Mechanic

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


EX 1 Class
Mechanic
 

 

ID 290201
NameJP メカニック
Release Date 2017-12-15
Other Sites gbf-wiki
(Japanese wiki)
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.
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
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
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
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
Lvl 1 ATK +200 DEF +2%
Lvl 5 ATK +200 DEF +2%
Lvl 10 ATK +200 DEF +2%
Lvl 15 ATK +200 DEF +2%
Lvl 20 ATK +200 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.
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.
    • 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

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

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

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

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
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

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
.[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

Support Parts

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

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
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

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 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

Support Parts

Icon Name Description Craft Materials Notes
Toughness Chip 10% boost to debuff resistance.[4]
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

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

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.


Facsimile Compatibility

Icon Skill Copyable?
Activate No
Customized Action No
Refuel No
Actuation No

Assessment

This section contains subjective remarks about this class.
Relevancy of information and recommended weapons can quickly change over time.
Use substantial discretion before heavily investing resources.

Overview

In the past, Mechanic was used mainly for its ability to provide 100% charge to allies on turn 1. These days, Relic Buster is a much more accessible and stronger alternative and as such, the class sees no usage.

Resources

References