Mix (Final Fantasy X-2)

Mix is the Alchemist's main ability in Final Fantasy X-2. All Items usable in battle can be mixed. There are a total of 4624 possible combinations with 53 outcomes. Unlike Rikku's Mix in Final Fantasy X, the Alchemist's Mix can be used at any time in battle.

Generator


Select two items below to see the output Mix.

Mechanics
There are three functions at work in Mix, which can be called Priority, Opposites Cancel, and Blend.

Each Item is tagged for priority, with an integer between 1 and 4, and type. Items whose priority is the smallest integer determines the outcome and is known as the primary item; the lower the number, the higher the priority. Holy is a good example of a high-priority item; its effects are seen rather than those of other damage items. If both items have the same priority, then the first selected item is the primary item, except in the case of items with Elements, in which case Cancel applies.

Opposing Elements cancel each other out into physical damaging abilities if their Priorities are the same; otherwise, the element with higher priority is in effect.

Status effect items will blend their effects with other items, resulting in two effects at once, whether they are the primary or secondary item. This results in either damage plus status effect, or elemental damage plus status effect in the case of elemental items. However, items with high enough priority, such as Restorative or Reviving items, will combine with Status items according to Priority and the status effect will not be seen.

Blank fields above indicate there is no possible way to obtain the item. For example, the Ultra Cure type skills only has one type of skill. This is because the Dispel Tonic is the only item that can cause an Ultra Cure type outcome. Because it is Priority 2, there cannot be entries for Priority 3 or Priority 4 as the highest priority would be the lowest integer, which can never be lower than 2. If paired with an item of Priority 1, Dispel Tonic would no longer be the primary item, and a completely different outcome would occur.

Different combinations create different outcomes.

The italicized primary items in the above table indicate there is only one item matching their type, which is the name of the type itself.

The system works by deciding the primary item (which is the item with the lowest priority integer, or if they are the same, the first item chosen), and then it checks itself with the secondary item. So if the primary item was a Water type item, and the secondary item was a lightning type, it would go through the examples to decide the outcome like the #if function. "Other" in the table would be the else part of the function.

As an example, if the first item selected is an M-Bomb, and the second is a Shining Gem, the items priority will be decided first. The M-Bomb is Priority 3, and the Shining Gem is Priority 2, so the Shining Gem is the primary item, and the M-Bomb is the secondary item.

Then the types are looked at. The Shining Gem is a Damage type item. The M-Bomb is also Damage. The table says regardless of the second item's type, a primary item with the Damage type will result in a mix with the Damage type. The Priority 2 Damage mix is the Cluster Bomb, so that is the result.