Why does mog stumble




















Its main ability is Sandstorm, a Wind-based multi-enemy attack that ignores split damage. Antlion is also quite common, and functions as an instant Death spell. Both of these abilities are fairly common, so they make Desert Lullaby a pretty viable dance. But one of the highlights here is the rarest ability, Meerkat, which casts haste across the entire party. This is a Dance you can rely on barring Stumbles to be useful in nearly every situation. The one low point here is Apparition.

I have no problem placing Water Harmony at number one, as I feel it truly exceeds its closest competition. See also: Dance command , or Moogle Dance. This section about an ability in Pictlogica Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it. This section about an ability in Final Fantasy Airborne Brigade is empty or needs to be expanded.

This section about an ability in Final Fantasy Record Keeper is empty or needs to be expanded. This section about an ability in Final Fantasy Brave Exvius is empty or needs to be expanded.

Final Fantasy VI abilities. Cancel Save. Universal Conquest Wiki. Wind Slash - 7 in 16 Sunbath - 6 in 16 Plasma - 2 in 16 Cockatrice - 1 in Sandstorm - 7 in 16 Antlion - 6 in 16 Wind Slash - 2 in 16 Meerkat - 1 in Will o' the Wisp - 7 in 16 Apparition - 6 in 16 Snare - 2 in 16 Tapir - 1 in Snowball - 7 in 16 Avalanche - 6 in 16 Snare - 2 in 16 Arctic Hare - 1 in Deals wind-elemental damage to all opponents.

Its Spell Power is 48, it is unblockable and it ignores Split Damage. Deals non-elemental magic damage and inflicts Petrify on one opponent. Its Spell Power is 50 and its Hit Rate is It fails on targets immune to Death.

Causes Death to one opponent. Its Hit Rate is and will fail on targets immune to Death. Casts Haste on all allies. Deals non-elemental magic damage to all opponents. Its Spell Power is 50, it is unblockable, and it ignores Split Damage. Deals non-elemental magic damage to one opponent. I played a mod once that changed the way the Moogle Charm worked. Instead of preventing encounters, it reduced the air time for Mogs jump to practically zero meaning more damage quicker and made him automatically stop dancing after performing one move making switching dances easier.

Very nice change that enhanced both of Mogs primary roles, IMO. Time flies when you throw a clock. User Info: Kigalas. Interesting how both the Geomancer and Ranger commands are more level based and that part is thrown out, and sadly the combination within Mog was the death of all 3 skill sets within the series. More topics from this board Where do I find Shadow in World of Ruin?

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Keep me logged in on this device. Forgot your username or password? Heck, I didn't even bother with the Dragoonboots and Dragon Horn setup. All I used Mog for was a tank, and that was it. It was kind of maddening. I kinda saw what Square's inspiration came from. The Geomancer class in FF5 had a really cool command in Terrain. It is effectively a spellcaster's free MP attack in most instances there were a few notable places where it was terrible.

The set of attacks were based on terrain and level. While FF6 avoids using level, the uncontrollable part is somewhat annoying, but it is semi-predictable. I will discuss the dances in detail, but first discussing the major difference in effectiveness in Mog in a "Dragoon" setup is important.



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