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FFVI GBA Abilities Menu 8

Mog and his Dance skills.

Once selected, these commands are used continuously until the end of battle.

Dance and Rage, Adventuring School

Dance (踊り, Odori?) is Mog's special ability in Final Fantasy VI. The Dance command resembles Final Fantasy V 's Gaia battle command with characteritsics in common with the Dance commands from the same title. The 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 a home 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 is in an area whose home terrain he does not know the dance for, he learns the dance. Mog will not learn a dance if he 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 the associated dance of the desert.

The secret character 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.

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Dances

Abilities are listed in their order of frequency.

Name Terrain Actions
Wind Rhapsody
(Wind Song)
The home terrain of Wind Rhapsody includes the Veldt, plains and barren lands, the Coliseum, and battles fought on airships. Wind Slash - 7 in 16
Sunbath - 6 in 16
Plasma - 2 in 16
Cockatrice - 1 in 16
Desert Lullaby
(Desert Aria)
The home terrain of Desert Lullaby includes deserts. Sandstorm - 7 in 16
Antlion - 6 in 16
Wind Slash - 2 in 16
Meerkat - 1 in 16
Forest Nocturne
(Forest Suite)
The home terrain of Forest Nocturne includes forests and the Phantom Forest. Leaf Swirl - 7 in 16
Forest Healing - 6 in 16
Will o' the Wisp - 2 in 16
Wombat - 1 in 16
Earth Blues The home terrain of Earth Blues includes mountain slopes and the Floating Continent. Rock Slide - 7 in 16
Sonic Boom - 6 in 16
Sunbath - 2 in 16
Boar Brigade - 1 in 16
Love Serenade
(Love Sonata)
The home terrain of Love Serenade includes towns, and the interior of buildings and castles. Will o' the Wisp - 7 in 16
Apparition - 6 in 16
Snare - 2 in 16
Tapir - 1 in 16
Twilight Requiem
(Dusk Requiem)
The home terrain of Twilight Requiem includes caves and mines. Cave In - 7 in 16
Snare - 6 in 16
Will o' the Wisp - 2 in 16
Poisonous Frog - 1 in 16
Water Harmony
(Water Rondo)
The home terrain of Water Harmony includes the Lethe River and the Serpent Trench. There are only three ways to obtain it - go down the River a second time, swim through the Trench a second time, or exclusive to the Advance and smartphone releases, battle Leviathan. El Niño - 7 in 16
Plasma - 6 in 16
Apparition - 2 in 16
Raccoon - 1 in 16
Snowman Rondo
(Snowman Jazz)
The home terrain of Snowman Rondo includes the snowfields behind Narshe. However, because Mog is not in the party when the player fights off the Imperials here, it can only be obtained in the World of Ruin. Snowball - 7 in 16
Avalanche - 6 in 16
Snare - 2 in 16
Arctic Hare - 1 in 16

Abilities

Each dance has four effects: three typical for that dance and home terrain, the fourth one (that appears 2 in 16 times) mutuated from a different dance set. All Dance abilities are considered magical.

Name Dances Description Image
Wind Slash Wind Rhapsody
Desert Lullaby
Deals wind-elemental damage to all opponents. Its Spell Power is 48, it is unblockable and it ignores Split Damage. Wind Slash
Sunbath
(Sun Bath)
Wind Rhapsody
Earth Blues
Restores HP to all allies. Its Spell Power is 50. Sunbath
Cockatrice
(Cokatrice)
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. Cockatrice
Sandstorm Desert Lullaby Deals wind-elemental damage to all opponents. Its Spell Power is 45 and its Hit Rate is 100, ignores Split Damage. Sandstorm
Antlion Desert Lullaby Causes Death to one opponent. Its Hit Rate is 100 and will fail on targets immune to Death. Antlion
Meerkat
(Kitty)
Desert Lullaby Casts Haste on all allies. Meerkat
Leaf Swirl
(Rage)
Forest Nocturne Deals non-elemental magic damage to all opponents. Its Spell Power is 50, it is unblockable, and it ignores Split Damage. Leaf Swirl
Forest Healing
(Harvester)
Forest Nocturne Recovers from Blind, Poison, Petrify, Silence, Confuse, Sap, Sleep, Slow, and Stop. Forest Healing
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. Wombat
Rock Slide
(Land Slide)
Earth Blues Deals non-elemental magic damage to one opponent. Its Spell Power is 65, it is unblockable and it ignores defense. Rock Slide
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. Sonic Boom
Boar Brigade
(Whump)
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. Boar Brigade
Will o' the Wisp
(Elf Fire)
Love Serenade
Forest Nocturne
Twilight Requiem
Deals fire-elemental damage to one opponent. Its Spell Power is 72 and it is unblockable. Will o' the Wisp
Apparition
(Specter)
Love Serenade
Water Harmony
Causes Confuse on one opponent. Its Hit Rate is 120, and it fails on targets immune to confusion. Apparition
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. Tapir
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. Cave In
Snare Twilight Requiem
Love Serenade
Snowman Rondo
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. Snare
Poisonous Frog
(Pois. Frog)
Twilight Requiem Deals poison-elemental damage and inflicts Poison on one opponent. Its Spell Power is 56 and it is unblockable. Poisonous Frog
El Niño
(El Nino)
Water Harmony Deals water-elemental damage to all opponents. Its Spell Power is 61, it is unblockable, and it ignores Split Damage. El Niño
Plasma Water Harmony
Wind Harmony
Deals lightning-elemental damage to one opponent. Its Spell Power is 70 and it is unblockable. Plasma
Raccoon
(Wild Bear)
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. Raccoon
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. Snowball
Avalanche
(Surge)
Snowman Rondo Deals ice-Elemental damage to all opponents. Its Spell Power is 55, it is unblockable, and it ignores Split Damage. Avalanche
Arctic Hare
(Ice Rabbit)
Snowman Rondo Restore HP to allies. Its spell power is 45. Arctic Hare

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