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

m
Mass update links
(Import from TV Tropes TVT:GameBreaker.FinalFantasy 2012-07-01, editor history TVTH:GameBreaker.FinalFantasy, CC-BY-SA 3.0 Unported license)
 
m (Mass update links)
Line 17:
 
== Final Fantasy I ==
* In any of the [[Video Game Remake|remade versions]], the Temper spell definitely counts. All it does is increase the physical attack strength of the character it's cast on, which doesn't seem huge...until you realize these boosts ''stack'' with repeated castings. Then you add in the Haste spell, which doubles their Speed (# of attacks, and with it, damage), and the Giant's Gloves item, which increases accuracy thus ensuring that your attacker will never miss (and to add insult to injury, will simultaneously cast an additional Temper). Using this strategy, it is possible to take out all of the four Fiends with one physical attack each. [[One -Hit Kill|ONE]].
* In the GBA and PSP remakes of FFI, there is a secret weapon called [[Infinity Plus One+1 Sword|Judgment Staff]]. What does it do? It lets you cast Flare, the strongest spell in the game, for free. And in the GBA version, it's possible to get multiple copies of it, which means everyone can spam Flare every single turn.
** Not as much of a gamebreaker as you think, though: to compensate for the fact that mages have MP instead of "# of spells per level", enemy magic defense was strongly boosted. Hitting Lich with Fire or Dia would cause horrendous damage in the NES original, up to half the boss's HP. In the remake, it will do less than 100 HP of damage. The ability to cast Flare repeatedly pales in comparison to the devastation a Masamune-equipped multi-Tempered Hasted Warrior can cause in one turn.
** Or a multi-Tempered Hasted Monk... with his bare hands!
Line 25:
== Final Fantasy II ==
* There was good reason Final Fantasy II's experience model was never used again in a normal Final Fantasy, only in [[Final Fantasy Tactics|Tactics]]: You could increase your stats simply by having your party members strike each other. Who needs monsters? (And in its original, Japan-only NES incarnation, you could stat grind simply by ''selecting commands'' off the menu, cancel and repeat without taking any actual turns!)
* The combat system let you connect with up to 32 hits at a turn when you [[Dual -Wielding|dual wield]]. To make things worse, with maximum evasion, no enemy can connect with you physically, but to take advantage of that, you had to be effectively naked. Considering the power of the final boss and bonus boss, wearing only two weapons and ribbon was the ideal gear.
* 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.
Line 49:
 
== 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.
Line 85:
== 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 Plus One+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.
Line 104:
** 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 Plus One+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 ==
Line 114:
** 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.
** Irvine's Shot limit break combined with the AP Ammo (Armor Piercing Ammunition) which goes straight through enemy defenses and can easily do max damage each shot. The best part about this is that AP Ammo shoots fast and easy to obtain, although Pulse Ammo takes the damage [[Up to Eleven]] despite shooting a little bit slower.
** Quistis's Degenerator limit break - available in disc 1 via item drop or card mod - is another [[One -Hit Kill]] that works on pretty much anything but bosses.
*** 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 [[Theres 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 Plus One+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.]]
*** Better yet, give him the Defend and Darkside commands as well. Activate Defend at the start of battle, and Squall will take every physical attack for ''zero damage'', then retaliate. And if you feel like ending the battle quickly, Darkside will triple his damage output while Drain-attack renders the HP loss trivial. I have quite literally won boss battles by activating Defend, then leaving the room ''to cook and eat dinner''.
* The fact that Squall can get his [[Infinity Plus One+1 Sword|Lionheart]] weapon extremely early after the school becomes mobile, and pretty easily with a little bit of luck in item stealing. The majority of the item he needs can be made from cards, won in battles, or stolen from enemies pretty easily early on, but the one thing he needs is 5 Pulse Ammo (which is another [[Game Breaker]] for Irvine) that's usually found in the later half of the game, unless you take the school to one of the southern islands, and search in the barren terrain area until you find an [[Shock and Awe|electric creature called a Blitz]], and hope you can steal a Power Generator from it. The Power Generator is the Blitz's rare item hold, which means that you can only steal it instead of winning it after the battle, and enemies only have ''one'' item at a time, which means you might have to mug a lot of Blitzes before you find a Power Generator. Once you find the Power Generator and have the right ability, you can convert it into 20 Pulse Ammo, which means that assuming you have the other necessary items, Squall can get his Lionheart weapon, and leave 15 Pulse Ammo for Irvine making this a complete win-win situation.
* On Disk 4, fly to the Island Closest to Heaven and the Island Closest to Hell, equip the "Encounter None" ability on someone in your party, and keep drawing magic from the hidden draw points. It takes a while to recharge after each draw, but after a while you'll be able to give each member of your party 100 of the best magic spells in the game like Meteor, Flare, and Ultima to junction however you want to raise your stats to ''godly'' levels.
** The fun doesn't stop there. Junction 100 Ultima spells to your magic defense, and you will be immune to ''all'' elemental magic, which means that only high level magic like Meteor, Flare, and Ultima can hurt you. This makes the final dungeon considerably easier, especially since 7 out of the 8 bosses use regular elemental magic, and are weakened substantially because of it. The other boss has non-elemental magic, but has low enough HP to defeat it before it can really damage you if you maxed out everyone's high level magic with the trick described above and junctioned those spells to your stats to make everything go quicker.
Line 156:
* 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.
* The [[Infinity Plus One+1 Sword|Celestial Weapons]]. A few of them grant the One MP Cost ability which reduces the cost of all spells to ONE MP. That includes spells like Flare, Holy and Ultima.
** Balanced out by the fact that some of the Crests and Sigils you need to unlock their full potential are ridiculously difficult to obtain. As if [[Guide Dang It|figuring out ''how'' to get some of them without the help of a walkthrough wasn't hard enough]].
** Special mention goes to Wakka's "World Champion" weapon since it's one of the most powerful (if not THE most powerful) and the easiest weapons to get both the Jupiter Crest and the Jupiter Sigil for, considering that all you have to do to get the sigil is play a lot of blitzball and it will eventually be a prize for winning. This leads to another [[Game Breaker]] in blitzball with Tidus' Jecht Shot to easily overwhelm your opponents, and once you got all of Tidus' key moves, you had a chance of winning the [[Beyond the Impossible|Jecht Shot 2]] which takes the original Jecht Shot [[Up to Eleven]] and pretty much guarantees victory over any team.
* If you know how to manipulate it, Yojimbo's skill "Zanmato". It's not a [[Limit Break]], but it is '''literal''' [[One -Hit Kill|instant death]] to any enemy in the game. Period. No enemy is actually immune to Zanmato, so...if you have a decent supply of Gil and enough time, you can rampage through the game pretty easily off of that one attack.
* Mindy of the Magus Sisters summon has the Passado attack, which does 15 high-damage hits. As anyone who has played their share of ''Final Fantasy'' games, multi-hit attacks have the potential to be incredibly powerful, and Passado is no exception. Thanks to the Magus Sisters naturally having Break Damage Limit (which increases the damage cap of one hit from 9999 to 99,999, key term being "'''one''' hit"), if you max out Mindy's Strength to 255, she can inflict 15 hits of 99999 on almost any enemy in the game that isn't a total [[Stone Wall]]. 15 hits of 99,999 HP per hit = 1,499,985 HP of damage inflicted. And unlike other high-damage multi-hit attacks, it's not an Overdrive; in fact, the Magus Sisters' Overdrive, being a single-hit attack (or 6 hits in the European and "International" versions), is '''nothing''' compared to Passado.
** Similar to the Magus Sisters' Passado, Anima's Overdrive attack, Oblivion, chains 16 hits (European/Internation version ONLY - it only hits once in other versions), which can also go up to 99,999 damage, giving a total of 1,599,984 damage. With both Anima's and Yuna's Overdrive gauges full, Yuna can Grand Summon Anima, which allows two Oblivions ''in a row'', dealing a maximum of ''3,199,968'' damage. The only real problem is that Anima is difficult to get and involves a certain amount of [[Guide Dang It]].
Line 168:
** 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.
Line 209:
** 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]].
 
Line 223:
* One can also raise a monk's level which can permit more damage than any weaponed character. Accumulate ability provides 10 experience and many job points (or something like that) per usage, meaning 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 haste spells (which raised 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 Orlandu, give Agrias Dual Wield, [[Infinity Plus One+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 Chantages and Ribbons, 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 Cloud can use those), and Ramza, who is male, is forced into all story battles - his [[Final Death]] is [[We Cannot Go On Without You|game over]], so you'll still have one unit to protect.
** Which is why, of course, Ramza will wear the Secret Clothes (which make 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 SHOT and ONE SHOT ONLY to kill Ramza. Especially if he has Move HP Up.