Tres aristas fuera de lugar ciclando en una dirección. Una arista ya está resuelta.
PLL — 21 Algoritmos
Referencia completa de algoritmos PLL para el Cubo de Rubik. Aprende el PLL en 2 miradas para principiantes o domina los 21 algoritmos para el PLL completo de una mirada.
21 casos — referencia completa
The home stretch
OLL already turned the whole top face one solid color. PLL has exactly one job left: slide every last-layer piece into its correct position without touching its orientation. When the last piece clicks home, the cube is solved — provided your F2L stayed intact.
PLL algorithms look long, and that is on purpose. By this stage every piece is already oriented, so an algorithm has the least freedom to move things around: it must cycle the pieces you want while returning every other piece untouched. That politeness is what makes the sequences long — not difficulty.
21 beats 57. Deciding which full step to learn first? PLL is the smaller mountain — only 21 cases against OLL’s 57. Front-load it.
Climb the ladder: 4 looks → 3 looks → 2 looks
You do not need all 57 OLL cases before you start using full PLL. Harris lays out an explicit path from the beginner method to one-look CFOP:
- 4-look (beginner)
Edge cross, then orient corners, then position corners, then position edges — four small algorithm families. This is the beginner last layer.
- 3-look (the bridge)
Learn just the 7 OLL cases where every edge is already flipped to orient the corners in one look, then do full PLL in one look. Cross → 7-case OLL → PLL. This is the rung most worth climbing next.
- 2-look (CFOP)
Full 57-case OLL in one look, then full 21-case PLL in one look. The expert last layer.
Recognition: line up first, then look
Harris’s recognition advice is an action, not a static glance: rotate U to bring as many already-solved pieces home as you can, then read what is left over. Pre-aligning makes the remaining mismatch jump out — and it is the only way to tell mirror cases (Ua vs Ub, Ja vs Jb, the four G-perms) apart reliably.
Headlights → adjacent swap
Two matching corners with a different center color between them (“headlights”) are a solved pair. The case is an adjacent-swap family: T, J, or R.
No headlights → diagonal swap
No headlights anywhere means a diagonal swap — Y, V, or N — or a G/E-perm. Diagonal swaps never show headlights.
See the two you’ll use most
Watch the two most common PLLs run on a real cube. The T-perm is the single most-used case and the backbone of 2-look PLL; the Ua-perm is the classic edge 3-cycle. The top face is already one color — PLL only slides the pieces into place.
T-perm — the adjacent-swap workhorse
Ua-perm — the edge 3-cycle
Learn it by family, not by flashcard
Harris does not present 21 loose pictures — he buckets them into seven bite-size families that share a shape and a feel. Learn one member, internalize the trigger, then derive its mirror. The families are the study plan.
Edge perms (Ua, Ub, H, Z)
All four corners home; only edges cycle. The fastest family — done as M-slice flicks.
M2UM2U2M2UM2Corner perms (Aa, Ab)
All four edges home; a single diagonal corner 3-cycle. Built on the R' U R' D2 trigger.
R-perms (Ra, Rb)
One adjacent corner swap plus an edge 3-cycle. A solved block on one side; the mirror is the other.
J-perms (Ja, Jb)
An adjacent corner pair and adjacent edge pair swap on one face — the most beginner-friendly combined perm.
RUR'F'RUR'U'R'FR2U'R'U'N-perms (Na, Nb)
Two diagonal swaps crossing — the hardest pair. Long by design: two whole columns trade.
G-perms (Ga–Gd)
A 3-corner cycle paired with a 3-edge cycle. Four mirror-confusable cousins, all driven by a wide-U turn plus a re-grip rotation.
The rest (T, F, V, Y)
The high-value standalones — including the T-perm, the most-used PLL of all.
RUR'U'R'FR2U'R'U'RUR'F'All 21 verified cases. Filter by family. Tap a card to copy the algorithm.
Tres aristas fuera de lugar ciclando en la dirección opuesta a la del Ua. Una arista ya está resuelta.
Las cuatro aristas están fuera de lugar. Las aristas opuestas están intercambiadas. El cubo tiene un patrón simétrico por los cuatro lados.
Las cuatro aristas están fuera de lugar. Las aristas adyacentes están intercambiadas en un patrón en Z.
Tres esquinas ciclan en una dirección mientras todas las aristas permanecen resueltas.
Tres esquinas ciclan en la dirección opuesta a la del Aa mientras todas las aristas permanecen resueltas.
Las cuatro esquinas están fuera de lugar en pares diagonales. Todas las aristas están resueltas.
Dos esquinas adyacentes necesitan intercambiarse. Las esquinas frente-derecha y frente-izquierda se intercambian, más dos aristas.
Dos esquinas diagonales entre sí necesitan intercambiarse junto con dos aristas. Ninguna pieza adyacente coincide.
Las esquinas frente-derecha y frente-izquierda se intercambian, y dos aristas en las caras frontal/derecha se intercambian.
Dos esquinas diagonales entre sí se intercambian, más dos aristas adyacentes se intercambian. Patrón complejo sin piezas adyacentes coincidentes.
La esquina frente-derecha se intercambia con la esquina atrás-derecha, la arista frontal se intercambia con la arista derecha.
La esquina frente-derecha se intercambia con la esquina atrás-derecha, la arista frontal se intercambia con la arista trasera.
Dos esquinas y tres aristas están desplazadas en un ciclo del lado derecho. Una arista está en la posición correcta.
Espejo del Ra. Dos esquinas y tres aristas desplazadas, una arista correcta.
Ambos pares de esquinas diagonales se intercambian a la vez. Las cuatro esquinas están fuera de lugar con las cuatro aristas también desplazadas.
Similar al Na pero reflejado. Todas las piezas desplazadas con un patrón reflejado.
Tres esquinas y tres aristas están todas fuera de lugar en un patrón de ciclo complejo.
Tres esquinas y tres aristas fuera de lugar. Espejo del patrón Ga.
Tres esquinas y tres aristas fuera de lugar. Similar al Ga desde un ángulo diferente.
Tres esquinas y tres aristas fuera de lugar. Similar al Gb desde un ángulo diferente.
Common mistakes
Finger tricks that make PLL fast
M-slice flicks drive the edge perms. The H-perm (M2 U M2 U2 M2 U M2) and the U-perms are meant to be flicked with the slice, not turned face by face.
Wide-U plus a re-grip is the signature of every G-perm: a double-layer u turn cycles the layer as one fluid motion, and the baked-in rotation re-presents a comfortable R/U grip mid-algorithm.
Rotations are part of the trigger. When an algorithm contains a cube rotation, treat it as one continuous motion with the moves around it — not a separate step. And memorize with your hands: PLLs decompose into familiar triggers (the sexy move R U R' U', the R U R' F' opener, the F … F' sandwich), so the hand chunks them rather than reciting them.
Going further
Once full PLL is fluent, Harris points straight at the expert horizon:
- COLL — orient and permute the corners together in one look when edges are already oriented, so PLL collapses to a pure edge case.
- ZBLL — orient and permute the entire last layer in a single algorithm, given oriented edges. The far horizon.
- VH / ZB during F2L — influence the last layer while inserting the final F2L pair so you arrive at a known, smaller LL subset.
Algoritmos OLL
Repasa la orientación de la cara superior antes del PLL
Introducción a CFOP
Entiende cómo encaja el PLL en el método CFOP completo