COLL is a set of algorithms that solves all four top-layer corners in one go, used when the four yellow edges are already facing the right way (you already have the yellow cross). After one COLL algorithm, the whole yellow face is done and all four corners are in place, so only the edges are left to swap. This post explains what COLL is and when it really pays off, then gives all 40 cases, each with a picture.
Find your case fast
Look at your cube from above and tap the picture that matches it to see how to solve it. Grey cells are stickers you can ignore.
This post is for people who can already solve with CFOP using 2-look OLL and 2-look PLL. Every algorithm in this post was tested on the EasyRubic Rubik's Cube simulator.
See it in 3D, before and after
- You start with (input)
- After the formula
What is COLL?
COLL stands for Corners of the Last Layer. According to the SpeedSolving Wiki, COLL was proposed by Lars Petrus. This step solves the last-layer corners while keeping the edges facing the same way, so after COLL only an edge swap is left, called EPLL (SpeedSolving Wiki).
Compared with the usual CFOP way:
- Normal CFOP: OLL makes the yellow face, then PLL swaps both corners and edges.
- With COLL: COLL makes the yellow face and puts the corners in place at the same time, then EPLL only swaps the edges.
EPLL has just four cases: Ua, Ub, H and Z. SpeedCubeDB notes that after COLL you get one of those four cases, or with a 1/12 chance nothing more to do at all (SpeedCubeDB). These four algorithms are in the 2-look PLL post and the U perm algorithm post.
How many COLL cases are there?
The SpeedSolving Wiki counts 42 cases if you include mirror cases, and 24 if you don't. On average a case takes 9.78 moves when solved optimally (SpeedSolving Wiki).
Two of those 42 cases already have the yellow face done and only need the corners swapped. That is really a PLL job, so SpeedCubeDB lists only 40 cases, split into 7 sets (SpeedCubeDB). This post follows that split:
| Set | Yellow corners on top | What to look for | Cases |
|---|---|---|---|
| H | 0 | Two pairs of yellow stickers facing each other on two sides | 4 |
| Pi | 0 | One pair of yellow stickers on one side, the other two yellow stickers pointing opposite ways | 6 |
| U | 2, next to each other | The other two yellow stickers both face the same side | 6 |
| T | 2, next to each other | The other two yellow stickers point opposite ways | 6 |
| L | 2, diagonal from each other | The "bowtie" shape | 6 |
| S | 1 | Looks like the Sune case | 6 |
| AS | 1 | Looks like the Antisune case | 6 |
The set is simply the yellow face shape you already know from 2-look OLL. Inside each set, the cases share the same yellow sticker pattern but differ in how the corners are swapped, so you also need to look at the colours on the sides.
When is COLL really worth it?
COLL only works when the yellow cross is already there right after F2L. In CFOP that doesn't happen very often: the four top-layer edges have 8 equally likely flip patterns, and in only 1 of the 8 are all four already yellow on top. That means on average just 1 solve in 8.
That is why the SpeedSolving Wiki says COLL is mainly used as the last layer for the ZZ method, where the edges are always facing the right way before the last layer. In CFOP, COLL is an extra for the times the yellow cross shows up by itself (SpeedSolving Wiki).
Cuboss, the site that collects Daniel Wallin's algorithm sets, gives two pieces of advice (Cuboss):
- Take on COLL after you know full OLL and PLL, although you can start right after 2-look OLL and 2-look PLL.
- You can skip the Sune and Antisune sets, because Sune and Antisune are very fast, so COLL then EPLL is usually not faster than OLL then PLL for these two sets.
In short:
- You use ZZ: COLL is worth it, because you use it in every solve.
- You use CFOP and aren't under 20 seconds yet: you don't need it yet. Get full OLL and full PLL down first.
- You use CFOP and already know OLL and PLL: add the H, Pi, U, T and L sets bit by bit. These are the sets where OLL tends to be slower.
How to hold the cube and read the pictures
- Yellow face on top, F2L already done. Green face at the front, orange on the right.
- Each picture has two cubes: on the left is the case to solve, on the right is the result after the algorithm. Only the top layer is coloured; the two bottom layers are grey.
- The pictures only show the top, front and right faces. Turn the top face (U, U' or U2) until the yellow stickers and the colours on the front and right match the picture exactly, then do the algorithm.
- In the pictures, the top-layer edges are already placed so the cube ends up fully solved. On a real cube, there is usually still an EPLL step after COLL.
Notation: Rw means turning the two right layers together (many sites write it as a lowercase r). D is the bottom face and L is the left face. Algorithms with D pull F2L apart and then put it back, so don't worry when the two bottom layers look scrambled halfway through. New to notation? See Rubik's Cube notation for beginners.
The algorithms in this post come from the SpeedCubeDB list, usually the most voted one. If the original algorithm starts with a y (turning the whole cube), this post leaves that move out and draws the picture to match how you hold the cube, so you don't need to turn the whole cube.
H set: no yellow corners, two pairs of yellow stickers facing each other
Four cases. H4 is the H algorithm from 2-look OLL, now used for the one case where it makes the yellow face and puts the corners in place too.
H1: R U R' U R U' R' U R U2 R'
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- You start with (input)
- After the formula
H2: F R U' R' U R U2 R' U' R U R' U' F'
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- You start with (input)
- After the formula
H3: R U R' U R U L' U R' U' L
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- You start with (input)
- After the formula
H4: F R U R' U' R U R' U' R U R' U' F'
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- You start with (input)
- After the formula
Pi set: no yellow corners, one pair of yellow stickers
Six cases. Pi1 is the same Pi algorithm you already know from 2-look OLL.
Pi1: R U2 R2 U' R2 U' R2 U2 R
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- You start with (input)
- After the formula
Pi2: R' F2 R U2 R U2 R' F2 U' R U' R'
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- You start with (input)
- After the formula
Pi3: R' U' F' R U R' U' R' F R2 U2 R' U2 R
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- You start with (input)
- After the formula
Pi4: R U R' U' R' F R2 U R' U' R U R' U' F'
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- You start with (input)
- After the formula
Pi5: R U' L' U R' U L U L' U L
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- You start with (input)
- After the formula
Pi6: Rw U R' U R' F R F' R U' R' U R U2 Rw'
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- You start with (input)
- After the formula
For Pi2 and Pi6, this post picks the second algorithm in the SpeedCubeDB list: for Pi2 because it is shorter, and for Pi6 because the first one uses an S move (turning the middle slice that sits parallel to the front face), which is hard for beginners.
U set: two yellow corners next to each other, two yellow stickers on the same side
Six cases. U3 is the U (headlights) algorithm from 2-look OLL.
U1: R' U' R U' R' U2 R2 U R' U R U2 R'
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- You start with (input)
- After the formula
U2: R' F R U' R' U' R U R' F' R U R' U' R' F R F' R
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- You start with (input)
- After the formula
U3: R2 D R' U2 R D' R' U2 R'
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- You start with (input)
- After the formula
U4: F R U' R' U R U R' U R U' R' F'
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- You start with (input)
- After the formula
U5: R2 D' R U2 R' D R U2 R
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- You start with (input)
- After the formula
U6: R2 D' R U R' D R U R U' R' U' R
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- You start with (input)
- After the formula
U3 and U5 are a pair: take U3, flip the direction of every R and D move (R becomes R', D becomes D' and the other way round), and you get U5. Pick up these two on the same day.
T set: two yellow corners next to each other, two yellow stickers pointing opposite ways
Six cases. T5 is the T algorithm from 2-look OLL.
T1: R U2 R' U' R U' R2 U2 R U R' U R
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- You start with (input)
- After the formula
T2: R' U R U2 R' L' U R U' L
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- You start with (input)
- After the formula
T3: R' F' Rw U R U' Rw' F
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- You start with (input)
- After the formula
T4: F R U R' U' R U' R' U' R U R' F'
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- You start with (input)
- After the formula
T5: Rw U R' U' Rw' F R F'
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- You start with (input)
- After the formula
T6: R' U R2 D Rw' U2 Rw D' R2 U' R
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- You start with (input)
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L set: two yellow corners diagonal from each other
Six cases. L5 is the L (bowtie) algorithm from 2-look OLL.
L1: R U R' U R U' R' U R U' R' U R U2 R'
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- You start with (input)
- After the formula
L2: R' U2 R' D' R U2 R' D R2
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- You start with (input)
- After the formula
L3: R U2 R D R' U2 R D' R2
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- You start with (input)
- After the formula
L4: F R' F' Rw U R U' Rw'
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- You start with (input)
- After the formula
L5: F' Rw U R' U' Rw' F R
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- You start with (input)
- After the formula
L6: Rw U2 R2 F R F' R U2 Rw'
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- You start with (input)
- After the formula
L2 and L3 are a pair too, just like U3 and U5: flip the direction of every R and D move in L2 and you get L3.
S set: one yellow corner, Sune shape
Six cases. S1 is Sune. If you can't yet tell Sune and Antisune apart, read the Sune and Antisune algorithms post first.
S1: R U R' U R U2 R'
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- You start with (input)
- After the formula
S2: R U R' U R2 D R' U2 R D' R2
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- You start with (input)
- After the formula
S3: L' R U R' U' L U2 R U2 R'
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- You start with (input)
- After the formula
S4: R U R' U R U' R D R' U' R D' R2
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- You start with (input)
- After the formula
S5: R U' L' U R' U' L
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- You start with (input)
- After the formula
S6: R U R' F' R U R' U R U2 R' F R U' R'
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- You start with (input)
- After the formula
AS set: one yellow corner, Antisune shape
Six cases. AS1 is Antisune.
AS1: R U2 R' U' R U' R'
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- You start with (input)
- After the formula
AS2: R2 D R' U R D' R' U R' U' R U' R'
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- You start with (input)
- After the formula
AS3: R2 D R' U2 R D' R2 U' R U' R'
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- You start with (input)
- After the formula
AS4: R' U' R U' R2 D' R U2 R' D R2
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- You start with (input)
- After the formula
AS5: Rw' F R F' Rw U R'
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- You start with (input)
- After the formula
AS6: R U' R' U2 R U' R' U2 R' D' R U R' D R
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- You start with (input)
- After the formula
In what order should you go through COLL?
- You already know 7 of them. Sune (S1), Antisune (AS1), H (H4), Pi (Pi1), U (U3), T (T5) and bowtie (L5) from 2-look OLL are each a COLL algorithm for one case. Find their pictures in this post so you know when they also put the corners in place.
- Go in pairs. U3 with U5, L2 with L3: they only differ in the direction of the R and D moves. Taking them together makes them easier to remember and to tell apart.
- Put H, Pi, U, T and L first. As Cuboss suggests, leave the S and AS sets until last, or skip them if you use CFOP.
- A few algorithms a week. Do an algorithm backwards from a solved cube to set up the case, then solve it again. Only move on to a new algorithm once you can do the current one without thinking.
- Pair it with EPLL. After each COLL practice, do EPLL straight away so you get used to the whole last layer. Time yourself on the 3x3 timer.
If you use Roux, see the CMLL algorithms post: CMLL solves the same four corners but doesn't have to keep the edges facing the right way, so its algorithms are usually shorter.
Video
Want to see it in motion? The short video below from the GTCubes channel on YouTube shows more of what this post covers. The video belongs to that channel and is embedded straight from YouTube.
Frequently asked questions
What is COLL?
COLL is a set of algorithms that solves all four top-layer corners in one go once you have the yellow cross. After COLL, the yellow face is done and the corners are in place, so only the edges are left to swap (EPLL).
How many COLL algorithms are there?
The SpeedSolving Wiki counts 42 cases, including the two where the yellow face is already done. Leave those two out (they are already in PLL) and you have 40 algorithms, split into 7 sets: H, Pi, U, T, L, S and AS.
Should beginners use COLL?
Not yet. Get solid with 2-look OLL and 2-look PLL first, then full OLL and PLL. COLL only comes up in about 1 in 8 CFOP solves, so it pays off later.
How is COLL different from OLL?
OLL only makes the yellow face, then PLL swaps both corners and edges. COLL makes the yellow face and puts the corners in place at the same time, but it only works when the yellow edges are already facing the right way.
How is COLL different from CMLL?
COLL is for CFOP and ZZ, so it has to keep the top-layer edges facing the same way and keep F2L intact. CMLL is for Roux and doesn't have to keep the edges, so its algorithms are usually shorter.
What comes after COLL?
Swap the edges with one of the four EPLL algorithms: Ua, Ub, H or Z. There is about a 1/12 chance the edges are already right and the cube is solved.


