Mechanic

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Class Data
Class line Mechanic
Description Fight beside your very own golem and switch out its parts to gain different effects!
Style Specialty  
Prerequisites CP ×1,000
Champion Merit x10
The Whiz KidRewards
Crystal ×50
– Clear Chapter 27 Quest: Get Ready to Golem Rumble! (Requires Chapter 63 to be cleared.)
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 ATK +200 DEF +2%   Total:
ATK +1000
DEF +10%
Lvl 5 ATK +200 DEF +2%
Lvl 10  ATK +200 DEF +2%
Lvl 15 ATK +200 DEF +2%
Lvl 20 ATK +200 DEF +2%
Master Bonuses DMG Cap +1%
Release date 2017-12-15 Other sites Gamewith
Support Skills
Companion Companion takes action based on currently equipped AI.
Stops if there aren't enough 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 move or when it hits 0.
Converter Gain 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.
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 Power CellsCells that power your companion.
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 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.[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) Power CellsCells that power your companion.
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.
    • 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.
    • 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.

List of parts

AI Parts[edit]

Icon Name Description Power CellsCells that power your companion.
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 Charge Bar +20%Instantly boosts Charge Bar by 20%
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 Power CellsCells that power your companion.
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 Charge Bar +100%Instantly boosts Charge Bar by 100%
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 Power CellsCells that power your companion.
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 10% ATK Up (Stackable / Max: 50%)ATK is boosted while active (Stackable)
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 7% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 7% (Max: 30%)Duration: 180 seconds
at end of turn.
2
Technical Unit: Guard Gain 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.
when attacking.
3
Technical Unit: Rapid Fire Gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.
and TA Up (Stackable)Triple attack rate is boosted (Stackable)
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 Power CellsCells that power your companion.
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 25% Debuff Res. DownDebuff resistance is lowered
Strength: 25%Duration: 180 seconds
.[1]
3 Default Action.
Defensive Maneuver 4 All allies gain 50% DMG CutTaking 50% less DMG
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 Power CellsCells that power your companion.
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 Hostility UpMore likely to be attacked
Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
and 50% DEF UpDEF is boosted
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 Shield (1000)Next ATK received will be ineffective for a fixed amount
Strength: 1000
when attacking.
3

Action Parts[edit]

Icon Name CD Description Power CellsCells that power your companion.
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 RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 10% maximum HP (Healing cap: 500 HP.) or 10% charge barDuration: 3 turns
.
2 Default Action.
Anti Debuff Maneuver 4 All allies gain 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."
.
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 Power CellsCells that power your companion.
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 Power CellsCells that power your companion.
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 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 give all allies (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%) 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%)
.
All
Bomb Maneuver 4 Consumes all 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 inflict (Power CellsCells that power your companion.
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 Power CellsCells that power your companion.
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 Power CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
by 1.

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 Energy Maneuver, if nothing else. This converts all 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.
into Charge Bar +Instantly boosts Charge Bar by
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★ Bonito's full charge. Unlike Strike Time, this can be used in any battle so it remains useful in fights where Strike Time doesn't have effect.

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 DMG Cap +1%, which has varying value depending on the damage you can deal.

  • 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.

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 Energy Maneuver for mimicking Strike Time in any fight. Getting one gun of each element helps in making "anytime one-turn-kill" builds for Unite and Fight, unlocking certain fights in Rise of the Beasts as well as quickly achieving Blue Chest honor for farming applicable raids. Notable farmable guns for Energy Maneuver use include:

  • 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.

  • 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.

  • 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

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References

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