The command consists of three spinning slot reels, which the player stops one by one. The outcome determines the attack Setzer uses. All custom Slot attacks are unblockable and are based on Setzer's Magic Power.
In the mobile and Steam versions, when Setzer uses Slot during auto-battle seems to randomly choose an effect, meaning there is a small chance every time he acts that he will give an instant Game Over with Joker's Death. Matching all symbols in the mobile/Steam version yields the Wandering Gambler achievement.
List of Slot abilitiesEdit
|Any losing combination||Restores a small amount of HP to all allies and cures Blind, Poison, and Sleep. It does not ignore Magic Defense, characters with a high Magic Defense stat are healed for less. It also does not damage the undead. Spell power is 10.|
|Deals non-elemental magic damage to all enemies. Spell power is 84.|
|Deals non-elemental magic damage to all enemies. Spell power is 36, ignores defense and split damage. Has no effect on flying enemies.|
|Deals non-elemental magic damage to all enemies. Spell power is 130.|
|Summons Bahamut, who uses Mega Flare to deal non-elemental magic damage to all enemies. Spell power is 92, ignores split damage.|
|Summon||Summons a random Esper besides Odin, Raiden, and the Advance-exclusive Espers. If Mimicked, calls the same Esper as before.|
|Kills all allies, ignores immunity to Death. Strago learns Level 5 Death from this attack.|
|Kills all enemies, ignores immunity to Death. Cannot be used against some enemies though, as the reels simply will not stop in the proper line-up. Strago learns Level 5 Death from this attack.|
There was a programming issue the creators of Final Fantasy VI likely couldn't solve with Setzer: by pausing and unpausing the game while the reels are spinning, the player could easily align whatever combination they wanted, seeing what was coming up next (in the smartphone/mobile version, the player can no longer pause the game during the Slot, however). Therefore the reels are usually heavily rigged against the player. If the random number generator (RNG) lines up, there is no way to get 7-7-7 for Joker's Death to appear. The RNG is against the player's favor, with a measly 10/255 chance to succeed. Even worse, all abilities besides Mysidian Rabbit, Prismatic Flash, and Joker's Death (7-7-Bar), have a chance of not appearing depending on the RNG.
It's easy to manipulate the RNG. The game uses a table of pre-randomized values from 0-255 that change whenever specific animations are played. For example, whenever the animation of Curaga is played, the hexidecimal value Slot pulls from will increase by 38. If Curaga is used with the assumption that the Hex value is at 0, this will allow the use of Mega Flare, Summon, and Dive Bomb. However, the player will still have to press the button at the right time to stop the spinning reels, which isn't a problem by pausing and unpausing the game during the spinning.
There is an important thing to know when exploiting the RNG. At the beginning of battle, the index that Slot pulls from to randomize what's available always starts at 0. Therefore, by knowing what animations to play at the beginning of a battle, the player can recall any Slot ability at any time. The easiest way to recall an animation that costs next to no MP, and allows the player to use Joker's Death (7-7-7) and all other Slot abilities, is the item Echo Screen. Specifically, the animation of Echo Screen and Smoke Bomb, the former being more practical, it bumps up the index by 10h, which when done at the beginning of battle allows the use of every Slot ability, including 7-7-7.
Even if there's a way to manipulate and use 7-7-7's version of Joker's Death at any given moment, there are some battle formations that prevents 7-7-7, but not the 7-7-Bar version.
|List of formations that prevent 7-7-7:|
- Ability Cards
- Legend Cards
One of Setzer's cards can use his Joker's Death ability, while another can use Prismatic Flash. Joker's Death requires the discard of a Setzer card and Dulling Setzer, then the player selects a Forward and removes the top card of their deck from the game. If the card is not a Backup, the player Breaks the selected Forward, if it is a Backup, they Break Setzer. Prismatic Flash also requires the discard of a Setzer card and Dulling Setzer, and a payment of 3 Wind CP. It deals 7,000 damage to all the opponent's Forwards.