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While the Persona spin-off series is less difficult than their Shin Megami Tensei parents, that doesn't mean they can't be as Atlus Hard during some tough spots. The following gamebreakers should help take that edge off a little bit more.

In General

  • New Game+ is rather obvious as a Game-Breaker, but worth listing here for convenience sake. Each New Game Plus allows you to carry over the Persona Compendium, items you collected, money you earned, social stats you've increased, and social link key items you unlocked for fusing Persona. Add all these together, and getting 100% Completion on those Social Links becomes much easier now that you can just summon your best endgame Persona to sweep the early-mid game while focusing on non-combat matters. Persona 3 had it best, allowing you to retain your level from last playthrough as well. Level determines how much damage you take from enemies alongside the stats of your Persona, so Persona 3 lets you sleepwalk New Game Plus easier than later entries.
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  • DLC Personas, where available, can classify due to learning extremely strong skills ahead of the curve. Your first time summoning them from the Compendium is also free. Granted, they do cost real money to acquire, so there's a bit of Bribing Your Way to Victory in their case too.

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    Persona 1 
  • Lucifer comes very close; he has 999 or 99 in all stats, some of the strongest Dark skills, is immune to everything, and has the strongest earth skill. However, he is completely useless against dark demons as he has no light skills, so anything that reflects light will kill his host (always Reiji/Chris). Instead, the real Game-Breaker is Vohu Manah/Abracab; it has the strongest light skills, the strongest healing skill, and the final boss killer Hieroglyphein. That's not the best part, however; the real fun is Binal Strike, which does damage equal to twice the user's HP. If your level is high enough to summon Vohu Manah, your HP will be so high that nothing will be able to stand up to Binal Strike. But you need revive magic, of course, which costs a lot of MP... actually, that's not an issue for two reasons. First, MP cost is calculated by the Persona, not the skill, and skills can be added to a Persona that doesn't learn them naturally, meaning you can abuse the system and, in theory, get a Persona with a single-digit MP cost that has Samarecarm. Second, dead characters are revived with 1HP after the battle ends, meaning that all that's needed is healing and, if you're able to summon Vohu Manah, you've probably found enough Spell Cards and got a high enough level that you have something with Mediarahan (possibly for a low MP cost, as previously stated). By the way, Vohu Manah himself has Mediarahan, and since the dead character will be revived, he or she can then use Mediarahan on him or herself, making Vohu Manah 100% ridiculous. The catch, of course, is that Vohu Manah requires certain demons be fused with his totem, and by the time you are high enough level to fuse him, nothing in the game is a threat anyway.
  • Lilim. She's weak to most physical attacks and got a pretty crappy default skillset, but she absorbs all magic except Expel or Miracle, resists Almighty and reflects Nerve attacks, which means she shrugs off status effects as well. While her SP cost may be a bit high for when you can initially fuse her, thanks to the skill inheritance system, she can be made with Megidolaon. While this is good for any run, some guides for a Snow Queen Quest Max Ambrosia run recommend grinding the protagonist to the point he can fuse her like this shortly after the route begins, and for good reason: while she's not required for doing Thanatos Tower first, she alone makes climbing it much more manageable.
  • Gozu-Tennoh/Vortek. A Chariot Arcana starting with only Squash and Poison Sting, it's not able to attack well except when it ranks up to 3 when it learns Megido, as long as the enemy doesn't block or reflect Nuclear it's not hard to wipe the entire enemy. Keep using him and he learns Megidola, the 2nd tier in Almighty. Slap it on to Mark and it's possible to have him surpass the party in levels. When he max ranks and is too frail to continue, return him and you get a Grydyne Stone.
  • When you enter the mall on Aki's side, you can't leave until you beat the boss in the mall. This might be extremely difficult if it wasn't for the fact that there is a shop that sells elemental stones. Normally these stones are one-use third tier spells, however use them in a fusion, and the result is the Persona is guaranteed to learn the third-tier spells at Rank 2. The result is Personas that immediately learn strong elemental attacks that deal AoE.
  • In this game, fusing a Persona in a specific way during certain moon phases can give the Persona a hidden skill (Unknown Power) that may trigger when the Persona is at Rank 6 or higher, its user has Best compatibility with it and is on critical condition. While all of the Unknown Powers are potentially useful, Latent Revival is notable. It may activate when the user dies, and it revives and fully heals its user. To balance this out, the Persona goes back to Rank 1, has to learn its skills again and can't rank up for the rest of that battle. But while you raise the Persona's stats through Rank Ups, its stats are not reset when this triggers (and this seems intentional, as the PSP version's manual teaches you all of this). For perspective, Pixie only gains Luck and Magic Attack on a Rank Up, and Luck already maxes out on its own by Rank 8. Just grinding her Rank to 8 twice puts her Magic Attack on par with what you'd expect from the party's Ultimate Personas. And you can keep raising it. Combine this with the other fusion mechanics, and if you don't turn her into the team's healer with Mediarahan, you could have her fire a really powerful Megidolaon for 2 SP (and even Garu or Zionga could do ridiculous damage on some enemies). And this is a subpar Persona; there are many others that can exploit this, including some of the Ultimate Personas and the aforementioned Lilim and Gozu-Tennoh. Any Persona who can raise all stats could have them all maxed out with enough grinding (and that's likely far less than the required to get the higher-end Personas).

    Persona 2 
  • Lucifer and Satan have an exclusive Fusion Spell, "Armageddon" which skips the damage numbers and just wipes out the enemy party. Only two bosses in the game actually have some sort of countermove for it. One is an enemy that is immune to all attacks until you remove its barrier, and the other is Philemon, who will reflect the attack on YOU and cause a Total Party Kill.
    • Before this are the spells Hell Desert, Megalo-Fire, Storm Nightmare and Maelstrom. It's technically a Total Party Kill that can only be avoided by one of two means; luck (as these spells are ungodly accurate) or resistance to a certain element (in respective order; Earth, fire, water or wind). These spells are available even earlier than Trimurti, however.
  • What is game breaking is Eikichi's ultimate weapon, the Supernova, in Persona 2: Innocent Sin. Not only is it the most powerful weapon in the game, but you can also get it very very early. It allows you to mow through the first half of the game and some of the latter half with extreme ease. Downside is, it's an extremely difficult weapon to get.
  • One broken spell combo is "Trimurti" by the personas Shiva, Vishnu, and Brahma. It will KO all non-boss enemies. It is more broken since these three can be obtained far earlier than Lucifer and Satan and do not require the insane MP consumptions. This only applies to Innocent Sin since it was nerfed in Eternal Punishment.
  • Pegasus Combo might not be that Game Breaker, but being able to deal about 400 damage points at level 10 is something to consider.
  • Innocent Sin has its own version of Persona 4's Hassou Tobi; the fusion spell Dashing Strike, performed by combining the low level spell Zio and weak physical skill Tackle. At least five hits of Havoc + Elec damage to all enemies on the field, and if there's only one enemy such as a boss, it probably won't pose much of a challenge after a few turns. The only catch is that most mid-level to high-level Personas won't be caught dead with Zio in their skill list, so you have to have Zio skill cards to make liberal use of the Fusion Spell in the later half of the game.
  • Artemis (Maya's Ultimate Persona) may be one of the best Ultimate Personas in the entire series. Her Crescent Mirror is rarely resisted by enemies and consistently deals good damage, but she really shines defensively: She repels every single magical element, and while she's weak to all physical ones, that's easily covered by Tetrakarn and Diarahan, both abilities she learns on her own (except for Tetrakarn in Eternal Punishment). Eternal Punishment having Maya as the main character also means the player can make her stats good enough to actually survive most of the hits she's weak to, and when combined with mutations and good skill card use, there's little reason a player would switch Artemis out mid-battle (save for using specific skills she might not have).

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    Persona 3 
  • Soma are items that restore full HP and SP to the entire party. All versions of Persona 3 give you a decent stock of them should you save them up, which makes surviving some of the harder bosses much easier. Persona 4 and 5 severely limit the amount of Soma you can get in a single run because of this.
  • Auto-Mataru is a Boring, but Practical game-breaker. If your character's equipped persona has this at the start of a battle, all your allies' offense increases, which can help you kill non-boss Shadows before they even get attacks off.
  • The ultimate persona of the Emperor Arcana; Odin. His signature move Thunder Reign is the best of the 4 top tier elemental spells in the game because, in addition to the damage, it has 100% chance of inflicting the Shock ailment, which gives you 100% crit rate against the affected target with physical attacks. It's easily possible to defeat The Reaper as soon as Odin learns Thunder Reign in both the original Persona 3 and in FES by stunlocking him with alternated All-Out Attacks and passing turns (this doesn't work as well in Portable remake, but you can still cause Dizzy on him, making him act only once every 2 turns). Odin also learns Elec Amp (+50% Elec damage) and Spell Master (reduces SP cost of all spells by 50%). It's extremely easy to pass Elec Boost (+25% Elec damage, stacks with Elec Amp) to him. His only problem is the weakness to Wind, but that can be fixed by passing Null Wind to him, or using equipment to give you that resistance.
  • The ultimate persona of the Star Arcana; Lucifer (Helel in the FES and Portable remakes). His stats are sky high, his resistances are decent, and learns Morning Star, which deals even more Almighty damage than Megidolaon with less SP. However, those are almost moot provided the player also has Satan; the "Armageddon" Fusion Spell, which deals 9999 Almighty damage to all enemies at 100% accuracy. While it will kill every enemy who isn't the Final Boss or the Ultimate Boss in the game, Armageddon in itself isn't a Game-Breaker, because it costs 100% of your MP to cast. No, what makes it this trope is the passive skill "Victory Cry" which replenishes all your HP and MP at the end of each combat (Lucifer learns it innately in the original game, but for Helel in the remakes it needs to be fused/equipped into). End result: You win everything. To top it off, it's fairly easy to fuse him with the aforementioned "Spell Master" which halves all MP cost. Yes, that includes Armageddon. Now, even going into combat in less than 100% SP lets you win everything as well. However, in Portable, Fusion Spells are done via items which require grinding for more items (and Armageddon requires 99 of the main item and 10 more difficult ones to get).
  • FES also brings the MC's ultimate persona: Orpheus Telos. This palette swap of your original persona is clearly specifically designed for the Bonus Boss because it resists everything but Almighty and Poison (the Bonus Boss will automatically kill you if your persona absorbs or repels any of her attacks, so resist is the best possible option) and has great stats. The only spell that it learns naturally is Victory Cry, but most importantly, it can inherit every skill in the game. If you plan everything out right, you can have a single persona with the eight best attacks in the game. Mix and match to your heart's content to decide what eight skill combination is right for you. The catch? He can inherit every skill in the game, not just the best ones, and because he has an equal likelihood to inherit every skill, you'll spend hours wading through combinations with inferior skills, hoping for that one-in-a-million perfect combination that you just spent a few hours setting up. Of course, this is all assuming that you maxed out every social link in the game, have the necessary fusion fodders, and are above level 90; the requirements for being able to fuse Orpheus Telos.
  • Persona 3 Portable brings several new Game Breakers to the table, and it's likely that the Maniac difficulty was introduced in an attempt to balance the game for challenge-seekers:
    • Skill Cards. Think TM's from Pokémon, only 1) you can easily farm them and 2) there are no restrictions to what persona can learn what skill from cards. This means you can get personas with skills that they couldn't have through fusion (ex a Fire type casting Bufu spells). While it doesn't have the unique, superpowerful skills (Morning Star, Black Viper, Die For Me, Thunder Reign, Ragnarok, stuff like that), it does have the "Absorb x attribute" skills. This makes it trivially easy to cover up weaknesses in strong personae.
    • Also of note: Skill Cards can be reproduced for no cost. The Inari Sushi in the temple can take one card and make a copy of it after a few days. If you religiously go there every time he finishes, you can load up on very powerful skills you can put on any Persona you want. Or if you don't want to wait and have an excess of money, the Compendium will allow you to register a Persona just before it gives you a skill card. Gain one level to get the skill card, fuse that persona into something else, get a replacement from the Compendium, gain one level for another skill card. Lather, rinse, repeat.
    • Portable also introduces Direct Commands. This in itself would not qualify as a Game Breaker, but consider that the PS2 versions do not let you directly control your allies and that P3 was designed with AI-controlled allies in mind. This is especially useful on bosses such as Chariot and Justice, who must be killed within the same turn or the one that is killed gets fully revived, as well as the Final Boss, who has a skill that repels all attacks; in the PS2 versions your allies will idiotically attack the boss, but here you can make them, you know, not attack until the repelling skill comes off.
    • Also broken is the new Great/Good/Tired/Sick system. Combined with the trivial cost of paying the clock for healing (and, later on, the large gobs of money you can get from higher-level Coin cards), you can easily travel from one temporal barrier to the next in a single night, as you and your allies' condition only change after you exit Tartarus. Yes, this will put your whole party into Sick status the next day, but that doesn't affect social activities, and at worst you'll be out of battle condition for a couple of days, given a day of going to bed early and investing in condition-restoring services and items.
    • One of the NPCs you can rescue from Tartarus will give you a stack of 15 Homonculi, automatically-used expendable items that each block one Light or Dark attack that hits. Get this reward and you don't have to worry about instant-kill spells for a while.
  • The Omnipotent Orb accessory makes you nullify every element other than Almighty, being this game's version of Nocturne's Masakados Magatama which Nulls everything except Almighty attacks. There are only 2 ways of getting it, though: one is by defeating the Bonus Boss, and the other is a 1% chance as a Heart Item from Messiah. Of course, using this against the Bonus Boss will get you killed, but it doesn't stop you from destroying everything else on your path.

    Persona 4 
  • Though spell combinations aren't included, Lucifer makes his return as the notoriously hard-to-fuse but gloriously broken ultimate Persona of the Judgement Arcana. He learns both Victory Cry and Spell Master naturally and tears up Shadows like nobody's business.
  • Even more broken (and even more of a pain to get) is the game's sole Persona of the World Arcana, Izanagi-no-Okami. This one starts with Victory Cry as a base skill, and proceeds to learn 4 high-level elemental skills and an amping skill for each one. He is a bit Awesome, but Impractical, because he doesn't inherit any skills, and has no immunities nor any protection from One-Hit Kill Light and Dark spells.
  • Trumpeter, on the other hand, starts off immune to Dark, reflecting Light and Electricity, and absorbing Ice. As a Hexagon fusion, it is moderately easy to get the other three immunities, giving you a person immune to everything except Almighty and Poison. On top of that, Trumpeter gets the best buff and debuff spells and the strongest non-unique Almighty spell automatically. And you can get Spell Master on it for spamming Megidolaons all day (use Skadi to fuse Daisoujou, one of the components for Trumpeter). Unlike Lucifer and Yoshitsune, which require some dedicated grinding, Trumpeter is fuseable at about the level you'll either naturally be or are recommended to grind to (depending on difficulty-based EXP gains) before the final run of the Normal ending.
    • Incidentally Daisoujou with Spell Master borders on a Game-Breaker by itself, as this makes its Light-based unique skill Samsara spammable and with Hama Boost Samsara has about 99% chance of instakilling anything not resistant to Light, while useless against bosses this allows to easily and MP-efficiently clear lots of normally-annoying encounters.
  • Yoshitsune is the best physical attacker in the game because of his Hassou Tobi attack. Eight separate hits, though with light damage, casually offset single hit severe damage like Primal Force. And it hits all targets to boot. Power Charged Hassou Tobi DOUBLES the damage output of a Power Charged Primal Force, the second-strongest physical attack in the game. Not to mention no weaknesses, and Yoshitsune is one of the most customizable Persona in the game (he only needs Power Charge and Hassou Tobi, and you can technically get Power Charge off of a slave), meaning you can have a semi-invincible god slaughtering the field. Also, he has Heat Riser, which is essentially the combination of all three buff spells, and when fused on a certain date, he can also learn Debilitate, which is a combination of all three debuff spells. Combine it with the aforementioned Power Charge and Hassou Tobi and you will have a combo that could defeat Death with at least two usage of it. The tricky part, however, is getting to Hassou Tobi — even with a high-level Tower Social Link you'll still be a few levels off and need to grind to get there, but once you have it you're set to destroy everything vulnerable to physical attacks.
  • Similar to Trumpeter, Beelzebub has four immunities, so you'll only need three immunity passives to make it invulnerable to everything barring Almighty attacks. Metatron comes close — although it has only two innate immunities, it learns Repel Ice and Elec on its own, and so only needs three more immunity passives through fusion.
  • Random skill changes. Kaiwan in P4 comes with Tetrakarn, which randomly changes to any other equivalent skill on certain days. Since Tetrakarn is a high-rank skill, it can change into skills of the same rank, which includes all of the Repel [Element] skills (including the ever useful Repel Phys), Brave Blade, Mediarahan, Spell/Arms Master, Victory Cry, and a dozen other high level skills (all of which would otherwise only be available by the last third of the game) as early as April/May.
  • Norn innately learns Auto-Masuku, and with enough planning you can find and pass on Auto-Maraku and Auto-Mataru through her fusion ingredients. Having all three Status Buffs on your entire party at the beginning of a fight is pretty good so that you can do a lot of damage right off the bat. If you can also get her Null/Repel Elec and level her up till she gets Debilitate, you pretty much have a good starting Persona for boss fights (though you could still just use Trumpeter for the Debilitate part).
  • The level up trick with the Mr. Pringles (King-type enemies that can summon other Shadows infinitely) is also a good way to have a high level. While, unfortunately, there's a cap for EXP, there's none for cash. If you have a Phys-Null (or Reflect) Persona on your main character, just let it summon its mooks, turn on Rush Mode overnight and wake up with a lot of exp (at 65k normally, 130k with both equipment pieces (each increasing your exp by 50%)) and a million worth of cash that you could use on a New Game+ (you know, to summon your broken personae listed above). Though as for the two equipment pieces...
  • In Golden to add some Anti-Frustration Features, you're allowed to choose what kind of skills your Persona inherits. All the aforementioned Game-Breaker stuff listed up above? Just got about a million times easier to pull off.
  • With the changes in Golden, including skill cards returning and Shuffle Time allowing you to boost the stats of your Personas, almost any Persona can be extremely powerful if you're willing to put in the work. It's fairly easy to take a Persona with a large number of resistances, apply absorb or reflect skills to whatever it doesn't resist then grind an early dungeon until its stats are at maximum. Not every single skill has a skill card (for example, Morning Star or Hassou Tobi), but skills like Victory Cry, Power/Mind Charge, and Primal Force all do.
  • In addition, the upright Magician card in Golden's Shuffle Time will upgrade any one of your Persona's skills to its next tier (for instance, Zio to Mazio, Garula to Magarula, Megido to Megidola). It will take some Save Scumming, but if you keep getting Magicians during Shuffle Time, you can upgrade Physical skills to game-breaking levels as early as the Bathhouse. For tanking, a simple Slime can become a Game-Breaker though this method. Slime is available as early as Yukiko's Castle, and is otherwise unremarkable apart from learning Resist Physical. An upright Magician card will upgrade this skill to Null Physical, granting you complete physical immunity at the very beginning of the game. Once Slime has served its purpose, it makes for great fusion fodder to pass the skill on.
  • Yet another Golden change: the "Ask for Help" feature. When playing online, you can try to call for help during battle from other online players, and it doesn't cost a turn; depending on the number that respond, your party's HP and SP will be healed accordingly. Getting SP healing in Persona 4 is both rare and prohibitively expensive, making you quit dungeons quickly or pay an arm and a leg to the Mysterious Fox. But Asking For Help can be done for free, at any time, and even if you get just one response, it's much more consistent (and dependable) than Shuffle Time healing with none of the drawbacks, so you can spend as much time as you want grinding and exploring without ever having to pay the Fox or using Chakra/Soul items. During the early game, where you don't even have that many SP to heal yet and Dia spells are cheap (and the Fox isn't even available), it can destroy the difficulty of Yukiko's Castle.

    Persona Q: Shadows of the Labyrinth 
  • The Mission Control characters Took a Level in Badass upon coming to the Margin World, thanks to the Sub-Persona system. Unlike the combatant characters (who rely on a limited pool of SP to use magic), Fuuka and Rise instead rely on the regenerating "Leader" gauge that builds as you fight shadows. This makes Fuuka one of the most efficient healers in the game, as she can grant the party three turns of recurring healing for only 1/5th of the gauge. Equip her with a Sub-Persona like Kaguya and she easily outshines dedicated healers like Yukiko, Yukari, and Rei.
  • Luck plays a massive role in this game, with Naoto being one of the most broken party members due to naturally learning both multi-target variations of the series' signature instant death spells. She also has high enough agility to ensure she can strike first, with Ken being not far behind in that category, and she has no elemental weaknesses to boot. And though Teddie's a bit of a Tier-Induced Scrappy in this game, he has the highest luck score out of everyone, and can also be exploited for instant death. All three of them are also good contenders for Standard Status Effects, also affected by luck, and unlike the main Persona games, are far more deadly and far more likely to work on bosses! Add to that the fact that sub-persona have their own SP values which replenish after fights. Once you get one with at least as much SP as your instant-kill move, you have free agency to use one at the start of every battle to thin the enemy numbers with nearly no cost.
    • In addition, the Stun status effect can bring almost any enemy to their knees when specialized properly. Stun status both makes an enemy unable to attack you and makes them unable to avoid attacks. If you use a skill that raises status success chance, then even a boss will probably be affected with only a few tries, rendering them useless for a few turns. Already a very powerful feat, you can then use Stagnant Air, which raises the duration of ailments to keep this going for a good 7 turns or more. And if you want to be especially mean, just teach your biggest damage dealer Death's Sickle, which raises their damage to enemies with status ailments... then give them a Link move. Curbstomping doesn't even begin to describe how vulnerable this makes bosses, and the really weird thing is it works on nearly EVERY boss.
    • Impure Reach is a passive skill that increases the chance of inflicting status ailments. What it also does is that it boosts the success rate of the Hama and Mudo series skills, as the game recognizes instant death as a status ailment. By the middle of the third stratum, you gain the ability to form Skill Cards out of your Sub-Personas, letting you make Impure Reach a permanent part of Naoto's, Ken's or Teddie's skill set and making them ridiculously powerful with instakills.
  • Physically-oriented characters like Kanji, Chie, Aigis, Shinjiro, and Akihiko are highly valued because of the fact that most of their abilities are Cast From Hit Points which are easily replenished, both thanks to Fuuka's healing and the HP/SP buffer given by Sub-Personas that's replenished after every battle. One of the most popular strategies involves equipping one of these characters with a Sub-Persona that has several of the various "Link" skills equipped, which allow them to add bonus elemental damage to every allied attack that comes after them. Kanji is a popular choice for this, as he has the highest natural strength score and naturally learns abilities that allow him to go first in battle, allowing him to maximize link damage. Junpei has less Strength, but has the Golden Gemini skill upon getting his ultimate Persona, which gives him a very high chance of executing any physical skill twice in a row (and the second is free). This includes Hassou Tobi.
  • Aigis's Orgia Mode is cited as a FOE or boss killer. A damage multiplier for only two turns doesn't sound impressive, on its own. However, the thing that makes it so unfair to bosses is that it doesn't take up a buff slot, meaning you can have that, Shura Tensei, Heat Riser, Matarukaja AND Power Charge active for an even more powerful multi-hitting attack such as Danse Macabre on a thoroughly debuffed and preferably agility-bound enemy. If you throw Dragon Cry into the mix for Action Initiative, it turns this particular combination of Aigis into one of the best Linkers, and with the right passive skills, every successful follow-up attack will deal damage in the thousands.
  • Yoshitsune returns from Persona 4 as a sub-Persona, retaining his signature overpowered Hassou Tobi attack, which now has increased base damage in exchange for now distributing 8 hits across all enemies randomly. Against single targets, all eight hits will converge on that one target. While Yoshitsune doesn't learn any other attack skills, he doesn't need them — every other skill he naturally learns is a passive that makes Hassou Tobi even stronger. note  Add in the fact that no enemy in this game is immune to any element that isn't Light or Dark, and Hassou Tobi can decimate anything in the game, Almighty attacks be damned.
    • Second to Yoshitsune is Mahakala. While his unique skill Danse Macabre isn't as broken as Hassou Tobi, it has almost the same effect, bragging 5-7 hits across all enemies. Mahakala also learns Power Charge, God's Cut, Raging Fists, and Heroic Gemini, all of which increase Danse Macabre's power. It's a common strategy to field both Yoshitsune and Mahakala on the same team, doing massive physical damage every two turns (one to cast Power Charge, the other to use attack skills), especially if both Personas activate Heroic Gemini.
  • Combine Immunity Buffer with Life Wall and you have a tank who negates most physical attacks they're intercepting. Use it on Aigis, who can negate elemental damage, and you have a very resilient unit. You can even give Immunity Buffer to Aigis via Skill Card so that she can tank effectively without a specialized Sub-Persona. The combination is also viable in PQ 2 as Immunity Buffer can be inherited through fusion in that game.
  • The P3 Hero's ultimate Persona, Messiah, gains Debilitate as its special skill, which is the ultimate F.O.E/Boss killer. Debilitate lowers all of the target's stats in one move, rendering even the worst F.O.Es virtually harmless. Use of this combined with other tactics described above can enable the party to defeat F.O.Es LONG before the game expects them to be able to, resulting in massive exp gain and massively powerful Persona cards, allowing them to break the game even further.
  • The P4 Hero's ultimate Persona is Izanagi-no-Okami, and not only does it have no weaknesses, it resists everything that isn't Light, and is immune to Dark. In contrast, every other Persona has a weakness — Naoto's Yamato-Takeru is an exception with immunity to Light and Dark but doesn't have the same stats or resistance spread that the P4 Hero has. This makes the P4 Hero the strongest unit in the game (barring instakill shenanigans with Naoto or Ken), and that's before you even account for Skill Cards or Sub-Personas. Izanagi-no-Okami's unique skill is Heat Riser, the buff equivalent to Debilitate, and it's central to augmenting game-breaking strategies like Aigis's Orgia Mode as described above.

    Persona 5 

Original

  • Mementos is affected by the weather in reality. When a Heat Wave turns up, there's a chance Shadows will automatically be hit with "Burn"; in Pollen Season, it's "Sleep". But for three days in November and two in December, Flu Season arrives, which has a chance to inflict "Despair", which will automatically kill any enemy in three turns and prevent them from acting. The game-breaking comes from the fact that this includes The Reaper, who does not have Contractual Boss Immunity to the flu. Defeating The Reaper pays out a hefty 72,000+ EXP every time, no matter how many times you do it. Given that level 50 is around the average level the player should be at in November, it's possible to hit the level cap for every party member in around two hours, resulting in every party member gaining their strongest skills that would usually take tens of hours of grinding to achieve. Doing this can turn the whole endgame into a cakewalk, including turning the Final Boss into an absolute joke who can be taken down in as little as four turns. note  This bug was fixed in Royal, as the Reaper can no longer be affected by Despair at all.
  • Yoshitsune's back in this game, and his signature move, Hassou Tobinote  is just as powerful as before. While he already has a handful of natural immunities and no weaknesses, it is possible, through careful fusion, to make a Yoshitsune that repels, nullifies, or drains all but two of the elements — which, in conjunction with Hassou Tobi, make him a nigh-unstoppable killing machine.note  The only downside is that since one of the Personas required to fuse Yoshitsune, Futsunushi, can only be fused after completing Morgana's Confidant, Yoshitsune can only be fused at the start of the final dungeon on a first playthrough.
  • Once you initiate the Tower Confidant, you gain an ability that allows you to knock an enemy down with your Gun even if they aren't weak against Gun attacks. It costs a lot of ammo at first, but becomes more useful with later abilities from that Confidant, which reduce the ammo cost and allow you to hit targets that would otherwise be immune to Gun skills. With this, it's even possible to knock down The Reaper.
    • Afterwards, you get the opportunity to use this very ability to win a previously Hopeless Boss Fight, yielding a Null Phys skill card. Not only is this a valuable skill to have (on top of being the only damage immunity passive skill card you'll ever find), it's also considered a mid-tier skill card, allowing Yusuke to duplicate it if his Confidant is Rank 5. With enough copies of this, you can make nearly any Persona Nigh Invulnerable, considering how several bosses at this point favor physical attacks.
  • All your Confidants (excluding story-mandated ones) now bestow additional perks or access to extra services to augment your daily life. Some stand out head-and-shoulders over the rest:
    • If you get up to the second rank of the Sun confidant, you gain the ability to repeatedly extort money from Shadows during negotiations. While there's a chance of the Shadow getting angry and attacking or summoning reinforcements, it's possible to get thousands of yen from a single battle. Even if you max out the link, provided the contact doesn't show up with "Show me the money", you can continue to exploit the demons no matter the Sun Link!
    • Chihaya has two great skills that, while expensive to use, save a lot of time.
      • Chihaya's Rank 1 boosts the total points earned on a social stat of your choice for the day for every activity done after receiving the reading. While this ability does involve some planning and foresight, it can be obtained early on in the game and paired with activities that greatly boost stats like taking a bath, watching a movie, feeding the plant, etc. it can allow social stats to be maxed earlier, and right before you encounter confidants with the Level 5 social stat blocks.
      • Chihaya's Rank 7 ability is the use of the shrine without wasting time; you can significantly speed up bonding with your teammates with none of the time wasted. Play your cards correctly and you can eliminate holdover periods, like with Sojiro's notoriously slow Confidant.
    • Caroline and Justine's Rank 10 ability allows you to pay money to fuse Personas that are at a higher level than Joker, which would otherwise be impossible. With how easy it is to get money, this makes gaining access to top level personas (such as Yoshitsune) trivially easy. Since Special Fusions usually require high-level Personas, fusing the material Personas and the final result this way may be too costly... except for one particular Special Fusion. Rangda can be easily recruited by the time you max the Confidant, and Barong is just one level above the minimum needed to max the Confidant, so his fusion fee isn't astronomical. Yes, you can fuse Shiva almost right away! Although doing so will cost around 300,000 yen if you try it at the first opportunity, it's a fair bit cheaper than most other high-end Personas. Even better, rank-up fusions via treasures can turn Shiva into Satan.
    • In a game where time is scarce, Kawakami's Confidant abilities are the most valuable, giving the player additional time slots for certain activities or letting her take over time-consuming chores so the player can do other nighttime activities. This also means that you can have essentially an endless supply of coffee and curry, allowing you to easily clear dungeons on the first night you go (assuming the dungeon doesn't have any roadblocks that force you to leave for the night) since you should be able to avoid running out of SP (often one of the biggest reasons you will have to quit the dungeon for the night). Her biggest boon is her special massage service, which lets the protagonist do a nighttime activity after a day in the Metaverse, making a Palace or Mementos trip less of a time investment. This last boon is only given by maxing her Confidant, but it carries on a New Game+ and you get to use it to its fullest extent.
    • SP being essentially the equivalent of magic, it can be used to heal your fighters and effectively counter enemies. Thus, because it cannot be as easily recovered as HP, the drain on your SP often limits the amount of time you can spend crawling dungeons. However, with the SP Adhesive Bandage (available at Takemi's Confidant Rank 5), you can recover SP every turn in a battle, up to 7 at rank 3. That means if you purchase a bandage for every member of your party, while notably expensive (to the tune of at least 240,000 yen), it makes it so you can effectively traverse an entire dungeon in one calendar day, which is infinitely important in a game where time is as important as in Persona 5. Get Takemi's Confidant to Rank 7, and everything she sells is offered at half price, making it incredibly easy to fit the party with the adhesive.
  • Certain bosses in Mementos avert Contractual Boss Immunity, which means you can use status-inducing spells on them. Enemies affected by the Confusion ailment cannot act, and have a chance to instead throw money at you. By intentionally prolonging the fight, you can easily earn hundreds of thousands of yen with very little effort. This is best done with a Persona that has the skills Pulinpa, Confuse Boost, and a high Luck stat (which increases the chance of the enemy throwing money and how much you get).
  • Lucky Punch and Miracle Punch don't do much damage, but they're relatively cheap and have a higher than usual chance of getting a Critical Hit. This is quite useful for knocking down enemies without any weaknesses, or for starting a Baton Pass.
    • Similar to the above skills, One-Shot Kill is an attack that does severe Gun damage and has a high chance to crit, but without the reduced-accuracy drawback. Trigger Happy and Apt Pupil will bump up its critical rate to nearly 100% and you can combine that with Snipe and Cripple, which increase damage from Gun skills by 25% and 50% respectively, letting the skill hit much harder than Miracle Punch can ever hope to get (there are no physical-boosting passives in the game). As long as the target doesn't repel or nullify gun damage, knocking down entire teams is absurdly easy. And you can combine that even further with Charge, increasing the damage by 250% next turn.
  • The DLC Personas in general can fall under under this with a touch of Bribing Your Way to Victory. Even among them however, a few stand out in terms of gamebreaking goodness.
    • Izanagi Picaro comes with some of the best support passives in the entire game, at an incredibly low level for their value. He learns Null Phys at level 25 and Growth 3 at level 28. Once Izanagi Picaro get these, you can pass them around to any Persona of your choosing, meaning by mid-game you can have a team of Nigh Invulnerable Persona you don't even have to use to unlock their skills. His Secret Art Cross Slash isn't half bad either, dealing the equivalent of two highly accurate Assault Dives to a single target.
    • Kaguya is a monster. On top of having incredibly useful skills you can pass on through Fusion at an outrageously low level (Mediarama from the start, Diarahan at level 21, Repel Phys just a level later), she has nice resistances, one easy to fix weakness, and above all, her Secret Art Shining Arrows is essentially magical Hassou Tobi. It hits randomly between 4 and 8 times unlike Hassou Tobi's guaranteed 8, and cannot crit, but can do more damage because of damage-boosting passives that do not exist for physical attacks.
    • Messiah isn't too impressive a Persona despite what its high level would suggest, but itemizing it will give you the Lucifer Guard armor. Lucifer Guard sits at 250 defense and reduces all magic damage by a high amount, putting it only second to the Armor of Invincibility that needs you to itemize Satan to obtain. And you can make it as early as August for the whole party.
  • Itemizing Michael nets you the Judge Of The Dead, a 380-power revolver for Makoto that increases all of her stats by 10. And if you max out Caroline and Justine's confidant, you can craft this weapon as early as Level 51, turning Makoto into a crazy powerhouse for the rest of the game.
  • It's possible to circumvent the once-a-day limit of strengthening a Persona by fusing/deleting/itemizing/sacrificing it after strengthening and registering it, then resummoning it. Doing this enough times with sufficient luck (as stat point allocations on level-up are random) lets you max out the attacking stats of the Persona of your choice, making it a much better attacker than other Personas with high base level. The downside to this method is that it's going to cost a lot of yen, especially in the higher levels.
  • The Persona Rangda can render the battle arena in Sae's Palace a mere joke. It just so happens that Rangda can be obtained in the same palace. By having Rangda equipped you can easily defeat all three opponents. The Ganesha duo is only capable of using physical attacks so you can either play the entire fight in Rush Mode or guard the entire battle and win without doing anything. All three members of the Rangda trio have low HP and only use attacks which they themselves nullify, so having Rangda active gives you time to use restorative items if needed. And while Thor can take advantage of Rangda's weakness, his primary tactic is to use charge and then a powerful physical move, and having Rangda reflect it will cause his HP to severely drop. If that doesn't kill him, it should leave him weak enough that you can swap to another Persona to finish the job.
  • Firm Stance halves the damage you take but also renders you unable to dodge attacks.note  The Divine Pillar accessory, obtained from the Reaper, does the same thing. When you combine the two, their effects stack, giving Joker ridiculous damage resistance before even factoring bonuses from armor and his actual Persona's stats and affinities.
  • Satanael is by far the most insane Ultimate Persona yet. It resists every single element in the game, is naturally immune to both elements that have One-Hit Kill attacks, learns powerful Curse, Nuclear, Gun and Almighty skills, is the only Persona in the game who learns Victory Cry and has fairly high stats across the board. However, you can only fuse it on New Game+ after reaching the Golden Ending and can only access it at level 95 (unless you have maxed out the Strength confidant), by which point the only thing you'll likely need it for is probably the Bonus Boss; the Persona then becomes a Bragging Rights Reward afterwards.
  • If you trek through Mementos on 24 December, you'll find the last two Treasure Demons in the game within the lower floors of the Sheriruth sector. They are some of the best Treasure Demons for varying reasons, and it's no wonder you only can access them this late in the game.
    • Crystal Skull, the final treasure demon, can be itemised into an accessory of the same name which grants +5 to all combat stats, on top of a large boost to evasion against magical skills. While it is only available when The Very Definitely Final Dungeon manifests itself, it isn't too difficult to make enough for everyone on the team (provided you collected enough black rocks), making it much more difficult for enemies to exploit their elemental weaknesses. The only drawback here is that it competes with the SP Adhesives for each party member's accessory slot.
    • Hope Diamond, the penultimate Treasure Demon, is easily the most useful of them in fusion, due to having a lot of incredibly useful passives. Being able to pass all three Auto-group-buff skills onto a Persona lets you tear through random encounters and have a great opening turn in boss fights, and the rest of its options are still incredibly helpful, running between Endure, Fast-Heal, and High Counter.
  • Swift Strike (which deals 3-4 light hits to all foes) is a very strong skill for how early in the game you can get it: just level 19 by fusing Matador (who else?), and Ryuji also learns it by the time you reach the fourth dungeon. It can deal damage on par with endgame attacks like Vorpal Blade, and is more consistent than other crowd-hitting attacks like Deathbound and Agneyastra. Don't be surprised if you end up passing it along to subsequent fusions, or if Ryuji ends up still having it when you reach the final boss.
  • Oni is a very powerful early-game Persona that you can fuse as early as the second dungeon. It has fairly good stats for a physical-oriented Persona, resists physical and gun skills, and has no weaknesses. You'll probably replace it later on, but it's a solid choice or the second and third palaces.
  • A minor one occurs for in-class questions. If you're using the network features, you can see what everyone else answered before choosing. It's a sure bet that at least 95 percent of all players have chosen the correct answer. So it's less about seeing what everyone answered and more of a "here's the correct answer" button. Getting the questions right only provides a minor boost to Knowledge, but it basically makes the boosts a guaranteed thing.

Royal

  • The "Legacy DLC Bundle" for Royal compiles all of the DLC from the original Persona 5, including a number of overpowered Personas and accessories (to increase money and experience earned, or increase the strength of All-Out Attacks, among others). And because the Personas are instantly registered to the compendium and can be taken out for no charge, this lets Joker have up to a level 90 Persona as soon as he gets access to the Velvet Room. The best part? The Legacy Bundle is free, meaning anyone who feels like breaking the game with no effort can do it as soon as they want.
  • The newly implemented Will Seed rooms restore a portion of the party's SP the first time you find them, making it much easier to manage SP in the early dungeons.
  • The Crystal of Sin accessories obtained after finding all three Will Seeds in each palace all come with some hefty bonuses, and taking them to Jose in Mementos makes them even stronger.
    • The Crystal of Lust starts with Diarama and upgrades into The Ring of Lust with a unique skill called Champion's Cup, which serves as a combination of Diarama and Tarukaja. The Crystal of Lust is great for Ryuji in particular because he can be a 3rd healer for the Shadow Kamoshida fight, and having an attack buff after being healed allows the ring to more than earn its slot for the early and mid-game.
    • The Crystal of Vanity starts with a passive ability to remove all persona weaknesses just by wearing it, which is incredible for anyone but especially Joker, who now doesn't need to worry about his many Persona weaknesses for most of the game. After upgrading to the Ring of Vanity it gains Bleeding Dry Brush, letting you cast a single target barrier spell that absorbs non-Almighty damage, making it great for both plugging key weaknesses in a pinch and keeping a party member alive.
    • The Ring of Envy auto-casts Concentrate on the bearer, so whoever is equipped with it will have an easier time beating trash mobs in battle using their best all-target magic skills.
    • The Ring of Sorrow grants an ability which causes minimal damage to all enemies, but it's a guaranteed Critical Hit to everything, which also means it's a guaranteed knockdown on all enemies. The attack is Almighty-elemental, meaning nothing in the entire game can resist it or avoid it (unlike Miracle Punch). The caveats are that you can only use it if you start an encounter by ambushing the enemy, and you'll probably be past the Point of No Return by the time you get the Crystal of Sorrow, so you can't bring it to Jose to have him change it into the Ring for you. But it's extremely useful in New Game+, allowing you to instantly knock down everything to either end a battle quickly with an All-Out Attack or negotiate with a Persona to fill out your compendium without worrying about killing them in one hit. That isn't to say that the Crystal of Sorrow isn't bad by itself before you change it as it allows its wearer to use Life Aid, a skill that restores 8% of their HP and SP after each battle.
  • Status effects have received a fairly significant buff in this game, while the Technical Mechanic was overhauled to be much more effective with investment: by playing Billiards enough time Technical Attacks are far more powerful and guarantee a knockdown. With the special book from Jinbocho, you can also add more attack types to trigger a technical on each condition. Knocking down enemies with no weaknesses or vulnerability to physical attacks becomes a whole lot easier this way.
  • The new Persona Traits, passive abilities present in each persona, can prove to be this depending on the skills available. In particular, Morgana's Proud Presence, which increases the effect of the party's healing skills, and Makoto's Gaia Pact, which increases the likelihood of various status effects to land. That's not even getting into some of the Traits that Joker can use late game:
    • Unending Fury (Zaou-Gongen) provides a 30% damage boost to Physical skills not of the Gun-element. Some of the best Physical-element attacks in the game are already great on their own, so giving them their own Boost/Amp middle ground produces no-brainer results.
    • Will of the Sword (Futsunushi) increases the damage boost from the Charge and Concentrate skills from 250% to 300%. This is pretty much to Gun and Magic Persona what Unending Fury is to Physical Persona. The best part is you can have a party member cast Charge/Concentrate on Joker with items or accessories so he can just focus on offense.
    • Vitality of the Tree (Attis) allows free use of skills that can normally only be used when surrounded. The ability to use Thermopylae (which Attis will start with) at any time alone makes this extremely powerful, and keeping all stats buffed a breeze.
    • Satanael returns much as he did previously, but now brings the trait Pagan Allure to the party. This innate trait functions as an Amp for all magic, meaning that everything Satanael does is 50% more powerful. So now he gets an attack power to match his near-impenetrable defense. If that wasn’t enough, fusion sacrifices can, with investment, raise all his stats to level 99. Combined with his unique passive skill, Tyrant’s Mind, that breaks the boosting cap and Satanael can generate the largest single damage with single hit of any Persona in Joker’s arsenal, making it truly Joker’s ultimate Persona.
    • God Maker (Izanagi/Izanagi Picaro) increases the chance for your party members' Traits to activate. It's self-explanatory how good it is to have more chances to get off Ryuji's Raging Temper or Makoto's Gaia Pact.
    • Tag Team (Ariadne/Ariadne Picaro) allows Joker to use a consumable for free after a Baton Pass. This essentially gives you infinite use of the best and rarest items in the game after a meager weakness or critical attack.
    • And lastly, there's Country Maker (Izanagi-no-Okami/Izanagi-no-Okami Picaro), which boosts Attack and Defense based on how full the Persona Compendium is. This trait is a large factor in how Izanagi-no-Okami breaks the game so hard, especially when combined with its signature three-hit Almighty Attack Myriad Truths.
  • Izanagi-no-Okami and Izanagi-no-Okami Picaro, from a separate DLC pack, quickly gained infamy as an absurdly powerful Persona, even compared to Yoshitsune and Kaguya. Myriad Truths returns, dealing three hits of Heavy Almighty Damage to all foes, making it the strongest Almighty attack in the game. In short, it will obliterate virtually anything you point it at short of a boss, and after being backed up by a Concentrate boost, entire boss phases can be taken down in one attack. While it costs 40 SP to cast, Okami can refund it after battle thanks to the Victory Cry skill he starts with. Okami naturally resists all elements except Light and Dark, making it trivially easy to fuse him into Nigh-Invulnerability. Finally, Okami's Country Maker trait raises attack and defense based on the number of Personas registered. Players with near or complete Persona Compendiums will truly feel like a God among men using this Persona. In addition, he provides some useful goods when itemized: the regular version yields the Shining Headband, which adds 2-3 points to each stat as well as Invigorate 3, making it a strictly better SP Adhesive. The Picaro variant gives you a Mediarahan (full HP to all allies) skill card normally, and Salvation (the same, but also removes status effects) under a Fusion Alarm, making surviving boss fights trivially easy.
  • The Fusion Alarm system activates as soon as you've cleared the path in the third palace, and increases the effect of every service: fusions create buffed up stats and moves/abilities, gallows gives a massive experience boost, the electric chair yields even stronger items (all the strongest weapons armor and accessories from the original game can be made even stronger), and lockdown doubles the stat gain from burning incense. While the first three have an increased chance to trigger an accident (which will always happen the second attempt of each service in the same alarm) these can also bring some unexpected benefits of their own. Best of all, an alarm can trigger multiple times going through a palace or mementos, especially with a Celestial Reading from Chihaya.
    • Even the Accidents has a hidden twist during a Fusion Alarm. Any Persona fused during a Fusion Alarm will be highlighted in Yellow in your menu, which increases the chances of an Accident if used in a fusion (in addition to the natural success rate decrease as the Alarm goes on). However, this may be what you want: if that Persona is part of an Accident during an Alarm, the result will pull from a pool of pre-determined skillsets. These skillsets include things like every single Evade skill, every single Boost skill, a skillset with multiple Fear inducers / chance boosters and Ghastly Wail, and so on. With liberal use of Save Scumming, this can result in some amazing fusion fodder, including skills that aren't normally inheritable. And as for Itemization, while normally quite unwanted, an Itemization Accident during an Alarm can rarely result in some very broken equips and skills that are normally unobtainable. A gallows accident will give the recipient Persona +10 stat points randomly without giving them any experience, meaning you can push their stats to the maximum without ever even leveling them up.
  • One more treasure demon has been added: Orichalcum, which can be itemised into an accessory that gives +6 to all stats (+7 in an alarm) along with evade physical, one of the largest overall boosts than any team member can benefit from.
  • The stat gains from working out at the gym are no longer capped, meaning you can keep going there for the maximum benefit. If you collect the high quality protein and manage your time well, you can easily get Joker's health to the cap of 999 by the end game. Also, the stat gains are carried over to a new game plus, potentially allowing Joker to start out with an amazing HP and SP pool right out of the gate.
  • The Jazz Club is a new evening activity that you can invite party members to. For a measly 3000 yen, they get some sort of bonus based on the drink of the night: boosts to ability scores, extra HP and/or SP, or even getting level ups or learning abilities that aren't normally available to that character, like giving Ann Debilitate. On nights when there's a live singer, the bonuses are even doubled. What really drives this into Game-Breaker territory, though, is that all the stat boosts carry over in New Game Plus mode. So you can take Ann and have her go from being a Glass Cannon into being a Lightning Bruiser with more HP than Ryuji and more agility than Makoto, or give Yusuke a massive SP pool and high magic stat to turn him into a Magic Knight.
  • The once hated Insta-Kill now awards experience and money on use. While it only works on enemies a good number of levels lower, avoiding going into battle drastically lowers the amount of time it takes to accumulate a good amount of money and levels. It even receives the boost from money reading, making it arguably even more effective than confusing bosses. It only activates while dashing and enemies weak enough to be killed by it will have a green outline if viewed through the Third Eye, so the player can clearly see when it will work and only activate it when intending to do so. Best of all, insta-killed enemies still count as battles, meaning that they build up to more alarms in the Velvet Room at no cost.
    • Keep in mind, since Insta-Kill now only activates when you're dashing (And thanks to Rank 4 of Chariot, that also means enemies will find it harder to notice Joker while he's dashing.), if you still want to grind enemies that can give out lots of money or have a rare item you want through a hold up, you can do so without any risk of the enemy getting a attack in or you being so high leveled that Insta-Kill kicks in.
  • Strength's "Special Treatment" ability is now in Rank 5 in Royal, meaning you can start to fuse high level Personas even sooner and even get Strength as far as Rank 8 as soon as you unlock "Special Treatment". The new Rank 10 reward for Strength is a discount for "Special Treatment" so you can even save money while getting some of the best Personas the late game has to offer.
  • The normally hated Memetos becomes this in Royal thanks to new merchant character, Jose. If the player takes the time to collect flowers and stamps while exploring, they can eventually turn them in to Jose in exchange for rare items (flowers, including stamina kits, and modifications to Mementos itself (stamps). With enough stamps, Jose can increase money, item, and/or experience rewards for Mementos missions. These modifications can be swapped at will and can drastically improve the rewards gained in the area. Combined with Ryuji’s Insta-Kill on and a bit of running down Shadows in safer areas leads to a massive profit.
  • The new "Third Tier" Personas for the Phantom Thieves each come with auto-learned skills that make the third semester a joke, even turning the dreaded Reaper into a pushover. It really makes the payoff for maxing the party members' Social Links very worthwhile:
    • Morgana's Diego gains Miracle Rush—it has a high critical rate, and targets all foes. Despite the lower accuracy and critical rate than that of the single target version, Miracle Punch, it's still handy at times.
    • Ryuji's William receives Fighting Spirit, which is Charge, but for the entire party. Combining it with Yoshitsune's Hassou Tobi and some of the other buffing/debuffing skills listed here makes every battle a breeze.
    • Ann's Celestine gets High Energy, which is Concentrate for the Party.
    • Yusuke's Gorokichi learns Hyakka Ryouran, which is a party-wide Heat Riser. It turns Yusuke from a situational attacker into a one-man buffer.
    • Makoto's Agnes gets Checkmate, which is Debilitate but for the whole enemy party. Combining her and Yusuke together makes the situation a lot harder for the enemies in the span of two turns (especially because Yusuke and Makoto are two of the fastest party members, meaning the two will get their moves off before anyone else can act).
    • Futaba's Al-Azif gives her Ultimate Support, which gives her access to Salvation, a party-wide complete healing of both healing and status.
    • Haru's Lucy learns Life Wall, which is a party-wide Tetrakarn and Makarakarn, all in one. In other words, total invincibility to all but Almighty skills. This limits the attacking options available to almost all regular enemies, and limits the Reaper to Almighty attacks, which, at a high-enough level and good armor, aren't a threat (and can't crit the party, meaning he won't be able to knock anyone off their feet).
    • Akechi's Hereward gains Rebellion Blade, which does extreme damage to an enemy, and even more if they're downed.
    • Sumire's Ella learns Masquerade, which deals two colossal hits to the enemy. While not as game-breaking as the other skills, this is still a very useable skill to have if trying to go for straight damage.
    • Joker's Raoul has Phantom Show, a party-wide Sleep skill with a near 100% affliction rate, which is great for crowd control and, with Royal's changes to technical damage, a great way to rack up free knockdowns. Unlike the other third-tier Persona, he is DLC and thus if bought can be used as early as Kamoshida's Palace.

    Persona Q2: New Cinema Labyrinth 
  • Rangda is a level 45 Sub-Persona, accessible by the fourth labyrinth. The first thing you notice is that she's the earliest source of staple debuff Debilitate. The next thing you realize is that she can be used to pass this skill around with Blank Cards.
  • Yoshitsune, as usual, with his broken Hassou Tobi skill. He's been nerfed significantly as he no longer learns any passives that improve this skill, meaning you'll have to do some work with fusions to make the most of Hassou Tobi. Not all is lost, though, as Yoshitsune does innately learn Power Charge and Heat Riser to jack up the numbers.
    • Multi-hit physical skills in general are some of the most valuable endgame skills you want, because they offer a raised opportunity to land a Critical Hit for a boost. Many pure physical skills also gain a damage bonus when used in Boost, creating instances of sheer damage. Not only does Danse Macabre make a return (albeit restricted to a mid-tier Persona), several multi-hit skills also show up to compete for second place. The best inheritable ones available include Myriad Arrows (hits a single enemy 6-8 times) and Aeon Rain (hits random enemies 3-10 times).
  • Link skills are essentially Magikarp Power in an elemental attack. On their own, they deliver a fast, weak elemental attack, with a slightly stronger follow-up the next time someone hits the same enemy. This can be augmented with their respective passives: Double, Triple, Quadruple, and even Infinite Link increases the follow-up cap per turn, and Golden Link increases the damage done by each subsequent follow-up. Link follow-ups trigger on most attacks, so Yosuke's Kunai Backup, Akihiko's Rush Stance, or the end-of-turn strike from Brutal Slash provide extra Link opportunities. In one fell swoop you can deplete a half the health of an F.O.E. The P3P Heroine is the strongest character in this regard, as she learns up to Infinite Link and her unique skill is an early version of Golden Link (which gets stronger with her Ultimate Persona). While other characters like Ken and Koromaru do have a degree of specialization in Link skills, none are as focused as hers.
  • Agility binds work on nearly all major bosses and F.O.Es and can make some really dangerous bosses almost laughable when their ability to land a hit or dodge is reduced to near-nothing. It also imposes a massive turn speed penalty, making them almost guaranteed to be the last to move.
    • On the topic of Binds, Akechi's unique skill, Sleuth Insight, gives him a good chance of inflicting a triple-bind on an enemy for the low cost of 2 SP. His Luck may be lacking, but this can be easily remedied with a Sub-Persona giving him Bind Arts or Bind Arts+. The skill's low cost lets him spam it with little repercussion until you get the bind you want, and this can utterly shut down a large threat or even an F.O.E. His Ultimate Persona upgrades it to Detective's Ban, which lets him triple-bind an entire enemy row so that he can do work on random encounters too.
    • Tying into Bind synergy is Bound Arts (and its upgrade, Bound Arts+), which increase the user's crit rate when they're attacking bound enemies. As long as you keep a bind down, these passives hand out free Boosts like no tomorrow, letting you continue to pile the pain on the bound enemy or set up free skills.
  • Of the ailments at your disposal, Poison and Confusion are some of the most useful ones that can turn threats into jokes if they connect.
    • Poison damage in this game is consistently strong, sometimes dealing more damage than you can dole out yourself over each turn. It's also very useful for eating through the health of enemies protected by Affinity Barriers, and is effective on the first two labyrinth bosses.
    • Confusion prevents the enemy from being able to dodge or use skills as they randomly attack themselves or their allies. If they attack themselves, this also procs a Link skill follow-up.
  • Shura Tensei, a buff skill that returns from the previous Persona Q game, remains incredibly broken. At the cost of half of a character's maximum natural HP after each attack (which can easily be recovered with Navi skills), their damage output is tripled. Like before, Shura Tensei lasts indefinitely and doesn't use a buff slot, so you can stack more skills like Power Charge, Heat Riser, and Dragon Cry to make the most of it. Firing off Links or boosted physical attacks, in this state all but guarantees a win against the majority of enemies and FOEs in the game. It's disliked among many players because of how extreme the move is, both in risk and reward.
  • Aigis is just as broken as she is in the first game with her Orgia Mode. Like Shura Tensei above, it doesn't consume a buff slot (though activating it will use up one of her turns). Give her Yoshitsune and unleash a Boosted Hassou Tobi under Orgia Mode after using Power Charge, especially with Heat Riser in effect on her and Debilitate on the enemy, and she can easily start dishing out a total of 15,000+ damage per set.
  • Did you dislike the fact that magic wasn't viable in Persona Q? P3MC's unique passive ability, Fool Card, gives a 1.5x boost to all magic damage except Bless and Curse. To put it into perspective, this is the equivalent of six "Element Turbo" passives (all of which are inaccessible until levels well above what you're expected to be at for the endgame) in one slot. His endgame upgrade, Judgment Card, shoots this up to 1.85x. They made his Magic extremely low to try to balance this out, but he still outdamages specialists with far higher Magic than him. Aside from that, his Luck is still excellent, and his Strength and Endurance aren't half bad either, and he gets first dibs on Heat Riser. He can pretty much do anything you want him to.
  • The Persona with the highest base level is not Lucifer, but Huang Di. His innate skills are simply crazy — Fury Order and Focus Order are Power Charge and Mind Charge respectively but they apply for the entire team instead of just the user. Empyrean Storm is a Percent Damage Attack that wipes out 20% of its victims' remaining health, which can dramatically shorten FOE and boss fights. You get the key item to unlock his special fusion by fully mapping out the penultimate floor. However, his base level is 89, so by the time you can fuse him, you've likely got access to more optimized builds and won't need him.
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