Mechanic
About classes | Class list | Skill list | Extended Mastery
| Class Data | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Class line | |||||||||||||||
| Description | Fight beside your very own golem and switch out its parts to gain different effects! | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | |||||||||||||||
| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
|
||||||||||||||
| Master Bonuses | |||||||||||||||
| Release date | 2017-12-15 | Other sites | |||||||||||||
| Support Skills | |||||||||||||||
| Companion | Companion takes action based on currently equipped AI. Stops if there aren't enough Will be used up every turn while companion is active. Companion will shut down when none are left. to move or when it hits 0. |
||||||||||||||
| Converter | Gain 2 Will be used up every turn while companion is active. Companion will shut down when none are left. upon using charge attack when companion is active. |
||||||||||||||
| Base Multiattack Rates | |||||||||||||||
| Base DA RateIncluding Support Skills/Level Bonuses | 7%[1] | Base TA RateIncluding Support Skills/Level Bonuses | 3%[1] | ||||||||||||
| Recommended Extended Mastery Perks | |||||||||||||||
| - | |||||||||||||||
| Recommended Subskills | |||||||||||||||
Skills
| Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
|---|---|---|---|---|---|---|---|
![]() |
Activate | Activate your companion. Gain full Will be used up every turn while companion is active. Companion will shut down when none are left. . |
8T | No | 1 | ||
![]() |
Customized Action | Effects change based on what Action Parts are equipped. | ? | No | 5 | ||
![]() |
Refuel | All allies gain Strength: 15%Duration: 3 turnsStacking: Single and Strength: 15%Duration: 3 turnsStacking: Single. Gain 5 Will be used up every turn while companion is active. Companion will shut down when none are left. if companion is active.[2] |
6T | 3T | No | 15 |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
![]() |
Actuation | Consume up to half your maximum HP to gain (Consumed HP × 50%) (up to maximum missing) Will be used up every turn while companion is active. Companion will shut down when none are left. . Can only be used when companion is active. |
7T | 25 |
Gameplay Notes
Companions
- Companions come in 3 Frame types with matching Mods.
- Frame types and their Mods can be diferentiated by the color of their borders:
- Power Frame and its Mods are red.
- Technical Frame and its Mods are blue.
- Support Frame and its Mods are green.
- Any Frame Mods are yellow. These do not have a corresponding Frame and can be used by all Frames.
- Mods are further split by which slot they can fit into:
- AI Mods;
- Action Mods;
- Support Mods.
- Your companion has 6 slots in their Frame:
- 1 AI slot;
- 1 Action slot;
- 4 Support slots.
- You cannot have more than 2 of the same Support Part.
- You can save 6 Mod Sets for quick recall when assembling new parties.
- Each party keeps its own custom Mod Set. These are distinct from the Mod Sets saved for quick recall.
- About
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
: ActivateActivate your companion.
Gain full Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
. summons your Companion and generates your maximum amount of Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
.- The default maximum is 10
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
. This can be raised to 11 or 12 with Tank Chips.
- The default maximum is 10
- Recasting
ActivateActivate your companion.
Gain full Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
. while your Companion is active restores your Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
to maximum.- Charge attacking restores 2
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
. This happens after AI Mod's upkeep costs.
- Charge attacking restores 2
- If
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
reach 0 the companion is deactivated.- If the companion's AI Mod would consume more
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
than currently available the companion is deactivated at the start of attack turn, before executing its move.- Upkeep is still consumed during charge attack turns. Since this happens before charge attack restores
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
, the companion can deactivate before before this recharge happens. Power Unit: Assault,
Power Unit: Bomber, and
Power Unit: Tri Attack do not trigger on charge attacks. Upkeep is consumed regardless, and still can cause a deactivation.
- Upkeep is still consumed during charge attack turns. Since this happens before charge attack restores
- If the companion's AI Mod would consume more
List of parts
AI Parts[edit]
| Icon | Name | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost per turn |
Craft Materials | Notes |
|---|---|---|---|---|---|
|
Power Unit: Assault | Companion deals 60% skill damage on normal attack. | 2 | Default AI. | |
|
Power Unit: Bomber | Companion deals 45% skill damage to all foes on normal attack. | 3 |
|
|
|
Power Unit: Charge | Gain Strength: 20% at end of turn. |
3 |
|
|
|
Power Unit: Tri Attack | Companion deals 3 hits of 50% skill damage to random foes on normal attack. | 4 |
|
Action Parts[edit]
| Icon | Name | CD | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost |
Craft Materials | Notes |
|---|---|---|---|---|---|---|
|
Attack Maneuver | 4 | 510% elemental damage to a foe. (Damage cap: ~700,000.) | 1 | Default Action. | |
|
Burst Maneuver | 4 | Gain Strength: 100%. |
5 |
|
Support Parts[edit]
| Icon | Name | Description | Craft Materials | Notes |
|---|---|---|---|---|
|
Power Chip | 10% boost to skill damage. |
|
|
|
Multi Chip | ~10%Verification needed. boost to multiattack rate. |
|
AI Parts[edit]
| Icon | Name | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost per turn |
Craft Materials | Notes |
|---|---|---|---|---|---|
|
Technical Unit: Force | Gain Strength: 10% (Max: 50%)Multiplier: NormalDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. at end of turn. |
2 | Default AI. | |
|
Technical Unit: Break | Inflict Strength: 7% (Max: 30%)Duration: 180 seconds at end of turn. |
2 |
|
|
|
Technical Unit: Guard | Gain Strength: 50%Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. when attacking. |
3 |
|
|
|
Technical Unit: Rapid Fire | Gain Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. at end of turn. |
2 |
|
Action Parts[edit]
| Icon | Name | CD | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost |
Craft Materials | Notes |
|---|---|---|---|---|---|---|
|
Weakening Maneuver | 4 | Inflict Strength: 25%Duration: 180 seconds.[1] |
3 | Default Action. | |
|
Defensive Maneuver | 4 | All allies gain Strength: 50%Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage!. |
4 |
|
Support Parts[edit]
| Icon | Name | Description | Craft Materials | Notes |
|---|---|---|---|---|
|
Enhancement Chip | 10% boost to companion's debuff success rate.[2] |
|
|
|
Agility Chip | Boost to dodge rate. |
|
AI Parts[edit]
| Icon | Name | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost per turn |
Craft Materials | Notes |
|---|---|---|---|---|---|
|
Support Unit: Heal | Recover 10% maximum HP (Healing cap: 800 HP) at end of turn. | 2 | Default AI. | |
|
Support Unit: Clear | Remove 1 debuff from all allies at end of turn. | 3 |
|
|
|
Support Unit: Hate | Gain Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. and Strength: 50%Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. if HP is higher than 30% when attacking. |
5 | ||
|
Support Unit: Shield | All allies gain Strength: 1000 when attacking. |
3 |
|
Action Parts[edit]
| Icon | Name | CD | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost |
Craft Materials | Notes |
|---|---|---|---|---|---|---|
|
Healing Aura Maneuver | 4 | All allies gain Strength: 10% maximum HP (Healing cap: 500 HP.) or 10% charge barDuration: 3 turns. |
2 | Default Action. | |
|
Anti Debuff Maneuver | 4 | All allies gain "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". |
3 |
|
Support Parts[edit]
| Icon | Name | Description | Craft Materials | Notes |
|---|---|---|---|---|
|
Toughness Chip | 10% boost to debuff resistance.[3] |
|
|
|
Generator Chip | Slight chance to recharge 2 Will be used up every turn while companion is active. Companion will shut down when none are left. with every charge attack. |
|
Action Parts[edit]
| Icon | Name | CD | Description | Will be used up every turn while companion is active. Companion will shut down when none are left. cost |
Craft Materials | Notes |
|---|---|---|---|---|---|---|
|
Energy Maneuver | 15 | Consumes all Will be used up every turn while companion is active. Companion will shut down when none are left. to give all allies ( Will be used up every turn while companion is active. Companion will shut down when none are left. × 10%) Strength: ( Will be used up every turn while companion is active. Companion will shut down when none are left. × 10%). |
All |
|
|
|
Bomb Maneuver | 4 | Consumes all Will be used up every turn while companion is active. Companion will shut down when none are left. to inflict ( Will be used up every turn while companion is active. Companion will shut down when none are left. × 200%) Plain damage to all foes. (Damage cap: ~500,000.) |
All |
Support Parts[edit]
| Icon | Name | Description | Craft Materials | Notes |
|---|---|---|---|---|
|
Attack Chip | 5% boost to ATKNormal modifier. |
|
|
|
Defense Chip | 5% boost to DEF. |
|
|
|
Eco Chip | Slight chance for companion to not use up Will be used up every turn while companion is active. Companion will shut down when none are left. . |
|
Applies only to the AI mod costs. |
|
Tank Chip | Increase maximum number of Will be used up every turn while companion is active. Companion will shut down when none are left. by 1. |
|
- ↑ jpokiehl, Weakening Maneuver. https://twitter.com/jpokiehl/status/941645179814948865
- ↑ jpokiehl, https://twitter.com/jpokiehl/status/942078158173384705
- ↑ usa_akasa, https://twitter.com/usa_akasa/status/941646098937999360
Assessment
Mechanic is the most versatile pre-HL class in the game, emulating the flexibility of Row IV classes by allowing players to choose multiple effects via Companion Mods. Mods can also provide rare or unique utilities, giving Mechanic potential advantage against particular enemies.
This class is a highly recommended priority due to ![]()
![]()
Will be used up every turn while companion is active.
Companion will shut down when none are left.
into ![]()
for all allies. This is generally a full charge and can have its value raised further by using it on the following turn after consuming Strike Time and/or after spending 4★ ![]()
That and other notable chips are listed below with suggested uses, but do note that some require significant materials to unlock.
Mastering this class also rewards you with ![]()
- Any Frame:
Energy Maneuver converts 10 times your current
Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
into Charge Bar +Instantly boosts Charge Bar by
Strength: ( Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
× 10%) for all allies. This is, unlike Strike Time, available in any fight. It can also be used after consuming Strike Time's full charge bars. If 2 turns of Full Burst aren't enough, you can use 4★ Bonito in some situations for a third Full Burst!
Bomb Maneuver deals all-foe Plain damage with a multiplier much higher than farmable weapon sources Sword Master has. This is especially useful for sliming and Arcarum. It can also be useful to quickly clear Hard Raids alongside other Plain damage sources.
Eco Chips and
Tank Chips can be used alongside high-cost AI Mods to mitigate their upkeep. Equipping multiple Tank Chips can also help with
Energy Maneuver if you are using characters with 200% Charge Bar size.
Defense Chips give a total of 10% defense together. Since Mechanic by itself has +10% defense when mastered, this adds up to +20% before other classes' bonuses, EMP nodes or items such as Rose Crystal Weapons.
- Power Frame:
Power Chips give a total 20% skill damage together. Mechanic's companion base attacks and maneuvers all operate as a skill, taking advantage of it. A particularly powerful combination is
Power Unit: Tri Attack, 2
Power Chips and 2 (optional)
Attack Chips. These result into 3 x [(50% + PassiveSkillDMGUp + PowerChips) x (EstimatedDamage x AttackChips)]. For example, a 100k attack by the MC (with expected +23% Skill Damage Up from all class mastery bonuses) results in the companion following up with 3 93k attacks. Essentially a free triple attack every turn.
- Support Frame:
Support Unit: Clear clears one debuff at the end of every turn. It excels against enemies which cast frequent debuffs. It can also clear self-inflicted debuffs and debuffs that bypass
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". Anti Debuff Maneuver offers
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." without needing to play a Priest-line class. Support Unit: Heal can remain activated indefinitely with timely uses of
RefuelAll allies gain
15% ATK UpATK is boosted
Strength: 15%Duration: 3 turnsStacking: Single and 15% DEF UpDEF is boosted
Strength: 15%Duration: 3 turnsStacking: Single.
Gain 5 Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
if companion is active.. Healing Aura Maneuver grants
RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
. This is a very powerful tool in drawn-out battles by itself and can be paired with Support Unit: Heal for even higher passive healing.
- Technical Frame and its Companion Mods are usually outperformed by more common options.
Technical Unit: Guard's
50% ArmoredChance of lowering DMG taken
Strength: 50%Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining. is very powerful, although it relies on randomness. Technical Unit: Break takes 6 turns (as it is only applied at the end of the attack turn) to outperform
Miserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes., or 4 turns to reach cap DEF DownDEF is lowered
alongside it. Miserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. alongside Armor Break100% elemental damage to a foe.
Inflict 20% DEF DownDEF is lowered
Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single.[3] (when stronger or more convenient sources are not available) are a far superior strategy. Weakening Maneuver is inferior to a harp-wielding Superstar's
Soul SoloistHarp: Inflict
30% Debuff Res. DownDebuff resistance is lowered
Strength: 30%Base Accuracy: 200% on all foes.
All allies gain 30% Debuff Res. UpDebuff resistance is boosted
Strength: 30%Base Accuracy: 200%Duration: 3 turns.
Fonic Rod: Inflict
20% Debuff Res. DownDebuff resistance is lowered
Strength: 20%Base Accuracy: 200% on all foes.
All allies gain 20% Debuff Res. UpDebuff resistance is boosted
Strength: 20%Base Accuracy: 200%Duration: 3 turns.
Other weapons: Inflict 5% Debuff Res. DownDebuff resistance is lowered
Strength: 5%Base Accuracy: 90% on all foes.
All allies gain 5% Debuff Res. UpDebuff resistance is boosted
Strength: 5%Base Accuracy: 90%Duration: 3 turns.. It also only amounts to the passive advantage Dark Fencer's level bonuses grant. It can still see usage in optimized parties. Defensive Maneuver is inferior to Holy Saber's
70% DMG CutTaking 70% less DMG
Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!'s value from Phalanx IIAll parties gain
70% DMG CutTaking 70% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!. when doing a raid. It can still reach 100% Cut alongside carbuncles for personal use though.
Notable Main Weapons
The Mechanic is compatible with any gun and does not come with a Class Champion weapon, so it is up to you to pick which gun suits your needs best. Players are advised to pick up at least one gun for each element to enable use of ![]()
![]()
Summer's Mirage is a strong main weapon obtainable from Rise of the Beasts when it is running. Its charge attack provides a strong boost to Chain Burst damage and its Sentence skill provides a boost to the party's Charge Attack damage and CA Damage Cap.
Colossus Carbine Omega - inferior to Summer's Mirage for Charge Attack purposes, but can be farmed from Colossus Omega at any time compared to Summer's Mirage's seasonal availability. Inflicts a weak
10% DEF DownDEF is lowered
Strength: 10%Duration: 180 seconds on charge, increasing to 15% DEF DownDEF is lowered
Strength: 15%Duration: 180 seconds on 4★ uncap. Can also be purchased for Pendants. SHRIMP Spreader - A very strong main weapon that becomes even stronger on Friday afternoon/evening (JST). Provides a strong ATK Up modifier (two on Friday after 3PM), and its charge attack inflicts a weak
10% Fire DEF DownDEF is lowered for fire DMG
Strength: 10%Duration: 180 seconds. At 4★, the ATK modifiers increase and the team gains Fire ATK UpFire ATK is boosted
Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. on charge attack. Requires significant investment of rewards from Premium Friday to obtain all copies and uncap to its full potential.
![]()
Sephira Emerald Blaster - Obtainable relatively easily from Arcarum, either naturally from exploring the map or purchased from the shop using Arcarum points. Deals bonus Water damage225% skill damage (50% of charge attack) (Damage cap: ~300,000) on charge attack, which can help with achieving OTK.
Wicked Sick Blaster - Awarded for completing the side story Ranger Sign: Bravo!. Not very powerful, but one of the easiest to obtain.
Clarion - Obtainable from water Proving Grounds when it is running. Boosts water ally skill cap, and at 4★
Bonus Effect on DodgeDeals water DMG to a foe upon dodging
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.. (200% Water damage to a foe upon dodging [Damage cap: ~400,000].) If the full party charge attack does not kill the enemy, the counter damage from this buff can bring it over the line.
![]()
Galleon's Jaw - Extremely powerful gun for boosting charge attacks, though only available in late game. Boosts charge attack damage and adds Supplemental Damage on top, and at 4★ provides a stackable teamwide
15% C.A. DMG Up (Stackable / Max: 60%)Charge attack DMG is boosted (Stackable)
Strength: 15% (Max: 60%)Duration: Indefinite and 3% C.A. DMG Cap Up (Stackable / Max: 12%)Can deal more DMG when charge attack DMG reaches a certain amount (Stackable)
Strength: 3% (Max: 12%)Duration: Indefinite on charge attack. Tribunal Thunder - Decent weapon farmable from Vohu Manah Showdown, and can see use as a HP Filler weapon for Titan grids.
Spymur's Vision - Farmable from Baal as an alternative to
Tribunal Thunder. Can also be purchased for Pendants.
![]()
Tiamat Bolt Omega - Relatively easily farmable from Tiamat Omega Showdown, and sees use all the way into endgame. Inflicts a weak
10% DEF DownDEF is lowered
Strength: 10%Duration: 180 seconds on charge, increasing to 15% DEF DownDEF is lowered
Strength: 15%Duration: 180 seconds on 4★ uncap. Players may have difficulty enabling its Emnity skill when using it for OTK purposes. Can also be purchased for Pendants. V.A.R.I.S. - Obtainable from the side story Code Geass: Lelouch of the Rebellion - The Blue Reckoning. Good stats, and provides a boost to skill specs when used as a main weapon, which can help certain teams achieve OTK.
Zircon Crossbow - Obtainable from Rise of the Beasts as an alternative to
V.A.R.I.S. or
Tiamat Bolt Omega.
![]()
Luminiera Bolt Omega - Relatively easily farmable from Luminiera Omega Showdown, though with no notable charge attack effects for OTK purposes. Can also be purchased for Pendants.
Flamma Orbis - Forged from
Sol Flamma, obtainable during Xeno Corow Clash. Provides Massive EX ATK multiplier, and grants the MC
Solar FlareDeals light DMG to all foes at end of turn when no DMG has been taken (Can't be removed)
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. on Charge Attack, which will do 300% Light damage to all foes at the end of turn if the MC took no damage that turn. (Damage cap: ~600,000.) The Sunveil's Crown skill also boosts your party's skill specs when the MC is not debuffed, which will always be true first turn and thus will always be applicable for OTK purposes.
![]()
Gigante Launcher - Awarded for completing the side story Robomi: Generations. Not very powerful, but one of the easiest to obtain.
Cerberus Order - Obtainable for 5000 Renown Pendants or from the rarely occurring Cerberus Showdown. Provides a
15% Fire ATK UpFire ATK is boosted
Strength: 15%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. and 15% Dark ATK UpDark ATK is boosted
Strength: 15%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining. on Charge Attack. Phantasmas - Obtainable as a drop from Lich or purchasable with Pendants. Requires uncapping to 4★ to obtain its ATK Up multiplier.
Abyss Gaze - Obtainable as a drop from Avatar or purchasable with Pendants. Core weapon for some dark Omega crit-based builds.
Draconic Fire - Inflicts a minor stackable ATK and DEF down on charge attack.
![]()
Ten-Wolf Gun provides a party-wide
20% ATK UpATK is boosted
Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. on Charge Attack after element change (increasing to 25% ATK UpATK is boosted
Strength: 25%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. on full upgrade), cutting down on the need to bring Rage IIIAll parties gain 30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns. as an EMP skill. Ultima Gun is expensive to acquire, and only gains full benefit from a gun-only team composition, but provides a strong party-wide 30% Elemental ATK Up on Charge Attack.
Premium Draw guns can also be used, but if using one for Mechanic charge attack parties make sure it comes with a DEF Down debuff or some sort of party attack buff when charge attacking.
Resources
| Class Navigation | |
|---|---|
| I | Fighter • Knight • Priest • Wizard • Thief • Enhancer • Grappler • Ranger • Harpist • Lancer |
| II | Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon |
| III | Weapon Master • Holy Saber • Bishop • Hermit • Hawkeye • Dark Fencer • Ogre • Sidewinder • Superstar • Valkyrie • Gladiator |
| IV | Berserker • Spartan • Sage • Warlock • Bandit Tycoon • Chaos Ruler • Luchador • Nighthound • Elysian • Apsaras |
| Chrysaor • Lumberjack • Cavalier • Monk • Robin Hood | |
| EX I | Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic |
| EX II | Doctor • Runeslayer • Kengo • Glorybringer • Soldier • Nekomancer • Tormentor • Rising Force |















