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Game Breaker / The Witcher

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    The Witcher 
  • The Igni Sign starts off as relatively subpar (very high endurance cost, very low damage). However, if leveled properly, it can become so ludicrously powerful that even bosses become ridiculously easy. Combined with the Tawny Owl potion's ridiculous speed of endurance regeneration, near the end of the game you can simply use just that.
  • The Aard as well, especially early on. Most humanoid enemies and dogs (including the first act boss) can be knocked over and one-shot-killed with just the basic version.

    The Witcher 2: Assassins of Kings 
  • The Quen sign. It throws back enemies that hit you, rendering most combat laughably simple. Combined with the right equipment, it can absorb all damage at level 2, and even earlier it makes most of the game a cakewalk. Even the final boss is not immune. Quen got nerfed quite a bit in the 1.3 update.
  • The ability to riposte during swordfights. Can be acquired as soon as the three main skill trees open, with the cost of a measly skill point. Before getting it, you're likely to spend more time dodging blows than dealing them. After you take this one, the combat dynamics change so drastically that almost every standard armed encounter turns into a cakewalk. It's actually quite ironic that it becomes available not long after the player has likely learnt how not to suck in combat without it.
  • Bombs. You can make a load of them and just chuck them out like candies. Works especially well on bosses, even better if you brought the skill that multiplies the damage dealt by 100%, and it can be taken even further with a special torso armor. The fact that the basic (Grapeshot) requires just two most common alchemy ingredients, has a good range and damage plus can hit a lot of targets at once just further drives the point home.
  • Heck, Igni still counts too, you just have to invest in it. With maxed spell damage enhancements and skills, hammering the sign key to machine gun out fireballs will rapidly drain the health of anything not immune to fire. If your enemy is one of the few which is fireproof, blast em' anyway- a single blast from Igni will force them into a few seconds of flinch animation, dropping their guard.
  • Combat Acumen is basically an instant kill button against any non-boss character, provided the gauge is full. That includes many of the tougher monsters that normally take a lot of damage to kill.
  • Going full alchemy turns you into an unstoppable megatank. A big part of this is the "Catalysis" skill, which boosts potions and most importantly reduces negative effects, making risky recipes like White Raffard's Decoction (vitality +50%, damage -30%) game-breakingly powerful (vitality +82%, damage unchanged). Combine this with an armour and resistance-boosting potion, and the only way to die is if you're actively trying to do so.

    The Witcher 3: Wild Hunt 
  • The decoctions, special potions with long lasting effects, can result in extremely overpowered gameplay. Most notable is probably the Ekhidna Decoction, which gives you health every time you expend your stamina. In result, spamming the Quen sign allows you to regain any health the sign didn't absorb, making healing potions superfluous and providing means to heal yourself infinitely through combat with minimal risk.
  • Quen can make you functionally invulnerable even on the highest difficulty. Its normal effect is a HP% based shield that makes you Immune to Flinching and grants Contractual Boss Immunity to most status effects as well as removing those status effects when cast. The alternate is a completely impenetrable bubble shield that heals you when it gets hit and (if fully upgraded) returns some of that damage to the enemy. Quen essentially turns you into The Juggernaut.
  • Axii is arguably the most overpowered sign of all, despite the story limitations. Fully powered it prevent enemies from even attempting to approach you during the casting, hits two targets, turns enemies against their allies while giving them a huge damage buff, and even if it actually fails it still staggers the targets. On top of this it has a bunch of Jedi Mind Trick uses in dialog.
    • Interestingly, the overpowered nature of the sign is defied with the use of Axii in a story context. Geralt can, at one point, explain to Lambert why the sign can only be used at certain spots outside of combat: it's a temptation that needs to be avoided. That's right - the character you follow decided it's morally wrong for you to have the game too easy.
      Geralt: [Axii] tempts you to overuse it. Force a merchant to reduce his price. Make an arrogant noble drink from a gutter. Teach someone to show you respect. That can become hard to resist.
  • As far as skills go Gourmand takes the cake for single-handedly breaking the healing game by increasing the duration of all food and drink to twenty real-life minutes uninterrupted by damage or combat. That's right; Geralt learns to appreciate his food to such an extent that a drink of water can heal him four or five times over. Granted, the rate of regeneration is nothing spectacular and it does tend to fall off with higher levels, but it still makes the early game a breeze.
  • Deliberately invoked during the final portion of the game, as Ciri demonstrates precisely how powerful she is. In her playable section in the finale, she has a larger health bar, can one-shot all enemies regardless of level, and instantly teleport across the battlefield to the nearest foe.
  • You'll be hard-pressed to find a Mutation in Blood and Wine that isn't ridiculously overpowered. Probably the best among them is Euphoria, which adds a flat increase in sword damage and sign intensity for every point of toxicity Geralt accumulates. Combining this with a mixture of already game-breaking potions and decoctions will turn Geralt into a nigh invincible whirling dervish of death.


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