Game Breaker/Video Games/Role-Playing Game/Final Fantasy: Difference between revisions

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The ''[[Final Fantasy (Franchise)|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 (Video Game)|Final Fantasy XI]]'') somewhat controversial.
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* The ATB system in general can be a game breaker if you know how to abuse it. If you put it on ''Wait'', input a few actions but keep one in some menu (items, magic, etc.), the action queue will empty out and then the next character will have its turn immediately. This is a great way to curve when the enemy gets its turn. Or you can simply pause the ATB while your characters are performing their attack animations, while leaving it running while the enemy performs theirs.
** Not to mention actions that ignore the action queue and take place immediately, such as Quick turns in V and VI and [[Limit Break|Limit Breaks]] in VII and VIII.
** This was specifically [[Nerf|nerfed]] in the DS remake of ''[[Final Fantasy IV (Video Game)|Final Fantasy IV]]'', wherein the ATB pauses every time somebody performs their turn's action.
* Enemy skills (or Blue Magic) from any given game tend to be abused due to their potent effects at the earliest they can be obtained. A lot of these however, do require some [[Guide Dang It]].
** [[Death of a Thousand Cuts|1000 Needles]] does exactly 1000 HP of damage, no matter what. This is useful if you either come across this early on (and survive getting hit) or if you face an enemy that has [[Nigh Invulnerable|absurd defenses]].
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* Magic spells [[Evolving Attack|level up]] if used in battle. While curative and damage spells grow more powerful, status-affecting spells grow more accurate. Since very few monsters resist the more oddball instant death spells like Toad or Exit, if you spend some time with them, they'll go from constantly-missing waste of space to instant-win commands. And almost every boss and enemy is vulnerable to Toad, so <ref>and some soldiers outside the castle drop it, even if they are moderately powerful for that part of the game</ref>... Exit can also be leveled up easily, by just walking into a town and casting it, then going back into the town...
** The ''Osmose'' spell can also be considered a game breaker. It's easy to level up, drains humongous amounts of MP from your foe, and never fails (not even on the final boss). One single ''Osmose'' spell and the final boss is completely drained of MP, leaving him only physical attacks. If you have one PC on the front row with 99% evasion, you are effectively completely invulnerable and you might as well just keep the X button pressed and wait for the boss to die.
* The Berserk spell is another gamebreaker. What it does is increase the physical attack of the target. What makes it gamebreaking is that the increase is completely ridiculous: about 50 per level per swing. At endgame, you can easily have level 10 in your weapon level and Berserk spell, even with little to no grinding. That means a single cast of Berserk can increase your physical attack by about 5000, and most endgame bosses have exactly that much HP. In addition, the Berserk tome is a fairly common drop from Magicians, which is an easy enemy that shows up early in the game.
* Use of the Blood Sword can take down the ''[[Final Boss|Emperor]]'' in two rounds. And in the NES version, there's two of them...
 
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* Although the original [[Nintendo Hard|doesn't really have any]], the DS remake introduced a few:
** [[Guide Dang It|Assuming you can find it]], the Ultima Weapon is easily this. In addition to having one of the best attack stats in the whole game, it gives a whopping +15 bonus to all of its wielder's stats. Needless to say, having it makes the endgame ALOT easier.
** Job mastery items, which themselves are a [[Guide Dang It]] until you discover the above, can easily become this. Of particular note is the Red Mage's item: a piece of armor which has enormously high defence and grants +10 to all stats. Given that the Red Mage can also take both the aformentioned Ultima Weapon and the Excaliber (another powerful sword which grants +5 to all stats)...''ouch.''
** Bards, which were a supreme example of [[Joke Character]] in the original, recieved a massive buff in the remake. Their songs' effects last for two rounds and can be stacked, [[Guide Dang It|though the game never bothers to tell you this]]. It is possible, for instance, to stack their defence-increasing song with a song that reduces all incoming damage by a fixed percentage. Both of these songs can stack with Protect, making your party borderline-invincible in all but a select few situations.
 
== Final Fantasy IV ==
* ''[[Final Fantasy IV (Video Game)|Final Fantasy IV]]'' DS included "Augments", which gives characters new abilities, many of which are the abilities old characters had. Some game-breaking combinations include giving White Mage Rosa Dualcast (cast twice in a turn) and Omnicasting (turn any spell into multitarget) to get Blink and Reflect on the entire party in a single turn, or Raising the entire team at once, or casting Holy on the entire enemy party, etc. Another is giving a character (usually Cecil) Draw Attacks (all single-hit moves hit that character), Counter, and Reach (full damage from the back row) and put them in the back row. There are quite a few others, like using Hide and Throw to deal damage while entirely unhittable.
** If you master all the minigames, Rydia's whitkin becomes the gamebreaker by maxing all his stats. Then combining with augments and the right skills you can finish any enemy in the game trivially. An easy "any enemy" strategy is to equip Whitkin with Flare as his only attack option and give him the augments to allow him to cast through walls. If his stats are maxed, Rydia will summon him and he'll get off 3 maxed power flares, doing ''far'' more than 9999 damage collectively - easily beating out Bahamut's damage cap - and all for the low low price of 50 mp.
** In the GBA version, Abel's Lance. This weapon has a chance of casting [[HP to One|Tornado]] whenever Kain attacks with it equipped, which would normally be [[Awesome but Impractical]] since with most common enemies you'll save maybe one hit. The problem is that ''it bypasses immunity''. On '''anything'''. Can you say "[[Final Boss|Zeromus]] dies in 2 hits"? Add the ring that turns Kain's Jump into a [[Double Jump]], and that becomes "Zeromus dies in 1 action".
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== Final Fantasy V ==
* In ''[[Final Fantasy V (Video Game)|Final Fantasy V]]'', Cover/Guard. The Cover ability allows a character to intercept a physical attack that would hit a low-HP character. Guard causes the user to not take damage from any physical attacks. By combining the two (or simply being a Knight, which does that for you), and having your other characters at low HP, you can beat many enemies without any risk of taking damage. Even bosses. Sure, the Guarding character won't be doing damage (unless they're also armed with the Counter ability), but that's what the other three characters are for. Use of this strategy is what makes a [[Low-Level Run]] of the game possible. Combined with another bug that allowed you to Berserk any enemy (in other words, force them to only use physical attacks), or simply by taking advantage of the fact that many bosses weren't even supposed to be immune to Berserk, one could make any enemy, even the [[Bonus Boss|bonus bosses]], laughably easy.
* The spell "Quick" allowed you to immediately have the caster take two additional turns. It had a high MP cost, which curbed its abuse potential a little, but you'd be surprised what you can do with two turns, particularly if you also used X-Magic (which allowed you to cast two spells in one turn) or X-Fight (which allowed you to do 4 attacks on random enemy targets in one turn, albeit with each having reduced power).
* [[Dual-Wielding]] + !X-Fight + !Magicsword. ''Eight'' attacks, each at half-damage, that were guaranteed to hit, ignored defense (which more than makes up for !X-Fight halving base damage), and could be imbued with most of the game's element types, including Holy, or several of the [[Standard Status Effects]]. Or, if none of those were particularly necessary, Flare. And after the initial !Magicsword casting (itself cheapened relative to the original Black Magic cost), completely free. With the right class setup, the above could additionally be performed in response to any enemy's physical attack. Using Break as your element for "!Spellblade" is an [[One-Hit Kill]] on any enemy that doesn't have an explicit immunity to it, and higher levels of !Spellblade will also instantly kill non-boss enemies that are WEAK to an element(if it is immune to instant death, it takes [[Quad Damage]] instead). This particular combination proved so infamous for its sheer power that "Spellblade-Dual Wield-Rapid Fire!" is Bartz's ''[[Limit Break]]'' in ''[[Dissidia Final Fantasy (Video Game)|Dissidia Final Fantasy]]''.
* The Blood Sword is a powerful sword that absorbs the enemy's HP when you attack with it, which alone would make it a very effective weapon to use, but it has an abysmal hit rate. However, if you use !Aim, !Jump, or of course !X-Fight, you can completely circumvent the low hit rate as every attack made with these skills is guaranteed to hit. !X-Fight gets a special mention as the Blood Sword also ignores the half-damage aspect the skill. This is because the Blood Sword is considered a magic attack (!X-Fight is only supposed to be used with physical attacks, after all). So, you're getting 4 full-powered Blood Sword attacks, plus 4 half-damage hits from your second weapon (if applicable). Basically, this bumps the damage of a single !X-Fight up to SIX times your normal damage instead of a "mere" 2x. This almost always restores your health to full as well as greatly damaging the enemies, which makes every mid-game fight (and most of the end-game ones) a complete and total joke unless you're facing undead.
* The Mimic command allows characters to copy the previous attacker's commands at no cost, including magic. Mimic can also be used to mimic Mimic commands, so by giving your entire team Mimic, have one character X-magic Golem, which completely negates at least one physical attack, followed by a powerful spell, have the next character mimic that, then have everyone mimic the previous mimic, every character will be both attacking and setting up a shield to block the next physical attack every single round at no cost, making it impossible for an opponent with nothing but physical attacks to do anything but sit there and take damage as all its attacks are blocked... and through use of the above-mentioned berserk bug, all monsters can be made to use nothing but physical attacks.
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== Final Fantasy VI ==
* Wind God Gau in ''[[Final Fantasy VI (Video Game)|Final Fantasy VI]]''. Gau can learn monster skills ("rages"), which when used cause Gau to randomly alternate between a regular attack and that skill at the cost of being uncontrollable for the rest of the battle. Wind God Gau combines the Stray Cat rage ("Catscratch"), which hits for 400% normal damage; the Merit Badge relic, which allows him to equip weapons (otherwise not possible); and the Tempest sword, which randomly casts a powerful Wind attack (boosted by Catscratch's power modifier) on the entire enemy party. It is also possible to steal a ''second'' Tempest sword from a certain boss, and equip Gau with ''both'' using the Genji Glove. This was corrected in the GBA [[Video Game Remake|remake]].
** A lesser known, but arguably equally broken, abuse of Gau's rages does not involve exploiting any glitches, but is a legitimate use of a particular Rage. The Rafflesia Rage uses the special move "Entice" which basically causes the enemy to convert to the side of the caster, and will damage itself indefinitely. Normally, spells like this would be blocked by immunity but not one enemy in the game is immune to it. The spell may miss occasionally, but it cannot be blocked indefinitely. Use of this rage on the ultimate bosses of the game renders them as helpless pets, who will do nothing but damage themselves for the rest of battle unless the caster (either Gau or Gogo) dies.
** The [[Boss in Mook Clothing|Intangir]] rage seems useful...then Gau casts Pep Up, which gives his HP and MP to another party member and removes him from battle. However, if you cast Mute on Gau, he can't use Pep Up. Using Intangir on a Muted Gau will make him absorb all elemental attacks and almost every status ailment. Unless you're up against something with Stop, an instant death attack, or non-elemental magic, Gau will be untouchable for the rest of the fight.
* Another infamous trick is the Psycho Cyan glitch. By having Cyan use his "Retort" tech, killing him, and then [[Baleful Polymorph|turning him into an Imp]], you activate two glitches, the combination of which causes Cyan to respond to any attack, ''including his own'', with a standard attack on the enemy side. This would cause him to attack, respond to his own attack with an attack, and respond to that attack with another attack, and so on, until the entire enemy side is dead.
* In addition, the combination of the spells "Vanish" and "[[Never Say "Die"|Doom]]" (or Banish) in ''[[Final Fantasy VI (Video Game)|Final Fantasy VI]]'' resulted in a [[Useless Useful Spell]] actually working. On everything, even [[Hopeless Boss Fight|Hopeless Boss Fights]]. "True" gamers felt this was too easy. This was fixed in the GBA [[Video Game Remake|remake]] (it still works on monsters susceptible to instant death spells normally - Vanish ''does'' give magic a perfect success rate, after all - but not on ''everything''). Note that if X-Zone was used on [[Bonus Boss]] Doom Gaze, you didn't get the rewards for killing him, as the proper scripts wouldn't execute (though it also wouldn't stop him from appearing as killing him normally does.)
* And by killing dinosaurs in a particular forest you could get Economizers (Celestriad if you're playing the GBA rerelease), relics which reduce the cost of all spells to 1 MP. Even the ridiculously expensive spell Ultima that can take out the [[Final Boss]] in a few hits.
** Add in Quick and the Soul of Thamasa (which allows you to doublecast). You can cast five Ultima spells for the cost 6MP total.
** The Economizers (Celestriads), however, become less useful if you consider ''another'' game breaker, the Osmose spell, which drains MPs from enemies and works on virtually every enemy except the undead. It's essentially a free MP recharge. It does waste a turn, unlike the Economizer/Celestriad, but it doesn't take up a relic slot. With the Economiser/Celestriad, you can simply use Osmose to recharge your MP stock, should it somehow fall low.
* The Genji Glove (which allows dual wielding of any two weapons) can be paired with the Offering/Master's Scroll (four attacks for the price of one). Wield the strongest weapons with those relics and the final boss just becomes a challenge of getting the first attack off before he does his opening move. It's one of the few ways you can actually defeat Chupon/Typhon in the arena.
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* In the SNES version, the stat MBlock, which should only determine the rate at which a character dodges magic attacks, thanks to a glitch also determines this for physical attacks. Therefore raising your MBlock to 255 allows you to dodge virtually anything. This is fixed in the Game Boy Advance version, but it's still possible (albeit much harder, and only on a few characters) to get '''both''' evasion stats to 255, causing the same result.
** You don't need 255. 128 is enough for most characters, though due to an oddity, some characters need about 131.
* A different sort of [[Game Breaker]] is the Lete River area: there's a point where, if you've got a turbo controller, you can put a heavy object on the "A" button, walk away, and come back a week later to a party of max-level characters. Although this won't give characters the proper stat boosts since most of their gains come from leveling up with Espers equipped. Although you can get some Espers before the [[The End of the World Asas We Know It|world is torn apart]], the better Espers with the nicer stat boosts aren't found until then. One character (Locke) doesn't get any bonus from this, however.
** This can be done with an Auto controller even more easily. If left on for five days, your characters will be around Level 88. It takes much longer to gain additional levels, due to the large increases in XP needed.
* The desert near of Maranda allows you to learn the game's best spells in an hour; this can work with the above Ultima/Quick combinations to easily massacre your opponents.
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== Final Fantasy VII ==
=== [[Final Fantasy VII (Video Game)|Final Fantasy VII]] ===
* First of, this game offers the all-powerful Knights of the Round summon. Combine it with (almost) any of the game's support materia for massive fun. W-Summon makes it do a quarter of a million damage. MP Absorb makes it practically free to cast. HP Absorb plus Counter makes you completely invincible. With enough work you can build a whole character around it. The only balance? It's [[Infinity+1 Sword|not available until the end of the last sidequest in the game]] and it takes ''a full minute'' to watch every time it's cast. However, the Quadra Magic materia works with every other summon and magic to make it be cast four times over, albeit at reduced power each time.
* There's also the mechanics for learning limit breaks. Once you figure out how they work, it's really easy to find a good spot and just crank everyone's limit breaks up to the highest trainable level and watch the carnage.
** Not to mention the mechanics for actually acquiring limit breaks in the first place. Killing large groups of lower-powered enemies can unlock your characters' higher level limit breaks earlier than you would otherwise. When it comes to the limits that you can only unlock by using other limits, quipping characters with crappy armor and fighting enemies with high attack power causes them to suffer much higher damage than they normally would and allows you to learn the limits faster.
* This game has one of the single greatest [[Game Breaker|Game Breakers]] for obtaining money in RPG history, considering the fact that all you have to do is master an "All" materia and sell it. A single star "All" materia sells for nothing, but a five star master "All" materia sells for {{spoiler|1,400,000 gil}} at ''any'' store which should provide enough money for ''the rest of the game.'' The real kicker is the fact that "All" is an extremely early and easy materia to find, as well as levels up considerably quicker than most other materia, and can be bought for almost nothing in materia stores. It gets better considering the fact that when you master a materia, you get a fresh one star copy of the five star materia allowing you to master it all over again, which means you can repeat the cycle as many times as you want, and considering that "All" is undoubtedly of the most essential and fundamental materia to master, it's a safe bet that you have a mastered "All" materia pretty soon in the game.
* Vincent's ultimate weapon deals damage based on the number of enemies he's killed with it. Kill [[Powers of Two Minus One|65535]] enemies and it's an instant kill on anything due to its damage formula overflowing so that it ends up doing negative damage, which triggers a failsafe script that instantly kills anything he hits with it. Due to this, it can even one-shot [[Sequential Boss|Sequential Bosses]] at their first stage.
** to a lesser extent every ultimate weapon does this. They each have the ability to do 9999 damage, when most melee attacks will only do ~1000 damage when the gamer first gets hold of the easier weapons. These weapons all have methods that power them up, such as having high MP or HP, and are weaker when unpowered; but it's usually absurdly easy to satisfy these conditions so that you always hit for 9999 damage, invalidating all spells that don't do multi hits. Special note goes to Barret, Tifa, and the aformentioned vincent, who's ultimate weapons stay at full power once powered up and can never grow weaker.
* Like most [[Final Fantasy (Franchise)|Final Fantasy]] games, the spells you learn from your enemies could be the most game-breaking of all:
** Beta is available ''very'' early on in the game. If you're good or lucky, this nuclear chainsaw will cut through the rest of the first disc without any effort. It's three times more powerful than the second-strongest attack you'll have at that point.
** White Wind, which can also be obtained really early in the game, is basically all of the healing materia in the game mashed together for ''less MP'' than any one of its weaker cousins. It recovered your teammates by how ever many health points the caster has, so if the caster has 9999 HP when they use this move, their allies both recover 9999 HP also. Just keep the caster's health high, and your team was in good shape.
** Big Guard, which is insultingly easy to obtain if you know how, puts Barrier, MBarrier, and Haste on your whole party, in a single turn, for 56 MP.
** Trine, which has an absurdly low cost for the damage it does; for comparison, the summon Ramuh (which deals damage with exactly the same properties as Trine) does half the damage for double the cost. And Trine is powerful enough to wipe out entire swarms of mooks in a single shot until around the end of disc 2. You know, around the time it's possible to get W-Item and after the time it's possible to get Knights of the Round.
** Goblin Punch, which is incredibly easy to obtain if you know where to find it, and does an obscene amount of damage for 0 MP.
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** Command Counter. When hit the character would Counter Attack with a mime of the last action your party performed. Naturally, this can lead you to miming a double summon of Knights of the Round and then on your actual turn repeating it. This was especially notable with enemies that dealt physical damage to all characters in the party because each one of them (if equipped with Command Counter+Mine), they would Mime the Mimed Knights of the Round. This reduced even the strongest enemy in the game to putty.
** Even worse: Barret with Ungarmax. After loading him up with a few Hero Drinks, let him do this, let the enemy attack him, and watch as Barret unleashes up to 144 attacks each worth about 5000+ damage apiece.
** A great place to use mime is in the arena, because you can actually mime limit breaks. So go in with a full limit break and just keep mime-ing. This is especially useful because you can then take some on the high scoring penalties and they will not affect you, like all green material breaking. This along with the hero drinks mention above makes the area a joke.
* If a character's HP hits exactly 7777 on the dot, they will start automatically attacking enemies for 7777 damage. [[There Is No Kill Like Overkill|62 times.]] The [[Incredible Shrinking Man|Mini spell]], normally a [[Useless Useful Spell]], reduces all physical damage caused by one enemy to 1, but there's nothing stopping you from using it on your own characters. By using enough HP Plus materia for 9999 HP, the Demi spell (deals 1/4 max HP in damage) will leave you at 7499 HP - attack with the Mini-ed character 22 times, then use 3 of the lowest level healing potion to heal 100 HP each, and we have instant overkill of any non-[[Bonus Boss]] enemy in the game. It helps that Emerald Weapon has an attack that deals 1111 damage for every materia on your characters - you can see where this is going.
* A comparitively lesser one, but the morph ability can be used like this. The morph ability dies less damage, but if it kills an opponent the opponent will be morphed into a specific item, with each monster type having a specific item it morphs into. The end game has a [[Peninsula of Power Leveling|sunken plane]] where every monster is absurdly powerful (for the level your originally find it) but morphs into a stat boosting item. This by itself isn't too much of a game breaker, the effort of cherry tapping the games hardest foes to death is so extream that you deserve the boost you get. That is until you explor the sunken plane a little and discover [[Secret Character|Yuffie's]] [[Infinity+1 Sword|ultimate weapon]] which can one do full damage attack when using morph, making it absordly easy to collect these stat boosting items, the game starts to get a bit more broken.
=== [[Crisis Core]] ===
* You can equip an accessory called Brutal that raises the maximum damage you can do to 99999. If you then use the Costly Punch materia, you will do 99999 damage with it. All for the low cost of a tiny bit of HP...
** And that same Costly Punch can be upgraded to raise your max HP to 1099% of its natural value, provided you have an accessory to break the HP limit.
** Well, increasing stat bonus of your materia is the only way to max your stats, although even without it, Brutal and Costly Punch allows you to [[One-Hit Kill]] any boss in story mode. On the other hand, you can't even think about killing strongest boss in side missions if you don't have Costly Punch and Brutal and haven't maxed at least some of your stats. After all, she has ''only'' 10 000 000 HP (she can heal herself too), not to mention her deadly attacks.
 
== Final Fantasy VIII ==
* ''FFVIII'''s junction system, combined with the game's [[Dynamic Difficulty]], makes it phenomenally easy to put together game breakers once you know how to use it effectively. Quezacotl's Card and Card Mod and the various GF item-refining abilities can be used to stock the characters up with magic to junction to and boost their stats. Card also prevents the party from earning XP for enemies thus transformed, keeping everyone's levels low; if the player avoids [[Level Grinding]] and focuses on refining and junctioning high-end magic instead, the party's stats quickly outstrip those of their enemies.
** Playing the [[Mini Game|card game]] makes it even easier. Once you've gotten your first few unique GF cards in disc 1, as long as you take care to avoid spreading the Random rule it's possible to win most games simply by having a vastly overpowered deck, which in turn enables you to win more powerful unique cards. All of these can then be modified into items that can be used for weapon upgrades, GF augmentation, and refining more magic. In particular, the Gilgamesh card (obtainable through a card game sidequest that's available starting in disc 2) and the Laguna card (obtainable in disc 3) can be refined into items which make either one character or the ''whole party'' completely invincible for a short period of time, in quantities sufficient to get you through the endgame and both [[Bonus Boss|Bonus Bosses]].
* Keeping a character at low HP allows them to execute their [[Limit Break|Limit Breaks]] every turn:
** Selphie's [[Confusion Fu]] limit break includes two [[One-Hit Kill]] spells, "Rapture" and "The End," the latter of which works even on bosses. It doesn't come up often, but by exploiting some minor flaws in the game's programming it's possible to make it unable to perform the next character's action, allowing the player to keep rolling indefinitely until The End comes up.
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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 Onon 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 [[TheresThere Is No Kill Like Overkill|Squall does Lionheart and Rinoa does Wishing Star in the process.]]
** 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.
** The risk of leaving characters at low HP is easily offset by another absurdly simple junction setup: set Squall with the Cover and Counter abilities and junction 100 Drain spells to Status-Attack-J. Leave the other two party members' HP as low as you like; Squall will take the hits for them and immediately counterattack, replenishing his own HP with every hit. [[Always Accurate Attack|And he always hits.]]
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* Another way of abusing the [[Dynamic Difficulty]] involves [[Guest Star Party Member|Guest Star Party Members]] Seifer (in disc 1) and Edea (in disc 3). Letting the other party members get KOed and [[Level Grinding]] with the guest party member can, if you're willing to grind that much, leave a comparatively low-level party with level 99 GFs and high-end spells like Firaga with no effect on the party's average level once the guest character leaves.
* Any GF that eventually gains an ability that has the word "Bonus" in it, like Ifrit who gets "Strength Bonus", Leviathan who gets "Spirit Bonus", Carbunkle who gets "Vitality Bonus", or Brothers who get "Health Points Bonus", mainly because learning these abilities and keeping these GF's attached to your party members will give them significant boosts in their stats.
** Special mention to Ifrit who you get extremely early after you start the game, and can get "Strength Bonus" to boost you from really low levels onward.
* In general the [[Summon Magic|GFs]] are, as already demonstrated above, far more useful for their junction abilities than as actual summons, but there are exceptions:
** [[Cool Train|Doomtrain]]'s summon sequence attempts to hit the target with every status effect in the game. While most of these are [[Useless Useful Spell|ineffective]], Vit-0 almost always works, greatly increasing the amount of damage the party can dish out - and unlike most of the [[Standard Status Effects]], it doesn't wear off during combat.
** Eden's absurdly long summon sequence gives the player ample time to abuse the Boost option. Max your compatibility so you can summon it up within a couple of seconds and watch it completely ignore the damage cap by about 40,000+ points to all enemies.
* The Meltdown spell, which is available once you reach Trabia, will inflict Vit-0 on any and all enemies in the game, including the bosses, ''including'' Omega Weapon, 99.9% of the time. It hardly ever fails. Combine this with Aura (another potential gamebreaker that allows the use of Limit Breaks regardless of health), and you too can experience the fun of spamming Renzokuken on enemies who are literally defenseless.
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== Final Fantasy IX ==
* Partially due to the fact that the battle system maxed out at doing one hit of 9999 damage and a maximum boss HP of [[Powers of Two Minus One|65535]], you can use skills and abilities like Soul Blade (with Masamune equipped, anything vulnerable to Death spells WILL die in 10 seconds 100% of the time), a time based Auto-Regen (Especially when combined with Boosted summon spells). Hell, the Ability system as a whole will let your characters do a bunch of boosts at the same time, including, but not limited to, Auto-Life, Auto-Regen, Auto-Haste, Auto-Reflect, Auto-Potion, Long Reach, Various magic/attack boosts, etc... Once you get to a high enough level, you'll be regening back to full power as fast as they can damage you, if they manage to hit you at all.
** Alternately, you can use the Ability system to make yourself immune to most monsters' status attacks. Status effects like Heat, Venom and Confuse are pretty bad...unless you've got Body Temp, Antibody and Clear Headed equipped all at once to make yourself immune to them. In other games, you'd have to equip a Ribbon or some other powerful Accessory to get this much protection, but you can do it for your entire party if you're willing to teach everyone all the abilities, which is actually very easy.
** Whether it's a [[Good Bad Bug]] or something else going on, but with at least Auto-Haste and Auto-Regen, characters will become invincible so as long as something doesn't hit for their max HP, as Regen will fire off every millisecond.
* There's Zidane's, Quina's and especially Freya's defense-ignoring 9999 hit spells. Low MP requirements, no available early in the game, though you're unlikely to fulfill the requirements of Quina's until near the end of the game, but that's alright because...
* Many of Quina's Blue Magic spells. Bad Breath, Level 5 Death, Night (combined with your party equipping the Insomniac ability), Magic Hammer, Mighty Guard, Limit Glove, Angel's Snack, White Wind... whether its attacking, defending or healing, at full or low HP, Quina is easily a top tier character, even without his maxed out Frog Drop.
* Vivi's Doomsday ability (combined with the party equipped with armor or accessories that negate or better yet absorb Shadow element) against any enemy that doesn't negate or absorb Shadow element.
* Steiner's Shock ability which does max damage to practically anything it hits regardless of their stats.
* Amarant in general counts for this due to his high attack strength, his solid stats, and his versatility in his move set. He can cause direct damage, cast status effects, restore party members' health and magic points, and can even revive them all by himself.
** The best part about Amarant is his first move "Chakra" restores a little bit of health and magic for a small amount of his own magic which means that when he uses the move on himself, the move pays for itself. Even better is the fact that later on, he can learn an ability to strengthen "Chakra".
* Eidolons with Boost and the corresponding items maxed out in your inventory will generally do at or around 9999 HP of damage (especially with Elemental bonuses) while simultaneously taking long enough to allow your characters to heal to full.
* ReflectX2 + Carbuncle + casting high level reflectable spell on your own party = the only real way to break 9999 damage in one attack in the entire game.
* The ability Auto-Regen gives you back health not based on turns but rather on an actual amount of time. Hence making sure summons were on full animation rather would give you more health than the quicker "part animation". The full Ark, for instance, could get you from 1hp to about 5,000hp, if not more.
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== Final Fantasy X ==
=== [[Final Fantasy X (Video Game)|Final Fantasy X]] ===
* Rikku's [[Limit Break]] lets her combine two items to create a spell. Game breaking spells include Trio of 9999, Quartet of 9, Chaos Grenade, Calamity Bomb, Final Elixir, Hyper Mighty Guard... "No Sphere Grid" runs rely on Trio of 9999.
** To clarify: Trio of 9999 makes every single effect you use do 9999 damage or healing. Use it with Tidus' and Wakka's best Overdrives to get 6 and 12 hits of 9999 respectively. Conveniently, the 2nd to last boss (much more difficult than the [[Anticlimax Boss]] that you fight after him) has 180,000 hp, letting the combination of these three Overdrives kill him with no trouble.
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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 (Video Game)|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]].)
** The "avatarburn" party style. Get a bunch of [[Summon Magic|Summoners]], a couple of maximum-level characters, a low-level sync target, and a [[The Gambler|Corsair]]. Have the high-level characters get half a zone's worth of low-level mobs angry at them. Sync the actual party down to the sync target's level. Have the Corsair put up Corsair's Roll to increase the XP returns. Have the Summoners summon nearly anything, then hit [[Eleventh -Hour Superpower|Astral Flow]] targetting the swarm of monsters on the high-level characters. ''Gain '''tens of thousands of XP''' in seconds.'' Have the Corsair use [[Eleventh -Hour Superpower|Wild Card]] to attempt to reset the party's [[Eleventh -Hour Superpower|two-hours]], ''potentially allowing you to repeat the process'' once things respawn. Note that the Corsair, while useful, is technically optional; you can do this really well with just the summoners, allowing more people to leech off of the instant XP at a time.
** On a similar note, "manaburn" parties were popular for a while as well. The basic tactic was the same: five Black Mages and one character for pulling (either a Bard or a Red Mage for MP Regen). Designated puller attracts a monster, all Black Mages spam their highest level spells at once.
 
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** Zodiac Spear + Bravery + Adrenaline + HP Critical status = a force to be reckoned with, especially if you use Basch. Add Last Stand and Battle Lore and you're really pushing it up to 11.
* Berserk + Bravery + Hastega + Ninja Swords can decimate anything that does not resist Dark; consider the below for a guide on how to massacre the strongest boss in the game. Fran is not berserked for healing when required, and Ashe and Basch bring on the pain. ''Hard.''
{{quote| Ashe and Basch under Berserk and Bravery will always do 9,999 with Ninja Swords, given Yiazmat is a light elemental and is weak against dark. Berserk pumps their attacks per second from 0.5 to ~[[1.0. Haste brings it up to ~]]1.8. That's about 100 attacks, or 999,900 damage. ''Per minute.'' Combos. Yeah. Have them Infuse their HP down to 10 and then berserk them. The 1.8 second delay is then only applied after a string of nine to ten consecutive attacks.}}
* Related to the "General" tab above, ''XII'' also has something similar due to limitations of the Playstation2. When several actions are in queue, spells and abilities that are low in graphic intensity are all triggered at the same time while more powerful abilities in the same queue have to wait until all current actions are completed. When a powerful ability that is graphically intense like Holy or Scathe are used, all other actions in the queue are put on hold until the animation is done. However, regular attacks are not restricted by this rule so enemies and allies alike are free to pound each other while the powerful spell is being cast. This can be frustrating when your powerful spells go off and the enemy wails on you with its melee attacks, but it can also work to your advantage if you do it right yourself to force enemies to wait for their spells or abilities to go off.
 
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== Dissidia: Final Fantasy ==
* Although [[Difficult but Awesome|hard to use]], [[Final Fantasy X (Video Game)|Jecht]] still has two skills that let him disobey the rules of the game. The first is "Jecht Block", an instantaneous move that blocks any attack - the catch is that it actually does block ''any'' attack, even the ones that are supposed to pierce blocks can't get through. The second is his EX Mode, where Jecht is allowed to keep up his combo attacks even if the first attack misses<ref>Cecil's Dark Step and Paladin Arts (his class-change attacks), Squall's Fusillade and Mystic Flurry, and EX-Mode Gabranth's Enrage, Relentless Lunge, and Vortex of Judgment can all also be completed without the first attack connecting.</ref>. Normally a character only gets to keep their combo going if they land the first hit, but in EX Mode Jecht can keep his combos up as long as he wants. Factor in the fact his combos are the longest and strongest in the game, and all of them chain into HP attacks. Other characters EX mode don't quite compare to the Final Aeon, but some do come close.
* With the right combination of equipment, one can stunt one's character to a piddling 400HP. With 9999 initial Bravery and a full EX Gauge. There is a summon that can lock your Bravery at 9999, and EX Mode can block HP attacks, so you just need to use a single attack on the opponent; but as almost all set-ups give more than four-hundred Brave, the term "rocket tag" is quite suitable. Oh, and you could add a Phoenix Pinion to the combo, ensuring that if you got killed, you'd be healed back to 9999 HP.
* According to [[Word of God]], [[Final Fantasy V (Video Game)|Exdeath]] is designed to be this. Yet, he's so hard to use that he's not a reguarly used character in tournaments. Regardless, he's still a formidable foe in the right hands, being able to block plenty of attacks and counter them with his normally hard-to-use attacks. He tends to be held back by the fact that he's either useless or deadly, depending entirely on whether you're a master or not.
** Duodecim, it's prequel sequel sort of fixes this by making the character more...accessible. Turn guard turns and faces an enemy, blocking the brave attacks easily, and the other spells got powered up as well.
* To break the battle mode of ''Dissidia'', well--there are a few options, but [[Final Fantasy IX (Video Game)|Zidane]] is perhaps most notable. The character is fast enough to just ''run away'' from most attacks without having to block or dodge, is small and thus on the hard side to hit, the majority of his bravery attacks combo easily ''and'' chain into either chase sequences (useful if the player is good at them) or the even-more-useful Meo Twister HP attacks. And his HP attacks--the homing, long-duration, guard-crushing charge Grand Lethal is well-loved, but Free Energy is just as useful for a different reason. Sure, the range is very short, but it tracks well, and the hitbox takes a little getting used to (it can miss if the opponent is too far or too close to Zidane), but it is pretty much ''the fastest'' HP attack in the game--the only one faster is Bartz' Goblin Punch, which he only has access to in [[Super Mode|Ex Mode]]. With all of these, Zidane can absolutely destroy the story mode of the game, thus granting the player access to the things necessary to break the game in the other, above-described ways.
* All the above is indeed well and good for breaking tournament play or optional [[Bonus Dungeon|Inward Chaos]], but [[Square Peg, Round Trope|aren't quite gamebreakers]] due to requiring [[Difficult but Awesome|a great deal of skill and practice to begin to be effective]], [[Bragging Rights Reward|equipment and accessories so painstaking to get that almost anyone who has them can demonstrate that they don't need them]], and anyways, villains like Exdeath, Gabranth, and Jecht aren't playable in the plot of ''Dissidia''. Dodge-cancel combos are a different story, however. Some attack chains involve large hitstun to keep the opponent within range of the next part of the chain, but any chain requiring multiple button presses can be interrupted with a dodge before the next attack button is pushed; the attacker can then begin a new attack chain, and some characters can do this repeatedly to maintain these extended combos indefinitely. Furthermore, as the [[All There in the Manual|in-game help files]] state, some HP attacks can be canceled by entering EX Mode, which is another way to abuse hitstun. When you start playing online with human opponents, expect those who use Warrior of Light, Golbez, Sephiroth, and Zidane to spam their aptly-named "infinite combos" to entirely destroy the playability of the game.
* In ''Dissidia 012'' it's legitimately possible to boost your accessory multiplier to 99.9. Let's add Smiting Soul, Safety Bit and Side by Side and enable EXP to HP. Now you only have a 0.1% chance to not to instantly break your opponent and unless your opponent has the [[Achilles' Heel|Destroyer]] accessory, you'll always [[Last Chance Hit Point|endure a killing blow with one HP]], and any HP Attack that connects your opponent will heal you, and even if you were about to be killed, you can probably Assist Change out of the attack, effectively making you [[Nigh Invulnerability|Nigh Invulnerable]].
 
 
== Final Fantasy Tactics series ==
=== [[Final Fantasy Tactics (Video Game)|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.
* Or theThe broken combo of the reaction ability "MP Switch" and "Move MP UP" which makes you ''completely invulnerable to damage'' as long as you move at least one panel.
* One can also raise a monkMonk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and manythe jobaccording pointsJob (orPoints somethingfor likethe that)class you are on per usage, meaning that, with enough time, you can level up an entire party (and their jobs) in one match as many times as you want, without doing any damage or casting any magic. Combined with hasteHaste spells (which raisedraises speed for the match), characters could have many, many turns while enemies have one. And then you can have dual-wielding on a specific character, use "best fit" in a shop, and TWO excaliburs would be equipped, only costing 10 money a piece. Extra game breaker: only random encounters had level-matched enemies. Formal matches could have your level 99 characters facing off against level 20 enemies.
* 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 OrlanduOrlandeau, give Agrias Dual Wield, [[Infinity+1 Sword|Chaos Blade and Excalibur]], a Lordly Robe (optional, but its +2 attack and Wall status helps), and a Chantage. She'll be ridiculously fast, powerful, and most importantly, '''immortal'''. Alternatively, if you're playing the [[Updated Rerelease]], you can replace the Excalibur with a more powerful weapon if you have one, and replace the Chantage with the Tynar Rouge, which will take away your immortality but make you overall more powerful. You ''could'' do the same with Meliadoul, but as her attacks can only hit one target, it's not as effective.
* 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 ChantagesChantage and RibbonsRibbon, the only way you can lose a battle is for the enemy to QUICKLY kill your whole team all at once, before anyone's Reraise kicks in. The catch? Only female characters can use Chantage (and Ribbons, though [[Wholesome Crossdresser|Cloud]] can use those), and Ramza, who is male, is forced into all story battles - his [[Final Death]] is [[We Cannot Go Onon Without You|game over]], so you'll still have one unit to protectwatch out for.
** Which is why, of course, Ramza will wear the Secret Clothes (which makemakes him invisible to enemies right from the beginning of the battle) while Agrias rampages across the map. Give him Sunken State and even if Agrias gets hit with a debilitating status effect, the enemy has ONE''one SHOTshot, and ONEone SHOTshot ONLYonly'' to kill Ramza. Especially if he has Move HP Up.
* 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 uppingraising another character's speed.
** 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 the Mustadio and the thiefThief class combined, plus another ability that allows him to attack four times with half damage each hit,. so heHe really deals damage equivalent to attacking twice but he can do this with any weapon he is equiped with, and to top it off the attack costs no mpMP; with the gun he comes equipedequipped with he can deal enough damage to kill virually anyone within two rounds at an eight panel distance. He also has an absurd equipment list and VERYvery high speed. In short, Balthier is an armored ninjaNinja with a gun who can ''rapid fire''.
* 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. ThereMeliadoul's isabilities slightin the original are a [[FanSubverted DumbTrope|subversion]] involvedthough, with Meliadoul becauseas she cancouldn't spamhit theunequipped sameenemies abilitysuch onas everymonsters, singleand enemySafeguard inmade theanyone gameequipped andwith ait fewimmune areto immuneher attacks. The PSP version changed that, allowing her to itdo damage regardless of being equipped or not, or having Safeguard.
* Any unit equipedequipped 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% of the time 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.
** Unyielding Blade can hit enemies without the specific equipment in the remakes (which means not even monsters are safe) and while She isn't Orlandu Meliadoul still hits pretty damn hard with her skillset. By default she actually hits harder than Agrias, but lacks the (surprisingly useful) status effects and the AoE attacks.
* 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.
* 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 ([[Pv PPvP]]) or rendezvous (co-op missions), most of it breaks the game. the brigandsBrigand's gloveGlove for example, it's a glove accessory that gives +3 to speed and autoAuto-haste, yepHaste; no need of Excalibur as a weapon as now you can equip a Chaos Blade and still get hasteHaste. The next item is the Grand Armor which gives permanent Reraise, like the Chantage does, but now it frees up that accessory slot for female units, or now males get reraiseReraise automatically. Perhaps the most game breaking of all is the Brave Suit, which is pretty much the Grand Armor but as clothing,. youYou might ask why is it more of a game breaker?, itsIt's because it's actually easier, to get, relatively speaking, albeit time consuming.
 
=== [[Final Fantasy Tactics Advance (Video Game)|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%!
* Moogles can learn Ultima Charge, go level up enough to meet its absurd MP requirements, become a Gunner, and dish out death every time they get a turn. Humans can do similar with archers or hunter, Viera can use assassins and snipers, etc.
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* [[Video Game Stealing|Steal: Ability]], which was originally intended as a late-game accelerator pedal. By abusing certain really simple game mechanics, you can gain access to the ability [[Disc One Nuke|at a ridiculously early stage]]. As if the dev team anticipated this, you can steal ludicrously powerful abilities in some early missions, and after that the entire power curve of the game just falls apart.
* 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 a 2 (Video Game)|Final Fantasy Tactics a 2A2]] ===
* The sequel to FFTA seriously toned-down, worked over and generally fixed its game breakers, but it introduced atons coupleof new ones including Mirror Items, which reverses the effect of items. Antidotes inflict Poison, Eyedrops inflict Blind... and [[Healing Potion|X-Potions]] do 200 points of damage. Guaranteed. With the accuracy of a standard attack. Your newly-recruited Seeq Ranger can now do more damage than your most seasoned units and can inflict nearly all the [[Standard Status Effects]] in the game. For real lulz, team up with a Green Mage that knows Tranq (which raises accuracy. Oh yes), then go to town with 70% accuracy instant-death Phoenix Downs, Toad-inflicting Maiden's Kisses, etc. Combine with the ability that doubles the effects of items for laughs.
* The Paladin/Parivir/Geomancy combo. You get access to the best weapons and armors in the game, and Geomancy makes your [[Elemental Powers]] do x11.55x damage against ''everything'' that isn't strong against all of them. You can also inflict status effects on top of it all.
** 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 summon[[Summon magicMagic]] from turn one, at the cost of the caster's HP equivalent to double of what it would cost in MP. These guys have healing spells that restore more than they cost. See if you can spot the exploit.
** 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 summonerSummoner hit the Chocobo Knight with Ramuh (since Chocobo Knights are weak to lightning, this should activate the Critical: Quicken ability and make the Chocobo Knight move immediately afterward) followed by Ifrit (which it absorbs thanks to Venus Blade). Then have your Chocobo Knight hit the summoner with Smile Toss, which allows them to move instantly. You now have an infinite loop, in which your enemies will never get a turn. By constantly moving your Chocobo Knight to where the enemies are, you can keep hitting them with the splash damage until they all die, with nothing they can do about it.
* 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 ==
* The SAW weapon in ''Final Fantasy Legend'' (actually a ''[[SaGa]]'' game renamed for the American market) was supposed to have a chance of automatically killing the target if the user's strength was higher than the defender's defense, which is how it works in the sequel. Unfortunately, there was a programming mix-up between ">" and "<", making it so the SAW only worked if the attacker was ''weaker''. This lead to an unfortunate end to the final boss.
* The Dragon Claw in ''[[Final Fantasy Mystic Quest (Video Game)|Final Fantasy Mystic Quest]]''. It has a chance of causing every status effect in the game, and not a low chance; it ''failing'' to cause status effects was the exception, not the rule. This includes petrification, which is implemented identically to instant death. Which pretty much means that any normal enemy dies in one hit. And for the maybe 10% of enemies immune to petrification? You've just put them to sleep, or paralyzed them, or confused them.
** Sadly, a bug stopped this from actually working as advertised: if an enemy was immune to any single status effect the Dragon Claw would cause, the game would not apply any of them. If it was immune to, say, poison, sleep/confuse/paralyze/petrify parts wouldn't work either. But anything that wasn't immune just straight up ''died'' from the Petrify effect.
** 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 (Video Game)|Final Fantasy theThe 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 ArmsARMs]]'' series.) Shortly afterwards, you unlock the Merchant crown, which increases the drop rate of gems after battles, and comes with an ability to find gems on the battlefield.
** 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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[[Category:Game Breaker]]
[[Category:Final Fantasy]]