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Dance Moves: Moves for
Earth Blues
– 4 shown
Dance moves
are always shown in purple to differentiate them from other abilities
Ability
Once a dance has successfully begun, a random move from that dance will be chosen each turn at the listed probabilities
Frequency
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense;
healing
,
MP restoration
,
HP draining
, and
MP draining or damaging
attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Land Slide
7/16
Magic
One Foe
65
†
100%
-
-
-
-
Sonic Boom
6/16
Magic
One Foe
5/8 HP
100%
Wound
-
Seizure
-
Sun Bath
2/16
Magic
All Allies
‡
50
100%
-
-
-
-
Whump
1/16
Magic
One Foe
53
†
100%
Float
-
-
-