SaGa Frontier Mec Data Guide
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Courtesy Adam Heishman aka winterking heish.
Used with permission.

If a newer version of this document is available, you should be an upstanding citizen and let me know. The actual content of the guide is the prerogative of its author, though.
I have copied over the table of contents and added links for your convenience, but otherwise left the document unaltered. If you want to return to the table of contents from within the body of the guide, just click on one of these handy little icons located at the beginning of each section. Got it? Awesome.


Table of Contents

1.
Introduction
2. Your robotic cast
3. Skills
4. Equipment
5. Suggested Setups
6. Closing and credits



Mec Data Guide
Copyright 2007 by Adam Heishman
 
This guide may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.  This guide is permitted to be displayed at
www.GameFAQs.com and on the Tripod site run by Squidhead.
 
*******************************************************************************
 
Version History 
 
v. 1.00//May 9, 2007: Finally, I'm finished.  Or at least, I'm started, one of 
     the two.  This marks the submission date for this FAQ, and it's largely
     just a collection of raw data.  It's not very pretty, and is in dire need
     of a proofreading.
 
v. 1.01//May 10, 2007: About 80% complete!  I added in damage-type data for
     all the skills, updated almost all of my -incomplete- tags throughout the
     FAQ.  Did a quick proofreading job as well, correcting a few things
     pointed out by board users.  Tried to improve readability a bit, also.
     Also added this version history section.
 
v. 1.02//May 15, 2007: Added defense values for all armor-class equipment. I
     left a few pieces of equipment out simply because they can not normally be
     equipped on a Mec.  Updated the Self-Development section with the *VERY*
     little new information that I've discovered so far.  Testing is painfully
     slow and tedious, but I'll get it done.  I just figure that this is enough
     new information (the defense data) to warrent an Official update.
 
v. 1.03//May 28, 2007: Lots of small fixes.  Added Squidhead's awesome setup
     data.  Updated Self-Development area with all the knowledge that I
     currently possess.  Changed Hitting-type to Blunt-type and Light-type to
     Force-type in skill and defense sections.
 
*******************************************************************************
 
Table of Contents
 
1. Introduction
2. Your robotic cast
3. Skills
4. Equipment
5. Suggested Setups
6. Closing and credits
 
*******************************************************************************
Back to the Table of Contents
1. Introduction
 
So, you've decided to play SaGa Frontier?  Good choice.  SaGa Frontier is a bit
of a niche game; not everyone is going to like it.  Similar to a few other
titles by Square-Enix, if you allow yourself to become immersed in the world
of SaGa, you'll find a wonderful thing.  Despite the supposedly poor
translation and rushed (in places) storyline, anyone who allows themself to
get past the inherent learning curve will find a wonderful gem in SaGa
Frontier.
 
One of the innovative features of the SaGa series is the use of different
races or classes.  SaGa Frontier has 4 classes: Human, Mystic, Monster, and 
Mec.  Each class has different strengths and weaknesses.  For example, humans
are very versatile, and can be trained to do almost anything.  However, it can
take a great deal of time to get them there.  Mystics are more rigid, but can
be made more powerful by absorbing enemies into their Mystic Weapons.  Monsters
are probably the most versatile, but require a serious understanding of the 
way the monster system works to use them to their full potential.  This guide
is about Mecs, which function a little differently.
 
Each different Mec form has a base set of stats.  These stats can be increased
by equipping them with weapons, armor, and anything else that can be equipped.
While it may be tempting to just throw on whatever you have, that may not be
the best way to "raise" your Mec.  Of course, anything you equip (with only a
couple of exceptions) can be removed, and then your Mec can be re-equipped.  In
the Equipment sections of the guide, I'll list all the different equipment that
can be obtained, and show the stat boosts that each are accompanied by.
 
Mecs learn new skills by "downloading" an enemy mec's program after they've
been defeated, similar to the way a Monster can absorb another monster after a
battle to learn a new skill.  I'll go into detail about this in the Skills
section.  There has been a lot of misinformation about how Mecs learn skills,
and I want to put that right, because Mecs are very fun characters to play
with.  You can make your Mec a tank, or just as easily make them an offensive
powerhouse.  In the Suggested Setups section, I'll give some...suggested setups 
for the different Mec characters.
 
A final thought: Mecs are also largely immune to status ailments, making them
great choices for any time when status ailments are used heavily. 
 
*coughcoughGrailCardcoughcough*
 
*******************************************************************************
Back to the Table of Contents
2. Your Robotic Cast
 
In Saga Frontier, there are eight different Mec body types, and seven different
Mec characters that may join you in your quests.  Yes, that's right.  It
doesn't quite add up, does it?  In this section, I'll go into more detail on
that, and tell you how to get each of the different Mec heroes.
 
-------------------------------------------------------------------------------
 
2.10 T260/Type 1
 
T260 is the hero for one of the quests you have available to go on.  I am not 
planning on going into much detail about its quest; that information may be
obtained elsewhere.  T260 is considered the most versatile of the different 
Mecs, and for good reason.  T260's base body is Type 1, which only has one 
piece of armor bound to it.  That means that you have seven equipment slots 
with which to customize it.  Additionally, in T260's quest, you can change its
body type to any of the others by speaking with Dr. Nakijima at Nakajima 
Robotics in Shrike, allowing even more flexibility.  T260 retains the same LP,
WP, and skills in the other bodies; all other stats will change to match that 
of the other Mecs.
 
2.11 Accompanying...?
 
Here is how to get T260 in your party, for each of the main heroes:
 
T260 - You start out with it.  Just select it on the hero selection screen
when beginning a new game.
 
Riki, Lute, and Blue can get T260 by simply talking to it at the bar in 
Scrap.
 
T260 will not join Red, Emelia, or Asellus.
 
2.12 And when they join...?
 
Starting Equip
 
Junk Bazooka
Repair Kit
Junk Parts
Junk Parts
*Mec Body
 
*Mec Body cannot be removed.  In T260's quest, starting equipment may be
changed by changing its body type at Nakajima Robotics in Shrike.
 
Starting Skills
 
None
 
Base Stats
 
HP: 100
LP: 15
WP: 50
STR: 5
QUI: 5
INT: 5/**32
WIL: 5
PSY: 5
VIT: 5
CHM: 5
DEF: *10
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
**Special Note: After meeting with Dr. Leonard in T260's quest, Leonard will
install a special memory chip (that doesn't take up an equipment slot!) that
raises T260's INT stat by 28, permanently!
 
2.13 And what are YOU doing...?
 
T260 is designed to destroy RB3, a terrible weapon.  After a fight, T260 lands
in Junk, where it is discovered by a scrap metal enthusiast, Thyme.  Thyme 
returns the living core of T260 to his house, where his Uncle Taco puts T260 
back together again.  After giving its name, Uncle Taco decides that since he 
repaired it, there should be a G on the end of its name.  Thus T260G is 
awakened.  
T260 had its memory damaged in the crash, and its quest is to recover that
memory.  Ultimately, it leaves Junk with Gen, a Samurai from Wakatu, and they
go to Scrap, where Gen procedes to get drunk.  This is where most people will
meet T260, and I won't spoil its story any more.
 
-------------------------------------------------------------------------------
 
2.20 Rabbit/Type 2
 
Rabbit is not as flexible as T260, with three permanently taken equipment
slots.  That being said, Rabbit has a unique special attack, SatteliteLinker.
Rabbit is especially useful for a trick in Red's quest that will allow him to 
morph into his Alkaiser form in any battle.  If you put the three Mecs that can
join Red into the main party, then you won't have to wait for the other 
characters to be knocked out or hit with status affects to change.  Of course,
that means that you can only recruit 13 other characters in his quest.  Your 
call...
 
2.21 Accompanying...?
 
Red can get Rabbit to join by going to the Garden in Kyo after he leaves
employment with the Cygnus.  Red is the only character who can have Rabbit as a
party member.
 
2.22 And when they join...?
 
Starting Equip
 
Missile Pod
Combat Suit
Ion Cannon
Memory Board
*Laser Cannon
*Bit System
*ECM system
 
*Laser Cannon, Bit System, and ECM System cannot be removed.
 
Starting Skills
 
Jammer
 
Base Stats
 
HP: 75
LP: 20
WP: 75
STR: 5
QUI: 20
INT: 25
WIL: 15
PSY: 10
VIT: 10
CHR: 20
DEF: *10
 
T260 has slightly different base stats in Body 2.  It has 100 HP and 10 WIL.
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.23 And what are YOU doing...?
 
Rabbit is an officer with IRPO, the Inter-Regional Police Organization.  It is
getting information on the group Black-X, which has a secret base in Kyo, when 
it teams up with Red. 
Note that Red's quest is the only one in which all members of IRPO can be 
present.  Those members are Fuse, Doll, Rabbit, Silence, Cotton, and, to a 
lesser degree, Suzaku.
 
-------------------------------------------------------------------------------
 
2.30 ZEKE/Type 3
 
ZEKE is also not as flexible as T260G, but is equally as flexible as Rabbit,
and also has a unique skill: KAMIKAZE-Crash.
 
2.31 Accompanying...?
 
ZEKE joins after T260G retrieves the mouse in Sei's tomb for the folks at
Nakajima Robotics.  T260G is the only hero that can have ZEKE join.
 
2.32 And when they join...?
 
Starting Equip
 
Aguni-SSP
EasyRifle
NakajimaBoard
JetBoots
*Rail Cannon
*AT Missile
*Accelerator
 
*Rail Cannon, AT Missile, and Accelerator cannot be removed.
 
Starting Skills
 
None
 
Base Stats
 
HP: 100
LP: 15
WP: 30
STR: 15
QUI: 50
INT: 15
WIL: 15
PSY: 1
VIT: 5
CHR: 10
DEF: *10
 
T260 has slightly different base stats in this body.  It has 5 PSY and 5 CHR.
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.33 And what are YOU doing...?
 
Nakajima Robotics had been working on a combat model transformer, code named 
"Valkyrie" when they were shut down by Trinity.  After reopening, they applied
that technology to a combat model, which is how ZEKE came about.  T260
retrieves necessary data for Nakajima, which allows them to activate ZEKE.
ZEKE considers T260's mission to be romantic, and wants to join.
 
-------------------------------------------------------------------------------
 
2.40 BJ&K/Type 4
 
BJ&K is equal in flexibility to Rabbit and ZEKE.  It is unique in that it can
heal any non-Mec characters in battle with its Medipack, which is reusable.
 
2.41 Accompanying...?
 
BJ&K initially can join Red during Nomad's raid on the Cygnus.  Just go in the
room next to the accounting office where Red gets his paycheck.  You will have
to fight the enemy in the room, then leave and go back into the room.  After 
that scenario is over, go back and speak with BJ&K, and it will join you
permanently.
 
2.42 And when they join...?
 
Starting Equip
 
Protector
Buckler
*LaserCannon
*Medipack
*MecBody
 
*LaserCannon, Medipack, and MecBody cannot be removed.
 
Starting Skills
 
HypnoFlash
 
Base Stats
 
HP: 100
LP: 20
WP: 55
STR: 5
QUI: 5
INT: 35
WIL: 30
PSY: 5
VIT: 10
CHR: 10
DEF: *10
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.43 And what are YOU doing...?
 
BJ&K is the medical attendant on the Cygnus.  Nomad and her pirates raid the 
ship, and it teams up with Red, Fuse, Asellus, White Rose, and Roufas to defend
the ship.  During their time together, it detects that Red is actually the hero
Alkaiser!  After things go back to normal, it starts to tell Red that it knows
the truth, at which point Red threatens to dismantle BJ&K if it says anything
about his secret identity, and forces it into the party.
 
-------------------------------------------------------------------------------
 
2.50 PzkwV/Type 5
 
PzkwV is the least flexible of all the other Mecs, having only four slots to
change equipment with.  It has access to the powerful Graviton attack in
battle.
 
2.51 Accompanying...?
 
After returning from Tartarus, Leonard will convince PzkwV to join in T260's
quest when you visit PzkwV's shop in the backstreets of Koorong.  Note that 
when this happens, you will no longer be able to buy the "smuggled goods from
Trinity."  Make sure to purchase any items from its shop before speaking to 
Leonard the second time.  
 
2.52 And when they join...?
 
Starting equip
 
Protector
Protector
*RailCannon
*AT Missile
*MicroMissile
*FortBody
 
When PzkwV joins the party, it gives you a HEAT Bazooka free of charge.
 
Starting Skills
 
ShootingMastery
 
Base Stats
 
HP: 250
LP: 25
WP: 75
STR: 10
QUI: 5
INT: 5
WIL: 35
PSY: 1
VIT: 30
CHR: 10
DEF: *20
 
T260 has slightly different base stats in the Type 5 body.  It has 225 HP and
5 PSY as opposed to 250 and 1, respectively.
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.53 And what are YOU doing...?
 
PzkwV runs a black market style store in the back streets of Koorong.  It sells
weapons that have been smuggled from Trinity.  PzkwV seems to know Dr. Leonard,
and is shocked to find that Leonard is now a mec.  It begs to join the party
at that point.  Leonard thinks that PzkwV is a hard working mec.
 
-------------------------------------------------------------------------------
 
2.60 EngineerCar/Type 6
 
EngineerCar maintains the average flexibility rating of Rabbit and ZEKE.  
EngineerCar carries a RepairPack, which allows healing of other mecs in
battle, and can be used multiple times.
 
2.61 Accompanying...?
 
The only requirement to get Engineer Car to join you is to have another Mec in
your party.  Therefore, it can join T260 (being a Mec itself), Red (once you
have picked up Rabbit and/or BJ&K), Blue, Lute, and Riki (once they've picked 
up T260).
Asellus and Emelia are the only characters who cannot recruit Engineer Car.
 
2.62 And when they join...?
 
Starting Equip
 
**MemoryBoard
NakajimaBoard2
*MachineVulcan
*RepairPack
*MiniPlant
 
*MachineVulcan, RepairPac, and MiniPlant cannot be removed.
**I've gotten a few different results.  Sometimes EngineerCar comes with a
     MemoryBoard, and sometimes it doesn't.  As soon as I can narrow down the
     determining factor, I'll add it in.
 
Starting Skills
 
Crosshair
RangeFire
 
Base Stats
 
HP: 120
LP: 20
WP: 75
STR: 15
QUI: 5
INT: 25
WIL: 35
PSY: 5
VIT: 15
CHR: 5
DEF: *10
 
T260 has slightly different stats when using this body type.  It has 150 HP.
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.63 And what are YOU doing...?
 
EngineerCar is hanging out in Nakajima Robotics lab in Shrike without a whole
lot to do.  Their work has been largely shut down because of Trinity, and it
gets pretty boring around there.  EngineerCar was programmed to analyze and fix
all kinds of mecs; without other mecs around, it's stuck twiddling its diodes.
When presented with the option of leaving the lab and being able to actually
DO something, EngineerCar jumps at the chance.
 
-------------------------------------------------------------------------------
 
2.64 Leonard/Type 6
 
Leonard is a unique Type 6 mec, replacing the MachineVulcan with a BeamSword.
Leonard is identical in flexibility to EngineerCar, and also carries the
mec-healing RepairPack for use in-battle.
 
2.65 Accompanying...?
 
Leonard will join T260's quest after he is killed.  You need to go to Najakima
Robotics in Shrike to hear about this; just talk to one of the people there.  
You will need to complete the Ancient Ship event in Shingrow to trigger
this.  Leonard will only join T260.
 
2.66 And when they join...?
 
Starting Equip
 
MemoryBoard
*BeamSword
*RepairPack
*MiniPlant
 
*BeamSword, RepairPack, and MiniPlant cannot be removed.
 
Starting Skills
 
HypnoFlash
EnergySupply
 
Base Stats
 
HP: 125
LP: 20
WP: 80
STR: 15
QUI: 10
INT: 45
WIL: 5
PSY: 5
VIT: 10
CHR: 10
DEF: *10
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
2.67 And what are YOU doing...?
 
Leonard is a scientist that works in Manhattan at his lab at Central Gate.  He
also enjoys lunching at the mall.  After learning about Leonard in Koorong,
T260 goes to visit him in hopes that part of its past may be uncovered after
an analysis.  Leonard leads T260 back to his labs where he performs the
analysis, but doesn't really have anything conclusive to tell.  Later, T260 
hears that Leonard has been killed, and returns to his lab to find that he left
a copy of his mind in a mec reproduction of Leonard's body.  Leonard joins 
T260 to lead it to the Central Information Bank in Tartaros; Leonard also feels
a kinship with T260 now that he has become a mec.
 
-------------------------------------------------------------------------------
 
2.70 Type 7
 
With three permanent pieces of equipment, Type 7 mecs maintain average 
flexibility.  Type 7 mecs can use the unique skill HammerCrush.
 
2.71 Accompanying...?
 
There are no unique Type 7 characters.  However, in T260's quest, you can 
change its base body type to this.
 
2.72 And when they join...?
 
Starting equip
 
*Hammer
*MicroMissile
*MecBody
 
*Hammer, MicroMissile, and MecBody cannot be removed.
 
Starting Skills
 
n/a
 
Base Stats
 
HP: 125
LP: n/a
WP: n/a
STR: 20
QUI: 10
INT: 10
WIL: 20
PSY: 5
VIT: 15
CHR: 5
DEF: *10
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
-------------------------------------------------------------------------------
 
2.80 Type 8
 
Type 8 mecs also have three permanent pieces of equipment, maintaining average
flexibility.  Type 8 mecs have access to the V-Max system, which boosts their
stats, but only for a few turns.  When V-Max ends, their stats are drastically
reduced.  That reduced stat rate may be fixed with the Space magic spell
Vortex.  Additionally, while V-Max is activated, the mec will have access to
the moves StarlightShower and CosmicRave.
 
2.81 Accompanying...?
 
There are no unique Type 8 characters.  On the way out of HQ, you can pick up
the ability to change into this body type right then, and then at will when
visiting Nakajima Robotics.
 
2.83 And when they join...?
 
Starting Equip
 
*MegaBeamSword
*V-System
*FortBody
 
*MegaBeamSword, V-System, and FortBody cannot be removed.
 
Starting Skills
 
n/a
 
Base Stats
 
HP: 200
LP: n/a
WP: n/a
STR: 20
QUI: 20
INT: 20
WIL: 20
PSY: 20
VIT: 20
CHR: 20
DEF: *20
 
 
*Note that the defense stat listed in the statistics and equipment screen lists
only the Slashing defense value.  All other defense values are unlisted, but
I'll go into those values in the equipment section.
 
*******************************************************************************
Back to the Table of Contents
3.00 Skills
 
The Mec skill system has been misunderstood for a long time.  Actually, it 
would be more accurate to say that it has been understood, but not in exactly
the right way.  To learn new skills for your Mec, your Mec must "download" the
program of an enemy mec that was defeated in battle.  Your Mec, the one doing
the downloading, must be alive at the end of the battle in order to "download"
the program.
 
When this happens, your Mec attempts to learn a new skill.  Each enemy mec has
four skill slots, with a lower chance at learning the skill the farther right
the skill is in the table below.  If your Mec doesn't learn a new skill, they
will be "refreshed," which restores their WP to full.
 
The skills are listed in order of difficulty to learn.  If the first slot has
an ability listed, it will always learn it, unless it has already learned that
skill.  If so, the Mec will be refreshed.  If you would be learning a higher
skill on the list, it will go to the next lowest until each skill is learned.
 
For example, if you have just finished a SwordMec, and T260 absorbs it, and
the game chooses Jammer as the skill, it'll learn Jammer.  If T260 already
knows Jammer, and would normally learn it, it'll go left one and learn
HypnoFlash.  If both skills are learned, or if the game chooses a blank spot,
T260 will simply have its WP restored.
 
Here is a listing of all enemy Mecs, and their skills.  The number behind their
name is their Tier ranking, or Tier equivalent.  That data is still being
gathered.
 
-------------------------------------------------------------------------------
 
SwordMec (1): Blank, Blank, HypnoFlash, Jammer
 
MecDobby (2): Blank, Evasion: Rocket, Evasion: Rocket, MaxwellProgram
 
WaspMec (3): Blank, HypnoFlash, Jammer, Evasion: Bullet
 
CancerMec (4): Blank, Jammer, Evasion: Bullet, MecSonata
 
BirdMec (5): Blank, HypnoFlash, Evasion: Bullet, LogicBomb
 
Hermes (6): Blank, Evasion: Bullet, Evasion: Rocket, MaxwellProgram
 
MecDobby100 (7): Blank, Evasion: Rocket, Evasion: Bullet, Evasion: Laser
 
Skylab (8): Blank, Evasion: Laser, MecSonata, SelfRepair
 
R&R (9): Blank, Evasion: Rocket, LogicBomb, SelfRepair
 
IronHopper: Blank, Blank, Jammer, MaxwellProgram
 
K9Mec: Blank, Evasion: Bullet, Evasion: Laser, MaxwellProgram
 
ElectroSheep (>=4): Blank, Evasion: Rocket, Evasion: Bullet, MaxwellProgram
 
T-Walker: Blank, Evasion: Bullet, Evasion: Rocket, Magnify
 
A-Tractor: Blank, Blank, Blank, Blank
 
D-Tractor: Blank, Blank, Blank, Blank
 
Guncart: Blank, Blank, Blank, Evasion: Bullet
 
FlyMec: Blank, Blank, Blank, Evasion: Bullet
 
Vulcan: Blank, Blank, Evasion: Bullet, Evasion: Rocket
 
VulcanII: Blank, Blank, Evasion: Bullet, Evasion: Rocket
 
AutoBuffer: Blank, HypnoFlash, Evasion: Rocket, MaxwellProgram
 
MaskBuffer: Blank, HypnoFlash, MecSonata, MaxwellProgram
 
Virus: Virus, Virus, Virus, Virus
 
MecGod: TigerProgram, TigerProgram, TigerProgram, TigerProgram
 
MBlack: TigerProgram, TigerProgram, TigerProgram, TigerProgram
 
MBlackII: DragonProgram, DragonProgram, DragonProgram, DragonProgram
 
BigDigger*: DragonProgram, DragonProgram, DragonProgram, DragonProgram
 
BigDigger**: MaxwellProgram, MaxwellProgram, MaxwellProgram, HypnoFlash
 
Skylab*** (8): Jammer, Evasion: Laser, SelfRepair, SatteliteLinker
 
MecDobby100*** (7): MaxwellProgram, SelfRepair, LogicBomb, DragonProgram
 
Hermes*** (6): Evasion: Bullet, Evasion: Rocket, SelfRepair, ShootingMastery
 
ElectroSheep***: SelfRepair, MecSonata, Evasion: Laser, ShootingMastery
 
BigDigger***: DragonProgram, TigerProgram, TigerProgram, TigerProgram
 
K9Mec***: MaxwellProgram, MecSonata, LogicBomb, TigerProgram
 
K9Mec***: CombatMastery, ShootingMastery, SelfRepair, DragonProgram
 
 
 
*This is the BigDigger encountered in Tartarus that drops the OctopusBoard.
**These are the other three BigDiggers encountered in Tartarus.
***These are the enemies that show up with the Hermes Sprite in T260's final
dungeon.  And yes, there are two different versions of K9Mecs in that dungeon.
 
Additionally, each body type can learn a skill on its own, provided the Mec
you are absorbing is "sufficiently powerful."  Each enemy has a certain
ranking.  As your battle tally increases, the ranking will increase.
Different areas have influences on the ranking of the enemy you are fighting,
as well.  For example, the BioLab in Shrike gives a bonus to enemy ranking; 
that is why you will fight higher level enemies there than in other places.
 
For each Type mec there are skills that it may develop without absorbing them
from other enemy mecs.  These are called Self-Development skills.
For example, if T260 absorbs a Mec at rank 4, there is a chance it will learn 
PluralSlash.  It seems that there is a minimum Tier rank to have a chance at
learning a self-development skill, but there is some other factor involved.  As
opposed to previous thought, it is not necessary to learn all of the mec you
are absorbing's skills to learn a self-development skill.  The ranks listed for
the skills below are the minimum ranks that I have discovered so far.
 
Here are the skills that each Mec body type can learn.  Note that in T260's
quest, it can learn all of these "self-development" skills by changing body 
type and fighting appropriately tiered enemies.
 
-------------------------------------------------------------------------------
 
*SECTION CURRENTLY UNDER CONSTRUCTION || RESEARCH PENDING*
 
T260/Type 1
 
CombatMastery // Rank 2
ShootingMastery // Rank 3
PluralSlash // Rank 4
MaxwellProgram // Rank 6
SelfRepair // Rank 7
Shock Soldier // Rank 7
 
 
Rabbit/Type 2
 
ShootingMastery
MaxwellProgram
SelfRepair
SatelliteLinker
CounterECM
Magnify
 
ZEKE/Type 3
 
ShootingMastery
CombatMastery
MecSonata
KAMIKAZE-Crush
InterceptSystem
PluralSlash
Shoot-All
 
BJ&K/Type 4
 
ShootingMastery
MaxwellProgram
SelfRepair
MecSonata
Magnify
 
PzkwV/Type 5
 
ShootingMastery
InterceptSystem
Magnify
Shoot-All
 
Engineer Car/Leonard/Type 6
 
CombatMastery
InterceptSystem
PluralSlash // Rank 4
EnergySupply // Rank 4
Shock Soldier // Rank 5
ShootingMastery // Rank 6
PopKnight // Rank 6
Shoot-All // Rank 7
 
Type 7
 
ShootingMastery
CombatMastery
SelfRepair
MecSonata
InterceptSystem
Shock Soldier
PluralSlash
Magnify
HammerCrash
Shoot-All
 
Type 8
 
ShootingMastery
CombatMastery
SelfRepair
PluralSlash
Magnify
 
So far, I've only found "learning by body type" or "self-development" skills
for T260.  I haven't finished testing it yet, but from what I've seen, it holds
water.  I'm still hunting for data for the other mecs' self-development skills.
-incomplete-
 
Now that you've collected your skills, you'll probably want to know what they
do.  I divide the Mec skills into two sections: Support and Attack.
Note that Mec's gain an additional skill slot for each 16 INT they have.
 
 
-------------------------------------------------------------------------------
 
*KEY*
Skill Name
WP Consumption
Targeting
Effect
Notes
 
-------------------------------------------------------------------------------
 
Support Skills
 
Evasion: Laser
0 WP
Self
Dodges Laser attacks
No notes
 
Evasion: Rocket
0 WP
Self
Dodges Missile and Rocket attacks
No notes
 
Evasion: Bullet
0 WP
Self
Dodges Bullet attacks
No notes
 
Virus
0 WP
Self
When Mec is equipped with Virus and a Secret Board, LogicBomb and Jammer become
     enabled in battle.
CombatMastery and ShootingMastery are disabled while Virus is equipped.
 
ShootingMastery
0 WP
Self
Attack power of guns and heavy weapons and the skills involving them are
     increased by 50%.
No notes
 
CombatMastery
0 WP
Self
Attack power of physical attacks and skills are increased by 50%.
No notes
 
MaxwellProgram
0 WP
Self
Restores 1 WP at the end of each round of battle.
No notes
 
SelfRepair
0 WP
Self
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).
 
InterceptSystem
0 WP
One enemy
Counterattack a strike with missiles.
Missiles do not need to be equipped to use this skill.  Neither Combat nor
     ShootingMastery boost the damage done.  Probably does Heat and Blunt-type
     damage.
 
CounterECM
0 WP
All
Nulls the effects of ECM.
No notes.
 
EnergySupply
0 WP
One ally
Restores 50 WP to a Mec ally.  Can only be used with type 6 Mecs.
Comes out first like MagicHeal or Shield.
 
-------------------------------------------------------------------------------
 
Attack Skills
 
DragonProgram
8 WP
All enemies
Allows use of Maelstrom when Mec is equipped with DragonProgram and
     OctopUsBoard.  This is identical to the Monster skill of the same name.
Maelstrom does Force-type damage, and has the Water-quality.  Maelstrom is not
     affected by CombatMastery.
 
TigerProgram
8 WP
One enemy
Allows use of TigerRampage when Mec is equipped with TigerProgram and
     OctopusBoard.  This is identical to the Mystic skill of the same name.
Combat Mastery increases damage.  TigerRampage does Force and Blunt-type
     damage.
 
MecSonata
4 WP
All enemies
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-Crush
4 WP
One enemy
Powerful 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.
     Attack is unique to Type 3 mecs.
 
Shock Soldier
8 WP
All enemies
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
All enemies
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.
 
SatelliteLinker
7 WP
One enemy
Powerful attack against one enemy.  Must have activated BitSystem to use.
Damage is not increased with a Mastery.  Damage-type is unknown, but Bit does
     Thunder-type damage, so SatelliteLinker is probably the same.  Testing is
     pending. -incomplete-
 
LogicBomb
4 WP
One enemy
Only effects Mec type enemies.  Damages and causes Stun, Paralysis, and Mess
     status conditions.
Damage is not increased with a Mastery.  Damage-type is unknown.
 
Jammer
1 WP
All enemies
Stuns all enemy mecs.
No notes
 
HypnoFlash
2 WP
All enemies
Puts all enemies to sleep.
No notes.
 
PluralSlash
5 WP
One enemy
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
One enemy
Powerful 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).
 
Crosshair
3 WP
One enemy
Critical hit against one enemy, but uses MachineVulcan.
Damage increased with ShootingMastery.  Does Piercing-type damage.
 
RangeFire
3 WP
Ranged (cone)
Attacks multiple enemies, but with MachineVulcan.
Damage increased by ShootingMastery.  Does Piercing-type damage.
 
HammerCrash
4 WP
One enemy
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.
 
Shoot-All
24 WP
One enemy
Fires "all" equipped guns.  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.
 
-------------------------------------------------------------------------------
 
Additionally, there are some skills that are granted by the permanent equipment
of your Mec heroes.  In this section, under the name of the skill, I'll list
the type of Mec that has that attack.
 
-------------------------------------------------------------------------------
 
Support Skills
 
ECM//ECM System
Type 2
0 WP
n/a
Causes missiles attacks to miss.
No notes.
 
Accelerator
Type 3
0 WP
Self
Raises QUI.
No notes.
 
MediPack
Type 4
0 WP
One ally
Restores 250 HP to one of your party members.  Will miss if used on Mecs.
Amount restored will increase if WEA has been raised.
 
RepairPack
Type 6
0 WP
One ally
Restores 400 HP to one of your mecs.  Will miss if used on a non-Mec.
Amount restored will increase if WEA has been raised.
 
V-Max//V-System
Type 8
0 WP
Self
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.
 
-------------------------------------------------------------------------------
 
Attack Skills
 
Laser//LaserCannon
Type 2 and 4
7 WP
One enemy
Powerful single target attack.
Damage increased with ShootingMastery.  Does Force-type damage.
 
Bit//BitSystem
Type 2
0 WP
n/a
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.
 
RailCannon
Type 3 and 5
1 WP
One enemy
Single target attack.
Damage increased by ShootingMastery.  Does Blunt and Piercing-type damage.
 
AT-Missile//AT Missile
Type 3 and 5
1 WP
One enemy
Single target attack.
Damage increased by ShootingMastery.  Does Blunt and Heat-type damage.
 
MicroMissile
Type 5 and 7
1 WP
All enemies
All target attack.
Damage increased by ShootingMastery.  Does Blunt and Heat-type damage.
 
Graviton
Type 5 and 8
8 WP
One enemy
Does heavy damage to one target.
Damage increased by ShootingMastery.  Does Force-type damage.
 
MachineVulcan
Type 6
0 WP
One enemy
Does low damage to one target.
Damage increased by ShootingMastery.  Does Piercing-type damage.
 
Hammer
Type 7
1 WP
One enemy
Single target attack.
Damage increased by CombatMastery.  Does Blunt-type damage.
 
BeamSword//MegaBeamSword
Leonard and Type 8
2 WP
One enemy
Single target attack.
Damage increased by CombatMastery.  Does Blunt, Heat, and Force-type damage.
 
StarlightShower
Type 8
7 WP
All enemies
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.
 
CosmicRave
Type 8
7 WP
One enemy
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.
 
*******************************************************************************
Back to the Table of Contents
4.00 Equipment
 
Equipment selection is of vital importance for all of your heroes in SaGa
Frontier, but perhaps especially so for the Mecs.  A Mec's stats are tied
directly to its equipment.  There exists the starting stats listed above, and
the only increases that they will receive are those granted by its gear.  Of
course, it isn't only about stats; the items that you are equipping are still
going to have their basic function as weapons, armor, etc., and you have to 
keep that in mind.  I'll give some suggested setups in section 5.
 
In this section I am going to list the stat boosts that your Mec will receive
from equipping the different items in the game.  Note that I will not be
including any of the items that were dummied out from the game.  If enough 
people are interested in that information, I suppose I can include that.  
 
Additionally, while this data is available elsewhere, I personally checked each
of these items in-game, and used my own data.  If the item lists seem similar,
it is because I listed the items in the order they appear on the item screen.
 
-------------------------------------------------------------------------------
 
Swords
 
Lordstar: HP +200, STR +20, QUI +20, WIL +20
Asura: HP +150, STR +30, PSY +30
SilverMoon: HP +200, STR +25, QUI +25
DragonSword: HP +250, STR +30
Murakumo: HP +150, STR +15, QUI +15
Kusanagi: HP +250, STR +25, QUI +25
Obsidian: HP +200, STR +20, QUI +20
ZeroSword: HP +100, STR +15, QUI +15
CometBlade: HP +250, STR +25, QUI +25
TwiggyRod: HP +80, STR +16, QUI +16
SplashSword: HP +100, STR +20, PSY +20
TwinDragon: HP +90, STR +18, QUI +18
RuneSword: HP +100, STR +20, PSY +20
Glirandly: STR +9, QUI +9, INT +9, WIL +9, PSY +9, VIT +9, CHR +9
JackalSword: HP +50, STR +16, PSY +16
Katana: HP +65, STR +13, QUI +13
Osc-Sword: HP +60, STR +10, WIL +10
SilverSpread: STR +5, QUI +5, INT +5, WIL +5, PSY +5, VIT +5, CHR +5
TwinSword: HP +80, STR +10, WIL +10
CeramicSword: HP +70, STR +13
SamuraiSword: HP +50, STR +10, QUI +10
LaserKnige: HP +40, STR +10, QUI +10, WIL +10
FiendRod: HP +30, STR +6, WIL +6, PSY +6
ShadowDagger: HP +30, STR +6, QUI +6, PSY +6
KukriBlade: HP +25, STR +5, QUI +5
BroadSword: HP +35, STR +2
Knife: HP +20, STR +4, QUI +4, WIL +4
 
*******************************************************************************
 
Guns
 
SuperMissile: HP +225, STR +25, WIL +25
BigMissile: HP +150, STR +20, WIL +20
MissilePod: HP +90, STR +15, WIL +15
DOBBY Bazooka: HP +60, STR +8, WIL +8, VIT +8
HyperionBazooka: HP +250, WIL +40
HEAT Bazooka: HP +200, WIL +30
LightBazooka: HP +70, WIL +15
GhostCannon: HP +200, WIL +20, PSY +10
HG-Cannon: HP +350, QUI +30, WIL +30
GrainCannon: HP +150, QUI +10, WIL +30, VIT +10
IonCannon: HP +100, QUI +15, WIL +15
BoltThrower: HP +125, WIL +20, VIT +20
FlameThrower: HP +125, WIL +20, VIT +20
ThunderBolt: HP +125, WIL +20, VIT +20
MachineVulcan: HP +150, QUI +18, WIL +18, VIT +18
LightVulcan: HP +70, QUI +8, WIL +8, VIT +8
JunkBazooka: HP +20, STR +5, WIL +5
WaterCannon: HP +70, WIL +10, VIT +10
SonicCannon: HP +150, QUI +20, WIL +20
LightningCannon: HP +80, WIL +15, VIT +15
BeamCannon: HP +80, WIL +15, VIT +15
HyperBlaster: HP +175, QUI +25, WIL +25
LaserCarbine: HP +90, QUI +13, WIL +13
HandBlaster: HP +40, QUI +7, WIL +7
LightRifle: HP +150, QUI +30, WIL +30, PSY +30
LethalGun: HP +150, QUI +20, WIL +20, PSY +20
ZenGun: HP +150, QUI +20, WIL +20, PSY +20
LivingRifle: STR +13, QUI +13, INT +13, WIL +13, PSY +13, VIT +13, CHR +13
DuelGun: HP +50, QUI +20, WIL +20, VIT +20
Aguni-MBX: HP +100, QUI +16, WIL +16, VIT +16
BehemothRifle: HP +200, QUI +10, WILL +10, VIT +10
SniperRifle: HP +75, QUI +13 WIL +13
EagleGun: HP +75, QUI +13, WIL +13
TroopRifle: HP +50, QUI +10, WIL +10
KillerRifle: HP +50, QUI +10, WIL +25
Aguni-CP1: HP +50, QUI +10, WIL +10
EasyRifle: HP +25, QUI +5, WIL +5, VIT +5
Aguni-SSP: HP +25, QUI +5, WIL +5, VIT +5
 
*******************************************************************************
 
Memory Boards
 
SecretBoard: HP +100, QUI +20, INT +15, WIL +20
MemoryBoard: HP +100, QUI +20, INT +25
JunkParts: STR +3, QUI +3
NakajimaBoard2: HP +100, QUI +15, INT +15, WIL +15
NakajimaBoard: HP +50, QUI +30, INT +10
OctopusBoard: STR +25, QUI +25, INT +30, WIL +25
 
*******************************************************************************
 
Shields
 
WonderBangle: HP +100, QUI +20
DurahanShield: HP +100, STR +20, VIT +20
Mizukagami: HP +75, STR +15, VIT +15
DragonShield: HP +75, STR +15, VIT +15
GenbuShield: HP +75, STR +15, VIT +15
ExcelShield: HP +100, STR +20, VIT +20
ShellShield: HP +40, STR +8, VIT +8
Buckler: HP +20, STR +4, VIT +4
 
*******************************************************************************
 
Armor
 
As near as I can tell, defense values granted by the different armors is 
identical to that granted to all of the other classes.  If someone knows 
differently, please let me know so I may update.  Defense values are located in
the next section.
 
GoldenFleece: HP +50, PSY +10, CHR +10
MasterRobe: HP +20, VIT +4
HarmoniumArmor: HP +75, QUI +15, VIT +15
LivingArmor: HP +65, PSY +13, VIT +13
BoneBreast: HP +25, VIT +5
Protector: HP +25, VIT +5
BeastLeather: HP +5, VIT +1
PlutoArmor: HP +150, PSY +20, VIT +20
AngelArmor: HP +100, QUI +20, VIT +20
HyperScale: HP +75, VIT +15
CelestialLeather: HP +50, VIT +15
FireLeather: HP +40, VIT +8
ShadeRobe: HP +20
StardustRobe: HP +20
MoonlightRobe: HP +20
GlowRobe: HP +20
BlueElf: HP +100, INT +15, PSY +15
DarkRobe: HP +20
WarLordArmor: HP +100, STR +20, VIT +20
ElectroArmor: HP +75, QUI +15, VIT +15
ArmorVest: HP +65, VIT +5
HardLeather: HP +50, VIT +5
FiberVest: HP +35, VIT +7
GolemSuit: HP +200, STR +30
RubberSuit: HP +60, STR +12
SprigganSuit: HP +200, STR +25, QUI +25, INT +25
PoweredSuit: HP +100, STR +20, QUI +20
CyberSuit: HP +90, STR +18, QUI +18
JumpSuit: HP +75, STR +15, QUI +15
CombatSuit: HP +50, STR +10, QUI +10
 
*******************************************************************************
 
Shirts
 
PowerBelt: HP +5
HyperWear: HP +5
DefendWear: HP +5
BudoWear: HP +5
MagicWear: HP +5
SilkShirt: HP +5
CottonShirt: HP +5
 
*******************************************************************************
 
Hats
 
Magihat: HP +75, INT +15
EggHat: HP +50, INT +10, WIL +10
Infrascope: HP +100, WIL +20
MirrorGlass: HP +75, INT +25, WIL +25
LaserScope: HP +100, INT +20, WIL +20
FiberHood: HP +75, INT +15, WIL +15
YolkHat: HP +25, INT +1, WIL +1
JunkHelm: HP +25, INT +5, WIL +5
 
*******************************************************************************
 
Gloves
 
HarmoniumBangle: HP +100, STR +20
SH-Armlet: HP +150, STR +20, VIT +20
NornsBangle: HP +75, STR +15, PSY +15
OgreGlove: HP +100, STR +20, VIT +20
CyberGlove: HP +100, STR +20
ArmorGlove: HP +75, STR +15, VIT +15
ShellBracer: HP +50, STR +10, VIT +10
LeatherGlove: HP +10, STR +5
 
*******************************************************************************
 
Shoes
 
DanceShoes: HP +75, QUI +15
SH-Anklet: HP +150, QUI +20, VIT +20
Catsocks: HP +10, QUI +5
IronClogs: HP +100, VIT +20
FeatherBoots: HP +75, QUI +15, PSY +15
JetBoots: HP +75, QUI +15
RubberShoes: HP +50, QUI +10
LeatherBoots: HP +10, QUI +5
 
*******************************************************************************
 
Accessories
 
ThunderCharm: HP +5
SolGrail: HP +5
SleetCoin: HP +5
Bumper: HP +15, VIT +3
Magatama: HP +5
Junk: HP +5
Ring/LORD: PSY +10
Ring/FIGHTER: STR +10
Ring/HEALER: VIT +10
Ring/HERMIT: n/a
Ring/HERO: WIL +10
Ring/SCHEMER: INT +10
Ring/THIEF: QUI +10
Ring/MERCHANT: CHR +10
Ring/GUARDIAN: n/a
CharmNecklace: HP +5
SandVessel: HP +5
Tao-TiehPattern: HP +50, PSY +10
UnicornTear: PSY +1
KrisKnife: HP +25, PSY +5
PearlHeart: HP +5
PurpleEye: HP +50, PSY +10
SeaStone: HP +5
FeatherCharm: HP +5
WindShell: HP +5
EMES Tag: HP +50, VIT +10
HarmoniumEarring: HP +50, INT +10
BloodChalice: HP +5
BoltCrystal: HP +5
IceCrystal: HP +5
FireCrystal: HP +5
SteelAmulet: HP +25, STR +5, QUI +5, VIT +5
FlowerAmulet: HP +5
WingAmulet: HP +5
FangAmulet: HP +5
 
*******************************************************************************
 
Items
 
Cure: HP +5, CHR +1
PowerCure: HP +5, CHR +1
MaxCure: HP +5 CHR +1
AntiStone: HP +5, CHR +1
SnakeOil: HP +5, CHR +1
LifeCandy: HP +5, CHR +1
BackPack: HP +5, CHR +1
RepairKit: HP +5, CHR +1
RottenMeat: HP +5
FlashBomb: HP +5
MagicStone: HP +10, VIT +2
LuckyCoin: HP +5
UnluckyCoin: HP +5
StunNeedle: HP +5
 
*******************************************************************************
 
Armor Defense Values
 
-------------------------------------------------------------------------------
 
SL - Slashing
BL - Blunt
PR - Piercing
HE - Heat
CL - Cold
TH - Thunder
FR - Force
ST - Status  
 
Name            //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
CombatSuit      //15//10//15// 20// 20// 10// 10// 10//
RubberSuit      //22//22//22// 12// 12// 52// 12// 12//
JumpSuit        //25//15//25// 30// 30// 15// 15// 15//
GolemSuit       //25//25//25// 25// 25// 25// 25// 25//
CyberSuit       //36//36//36// 21// 36// 21// 21// 21//
PoweredSuit     //50//50//50// 50// 50// 30// 30// 30//
SprigganSuit    //55//55//55// 35// 35// 35// 35// 35//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //       
BeastLeather    // 6//12//12//  2//1 2//  2//  2//  2//
FiberVest       // 8// 8//12//  8//  8//  8//  8//  8//
DarkRobe        // 8// 8//26//  2//  8//  8// 26// 26//
ShadeRobe       // 9// 9// 9// 24// 24// 24// 24// 24//
MasterRobe      //10//10//10// 25// 25// 25// 25// 30//
Protector       //10//10//15//  5//  5//  5//  5//  5//
HardLeather     //12//16//22// 12// 12// 12// 12// 12//
BoneBreast      //13//13// 1// -7// 13// 13//  5//  5//
FireLeather     //16//16//16// 48// 16// 16// 16// 16//
StardustRobe    //16//16//26// 26// 26// 51// 26// 26//
MoonlightRobe   //17//17//27// 17// 62// 27// 27// 27//
ArmorVest       //18//22//60// 18// 18// 18// 18// 18//
GlowRobe        //18//18//28// 53// 18// 28// 28// 28//
BlueElf         //20//20//20// 25// 25// 25// 25// 20//Immunity to Water
CelestialLeather//24//34//34// 34// 34// 34// 24// 24//
HarmoniumArmor  //24//24//24// 20// 20// 24// 40// 40//Immunity to Sonic
ElectroArmor    //25//25//33// 35// 35// 35// 35// 25//
LivingArmor     //26//26//26// 26// 26// 26// 26// 26//
AngelArmor      //27//27//27// 17// 17// 17// 17// 17//Immunity to Ground
GoldenFleece    //28//28//28// 38// 38// 38// 38// 43//
HyperScale      //30//20//30// 20// 10// 20// 20// 20//
WarLordArmor    //32//32//42// 32// 32// 32// 32// 32//
PlutoArmor      //35//35//35// 35// 35// 35// 35// 35//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
PowerBelt       // 1// 1// 1//  6//  6//  6//  1// 21//
CottonShirt     // 3// 7// 3//  3//  3//  3//  3//  3//
SilkShirt       // 3// 3// 3//  3// 11//  3//  3//  3//
MagicWear       // 4// 4// 4// 14// 14// 14//  4//  4//
BudoWear        // 7//12// 7//  7//  7//  7//  7//  7//
DefendWear      // 8// 8// 8// 18// 18// 18//  8//  8//
HyperWear       //10//10//10// 10// 10// 10// 15// 15//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
JunkHelm        // 4// 6// 6//  4//  1//  1//  1//  1//
YolkHat         // 5// 5// 5//  2// 10//  2//  2//  2//
EggHat          // 5// 5// 5// 10//  5//  5// 10// 10//
FiberHood       // 6// 6// 6//  2//  2//  2//  2//  2//
Infrascope      // 6// 6// 6//  2//  2//  2//  2//  2//
MagiHat         // 6// 6// 6// 16// 16// 16// 16//  6//
LaserScope      // 7// 7// 7//  3//  3//  3//  3//  3//
MirrorGlass     // 8// 8// 8//  4//  4//  4//  4//  4//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
LeatherGlove    // 4// 4// 4//  4//  2//  2//  2//  2//
OgreGlove       // 5// 5// 5//  2//  2//  2//  2//  2//
ShellBracer     // 6// 6// 6//  3//  3//  3//  3//  3//
HarmoniumBangle // 7// 7// 7// 27// 27// 27// 27//  7//Immunity to Sonic
ArmorGlove      // 8//12//12//  5//  5//  5//  5//  5//
CyberGlove      // 9// 9// 9//  9//  9//  4//  9//  4//
SH-Armlet       //10//10//10// 10// 10//-10// 10// 10//
NornsBangle     // 7// 7// 7//  4//  4//  4//  4//  4//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
LeatherBoots    // 3// 3// 3//  3//  1//  1//  1//  1//
RubberShoes     // 5// 5// 5//  5//  5// 25//  2//  2//
DanceShoes      // 4// 4// 4// 14// 14// 14// 14//  4//
Catsocks        // 6// 6// 6//  6//  6//  6//  6// 21//
FeatherBoots    // 7// 7// 7//  2//  2//  2// 12// 12//
JetBoots        // 7// 7// 7//  7//  7//  2//  7//  7//Immunity to Ground
IronClogs       // 8// 8// 8//  8//  8//  0//  8//  8//
SH-Anklet       //10//10//10// 10// 10//-10// 10// 10//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
FeatherCharm    // 1// 1//11//  1//  1//  1// 11// 11//
FangAmulet      // 1// 1// 1//  6//  6//  6//  1//  6//
WingAmulet      // 1// 1// 1//  6//  6//  6//  1//  6//
FlowerAmulet    // 1// 1// 1//  6//  6//  6//  1//  6//
SteelAmulet     // 1// 1// 1//  1//  1//  1//  1//  6//
KrisKnife       // 3// 3// 3// 13// 13// 13// 13// 43//
BrokenBumper    // 1// 1// 1//  1//  1//  1//  1// 11//
Junk            // 2// 2// 2//  2//  2//  2//  2// 12//
Bumper          // 3// 3// 3//  3//  3//  3//  3//  3//
WindShell       // 5// 5//15//  5//  5// 15// 25// 25//
CharmNecklace   // 1// 1// 1// 11// 11// 11// 11// 11//
Magatama        // 1// 1// 1// 11// 11// 11// 11// 11//
FireCrystal     // 1// 1// 1// 25//  1//  1//  1//  1//
SolGrail        // 1// 1// 1//100//  1//  1//  1// 11//
IceCrystal      // 1// 1// 1//  1// 25//  1//  1//  1//
SleetCoin       // 1// 1// 1//  1//100//  1//  1// 11//
BoltCrystal     // 1// 1// 1//  1//  1// 25//  1//  1//
ThunderCharm    // 1// 1// 1//  1//  1//  1//100// 11//
PearlHeart      // 2// 2// 2//  2//  7// -3//  2//  2//Immunity to Water
SeaStone        // 3// 3// 3// 23// 23//  3// 23// 23//Immunity to Water
HarmoniumEarring// 1// 1// 1// 11// 11// 11// 11// 21//Immunity to Sonic
PurpleEye       // 4// 4// 4//  4//  4//  4//  4// 14//Immunity to Gaze
BloodChalice    // 1// 1// 1//-15//  1//  1//-15//-15//
SandVessel      // 2// 2// 2//  2//  2//  2// 18// 18//
EMES Tag        // 5// 5// 5//  5//  5//  5// 15// 15//
UnicornTear     // 1// 1// 1//  1//  1//  1//  1//  1//
Tao-Tieh Pattern// 3// 3// 3//  3//  3//  3// 23// 23//
RING/Guardian   // 1// 1// 1//  1//  1//  1//  1// 31//
RING/Merchant   // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Thief      // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Lord       // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Hero       // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Hermit     // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Healer     // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Fighter    // 1// 1// 1//  1//  1//  1//  1// 11//
RING/Schemer    // 1// 1// 1//  1//  1//  1//  1// 11//
                //  //  //  //   //   //   //   //   //
                //SL//BL//PR// HE// CL// TH// FR// ST//
                //  //  //  //   //   //   //   //   //
MecBody         //10//10//15// 10// 10//  5//  5//   //
MiniPlant       //10//10//15// 10// 10//  5//  5//   //
Accelerator     //10//10//15// 10// 10//  5//  5//   //
ECM System      //10//10//15// 10// 10//  5//  5//   //
FortBody        //20//20//30// 20// 20//  5//  5//   //
 
I would love to get the Status defense rating for the Mec-only armors.  I would
     imagine they are either 0 or 100.  Mecs are immune to status effects, save
     for a few special circumstances.  Is that just a property of the Mec
     class, or is it because their armor maxes Status defense out?
 
*******************************************************************************
Back to the Table of Contents
5.00 Suggested Setups
 
Mec equipment philosophies
 
There are three basic setups for Mec characters; heavy offense, heavy defense,
     and balanced.  Because of this, T260's Type 1 body is often considered
     the best form: it has the most flexibility, and can do almost anything
     you might want to do with it, despite having the lowest base stats.
 
If you want to set your mec up offensively, I recommend focusing on either
     Swords-based, Laser-based, or Missile-based.  These are the weapon sets
     that have special skills to go with them.  Swords have PluralSlash, Lasers
     have Magnify, and Missiles have Shoot-All.  Because of this, some mecs
     seem to be better suited for certain setups; if the mec you are using can
     only use one of those skills, your choice is already partly made.
 
In T260's quest, it is theoretically possible for it to learn every skill, save
     RangeFire and Crosshair.  HammerCrash can only be used while in Body 7.  
     SatelliteLinker can only be used in Body 2.  EnergySupply, while not an
     attack skill, can only be used by Bodies 4 and 6.  
 
The following are some excellent mec setups, crafted by Squidhead of the
     GameFAQs SaGa Frontier message board.
 
*****TYPE1*********************************************************************
Characters: T260, T260G
Comments: 7 empty equipment slots make this a very versatile type. The other 
side of this coin is that it lacks specialized equipment and skills. The Red 
Mage of Mecs, if you will.
T260G gets 28 int for free from Leonard in its own quest, in all others it is 
"unchipped" and lacks this upgrade. T260G can only get Shoot-All in its own 
quest, too.
 
-------------------------------------------------------------------------------
 
-Melee Tank-
Equipment:
Lordstar
SuperMissile
OctopusBoard
ExcelShield
MirrorGlass
ElectroArmor
ElectroArmor
(MecBody)
 
Stats:
HP 925
STR 5+90
QUI 5+95 c
INT 32+30, 5+30 unchipped
WIL 5+90
PSY 5
VIT 5+70
CHA 5
DEF 60
Skill slots: 5 (4 unchipped)
Recommended skills:
SelfRepair
PluralSlash
DragonProgram
CombatMastery
Evasion Bullet
 
Comments: Rock solid, tons of strength, what's not to like? You may wish to 
ditch Evasion Bullet for MaxwellProgram, but with 50 WP, T260 probably won't 
need it.
 
-------------------------------------------------------------------------------
 
-Gun Tank-
equipment:
HyperionBazooka
HG-Cannon
LethalGun
ExcelShield
OctopusBoard
ElectroArmor
ElectroArmor
(MecBody)
 
Stats:
HP 999
STR 5+45
QUI 5+99 c
INT 32+30 (5+30 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+70
CHA 5
DEF 60
Skill slots: 5 (4 unchipped)
Recommended skills:
SelfRepair
ShootingMastery
Magnify
DragonProgram
MaxwellProgram
Evasion Bullet
 
Comments:
Don't forget to Magnify the HG-Cannon when it's down to one bullet. Overall I 
prefer the melee tank.
 
-------------------------------------------------------------------------------
 
Psytank
Equipment:
JackalSword
GhostCannon
AGUNI-SSP
ShellShield
JumpSuit
JetBoots
MemoryBoard
(MecBody)
 
Stats:
HP 615
STR 5+39
QUI 5+40
INT 32+25 (5+25 unchipped)
PSY 5+26
VIT 5+38
CHA 5
DEF 53
Skill slots: 5 (4 unchipped)
Recommended skills:
PluralSlash
Jammer
HypnoFlash
MaxwellProgram
 
Comments: Made of items from Shingrow and Owmi, this setup is useful early in 
the game, when equipment is scarce and magic is dangerous. If you're lucky 
enough to get Evasion Laser early in the game, I'd recommend that instead of 
MaxwellProgram.
 
-------------------------------------------------------------------------------
 
-Healer-
Equipment:
Backpack
HG-Cannon
Lordstar
OctopusBoard
ExcelShield
ArmorGlove
ElectroArmor
(MecBody)
 
Stats:
HP 805
STR 5+80
QUI 5+90
INT 32+30 (5+30 unchipped)
WIL 5+75
PSY 5
VIT 5+50
CHA 5+1
DEF 43
Skill slots: 5 (4 unchipped)
Recommended skills:
ShootingMastery
SelfRepair
Jammer
DragonProgram
Evasion Bullet
Evasion Rocket
 
Comments: BraveHeart will improve both items and attacks, and with all those 
empty equipment slots, you might as well have it. If DragonProgram isn't 
avaialable, use LogicBomb or Evasion Laser.
 
-------------------------------------------------------------------------------
 
-Weaponsmaster-
Equipment:
HG-Cannon
Lordstar
OctopusBoard
ExcelShield
ArmorGlove
ElectroArmor
MirrorGlass
(MecBody)
 
Stats:
 
STR 5+80
QUI 5+90
INT 32+55 (5+55 unchipped)
WIL 5+99
5 PSY
VIT 5+50
CHA 5
DEF 51
Skill slots: 7 (5 unchipped)
Recommended skills:
ShootingMastery
CombatMastery
PluralSlash
Magnify
DragonProgram
MaxwellProgram
Jammer
 
Comments: A jack of all trades and a master of disaster. If DragonProgram is 
not available, you may want to switch it for MecSonata or LogicBomb.
 
-------------------------------------------------------------------------------
 
-Swordsman-
Equipment:
CometBlade
Lordstar
ExcelShield
PoweredSuit
MirrorGlass
MirrorGlass
ArmorGlove
(MecBody)
 
Stats: HP 999
STR 5+99 (c)
QUI 5+65
INT 32+50 (5+50 unchipped)
WIL 5+70
PSY 5
VIT 5+35
CHA 5
DEF 84
Skill slots: 7 (5 unchipped)
Recommended skills:
CombatMastery
PluralSlash
SelfRepair
MaxwellProgram
LogicBomb
Evasion Rocket
Evasion Laser
 
Comments:  Though it has less VIT than the tank setup, the extra DEF and 
evasions should keep it alive so long as it's not the leader.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
HyperionBazooka
SuperMissile
HG-Cannon
MemoryBoard
MemoryBoard
ExcelShield
ElectroArmor
(MecBody)
 
Stats:
HP 999
STR 5+45
QUI 5+85
INT 32+50 (5+50 unchipped)
WIL 5+95 (c)
PSY 5
VIT 5+35
CHA 5
DEF 35
Skill slots: 7 (5 unchipped)
Recommended skills:
ShootingMastery
Magnify
Jammer
LogicBomb
Evasion Bullet
Evasion Rocket
MecSonata
 
Comments: Quick, lots of skills, and deadly. Can't take too many hits, though.
 
-------------------------------------------------------------------------------
 
-Shoot-All Superstar-
*WARNING: this setup is only available during T260G's quest, as TYPE1 cannot 
normally learn Shoot-All.
 
Equipment:
SecretBoard
HG-Cannon
HyperionBazooka
SuperMissile
SuperMissile
MachineVulcan
ExcelShield
(MecBody)
 
Stats:
HP 999
STR 5+70
QUI 5+68
INT 32+15 (5+15 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+38
CHA 5
DEF 10
Skill slots: 4 (3 unchipped)
Recommended skills:
Shoot-All
Virus
Evasion Bullet
MecSonata
 
Comments: This far exceeds the 99 WIL cap, so just throw in some of your 
favorite vulcans and rockets and enjoy the madness. You should probably keep 
one extra weapon to use after you've Blown Your Wad, though.
 
*****TYPE2*********************************************************************
Characters: Rabbit, T260G
Comments: Very quick and intelligent, can make the party immune to mortars, and 
SatelliteLinker destroys bosses. Unfortunately, it cannot get PluralSlash 
outside of T260G's quest. All in all a handy form, albeit not very versatile.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
HG-Cannon
(LaserCannon)
LethalGun
SecretBoard
(BitSystem)
(ECM System)
MirrorGlass
ElectroArmor
 
Stats (Rabbit, unchipped T260G):
HP 750
STR 5
QUI 5+99 (c)
INT 5+60
WIL 5+99 (c)
PSY 5+5
VIT 5+40
CHA 5+15
DEF 43
Skill slots: 6
Recommended skills:
ShootingMastery
SatelliteLinker
Magnify
MecSonata
MaxwellProgram
LogicBomb
 
Stats (chipped T260G):
HP 750
STR 5
QUI 5+99 (c)
INT 32+60
WIL 5+99 (c)
PSY 5+5
VIT 5+40
CHA 5+15
DEF 43
Skill slots: 7
Recommended skills:
SatelliteLinker
Magnify
MecSonata
Virus
HypnoFlash
MaxwellProgram
SelfRepair
 
Comments: So strong it's scary. Between Virus and an extra skill slot, T260G 
gets some real extra mileage out of this body.
 
-------------------------------------------------------------------------------
 
-Healer-
Equipment:
Backpack
Lordstar
HG-Cannon
(LaserCannon)
(BitSystem)
(ECM System)
MirrorGlass
PoweredSuit
 
Stats (Rabbit, unchipped T260G):
HP 905
STR 5+40
QUI 5+85
INT 5+45
WIL 5+80
PSY 5+5
VIT 5+5
CHA 5+16
DEF 68
Skill slots: 5
Recommended skills:
SatelliteLinker
Magnify
ShootingMastery
SelfRepair
LogicBomb
 
Stats (chipped T260G):
HP 905
STR 5+40
QUI 5+85
INT 32+45
WIL 5+80
PSY 5+5
VIT 5+5
CHA 5+16
DEF 68
Skill slots: 6
Recommended skills:
SatelliteLinker
Magnify
ShootingMastery
SelfRepair
LogicBomb
HypnoFlash
 
Comments: With only 10 VIT, keep this puppy in the back. 90 QUI will make 
LogicBomb, HypnoFlash and the Backpack very effective.
 
-------------------------------------------------------------------------------
 
-Weaponsmaster Tank-
Equipment:
HyperionBazooka
(LaserCannon)
LethalGun
OctopusBoard
(BitSystem)
(ECM System)
ExcelShield
PoweredSuit
 
Stats (Rabbit, unchipped T260G):
HP 700
STR 6+65
QUI 5+80
INT 5+50
WIL 5+90
PSY 5+5
VIT 5+45
CHA 5+15
DEF 60
Skill slots: 5
Recommended skills:
ShootingMastery
SatelliteLinker
LogicBomb
DragonProgram
TigerProgram
 
Stats (chipped T260G):
HP 700
STR 5+65
QUI 5+80
INT 32+50
WIL 5+90
PSY 5+5
VIT 5+45
CHA 5+15
DEF 60
Skill slots: 7
Recommended skills:
ShootingMastery
SatelliteLinker
DragonProgram
TigerProgram
SelfRepair
Magnify
LogicBomb
 
Comments: In both quests where a TYPE2 Mec is available, so are Tiger and 
Dragon Programs. TigerRampage with 70 STR does mighty fine damage and combos 
well. LogicBomb takes advantage of this setup's 85 QUI.
 
*****TYPE3*********************************************************************
Characters: ZEKE, T260G
Comments: Quick and surprisingly versatile, this little aeroplane is easily my 
favorite type. Pity you can only get it in one quest. The Accelerator can raise
its QUI above 99, but there's no point to doing so.
 
-------------------------------------------------------------------------------
 
-Shoot-All Superstar-
Equipment: 
HyperionBazooka
SecretBoard
LethalGun
MachineVulcan
(RailCannon)
ExcelShield
(Accelerator)
(AT Missile)
 
Stats (ZEKE, unchipped T260G):
HP 850
STR 5+30
QUI 5+99 (c)
INT 5+25
WIL 5+99 (c)
PSY 5
VIT 5+58
CHA 5
DEF 10
Skill slots: 3
Recommended skills:
Shoot-All
Virus
MaxwellProgram
 
Stats (chipped T260G):
HP 850
QUI 5+99 (c)
INT 32+25
WIL 5+99 (c)
PSY 5
VIT 5+58
CHA 5
DEF 10
Skill slots: 5
Recommended skills:
Shoot-all
Virus
InterceptSystem
MaxwellProgram
MecSonata
 
Comments: Nothing subtle about this one. After you Blow your Wad, your TYPE3 
will do decent damage with the LethalGun, but is better off with 99 QUI and 
LogicBomb against Mecs. If you choose not to use Shoot-All in some battles, 
MaxwellProgram will let you fire the RailCannon free of charge.
 
-------------------------------------------------------------------------------
 
-Melee Tank-
Equipment:
CometBlade
(RailCannon)
(Accelerator)
ExcelShield
ArmorGlove
ElectroArmor
OctopusBoard
(AT Missile)
 
Stats (ZEKE, unchipped T260G):
HP 600
STR 5+95 (c)
QUI 5+99 (c)
INT 5+40
WIL 5+35
PSY 5
VIT 5+50
CHA 5
DEF 43
Skill slots: 4
Recommended skills:
CombatMastery
PluralSlash
InterceptSystem
SelfRepair
 
Stats (chipped T260G):
HP 600
STR 5+95 (c)
QUI 5+99 (c)
INT 32+40
WIL 5+35
PSY 5
VIT 5+50
CHA 5
DEF 43
Skill slots: 6
Recommended skills:
CombatMastery
PluralSlash
InterceptSystem
SelfRepair
LogicBomb
 
Comments:
Why bother with evades when you can PluralSlash at the start of a turn? For 
more DEF at the cost of STR, you can trade the ArmorGlove for another 
ElectroArmor.
 
-------------------------------------------------------------------------------
 
-Healer-
Equipment:
(Accelerator)
Backpack
Lordstar
SecretBoard
(RailCannon)
ExcelShield
ArmorGlove
(AT Missile)
 
Stats (ZEKE, unchipped T260G):
HP 580
STR 5+65
QUI 5+85
INT 5+25
WIL 5+50
PSY 5
VIT 5+35
CHA 5+1
DEF 18
Skill slots: 3
Recommended skills:
PluralSlash
Virus
InterceptSystem
 
Stats (chipped T260G):
STR 5+65
QUI 5+85
INT 32+25
WIL 5+50
PSY 5
VIT 5+35
CHA 5+1
DEF 18
Skill slots: 5
Recommended skills:
PluralSlash
Virus
InterceptSystem
HypnoFlash
Evasion Bullet
 
Comments: On the upside, it's quick; on the downside, it's fragile. If you have
a Deflecting human in the party, you may want to trade InterceptSystem for 
Evasion Laser.
 
-------------------------------------------------------------------------------
 
-Swordsman-
Equipment:
Lordstar
SuperMissile
Octopusboard
ExcelShield
ElectroArmor
(RailCannon)
(Accelerator)
(AT Missile)
 
Stats (ZEKE, unchipped T260G):
HP 700
STR 5+99 (c)
QUI 5+99 (c)
INT 5+40
WIL 5+80
PSY 5
VIT 5+35
CHA 5
DEF 35
Skill slots: 4
Recommended skills:
CombatMastery
PluralSlash
InterceptSystem
Jammer
 
Stats (chipped T260G):
HP 700
STR 5+99 (c)
QUI 5+99 (c)
INT 32+40
WIL 5+80
PSY 5
VIT 5+35
CHA 5
DEF 35
Skill slots: 6
Recommended skills:
CombatMastery
PluralSlash
InterceptSystem
Jammer
Shoot-All
DragonProgram
 
Comments: Planes using swords? Why, it's just crazy enough to work! Shoot-All 
is a good way for T260G to put the RailCannon and AT Missile to work.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
HyperionBazooka
HG-Cannon
(RailCannon)
ExcelShield
MirrorGlass
ElectroArmor
(AT Missile)
(Accelerator)
 
Stats (ZEKE, unchipped T260G):
HP 850
STR 5+30
QUI 5+90
INT 5+35
WIL 5+99 (c)
PSY 5
VIT 5+35
CHA 5
DEF 43
Skill slots: 4
Recommended skills:
ShootingMastery
Magnify
InterceptSystem
LogicBomb
 
Stats (chipped T260G):
HP 850
STR 5+30
QUI 5+90
INT 32+35
WIL 5+99 (c)
PSY 5
VIT 5+35
CHA 5
DEF 43
Skill slots: 6
Recommended skills:
ShootingMastery
Magnify
InterceptSystem
LogicBomb
Jammer
HypnoFlash
 
Comments: It's very difficult to not max out this setup's WIL, so if you want a
smarter or tougher Mec just trade one of the guns for a board or armor. The 
RailCannon is very reasonable for a piece of stock equipment.
 
*****TYPE4*********************************************************************
Characters: BJ&K, T260G
Comments: MediPack? Check. Free INT and WIL boosts? Check. Pediatrician's 
mirror and rubber glove? Check, check. PluralSlash? Uh-oh.  Less versatile than
other forms, but capable of keeping your friends alive and your foes dead.
 
-------------------------------------------------------------------------------
 
-Melee Tank-
Equipment:
HG-Cannon
(LaserCannon)
OctopusBoard
Lordstar
(MediPack)
ExcelShield
PoweredSuit
(MecBody)
 
Stats (BJ&K, unchipped T260G):
HP 650
STR 5+85
QUI 5+85
INT 5+60
WIL 5+90
PSY 5
VIT 5+45
CHA 5+5
DEF 60
Skill slots: 6
Recommended skills:
CombatMastery
TigerProgram
SelfRepair
Evasion Bullet
Evasion Laser
DragonProgram
 
Stats (chipped T260G):
HP 650
STR 5+85
QUI 5+35
INT 32+60
WIL 5+90
PSY 5
VIT 5+45
CHA 5+5
DEF 60
Skill slots: 7
Recommended skills:
CombatMastery
TigerProgram
SelfRepair
Evasion Bullet
Evasion Laser
DragonProgram
LogicBomb
 
Comments: You could also use this setup as an unusually tough Swordsman. HP are
on the lowish side, but 50 VIT, 60 DEF and a shield make up for it. Did you 
know BraveHeart empowers the Medipack? It sure does.
T260G may opt to replace TigerProgram with PluralSlash.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
HyperionBazooka
HG-Cannon
(LaserCannon)
SecretBoard
MemoryBoard
(MediPack)
ElectroArmor
(MecBody)
 
Stats (BJ&K, unchipped T260G):
HP 875
STR 5
QUI 5+85
INT 5+70
WIL 5+99 (c)
PSY 5
VIT 5+20
CHA 5+5
DEF 35
Skill slots: 6
Recommended skills:
ShootingMastery
Magnify
MaxwellProgram
Jammer
LogicBomb
MecSonata
 
Stats (chipped T260G):
HP 875
STR 5
QUI 5+85
INT 32+70 (c)
WIL 5+99 (c)
PSY 5
VIT 5+20
CHA 5+5
DEF 35
Skill slots: 8
Recommended skills:
Magnify
MaxwellProgram
Virus
SelfRepair
MecSonata
Evasion Bullet
Evasion Rocket
Evasion Laser
 
Comments: Keep this one off the front lines.
 
-------------------------------------------------------------------------------
 
-Healer-
Equipment:
(MediPack)
Backpack
Lordstar
OctopusBoard
HG-Cannon
(LaserCannon)
PoweredSuit
ArmorGlove
(MecBody)
 
Stats (BJ&K, unchipped T260G):
HP 655
STR 5+65
QUI 5+95 (c)
INT 5+60
WIL 5+99 (c)
PSY 5
VIT 5+5
CHA 5+6
DEF 60
Skill slots: 6
Recommended skills:
TigerProgram
Magnify
DragonProgram
LogicBomb
Evasion Laser
SelfRepair
 
Stats (chipped T260G):
HP 655
STR 5+65
QUI 5+95 (c)
INT 32+60
WIL 5+99 (c)
PSY 5
VIT 5+5
CHA 5+6
DEF 60
Skill slots: 7
Recommended skills:
ShootingMastery
TigerProgram
Magnify
DragonProgram
LogicBomb
Evasion Laser
SelfRepair
 
Comments: Argh, 655 HP, 10 VIT! Let this one hide behind tougher allies.
The Backpack is kinda redundant with the MediPack, but BraveHeart will let this
setup toss around empowered RepairKits and LuckyCoins. There's better uses 
TYPE4, really.
 
*****TYPE5*********************************************************************
Characters: PzkwV, T260G
Comments: Perhaps the least versatile of all the Mec types, but what it can do,
it does very well! There is a slight discrepency between PzkwV's and T260G's 
stats in this body.
 
-Gun Tank-
Equipment:
HyperionBazooka
(RailCannon)
(FortBody)
(MicroMissile)
ExcelShield
OctopusBoard
PoweredSuit
(AT Missile)
 
Stats (PzkwV):
HP 700
STR 10+65
QUI 5+45
INT 5+30
WIL 35+65 (c)
VIT 30+20
CHA 10
DEF 70
Skill slots: 4
Recommended skills:
ShootingMastery
InterceptSystem
SelfRepair
Evasion Bullet
 
Stats (chipped T260G):
HP 675
STR 5+70
QUI 5+45
INT 32+30 (5+30 unchipped)
WIL 5+95 (c)
PSY 5
VIT 5+45
CHA 5+5
DEF 70
Skill slots: 5 (4 unchipped)
Recommended skills:
ShootingMastery
InterceptSystem
SelfRepair
Evasion Bullet
Evasion Rocket
 
Comments: Damn that AT Missile, that equipment slot is just begging for a 
MirrorGlass. As it stands, though, the OctopusBoard is the only way that a 
single item can get PzkwV four skill slots. 50 VIT, 70 DEF, and a shield will 
keep this tank on its four rather imposing feet.
 
-------------------------------------------------------------------------------
 
-Shoot-All Superstar-
Equipment:
SecretBoard
(FortBody)
HG-Cannon
HyperionBazooka
SuperMissile
(RailCannon)
(MicroMissile)
(AT Missile)
 
Stats (PzkwV):
HP 999
STR 10+25
QUI 5+50
INT 5+15
WIL 35+99 (c)
PSY 1
VIT 30
CHA 10
DEF 20
Skill slots: 3
Recommended skills:
Shoot-All
Virus
MaxwellProgram
  
Stats (chipped T260G):
HP 999
STR 5+30
QUI 5+50
INT 32+15 (5+15 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+25
CHA 5+5
DEF 20
Skill slots: 4 (3 unchipped)
Recommended skills:
Shoot-All
Virus
MaxwellProgram
Evasion Bullet
 
Comments: Now this is where TYPE5 shines. After Blowing Your Wad, attack with 
the Graviton, the HG-Cannon, and LogicBomb, all of which are mitigated by 
MaxwellProgram. For longer fights, you may want gain some extra turns by firing
the HyperionBazooka and SuperMissile before using Shoot-All. I've only had this
setup run out of weapons when fighting EarthDragon, though.
 
*****TYPE6*********************************************************************
Characters: EngineerCar, Leonard, T260G
Comments: Easily the most versatile body next to TYPE1. This type gets it all:
free INT, the RepairPack, PopKnight, Shoot-All, PluralSlash, my everlasting 
love. Leonard has less WIL than EngineerCar, but more INT.
 
-------------------------------------------------------------------------------
 
-Melee Tank-
Equipment:
(RepairPack)
Lordstar
OctopusBoard
LethalGun
ExcelShield
PoweredSuit
(Mini Plant)
(Machine Vulcan/BeamSword)
 
Stats (EngineerCar):
HP 670
STR 15+85 (c)
QUI 5+85
INT 25+30
WIL 35+65 (c)
PSY 5
VIT 15+40
CHA 5
DEF 60
Skill slots: 5
Recommended skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Laser
 
Stats (Leonard):
HP 675
STR 15+85 (c)
QUI 10+85
INT 45+30
WIL 5+65
PSY 5
VIT 10+40
CHA 10
DEF 60
Skill slots: 6
Recommended skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Laser
Pop-Knight
 
Stats (chipped T260G):
HP 700
STR 5+95 (c)
QUI 5+85
INT 32+50 (5+50 unchipped)
PSY 5
VIT 5+50
CHA 5
DEF 60
Skill slots: 7
Recommended skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Laser
Evasion Rocket
Pop-Knight
 
Comments: HP could be better, but Evasion Laser and some good armor will keep 
this setup on its feet. Er, treads. Poor ol' EngineerCar may want to trade one 
of the bottom two skills on its list for Pop-Knight, an excellent group attack.
 
-------------------------------------------------------------------------------
 
-Gun Tank-
Equipment:
(RepairPack)
HG-Cannon
LethalGun
ExcelShield
MirrorGlass
ElectroArmor
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 770
STR 15+20
QUI 5+65
INT 25+25
WIL 35+75 (c)
PSY 5
VIT 15+55
CHA 5
DEF 43
Skill slots: 5
Recommended skills:
Magnify
ShootingMastery
EnergySupply
SelfRepair
Evasion Bullet
 
Stats (Leonard):
HP 775
STR 15+20
QUI 10+65
INT 45+25
WIL 5+75
PSY 5
VIT 10+55
CHA 5
DEF 43
Skill slots: 6
Recommended Skills:
Magnify
ShootingMastery
EnergySupply
SelfRepair
Evasion Bullet
Pop-Knight
 
Stats (chipped T260G):
HP 800
STR 5+30
QUI 5+65
INT 32+45 (5+45 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+65
CHA 5
DEF 43
Skill slots: 6 (5 unchipped)
Recommended skills:
Magnify
ShootingMastery
EnergySupply
SelfRepair
Evasion Bullet
Pop-Knight
 
Comments: This build trades a some of the Melee Tank's defense for some extra 
HP, so Evasion Bullet is probably a safer bet than Evasion Laser. Again, 
EngineerCar may want to trade a skill for Pop-Knight.
 
-------------------------------------------------------------------------------
 
-Swordsman-
Equipment:
(RepairPack)
CometBlade
ExcelShield
OctopusBoard
PoweredSuit
MirrorGlass
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 645
STR 15+90 (c)
QUI 5+70
INT 25+55
WIL 35+50
PSY 5
VIT 15+20
CHA 5
DEF 68
Skill slots: 7
Recommended Skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Rocket
Jammer
HypnoFlash
 
Stats (Leonard):
HP 650
STR 15+90 (c)
QUI 10+70
INT 45+55 (c)
WIL 5+50
PSY 5
VIT 10+20
CHA 10
DEF 68
Skill slots: 8
Recommended skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Rocket
LogicBomb
HypnoFlash
Jammer
 
Stats (chipped T260G):
HP 675
STR 5+99 (c)
QUI 5+70
INT 32+75 (c) (5+75 unchipped)
WIL 5+80
PSY 5
VIT 5+30
CHA 5
DEF 68
Skill slots: 8 (6 unchipped)
Recommended skills:
PluralSlash
EnergySupply
CombatMastery
SelfRepair
Evasion Rocket
LogicBomb
HypnoFlash
Jammer
 
Comments: I like how two of the TYPE6s get maxed INT. Replacing HypnoFlash with
Shoot-All is as good a use as any for that obligatory MachineVulcan.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
(RepairPack)
HyperionBazooka
HG-Cannon
SecretBoard
ElectroArmor
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 895
STR 15
QUI 5+85
INT 25+40
WIL 35+90 (c)
PSY 5
VIT 15+15
CHA 5
DEF 35
Skill slots: 6
Recommended skills:
Magnify
EnergySupply
ShootingMastery
LogicBomb
Pop-Knight
Evasion Rocket
 
Stats (Leonard):
HP 900
STR 15
QUI 10+85
INT 45+40
WIL 5+90
PSY 5
VIT 10+15
CHA 10
DEF 35
Skill slots: 7
Recommended skills:
Magnify
EnergySupply
Virus
Pop-Knight
Evasion Rocket
Evasion Bullet
HypnoFlash
 
Stats (chipped T260G):
HP 925
QUI 5+85
INT 32+60 (5+60 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+25
CHA 5
DEF 35
Skill slots: 7 (6 unchipped)
Recommended skills:
Magnify
EnergySupply
Virus
Pop-Knight
Evasion Rocket
Evasion Bullet
HypnoFlash
 
Comments: Plenty of HP, maxed WIL, and high QUI guarantee a gun-slingin' good 
time. Virus can also be used to get EngineerCar two attacks for the price of 
one, but it's only available in T260G's quest.
 
-------------------------------------------------------------------------------
 
-Weaponsmaster-
Equipment:
(RepairPack)
Lordstar
HG-Cannon
ArmorGlove
MemoryBoard
OctopusBoard
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 745
STR 15+60
QUI 5+95 (c)
INT 25+55
WIL 35+75 (c)
PSY 5
VIT 15+15
CHA 5
DEF 18
Skill slots: 7
Recommended skills:
CombatMastery
ShootingMastery
EnergySupply
PluralSlash
Magnify
Pop-Knight
Jammer
 
Stats (Leonard):
HP 750
STR 15+60
QUI 10+95 (c)
INT 45+55 (c)
WIL 5+75
PSY 5
VIT 10+15
CHA 10
DEF 18
Skill slots: 8
Recommended skills:
CombatMastery
ShootingMastery
EnergySupply
PluralSlash
Magnify
Pop-Knight
Jammer
Evasion Bullet
 
Stats (chipped T260G):
HP 775
STR 5+70
QUI 5+95 (c)
INT 32+75 (c) (5+75 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+25
CHA 5
DEF 20
Skill slots: 8 (7 unchipped)
Recommended skills:
CombatMastery
ShootingMastery
EnergySupply
PluralSlash
Magnify
Pop-Knight
Jammer
Evasion Bullet
 
Comments: Nothing fancy about this one, just damage, and lots of it. It's a 
little on the fragile side, though, so keep it off the front lines.
 
-------------------------------------------------------------------------------
 
-Healer-
Equipment:
(RepairPack)
Backpack
Lordstar
SecretBoard
OctopusBoard
PoweredSuit
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 525
STR 15+65
QUI 5+85
INT 25+45
WIL 35+65 (c)
PSY 5
VIT 15
CHA 5+1
DEF 60
Skill slots: 6
Recommended skills:
EnergySupply
PluralSlash
CombatMastery
Jammer
Evasion Laser
Evasion Bullet
 
Stats (Leonard):
HP 530
STR 15+65
QUI 10+85
INT 45+45
WIL 5+65
PSY 5
VIT 10
CHA 10+1
DEF 60
Skill slots: 7
Recommended skills:
EnergySupply
PluralSlash
Virus
HypnoFlash
Evasion Laser
Evasion Bullet
Pop-Knight
 
Stats (chipped T260G):
HP 555
STR 5+75
QUI 5+85
INT 32+65 (5+65 unchipped)
WIL 5+95 (c)
PSY 5
VIT 5+10
CHA 5+1
DEF 60
Skill slots: 8 (6 unchipped)
Recommended skills:
EnergySupply
PluralSlash
Virus
HypnoFlash
Evasion Laser
Evasion Bullet
Pop-Knight
Evasion Rocket
 
Comments: BraveHeart up and let the goodness flow forth. This one has low HP, 
so keep an eye on it.
 
-------------------------------------------------------------------------------
 
-Shoot-All Superstar-
Equipment:
(RepairPack)
SecretBoard
CometBlade
HyperionBazooka
SuperMissile
PoweredSuit
(MachineVulcan/BeamSword)
(Mini Plant)
 
Stats (EngineerCar):
HP 999
STR 15+70
QUI 5+65
INT 25+15
WIL 35+85 (c)
PSY 5
VIT 15
CHA 5
DEF 60
Skill slots: 4
Recommended skills:
Shoot-All
ShootingMastery
PluralSlash
Evasion Bullet
 
Stats (Leonard):
HP 999
STR 15+70
QUI 10+65
INT 45+15
WIL 5+85
PSY 5
VIT 10
CHA 10
DEF 60
Skill slots: 6
Recommended skills:
Shoot-All
Virus
PluralSlash
EnergySupply
Evasion Bullet
Evasion Rocket
 
Stats (chipped T260G):
HP 999
STR 5+80
QUI 5+65
INT 32+35 (5+35 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+10
CHA 5
DEF 60
Skill slots: 6 (4 unchipped)
Recommended skills:
Shoot-All
Virus
PluralSlash
EnergySupply
Evasion Bullet
Evasion Rocket
 
Comments: What, you may reasonably inquire, is the deal with all that STR? That
STR will give this build something to do with that CometBlade after the Your 
Wad is Blown.
As they have the MachineVulcan stock equipment, EngineerCar and T260G will 
benefit slightly more from Shoot-All than Leonard will.
 
*****TYPE7*********************************************************************
Characters: T260G
Comments: At first glance, this body may seem rather useless, but a combo-ready
melee weapon and bonuses to all Mec-related stats are nothing to sneeze at. It 
only gets one unique skill, but gets all the important attacks as well as 
InterceptSystem.
 
-------------------------------------------------------------------------------
 
-Melee Tank-
Equipment:
Lordstar
ExcelShield
PoweredSuit
ArmorGlove
SecretBoard
(MicroMissile)
(Hammer)
(MecBody)
 
Stats:
HP 775
STR 5+90
QUI 5+65
INT 32+2 (5+20 unchipped)
PSY 5
VIT 6+55
CHA 5
DEF 70
Skill slots: 5 (3 unchipped)
Recommended skills:
CombatMastery
PluralSlash
InterceptSystem
SelfRepair
Evasion Bullet
 
Comments: VIT could be higher, but HP can DEF should cover for it. If you want 
to trade some STR for QUI, exchange the ArmorGlove for an ElectroArmor.
 
-------------------------------------------------------------------------------
 
-Gun Tank-
Equipment:
HG-Cannon
OctopusBoard
LethalGun
(Hammer)
ExcelShield
ElectroArmor
(MicroMissile)
(MedBody)
 
Stats:
HP 700
STR 5+60
QUI 5+95 (c)
INT 32+35 (5+35 unchipped)
WIL 5+90
PSY 5
VIT 5+65
CHA 5
DEF 35
Skill slots: 6 (5 unchipped)
Recommended skills:
ShootingMastery
Magnify
InterceptSystem
SelfRepair
Evasion Rocket
DragonProgram
 
Comments: Very quick, and has two extra weapons after Magnifying the HG-Cannon.
If you prefer, Evasion Rocket or DragonProgram could be ditched in favor of 
HammerCrush.
 
-------------------------------------------------------------------------------
 
-Swordsman-
Equipment:
CometBlade
SuperMissile
LethalGun
(MicroMissile)
PoweredSuit
MirrorGlass
(Hammer)
(MecBody)
 
Stats:
HP 925
STR 5+85
QUI 5+70
INT 32+30 (5+30 unchipped)
WIL 5+85
PSY 5
VIT 5+30
CHA 5
DEF 68
Skill slots: 5 (4 unchipped)
Recommended skills:
CombatMastery
PluralSlash
LogicBomb
Jammer
MaxwellProgram
 
Comments: Nothing too fancy about this one. 75 QUI will help with those Jammers
and LogicBombs.
 
-------------------------------------------------------------------------------
 
-Gunslinger-
Equipment:
HyperionBazooka
HG-Cannon
OctopusBoard
(Hammer)
ElectroArmor
SecretBoard
(MicroMissile)
(MecBody)
 
Stats:
HP 800
STR 5+40
QUI 5+95 (c)
INT 32+50 (5+50 unchipped)
WIL 5+99 (c)
PSY 5
VIT 5+25
CHA 5
DEF 35
Skill slots: 7 (5 unchipped)
 
Recommended skills:
ShootingMastery
Magnify
DragonProgram
LogicBomb
Jammer
HypnoFlash
InterceptSystem
 
Comments: Can't complain about Magnify at the beginning of a turn, but keep an 
eye on this one's WP.
 
-------------------------------------------------------------------------------
 
-Weaponsmaster-
Equipment:
(Hammer)
HG-Cannon
SuperMissile
OctopusBoard
ArmorGlove
PoweredSuit
(MicroMissile)
(MecBody)
 
Stats:
HP 775
STR 5+99 (c)
QUI 5+80
INT 32+35 (5+35 unchipped)
WIL 5+95 (c)
PSY 5
VIT 5+25
CHA 5
DEF 70
Skill slots: 6 (4 unchipped)
Recommended skills:
CombatMastery
ShootingMastery
HammerCrush
Magnify
DragonProgram
InterceptSystem
 
Comments: I figure there should be one build that makes use of the Hammer, and 
as it turns out this one maxes STR and WIL. If you keep this one off the front 
lines, trading InterceptSystem for Jammer might be a good idea.
 
*******************************************************************************
Back to the Table of Contents
6.00 Closing and Credits
 
I hope you've enjoyed reading my guide, and I hope that you've learned from it;
most importantly, I hope you'll now be able to properly use and maybe even
enjoy my favorite class type in SaGa Frontier, the Mec!
 
     I'd like to thank the GameFAQs.com SaGa Frontier board for inspiring me to 
write this guide.
     Of course, many thanks to SquareSoft (shh, it was still SquareSoft then)
for putting the game out, and then having it translated and released in the US.
     Credit for most of the skill and all of the armor data goes to the people 
at http://www.uri.sakura.ne.jp/~saga/sf1/index.html
     Credit also goes to the GameFAQs user JusticeZero for ripping Mec enemies'
absorb data, allowing me to verify the information from Sakura.  He also
pointed out, along with users randy0748 and The_Masamune, that I should 
maintain gender neutrality among the Mecs.
     The_Masamune also pointed out some spelling and other errors, and
suggested that the skills section should be reorganized.
     Thanks to the GameFAQs user Hyena 20 for posting the Sakura site in 
Night Lord Imoto's immortal "A Collection of SaGa Frontier Data" thread on the
SaGa board.  I don't know if Hyena was the first to post it, but that was the
first time I saw the link.
     Thanks to Squidhead for some skill name corrections, and pointing out some
info on the skill Shoot-All, and for putting together some excellent setups!

Back to the Table of Contents


Love you too wint. The armor lists in section 4 are also handy if you don't like the ugly colored columns on my armor page.

QED