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A lot of card combos and even some cards by themselves can be ridiculously broken because of high stats or powerful abilities, enough for some of them to receive several nerfs over the years. And even then they're still powerful enough to be utilized by even the highest-ranked players.


  • Originally Pope Timmy, depending on what kind of unit he revived, could be one of the most powerful units in the game, as he was often used to revive high-cost units like ManBearPig, Priest Maxi, and Grand Wizard Cartman, while being able to offer support thanks to his high attack and range. For extra annoyance, have him revive Jesus, whose Deathwish ability allows him to revive, or Call Girl, allowing her to summon another Superhero unit. The only real way to prevent it was to have cards like Lightning Bolt and Unholy Combustion on the quick draw and a serious reaction time, as you only have less than a second before Pope Timmy activates his effect. Because of this, Pope Timmy's ability was reworked into him summoning the cheapest cost unit the New Kid has in hand instead of reviving the last ally that fell in battle.
  • Upon her debut, Dark Angel Red was likely even more broken than Pope Timmy, as her ability kills an ally unit with a cost of 5 energy or less with no self-revive and then revives them. This means that the targeted unit is able to activate their Warcry or Deathwish ability twice in a row, allowing for massive pushes. Not only that, Dark Angel Red was able to use her ability on mind-controlled units, which would allow you to make that unit permanently yours until it dies, becoming a feature that was eventually removed in later updates. Additionally, if she revives a multi-unit card like Pigeon Gang, only one unit dies but the entire card revives, meaning she can effectively double the deployment of these cards. Because of this, Dark Angel Red was nerfed into only being able to kill and revive allies with a power cost of 5 or less and that had half of their health left or less, but she's still a good card to have in your deck in spite of these nerfs.
  • The Bradley cards all have very powerful abilities that give buffs to certain types of allies when on the battlefield. Two of the most prominent being Elven King Bradley (increases the attack of allied Ranged units while doubling their range) and Frontier Bradley (increases attack of allied Fighter units while giving them Area Damage). These two eventually saw nerfs to their abilities, but are still often seen in a lot of players' decks to this day.
    • Space Pilot Bradley is particularly powerful due to the bonus ability that causes enemies to freeze when you deploy an assassin near them. Paired with the assassin card Gizmo Ike, whose Self-Duplication ability results in a rapid amount of free assassin spawns (all of whom can duplicate themselves further), it's frighteningly easy to quickly gain control of the battlefield. This led to his health and freeze ability being nerfed in March 2021, and the ability to speed up assassins removed entirely in June 2021, ironically now making him one of the less common Bradley cards to use.
  • In the early days, The Master Ninjew never saw much play, with his Warcry ability only giving minor buffs to allied units. That all changed when this amount was boosted significantly, and when used alongside Pope Timmy could give units massive attack boosts. His usage only became even more prominent when Dark Angel Red was introduced, allowing for powerful combos that could make any and every unit on your side hard to put down.
  • Santa Claus saw a lot of play upon his release, allowing for allied units with powerful charged abilities to utilize them instantly when Santa's own was charged up. This allowed for powerful combos with units like Stan of Many Moons and Mecha Timmy, and when paired up with Mr. Hankey, whose Warcry doubles the charge rate of all units for twenty seconds, allowed for a major force to be reckoned with.
  • Medusa Bebe. Her main ability is that the opponents she kills transform into snakes, which can turn around and poison your units. This means she can't be affected by Deathwish abilities because said characters don't properly "die", making her very useful for getting rid of Mysterion. She's also a ranger, which means flying units aren't immune from her, and while her attack speed is rather low she has very good HP, especially compared to other Bebe cards. She's hard to get around unless you have a strong tank or Unholy Combustion.
  • Mr. Slave Executioner is a frequently used Tank who heals himself whenever his HP goes to about half, and spawns three Cocks when he dies. This makes him a very frustrating enemy to deal with unless you use cards that can kill him instantly, deal massive damage, or transform him, otherwise you're going to be dealing with a huge push from the enemy New Kid.
  • When charged, the Woodland Critters kill their allies to absorb their attack and HP stats. This can result in an attack boost in the hundreds, or even thousands if you're not quick. If you don't kill the Woodland Critters or stop their charge before they begin using their ability, you're shit out of luck.
  • Sorceress Liane has good HP, a relatively high attack range for a Fighter, and transforms every single character around her into a Cock when she dies. This means that she can effectively make dealing with high-cost tanks and dangerous Deathwish abilities an absolute cake walk, not to mention that she is a good counter against Mysterion and Jesus provided that either of them manage to kill her, as a transformed unit loses whatever ability they had.
  • Nymph Nicole's attack and max HP increase each time for every animal unit you play. This means both can reach levels almost as high as what the Woodland Critters' can, making her extremely difficult to deal with if left alone for too long. When her attack and HP are boosted enough, pair her up with Frontier Bradley and you have one hell of a juggernaut to use against enemies.
  • The Goth Kids are this if played well; Michael makes all of them immune to harmful spells, Pete gives them all the power to heal themselves whenever they attack, Firkle gives them an attack boost when he dies, and Henrietta can sacrifice a small portion of her health to revive her fellow Goth Kids when they die until she herself is defeated. If you see Henrietta, you better use harmful spells on her quick before your opponent summons Michael or else you'll be swarmed with non-conformists helping each other non-stop. Want to make everything more frustrating? pair up Henrietta with Archangel Bradley to slow down any enemies surrounding her.
  • Hunter Jimbo quickly became one of the most useful tanks in the game. His own stats aren't that much to write home about, but his ability is amazing: give the nearest ranger an attack boost every time Jimbo attacks. This accumulates very quickly, and given Jimbo is a tank, it's difficult to get past him to kill the super-powerful ranger. His pairing with War Hero Ned (who boosts the HP of tanks with every hit) or any of the Bebe cards is even more of a nightmare to fight. An August 2021 nerf thankfully made his attack boost temporary, but he's still a powerhouse.
  • The Towers. They are considered the most annoying cards in the game due to their high HP, attack range and amount of damage. Towers can also be healed, making them last the entire match if healing them over and over again. And to add insult to injury, they are immune to the transformation card Cock Magic.
    • Cyborg Tower is also one of the most hated card in the game for its insane ability: Triples his attack speed for 8 seconds. Its highest attack range (so high to the point that it can even reach the New Kid if summoned correctly) makes it a very difficult card to defeat. It currently has a bug that makes the Cyborg Tower immune to powerbind cards, making it impossible to stop its ability. The only way to counter it is by mindcontrolling with Cyborg Kenny or Mind Control. But that won't always help as Cyborg Tower players will also have said cards to reverse the mind control effect. It was also one of the last released cards ever before the game stopped releasing new content, making further balance changes highly unlikely.
  • Cow Stampede has three headhunters cows that run towards the New Kid, damaging and knocking back enemies on their path. Because of that, and because of their good stats, they are despised by most players. Cow Stampede is played in most matches, especially in Chaos Modes. It gets worse if the player summons Dark Angel Red, who sacrifices one cow and respawns three more cows instead.
  • Since their release, Memberberries were considered the most broken card in the game. They will spread to 2 note  closest enemies in range or deal damage and spawn a card if a enemy squashes them. They can be extremely annoying in some plays, especially if they spawn high cost cards (ManBearPig and Scuzzlebutt) or summoning cards (Pope Timmy and Call Girl). On some occasions (mostly when flying cards are in range) they will spawn MORE memberberries on the battlefield, thus increasing the number of units to spread.
  • Scuzzlebutt. His high HP makes him a good defense card. And when he is defeated, he will toss flowers at the nearby allies, giving them immunity to harmful spells and increasing their max health. For a time after his release, Scuzzlebutt was an unpopular card due to his highest energy cost (It tied with ManBearPig for the most expensive card in the game) and his deathwish used to only benefit one card. Until he was buffed in one of the last balance changes note  and currently is one of the most played Neutral cards. His deathwish can be extremely good in some gameplays, especially if it is paired with Cyborg Tower.

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