Slots is an ability that appears in several games in the Final Fantasy series. It is usually associated with the Gambler class. Slots works like a slot machine, and various effects would happen when certain combinations were made.
Tifa Lockhart's Limit Break uses a series of slots to determine damage and success of each hit.
Slot randomly chooses a spell and the amount of times it will be cast. Slots do not use up any stocked magic.
Selphie also has four special spells only available via Slots:
|Full-Cure||Completely restores the party's HP and removes all status ailments.|
|Wall||Casts Protect and Shell on the entire party. This is essentially a much weaker version of Mighty Guard.|
|Rapture||Causes wings to appear and immediately dispatches multiple enemies from the battlefield. This does not work on heavy, Earth-bound enemies such as the Ruby Dragon.|
|The End||Destroys almost any enemy, including Omega Weapon; Ultimecia, who is the game's Final Boss can also be affected and will immediately say her final words. However, it will fail on the undead and against the relay battle with X-ATM092.|
Further diving into the game code reveals a number of other spells specific to Selphie, including Percent (a Reduce-HP-to-1 move similar to Matra Magic or Quistis' own Micro Missiles), and Catastrophe (major damage to all enemies). These two spells were inexplicably removed from Selphie's spell list in the final build of Final Fantasy VIII, but are still visible using third-party data exploitation programs.
Wakka uses Slots as his Overdrive. His Slots are easier to stop than Setzer's or Cait Sith's. The faster it's completed, the more damage it does. Wakka gains new "Reels" as a random prize in Blitzball tournaments and leagues. Each Reel has a different ability.
Wakka spins the slots, with the four magical elements: Water, Fire, Thunder and Ice. If three similar icons (I.e Fire-Fire-Fire) were lined up, Wakka would unleash a fire-elemental Blitzball attack all enemies with full damage. If two out of three were the same, Wakka would unleash one attack at random with this element. If all three were different, Wakka would just attack at random, but with more attack power than a normal attack.
Wakka spins the slots, this time with various attack multipliers (1 Hit, 2 Hit as well as a Miss slot). The multipliers that are stopped determine how many attacks take place; for instance, If Wakka lines up 1 Hit, 1 Hit, 2 Hit, he would attack the enemy 4 times. If the symbols lined up are all the same, the attack is doubled; ie, three 2 Hits will attack 12 times (6 attacks x2). Wakka can win this Reel in a Blitzball Tournament.
Wakka spins the slots, with many negative status effects (Poison, Sleep, etc.). A status effect would only occur if three of the same status effect slots were lined up. Wakka can win this Reel in a Blitzball League after appearing in 250 battles.
Wakka spins the slots, with random combinations of the Element and Status Reels. If the three Aurochs symbols are lined up, Wakka will unleash a huge non-elemental, non-status attack on all enemies. The number of Aurochs symbols that appear depend on the current number of original Aurochs on your Blitzball team (I.e, if you have Tidus and Botta on your team, two would appear). Wakka can win this Reel in a Blitzball Tournament after appearing in 450 battles.
The Lady Luck dressphere uses slots as one of its combat abilities. This ability can create most if not all of the negative status effects for the enemy, cause significant damage, but also has a very real potential to heavily damage if not kill the player. These Reels are incredibly easy to cheat and abuse, as the player can pause the game while the reels run, and press X right before they align in the right slot.
|Aim - Attack - Barrage - Bladeblitz - Boost - Bribe - Catch - Chakra - Charge - Check - Control - Cover - Dagger - Defend - Doom - Doublecast - First Aid - Flee - Focus - Gil Toss - Hide - Jump - Kick - Lancet - Libra - Mad Rush - Mimic - Morph - Mug - Pray - Provoke - Pummel - Recover - Revive - Runic - Sacrifice - Sentinel - Shield - Shock - Sing - Sketch - Slots - Souleater - Steal - Tame - Terrain - Throw - Trance - Twincast|
|Ability Up - Absorb MP - Add Status - Alert - Auto-Float - Auto Haste - Auto Potion - Auto-Protect - Auto-Reflect - Auto Regen - Auto-Shell - Brawler - Break Damage Limit - Break HP Limit - Break MP Limit - Chemist - Concentrate - Counter - Cover - Dash - Doublehand - Dual Wield - Defend - Defense Plus % - Eater - Encounter Half - Enemy Lure - Equipment - First Strike - Gillionaire - Half MP - Healer - High Jump - HP Plus % - Initiative - Killer - Learning - Level Up - Lifefont - Light Step - Long Range - Luck Plus % - Magic Counter - Magic Plus % - Magic Defense Plus % - Move-Find - MP Attack - MP Plus % - One MP Cost - Piercing Magic - Poach - Proof - Sneak Attack - SOS Abilities - SOS Shell - Speed Plus % - Stat-Enhancing - Steal Gil - Sticky Fingers - Strength Plus % - Strike - Touch - Treasure Hunter - Turbo MP - Vigilance - Ward|
|Animals - Band - Blitz - Bushido - Chivalry - Combine - Condemn - Dance - Dark Arts - Dragon - Dyne - Flair - Item - Magic - Magitek - Mix - Rage - Seiken - SFX - Skill - Spellblade - Summon - Sword Arts - Swordplay - Tools - Use|
|Armor Break - Black Hole - Climhazzard - Cross Slash - Delay Attack - Full Break - Healing Wind - Iai Strike - Inferno - Magic Break - Mental Break - Meteor Strike - Power Break - Pummel - Quick Hit - Reflex - Rush - Shadowbind - Thievery - Thunder Blade - Tremor - Wind Slash|
|Final Fantasy IV/Augments - The After Years - Final Fantasy V Support/Command - Final Fantasy VI - Final Fantasy VII Support/Command/Independent - Final Fantasy VIII Support/Command abilities - Final Fantasy IX - Final Fantasy X Support/Command - Final Fantasy X-2 - Final Fantasy XI - Final Fantasy XII Support/Command abilities - List of Final Fantasy XII: Revenant Wings Abilities - Tactics Support/Reaction/Movement - Tactics Advance Reaction/Support abilities - Tactics A2 - Ring of Fates - Echoes of Time - Dissidia|
In hockey the slot is the area on the hockey rink directly ahead of the goaltender between the faceoff circles on each side. Those inexperienced with hockey terminology sometimes incorrectly refer to it as the "scoring area".
"Deep slot" refers to the area at the top of the circles, furthest from the goaltender. The distinction of where the deep slot begins is contentious. In general, it is the defenceman's responsibility to guard offensive players in the slot, while the offside winger covers offensive players in the deep slot. Because the deep slot is protected by an offensively minded winger and not a defenceman, forwards will often hover in the deep slot waiting for an opportunity to move towards the net for a scoring opportunity.
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