Mechanic

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About Classes | Class List | Class Skills | Extended Mastery | Master Level | Ultimate Mastery


EX 1 Class
Mechanic

Jobs 1138x1138 290201 0.png
 
Jobs 1138x1138 290201 1.png

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Leader sd 290201 gu 1 01.png

Leader m 290201 01.jpgLeader sd m 290201 01.jpgLeader s 290201 01.jpgLeader s 290201 gu 0 01.jpgLeader s 290201 gu 1 01.jpgLeader raid normal 290201 gu 0 01.jpgLeader raid normal 290201 gu 1 01.jpgLeader jobm 290201 gu 0 01.jpgLeader jobm 290201 gu 1 01.jpgLeader quest 290201 gu 0 01.jpgLeader quest 290201 gu 1 01.jpgLeader t 290201 gu 0 01.pngLeader t 290201 gu 1 01.pngLeader jlon 290201 gu 0 01.pngLeader jlon 290201 gu 1 01.pngJob name 290201.png

Style Special
SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid. Gun Gun
Unlock Requirements
CP square.jpg CP ×1,000
Champion Merit square.jpg Champion Merit x10
Trophy Gold square.png The Whiz KidRewards
Crystal square.jpg Crystal ×50
– Clear Chapter 27 Quest: Get Ready to Golem Rumble! (Requires Chapter 63 to be cleared.)

ID 290201
NameJP メカニック
Release Date 2017-12-15
Other Sites Icon Gamewith.pngGameWith

Fight beside your very own golem and switch out its parts to gain different effects!
Support SkillsDoes not work as a sub ally unless explicitly stated.
Icon Name Effect Obtained
Icon Support Skill.png Companion Companion takes action based on currently equipped AI.
Stops if there aren't enough Status Power Cells 1.pngPower 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.
Lvl 1
Icon Support Skill.png Converter Gain 2 Status Power Cells 1.pngPower 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.
Lvl 1
Base Skills
Icon Name Effect Cooldown Duration SubSubskill usable on other classes Obtained
Status Activate.png Activate Activate your companion.
Gain full Status Power Cells 1.pngPower 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 Lvl 1
Status Customized Action.png Customized Action Effects change based on what Action Parts are equipped. ? No 5
Status Refuel.png Refuel All allies gain Status AttackUp.png15% ATK UpATK is boosted
Strength: 15%Duration: 3 turnsStacking: Single
and Status DefenseUp.png15% DEF UpDEF is boosted
Strength: 15%Duration: 3 turnsStacking: Single
.
Gain 5 Status Power Cells 1.pngPower 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.[1]
6T 3T No 15
Extended Mastery Skills
Icon Name Effect Cooldown Duration EMPCost in EMP
Ability Actuation.png Actuation Convert caster's HP to Status Power Cells 1.pngPower CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
when companion is active.
(Consumes up to 50% of current HP.)
7T 25
Level Bonuses
Lvl 1Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Lvl 5Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Lvl 10Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Lvl 15Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Lvl 20Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Total Stat Bonuses These bonuses only apply to this class. Completion Bonuses Unlocked at level 20.
These bonuses are applied while as any class.
Icon Bonus Attack.png ATK +1000
Icon Bonus Defense.png DEF +10%
Icon Bonus Attack.png DMG Cap +1%

Gameplay Notes

Companion

  • 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 Status Power Cells 1.pngPower CellsCells that power your companion.
    Will be used up every turn while companion is active.
    Companion will shut down when none are left.
    :
    • Status Activate.png ActivateActivate your companion.
      Gain full Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Chip square.jpg Tank Chips.
    • Recasting Status Activate.png ActivateActivate your companion.
      Gain full Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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 Status Power Cells 1.pngPower 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

Icon Name Description Status Power Cells 1.pngPower 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 square.jpg Power Unit: Assault Companion deals 60% skill damage on normal attack. 2 Default AI.
Power Unit- Bomber square.jpg Power Unit: Bomber Companion deals 45% skill damage to all foes on normal attack. 3
Power Unit- Charge square.jpg Power Unit: Charge Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
at end of turn.
3
Power Unit- Tri Attack square.jpg Power Unit: Tri Attack Companion deals 3 hits of 50% skill damage to random foes on normal attack. 4

Action Parts

Icon Name CD Description Status Power Cells 1.pngPower 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 square.jpg Attack Maneuver 4 510% elemental damage to a foe. (Damage cap: ~700,000.) 1 Default Action.
Burst Maneuver square.jpg Burst Maneuver 4 Gain Status Uplift.pngCharge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100%
.
5

Support Parts

Icon Name Description Craft Materials Notes
Power Chip square.jpg Power Chip 10% boost to skill damage.
Multi Chip square.jpg Multi Chip ~10%Verification needed. boost to multiattack rate.

AI Parts

Icon Name Description Status Power Cells 1.pngPower 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 square.jpg Technical Unit: Force Gain Status AttackUpStack.png10% 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 square.jpg Technical Unit: Break Inflict Status DefenseDownStack.png7% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 7% (Max: 30%)Duration: 180 seconds
at end of turn.
2
Technical Unit- Guard square.jpg Technical Unit: Guard Gain Status Armored.png50% 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 square.jpg Technical Unit: Rapid Fire Gain Status DoubleUp.pngDA 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 Status TripleUp.pngTA 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

Icon Name CD Description Status Power Cells 1.pngPower 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 square.jpg Weakening Maneuver 4 Inflict Status DebuffResDown.png25% Debuff Res. DownDebuff resistance is lowered
Strength: 25%Duration: 180 seconds
.[2]
3 Default Action.
Defensive Maneuver square.jpg Defensive Maneuver 4 All allies gain Status Dmg Cut 50.png50% 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

Icon Name Description Craft Materials Notes
Enhancement Chip square.jpg Enhancement Chip 10% boost to companion's debuff success rate.[3]
Agility Chip square.jpg Agility Chip Boost to dodge rate.

AI Parts

Icon Name Description Status Power Cells 1.pngPower 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 square.jpg Support Unit: Heal Recover 10% maximum HP (Healing cap: 800 HP) at end of turn. 2 Default AI.
Support Unit- Clear square.jpg Support Unit: Clear Remove 1 debuff from all allies at end of turn. 3
Support Unit- Hate square.jpg Support Unit: Hate Gain Status AggroUpArrow.pngHostility UpMore likely to be attacked
Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
and Status DefenseUp.png50% 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 square.jpg Support Unit: Shield All allies gain Status Shield.pngShield (1000)Next ATK received will be ineffective for a fixed amount
Strength: 1000
when attacking.
3

Action Parts

Icon Name CD Description Status Power Cells 1.pngPower 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 square.jpg Healing Aura Maneuver 4 All allies gain Status Revitalize.pngRevitalizeRecover 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 square.jpg Anti Debuff Maneuver 4 All allies gain Status 1003.pngVeil (1 time)Debuffs 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

Icon Name Description Craft Materials Notes
Toughness Chip square.jpg Toughness Chip 10% boost to debuff resistance.[4]
Generator Chip square.jpg Generator Chip Slight chance to recharge 2 Status Power Cells 1.pngPower 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

Icon Name CD Description Status Power Cells 1.pngPower 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 square.jpg Energy Maneuver 15 Consumes all Status Power Cells 1.pngPower 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 (Status Power Cells 1.pngPower CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
× 10%) Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
Strength: (Status Power Cells 1.pngPower 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 square.jpg Bomb Maneuver 4 Consumes all Status Power Cells 1.pngPower 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 (Status Power Cells 1.pngPower 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

Icon Name Description Craft Materials Notes
Attack Chip square.jpg Attack Chip 5% boost to ATKNormal modifier.
Defense Chip square.jpg Defense Chip 5% boost to DEF.
Eco Chip square.jpg Eco Chip Slight chance for companion to not use up Status Power Cells 1.pngPower 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 square.jpg Tank Chip Increase maximum number of Status Power Cells 1.pngPower 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.


Status Sketching.pngFacsimile Compatibility

Icon Skill Copyable?
Status Activate.png Activate No
Status Customized Action.png Customized Action No
Status Refuel.png Refuel No
Ability Actuation.png Actuation No

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 square.jpg Energy Maneuver, if nothing else. This converts all your Status Power Cells 1.pngPower CellsCells that power your companion.
Will be used up every turn while companion is active.
Companion will shut down when none are left.
into Status Uplift.pngCharge 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★ Summon s 2040167000.jpg 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 Icon Bonus Attack.png DMG Cap +1%, which has varying value depending on the damage you can deal.

  • Any Frame:
    • Energy Maneuver square.jpg Energy Maneuver converts 10 times your current Status Power Cells 1.pngPower CellsCells that power your companion.
      Will be used up every turn while companion is active.
      Companion will shut down when none are left.
      into Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
      Strength: (Status Power Cells 1.pngPower 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★Summon s 2040167000.jpg Bonito in some situations for a third Full Burst!
    • Bomb Maneuver square.jpg 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 Chip square.jpg Eco Chips and Tank Chip square.jpg Tank Chips can be used alongside high-cost AI Mods to mitigate their upkeep. Equipping multiple Tank Chips can also help with Energy Maneuver square.jpg Energy Maneuver if you are using characters with 200% Charge Bar size.
  • Defense Chip square.jpg 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 Chip square.jpg 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 square.jpg Power Unit: Tri Attack, 2 Power Chip square.jpg Power Chips and 2 (optional) Attack Chip square.jpg 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 square.jpg 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 Status 1003.pngVeil (1 time)Debuffs 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 square.jpg Anti Debuff Maneuver offers Status 1003.pngVeil (1 time)Debuffs 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 square.jpg Support Unit: Heal can remain activated indefinitely with timely uses of Status Refuel.png RefuelAll allies gain Status AttackUp.png15% ATK UpATK is boosted
      Strength: 15%Duration: 3 turnsStacking: Single
      and Status DefenseUp.png15% DEF UpDEF is boosted
      Strength: 15%Duration: 3 turnsStacking: Single
      .
      Gain 5 Status Power Cells 1.pngPower 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 square.jpg Healing Aura Maneuver grants Status Revitalize.pngRevitalizeRecover 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 square.jpg 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 a gun that deals with an area their golem does not cover with its setup.

Resources

References

  • Hecate_mk2, https://twitter.com/Hecate_mk2/status/941636923180728321
  • 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
  • Dashi, https://docs.google.com/spreadsheets/d/18QlXwzSN0QpaW2kRg_t8VRELF8w2woWRyvR1zUTV-B8/edit?usp=sharing