Mechanic
About Classes | Class List | Class Skills | Extended Mastery | Master Level | Ultimate Mastery
Style | |
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SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid. |
Unlock Requirements |
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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.) |
ID | 290201 |
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NameJP | メカニック |
Release Date | 2017-12-15 |
Other Sites | GameWith |
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. | |||
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Icon | Name | Effect | Obtained |
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. |
Lvl 1 |
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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. |
Lvl 1 |
Base Skills | ||||||
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Icon | Name | Effect | Cooldown | Duration | SubSubskill usable on other classes | Obtained |
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 | Lvl 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.[1] |
6T | 3T | No | 15 |
Extended Mastery Skills | |||||
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Icon | Name | Effect | Cooldown | Duration | EMPCost in EMP |
Actuation | Convert caster's HP to Power 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 | |||||||||||||
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Total Stat Bonuses These bonuses only apply to this class. | Completion Bonuses Unlocked at level 20. These bonuses are applied while as any class. | ||
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ATK +1000 DEF +10% |
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 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 Power CellsCells that power your companion.
- 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 Power CellsCells that power your companion.
- 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 Power CellsCells that power your companion.
- If the companion's AI Mod would consume more Power CellsCells that power your companion.
- ActivateActivate your companion.
List of parts
AI Parts
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 |
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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 |
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Power Unit: Charge | Gain Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20% at end of turn. |
3 |
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Power Unit: Tri Attack | Companion deals 3 hits of 50% skill damage to random foes on normal attack. | 4 |
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Action Parts
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 |
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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 |
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Support Parts
Icon | Name | Description | Craft Materials | Notes |
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Power Chip | 10% boost to skill damage. |
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Multi Chip | ~10%Verification needed. boost to multiattack rate. |
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AI Parts
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 |
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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 |
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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 |
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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 |
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Action Parts
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 |
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Weakening Maneuver | 4 | Inflict 25% Debuff Res. DownDebuff resistance is lowered Strength: 25%Duration: 180 seconds.[2] |
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 |
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Support Parts
Icon | Name | Description | Craft Materials | Notes |
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Enhancement Chip | 10% boost to companion's debuff success rate.[3] |
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Agility Chip | Boost to dodge rate. |
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AI Parts
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 |
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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 |
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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 |
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Action Parts
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 |
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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 Veil (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 |
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Support Parts
Icon | Name | Description | Craft Materials | Notes |
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Toughness Chip | 10% boost to debuff resistance.[4] |
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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. |
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Action Parts
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 |
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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 |
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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
Icon | Name | Description | Craft Materials | Notes |
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Attack Chip | 5% boost to ATKNormal modifier. |
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Defense Chip | 5% boost to DEF. |
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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. . |
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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. |
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Facsimile Compatibility
Icon | Skill | Copyable? |
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Activate | No | |
Customized Action | No | |
Refuel | No | |
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, 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.
- Energy Maneuver converts 10 times your current Power CellsCells that power your companion.
- 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 Veil (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 offers Veil (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 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.
- 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 Veil (1 time)Debuffs will be nullified (1 time)
- 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.[5] (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.
- Technical Unit: Guard's 50% ArmoredChance of lowering DMG taken
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
- Dashi, Mechanic Class. https://docs.google.com/spreadsheets/d/1WwwPsBc7T44P5ZTZzcwP_HF7GdvUWDDUj4zeQpiBrhg/edit?usp=sharing