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Permutation of the last layer

PLL algorithms: all 21 cases.

The top is yellow; now the pieces need to go to the right places. Find your case by its picture, then do the algorithm. Every algorithm is checked on a simulated cube.

4 cases

Edges only

The corners are already right; three or four edges need to move.

3 cases

Corners only

The edges are already right; three or four corners need to move.

14 cases

Edges and corners

Corners and edges both need to move: the biggest family.

Two-look PLL: start with five algorithms

You do not need all 21 at first. Solve the last layer in two looks:

Look 1: the corners

  • Turn the top layer until as many corners as possible are in the right places. A corner is right when its colours match the centres around it. If all four are right, go to look 2.
  • Look for headlights: two matching corner stickers on one side. Hold the cube with the headlights at the back and do the Aa-perm. If the headlights are on the right, do the Ab-perm.
  • No headlights on any side? Do the Y-perm once, turn the top layer again as in the first bullet, and then use the headlights rule.

Look 2: the edges

  • One edge already right? Hold it at the back and do the Ua-perm. If the edges do not finish in one go, do it once more (two Ua-perms in a row do the same as one Ub-perm).
  • No edge right and every edge is opposite its centre? Do the H-perm. Otherwise do the Z-perm.

Each of these rules has been tested on every last-layer position in the simulation. The corners never need more than two algorithms and the edges never more than two, and a final turn of the top layer finishes the cube.

FAQ

PLL questions

How many PLL algorithms are there?

Twenty-one: 4 that move only edges, 3 that move only corners and 14 that move both. They are named by letter, such as the T-perm, Y-perm and Ua-perm.

Do I need to learn all 21 PLL algorithms?

Not at first. Two-look PLL needs only the A-perm, Y-perm, Ua-perm, H-perm and Z-perm, and you can add the rest over time.

What does AUF mean?

Adjust U Face: a turn of the top layer before or after an algorithm. Every algorithm on this page already includes the final turn, so the cube is solved when it ends.

Why are some algorithms called a and b?

The a and b versions are related cases: either mirror images of each other or one the reverse of the other. For example, Ub is the exact reverse of Ua.

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