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Slot is Setzer's special command in Final Fantasy VI. It spins three slot reels, which the player stops one by one. The outcome determines the attack Setzer uses. All custom Slot attacks are unblockable and deal damage based on Setzer's Magic stat (meaning leveling him up with magicite that boost Magic is benefiicial).

In versions of the game with auto-battle (2014 and onwards), when Setzer uses Slot during auto-battle it randomly chooses an effect, meaning there is a small chance every time he acts that he will give an instant Game Over with Joker's Death.

Matching all symbols in the discontinued mobile/Steam version yields the Wandering Gambler achievement. Matching all symbols in the Pixel Remaster yields Master Gambler achievement.

List of Slot abilities[]

Name Combination Effect Image
Mysidian Rabbit
(Lagomorph)
Any losing combination Restores a small amount of HP to all allies and cures Darkness, Poison, and Sleep. It does not ignore Magic Defense, characters with a high Magic Defense stat are healed for less. It also does not damage the undead. Spell power is 10. Mysidian Rabbit
Prismatic Flash
(7-Flush)
FF6 Slot - Diamond.png FF6 Slot - Diamond.png FF6 Slot - Diamond.png Deals non-elemental magic damage to all enemies. Spell power is 84. Prismatic Flash
Chocobo Stampede
(Chocobop)
FF6 Slot - Chocobo.png FF6 Slot - Chocobo.png FF6 Slot - Chocobo.png Deals non-elemental magic damage to all enemies. Spell power is 36, ignores defense and split damage. Has no effect on flying enemies. Chocobo Stampede
Dive Bomb
(H-Bomb)
FF6 Slot - Airship.png FF6 Slot - Airship.png FF6 Slot - Airship.png Deals non-elemental magic damage to all enemies. Spell power is 130. Dive Bomb
Mega Flare
(Sun Flare)
FF6 Slot - Dragon.png FF6 Slot - Dragon.png FF6 Slot - Dragon.png Summons Bahamut, who uses Mega Flare to deal non-elemental magic damage to all enemies. Spell power is 92, ignores split damage. Summon
Summon FF6 Slot - Bar.png FF6 Slot - Bar.png FF6 Slot - Bar.png Summons a random esper besides Odin, Raiden, and the GBA/mobile/Steam-exclusive espers. If mimicked, calls the same esper as before. Summon
Joker's Death
(Joker Doom)
Version #1
FF6 Slot - Seven.png FF6 Slot - Seven.png FF6 Slot - Bar.png Kills all allies, ignores immunity to Death. Strago learns Level 5 Death from this attack. Joker's Death
Joker's Death
(Joker Doom)
Version #2
FF6 Slot - Seven.png FF6 Slot - Seven.png FF6 Slot - Seven.png Kills all enemies, ignores immunity to Death. Cannot be used against some enemies, as the reels will not stop in the proper line-up. Strago learns Level 5 Death from this attack. JokersDeathGVIa.png

Manipulating Slot[]

There was a programming issue the creators of Final Fantasy VI likely couldn't solve with Setzer: by pausing and unpausing the game while the reels are spinning, the player could easily align whatever combination they wanted, seeing what was coming up next (in the mobile/Steam version, the player can no longer pause the game during the Slot). Therefore, the reels are usually heavily rigged against the player. If the random number generator (RNG) lines up, there is no way to get 7-7-7 for Joker's Death. The RNG is against the player's favor, with a measly 10/255 chance to succeed. Furthermore, all abilities besides Mysidian Rabbit, Prismatic Flash, and Joker's Death (7-7-Bar), have a chance of not appearing depending on the RNG.

It's easy to manipulate the RNG. The game uses a table of pre-randomized values from 0–255 that change whenever specific animations are played. For example, whenever the animation of Curaga is played, the hexadecimal value Slot pulls from will increase by 38. If Curaga is used with the assumption that the Hex value is at 0, this will allow the use of Mega Flare, Summon, and Dive Bomb. However, the player will still have to press the button at the right time to stop the spinning reels, which isn't a problem by pausing and unpausing the game during the spinning.

The index that Slot pulls from to randomize what's available always starts at 0. By knowing what animations to play at the beginning of a battle, the player can recall any Slot ability at any time. The easiest way to recall an animation that costs next to no MP, and allows the player to use Joker's Death (7-7-7) and all other Slot abilities, is the item Echo Screen. Specifically, the animation of Echo Screen and Smoke Bomb, the former being more practical, bumps the index by 10h, which when done at the beginning of battle allows the use of every Slot ability, including 7-7-7.

Even if there's a way to manipulate and use 7-7-7's version of Joker's Death at any given moment, there are some battle formations that prevent 7-7-7, but not the 7-7-Bar version.

List of formations that prevent 7-7-7:

Other appearances[]

Dive Bomb in Record Keeper.

Setzer uses Slot and skills from it from Final Fantasy VI in his spin-off appearances, such as in Dissidia Final Fantasy Opera Omnia, Final Fantasy Airborne Brigade (Ability Cards and Legend Cards), and Final Fantasy All the Bravest (Dive Bomb). Setzer in Final Fantasy Record Keeper uses Dive Bomb and Prismatic Flash; the gambling gear Darts (VI) allows Setzer to use Dive Bomb, which at the expense of one Soul Gauge segment, deals four consecutive fire attacks to all enemies and sometimes Blind them. In Final Fantasy Brave Exvius, he is a summonable vision and uses his slot skills from Final Fantasy VI.

In Final Fantasy Trading Card Game, one of Setzer's cards can use his Joker's Death ability, while another can use Prismatic Flash. Joker's Death requires the discard of a Setzer card and Dulling Setzer, then the player selects a Forward and removes the top card of their deck from the game. If the card is not a Backup, the player Breaks the selected Forward, if it is a Backup, they Break Setzer. Prismatic Flash also requires the discard of a Setzer card and Dulling Setzer, and a payment of 3 Wind CP. It deals 7,000 damage to all the opponent's Forwards.

Gallery[]

GBA
Discontinued mobile/Steam


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