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|Relm: I couldn't miss the chance to practice my drawing!||This article is in need of a few pictures. Perhaps you can help by uploading a picture of iOS abilities, iOS battle background: Terra's Flashback, Desert (WoB & WoR), Lethe River, Serpent Trench, Opera House above the stage, Burning Home, Zozo inside, Thamasa red battle background, Figaro Castle tentacles, Dreamscape.|
Once selected, these commands are used continuously until the end of battle.
Dance (踊り, Odori?) is Mog's special ability in Final Fantasy VI. The Dance command resembles the Final Fantasy V Gaia battle command with characteristics in common with the Dance commands from the same title. Each dance has a 1 in 16 chance of summoning an animal that resembles the Final Fantasy V Ranger's Animals command.
When Mog selects a Dance, he will randomly perform one of four abilities. The odds that he will perform a certain ability are not equal. When Mog dances control over him is lost for the remainder of the battle or until Mog dies. If the dance is of a terrain different from the terrain the party is fighting on, the terrain will change to that of the dance. If Mog is not on the original terrain for the chosen dance, there is a 50% chance Mog will "stumble" on his first attempt in a battle.
Mog learns new dances by fighting in different areas. If Mog ends a battle that currently has a background he does not know the associated dance of he will learn it. Mog will not learn a dance if the unknown background changes due to performing a known danced during the battle. For example, successfully dancing the Earth Blues in a desert will change the desert to a mountain. This means both that, if Mog is killed and revives, dancing the Earth Blues a second time will ensure success, but because the terrain has changed from desert to mountains, Mog will not learn Desert Lullaby.
Gogo may also use the Dance command, but cannot learn new dances. Gogo only knows the current dances Mog knows.
The chances of using a particular ability from a Dance varies. Below is a chart of the Dances, abilities, and chances of using said ability.
Abilities are listed in their order of frequency.
|See here||Calls upon the power of the wind to attack enemies and heal allies.||Wind Slash - 7 in 16|
Sunbath - 6 in 16
Plasma - 2 in 16
Cockatrice - 1 in 16
|See here||Calls upon the power of the forest to attack enemies and cure allies' status ailments.||Leaf Swirl - 7 in 16|
Forest Healing - 6 in 16
Will o' the Wisp - 2 in 16
Wombat - 1 in 16
|See here||Calls upon the power of the desert to attack enemies and cast Hastega on allies.||Sandstorm - 7 in 16|
Antlion - 6 in 16
Wind Slash - 2 in 16
Meerkat - 1 in 16
|See here||Calls upon the power of love to attack enemies and cure allies' status ailments.||Will o' the Wisp - 7 in 16|
Apparition - 6 in 16
Snare - 2 in 16
Tapir - 1 in 16
|Earth Blues||See here||Calls upon the power of the earth to attack enemies and heal allies.||Rock Slide - 7 in 16|
Sonic Boom - 6 in 16
Sunbath - 2 in 16
Boar Brigade - 1 in 16
|See here||Calls upon the power of the sea to heal allies and cure them of status ailments.||El Niño - 7 in 16|
Plasma - 6 in 16
Apparition - 2 in 16
Raccoon - 1 in 16
|See here||Calls upon the power of darkness to attack enemies.||Cave In - 7 in 16|
Snare - 6 in 16
Will o' the Wisp - 2 in 16
Poisonous Frog - 1 in 16
|See here||Calls upon the power of winter to attack enmies and heal allies.||Snowball - 7 in 16|
Avalanche - 6 in 16
Snare - 2 in 16
Arctic Hare - 1 in 16
Each dance has four effects: three typical for that dance and home terrain, the fourth one (that appears 2 in 16 times) mutated from a different dance set. All Dance abilities are considered magical.
|Wind Slash||Wind Rhapsody|
|Deals wind-elemental damage to all opponents. Its Spell Power is 48, it is unblockable and it ignores Split Damage.|
|Restores HP to all allies. Its Spell Power is 50.|
|Wind Rhapsody||Deals non-elemental magic damage and inflicts Petrify on one opponent. Its Spell Power is 50 and its Hit Rate is 96. It fails on targets immune to Death.|
|Sandstorm||Desert Lullaby||Deals wind-elemental damage to all opponents. Its Spell Power is 45 and its Hit Rate is 100, ignores Split Damage.|
|Antlion||Desert Lullaby||Causes Death to one opponent. Its Hit Rate is 100 and will fail on targets immune to Death.|
|Desert Lullaby||Casts Haste on all allies.|
|Forest Nocturne||Deals non-elemental magic damage to all opponents. Its Spell Power is 50, it is unblockable, and it ignores Split Damage.|
|Forest Nocturne||Recovers from Blind, Poison, Petrify, Silence, Confuse, Sap, Sleep, Slow, and Stop.|
|Wombat||Forest Nocturne||Deals non-elemental magic damage to one opponent. Its Spell Power is 88, it is unblockable and it ignores defense. It will not hit flying targets.|
|Earth Blues||Deals non-elemental magic damage to one opponent. Its Spell Power is 65, it is unblockable and it ignores defense.|
|Sonic Boom||Earth Blues||Reduces one enemy's HP by 37.5% of its max HP, inflicts Sap and is unblockable, but fails on targets immune to Death.|
|Earth Blues||Deals non-elemental magic damage to one opponent. Its Spell Power is 53, it is unblockable, and it ignores defense. It will not hit flying targets.|
|Will o' the Wisp|
|Deals fire-elemental damage to one opponent. Its Spell Power is 72 and it is unblockable.|
|Causes Confuse on one opponent. Its Hit Rate is 120, and it fails on targets immune to confusion.|
|Tapir||Love Serenade||Recovers from Blind, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, and Stop. Targets afflicted with Sleep will have their HP and MP fully restored, even if the target is undead.|
|Cave In||Twilight Requiem||Reduces one target's HP to 25% of its current amount and causes Sap. It is unblockable, but it will fail on targets immune to Death.|
|Causes Death to one opponent. Its Hit Rate is 100, and it will fail on targets immune to Death. It works against the undead, and stalls final attacks for one turn.|
|Twilight Requiem||Deals poison-elemental damage and inflicts Poison on one opponent. Its Spell Power is 56 and it is unblockable.|
|Water Harmony||Deals water-elemental damage to all opponents. Its Spell Power is 61, it is unblockable, and it ignores Split Damage.|
|Deals lightning-elemental damage to one opponent. Its Spell Power is 70 and it is unblockable.|
|Water Harmony||Restores HP to all allies and recovers from Blind, Zombie, Poison, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop, and Freeze. Its Spell Power is 100.|
|Snowball||Snowman Rondo||Deals damage equal to 50% of the target's current HP. Its Hit Rate is 100, and it will fail on targets immune to Death.|
|Snowman Rondo||Deals ice-Elemental damage to all opponents. Its Spell Power is 55, it is unblockable, and it ignores Split Damage.|
|Snowman Rondo||Restore HP to allies. Its spell power is 45.|
Each background is assigned to a specific Dance, Mog learns a specific Dance when he fights on that particular background.
|World of Balance|
World of Ruin
Dragon's Neck Coliseum
Imperial Observation Post
Magitek Research Facility
|Earth Blues||Mt. Kolts|
South Figaro Cave
Cave to the Sealed Gate
Cave on the Veldt
Magitek Research Facility
Statue of the Gods
|Narshe Cliffs (WoR)|
- Ability Cards
- Legend Cards