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  • The Pop Star class. All of their skills cost very little MP to cast, a majority of them are pretty useful and the most useful ones are learned very early on. The first skill they learn Encore, and it's already useful because it allows an ally to have a second turn. Love & Peace is also learned very early, and it allows them to end quarrels instantly (although its only drawback is that it cannot be used on themselves). Love & Peace is useful when allied with Tanks or Chefs and can cancel out personality quirks that can cause resentment (especially the Laid-back personality, where Pop Stars can use the personality the best). Cheer On can restore MP for the entire party, where most MP restoring skills from the other jobs will only restore for one. Their best move of all is Love Song, which strengthens the bonds between the user and their allies to the current highest friendship in the party. When you have two Miis at level 99 friendship, it allows the whole party to use all of the possible buffed up friendship skills that can potentially turn most fights into a joke. This is a class that is also the least affected by Artificial Stupidity, as they tend to use their skills according to the situation, often the right ones. They always use Love & Peace every chance they can whenever there is a quarrel. They tend to use Love Song as their first move and will always use it when it's not active. The AI also always uses Encore on allies with the highest attack, which is not bad in itself. The Pop Star also has the extra benefit of being one of the classes that are available from the start. And just when they weren't powerful enough, the Switch version adds the Horse Whispering skill exclusive to the player character at friendship level 15 with the horse. With the only requirement is the user being at full MP, the Horse Whispering skill grants all allies with the Excite Status as if they were given Hyper Sprinkles and all enemies will have a 60% chance of being distracted, which will waste their turns.
  • Scientists are easily the best out of the Neksdor introduced Jobs. Their passive skills include Safety Mask to No-Sell status, Ignite to power up party members’ weapons and produce spread damage, and Absorption to grant Life Drain to teammates who normally wouldn’t have them. Their Cure.exe provides both HP and MP restoration. On the offensive side, they have the most AoE skills out of all classes, with their first one, Unstable Formula, unlocked at a mere Level 7.Note  From there, they get two more powerful AoE with Volatile Formula and Black Hole. The Horse Whispering also boasts giant laser cannons as an attack. The only drawback is the high use of MP, but that’s something that can easily be patched by a Cat or Princess Teammate.
  • The Princess class, especially when controlled by the player. The passive skill, Blindfold, prevents a Mii from getting inflicted with a status ailment. That skill along with another passive, Escort (which has the user avoid damage), can boost up friendships at a faster rate. Eau De Cologne makes all of the enemies take 1.5x more damage while the Imp's Sweet Whispers only does it to one enemy (the only drawback of Eu De Cologne is that it has a chance of failure, but the Lend a Hand friendship skill can decrease that chance). Their Royal Wave skills dish out a lot of damage but cost a lot of MP to cast, which can easily be fixed with the High Tea skill, which also restores MP to another party member as well as raising their friendship levels. Their friendship raising skills can end quarrels at a slightly slower rate than the Pop Star's Love & Peace skill (who does it instantly) and can fully restore HP when the friendship gauge fills up to a new level, making them an effective healer in a way. Regal Dance makes affected enemies waste their turn dancing, which can be very effective against Rare and Very Rare Snurps as it can render all of them unable to escape. This makes a player controlled one a great choice for bringing into Snurp Hunt. The Switch version adds the Horse Whisper skill that's beneficial to have. All allies MP will be fully restored and they will be put in a good mood, the enemies side will have the same effect as Eau De Cologne.
  • The first bonus class: Vampire. Not only do many of their skills hit multiple targets but they can also restore their own health. They also can revive themselves after being KO'ed and can also give the other party members the ability to do so as well. Their passive ability Curse allows them to deal half damage back to whatever enemy attacked them. This is especially useful in snurp hunting as damage isn't capped meaning that if they have high enough HP, they can one-shot a Very Rare Snurp just by taking a hit. Their Bat Tornado skill can bypass a Fiend's magic resistance, making it a lot easier to deal with.
  • The second bonus class (specifically, the Elf) is probably locked away til a good chunk of post game for damn good reason. Their ability to force a single non-boss enemy to waste their turn dancing is potentially game breaking on its own, especially if the enemy is alone (local Red Dragon making life a living hell? Laugh as it doesn't stop dancing til it dies), but they can also heal allies, restore MP for allies, give shields for allies, randomly prevent allies from taking damage at all, and hit multiple, and eventually all, targets. And with the exception to two of their skills, none of them cost more than 18 MP. The catch? By the time you can make one, the rest of your party will probably be at roughly level 40, meaning...well...even then, they learn Dancing Arrow at level 9 (basically immediately at this point).
  • Use a Cat. Pair it with an Imp or Princess. Wait for the Imp/Princess to use Sweet Whispers or Eau de Cologne. Use Sharpen Claws. Use your Hyper Sprinkles. Watch the world burn. Or, alternatively, you can play as the Imp/Princess and wait for the cat to use Sharpen Claws, then use Sweet Whispers or Eau de Cologne, and let everything play out.
  • The Cool personality is considered the best personality type due to its quirks being useful on every class in the game. The Pressure Point quirk allows them to trade using skills on their turn for using a normal attack with increased damage, allowing for more power for classes with already high attack. The Indifference quirk gives them a chance to be immune to a status effect. The Avoid quirk allows the user a chance to avoid an attack, and combined with a Thief's Backflip skill essentially doing the same thing, Cool Thieves have a larger chance of dodging than a Mii that is either of those things. The only negative quirks is their Shan't quirk, where they'll refuse to cover for an ally. However, this triggers whenever such skills are needed, such as the Sacrifice assist or the Princess class's Escort skill. Because activation requires very specific scenarios, you could go an entire game without knowing Shan't exists, and it rarely activates anyway even if you intentionally set up the party to make the quirk happen. The only other downside outside of battle is that they will give up on digging events if the first attempt doesn't work.
  • The Stubborn personally is also a good personality because their quirks benefit every class in the game. The Again quirk allows the user to attack a second time with the same skill, which is useful once the correct skill is chosen. The Patience quirk allows them to take a physical attack with reduced damage, which is always useful regardless of the class's defenses. The only downside is their Bluff quirk, which has the user refuse any healing or buffs from their allies, causing resentment towards the user. However, the other two quirks do enough to make up for this and there is a way around this quirk. Since Bluff can trigger when they are receiving support from an ally, classes that are capable of supporting themselves (i.e. Cleric, Chef, Flower) will never have to worry about this quirk activating. Outside of battle, Stubborn Miis have the largest impact on two events. In the digging event, the Stubborn Mii will continue digging with no player input until treasure is dug up, guaranteeing some good stuff. If they are selected in the Mysterious Drink event note , they reject the drink outright with no player input, which can either deprive them of a full heal or save them from being reduced to 1 HP.
  • The Cautious personality is considered one of the best personalities, simply because at least two of the three quirks is useful to every class in the game. Prepped and Ready essentially allows the user to have infinite items, which will happen a lot more often late in the game once their inventory is gone and Sprinkles are no longer an option. The Warm Up quirk has 20% activation rate and makes them move last in the round, but if you can keep the Cautious Mii alive (which isn't difficult to do in most cases), their next attack will increase in power. This personality works with any class, but notable classes that use it best are Magesnote , Tanksnote , and Warriornote . Its only less-than-viable quirk is Finisher, which is highly situationalnote , but the user would be still busy nuking monsters using Warm Up-boosted skills that you keep forgetting that the Finisher quirk exists. Outside of battle, they also have an impact in the Drink event as a personality that rejects the drink outright with no player input.
  • If you own a lot of them, amiibo figures not tied to an unlockable costume (or one you already own) can become this, especially in the demo. Each of them award 3 game tickets, which allow for plenty of tries in Rock-Paper-Scissors and Roulette, which can net you a decent amount of gold, grub, and more. However, if you get a roulette wheel that offers at least a ~45% chance of an EXP reward and it happens to be the highest two tiers ("A generous helping" and "A royal portion"), it's entirely possible to easily overlevel the entire party. While this is up to RNG and the amount of amiibo figures that you own, they're still guaranteed to aid what you can do with your party.
    • If you save up your tickets, you may also wait until the roulette board shows a 90% chance of winning an armor or weapon. If you happen to win a piece of armor or a weapon that a Mii you choose already owns, you'll automatically sell the duplicate item for however much it cost for a Mii to buy it normally. This can be incredibly overkill in the post-game if you've been keeping up with upgrading every group member's equipment, as the latter half of all weapons and armors won this late in the game will be sold for ridiculously high prices (often higher than what you can win from opening big treasure chests). This means if you have a lot of tickets in reserve you can wait for this rare roulette arrangement and then farm all your tickets to collect an absurd amount of gold.
  • A Cool Mage Mii AI - paired with high affection towards the horse - will absolutely wreck everything in your path. The Mage AI is already quite broken, selecting the best spell per the situation, as opposed to using the most powerful spells against an enemy, thus managing to balance their massive MP pool with a fair amount of attacks and dealing a ton of damage. The horse assist is random, but allows your Mage to hit decently if leveled to "Mounted Attack", covering the Mage's small attack power. While this is well and good on it's own, the Cool personality quirks take the Mage's already broken AI a step further, as zero of the quirks have a truly negative effect. "Indifference" renders the Mii extra resilient to status effects and won't leave them vulnerable for a turn, "Avoid" means your Squishy Wizard has a chance to effectively dodge the majority of attacks against it, and "Pressure Point" has a 50% chance to increase the Mage's damage if they ever do run out of MP, meaning they'll still hit decently in whatever small amount of time you have left to the inn. The only possibly negative quirk, "Shan't", simply means the Mii won't cover an ally. However, as stated above, activation requires scenarios that are too specific even if you want it to activate and you don't want the Mage to take the extra damage anyways. It's also one of the few high-level quirks to never cause resentment between Miis. So while the Mage is at risk of being in danger, the Cool personality will effectively take every potential downside and covers the remaining holes in their fighting style.

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