Final Fantasy 6 Pixel Remaster is here, rounding out the eagerly anticipated Pixel Remaster projection with what is quite possibly the most popular of the bunch. To this solar day, FF6 fans will proudly proclaim their loyalty — and who can arraign them, when their beloved Super Nintendo classic features such a sprawling cast of eclectic characters?

There's Celes, stoic only uncertain. Terra is a woman of two worlds. Locke'due south a treasure hunter extraordinaire (who's really just a thief, but don't tell him we said that). And, oh yeah, there is Mog. This human-loving, fast-talking, street-smart Moogle besides happens to be quite the slam-dancer.

Veterans of Final Fantasy six may recollect these Dances by heart. But exercise you likewise recollect where our clever little mascot can learn them? And with Pixel Remaster cartoon in a fresh batch of fans, maybe you're combing the world for sick beats for the get-go time. Either mode, we've got you.

Agreement the Dance Command

FF6 Mog Intro Card

Mog'southward Dance ability is entirely unique within FF6's mechanics. When you choose Dance, Mog performs for the rest of the battle, barring being knocked out or inflicted with the Petrify condition. It'southward important to bear this in mind before committing to the command in major fights. You're losing control of a party member and trusting in him to make upward for it by rocking out in rad and handy manner.

The Dance that Mog chooses to utilize is based on the present battle environment. Every zone in the game corresponds to at least i Dance. If y'all're fighting in a zone that Mog hasn't learned a Dance for, there is a roughly fifty percent chance he'll fail outright and a like chance that he will utilise another Trip the light fantastic instead.

Each Trip the light fantastic triggers one of 4 abilities per plow. Mog cycles through these, simply not in society — in that location is a particular hazard per ability that we'll include in the post-obit tables.

Learning new Dances requires bringing Mog into select location types such as desert and grasslands. At battle'southward end, he'll either learn the new Dance... or he won't. If he doesn't, but keep grinding for a bit until he does.

With all the fun preamble out of the manner, here's precisely where you'll learn each of Mog's Trip the light fantastic toe abilities in Final Fantasy 6.

Every Dance Location

Trip the light fantastic Location Techniques
Twilight Requiem
  • Caverns
  • In that location is a adventure Mog will learn this right at the beginning when he and his fellows assist Terra
  • Cavern-In. Takes abroad 75 percent of the target's HP. 7-in-16 odds of triggering.
  • Snare. May automatically KO target. 6-in-16 odds.
  • Volition o' the Wisp. Hits one foe with Fire impairment. 2-in-16 odds.
  • Poisonous Frog. Hits one target for Poison-elemental damage. May inflict Poison. 1-in-xvi odds.
Forest Nocturne
  • Overworld forests
  • Phantom Forest
  • Foliage Swirl. Damages all targets. 7-in-16 odds of triggering.
  • Forest Healing. Eliminates certain status furnishings from the unabridged party. 6-in-xvi odds.
  • Will o' the Wisp. Hits one foe with Fire damage. two-in-16 odds.
  • Wombat. Damages one foe. ane-in-sixteen odds.
Desert Lullaby
  • Deserts
  • Sandstorm. Hits all targets with Air current and Aero elemental harm. seven-in-sixteen odds of triggering.
  • Antlion. May automatically KO target. 6-in-xvi odds.
  • Wind Slash. Fundamentally like to Sandstorm. 2-in-16 odds.
  • Meerkat. Casts Hastega on your unabridged party. 1-in-xvi odds.
Earth Dejection
  • Mount Kolts
  • Nigh Sabre Mountains
  • Mount Zozo
  • Rock Slide. Damages one enemy. vii-in-16 odds of triggering.
  • Sonic Boom. Damage to a single target equal to five-eighths of their current HP. six-in-xvi odds.
  • Sunbath. Heals the party's HP past almost a 4th of max. 2-in-16 odds.
  • Boar Brigade. Severely damages i enemy. 1-in-16 odds.
Love Serenade
  • Inside most cities and towns
  • Arguably easiest to acquire in Zozo, since encounters are consequent
  • Will o' the Wisp. Hits i foe with Fire damage. 7-in-xvi odds of triggering.
  • Apparition. Hits one foe and may inflict Confuse. 6-in-xvi odds.
  • Snare. Hits one foe and may inflict Death. 2-in-16 odds.
  • Tapir. Removes all harmful status furnishings from the political party. Targets inflicted with Sleep volition accept their HP and MP fully restored. 1-in-16 odds.
Current of air Rhapsody
  • Overworld grasslands and plains
  • Wind Slash. Fundamentally similar to Sandstorm. 7-in-16 odds of triggering.
  • Sunbath. Heals the party'south HP by about a fourth of max. 6-in-16 odds.
  • Plasma. Hits i foe with Lightning-elemental damage. two-in-16 odds.
  • Cockatrice. Target is struck with non-elemental magic harm and may inflict Petrify. 1-in-16 odds.
H2o Harmony
  • Lethe River
  • Snake Trench
  • El Nino. Water-elemental impairment to all opponents. 7-in-16 odds of triggering.
  • Plasma. Hits one foe with Lightning-elemental harm. 6-in-16 odds.
  • Bogeyman. Hits one foe and may inflict Confuse. ii-in-sixteen odds.
  • Raccoon. Restores the entire party's HP and cures most status furnishings. ane-in-sixteen odds. (Raccoons are capable swimmers, but we're not certain what this one'due south doing here.)
Snowman Rondo
  • Narshe Snowfields
  • Snowball. Reduces target'south HP by 50 percentage. Volition neglect on whatsoever foes who aren't susceptible to Death. 7-in-xvi odds of triggering.
  • Avalanche. Deals Ice-elemental damage to all opponents. 6-in-16 odds.
  • Snare. Hits one foe and may inflict Decease. 2-in-16 odds.
  • Arctic Hare. Restores a moderate amount of HP to the entire political party. 1-in-16 odds.

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