- Ranked at T2 for quick tier scanning.
- Profession Machinist gives this unit a clear identity.
Grant
“I can't figure out how Grant got into Armored Corps! Sure, he's good with machines, but he's always boozing or heading to booze. Keeps modding our STs with weird parts... Can't trust my squad to this mess of a mechanic!” —Captain of the 11th Armored Corps
Grant field read
“I can't figure out how Grant got into Armored Corps! Sure, he's good with machines, but he's always boozing or heading to booze. Keeps modding our STs with weird parts..
- Attack type is not filled yet.
- Build notes are still light.
- No dedicated character guide is linked yet.
Use as T2 / Machinist / Medium when you need a quick roster scan before opening the detailed review and info tabs.
Grant quick read
Tier, build notes, and skill highlights in one scan-friendly command deck.
No notes have been added yet.
No skills have been added yet.
Grant
After performing active repairs, gain DMG UP III, lasting for 1 turn.
Heavy Machine Gun Weight -200.
After performing active repairs, gain DMG UP III, lasting for 1 turn.
Heavy Machine Gun Weight -200.
When performing active repairs, for every 1 damaged part of the target, Repair AMT +10%.
α (Alpha)
Slots: Attack / Dodge / CriticalLink Attack's effective times per turn +1.
After performing active repairs, dispel 1 debuff.
Initial AP +1.
β (Beta)
Slots: Dodge / Critical / CriticalLink Attack's damage multiplier is increased to 0.3.
AP Regen +1.
AP Cap +1.
γ1 (Gamma)
Slots: Attack / Dodge / DodgeAt the end of the action, randomly select a single adjacent (1 tile) ally to perform Passive Repair. The repair amount is 0.6x the Manipulator's Repair AMT and cannot repair damaged parts.
AP Cap +1.
After performing active repairs, an additional 2 tiles can be moved.
Passive Repair selects targets within the adjacent (2 tiles) area.
Passive Repair's Repair AMT is now 1x that of the Manipulator.
The number of targets that Passive Repair can repair increases by 1.
γ2 (Gamma)
Slots: Attack / Attack / CriticalAfter performing active repairs, trigger Re-ATK. Repair skills cannot be cast, and move is not allowed before attacking. This is effective for 1 time per turn.
AP Cap +1.
Each turn, the AP Cost of the 1st repair skill decreases by 1, with a minimum cost of 1 AP.
When executing an individual repair skill, also repair yourself for an amount equal to 20% of the Repair AMT.
Upon triggering Re-ATK, allows movement of 2 tiles before attacking.
After performing active repairs, the weapon's AP Cost -1, effective 1 time.
Build routes for Grant
Character-specific guides stay here, separated from general game guides.
Character-specific guides created from the admin panel will appear here.