Mecs
All Mecs can opt to change their storebought equipment for any other storebought equipment. They may wish to do this to get more weapon options. Note that Circuit Boards are not storebought, so they can only equip those if they had one initially equipped. A Circuit Board boosts INT and is required to use ShootAll, so several Mecs may opt for this.
Note: These boosts only apply to Mecs.
Swords
ZeroSword: HP +100, STR +15, QUI +15
RuneSword: HP +100, STR +20, PSY +20
Guns
BigMissile: HP +150, STR +20, WIL +20
HEAT Bazooka: HP +200, WIL +30
GrainCannon: HP +150, QUI +10, WIL +30, VIT +10
MachineVulcan: HP +150, QUI +18, WIL +18, VIT +18
HyperBlaster: HP +175, QUI +25, WIL +25
LethalGun: HP +150, QUI +20, WIL +20, PSY +20
Shields
WonderBangle: HP +100, QUI +20
ShellShield: HP +40, STR +8, VIT +8
Armor
WarLordArmor: HP +100, STR +20, VIT +20
PoweredSuit: HP +100, STR +20, QUI +20
Headgear
MirrorGlass: HP +75, INT +25, WIL +25
LaserScope: HP +100, INT +20, WIL +20
The Intelligence stat plays a role in how many skills a Mecs can equip. It appears to work under the following trend:
91+ INT - 8 skill slots
76-90 INT - 7
61-75 INT - 6
46-60 INT - 5
31-45 INT - 4
>30 INT - 3
I don't believe it goes below 3 skill slots.
Note that Mecs are immune to non-Mec-specific statuses.
T260G (Type 8) (Type 1) (Type 7)
HP 850 (950) (775)
STR 60 (60) (55)
QUI 99 (99) (99)
INT 67 (72) (57)
WIL 70 (95) (70)
PSY 20 (5) (5)
VIT 20 (5) (15)
CHA 20 (5) (5)
Def 99 (99) (60)
WP 50 (50) (50)
JP 0 (0) (0)
LP 15 (15) (15)
Default (Type 8 - OmegaBody)
*MegaBeamSword
*V-System
*FortBody
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Type 1 setup - initial form)
*MecBody
ZeroSword: HP +100, STR +15, QUI +15
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
LaserScope: HP +100, INT +20, WIL +20
(Type 7 setup - unique form)
*Hammer
*MicroMissile
*MecBody
ZeroSword: HP +100, STR +15, QUI +15
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
T260G is only Mech which can switch body types. It is also the only Mech with access to the Type 1, 7, and 8 bodies. For most purposes, its Type 8 form will be best, though the other forms have some uses. Due to its ability to change body types, T260G can learn any Self-Development skill, though some can only be used in certain body types. All Type 8 Mechs are always equipped with a MegaBeamSword, V-System, and Fort Body. Since T260G does not come with a CircuitBoard-type piece of equipment, it cannot use ShootAll. (Type 1 Mechs only have one locked equipment slot, the MecBody; so this form has the most equipment diversity. Type 7 Mechs are always equipped with a Hammer, MicroMissile, and MecBody. They have access to a unique Hammer ability.)
The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 6 skills in any form, but may sacrifice some offense or durability to boost its INT higher for more skill slots.
OmegaBody (Type 8) specific skills (does not take up a skill slot):
MegaBeamSword-(2 WP) Single target attack. Damage increased by CombatMastery. Does Blunt, Heat, and Force-type damage.
V-MAX-(0 WP) Raises all stats. At end of 5th turn after use (including the turn used to activate V-Max), V-End activates, dropping all stats significantly, as well as costing you 1 LP. While active, StarlightShower and CosmicRave are enabled.
Cosmic Rave-(7 WP) Heavily damage one enemy. Must have V-Max active in order to use. Damage increased by CombatMastery. Does Blunt, Heat, Thunder, and Force-type damage.
Starlight Shower-(7 WP) Heavily damage all enemies. Must have V-Max active in order to use.Damage increased by CombatMastery. Does Blunt, Heat, Thunder, and Force-type damage.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
CombatMastery-Attack power of physical attacks and skills are increased by 50%
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon.
Type 7 - specific skills:
HammerCrash-(4 WP) Powerful single target attack. Must have a Hammer equipped to use, meaning it can only be used with the Type 7 body on T260. Damage increased with CombatMastery. Does Blunt-type damage.
Rabbit (Type 2)
HP 775
STR 25
QUI 99
INT 50
WIL 85
PSY 30
VIT 10
CHA 20
DEF 60
WP 75
JP 0
LP 20
*LaserCannon
*BitSystem
*ECMSystem
LethalGun: ATK+60 HP +150, QUI +20, WIL +20, PSY +20
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
MemoryBoard: HP +100, QUI +20, INT +25 (initial equipment)
All Type 2 Mechs are always equipped with a LaserCannon, BitSystem, and ECMSystem. Rabbit comes equipped with a MemoryBoard, IonCannon, and MissilePod. Only the MemoryBoard is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
BitSystem-Damages one random enemy at end of turn. Ends when user faints, or after a certain number of turns. Damage not increased with ShootingMastery. Does Thunder-type damage.
ECMSystem-(0 WP) Causes missiles attacks to miss.
LaserCannon-(7 WP) Powerful single target attack. Damage increased with ShootingMastery. Does Force-type damage.
(IonCannon)
(MissiplePod)
Attack skills:
SatelliteLinker-(7 WP) Powerful attack against one enemy. Must have activated BitSystem to use. Damage is not increased with a Mastery.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
Jammer-(1 WP) Stuns all enemy mecs.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
CounterECM-Nulls the effects of ECM.~
ZEKE (Type 3)
HP 600
STR 70
QUI 99
INT 45
WIL 55
PSY 1
VIT 5
CHA 10
Def 60
WP 30
JP 0
LP 15
*RailCannon
*AT Missile
*Accelerator
ZeroSword: HP +100, STR +15, QUI +15
BigMissile: HP +150, STR +20, WIL +20
NakajimaBoard: HP +50, QUI +30, INT +10 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Aguni-SSP - initial equipment)
All Type 3 Mechs are always equipped with a RailCannon, AT Missile, and Accelerator. ZEKE comes equipped with a NakajimaBoard, Aguni-SSP, EasyRifle, and JetBoots. Only the NakajimaBoard is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 4 skills.
Equipment skills (does not take up a skill slot) :
ZeroSword - Basic Sword Attack
BigMissile - Basic Missile Attack
Accelerator-(0 WP) Raises QUI.
AT Missile-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
RailCannon-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Piercing-type damage.
(Aguni-SSP)
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
KAMIKAZE-Crash-(4 WP) Powerful ST attack, but consumes 1 LP when used. When using the last LP, the attack power rises by about three times. Damage increased by CombatMastery. Does Blunt, Heat and Thunder-type damage.
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
CombatMastery-Attack power of physical attacks and skills are increased by 50%
BJ&K (Type 4)
HP 800
STR 25
QUI 95
INT 55
WIL 99
PSY 25
VIT 10
CHA 10
Def 60
WP 55
JP 0
LP 20
*LaserCannon
*MediPack
*MecBody
LethalGun: HP +150, QUI +20, WIL +20, PSY +20
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Buckler - initial equipment)
All Type 4 Mechs are always equipped with a LaserCannon, MediPack, and MecBody. BJ&K comes equipped with a Protector and Buckler. Only the Buckler might be worth keeping for the chance to deflect some attacks, but it's not set as default here. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
LethalGun- Basic Gun attack
HyperBlaster- Basic blaster attack
Medipack-(0 WP) Restores 250 HP to one of your party members. Will miss if used on Mecs, including self.
LaserCannon-(7 WP) Powerful single target attack. Damage increased with ShootingMastery. Does Force-type damage.
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
HypnoFlash-(2 WP) Puts all enemies to sleep.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
PzkwV (Type 5)
HP 800
STR 30
QUI 75
INT 25
WIL 99
PSY 1
VIT 30
CHA 10
Def 70
WP 75
JP 0
LP 25
*RailCannon
*AT Missile
*MicroMissile
*FortBody
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
All Type 5 Mechs are always equipped with a RailCannon, AT Missile, MicroMissile, and FortBody. PzkwV comes equipped with 2 additional Protectors, which aren't worth keeping. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 3 skills.
Equipment skills (does not take up an equipment slot) :
HyperBlaster- Basic Blaster attack
MicroMissile-(1 WP) All target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
AT Missile-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
RailCannon-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Piercing-type damage.
Graviton-(8 WP) Does heavy damage to one target. Damage increased by ShootingMastery. Does Force-type damage. Attached to FortBody.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
(Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.)
Passive skills:
ShootingMastery- Attack power of guns and heavy weapons and the skills involving them are increased by 50%
EngineerCar (Type 6)
HP 620
STR 70
QUI 70
INT 55
WIL 75
PSY 5
VIT 15
CHA 5
Def 60
WP 75
JP 0
LP 20
*MachineVulcan
*RepairPack
*MiniPlant
ZeroSword: HP +100, STR +15, QUI +15
BigMissile: HP +150, STR +20, WIL +20
NakajimaBoard: HP +50, QUI +30, INT +10 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
Most Type 6 Mechs are always equipped with a MachineVulcan, RepairPack, and MiniPlant. EngineerCar comes equipped with a NakajimaBoard, which is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
ZeroSword- Basic Sword attack
BigMissile- Basic Missile attack
CrossHair-(3 WP) Critical hit against one enemy, but uses MachineVulcan. Damage increased with ShootingMastery. Does Piercing-type damage.
RangeFire-(3 WP) Attacks multiple enemies in a ranged cone, but with MachineVulcan.Damage increased by ShootingMastery. Does Piercing-type damage.
RepairPack-(0 WP) Restores 400 HP to one of your mecs. Will miss if used on a non-Mec.
MachineVulcan-(0 WP) Does low damage to one target. Damage increased by ShootingMastery. Does Piercing-type damage.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
EnergySupply-Restores 50 WP to a Mec ally. Comes out first like MagicHeal or Shield.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
Passive skills:
CombatMastery-Attack power of physical attacks and skills are increased by 50%
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
Leonard (Type 6)
HP 725
STR 75
QUI 50
INT 90
WIL 65
PSY 5
VIT 10
CHA 10
Def 60
WP 80
JP 0
LP 20
*BeamSword
*RepairPack
*MiniPlant
BigMissile: HP +150, STR +20, WIL +20
BigMissile: HP +150, STR +20, WIL +20
MemoryBoard: HP +100, QUI +20, INT +25 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
Leonard is a special Type 6 Mech, who is always equipped with a BeamSword, RepairPack, and MiniPlant. Leonard comes initially equipped with a MemoryBoard, which is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 7 skills.
Equipment skills (does not take up a skill slot) :
BigMissile- Basic Missile attack
BeamSword-(2 WP) Single target attack. Damage increased by CombatMastery. Does Blunt, Heat, and Force-type damage.
RepairPack-(0 WP) Restores 401 HP to one of your mecs. Will miss if used on a non-Mec.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
EnergySupply-Restores 50 WP to a Mec ally. Comes out first like MagicHeal or Shield.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
HypnoFlash-(2 WP) Puts all enemies to sleep.
Passive skills:
CombatMastery-Attack power of physical attacks and skills are increased by 50%
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%