the Upgraded form of the Wild Gear, effectively the best Melee Based gear for the early game. You can then proceed to destroy almost anything for most of the game, until you get the local Infinity -1 Sword.

    Kingdom Hearts: Birth by Sleep 
  • Command Board:
    • The Command Board alone has boatloads of Game-Breakers! This mini-game is essentially the Kingdom Hearts version of Fortune Street, available at any save point or at any time on the world map, where the "properties" on the board represent the player's deck commands. At the end of this game, any commands that the player placed on a panel gain experience based on how much investment was put into their panel, and any commands that were found in Bonus Panels, purchased from an opponent, or stolen with Joker Cards are the player's to keep. Getting good at this mini-game allows the player to learn all sorts of new commands by taking them from their opponents, level up large numbers of commands very quickly, and acquire exclusive commands only available by taking them from the Board. The best part is if you know what commands to fuse and have the patience to keep playing the board, you can get a lot of high-level commands very early in the game.
      • The Command Board in turn is broken by the Stun command. It only needs one Attack Card to use, and stuns an opponent of your choice for one turn, preventing them from doing anything. The problem is that there's nothing to stop you from continuously stunning one player over and over. Stack your deck with Attack Cards and you can immobilize opponents for turns upon turns in a row while you continue to move about the board freely. Also factor in that playing in the Mirage Arena allows you to set the number of opponents to one, and actual playing of the board becomes a formality — even if you can't keep your opponent stunned forever, they'll fall so far behind they can't hope to catch up.
      • This becomes even more of a Game Breaker if you go to the Mirage Arena to play, which you can do as soon as you finish your first world. Playing at the Command Board at the Mirage Arena not only nets you all the above advantages, but you'll win hundreds of medals to trade for prizes, including synthesis materials to make fusing commands even better. One such synthesis material is the Abounding Crystal, which attaches abilities like Lucky Lucky and Exp Walker to your commands.
    • Of the Command Boards, the Never Land board is easily the best. This is because of its Special Panel effect, "Pixie Dust", which allows you to place your opponent on any tile you want to, including ones you've bought, which will still steal some of the opponent's GP when placed on. While the AI isn't smart enough to make decent use of this, you can easily just buy a high GP panel like the ones on the island next to the starting panel, then land on every Special Panel you can and drop your opponent onto that high value panel over and over again to steal any of the GP they get, making winning extremely trivial. It helps that the Never Land map is one of the largest and is mostly just one huge continuous loop with a shortcut through the middle, so moving them around like this can set them back several turns.
    • Then there's the Secret Command Board, where its special tile lets you move your character anywhere on the board instantly. The path to the goal is a loop with two large colored zones on either side, so you can exploit the special tile's powers to easily rack up a zone sweep in this area, an area your opponent will have no choice but to try and pass if they want to get to the goal and out. Furthermore, the board's central crossroad has two loops around it and three special tiles among them, so you can go around the loops to manipulate your movements and land on the special tiles more often.
  • Commands:
    • Among the game's hundreds of commands, four are generally considered to stand far above the rest:
      • Mega Flare is an absolute nuke that hits the entire map for massive damage, and lasts for several seconds, meaning it's possible to slay multiple waves of spawning enemies with one spell. While useless in boss fights due to its immense recharge time, there's no better command for rapidly gaining experience or leveling up other commands.
      • Thunder Surge might be the second biggest Game-Breaker in the franchise's history, only bested by the Balloon spells in Kingdom Hearts 3D: Dream Drop Distance.. This command deals multiple hits of high Thunder-element damage, which no bosses resist, and makes the user invincible for the duration, protecting the user from the powerful attacks most bonus bosses have. All three characters can use it to access the Thunderbolt and Rhythm Mixer Command Styles, the latter of which can be activated by dealing Thunder-based damage and has an extraordinarily powerful finisher. In fact, Thunder Surge is often seen as a better alternative to Terra's Slide dodge ability.
      • Mine Square lays a set of explosive traps that enemies do not know how to avoid. Running into just one will kill most common enemies, and running into the full circle of eight will deal immense damage to bosses. No Heart and Monstro in particular are extremely vulnerable to blowing themselves up with Mine Squares. As if that wasn't enough, like Thunder Surge, it also leads into Rhythm Mixer. You can also combine this with Magnega for hilarious effect: place Mine Square, drag enemies over with Magnega on a nearby enemy. Enemies hit the beam from each mine, the mine explodes, and so many enemies are dragged over.
      • Curaga is the healing spell, and the Leaf Bracer ability ensures you're invincible while casting it. Just don't use it against Vanitas Remnant.
    • While most of the game's high-tier commands are Awesome, yet Impractical, a few escape this fate:
      • Terra's Meteor command is a wide area of effect attack that hits for massive damage and makes Terra invincible during casting.
      • Ventus and Aqua have Time Splicer, which freezes all enemies in the area and allows the user to warp between enemies while attacking them.
      • Ventus has Salvation and Faith, both of which are basically his version of MM Miracle Lv3 from Chain of Memories — a massively powerful Holy attack that hits everywhere. Of the two, Faith is superior: it heals you fully, comes out immediately, and heals you at the beginning of the attack, rather than leaving you a sitting duck. The only drawback is that it is perhaps the hardest command to synthesize in the game — getting more than one is damn near impossible.
      • Triple Firaga is no slouch either. It's very easy to make (Firaga + Fira), it can be made as soon as you get access to the command board, has a fast recharge time, does tremendous damage with the fire boost ability, takes up only one slot in the command deck, is homing and can stun some bosses. With the correct deck layout and timing you can even kill the final form of the Iron Imprisoner before it gets a chance to do anything. The only thing keeping this from being completely broken is it's exclusive to Aqua.
      • Magnega makes groups of enemies pushovers. It conveniently gathers all enemies in a circle overhead, does continuous damage, and few enemies are immune. The grouping of enemies makes it possible to obliterate the entire flock with a group attack like Thundaga, Fission Firaga, finishers, so on and so forth. And when the next wave spawns, guess what? The Magnega field is still there to pull them in and set up for another blast. It reaches even greater breaking levels in HD 2.5 ReMIX, since unlike the PSP version, it doesn't disappear when you enter a Command Style.
      • Zero Graviga is fairly easy to synthesize by playing the first Command Board, where the Zero Gravity spell that's the only component required to make it is available as the Bonus Panel in the top-left. Hitting a wide area for good damage and rendering the enemies hit by it helpless for several seconds, it fares very well as an early substitute for Mega Flare.
      • Raging Storm at first seems to be a rather average command, dealing only several hits of low damage every few seconds... unless you repeatedly move forward with the analog stick. Suddenly, you're dealing absolute fucktons of damage in just a few seconds enough to kill even the hardest boss fights. And for larger bosses, moving side to side deals even more damage due to their larger hitbox. Oh, and you can't die while this command is active too.
    • Sliding Dash, not because of it having insane attack power or anything (it's actually one of the weakest commands in the game), but because of how it allows for Sequence Breaking. A lot of areas in the early worlds are meant to be inaccessible until you get some advanced movement ability like Glide or Doubleflight, but with a couple Sliding Dash commands you can circumvent that need, letting you access a lot of endgame commands much earlier than the game expects you to.
    • Sonic Blade works just about the same as most Shotlock commands, but doesn't take as long to recharge. It's entirely possible to go back and forth between spamming Shotlock commands, then using Sonic Blade if you're waiting for the Focus Gauge to fill up, plus a high-level healing command for when your HP gets low.
    • For a Game-Breaker combined with Disc-One Nuke, level up several Fire commands and fuse them together to get Firaga, then fuse several Aero commands into Aerora. Fuse Aerora and Firaga to get Fission Firaga. Repeat the process with the Fires to get a second Firaga (or if you have the cash, just buy one from a Moogle), and fuse that with Slow to get Crawling Fire. Now fuse Crawling Fire with Fission Firaga. Congratulations, you just got Mega Flare, one of the best abilities in the game, before you even got to Radiant Garden.
  • The Mirage Arena was nerfed for Final Mix by making the shop items tied to arena level and progress through the game, but that just means Abounding Crystals need to wait until you can go to Radiant Garden, which won't take that long. And on the other hand, the 2.5 version of the game removed the 999 Cap on many medals you can win from an event at a time, making the Mirage Arena even more profitable, and giving you incentive to drag games out so you can accumulate more coins before you win and thus get more medals.
  • Firewheel. With it equipped to Aqua, you can quite literally cartwheel your enemies to death while taking next to no damage yourself. Some of the more difficult Mirage Arena challenges can be beaten this way. And you can get it before ever leaving your first world!note  On the other hand, Firewheel lacks the invincibility frames granted by Cartwheel, making it a very bad ability against some bosses (such as Vanitas Remnant).
  • Rhythm Mixer is absurdly powerful and easily the best Command Style in the game. Its normal combos do massive damage, its finisher can single-handedly knock several HP bars off of bosses, and it's activated by using Thunder and Mine commands, which tend to be some of the best commands in the game both for groups and enemies and bosses.
  • One of the biggest Game Breakers in Birth by Sleep is...ice cream. Yes, really. By farming enough ingredients off of Metal Slime enemies, you can make ice cream in Disney Town that instantly puts you into a Command Style when used. Using a second ice cream instantly fills the Command Style gauge for that Style's finisher. With how strong some of these finishers are (especially Spellweaver and Rhythm Mixer), making enough ice cream can trivialize a lot of boss fights.
  • Shotlock commands are perhaps the more simpler of Game Breakers in Birth By Sleep. Not only can do they do an utterly ridiculous amount of damage, they make you completely invincible for the duration of the move. With the Damage Syphon and Focus Block/Barrier abilities equipped, you can max out your Focus Gauge in no time at all against the tougher bosses and bombard them with Shotlocks almost constantly.
  • Ventus' D-Link for Aqua and especially Terra, particularly in the early game. Find the level 1 upgrade and you get Haste, which lets you attack with lightning speed, therefore making many bosses utterly trivial.
  • Aqua's D-Link is a literal lifesaver if you're doing an EXP Zero run, thanks to her Auto-Life ability and her good selection of early spells, including Cure (which you probably won't have for yourself for a little while)!
  • Zack's D-Link, for two reasons, both of which go hand-in-hand: Berserk, one of the D-Link's passive abilities, increases the strength of Critical Hits, and the finisher, Hero's Pride, is hands down the best finisher in the entire game. Not only is it very powerful, easily taking multiple bars of health off pretty much any boss other than Unknown, but extremely difficult for enemies to avoid. Also, using Reprisals when D-Linked with Zack fills the Command Gauge much faster than normal, making it rather easy to spam.
  • EXP Zero runs are this in a Difficult, but Awesome way in HD 2.5 ReMIX. In order to keep the game from being Unwinnable by Design with it on, EXP Zero has some hidden properties. Namely, it "scales" your attack damage according to each world's Battle Level. This normally doesn't have much of an impact, but attacks that hit multiple times have the damage scaling applied to each individual hit rather than the whole attack. This means attacks like Aqua's Spellweaver and the Peter Pan D-Link's Swordbill can shave off multiple health bars in a matter of seconds. If you're good enough to manage being a Glass Cannon, EXP Zero Critical Mode is actually the fastest way to beat the game, even more so than Beginner mode.

    Kingdom Hearts Re:coded 
  • The Triple Pursuit, Exo Spark, and Chain Rave commands. Triple Pursuit shoots out three homing ice crystals that pass through walls, and an enemy multiple times with the chance of freezing them, leaving them open to attack. Exo Spark surrounds you in a electrical field hitting multiple times. Chain Rave deflects incoming attacks, hits like a ton of rocks, and pushes you forward, allowing you to hit mid-range targets. All three are useful in filling the Overclock guage, and the only drawbacks for the former two are elemental resistances.
  • Judgment Triad, if by Game Breaking you mean "the Bonus Boss battle becomes dodge and shoot this thing". It has extreme homing that can potentially hit several Heartless at once, and damage so massive, it can one-shot several early-game bosses. You can only have 3 of these in your deck, but it was so good you barely need anything else.
  • Even stronger than all of the above is the Targeting Scope ability, which is the last clock ability on the Zero/One keyblade. It makes physical attacks automatically strike enemies at range. Add to the fact that earlier in the tree is an ability that makes every strike critical, and that Eliminator you've been running from is only so much road kill.

    Kingdom Hearts 3D: Dream Drop Distance 
  • Balloon-type Magic in general. While their specific usages vary, they all involve giant, colorful balloons that explode on contact and deal obscenely high Non-Elemental Magic Damage and oftentimes stagger/stun the opposition. Balloon is a very easy high-damage shield spam move that enemies are too stupid to avoid, and both Balloonra and Balloonga sacrifice area of effect coverage for homing shenanigans and concentrated fire. Balloon Magic is broken enough that you can pretty much set your entire deck to Balloon-type Commands and a Curaga or two, get all Magic Haste and Magic Boost Abilities on Ability Link, equip a Magic-boosting Keyblade, and you're set for life.
  • As far as dream eaters go, the Kyroo series dream eaters are not only some of the best in the game, they may even be some of the best party members in the series. What they all have in common is a good mix of offense and defense. They may seem like they have short range, but their wings give them homing attacks and they can cast magic quite well too. They also all have Decussation as a Link Attack with Sora, letting him do massive damage by basically doing as many hits as you can mash the attack button-and since it's multi hit, you don't have to worry about a damage limit! On top of that, they can block attacks, which is rare for a Dream Eater, but more importantly they can *teleport in front of you* to block attacks, and each has a disposition that focuses on this ability!
    • Sir Kyroo can be gotten really early in the game, and his aqua element gives Riku access to Blade Charge and Rising Wing, really good command styles for moving around and attacking. In addition to the above traits, his paladin disposition lets him cast powerful support magic like Shell and Protect- magic the player doesn't even have access to! This makes him really useful on fights where dream eaters basically can't attack like Riku side Wargoyle because he will just focus on support spells while other dream eaters just stand around dumbfounded.
    • Chef Kyroo is more offensive, so instead of support magic he gets powerful fire magic, which homes in on enemies, so he'll never miss. Not only does his Fire style let Riku access Bladecharge and Rising Wing like Sir did, it also lets him access Ghost Drive, one of the best styles in the game. He can also still defend just as well, and gives you access to Air Combo Boost, which is really useful for staying in the air.
    • Finally, Lord Kyroo. He's an endgame Dream Eater, but he's unique in that unlike other Dream Eaters, you have to unlock him by beating him as a Bonus Boss. It's definitely worth it, however, as he combines the best of Sir and Chef. His Thunder element gives Riku access to Bladecharge and Ghost Drive, he can cast offensive AND defensive/support magic, still has a blocking disposition, some of the highest stats in the game and finally gives access to Combo Master, which is very useful for many reasons. The best part is his boss fight isn't even that hard- it's just a "Get Back Here!" Boss.

    Kingdom Hearts Union χ [Cross] 
  • Drew a medal featuring Kairi? Check its special attack out, because you may have just found yourself a Game Breaker.
    • Illustrated Kairi was the first, boosting strength by 3 tiers for a turn and healing HP. At the time of the medal's introduction, this was a massive power boost, but Power Creep means that the medal is now outclassed and loses its Game Breaker status, though it's still a solid choice if better boosts aren't available. It's especially useful during events like the Phil Cup, which have prohibitions on Medals based on Guilt Tier, making it so that the even more powerful medals below are unusable.
    • Illustrated KHII Kairi, also known as Tieri. For starters, she's a Fixed Damage Attack, so enemies with high defense and especially Metal Slimes go down much easier. She also raises all attribute strengths by 1 tier, and decreases enemies' attribute defenses by 1 tier, and heals HP. And most importantly, not only does this attack cost nothing to use, it actually restores ten full Special gauges, allowing you to spam powerful high-cost special attacks with impunity.
    • KH 0.2 Kairi, with a staggering 6-tier strength boost, on top of a 1-tier attribute strength boost and a 1-tier defense and attribute defense decrease for all enemies, and healing HP to boot. The Heartless will no longer stand a chance against your absurdly buffed-up attacks, and if combined with Tieri to constantly restore the special attack gauge, well! Both KH 0.2 Kairi and Tieri were introduced in the global version of the game with special deals that guaranteed the respective medal would be drawn within 5 pulls, which made these Game Breakers much easier to get than any other shop medal.
    • Illustrated KH Kairi EX puts even KH 0.2 Kairi to shame. 7 tiers of strength boost, 6 tiers of attribute strength boost, 2 tiers of upright strength boost (which very few other medals can give), 3 tiers of defense reduction, 4 tiers of attribute defense reduction, adds up to attacks 22 tiers stronger than normal, along with restoring 5 Special gauges, increasing the counters for when enemies get a free attack by 1 and healing HP, for no cost except the piles of Jewels it takes to actually draw her (unlike the last two Kairi medals, there's no number of pulls that guarantees snagging this one although at the very least it was a Falling Price Deal, meaning that each consecutive draw costed fewer Jewels reaching only 1900 after 5 draws). Of course, you can still benefit on everything except Proud mode, the Coliseum and Union Cross multiplayer from somebody's shared medal of this, and many have. Even better, out of all the EX medals, the Kairi EX deal has been brought back the most, giving many more chances to get her and even getting a guaranteed one in 5 pulls eventually.
      • For previously unimaginable amounts of breakage, place this after the HD Xion medal (was available a little ways back as a guaranteed-within-five-draws) or medals with the same effect like HD Namine, HD Antiform Sora and HD Vanitas, even better if you have Extra Attack +40% on the copying medal, Kairi EX or both. Since imitating the attack also imitates all of the boosts, by the time you get to the final use, you could be dealing upwards of 800,000 damage, assuming the enemy hasn't already fallen. And, yes, this too works with a shared Kairi EX and is godly against raid bosses and other powerful event bosses, since shared medals can be used for those. An added bonus of this is that regardless of what attack they copy, these medals are considered to be single target. This means you can use them to get the absurd effects of Kairi EX at least once in Proud mode quests with the limitation of "only special attacks allowed for single target medals", which would normally prevent you from using Kairi EX. Even if you don't have many good single target medals the Kairi EX buffs will still make your normal attacks strong enough to clear most common enemies even on Proud mode. HD Xion and HD Vanitas have the added benefit of letting you overcome the "only special attacks allowed for reverse medals" restriction as well.
    • KHII Kairi EX+ is a whole new level. It maxes out your general, Upright, and elemental attack buffs, maxes out the debuffs on the same defenses on all of your opponents, and debuffs their elemental attack by two tiers as well. BUT WAIT, THERE'S MORE! It adds 80% to the special attack bonuses of any subsequent medals, and adds 1 to any enemy counters, and heals your HP, and cures any status ailments, AND refills ten Special gauges! ON TOP OF ALL THAT, every pull of the deal comes with a guaranteed Trait medal for it. This makes maxing out its Special Attack Bonus and getting it good Traits MUCH easier than any of the previous Kairi’s. Remember the Extra Attack +40% Trait mentioned above? Have fun stacking those on the medal with minimal effort.
  • Illustrated Xion EX is identical to Kairi EX, but it gives a reverse strength boost instead of upright. This is only slightly less game-breaking than Kairi EX due to the general prevalence of upright medals over reverse, but if you have strong reverse medals, Xion EX will carry you.
  • Extra Attack 40% Power is a medal trait that lets you use the attached medal twice, but the second use only does 40% of the normal damage. But using a buff medal twice will give you the full power of the buff both times. If you're lucky enough to roll it on one of the aforementioned Kairi medals, or the Xion one, you can easily buff yourself to godlike levels.
  • The pet system introduced in the Version 2.3.1 update is this in a couple of ways. It gives each player a spirit or "pet" that accompanies them on their journey (similar to the Dream Eaters idea in Dream Drop Distance) that adds an extra medal slot to all keyblades you have with a multiplier of at least 2.40, regardless of whether the medal is Magic, Speed or Power. Not only is this enough to likely get you over the hump on many objectives, it is also extremely helpful on the Proud mode quests which require you to equip a specific keyblade, one which may not be ideal for the use of your most powerful medal. One extra medal slot may not seem like much, but in this case it can make all the difference. As the icing on the cake, your pet can also learn special unique tricks such as "Steal" (which doubles materials and medals dropped by Heartless), "Esuna I" (which removes all status ailments on you once per battle), "Blast" (which finishes off severely weakened foes with 10,000-30,000 fixed damage depending on level), "HP Recovery" which, contrary to its name, revives you with 1 HP one time should you fall in battle, acting as a free Second Chance (which stacks with Second Chance so you can potentially survive two lethal attacks) and "P/S/M Attack Boost I" (which raises each attribute strength by 1 tier once per turn whenever a special attack applies that type of buff and, even better, this boost can go over the 7 tier limit for each buff)!
  • Fantasia Mickey B medals are incredibly powerful as well. Using one on a medal adds a dot to the medal's special attack bonus as if it were a second copy of the medal. This makes unlocking a medal's full special attack bonus much easier since you don't have to rely on pulling multiple copies of the same medal. Using three of them on a super rare medal like an EX medal that already has three dots (and later on five dots) will instantly give you an attack medal so powerful you can clear pretty much all of story mode with it alone and saves you the thousands of Jewels it would take to get such a rare medal more than once. The only downsides are that using Fantasia Mickey B does not give medals a trait and that they are pretty rare in the global version of the game (although they are slowly becoming easier to obtain as time goes on) but that hardly matters in comparison to their benefits.
  • Attack Boost Max & SP GA skills are pretty much the best skills in the game. In addition to providing a guaranteed attack boost to a medal, they make a medal's special attack use a low number of gauges (as low as 0 gauges). On most medals this is merely a nice cost-saving measure but on medals that have incredibly high special attack multipliers but are supposed to be balanced by high gauge costs like Hercules B (a tier 7 medal with a multiplier of 6.10, and 6.60 at max special attack bonus) the effect is absurd since it destroys the balancing factor of these medals. Granted you still need to have more special gauges than the medal's initial cost to use the special attack (i.e. at least 7 gauges to use the aforementioned Hercule B even if the skill would only make it cost 0-2 gauges) but when you can use the most powerful attack medals in the game as long as you're just a little prudent with your gauges that isn't a very big deal. Even better, some of these high cost medals also restore a few gauges after use so you actually gain special gauges when using them.
  • The new Stained Glass [EX+] Series is a new contender. One of six medalsnote , guaranteed within 5 pulls, has the following effect: raises generic strength, one attribute strength, and upright or reverse strength by seven, which makes it the first set to raise upright strength fully, as well as lowering enemies generic defense by 4 and attribute defense by 7, which adds up to a total of 32 tiers of advantage. They also raise the special attack bonus damage of all following medals by 40%, although that boost does not stack with multiple uses with things like multiple Stained Glass medals, the Extra Attack: 40% Power trait, copy medals like HD Xion or the HD Terra, Ventus and Aqua [EX] medals with the same effect. The deal also guarantees a trait medal for the medal from the banner with each pull and, oh, allows one free pull, which means you're guaranteed a mercy pull in four tries. Does anyone have some orange juice? I need to sit down.
  • Defense Boost Max skills (especially Defense Boost Max V) become broken in PVP mode. Being able to reduce the damage of every single hit by 90 percent of its original damage basically defines the PVP metagame. No matter how much damage you can do, you'll never win if all of your damage is severely reduced while your opponent is hitting you full-force. Furthermore, Defense Boost VI (reduces damage by 11/12) has its activation trigger checked BEFORE the Max V skill. This means that the Defense Boost Max V's guaranteed reduction is only a backup for attacks that can slip through the chance of a higher damage cut.
  • In PVP Mode, the metagame can be defined as "those who can have Armor Piercing Attacks which ignore Defense Boost skills" and "those who don't" because of just how effective they are.
    • KH3 Monster Sora is the most powerful of the Medals with armor-piercing, and can also have a Supernova once fully evolved. And while each hit only has a fifteen percent chance whether it pierces through or not, just one or two hits (out of a possible nine) is enough to take a round in PVP all by itself because of its high attack power. On top of that, Medals that mimic other Medals (like Vanitas or Namine) can also mimic the armor-piercing quality of the special attack.
    • Anti-Aqua is weaker than Monster Sora, but it's just as effective for different reasons. While it does less damage and has less of a chance to break through defense, it can use its Supernova attack twice, something no other Medal in the game is capable of. Also, using Anti-Aqua's special attack adds a barrier that reflects Magic damage back at the other player, causing them to take as much damage as they dish out. This effectively nullifies any Magic medals equipped on a Keyblade. While the barrier only lasts one round, a well-timed application can effectively get a free win for a round.
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    Kingdom Hearts III 
  • The Hero's Origin keyblade has the Counter Shield formchange which, by itself, is nothing too special. However, it has a unique ability that lets you guard incoming attacks, then return the damage in the form of Wrathful Fist, which is a single fist punching out as a counter attack, or Wrathful Flurry, which is like Wrathful Fist on steroids. Wrathful Flurry requires you to block a few attacks in order to trigger, but if you can pull it off, it can deal insane damage. Mix this with the Reprisal Boost ability, and you have a single attack that can easily knock away 3-4 bars of a large enemy's health bar in a matter of seconds.
  • The Shooting Star's Double Arrowguns and Magic Launcher forms are this crossed with Anti-Frustration Feature, as their long-range homing projectiles can easily track even the most quick or mobile of enemies. If anything, the forms are best suited against enemies that like to put a lot of distance between themselves and Sora, as the weapons have extremely long range and the added distance just gives the projectiles more time to lock on.
  • The Mirage Staff, the weapon form of Ever After. Dodging in this form can create up to four clones of Sora, and using regular attacks with these clones out will unleash a barrage of magic orbs at the enemies, which has a variety of useful properties, like the fact that it utterly trivializes the Flan challenge in Arendelle. Against big targets, this can shred their HP easily. Even without the dodge-clones, regular attacks can be used while moving, they launch away from Sora, and they have such a large area-of-effect that they're hard to avoid. When that's done, the "Finish" command creates a huge tower which unleashes a laser storm on anything around it, all while leaving Sora immune to damage. On top of that, its only cost is landing a few basic attacks at the start of a battle. While Ever After's stats can be outdone by later Keyblades, Mirage Staff's abilities are so good that it can stay put in any Keyblade set-up for a long time.
    • On top of all that, the Ever After also comes stock with the Leaf Bracer ability. Not particularly remarkable except that a) it is obtained far earlier than you usually learn Leaf Bracer and b) it allows you to have Leaf Bracer despite playing a Lv 1 run.
  • Magic in general is absurdly powerful in III if you spec for it. Many enemies have a elemental weakness to be exploited, and the addition of Status Effects means that you can knock mooks around like no tomorrow. Magic also has dedicated damage multiplier Abilities compared to conventional combat, which oftentimes means that Magic will on average deal better DPS than just hitting stuff. In particular:
    • The Thunder series, full stop. The entire series hits one target and everything around it instantly with an Area of Effect; higher tiered Magic and a sufficient Magic stat will allow you to lay waste to entire mobs of enemies in a single cast. Thunder Magic also inflicts the Jolt status as in 358/2 Days, which causes enemies to stagger and take additional damage if they touch another enemy. Against bosses, the instant hit property of Thunder staggers the boss immediately if they aren't currently stunlocked in a combo, giving you a free opportunity to beat the daylights out of them before Revenge Value kicks in.
    • The Fire series is Boring, but Practical on a vast selection of targets, having lower MP cost than most spells and having strong homing and damage. It's also one of the easier spells to combo cast, which synergizes well with the Magic Galvanizer and Magic Combo Thrift abilities.
    • The item that brings this all together is the Mickey Clasp, the Accessory rewarded for finding all 90 Lucky Emblems. The Mickey Clasp grants the ability Endless Magic, which is like MP Berserk except for Magic: as long as the Accessory is equipped, you can infinitely continue Magic combos without casting the finisher. The broken part about this ability is that it stacks with Magic Galvanizer and Magic Combo Thrift, the latter of which will eventually reduce your MP consumption per cast to 1 if you maintain the combo for long enough. Pick the cheapest Tier 1 Magic you can find, slap on Magic Galvanizer, Magic Combo Thrift, and the Mickey Clasp, and spam Magic to your heart's desire until you've turned everything to ashes.
    • The advent of Re:Mind and its difficult new bosses has led to the discovery of another Game-Breaker: Proximity Magic. Basically, the properties of offensive magic are changed during certain Formchanges; Proximity style basically turns any type into KHII's Fire. Mashing the command allows you to stagger humanoid bosses for an absurd amount of time before they retaliate, much more than you would with other attacks, and you can easily use Ethers to restore MP and keep the cycle going. Spamming the magic eventually allows you to use its -za form, which deals even more damage and doesn't add to Revenge Value at all. It's often used during restricted runs simply due to its safety and absurd damage potential.
  • While the Ultima Weapon may be the Infinity +1 Sword as always, it's easily the most powerful incarnation of the weapon yet. Not only are its stats unparalleled, enabling it to deal a ridiculous amount of damage with regular attacks and magic, its Shotlock, Infinity Circle, is an absurdly strong area-clearing nuke, and — most importantly — it has a unique Formchange, the aptly-named Ultimate Form, that is essentially Final Form from II taken Up to Eleven with none of its predecessor's weaknesses. Ultimate Form gives nearly every single part of the basic attack combo massive range, area of effect, and active invincibility frames, to the point where the Bonus Boss will lose over half of its total HP in the span of one or two combo strings, even on Proud Mode. If that wasn't enough, the weapon itself has the Situation Boost ability that makes the Situation Command gauge fill faster, making it easier than normal to reach said form! The sword isn't a Bragging Rights Reward in III either, because it can be created before facing the Final Boss or the aforementioned Bonus Boss. All of this adds up to a weapon that makes the last part of the game a breeze.
  • Airstepping is patently broken. Essentially, by targeting an enemy with a shotlock, you can instead opt to Flowmotion dodge over to them for free, and the game also lets you get a free attack in as well before resuming combat. While this doesn't sound too bad on paper, you can airstep hundreds of meters away at any given moment- this is best demonstrated in San Fransokyo, where you can airstep across the entire city in one go, and warp up skyscrapers almost instantly. This means that if you have direct line-of-sight with an enemy, you can warp instantly to their location and continue the attack. This makes some of the more mobile enemies much easier to fight, and makes a certain "Get Back Here!" Boss late in the game much easier.
  • The healing special weapon for Gummi ships. Once every twenty seconds, you can restore up to half of your Gummi ship's maximum health, which is a great defensive option. It makes getting through Gummi bosses all but a guarantee. Even if it might take longer due to the lack of offensive special weapons, healing in a Gummi ship is the mode's best example of Boring, but Practical.
  • Cuisine can be ridiculously powerful if used correctly. Not only do you get stat bonuses from it, consuming five types of Cuisine simultaneously triggers a "Full Course Bonus", which grants Sora a special Ability while the Cuisine buff is active, some of which are especially strong and/or unique to the mechanic. These include every single type of 4th Tier Grand Magicnote , an Experience Booster, even more Cuisine stat bonuses, the ability to extend Situation Command timers every time you spawn a new Situation Command, increasing item drops by 50%, or turning all drops into Munny! The best part is that not only does the game have an auto-pick feature called "Chef's Choice" that allows you to preview a Full Course Bonus before you eat, but since the Full Course Bonus is randomized, you can just refresh the Chef's Choice until the game spawns the Bonus Ability that you want.
  • Links are the most broken combat option in the game for multiple reasons.
    • Links instantly heal you to max HP on use, essentially functioning as a better Curaga that doubles as an attack. Given that Links eat your MP bar the same way Cure spells do, Linking typically has better applications as "Get Out of Jail Free" card than most of Sora's kit. Critical addressed this somewhat by making Links only heal half HP compared to other difficulties.
    • You also can't die. While you can still take damage, Sora can't be killed while a Link is out, allowing you to facetank almost any boss attack you want.
    • Most Links also absolutely demolish mob fights due to their insane Area of Effect damage combined with Sora's aforementioned death immunity. Ralph in particular is infamously Difficult, but Awesome due to the awkwardness of his attacks but possesses the ability to stunlock and insta-gib bosses.

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