An Introduction to Mix Lists¶
To those of you who played FFX, Mix needs no introduction. Mix is an ability of the Alchemist Dressphere in which you combine any two of a certain 68 items (mostly battle items) and obtain a certain effect. This means that there are 4,624 possible combinations, and there are also 53 actual items that can be made via Mix, an average of 87 possible combinations per item. (Then again, some have less, and some more. Like, Ultra Potion is 512 combos by itself, nearly 11% of all combos.) Thus, Mix is one of the most accessible skills and, while not as abusable as in FFX, the Mixes still present a versatile and useful set of items no one will really want to avoid and are, in fact, the highlight of the Alchemist job.
Within the scope of this section, we will first begin by exploring the effects of the 53 Mix combinations, which will be the next section.
Mix Effects¶
If any damage amounts are specified, they are usually only approximate, so keep that in mind. Attacks with elements are also affected by the target’s elemental affinities, as with every other attack in the game.
Abaddon Flame - Three random-targeting Fire-elemental hits, each for 300 damage. (900 damage to a single enemy.) Can inflict Darkness.
Aqua Toxin - Three random-targeting Water-elemental hits, each for 150 damage. (450 damage to a single enemy.) Can inflict Silence.
Archangel - Eight Holy-elemental hits to a single enemy, each for 50 damage (a total of 400 damage).
Black Hole - Hits all enemies with a Gravity-elemental attack that removes 3/4 of their current HP.
Black Ice - Three random-targeting Ice-elemental hits, each for 150 damage. (450 damage to a single enemy.) Can also put the target to Sleep.
Blaster Mine - Approx 200 damage to all enemies. Also Confuses and Silences.
Brimstone - Three random-targeting Fire-elemental hits, each for 150 damage. (450 damage to a single enemy.) Can inflict Darkness.
Burning Soul - Four random-targeting Fire-elemental hits, each for 400 damage. (1,600 damage to a single enemy.)
Chocobo Wing - Hastes the party, same as the actual item. (Won’t defy SOS- or Auto-Slow, however.)
Cluster Bomb - Approx 1,500 damage to all enemies.
Dark Rain - Three random-targeting Water-elemental hits, each for 300 damage. (900 damage to a single enemy.) Can also inflict Silence.
Electroshock - Three random-targeting Lightning-elemental hits, each for 150 damage. (450 damage to a single enemy.) Can also Petrify.
Fantasy Phoenix - Revives all KO’ed allies with all of their HP restored, and anyone who wasn’t already KO’ed also has their HP fully restored. HP restoration cannot exceed 9,999 without Break Damage Limit on the user.
Final Elixir - Fully restores the party’s HP and MP. (Healing is limited to 9,999 HP and 999 MP without Break Damage Limit on the user.) This also cures most ailments from the party other than KO and Doom.
Final Phoenix - Revives all KO’ed allies with all of their HP restored. HP restoration is limited to 9,999 without Break Damage Limit on the user.
Final Wall - This puts Protect, Shell, Reflect, and Haste on the party. This essentially halves your damage intake, bounces most spells to the enemy party, and doubles your Agility.
Firestorm - Three random-targeting Fire-elemental hits, each for 200 damage. (600 damage to a single enemy.)
Flash Flood - Three random-targeting Water-elemental hits, each for 200 damage. (600 damage to a single enemy.)
Grand Slam - A Gravity-elemental attack to all enemies. It removes 3/4 of their current HP and also reduces their Defense and Magic Defense each by 5 levels (-5/12).
Hazardous Shell - 1,000-1,500 damage to all enemies. Also Confuses and Silences.
Heat Blaster - Three random-targeting Fire-elemental hits, each for 100 damage. (300 damage to a single enemy.)
Hero Drink - Makes one ally invulnerable to all damage for a time, same as the actual item.
Hi-Potion - Heals one ally for 1,000 HP, same as the actual item.
Hi-Wall - Puts Protect, Shell, and Reflect on the party, essentially halving their damage intake and bouncing back most spells to the enemies.
Icefall - Three random-targeting Ice-elemental hits, each for 200 damage. (600 damage to a single enemy.)
Krysta - Three random-targeting Ice-elemental hits, each for 300 damage. Can put the targets to Sleep. (900 damage to a single enemy.)
Lightning Bolt - Four random-targeting Lightning-elemental hits, each for 400 damage. (1,600 damage to a single enemy.)
Mega Cocktail - Doubles the current and maximum HP and MP for all allies. (For example, if you have 1,000/2,500 HP and 100/350 MP, you will now have 2,000/5,000 HP and 200/700 MP.) You cannot exceed 9,999 HP without Break HP Limit, and 99,999 with; similarly, you cannot exceed 999 MP without Break MP Limit, and 9,999 with.
Mega Mana - Doubles the current and maximum MP for all allies. (In other words, if you have 100 / 350 MP, you will then have 200 / 700 MP.) Maximum MP cannot exceed 999 without Break MP Limit, and 9,999 with.
Mega Phoenix - Revives all KO’ed allies with 25% of their maximum HP, up to 9,999 (39,996+ being their max HP) without Break Damage Limit on the user.
Mega-Potion - Heals all allies for 2,000 HP, same as the actual item.
Mega Vitality - Doubles the current and maximum HP for all allies. (In other words, if you have 1,000 / 2,500 HP, you will then have 2,000 / 5,000 HP.) Maximum HP cannot exceed 9,999 without Break HP Limit, and 99,999 with.
Miracle Drink - Makes your party immune to all damage for a time.
Nega Burst - Hits all enemies with a Gravity-elemental attack that removes half of their current HP.
Panacea - Heals all ailments from the party other than KO and Doom.
Pinaepple - Approx 150 damage to all enemies.
Potato Masher - Approx 700 damage to all enemies.
Remedy - Cures all ailments from the target other than KO and Doom, same as the actual item.
Rolling Thunder - Three random-targeting Lightning-elemental hits, each for 200 damage. (600 damage to a single enemy.)
Snow Flurry - Three random-targeting Ice-elemental hits, each for 100 damage. (300 damage to a single enemy.)
Soul Sea - Absorbs 1/3 of the target’s max HP and MP, using that to heal those of the user. Damage is still affected by Break Damage Limit, or a lack thereof.
Soul Spring - Absorbs 1/6 of the target’s max HP and MP, using that to heal those of the user. Damage is still affected by Break Damage Limit, or a lack thereof.
Sunburst - 5,000-6,000 damage to all enemies.
Tallboy - A Gravity elemental attack against all enemies. It removes half of their current HP and also reduces their Defense and Magic Defense each by 3 levels (-1/4).
Thunderblast - Three random-targeting Lightning-elemental hits, each for 300 damage. Can also Petrify. (900 damage to a single enemy.)
Thunderbolt - Three random-targeting Lightning-elemental hits, each for 100 damage. (300 damage to a single enemy.)
Tidal Wave - Four random-targeting Water-elemental hits, each for 400 damage. (1,600 damage to a single enemy.)
Ultra Cure - Heals all allies’ HP by 50% of their max. (This is limited to 9,999 without Break Damage Limit on the user.) Also cures all ailments from the party other than KO and Doom.
Ultra Potion - Heal all allies’ HP fully. The user must have Break Damage Limit to heal HP above 10,000.
Wall - Puts Protect and Shell on the party, essentially halving their damage intake.
Waterfall - Three random-targeting Water-elemental hits, each for 100 damage. (300 damage to a single enemy.)
White Hole - Eight Holy-elemental hits to a single enemy, each for 600 damage (a total of 4,800 damage).
Winter Storm - Four random-targeting Ice-elemental hits, each for 400 damage. (1,600 damage to a single enemy.
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