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

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{{trope}}
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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== 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.
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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.
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* 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.
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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 [[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+1 Sword|Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
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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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== Final Fantasy XI ==
* With ''[[Final Fantasy XI (Video Game)|Final Fantasy XI]]'' being a [[MMORPG]], what counts as a [[Game Breaker]] is always a source of heated debate and often changed as the metagame evolved and new patches were brought in to [[Nerf]] the most obvious ones. Here are some of the more famous ones over the game's history:
** Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it ridiculous overpowered in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it".
** Colibri. No one will ''ever'' fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target [[Limit Break|TP]]-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells -- all of the [[Squishy Wizard|Squishy]] with none of the [[Squishy Wizard|Wizard]]. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri [[Broken Base|are a rich source of flame wars]].)
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== 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]].
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== Final Fantasy Tactics series ==
=== [[Final Fantasy Tactics (Video Game)|Final Fantasy Tactics]] ===
* Thundergod Cid, 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 ''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.
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* 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+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 Onon 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.
* 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 underway, to the point where Ramza will be getting up to eight turns in a row, which is eight turns he can be upping another character's speed.
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* 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 War of the Lions multiplayer rewards list. While some of it is limited to either Melee([[PvP]]) or rendezvous(co-op missions) most of it breaks the game. the brigands glove for example, it's a glove accessory that gives +3 to speed and auto-haste, yep no need of Excalibur as a weapon now you can equip a Chaos Blade and still get haste. 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 reraise automatically. Perhaps the most game breaking of all is the Brave Suit, which is pretty much the Grand Armor but as clothing, you might ask why is it more of a game breaker?, its 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 2]] ===
* The sequel to FFTA seriously toned-down, worked over and generally fixed its game breakers, but it introduced a couple 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 x1.5 damage against ''everything'' that isn't strong against all of them. You can also inflict status effects on top of it all.
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== 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 the 4 Heroes of Light]]'' you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the ''[[Wild Arms]]'' 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.