ATB, Blitz and Runic
Plan turns, protect fragile characters and practice the distinctive commands.
Original 1994 Super Famicom/SNES game, released in North America as Final Fantasy III. Guides use the original English SNES command names and omit the Advance bonus dungeons and Pixel Remaster changes.
Give ready characters a clear job
Active Time Battle fills each character's gauge before a command can be chosen. Select your healer promptly when the party is in danger, and use X to cycle past a ready character when another command is more urgent. For spells that allow it, L or R switches between one target and a group. Check the selected side before confirming. A heal aimed at the wrong group or an elemental spell aimed at an absorbing enemy can undo an otherwise sensible turn.
Use rows and no-MP commands
Characters in the back row normally take less physical damage, with a corresponding reduction to ordinary close-range physical attacks. Commands such as magic and many Tools or Blitz techniques remain useful from there. Experiment with the row that suits the attack you actually use. Edgar's Tools and Sabin's Blitz can clear routine encounters while preserving the party's MP for recovery and bosses. Learn the cost and target behavior of a command before making it your default response.
Practice Blitz and coordinate Runic
For a Blitz, choose the command, enter the required sequence and confirm with A. If it fails, simplify your input and try again in a manageable fight. Celes needs a suitable weapon for Runic; while active, it absorbs the next eligible spell and restores MP. That can include a spell cast by an ally, so coordinate your offensive magic instead of losing it to your own defense. Runic also does not stop every ability with a magical-looking animation.
During a Runic plan, let the other characters use attacks and special commands that will not be absorbed.
Picture details
Game artwork belongs to its respective rights holders.



