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Final Fantasy VI/Skills

Terra
She learns magic as she levels up and can use Morph.

Spells

 * Level 1 - Cure
 * Level 3 - Fire
 * Level 6 - Antdot
 * Level 12 - Drain
 * Level 18 - Life
 * Level 22 - Fire 2
 * Level 26 - Warp
 * Level 33 - Cure 2
 * Level 43 - Fire 3
 * Level 49 - Life 2
 * Level 57 - Pearl
 * Level 37 - Dispel
 * Level 68 - Break
 * Level 75 - Quartr
 * Level 86 - Merton
 * Level 99 - Ultima

Morph
Morph doubles her strength and halves damage to her temporarily. The amount to time she can be morphed for is directly proportional to the number of magic points (not MP, but gained after battle like EXP) she's accumulated since she last used this skill.

Locke
Locke the "treasure hunter" can steal items from enemies and in certain parts of the game can change clothes and unlock doors.

Steal
Locke tries to take an item from an enemy. If he's successful, you gain that item immediately. This is the only way to get some items in the game.

Capture
With the Thief Glove relic equipped, this skill becomes Capture, which is simply attacking and stealing at the same time.
 * Capture appears in later Final Fantasy titles under the name "Mug."

Edgar
Edgar can use various tools to inflict damage on enemies.

Sabin
Sabin can do a variety of "martial arts" moves by inputting various button combos.

Blitzes
Note: The Bum Rush will be gained after meeting with Sabin's master Duncan in the World of Ruin.

Celes
Celes, like Terra, learns magic through leveling and has the somewhat useful Runic skill.

Spells

 * Level 1- Ice
 * Level 4- Cure
 * Level 8- Antdot
 * Level 13 - Imp
 * Level 18 - Scan
 * Level 22 - Safe
 * Level 26 - Ice 2
 * Level 32 - Haste
 * Level 32 - Muddle
 * Level 40 - Bserk
 * Level 42 - Ice 3
 * Level 48 - Vanish
 * Level 52 - Haste2
 * Level 72 - Pearl
 * Level 81 - Flare
 * Level 98 - Meteor

Runic
Runic absorbs magic spells cast by anyone on the field while in effect. Absorbed spells restore Celes' MP.

Cyan
Cyan can use SwdTechs to inflict more damage than he usually would do. Higher numbered techniques will require Cyan to wait a longer period of time. Cyan will eventually learn all of the techniques through leveling up, but participating in a certain event after getting Cyan back in the World of Ruin will result in all SwdTechs being learned instantly.

SwdTech

 * 1) Dispatch - Attacks one enemy
 * 2) Retort - Counterattacks when hit
 * 3) Slash - Drains HP from enemy
 * 4) Quadra Slam - Attacks four times, hitting random targets.
 * 5) Empowerer - Drains HP and MP
 * 6) Stunner - Damages all enemies and may inflict Stop on them.
 * 7) Quadra Slice - Stronger version of Quadra Slam
 * 8) Cleave - Instantly kill all enemies. Will miss often.

Gau
Gau can use the techniques of any monster he's Leaped into on the Veldt. To gain new rages, simply go there and have him use the Leap command to learn the Rages of both the enemies you currently face and the enemies that you will kill when Gau decides to rejoin the party on the Veldt.

Rages
See Final Fantasy VI/Rages

Mog
Mog can learn dances when he fights in different areas. Each dance has four separate possible effects, chosen randomly.

Setzer
Setzer's Slot attack is exactly what it sounds like. Stop the slots on the right combination, and you'll get many varying effects.

GP Rain
With the Coin Toss relic, Slot becomes GP Rain. Setzer throws GP at the enemy for some damage.

Shadow
Shadow only has one skill: throw.

Throw
He can throw certain weapons and skeans. See Final Fantasy VI/Equipment.

Strago
Strago can use some enemy skills once they have been used on him in battle. This skill has been known as Blue Magic in many Final Fantasy games.

Relm
Relm has one skill whose usefulness is mainly based on what she's fighting.

Sketch
This skill causes Relm to use an ability of the targeted enemy on an enemy.

This skill is also the one that can cause the (in)famous Final Fantasy VI/Bugs and Glitches.

Manipulate
When the Fake Mustache relic is equipped, Sketch becomes Manipulate and gives Relm control of the chosen monster, if successful.

Umaro
While he has no innate skills, and cannot be controlled in battle, he can gain two through equipping relics.

Blizzard Orb
When equipped with this relic, Umaro will randomly use a blizzard attack that hits all enemies on the field.

Rage Ring
This relic makes Umaro randomly pick up a party member and throw them at an enemy. This attack adds Umaro's Battle Power to the Battle Power of the thrown character to decide the total damage dealt.

Gogo
Gogo can use almost any named skill (Rage, Throw, Tool, Blitz, Magic, Item, etc.) in addition to his own skill Mimic. (He can also accordingly augment these skills with relics, so as to use Capture instead of Steal, Control instead of Sketch, etc.) To give Gogo these skills, go to his status menu, and press the cursor right. You can then fill the three blank slots below the Mimic skill. Note that Gogo cannot be equipped with any of the following skills: Morph, Leap, Shock, Possess, Magitek, Health, or any of Umaro's moves.

Mimic
Gogo will simply perform the last action done by a party member in battle. If it is magic, No MP will be spent. If no action has been taken, he will attack as if he had used the Fight command.

title: Final Fantasy VI/Skills


text: Final Fantasy VI/Bosses

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Final Fantasy VI/Bosses


text:
Final Fantasy VI/Bugs and Glitches

Disappearing Locke/Celes
After you go to zozo and meet Ramuh, when it tells you to choose your party members and Celes and Locke are required, if you switch Locke out of the box it won't let you put him back in (not sure if the same happens with Celes), and when you go to Narshe to change your party, he no longer appears in the character choice screen, he has just disappeared from the game. The only way I've found to fix this is to reset and start from your last save point.

Sketch
Be very careful when using Relm's sketch ability in the U.S. version of the game. It happens mostly when the enemy is invisible since Sketch is considered a physical attack. If it fails on some enemies an uninitialized pointer will cause a bug and mess with the game data, possibly even corrupting save files. If you're using an emulator it's easy enough to avoid this using savestates, or just save often. Since Relm is not required for any sequence in the game except briefly being in your party when exiting Esper mountain some players choose to not bother using her partially for this reason.

Returning to the World of Balance
Early versions of the cartridges for this game featured a bug by which it was possible to return to the world of balance from the world of ruin. In the walkway above the Opera House, where Ultros pushed off the 4 ton weight there are a number of rats running around the scaffolding. If the party lost to them in the world of ruin they would be returned to the Opera House in the world of balance just as if they had failed to prevent Ultros from dropping the weight. After performing this glitch however, the only way to return to the World of Ruin was to ride Figaro Castle underground, and there would be no airship in the World of Ruin.

Evade
Due to errors in programming, the Evade stat is totally useless. Magic Evade affects both Evade and Magic Evade. As a result, the Blind status effect has no effect on reducing the accuracy of a physical attack, and Beads have absolutely no use at all. In addition, while certain statuses (Haste, Slow, Life 3, Poison, Seizure, Near Fatal are a few examples) are meant to affect hit rates, they're not in use.

Vanish+Doom/X-Zone
This is probably the most well-known and most useful out of any of the bugs in the game. The trick comes in realizing that any creature with the "vanish" status has very poor magic defense and it is affected by virtually all spells, including Doom and X-Zone which offer instant kills. Many powerful enemies including most of the bosses in the game can be instantly killed by casting vanish on them and then casting Doom or X-Zone. Doom only affects one enemy, whereas X-Zone affects all enemies. The Vanish and Doom spells can be learned in the world of balance after finishing the magitek factory. The X-Zone spell can be learned in the world of ruin after fighting Phunbaba for the first time.

The best known use for the trick is just using X-Zone to instantly defeat Wrexsoul in Cyan's Side Quest, since it will kill both SoulSavers (no Vanish necessary), and end the battle (The SoulSavers regenerate themselves immediately after they're slain). In general most bosses can be easily defeated by casting vanish on them then doom or x-zone, although this would rob most of the enjoyment of playing the game. Also, If you use Vanish and X-zone on Doom Gaze, it won't drop you the Bahamut Esper (However, if you use Doom after Vanish, you will still obtain your undeserved Esper).

Technical Details of how Vanish/Doom works: Certain enemies (such as most bosses) has a special bit that determines whether they can be hit by Instant-Death spells or not. Most Instant-death spells (as well as Dischord and gravity based spells such as Demi, Shimsham, Sonic Boom, Grav Bomb) automatically misses if this bit is set. However, when the game determines whether a spell hits or not, it checks for Vanish first. Therefore, when you Vanish an enemy then cast a spell, it will always hit no matter what. NOTE: Most enemies also have protection from certain statuses, meaning you can't inflict the status on the enemy (For example, Vargas is protected from Poison status, meaning you can't set Poison on him, ever). Therefore, if you use, say, Mute, after vanishing the enemy, the spell WILL hit, but will do nothing because the enemy can't be muted. This is evident if you use Vanish+Imp on an Imp-protected enemy, as the spell will hit and change the enemy's graphic to that of an imp, but the enemy will act as if it's not Imped because Imp isn't actually set on the enemy.

"Psycho" Cyan
A name to a glitch that allows Cyan to attack enemies over and over again. First, Cyan must use Retort. Next, he must be turned into an Imp, and killed with a physical blow (he can be weakened with Magic attacks, but the killing blow must be physical. If Cyan is attacked physically before he is killed, he must use Retort again). Now revive the dead, Imped Cyan, and have anyone use the Fight command. Cyan will begin to attack over and over again.

This glitch combines two other glitches. One if that is Cyan is killed by a physical blow while having the "Retort" status, when revived he will use Retort in response to any attack, even one that does not hit him. He'll use Retort even if he himself attacks.

The second glitch is that an Imped Cyan cannot use Retort, so he will use a normal attack instead. By combining these glitches, "Psycho" Cyan will attack, and respond to his own attack with another attack, over and over.

Permanently Morph Terra
First, have Terra Morph. Then have another character use Quick. While the character casts their second command, let Terra's Morph meter run out. After the Quick effect runs out, Terra will remain in Morph despite the fact her Morph meter is depleted. This occurs because other characters cannot perform actions while Quick is in effect. Thus, Terra will not be allowed to Revert back when her Morph meter depletes. She will remain in Morph for the entire battle, unless killed.

Lose Interceptor
Shadow (or Relm) may randomly have Interceptor block an attack on them. By using "Rippler", this status can be swapped to another character. But if Interceptor is Rippled to an enemy, and that enemy is killed, Interceptor will be lost forever.

title: Final Fantasy VI/Bugs and Glitches


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Final Fantasy VI/Equipment

Items
Items can be used by anyone. Some items can only be used in battle and some can only be used outside of battle. They affect things like status and health. A few items are purely offensive.

Antidote
Dispels Poison status.

Dried Meat
Heals 150 HP. Used initially to bait Gau on the Veldt.

Echo Screen
Dispels Muted status.

Edge
Edges are weapons which can be thrown by Shadow to cast particular spells. In general, they're not worth the money.

Elixir
Fully restores a living character's HP/MP.

Ether
Recovers 150 MP.

Eyedrop
Dispels Blind status.

Phoenix Down
Revives a fallen character. Instantly slays undead characters/enemies (including some bosses). In the SNES version, it was originally "Fenix Down," but later returned to "Phoenix Down" in later releases.

Green Cherry
Reverses Imp status. Drives Umaro wild(er).

Magicite
Summons a random esper into Battle.

Megalixer
Fully restores all living party members' HP/MP. Can be infinitely stolen from "stopped" EarthGuards on the Solitary Island, stolen from Kefka, and one is found in Kefka's Tower.

Remedy
Dispels Poisoned, Imp, Blind, Petrified, Muted, Berserk and Zombified status.

Rename Card
Allows you to change a character's name. Traded for in the Colliseum. Why? I don't know.

Revivify
Returns Zombified characters to living status (with very low HP). Instantly slays undead enemies (including some bosses).

Skean
Skeans are weapons which can be thrown by Shadow to cast particular spells. In general, they're not worth the money.

Sleeping Bag
Completely restores a character's HP/MP and status. May only be used on the world map and at save spots.

Smoke Bomb
Escape from almost any battle (including some boss battles).

Soft
Dispels Petrified status.

[Throwing] Star
Stars are weapons which can be thrown by Shadow. They are preferable to throwing normal weapons since they're cheaper and easier to replace.

Super Ball
Like Shadow's Stars, but can be thrown by any character (except Umaro) for boringly mediocre damage.

Tent
Fully restores HP/MP and status to entire party. May only be used on the world map or at save spots. Tent will look different depending upon your leading character.

Tincture
Restores 50 MP to a character. Try to rely more upon "Osmose," as Tinctures are disproportionately expensive.

Tonic
Recovers 50 HP to a character.

Warp Stone
Casts "Warp" in-or-out of battle. Allows you to leave a dungeon or escape from most battles.

X-Ether
Fully restores a character's MP.

X-Potion
Fully restores a character's HP.

Rare Items
These are items related to particular quests or events in the game. These items have no use outside of the storyline.

Weapons
Weapons must be equipped in the weapon slot of the character. If the character is using a guantlet one weapon can be used with both hands for extra damage, and if the character is using a genji glove one weapon can be placed in each hand.

Using the Merit Award relic makes more weapons equippable for everyone.

Dirks
Dirks in general are particular to Locke or Shadow, although some can be used by Relm/Gogo, and some can be used by anyone. Many Dirks cause various status effects, too. Score.

Swords
Swords are particular to Terra, Locke, Edgar, and Celes, with Locke being unable to equip some swords. The most powerful weapons in the game are swords so you may choose to rely on these characters more than usual.

Lances
Lances are particular to Edgar and Mog. Combine a Lance with Dragoon Boots and Dragon Horn for some serious brutality. Equip the Imp Halberd to any Imped character for beautiful results.

Knives/Katana
Knives are particular to Cyan, who must use them for Swordtechs. Not sure why they're called "knives," as they appear to be longer than most of the swords in the game.

Rods
Rods are particular to Strago, Relm, and Gogo. Many of them can cause particular spells and can also be used as an item for a spell casting.

Brushes
Brushes are particular to Relm. As "Sketch" and "Control" are decidedly worthless, take my advice and don't bother equipping brushes. Use a Rod instead

Special
Special weapons bear a "diamond" icon. Acting like Boomerangs or Morningstars, Specials are most often used by Locke. Damage is not affected by row for these weapons, so don't forget to place characters equipping them in the back row.

Gambler
These weapons are particular to Setzer. Damage is not affected by row for these weapons. Dice weapons deal damage based on the numbers achieved on a throw.

Claw
Claws are particular to Sabin.

Shields
In general all characters except Umaro can equip a given shield, although there are a few exceptions (i.e. Gau may equip only certain shields). Equip the Tortoise Shield to any Imped character for beautiful results.

Helmets
Helmets have a variety of status effects and are often particular to a certain set of characters.

Armors
Armors have a variety of status effects and elemental resistances and are often particular to a certain set of characters. Equip Imp Armor to any Imped character for beautiful results.

Tools
Tools are used by Edgar (and Gogo) using the "tools" command.

Air Anchor
The air anchor is found in a hidden room in the Fanatic's Tower. When it works it makes a single enemy self-destruct.

Autocrossbow
Edgar begins the game with the Autocrossbow, which does a physical attack on all enemies. Rendered obsolete as the game progresses, but deadly early on.

Bio Blaster
This can be bought in the first visit to Figaro or South Figaro, and inflicts poison on all enemies. Painful for Humanoid enemies, but heals the undead and many plants.

Chain Saw
The most powerful tool, it randomly dispatches an enemy or deals massive damage. It can be found in the clock room in Zozo. Enter "6:10:50."

Debilitator
This tool creates a random weak point on an enemy. It can be purchased in the world of ruin at Figaro Castle.

Drill
The second most powerful tool in terms of attack power, it does an attack on a single enemy, and is more reliable than Chain Saw against monsters immune to ID (Instant Death).

Flash
A more powerful attack than autocrossbow on all enemies, which also inflicts blind status. Unfortunately you'll never notice the blind status because the evasion stat does not affect gameplay. Essentially, we'll call this tool "eh, alright, I guess."

NoiseBlaster
Attempts to cause confusion on all enemies, having the effect of turning them around if it works. Can provide for some amusing situations when monsters use offensive attacks on themselves and helpful skills on your party. Relatively useless in the WOR.

Relics
Relics can be equipped in one of the two relic slots for a character.

Amulet
Protects against poison, dark, and zombie. It can be bought in the world of balance and ruin.

Atlas Armlet
Raises fight damage. It can be found in the world of balance and bought in the world of ruin.

Back Guard
Prevents back attacks and pincer attacks. Can be found in the world of balance and bought in the world of ruin.

Barrier Ring
Casts Shell when HP is low. Can be bought in the world of balance and ruin.

Beads
Raises the evade stat. Because of a bug, the evade stat affects nothing and this relic is useless. It can be found in the world of balance and bought in the world of ruin.

Black Belt
A very useful relic, randomly counterattacks when attacked. Even more powerful if paired with the genji glove or offering. It can be bought in the world of balance or ruin.

Blizzard Orb
A relic which gives Umaro a special attack. It can be found in the world of ruin in the ancient castle.

Charm Bangle
Lowers the rate of random encounters. It can be found in the world of balance by performing well for the emperor, or traded for in the Colliseum.

Cherub Down
Grants permanent float status to the party member. Can be found in the world of balance and bought in the world of ruin.

Coin Toss
A relic particular to Setzer, or Gogo for that matter. Allows either one to use GP rain as an attack instead of slots.

Crystal Orb
Raises the max MP of the character by 1/2. It can be traded for in the colloseum for a muscle belt.

Cure Ring
Casts regen on the party member. Can be found in the world of balance and bought in the world of ruin.

Cursed Ring
Teaches the spell X-zone at a rate of x5 and inflicts condemned status. Can be traded for in the Colloseum for a Cursed Shield.

Czarina Ring
Casts safe and shell. Can be bought in the world of ruin.

Dragon Horn
When character jumps (through either DragoonBoots or Palidor's Sonic Dive), they attack randomly 2-4 times when they land. Can be found in the world of ruin or traded for in the Colliseum.

Dragon Boots
Changes fight into Jump, which performs similarly to Kain's jump in FFIV. Can be found in the world of balance and bought in the world of ruin.

Earrings
Can be bought in the world of balance and ruin. Raise magic damage, and can be stacked (with another Earring or a Hero Ring)

Economizer
One of the best relics in the game, it reduces all casting costs to 1. Can be won in the world of ruin from Brachosaurs in the dinosaur forest (north of the veldt), stolen from Aquilas in the phoenix cave, or traded in the Colloseum for a gem box.

Exp Egg
Absolutely essential for levelling up, this doubles all experienced earned for a character. Equipping an additional Exp Egg has no effect. It can be obtained by completing a sidequest in Darril's Tomb, by betting an Elixir in the Colloseum and continuing to bet the next item until you get an Exp Egg (the last item bet in the sequence is a Tintinabar,) or by using the Ragnarok Esper on the Harpy monsters found on the Thamasa island in the World of Ruin (usually Ragnarok will display "Better off Tonic!" but occasionally it will show "Better off Exp. Egg!") The last works best if the Harpy is low on health.

Fairy Ring
Protects against poison and dark. Can be bought in the world of balance and ruin.

Fake Moustache
Changes Relm's sketch command into control, which lets you pick an attack for the monster to do. Can be found in the world of ruin inside the Zone eater.

Gale Hairpin
Raises pre-emptive attack rate. Can be found in the world of balance and bought in the world of ruin.

Gauntlet
One weapon can be held in both hands for extra damage. Can be found in the world of ruin, and obtained in the world of balance if you choose to have Terra join Banon right away. Not as useful as the genji glove.

Gem Box
Allows the wearer to cast two spells in one turn. Can only be found in the fanatic's tower. Can be traded for an economizer in the colloseum, which certainly doesn't mean that you should.

Genji Glove
Allows the character to equip a second weapon instead of a shield. Very useful for dealing extra damage and very powerful if paired with the offering. The first can be found very early on. Have Terra refuse to help Banon repeatedly until the game takes over.

Goggles
Prevents dark status. Since dark status doesn't do anything thanks to the evade bug, this relic is worthless. Can be bought in the world of balance and ruin.

Gold Hairpin
Halves MP consumed. Can be found in the world of ruin, traded for in the Colleseum, and obtained if you choose to sacrifice Mog in the world of balance (Not wise... two of Mog's stronger dances are only available BEFORE the apocolypse).

Guard Ring
Casts safe. Can be bought in the world of ruin.

Hero Ring
Increase both magic damage and physical damage by 25%. Can be found in the world of balance and ruin, and is auctioned off in Jidoor for 50000 GP in the world of ruin. The physical damage boost does not stack.

Hyper Wrist
Raises vigor. Can be found in both worlds and bought in the world of ruin.

Jewel Ring
Protects against petrify. Can be bought in both worlds. Note that it doesn't protect against Dark even though the description says it does.

Marvel Shoes
Casts regen, haste, safe, and shell upon your party member. Is part of the Exp Egg trading sequence, after the rename card and before the tintinabar. Continuously trade an elixir to get this.

Memento Ring
Protects against zombie, stone, death, and many fatal attacks. Relm starts with this and a second one can be found in Strago's house, second floor, on the left wall. Only Shadow and Relm can equip this, and its hinted that its because of the dead love of Relm's mother/Shadow's wife.

Merit Award
Allows any character to equip virtually any equipment. Extremely useful for powering up certain characters, allowing Gogo to use more skills, and increasing certain stats beyond normal limits. Must be found in the Colloseum by trading the cat hood.

Mithril Glove
Casts safe when HP is low. Can be bought in both worlds.

Moogle Charm
Avoids all random enemy encounters, must be equipped on Mog. Extremely useful for getting through tough areas without fighting monsters, or clearing out chests early. Found in the moogle cave where Mog stands initially in the world of ruin, in his sidequest.

Muscle Belt
Raises hp by 1/2. Stolen from Borras at Mt Zozo or won from the Skull Dragon.

Offering
Quite possibly the best relic in the game. Allows you to attack four times and never miss. You can combine this with genji glove to attack eight times, or combine with Thief Glove to attempt to capture four times (although, keep in mind that you will lose whatever item after your first successful steal). No critical hits or spells cast by weapons are allowed and damage is half as strong as normal. Can only be found by fighting the Katana Soul in the ancient castle. Special exceptions: Fixed Dice, Dice's damage are not cut in half, Tempest's random Wind Slash still works and doesn't have its damage cut in half, Atma Weapon damage is not halved.

Peace Ring
Prevents Beserk and Muddle. Can be bought in both worlds.

Pod Bracelet
Casts safe and shell. Can be traded in the Colloseum for the Hero Ring, and found in the world of ruin.

Rage Ring
Gives Umaro a special attack. Found in the cave in the veldt in the world of ruin.

Relic Ring
Gives the character the properties of undead monsters. Found in Owzer's house in the world of ruin.

Ribbon
Prevents all status ailments except for Stop and Freeze. Very useful for uncursing the cursed shield. Can be found in both worlds and stolen from Brachosaurs most notably.

Running Shoes
Casts haste. Can be bought in both worlds.

Safety Bit
Prevents mortal magic attacks, as well as zombie, stone, and death. Can be found in the world of ruin, or morphed from certain monsters using Ragnarok, including Lvl 60 and 90 magic.

Sneak Ring
Doubles the success rate of steal. Can be found in the world of balance and bought in the world of ruin.

Sniper Sight
100% fight hit rate. Can be bought in both worlds and makes killing Cactrots easy work.

Sprint Shoes
Doubles walking speed in towns and dungeons. Can be bought everywhere.

Star Pendant
Prevents poison. Can be bought in both worlds.

Thief Glove
Changes steal into capture for Locke or Gogo. Performs steal and fight together. Attempts to steal four times when paired with the offering. Can be found in a chest in Zozo in either world.

Tintinabar
Recovers HP with each step. Is part of the exp egg sequence at the Colloseum where you keep trading the result of trading elixirs, and can be obtained by performing well for the emperor at the banquet and sending all the letters for the soldier in Mobliz, both in the world of balance.

True Knight
Protects party members with low Hp. Can be bought in both worlds.

Wall Ring
Casts rflect on that party member, which reflects most magical attacks to the opposite party. Can be useful for beating monsters with rflect by casting spells on your own party, or stopping all but unblockable magic attacks. A must have relic for the fanatic's tower. Can be bought in both worlds.

White Cape
Protects against imp and mute, and adds some defence, magic defence, and a nifty 10% MBlock. Can be bought in both worlds.

Zephyr Cape
Increases Evade and Mblock stats. Evade does nothing, but Mblock effects both physical and magical attacks.

title: Final Fantasy VI/Equipment


text:
Final Fantasy VI

This Wikibook covers Final Fantasy VI, known as Final Fantasy III for the North American Super Nintendo release.

Lists

 * /Bosses/
 * Phunbaba
 * /Bugs and Glitches/
 * /Characters/
 * /Equipment/
 * /Espers/
 * /Locations/
 * /Rages/
 * /Skills/
 * /Spells/
 * /Timeline/

Walkthrough
Chapters are mostly arbitrarily named and numbered.

Chapters

 * 1) Chapter 1: From Narshe to Figaro Castle
 * 2) Chapter 2: From Figaro Castle to The Returners' Hideout
 * 3) Chapter 3: Locke's Scenario
 * 4) Chapter 4: Terra's Scenario
 * 5) Chapter 5: Sabin's Scenario
 * 6) Chapter 6: From Narshe to Zozo
 * 7) Chapter 7: The Opera House to Vector
 * 8) Chapter 8: From Vector to the Sealed Gate
 * 9) Chapter 9: From the Sealed Gate to Thamasa
 * 10) Chapter 10: The Floating Island to the World of Ruin
 * 11) Chapter 11: From Cid's Island to Darill's Tomb
 * 12) Chapter 12: Kefka's Tower

Sidequests

 * Before tackling Kefka's tower, there are number of sidequests to be done in the World of Ruin, arranged roughly in order of difficulty/recommended completion:

 * Sabin's Side Quest
 * Gau's Side Quest
 * Cyan's Side Quest
 * Terra's Side Quest
 * Shadow's Side Quest
 * Finding Gogo
 * Mog/Umaro's Side Quest
 * Relm's Side Quest
 * Strago's Side Quest
 * Locke's Side Quest
 * Edgar's Side Quest/Ancient Castle
 * The Fanatic's Tower
 * Doom Gaze and the Eight Dragons

Meta

 * /About/

title: Final Fantasy VI


text: Template:Pokémon/Pokédex/Basic Statistics


text: Category:Book:Final Fantasy IV

title: Category:Book:Final Fantasy IV


text: Category:Book:Final Fantasy VI

title: Category:Book:Final Fantasy VI


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Final Fantasy IV/Characters/Baigan

Baigan is the chancellor of Baron. He screens those who wish an audience with the King of Baron.

Baigan reported Cecil's doubts about the attack on Mysidia to the King, leading to Cecil's dismissal as captain of the Red Wings.

Return to Characters Return to Final Fantasy IV

title: Final Fantasy IV/Characters/Baigan


text:
Final Fantasy IV/Characters/Cecil

Cecil is a Dark Knight and the captain of the Red Wings, the military airships of the empire of Baron.

Story
Amidst dissent by his crew, unhappy with what they consider to be robbery from innocents, Cecil maintains order through insistence upon the correctness of the royal command. He orders the killing of three wizards that stand between his crew and the Crystal of Water in Mysidia.

As the leader of the Red Wings, Cecil is supplied with the destructive magical items FireBomb and Lit-Bolt.

After returning to Baron, Cecil airs his doubts about the Mysidian attack to Baigan, Baron's chancellor. Baigan reports on these doubts to the King of Baron, who dismisses Cecil from leadership of the Red Wings after Cecil gives him the Crystal. The King then gives Cecil a Package to deliver to Mist and orders him to hunt Summoned Monsters in the Misty Valley. Cecil's friend Kain comes to Cecil's aid, and is ordered to accompany Cecil on this mission.

Dark Knight
A Dark Knight is a physically oriented character that uses dark swords. He combines physical power with impressive defense. However, he is mostly useless against the undead, and levels up slowly. At the beginning of the game, Cecil starts as a Level 10 Dark Knight with 3000 experience.
 * Main weapons: swords, dark swords
 * Other weapons: none
 * Magic: none
 * Abilities: Dark: A multi-target attack that hits all monsters at the cost of 1/8 of his health points. (Unavailable in the North American SNES release named Final Fantasy II)

Paladin
After reaching a certain point in the story, Cecil begins again as a level 1 paladin, a physical class with white magic. This class starts strong, can use basic White Magic, and retains the strong offense and defense of the Dark Knight. His chief weakness is his limits as a magic user and his incompatibility with any of his old equipment.
 * Main weapons: holy swords, swords
 * Other weapons: axes, daggers, bows
 * Magic: White
 * Abilities: Cover: Protects a given party member. Also activates automatically if a party member is critically wounded.

title: Final Fantasy IV/Characters/Cecil


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Final Fantasy IV/Characters/Elder

The Elder is the leader of the city of Mysidia and the protector of the Crystal of Water that the city holds. He is injured in the attack by Cecil and the crew of the Red Wings, but survives.

Return to Characters Return to Final Fantasy IV

title: Final Fantasy IV/Characters/Elder


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Final Fantasy IV/Characters/Kain

Kain is a Dragoon of Baron and a close friend of the Dark Knight Cecil. The king assigned him to assist Cecil at the start of the game.

Story
When Cecil complains to the King of Baron about the immorality of stealing Crystals from the innocent people of Mysidia, Kain supports Cecil. Both men are stripped of their position by the King and sent to hunt Summoned Monsters in Misty Valley and deliver a Package to the village of Mist.

Stats
Like Cecil, he is a physical class, who has strong physical offensive and defensive stats. His only notable ability though is Jump, which does heavy damage only after a long period of time.

 * Main weapons: spears
 * Other weapons: swords, axes, daggers
 * Magic: none
 * Abilities: Jump: Leap into the air for a turn, and attack.

title: Final Fantasy IV/Characters/Kain


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Final Fantasy IV/Characters/King of Baron

The King of Baron rules the empire from the capital city, Baron. He is a powerful leader, and desires to become even more powerful through acquisitions of Crystals. To this end, he orders Cecil and the Red Wings to attack Mysidia and take the Crystal of Water from that city.

When Cecil returns with the Crystal, the King is warned by Baigan that Cecil doubts the correctness of his orders. The King then strips Cecil of his leadership position, ordering him on a new mission to Mist to deliver a Package. When the Dragoon Kain protests, the King orders Kain to accompany Cecil.

Return to Characters Return to Final Fantasy IV


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Final Fantasy IV/Baron

Baron is an empire under the command of the King of Baron. Baigan is the Chancellor of Baron.

Its military forces include the elite air force, the Red Wings, under the command of the Dark Knight Cecil.

The King has been attempting to retrieve all of the Crystals, using the Red Wings to do so.

Citizens of Baron

 * 1) Baigan
 * 2) Cecil
 * 3) Kain
 * 4) King of Baron

Return to Cities Return to Final Fantasy IV

title: Final Fantasy IV/Baron


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Final Fantasy IV/Locations/Mist

Mist is a village.

Cecil is ordered to carry a Package to Mist after he is removed from command of the Red Wings after the attack on Mysidia.

title: Final Fantasy IV/Locations/Mist


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Final Fantasy IV/Locations/Mysidia

Mysidia is a city ruled by its Elder that is the target of an attack by the Red Wings. The Red Wings attack Mysidia to gain the Crystal of Water that the Mysidians possess, killing three Mysidian wizards and injuring the Elder in the process.

Citizens

 * Elder

title: Final Fantasy IV/Locations/Mysidia


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Final Fantasy IV/Key items/Package

The Package is an item that Cecil is ordered to carry to Mist by the King of Baron after he is stripped of leadership of the Red Wings because of perceived insubordination.

title: Final Fantasy IV/Key items/Package


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Final Fantasy IV/Locations/Misty Valley

The Misty Valley is, as the name suggests, a valley perpetually shrouded by a heavy fog. It is near the village of Mist. Often, Summoned Monsters are rumored to reside in the Misty Valley. Regardless of the reason, the Valley is a perilous place for those who are not prepared for danger.

title: Final Fantasy IV/Locations/Misty Valley


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Final Fantasy IV/Enemies/FloatEye

The FloatEye is a flying monster. A trio of them attack the crew of the Red Wings on their return flight from Mysidia to Baron. They are easily dispatched by Cecil with the FireBomb spell.

title: Final Fantasy IV/Enemies/FloatEye


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Final Fantasy IV/Enemies/Raven

The Raven is a flying creature that attacks the Red Wings during their flight from Mysidia to Baron. Cecil destroys it with a Lit-Bolt spell.

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Final Fantasy IV/Black Magic/FireBomb

FireBomb is a spell cast by the Dark Knight Cecil. It is an extremely destructive use of black magic that targets all of the Dark Knight's foes with a fire attack. Cecil uses it on a trio of FloatEyes to destroy them.

title: Final Fantasy IV/Black Magic/FireBomb


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Final Fantasy IV/Black Magic/Lit-Bolt

The Lit-Bolt spell is a destructive magic cast by the Dark Knight Cecil. It uses lightning elemental magic to strike all foes, overloading their nervous systems with electrical energy. The Raven is Cecil's first target of this spell.

title: Final Fantasy IV/Black Magic/Lit-Bolt


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Final Fantasy IV/Crystal of Water

The Crystal of Water is one of the four elemental crystals. It was originally held by the people of Mysidia, but was taken by the Red Wings of Baron at the command of the King of Baron. Three wizards were slain by the crew of the Red Wings in their capture of the Crystal of Water.

Return to Miscellaneous Return to Final Fantasy IV

title: Final Fantasy IV/Crystal of Water


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Final Fantasy IV/Red Wings

The Red Wings are the elite air force of Baron. They are the primary weapon that the King of Baron uses to enforce his will across the world. They are captained by Cecil, a Dark Knight.

They are currently engaged in retrieval of the Crystals, including the Crystal of Water from  Mysidia. This mission has caused most of the crew of the Red Wings to object. Even Cecil expresses doubt, causing his removal as captain of the airships.

Return to Miscellaneous

title: Final Fantasy IV/Red Wings


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Super Mario Sunshine

Super Mario Sunshine is a 3D platformer developed and published by Nintendo for the Nintendo GameCube. It was released in Japan on July 19, 2002, in North America on August 26, 2002, and in Europe on October 4, 2002. It is the first Mario platformer since Super Mario 64 ' s release six years earlier. It was followed by Super Mario Galaxy for the Wii. In 2020 Super Mario Sunshine was re-released on the Nintendo Switch as part of the Super Mario 3D All-Stars compilation, commemorating the 35th anniversary of the series.

Story
Mario sets out for the prestigious tropical retreat Isle Delfino, for a well-deserved vacation with Princess Peach, Toadsworth, and other many-colored Toads. Upon arrival, Mario finds that the once-pristine island has been vandalized with graffiti and toxic goop. As a result of this pollution, sun-shaped objects called Shine Sprites, the island's source of power, have dispersed, and the island is covered in a perpetual shadow. Even worse, the culprit seen spreading the graffiti looks like Mario; thus, Mario is promptly arrested as he steps off the plane.

Mario is put on trial, found guilty, and ordered to clean up the mess and return the Shine Sprites. To help with the cleaning, Mario finds FLUDD (short for "Flash Liquidizing Ultra Dousing Device"), a powerful water cannon touted like a backpack. Mario sets out on his adventure, promising to clear his name and locate the real criminal while restoring tranquility and order to Isle Delfino.

Getting started

 * /Gameplay/ - Gameplay information
 * /Controls/ - How to play the game
 * /Characters/ - The main cast of characters
 * /Enemies/ - The enemies that Mario encounters
 * /Bosses/ - The bosses whom Mario fights
 * /Items/ - The usable items

Collectibles

 * /Blue Coins/ - Information about Blue Coins, which can be traded for Shine Sprites
 * /Shine Sprites/ - Information about the game's main collectible item

Walkthrough
The main setting and hub area is /Isle Delfino/, which has several regions to explore. There is a central area, Delfino Plaza, and several "adventure" or "episode" areas which branch off from it. Each region is isolated from the rest, accessible only through specific portals, tunnels, etc. These areas are where the more traditional gameplay takes place. The game's goal is to reach the final linear milestone, but to do so you have to collect a required amount of Shine Sprites as you go along. The walkthrough shows how to gather every Shine Sprite, but you do not need to collect every single one in the game to complete the game.

 * Hub areas
 * /Delfino Airstrip/
 * /Delfino Plaza/ (blue coins)

 * Worlds
 * 1) /Bianco Hills/ (blue coins)
 * 2) /Ricco Harbor/ (blue coins)
 * 3) /Gelato Beach/ (blue coins)
 * 4) /Pinna Park/ (blue coins)
 * 5) /Noki Bay/ (blue coins)
 * 6) /Sirena Beach/ (blue coins)
 * 7) /Pianta Village/ (blue coins)
 * 8) /Corona Mountain/ (blue coins)

title: Super Mario Sunshine


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User:Atmasol

Men see coffin, I see cloud.

title: User:Atmasol


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Chess Opening Theory/1. e4/1...d5/2. Nf3

= 2. Nf3 - Tennison Gambit =

White sacrifices a pawn in the hopes of a potential lead in development. Black will generally make the move /2...dxe4/, accepting the gambit. White typically responds with 3. Ng5, hoping for 3...Nf6, at which point they can achieve a lead in development and may play for an opening trap jokingly named the Intercontinental Ballistic Missile Variant : 4. d3 exd3 5. Bxd3 h6?? 6.Nxf7 Kxf7 7. Bg6+ Kxg6 8. Qxd8, winning the queen.

Black can avoid this trap and other tricky lines by immediately returning the pawn with 3...e5 4. Nxe4 f5. After White moves the knight, Black may play 5...Be6 protecting the a2-g8 diagonal (else Bc4, preventing Black from castling, poses problems). Black achieves easy development, control of the center and an easy game.


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Minecraft Speedrunning/Getting Started

Welcome to Minecraft Speedrunning!

Philosophy of speedrunning
Speedrunning is a mode of playing in which a player learns full mastery and understanding of a game's systems over time. A player may decide to speedrun a game for fun, for personal improvement, or to compete with likeminded individuals. There is an extensive Minecraft speedrunning community scattered around the Web, who collaborate on strategies and improvements. This book will give an overview of optimal strategies for new Minecraft speedrunners. However, the core of speedrunning is constant practice. We recommend you do not reset your run whenever something goes wrong, but instead just attempt to beat the game as many times as possible, hopefully improving over time.

Top players, who have been speedrunning Minecraft for hundreds of hours, may be able to beat the game in a manner of minutes. However, just being able to beat the game in an hour is already extremely impressive!

Preparation
The first decision you may want to make is the version you decide to play. The most commonly played versions of Minecraft are "Java Edition" (for PC) and "Bedrock Edition" (for various platforms). PC speedrunning is generally considered optimal, as it is easier to record or stream and allows for external tools such as timers or live splits. However, you can speedrun on any version you like. You are unlikely to set a world record of Minecraft Bedrock Edition playing on iOS, but you may still enjoy the experience and improving your personal bests, if this is the platform available to you.

Generally the fastest and most popular versions of Minecraft for speedrunning are 1.16 and 1.16.1. You can opt to play in the "Random Seed" or "Set Seed" categories. The "Set Seed" category requires memorization and constant repetition, and is therefore more similar to most other speedrunning games. "Random Seed," meanwhile, requires more creative on-the-fly thinking, as the player has to respond to randomly generated terrain and structures. In "Random Seed", you will find that the success of a given run is highly dependent on luck, but you can still consistently improve your own execution. This guide is largely written from the "Random Seed" perspective, as it covers responding efficiently to the randomness of Minecraft's procedural world generation.

General rules
The ruleset of speedrunning can be defined by any group, but the larger Minecraft speedrunning community has established a consensus for various requirements. Submissions are only accepted on the speedrun.com leaderboards if the runs are played on "Survival" or "Hardcore" worlds, for example, and world generation settings must be set to "default." "Peaceful" difficulty setting is vetted, and the game must be played on an official major release of the game from 1.0 onwards. To submit a run on public leaderboards, you must record video footage and denote the world's "seed". For more specific rules, you can check the leaderboard or contact individuals in the Minecraft speedrunning community. However, you are of course free to speedrun a game on "home-rules," if you are ambivalent about leaderboards. Playing your first runs just for yourself, with a stopwatch by your side, can be an excellent way to get into speedrunning.

title: Minecraft Speedrunning/Getting Started


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Minecraft Speedrunning/Shipwrecks

Shipwrecks are generally the fastest method of gaining resources to prepare for the nether since they consist of at most 3 chests that can be quickly looted.

Generally you will want to go for shipwrecks when you spawn on an island or near an ocean and useful items to craft when going for them are a boat for travelling through the ocean fast. Also be on the lookout for dolphins which allow you to travel faster than boats. There are 16 different variants of shipwrecks and they spawn with different chests so being able to identify them quickly is a useful skill.

In a full shipwreck, there are 3 chests:
 * The supply chest or food chest which is useful since it can have food like carrots, potatoes, suspicious stew, wheat for crafting into bread and rotten flesh if needed. It is found below the deck, near the front of the ship.
 * There is the treasure chest which is the most useful one since it contains necessary iron and gold and sometimes even diamonds. This one is found near the back of the ship, under the deck.
 * There is also the map chest which contains a buried treasure map for locating buried treasure for more useful resources. This chest can sometimes appear at the back of the ship, above deck, in a small room.

Note that chest locations are relative to the bottom of the ship, not to where gravity falls. Many ships are rotated on their side, or even upside down.

Shipwrecks also come with some logs which may be useful if you need more wood. Note that mining them can be difficult and dangerous in water and if you want to play it safe, build a door, then enter the air space it formed, and mine the blocks you need (only Java).

After looting a shipwreck, depending on the resources obtained you should be ready to build a Nether Portal to head to the Nether.

title: Minecraft Speedrunning/Shipwrecks


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Minecraft Speedrunning/Building a Nether Portal

In casual Minecraft, generally players will get a diamond pickaxe, mine 10 obsidian and build a nether portal from that. However since getting diamonds is inconsistent and each obsidian takes around 10 seconds to mine, in a speedrun this is quite slow and a much faster method that only requires a water bucket and some lava. The main idea is to place some water so that lava can be placed to form obisidian in a portal cast. There are two main different areas to build a nether portal in: a lava pool either above or below ground or a magma ravine below which often has lava.

Lava Pool
If you're on land, either looking around for a lava pool or digging down for one, this will be the method you will want to use to build a portal and get to the nether.

Here is a simple guide to the most basic nether portal setup, created by former world record holder Cscuile.

Magma Ravine
If you've looted a shipwreck/buried treasure and are in an ocean, you may want to enter the nether via an ocean ravine. At the bottom of some ocean ravines are magma blocks which have lava beneath them and if you're crafty you can build a nether portal with it, although this can be awkward with swimming mechanics.

Here is quite a lengthy guide to a few different methods of building a portal in an ocean ravine by T_Wag

Once you've built your nether portal you're headed into the Nether!


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Minecraft Speedrunning/Ruined Portal

Ruined Portals are a new structure added in 1.16 and can spawn in both the overworld and the nether, although the overworld ones are most useful. There are 13 different ruined portal variants, with different chest locations so learning them can be useful. The chest can contain useful loot such as a flint and steel or fire charge for lighting a nether portal, flint for crafting a flint and steel, gold or iron nuggets, obsidian, gold blocks or enchanted gold armour.

(The gold armour is recommended to wear, because the piglins won’t attack you and will make easier to trap them in a hole mined into the floor and trade with them)

If the ruined portal contains no crying obsidian in the portal part of the structure and you have some obsidian in your inventory or in the chest, the portal can be completable, meaning you just need to place the obsidian down and light the portal without the need of a bucket although this is very awkward to find.

There can also be enough lava to build a nether portal using the normal bucket method to enter the nether.

title: Minecraft Speedrunning/Ruined Portal


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Minecraft Speedrunning/Buried Treasure

Buried Treasure spawns in beach biomes randomly and are easiest to find using a buried treasure map which can be obtained from a shipwreck or ocean ruins. A useful thing to know is that buried treasure always spawns at chunk coordinates 9 ~ 9. This means if you press f3 and next to "Chunk: " you have the first and third coordinates equal to 9 and you are over the X on the map, the treasure will be below you. This can save time since the map isn't perfectly accurate to the block. Buried treasure contains lots of valuable loot, including iron, gold, diamonds, cooked cod/salmon and tnt so can be very useful if it doesn't take too long to find. Once you have obtained this loot, you should be ready to build a nether portal to enter the nether.

title: Minecraft Speedrunning/Buried Treasure


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Minecraft Speedrunning/Structureless

Playing an overworld without structures can make sense if you have a lava pool and a cave with exposed iron ore. This means you can play Minecraft similar to a casual start, smelting iron ore in a furnace to craft a bucket. A flint and steel will be very useful in this situation since the only way to obtain food this method is to kill animals such as pigs, cows, sheep and chickens. If you light them on fire first with a flint and steel they will drop cooked food, saving time cooking the food in the furnace. You should be trying to do as much as possible while the iron is smelting such as obtaining blocks, building the portal, gathering food, etc.

title: Minecraft Speedrunning/Structureless


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Minecraft Speedrunning/Other Structures

There are quite a lot of miscellaneous structures which are useful for minor things but aren't common or useful enough to be a staple in a speedrunner's repertoire. Still knowing some things about them can be useful in some situations.

Abandoned Mineshafts
These spawn underground and have chests in minecarts which can contain food and iron. They spawn most commonly and are often exposed in mesa biomes. They have cave spiders inside which will poison you if the difficulty is higher than easy.

Ocean Ruins
These spawn in or near oceans and can have stone axes and buried treasure maps but are otherwise not very useful and you will often get attacked by a drowned. In the recent 1.20 update, you can use the brush to get some valuables such as emeralds and gold nuggets. if you are very lucky, you can find a sniffer egg

Desert Pyramids
Also called desert temples, these spawn in deserts and have some useful resources like golden apples, iron, gold, diamonds, string and 9 tnt. Definitely can be very useful although they tend to not have quite enough iron or food and take too much time to loot to be a mainstay of speedrunning in 1.16.

Igloos
Igloos spawn in snowy biomes and will contain a furnace. Half of igloos spawn with a basement section which contains a golden apple and a splash potion of weakness for curing a zombie villager which gives good trades. This would be useful for the trading with villagers for ender pearls strategy, but this strategy is slower in 1.16.1 than bartering with piglins. Also can contain a stone axe in the chest in the basement.

Jungle Temples
Jungle Temples spawn in jungle biomes and contain 2 chests, one hidden behind the lever puzzle and one behind some dispensers with arrows. Can contain some iron, gold and diamonds but are quite inconsistent. Oftentimes, mining through the lever puzzle and accessing the chest this way is much faster than solving it.

Pillager Outposts
Pillager Outposts spawn in the same biomes a village can spawn in. They have one chest at the top which can contain some iron and logs as well as some food. They can also spawn with a caged iron golem, but killing the golem while being harassed by pillagers is very difficult.

Swamp Huts
Swamp huts, or witch huts are basically useless for speedrunning since they have no chests. Theoretically one could obtain a useful potion by killing the witch at the right time, but this is very inconsistent and not very applicable.

Woodland Mansions
Woodland mansions are actually quite useful but they are so rare as to not really be worth investing time into. They also can take a lot of time to navigate because of how large they are. There are many different rooms and lots of loot from chests. Here is a semi-serious guide to mansions made by T_Wagz.

Dungeons
Dungeons can have iron and buckets and some food in their chests so can be useful but as with most underground structures they are somewhat rare to find.

title: Minecraft Speedrunning/Other Structures


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Minecraft Speedrunning/Nether

The nether is the most important but also most dangerous part of your speedrun. You will need to fight dangerous mobs and navigate some structures to obtain the resources you need to beat the game. The main things you will need to obtain are ender pearls and blaze rods. There are two strategies for obtaining ender pearls: classic bartering or bastion strats. To obtain blaze rods, you must go to a fortress and kill blazes.

 * Classic Bartering
 * Bastion Strats
 * Nether Fortresses

title: Minecraft Speedrunning/Nether


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Minecraft Speedrunning/Classic Bartering

Classic bartering is a beginner strategy for obtaining ender pearls and is generally not as fast as bastion routing.

It consists of just mining nether gold ore for gold nuggets then crafting gold ingots and bartering these with stray piglins and hoping for two ender pearl trades. In the version 1.16.1, there is around a 4.73% for four to eight pearls from each gold ingot and you would prefer to have more than 12 pearls so on average you will need two ender pearl barters to have enough to beat the game. Stray piglins will only spawn in the nether biomes of Nether Wastes and Crimson Forests and they tend to wander so it can be useful building a pit or putting them in boats so they stay in place while bartering so you can mine more gold or look for a fortress. Be careful since piglins will attack you when you mine nether gold ore even if you have gold armour on. You can give them gold ingots to distract them or simply run/kill them.

Note that with this strategy you will tend to only obtain pearls and not much potions of fire res/obsidian/string/crying obsidian/glowstone and other useful items that would be obtained in a bastion strategy. This means it is generally slower and more linear.


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Minecraft Speedrunning/Bastion Strats

Being able to get resources from a bastion is one of the most important skills in Minecraft Speedrunning. There are four different types of bastions and they each have random elements to how they spawn and each of them can have multiple different ways to route them depending on how they spawn, how terrain generates and how you approach them. Note that bastions will generate in every nether biome except for the Basalt Delta biome.

What you should be hoping to obtain from a bastion is at least 10 obsidian, one fire resistance potion and 16 ender pearls. Also looking for string can be used to craft wool which can be used to craft beds or glowstone and crying obsidian which can be used to craft respawn anchors. Beds and respawn anchors are useful for the end fight.

There are a lot of useful ways to corral piglins to get them all into one position for quick bartering such as when you break a gold block or chest, all piglins within 16 blocks of you will be aggroed on to you and go towards you but will still be distracted by gold. Note that just opening a chest aggroes piglins with line of sight on you and hitting a piglin aggroes all piglins around you and makes the piglin you hit ignore gold you throw. Understanding piglin mechanics is very useful for efficiently routing bastions.

Note that the guides in these videos are outdated and are missing newer/faster routes/techniques but they will often be better for beginners than the fastest but riskiest routes for top runners. Try seeking out guides to different bastions yourself and practising them and finding out what you're comfortable with in runs.

Hoglin Stables
Often just called "Stables", this bastion consists of three upper ramparts and two lower ramparts as well as the main section. Here is a guide by EleventyBillion on routing stables.

Bridge
Bridge is the simplest bastion for newer runners, since the gold blocks are all exposed away from the piglins. Just make sure you don't die to the hoglins in the middle and try to find a spot to barter with as many piglins as possible.

Housing Units
Housing contains two ramparts and a centre area with housing units around.

Treasure room
Treasure is probably the most distinctive bastion, consisting of two ramparts and a massive treasure room area separated by lava. While the treasure room has a chest with very good loot and lots of exposed gold, it is generally riskier and slower than using the gold hidden in the ramparts, since the piglins are harder to collect at the bottom of treasure room and you can get mobbed by magma cubes.

title: Minecraft Speedrunning/Bastion Strats


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Minecraft Speedrunning/Nether Fortresses

Nether fortresses are one of the essential structures since they are the only places you can find blazes, which drop blaze rods, which are essential to beating the game.

Each nether fortress spawns with two blaze spawners or blazes can spawn naturally around the fortress. Each blaze has a one out of two chance of dropping a blaze rod when killed by the player. To be safe, you generally want seven or eight blaze rods but can leave with fewer if you're pushing for time. These tend to be quite dangerous since wither skeletons roam the fortress and blazes can snipe you from quite a long distance.

There are two sections to the fortress: the chest section, which has walls and a ceiling on the corridors and the spawner section, which is more open with the two spawners. The chests can contain some useful stuff such as iron, gold and obsidian but mostly they won't be that useful. You want to find the spawner section since the spawners are generally the faster way to get blazes. The wither skeletons are more than 2 blocks high so blocking off sections of the fortress can be useful to ensure you don't get ambushed by them. If you have a fire resistance potion you should use it since it nullifies all blazes' ranged damage, although they can still melee you if you get too close. If you don't have fire resistance, using a shield can help to protect you although you can still get from behind and the shield doesn't cover your whole hitbox. Otherwise you should try to dodge the blazes' shots since blazes shoot three shots then have a cooldown before firing three shots again. Learning blazes' attacking patterns will help you to kill blazes without dying. Other tips are having plenty of food to regenerate health if you do get hit and using blocks to block blazes' shots.


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Minecraft Speedrunning/Exiting Nether

When you have enough ender pearls and blaze rods, it's time to leave the nether. If you did classic bartering you likely don't have 10 obsidian so you will have to return to your entry portal to get back to the overworld. If you do have 10 obsidian then you can build a nether portal in the nether which can potentially land you much closer to the stronghold. There are mechanics with how the strongholds generate that determine where you should build your nether portal for optimal distance to the stronghold. Note one block in ther nether corresponds to 8 blocks in the overworld so travelling through the nether is much more efficient.

Once in the overworld you want to craft eyes of ender and follow the direction they go to find the stronghold location. Sleeping in a bed will often save time and be safer as you won't be harassed by hostile mobs. You should try to not throw too many eyes since each eye throw has a 20% chance of breaking. Efficiently finding the stronghold is called triangulation since you want to go away from the direction the eye was thrown a little and throw another eye and the stronghold will be where the two eye throws intersect. This technique takes some practice and only really works when close to the stronghold location. Also note the eyes will go towards 8 ~ 8 within the starting point of the stronghold's chunk. This means you can use the chunk coordinates to triangulate against as well.

title: Minecraft Speedrunning/Exiting Nether


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Template:PokemonOldBug

Move types which are good on : Fire, Flying , Poison ¹, Rock  Move types which are bad on : Fighting, Grass , Ground

All other move types are normal effectiveness on.

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Template:PokemonOldBugFlying

Move types which are very good on : Rock  Move types which are good on : Electric, Fire , Flying , Ice Poison ¹ Move types which are bad on : Bug  Move types which are very bad on : Fighting, Grass  Move types which don't effect :  Ground

All other move types are normal effectiveness on.

¹ - Red/Blue/Yellow only

title: Template:PokemonOldBugFlying


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Template:PokemonOldBugGrass

Move types which are very good on : Fire, Flying , Poison ¹ Move types which are good on : Bug, Ice , Poison ², Rock Move types which are bad on : Electric, Fighting , Water  Move types which are very bad on : Grass, Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldBugGrass


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Template:PokemonOldBugPoison

Move types which are good on : Bug ¹, Fire, Flying , Psychic , Rock  Move types which are bad on : Bug ², Poison ² Move types which are very bad on : Fighting, Grass

All other move types are normal effectiveness on.

title: Template:PokemonOldBugPoison


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Template:PokemonOldDragonFlying

Move types which are very good on {{{1}}: Ice  Move types which are good on : Dragon, Rock  Move types which are bad on : Electric, Fire , Water  Move types which are very bad on : Grass  Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldDragonFlying


text:
Template:PokemonOldElectric

Move types which are good on :  Ground  Move types which are bad on : Electric, Flying , Steel ²

All other move types are normal effectiveness on.

title: Template:PokemonOldElectric


text:
Template:PokemonOldElectricFlying

Move types which are good on : Ice, Rock Move types which are bad on : Bug, Fighting, Flying, Grass, Steel² Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldElectricFlying


text:
Template:PokemonOldElectricSteel

Type Matching for Red/Blue/Yellow
Move types which are good on in Red/Blue/Yellow: Ground  Move types which are bad on in Red/Blue/Yellow: Electric, Flying

All other move types are normal effectiveness on in Red/Blue/Yellow.

Type Matching for all later games
Move types which are very good on : Ground  Move types which are good on : Fire, Fighting  Move types which are bad on : Bug, Dark , Dragon , Electric , Ghost , Grass , Ice , Normal , Psychic , Rock  Move types which are very bad on : Flying, Steel  Move types which don't effect : Poison

All other move types are normal effectiveness on.

NOTE: has a new type starting in Gold/Silver, and that's the reason for the major differences in type matching.

title: Template:PokemonOldElectricSteel


text:
Template:PokemonOldFighting

Move types which are good on : Flying, Psychic  Move types which are bad on : Bug, Dark ², Rock

All other move types are normal effectiveness on.

title: Template:PokemonOldFighting


text:
Template:PokemonOldFightingWater

Move types which are good on : Electric, Flying, Grass, Psychic Move types which are bad on : Bug, Dark², Fire, Ice, Rock, Steel², Water

All other move types are normal effectiveness on.

title: Template:PokemonOldFightingWater


text:
Template:PokemonOldFire

Move types which are good on :  Ground, Rock , Water  Move types which are bad on : Bug, Fire , Grass , Ice ², Steel ²

All other move types are normal effectiveness on.

title: Template:PokemonOldFire


text:
Template:PokemonOldFireFlying

Move types which are very good on : Rock Move types which are good on : Electric, Ice¹, Water Move types which are bad on : Fighting, Fire, Steel² Move types which are very bad on : Bug, Grass Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldFireFlying


text:
Template:PokemonOldGhostPoison

Move types which are good on : Dark², Ghost, Ground, Psychic Move types which are bad on : Fighting$${}^4$$, Grass Move types which are very bad on : Bug², Poison Move types which don't effect :³ Fighting, Normal

All other move types are normal effectiveness on.

 ³ - This immunity can be eliminated if the attacking Pokemon uses Foresight or Odor Sleuth on ; switching either Pokemon ends this effect (Not in Red/Blue/Yellow).

$${}^4$$ - If the immunity was removed by Foresight/Odor Sleuth (Not available in Red/Blue/Yellow).

title: Template:PokemonOldGhostPoison


text:
Template:PokemonOldGrassPoison

Move types which are very good on : Bug ¹ Move types which are good on : Fire, Flying , Ice , Psychic  Move types which are bad on : Electric, Fighting , Water  Move types which are very bad on : Grass

All other move types are normal effectiveness on.

title: Template:PokemonOldGrassPoison


text:
Template:PokemonOldGrassPsychic

Move types which are very good on : Bug Move types which are good on : Dark², Fire, Flying, Ghost², Ice, Poison Move types which are bad on : Electric, Fighting, Grass, Ground, Psychic, Water Move types which don't effect : Ghost¹

All other move types are normal effectiveness on.

title: Template:PokemonOldGrassPsychic


text:
Template:PokemonOldGroundPoison

Move types which are good on : Bug¹, Ground, Ice, Psychic, Water Move types which are bad on : Bug², Fighting, Rock Move types which are very bad on : Poison Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonOldGroundPoison


text:
Template:PokemonOldGroundRock

Move types which are very good on : Water, Grass  Move types which are good on : Fighting,  Ground , Ice , Steel ² Move types which are bad on : Fire, Flying , Normal, Rock  Move types which are very bad on : Poison  Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonOldGroundRock


text:
Template:PokemonOldIceFlying

Move types which are very good on : Rock Move types which are good on : Electric, Fire, Steel² Move types which are bad on : Bug, Grass Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldIceFlying


text:
Template:PokemonOldIcePsychic

Move types which are good on : Bug, Dark², Fire, Ghost², Rock, Steel² Move types which are bad on : Ice, Psychic Move types which don't effect : Ghost¹

All other move types are normal effectiveness on.

title: Template:PokemonOldIcePsychic


text:
Template:PokemonOldPoison

Move types which are good on : Bug ¹,  Ground, Psychic  Move types which are bad on : Bug ;², Fighting, Grass , Poison

All other move types are normal effectiveness on.

title: Template:PokemonOldPoison


text:
Template:PokemonOldPoisonFlying

Move types which are good on : Electric, Ice, Psychic, Rock Move types which are bad on : Poison Move types which are very bad on : Bug², Grass, Fighting Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldPoisonFlying


text:
Template:PokemonOldPoisonWater

Move types which are good on : Bug¹, Electric, Ground, Psychic Move types which are bad on : Bug², Fighting, Fire, Ice, Poison, Steel², Water

All other move types are normal effectiveness on.

title: Template:PokemonOldPoisonWater


text:
Template:PokemonOldPsychic

Move types which are good on : Bug, Dark ², Ghost ² Move types which are bad on : Fighting, Psychic  Move types which don't effect : Ghost ¹

All other move types are normal effectiveness on.

title: Template:PokemonOldPsychic


text:
Template:PokemonOldPsychicWater

Move types which are good on : Bug, Dark ², Electric , Ghost ², Grass  Move types which are bad on : Fighting, Fire , Ice , Psychic , Steel ², Water  Move types which don't effect : Ghost ¹

All other move types are normal effectiveness on.

title: Template:PokemonOldPsychicWater


text:
Template:PokemonOldRockFlying

Move types which are good on : Electric, Ice, Rock, Steel², Water Move types which are bad on : Bug, Fire, Flying, Normal, Poison Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldRockFlying


text:
Template:PokemonOldRockWater

Move types which are very good on : Grass  Move types which are good on : Electric, Fighting ,  Ground  Move types which are bad on : Bug, Flying , Ice , Normal, Poison  Move types which are very bad on : Fire

All other move types are normal effectiveness on.

title: Template:PokemonOldRockWater


text:
Template:PokemonOldWater

Move types which are good on : Electric, Grass  Move types which are bad on : Fire, Ice , Steel ¹, Water

All other move types are normal effectiveness on.

title: Template:PokemonOldWater


text:
Template:PokemonOldWaterFlying

Move types which are very good on : Electric Move types which are good on : Rock, Ice Move types which are bad on : Bug, Fighting, Fire, Steel², Water Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonOldWaterFlying


text:
Template:PokemonBug

Move types which are good on : Fire, Flying , Rock  Move types which are bad on : Fighting, Grass , Ground

All other move types are normal effectiveness on.

title: Template:PokemonBug


text:
Template:PokemonBugFighting

Move types which are very good on : Flying Move types which are good on : Fire, Psychic Move types which are bad on : Bug, Dark, Fighting, Grass, Ground

All other move types are normal effectiveness on.

title: Template:PokemonBugFighting


text:
Template:PokemonBugFlying

Move types which are very good on : Rock  Move types which are good on : Electric, Fire , Flying , Ice  Move types which are bad on : Bug  Move types which are very bad on : Fighting, Grass  Move types which don't effect :  Ground

All other move types are normal effectiveness on.

title: Template:PokemonBugFlying


text:
Template:PokemonBugGhost

Move types which are good on : Dark, Fire, Flying, Ghost, Rock Move types which are bad on : Bug, Grass, GroundPoison Move types which don't effect ¹: Fighting, Normal

All other move types are normal effectiveness on.

title: Template:PokemonBugGhost


text:
Template:PokemonBugGrass

Move types which are very good on : Fire, Flying , Poison  Move types which are good on : Bug, Ice , Rock Move types which are bad on : Electric, Fighting , Water  Move types which are very bad on : Grass, Ground

All other move types are normal effectiveness on.

title: Template:PokemonBugGrass


text:
Template:PokemonBugGround

Move types which are good on : Fire, Flying, Ice, Water Move types which are bad on : Fighting, Ground, Poison Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonBugGround


text:
Template:PokemonBugPoison

Move types which are good on : Fire, Flying , Psychic , Rock  Move types which are bad on : Bug, Poison  Move types which are very bad on : Fighting, Grass

All other move types are normal effectiveness on.

title: Template:PokemonBugPoison


text:
Template:PokemonBugRock

Move types which are good on : Rock, Steel, Water Move types which are bad on : Normal, Poison

All other move types are normal effectiveness on.

title: Template:PokemonBugRock


text:
Template:PokemonBugSteel

Types which are very good on : Fire Types which are bad on : Bug, Dark, Dragon, Ghost, Ice, Normal, Psychic, Steel Types which are very bad on : Grass Types which don't effect : Poison

All other types are normal effectiveness on

title: Template:PokemonBugSteel


text:
Template:PokemonBugWater

Move types which are good on : Electric, Flying, Rock Move types which are bad on : Fighting, Ground, Ice, Steel, Water

All other move types are normal effectiveness on.

title: Template:PokemonBugWater


text:
Template:PokemonDark

Move types which are good on : Bug, Fighting  Move types which are bad on : Dark, Ghost  Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDark


text:
Template:PokemonDarkFire

Move types which are good on : Fighting, Ground, Rock, Water Move types which are bad on : Dark, Fire, Ghost, Grass, Ice, Steel Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkFire


text:
Template:PokemonDarkFlying

Move types which are good on : Electric, Ice , Rock  Move types which are bad on : Dark, Ghost , Grass  Move types which don't effect : Ground, Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkFlying


text:
Template:PokemonDarkGhost

Move types which are good on : Fighting² Move types which are bad on : Poison Move types which don't effect : Fighting, Normal, Psychic

All other move types are normal effectiveness on.

¹ - The immunity to Fighting and Normal can be eliminated if the attacking Pokemon uses Foresight or Odor Sleuth on ; switching either Pokemon ends this effect.

² - If the immunity was removed by Foresight/Odor Sleuth.

title: Template:PokemonDarkGhost


text:
Template:PokemonDarkGrass

Move types which are very good on : Bug  Move types which are good on : Fighting, Fire , Flying , Ice , Poison  Move types which are bad on : Dark, Electric , Ghost , Grass , Ground , Water  Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkGrass


text:
Template:PokemonDarkIce

Move types which are very good on : Fighting Move types which are good on : Bug, Fire, Rock, Steel Move types which are bad on : Dark, Ghost, Ice Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkIce


text:
Template:PokemonDarkRock

Move types which are very good on : Fighting Move types which are good on : Bug, Grass, Ground, Steel, Water Move types which are bad on : Dark, Fire, Flying, Ghost, Normal, Poison Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkRock


text:
Template:PokemonDarkWater

Move types which are good on : Bug, Electric, Fighting, Grass Move types which are bad on : Dark, Fire, Ghost, Ice, Steel, Water Move types which don't effect : Psychic

All other move types are normal effectiveness on.

title: Template:PokemonDarkWater


text:
Template:PokemonDragon

Move types which are good on : Dragon, Ice  Move types which are bad on : Electric, Fire , Grass , Water

All other move types are normal effectiveness on.

title: Template:PokemonDragon


text:
Template:PokemonDragonFlying

Move types which are very good on : Ice  Move types which are good on : Dragon, Rock  Move types which are bad on : Fire, Water  Move types which are very bad on : Grass  Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonDragonFlying


text:
Template:PokemonDragonGround

Move types which are very good on : Ice Move types which are good on : Dragon Move types which are bad on : Fire, Poison, Rock Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonDragonGround


text:
Template:PokemonDragonPsychic

Move types which are good on :Bug, Dark, Dragon, Ghost, Ice Move types which are bad on : Electric, Fighting, Fire, Grass, Psychic, Water

All other move types are normal effectiveness on.

title: Template:PokemonDragonPsychic


text:
Template:PokemonDragonWater

Move types which are good on : Dragon Move types which are bad on : Steel Move types which are very bad on : Fire, Water

All other move types are normal effectiveness on.

title: Template:PokemonDragonWater


text:
Template:PokemonElectric

Move types which are good on :  Ground  Move types which are bad on : Electric, Flying , Steel

All other move types are normal effectiveness on.

title: Template:PokemonElectric


text:
Template:PokemonElectricFlying

Move types which are good on : Ice, Rock Move types which are bad on : Bug, Fighting, Flying, Grass, Steel Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonElectricFlying


text:
Template:PokemonElectricSteel

Move types which are very good on : Ground Move types which are good on : Fire, Fighting Move types which are bad on : Bug, Dark, Dragon, Electric, Ghost, Grass, Ice, Normal, Psychic, Rock Move types which are very bad on : Flying, Steel Move types which don't effect : Poison

All other move types are normal effectiveness on.

title: Template:PokemonElectricSteel


text:
Template:PokemonElectricWater

Move types which are good on : Grass, Ground Move types which are bad on : Fire, Flying, Ice, Water Move types which are very bad on : Steel

All other move types are normal effectiveness on.

title: Template:PokemonElectricWater


text:
Template:PokemonFighting

Move types which are good on : Flying, Psychic  Move types which are bad on : Bug, Dark , Rock

All other move types are normal effectiveness on.

title: Template:PokemonFighting


text:
Template:PokemonFightingFire

Move types which are good on : Flying, Ground, Psychic, Water Move types which are bad on : Dark, Fire, Grass, Ice, Steel Move types which are very bad on : Bug

All other move types are normal effectiveness on.

title: Template:PokemonFightingFire


text:
Template:PokemonFightingGrass

Move types which are very good on : Flying Move types which are good on : Fire, Ice, Poison, Psychic Move types which are bad on : Dark, Electric, Grass, Ground, Rock, Water

All other move types are normal effectiveness on.

title: Template:PokemonFightingGrass


text:
Template:PokemonFightingPsychic

Move types which are good on : Ghost Move types which are bad on : Rock

All other move types are normal effectiveness on.

title: Template:PokemonFightingPsychic


text:
Template:PokemonFightingWater

Move types which are good on : Electric, Flying, Grass, Psychic Move types which are bad on : Bug, Dark, Fire, Ice, Rock, Steel, Water

All other move types are normal effectiveness on.

title: Template:PokemonFightingWater


text:
Template:PokemonFire

Move types which are good on :  Ground, Rock , Water  Move types which are bad on : Bug, Fire , Grass , Ice , Steel

All other move types are normal effectiveness on.

title: Template:PokemonFire


text:
Template:PokemonFireGround

Move types which are very good on : Water Move types which are good on : Ground Move types which are bad on : Bug, Fire, Poison, Steel Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonFireGround


text:
Template:PokemonFireRock

Move types which are very good on : Ground, Water Move types which are good on : Fighting, Rock Move types which are bad on : Bug, Flying, Ice, Normal, Poison Move types which are very bad on : Fire

All other move types are normal effectiveness on.

title: Template:PokemonFireRock


text:
Template:PokemonFlying

Move types which are good on : Electric, Ice , Rock  Move types which are bad on : Bug, Grass  Move types which don't effect : Ghost,  Ground

All other move types are normal effectiveness on.

title: Template:PokemonFlying


text:
Template:PokemonGhost

Move types which are good on : Dark, Ghost  Move types which are bad on : Bug, Poison  Move types which don't effect :¹ Fighting, Normal

All other move types are normal effectiveness on.

¹ - This immunity can be eliminated if the attacking Pokemon uses Foresight or Odor Sleuth on ; switching either Pokemon ends this effect.

title: Template:PokemonGhost


text:
Template:PokemonGhostPoison

Move types which are good on : Dark, Ghost, Ground, Psychic Move types which are bad on : Fighting², Grass Move types which are very bad on : Bug, Poison Move types which don't effect :¹ Fighting, Normal

All other move types are normal effectiveness on.

¹ - This immunity can be eliminated if the attacking Pokemon uses Foresight or Odor Sleuth on ; switching either Pokemon ends this effect.

² - If the immunity was removed by Foresight\Odor Sleuth.

title: Template:PokemonGhostPoison


text:
Template:PokemonGrass

Move types which are good on : Bug, Fire, Flying, Ice, Poison Move types which are bad on : Electric, Grass, Ground, Water All other move types are normal effectiveness on.

title: Template:PokemonGrass


text:
Template:PokemonGrassFlying

Move types which are very good on : Ice  Move types which are good on : Fire, Flying , Poison , Rock  Move types which are bad on : Fighting, Water  Move types which are very bad on : Grass  Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonGrassFlying


text:
Template:PokemonGrassPoison

Move types which are good on : Fire, Flying , Ice , Psychic  Move types which are bad on : Electric, Fighting , Water  Move types which are very bad on : Grass

All other move types are normal effectiveness on.

title: Template:PokemonGrassPoison


text:
Template:PokemonGrassPsychic

Move types which are very good on : Bug Move types which are good on : Dark, Fire, Flying, Ghost, Ice, Poison Move types which are bad on : Electric, Fighting, Grass, Ground, Psychic, Water

All other move types are normal effectiveness on.

title: Template:PokemonGrassPsychic


text:
Template:PokemonGrassRock

Move types which are good on : Bug, Fighting, Ice, Steel Move types which are bad on : Electric, Normal

All other move types are normal effectiveness on.

title: Template:PokemonGrassRock


text:
Template:PokemonGrassWater

Move types which are good on : Bug, Flying, Poison Move types which are bad on : Ground, Steel Move types which are very bad on : Water

All other move types are normal effectiveness on.

title: Template:PokemonGrassWater


text:
Template:PokemonGround

Move types which are good on : Grass, Ice , Water

Move types which are bad on : Poison, Rock

Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGround


text:
Template:PokemonGroundFlying

Move types which are very good on : Ice Move types which are good on : Water Move types which are bad on : Bug, Fighting, Poison Move types which don't effect : Electric, Ground

All other move types are normal effectiveness on.

title: Template:PokemonGroundFlying


text:
Template:PokemonGroundIce

Move types which are good on : Fighting, Fire, Grass, Steel, Water Move types which are bad on : Poison Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGroundIce


text:
Template:PokemonGroundPoison

Move types which are good on : Ground, Ice, Psychic, Water Move types which are bad on : Bug, Fighting, Rock Move types which are very bad on : Poison Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGroundPoison


text:
Template:PokemonGroundPsychic

Move types which are good on : Bug, Dark, Ghost, Grass, Ice, Water Move types which are bad on : Fighting, Poison, Psychic, Rock Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGroundPsychic


text:
Template:PokemonGroundRock

Move types which are very good on : Water, Grass  Move types which are good on : Fighting,  Ground , Ice , Steel  Move types which are bad on : Fire, Flying , Normal, Rock  Move types which are very bad on : Poison  Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGroundRock


text:
Template:PokemonGroundSteel

Move types which are good on : Fire, Fighting, Ground, Water Move types which are bad on : Bug, Dark, Dragon, Flying, Ghost, Normal, Psychic, Steel Move types which are very bad on : Rock Move types which don't effect : Electric, Poison

All other move types are normal effectiveness on.

title: Template:PokemonGroundSteel


text:
Template:PokemonGroundWater

Move types which are very good on : Grass  Move types which are bad on : Fire, Poison , Rock , Steel  Move types which don't effect : Electric

All other move types are normal effectiveness on.

title: Template:PokemonGroundWater


text:
Template:PokemonIce

Move types which are good on : Fighting, Fire, Rock, Steel Move types which are bad on : Ice

All other move types are normal effectiveness on.

title: Template:PokemonIce


text:
Template:PokemonIceFlying

Move types which are very good on : Rock Move types which are good on : Electric, Fire, Steel Move types which are bad on : Bug, Grass Move types which don't affect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonIceFlying


text:
Template:PokemonIcePsychic

Move types which are good on : Bug, Dark, Fire, Ghost, Rock, Steel Move types which are bad on : Ice, Psychic

All other move types are normal effectiveness on.

title: Template:PokemonIcePsychic


text:
Template:PokemonIceWater

Move types which are good on : Electric, Fighting , Grass , Rock  Move types which are bad on : Water  Move types which are very bad on : Ice

All other move types are normal effectiveness on.

title: Template:PokemonIceWater


text:
Template:PokemonNormal

Move types which are good on : Fighting  Move types which don't effect : Ghost

All other move types are normal effectiveness on.

title: Template:PokemonNormal


text:
Template:PokemonNormalPsychic

Move types which are good on :Bug, Dark Move types which are bad on : Psychic Move types which don't effect : Ghost

All other move types are normal effectiveness on.

title: Template:PokemonNormalPsychic


text:
Template:PokemonPoison

Move types which are good on :  Ground, Psychic  Move types which are bad on : Bug, Fighting , Grass , Poison

All other move types are normal effectiveness on.

title: Template:PokemonPoison


text:
Template:PokemonPoisonFlying

Move types which are good on : Electric, Ice, Psychic, Rock Move types which are bad on : Poison Move types which are very bad on : Bug, Grass, Fighting Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonPoisonFlying


text:
Template:PokemonPoisonWater

Move types which are good on : Electric, Ground, Psychic Move types which are bad on : Bug, Fighting, Fire, Ice, Poison, Steel, Water

All other move types are normal effectiveness on.

title: Template:PokemonPoisonWater


text:
Template:PokemonPsychic

Move types which are good on : Bug, Dark ;, Ghost ; Move types which are bad on : Fighting, Psychic

All other move types are normal effectiveness on.

title: Template:PokemonPsychic


text:
Template:PokemonPsychicFlying

Move types which are good on : Dark, Electric, Ghost, Ice, Rock Move types which are bad on : Grass, Psychic Move types which are very bad on : Fighting Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonPsychicFlying


text:
Template:PokemonPsychicRock

Move types which are good on : Bug, Dark, Ghost, Grass, Ground, Steel, Water Move types which are bad on : Fire, Flying, Normal, Poison, Psychic

All other move types are normal effectiveness on.

title: Template:PokemonPsychicRock


text:
Template:PokemonPsychicSteel

Move types which are good on : Fire, Ground  Move types which are bad on : Dragon, Flying , Grass , Ice , Normal, Rock , Steel  Move types which are very bad on : Psychic,  Move types which don't effect : Poison

All other move types are normal effectiveness on.

title: Template:PokemonPsychicSteel


text:
Template:PokemonPsychicWater

Move types which are good on : Bug, Dark ², Electric , Ghost , Grass  Move types which are bad on : Fighting, Fire , Ice , Psychic , Steel , Water

All other move types are normal effectiveness on.

title: Template:PokemonPsychicWater


text:
Template:PokemonRock

Move types which are good on : Fighting, Grass , Ground , Steel , Water  Move types which are bad on : Fire, Flying , Normal, Poison

All other move types are normal effectiveness on.

title: Template:PokemonRock


text:
Template:PokemonRockFlying

Move types which are good on : Electric, Ice, Rock, Steel, Water Move types which are bad on : Bug, Fire, Flying, Normal, Poison Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonRockFlying


text:
Template:PokemonRockSteel

Move types which are very good on : Fighting, Ground  Move types which are good on : Water  Move types which are bad on : Bug, Dark , Dragon , Ghost , Ice , Psychic , Rock  Move types which are bad on : Flying, Normal Move types which don't effect : Poison

title: Template:PokemonRockSteel


text:
Template:PokemonRockWater

Move types which are very good on : Grass  Move types which are good on : Electric, Fighting ,  Ground  Move types which are bad on : Bug, Flying , Ice , Normal, Poison  Move types which are very bad on : Fire

All other move types are normal effectiveness on.

title: Template:PokemonRockWater


text:
Template:PokemonSteel

Move types which are good on : Fire, Fighting, Ground Move types which are bad on : Bug, Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Psychic, Rock, Steel Move types which don't effect : Poison

All other move types are normal effectiveness on.

title: Template:PokemonSteel


text:
Template:PokemonSteelFlying

Move types which are good on : Electric, Fire Move types which are bad on : Dark, Dragon, Flying, Ghost, Normal, Psychic, Steel Move types which are very bad on : Bug, Grass Move types which don't effect : Ground, Poison

All other move types are normal effectiveness on.

title: Template:PokemonSteelFlying


text:
Template:PokemonWater

Move types which are super effective on : Electric, Grass  Move types which are not very effective on : Fire, Ice , Steel , Water

All other move types are normal effectiveness on.

title: Template:PokemonWater


text:
Template:PokemonWaterFlying

Move types which are very good on : Electric Move types which are good on : Rock Move types which are bad on : Bug, Fighting, Fire, Steel, Water Move types which don't effect : Ground

All other move types are normal effectiveness on.

title: Template:PokemonWaterFlying


text: Template:Pokémon/Pokédex/Anorith Series

title: Template:Pokémon/Pokédex/Anorith Series


text: Template:Pokémon/Pokédex/Aron Series

title: Template:Pokémon/Pokédex/Aron Series


text: Template:Pokémon/Pokédex/Bagon Series

title: Template:Pokémon/Pokédex/Bagon Series


text: Template:Pokémon/Pokédex/Baltoy Series

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