Mechanic

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About classes | Class list | Skill list | Extended Mastery


Mechanic gran sprite.png

Mechanic gran icon.jpg

Mechanic gran.png

Mechanic djeeta icon.jpg

Mechanic djeeta.png
Mechanic djeeta sprite.png
Class Data
Class line Class 290201 gu icon.pngMechanic
Description Fight beside your very own golem and switch out its parts to gain different effects!
Style Label Type Special.png Specialty Label Weapon Gun.png Label Weapon Gun.png
Prerequisites 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.)
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%   Total:
Icon Bonus Attack.png ATK +1000
Icon Bonus Defense.png DEF +10%
Lvl 5Icon Bonus Attack.png ATK +200 Icon Bonus Defense.png DEF +2%
Lvl 10 Icon 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%
Master Bonuses Icon Bonus EM Star Cap.png DMG Cap +1%
Release date ? Other sites
Support Skills
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.
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.
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
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 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.[2]
6T 3T No 15

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Ability Actuation.png Actuation Consume up to half your maximum HP to gain (Consumed HP × 50%) (up to maximum missing) 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.
.
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 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
.[3]
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.[4]
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 Veil.pngVeilDebuffs 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.[5]
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.


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 EM Star Cap.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 Veil.pngVeilDebuffs 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 Veil.pngVeilDebuffs 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.

Recommended 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 square.jpg 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:

Label Element Fire.png

  • Weapon s 1040511400.jpg 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 square.jpg 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 Status DefenseDown.png10% DEF DownDEF is lowered
    Strength: 10%Duration: 180 seconds
    on charge, increasing to Status DefenseDown.png15% DEF DownDEF is lowered
    Strength: 15%Duration: 180 seconds
    on 4★ uncap. Can also be purchased for Pendants.
  • Weapon s 1040510500.jpg 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 Status FireResDown.png10% Fire DEF DownDEF is lowered for fire DMG
    Strength: 10%Duration: 180 seconds
    . At 4★, the ATK modifiers increase and the team gains Status FireAtkUp.pngFire 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.

Label Element Water.png

  • Sephira Emerald Blaster square.jpg 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 square.jpg Wicked Sick Blaster - Awarded for completing the side story Ranger Sign: Bravo!. Not very powerful, but one of the easiest to obtain.
  • Weapon s 1040511200.jpg Clarion - Obtainable from water Proving Grounds when it is running. Boosts water ally skill cap, and at 4★ Status EffectOnDodge.pngBonus 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.

Label Element Earth.png

Label Element Wind.png

Label Element Light.png

  • Luminiera Bolt Omega square.jpg 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.
  • Weapon s 1040511600.jpg Flamma Orbis - Forged from Weapon s 1040511500.jpg Sol Flamma, obtainable during Xeno Corow Clash. Provides Massive EX ATK multiplier, and grants the MC Status Solar Flare.pngSolar 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.

Label Element Dark.png

Label Element Any.png

  • Ten-Wolf Gun square.jpg Ten-Wolf Gun provides a party-wide Status AttackUp.png20% 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 Status AttackUp.png25% 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 Status AttackUp.png30% ATK UpATK is boosted
    Strength: 30%Duration: 3 turns
    .
    as an EMP skill.
  • Weapon s 1040507400.jpg 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.

Resources

Class Navigation
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III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
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EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancerTormentorRising Force


References

  • 1.0 1.1 hiroXgbf, http://hiroxgbf.blog.fc2.com/blog-entry-7.html
  • 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