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{{trope}}
The ''[[Final Fantasy]]'' series has more ways to shatter the difficulty curve that you can barely shake a sword at it. These are rarely fixed up in [[Video Game Remake|remakes]], so some consider bonus content an attempt to give the broken material some pressure. This makes games that ''do'' fix up broken content (e.g. ''[[Final Fantasy XI]]'') somewhat controversial.
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*** This gets even worse when you use this on really strong enemies like T-Rexaur, Snow Lion, or Ruby Dragon, which almost guarantees enough experience for an automatic level up with each victory.
** If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits. In short, it spams Meteor. [[There Is No Kill Like Overkill|Incessantly.]]
*** Also, if you caste Aura on everyone and have Rinoa use Angelo for her limit break after he's learned all of his moves, there's a chance that he will use "Invincible Moon" [[Exactly What It Says on the Tin|which makes your entire party invincible for three turns]], and aura will provide them the ability to endlessly spam their limit breaks as long as its in effect. This is more than enough to go through most part of the game, and it gets even better if [[
** With a good strength junction and decent finger speed, Zell can pretty much destroy ''anything'' simply by alternating the two most basic moves of his limit break over and over again, a trick [[Awesome Yet Practical]] enough to earn the [[Fan Nickname]] "Armageddon Fist."
** Squall + [[Infinity+1 Sword|Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
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** To make up for these qualities, however, Dark Knight and Alchemist have low Agility, giving them longer delays between turns. This makes them not-so-great on faster enemies, like the [[Demonic Spiders|Lacertas]] in Via Infinito.
** Paine's Trainer class rivaled an alchemist later if you got your paws on the Ragnarok accessory, reducing all MP cost to 0. She could full-heal the party for about as much as an alchemist Mega-potion (depending on her magic stat), and much much quicker, in addition to having access to a host of other useful functions, like a haste+heal, two different reliable instant kill abilities, shields, and much more.
* It also had the Cat Nip accessory, that caused all damage and healing effects to be set at 9999 when that character was in [[Limit Break|critical HP status]]. Now combine that with a low level Gunner ability that spams (usually) weak attacks, which will now be doing 9999 damage PER hit, and can [[One-Hit Kill]] major bosses. It was later [[Nerf|Nerfed]] in the [[Limited Special Collectors' Ultimate Edition]]; it now grants Auto-Berserk status which means no more Trigger Happy shenanigans for you!
* Much worse than Cat Nip, the Lady Luck class is completely insane if you are good with those wheels... Black Sky and Cry in the Night are some rather strong nukes, dark matter is a cap-damage vs all enemies damage item, Megalixir completely heals the entire party, Megaelixir+ does the same, but also revives, Mighty Guard+ is pretty much the ultimate defensive skill and just to make it extra broken it has a spell called “CONGRATS!” which grants you instant victory against 99% of the game’s enemies while giving you outrageous amounts of money and insanely powerful rare items for free. Finally Lady Luck gives you automatic double experience, money and items after battle just in case you had any doubt as to what the best job is.
* If you follow the right procedures, you can bring O'aka onto the airship with you. He'll sell a bunch of items to you, and your purchases will go to paying off his debt. Pay it off by chapter 3 of the game and you'll turn him into the world's worst merchant. How does he make this transformation? He sells his wares for drastically lowered prices. For example, potions for 5 gil each. Buy a stack of potions and sell 'em to the Hypello just across the room. You can sell to the Hypello for 12 gil each. Buy for 5, sell for 12. What's that, a 140% profit? By buying everything you can from O'aka, you can make 26730 gil with each trip. Rinse and repeat, and you'll have no excuse to run out of money ever again.
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== Final Fantasy XI ==
* With ''[[Final Fantasy XI]]'' being a [[Massively Multiplayer Online Role Playing Game|MMORPG]], what counts as a [[Game Breaker]] is always a source of heated debate and often changed as the metagame evolved and new patches were brought in to [[Nerf]] the most obvious ones. Here are some of the more famous ones over the game's history:
** Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it ridiculous overpowered in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it".
** Colibri. No one will ''ever'' fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target [[Limit Break|TP]]-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells -- all of the [[Squishy Wizard|Squishy]] with none of the [[Squishy Wizard|Wizard]]. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri [[Broken Base|are a rich source of flame wars]].)
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== Final Fantasy Tactics series ==
=== [[Final Fantasy Tactics]] ===
* Cidolfus "Thundergod Cid" Orlandeau, who not only has ungodly stats, and knows just about all the sword abilities of several special characters right off the bat, but also comes with ''[[Infinity+1 Sword|freaking Excalibur]]'' free of charge. You don't even have to go to any extra effort to ''get'' him -- he just gets dropped into your lap about 2/3 of the way through, so the only way to ''not'' break the game is to deliberately ''not use him''.
* Beowulf, whose status spells are ''better'' than those of the devoted debuff class, which says a lot.
* If you're willing to put in a little more work, you can build a character that can devastate every enemy on screen, regardless of distance or visibility, with a "Holy" spell while simultaneously healing himself, for no MP cost. If you know how to twist the game mechanics, you can pretty easily solo the entire game.
* For more entertainment, we have the Ninja. They carry awesome stats in almost every category, and handing them the support ability "Martial Arts" makes a devastatingly fast, double-fisted death machine.
** Give a Ninja the "Equip Spear" ability, the "Jump" ability, and optimize them with all of your speed boosting equipment and the Ultimate Javelin. For added effectiveness, learn the Lancer/Dragoon's best Jump skills. You'll have a warrior able to inflict 999 damage from eight panels away with the speed of a Short Charged, level 1 Black Magic spell.
*
* One can also raise a
* Two Dancers, paired with three Mimes. Set the Dancers to Wizzinabus. Set the controller down. Even without exploiting the way the game engine calculates damage, they can usually murder their way through just about anything before the enemy can even reach them.
* In a similar vein to
* Speaking of the Chantage, it's a game breaker in and of itself. It gives ''permanent'' Reraise to the character who wears it, meaning the only ways that character can be taken out of the battle are things like Petrify or Blood Suck, and those can be easily blocked with a Ribbon. Furthermore, if your whole team is wearing both
** Which is why, of course, Ramza will wear the Secret Clothes (which
* Fairly early on in the game, Ramza has access to an ability that ups his speed by one per use. Spam it enough, and you'll start getting extra turns, and he can use it on other characters. The thing is, the faster you get, quite literally the faster you ''can'' get. The ability snowballs once you get it underway, to the point where Ramza will be getting up to ''eight turns in a row'', which is eight turns he can be
** Incidentally, the fact that [[Duel Boss|Wiegraf]] practically ''requires'' you to abuse this [[Game Breaker]] is part of why he's [[That One Boss]].
* The remake gives us Balthier who has the powers of
* Agrias and Meliadoul both are [[Game Breaker|Game Breakers]] in their own right, even if not even close to what Orlandeau can pull off. It is a testament to just how overpowered Cid is that most people don't realize just how good Holy Sword and Unyielding Blade actually are in their own right.
* Any unit
* A simple
▲* Any unit equiped with a Feather Cape and Reflexes also deserves mention. The Feather cape gives a unit 40% chance to dodge physical attacks and a 30% chance to dodge magic attacks, Reflexes doubles both chances and since it's a cape the evade bonus works on back and side attacks so a unit by default gets hit from physicals 20% at most and gets hit from magic 40% of the time. The advantage it has on Shirahadori is that it stops most magic attacks and it allows you to evade counter.
▲* A simple, yet effective trick is the high Brave, low Faith, Item, Shirahadori combo. For every four points you modify someone's bravery or faith, one point is permanent. This means it's possible to get a character's Bravery to 97 and his Faith down to 3. This character has a 97% chance to block any physical attack (and you can pump that up to 100% by having Ramza use Yell at the start of combat) and shrug off anything magical. Only a few monster techniques, such as Choco Meteor, have any chance of dealing damage to him, as well as counter attacks. Even if he does get low on hit points, he can spend a turn to use a healing item on himself.
* Calculators. With a little trial and error and simple math, you have the ability to get any spell, free of cost, with no charge time, and hitting potentially every enemy in the screen at once. This method was used to solo a speed run in under five hours.
* Hell, ANYTHING from the War of the Lions multiplayer rewards list. While some of it is limited to either Melee ([[PvP]]) or rendezvous (co-op missions), most of it breaks the game. the
=== [[Final Fantasy Tactics Advance]] ===
* The Concentrate ability. This Passive ability raises your accuracy by an absurd degree, despite the fact that the accuracy rate is practically the only device the game uses to balance abilities. That instant kill move that only had a 30% hit rate? Well now it's 80%!
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* It should be noted that the "Damage To MP" game breaker from Final Fantasy tactics is even ''easier'' to pull off in this game, since units automatically regenerate MP without moving each round. This makes one of the hardest boss battles in the game trivial.
=== [[Final Fantasy Tactics A2]] ===
* The sequel to FFTA seriously toned-down, worked over and generally fixed its game breakers, but it introduced
* The Paladin/Parivir/Geomancy combo. You get access to the best weapons and armors in the game, and Geomancy makes your [[Elemental Powers]] do
** It gets better, the Paladin job allows you to wear one of five different types of elemental absorbing robes/armor, shields that can absorb either fire or ice attacks, and two swords that can negate or even absorb Holy-type damage. Combined with the broken setup for the magic users listed below, the equipment options makes the class damn near ''unkillable'' in later missions where elemental damage is more common. Add the fact that the [[Artificial Stupidity|enemy units will NEVER check to see if their elemental attacks will actually harm the target]], and...
* Make a pair of Hume Illusionists - which hit every enemy on screen with a magic spell, with Magic Frenzy - which pairs any magic used with a physical attack, and have them [[Dual Wield]] Heretic/Lilith Rods or Bomb Arms - the strongest rods the class can equip. It takes some preparation, but get those two set up and you essentially win forever.
* Another fun one is a crew of Nu Mou Scholars. Build your party right and they can damage the entire enemy party while constantly refilling your party's HP or MP. Stagger this properly and you become stupidly unkillable.
* Then there's Blood Price Summoners. This allows you to break the game's MP accumulation curve, throwing out devastatingly powerful
** Alternatively, equip a robe that allows you to absorb an element, and proceed to spam the summon of that same element every turn. As long as you hit yourself with it, you'll heal yourself for massive HP every turn, AND damage enemies. Needless to say, entire teams have been made that are based around elemental absorption.
** You can then take this even farther by having one ability be Summoning and the other Red Magic, which includes Doublecast. So you can then do all of that ''twice a turn''.
** For even more fun, add a Chocobo Knight with the Critical: Quicken and Smile Toss abilities, equipped with a Venus Blade. Have your doublecasting
* The Bangaa Cannoneer happens to have an ability to assist in any MP-heavy skills, the Ether Shell -- an ability that allows the user to replenish 60 MP to another unit at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Charge, and every time that Moogle acts, someone is checking out.
** You can also Ether Shell another Cannoneer with the Gladiator skillset and has the ability Ultima Sword. You can even have them Ether Shell ''each other'' and have both be able to pump out Ultimas for their next two turns -- ''ten turns'' with the Halve MP passive skill equipped. ''Yikes''.
* For your Gria units, have your Ravager master the Sneak Attack ability, which doubles damage from back attacks, and the Unscarred ability, which gives a massive boost to your stats if your HP is full. Then give both abilities to a Hunter, whose huge attack range will generally keep her out of trouble. Add the Regenga clan ability to make sure your Gria's health stays full even if she does take a hit, and you've got a devastating long-range unit that can one-shot almost every regular enemy. As a bonus, Unscarred will also boost the Hunter's Sidewinder (double damage against monster-class enemies) and Ultima Shot (triple damage) attacks.
* Stopshot is ridiculous. Imagine a skill that inflicts the same amount of damage as a regular attack, while also having a high chance inflicting Stop, making the target completely defenseless for about 3/4 of the length of a normal fight, at which time it wears off. While stopped, all of a unit's turns are skipped, meaning it cannot generate MP, move, or act in any way. If the unit has an ability that would normally allow it to counterattack when struck, it does not trigger. A stopped unit has a 100% chance of being hit by any attack for which it is a valid target, including moves that sacrifice accuracy for power. Stopshot costs no MP to cast and, when fired from a gun (as is the point of the Fusilier class), can target almost any square on a normal battlefield. This is in a game where most fights are 6v6, so losing any unit to Stop is a significant disadvantage. Losing two or three to a single gun-toting Moogle is entirely possible, especially if said Moogle receives Haste, allowing it to act (and therefore fire Stopshot) much more frequently.
* Vaan has an ability called Life of Crime that deals damage based on the number of times he has used the Steal command. Use Steal enough and Life of Crime will deal a guaranteed [[Cap|999]] damage every time it's used. But why stop there? By making Vaan a ninja and having him [[Dual Wield]] shields (and giving him the right armor), you can get his Evasion to 80%. Combine this with his Razor's Edge ability, which increases Evasion by 20, and he becomes almost completely unhittable - status effects still work, but that's what the Debuff Resistance clan privilege is for. This allows Vaan to beat most maps entirely by himself.
== Other ==
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** Magic in general is very, very powerful in Mystic Quest, especially the all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the [[Final Boss]] while still having a maximum number of Wizard spell casts in the single digits. Sounds balanced, right? Until you factor in the Seed item, which completely replenishes your spell capacity to maximum. And which can be bought in increments of a ''hundred'', in a game where there is basically [[Money for Nothing|nothing else to spend money on]].
** Even more powerful than the highly damaging Wizard spells was the White magic. For strange reasons, most white magic would have the opposite effect if cast on the enemy, and we're not talking [[Revive Kills Zombie]]. We're talking ''Revive Kills Everything''; Life was an instant-death spell when used on enemies, the dungeon-warping Exit spell ejected enemies from combat, the status-cure caused random status effect on the enemy. Only Cure was limited to only hurting undead, otherwise White magic was full of death-dealing terror. And thanks to a [[Good Bad Bug]], even Cure has an offensive use; it more than makes up for its general lack of offensive power throughout the game by dealing obscene amounts of damage to the final boss, overkilling him in a few casts.
* Early on in ''[[Final Fantasy: The 4 Heroes of Light]]'' you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the ''[[Wild
** Better yet -- if you walk into a wall, you get into a fight. You can set up the game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with 3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.
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