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Use a different class. I'm serious, use a different class.

Come on, it's not too late. There's 11 other very attractive options, you know. Well I guess 10 if you already allied with the Deep City.

No? Fine. Don't say I didn't warn you.

Class Showcase: Yggdroid



I gotta say, out of all the class designs in the game, these are easily my least favorite of the bunch. They all look really ugly and creepy. Anyways, originally known as Andros, Yggdroids are one of the unlockable classes in this game. You unlock these after completing the mission given to you by the Deep City on the 11th floor. Their role is... uhh, their role... You know what, try to decide for yourself what their role is, because I can't figure it out myself!

If I had to make a comparison to a class from an earlier Etrian Odyssey game, I would compare them to Beasts in EO2. You know, the novelty class in EO2 that turned out to be really useless once you put one in your party. Remember those guys? (For the record, I'm talking about EO2 Beasts, not EO2U Beasts where they're actually super good.) Yeah, and like Beasts, the novelty of having a robot in your party is gonna wear out real quick when you realize that they're really hard to work with and not good at their jobs.

So what are these gimmicks that bring them down? Just read on, and you'll see how stupidly designed this class is. For one thing, subclassing normally enhances a class. Yggdoirds need subclasses to even function because a lot of their own skills are terrible. Seriously, there are only a few skills from the Yggdroid skill tree that are worth having.

Oh and one more thing, if you allied with the Deep City in hopes of using them as a subclass, well I hate to break it to you, but Yggdroids can't be used as a subclass. So no, you can't give your Princess or Farmer or whatever cybernetic enhancements. Actually kind of a shame too, because the Yggdroid does have a few abilities that would really help out other classes.

Honestly, the only time this class is really useful is if you're using a gimmick strategy or party, because they do have to tools to pull those off more easily than the other classes can. Outside of those, they're not worth using, trust me. Even if you do everything in your power to make them workable in a regular party, chances are that another class can do the job far better and far more easily.

Equipment:
Weapons: Daggers and Books.
Armor: Heavy Armor, Light Armor, Clothes, Gloves, Boots, and Accessories.

Remember when I said that Yggdroids needed a subclass to even function? Here's one of the reasons why. They can't use any weapons other than Daggers and Books! AKA, the weapons that all the classes can already equip, and do really terrible amounts of damage. And if you try to use their damage skills with only their fists (without a Monk subclass) their damage output is gonna drop heavily. They can wear Heavy Armor at least, so they're pretty durable.

Stats

Level 1
HP: 55
TP: 60
STR: 10
VIT: 9
AGI: 3
LUC: 2
TEC: 6

Level 35
HP: 276
TP: 60
STR: 40
VIT: 38
AGI: 19
LUC: 14
TEC: 25

Level 70
HP: 504
TP: 60
STR: 70
VIT: 68
AGI: 35
LUC: 26
TEC: 45

Level 99
HP: 645
TP: 60
STR: 89
VIT: 87
AGI: 45
LUC: 34
TEC: 58

You probably noticed something a little funny with one of their stats. Namely that their TP is stuck at 60 at all levels. That's not a typo, that's one of the main gimmicks of the class. It's not permanently stuck there, as it can be increased through the use of equipment, retirement, and TP Up. Though maxing out TP Up would only increase their TP Pool to a measly 87 points. Whoopee.

At any rate, they have the highest HP and STR in the game, and the 2nd highest VIT stat. And since they can wear Heavy Armor, this makes them the most durable class in the game. However, they're also really slow, since they have the 2nd lowest AGI stat in the game. Not only that, but they also have the lowest LUC stat in the game, and a pretty mediocre TEC stat. Which means that they're super susceptible to ailments, and they have terrible accuracy with their attacks.

Other

Yggdroids do have one perk to them. They're completely immune to binds. This isn't part of a skill or anything, they just come with that ability. No matter how hard an enemy tries, they'll never be able to inflict a bind on them, so that's handy.

Sleep Mode
Skill Type: Class Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

When the Yggdroid gets bound, they restore a certain amount of TP per turn depending on how many binds they have at the time. Increasing the skill level increases the amount of TP restored.

1: Restores 1 TP per bind.
2: Restores 2 TP per bind.
3: Restores 3 TP per bind.
4: Restores 4 TP per bind.
5: Restores 5 TP per bind.
6: Restores 6 TP per bind.
7: Restores 7 TP per bind.
8: Restores 8 TP per bind.
9: Restores 9 TP per bind.
10: Restores 10 TP per bind.

Now didn't I just say they're immune to binds? Well truth is, the Yggdroids do have some skills that inflict binds on themselves, and self inflicted ailments and binds always ignores any resistances or immunities. Don't worry, the dev team wasn't that crazy.

Normally I'm not too big on TP restoration abilities, but for Yggdroids, this is practically mandatory. This is the only way (outside of subclassing) for them to recover TP without having to chug down a ton of Amritas.

Data Mining
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This passive increases the amount of damage their critical hits deal, and increases their critical hit rate. Higher levels increase the critical hit damage and rate.

1: Critical hits deal 130% damage. Critical hit rate is increased by 5%.
2: Critical hits deal 135% damage. Critical hit rate is increased by 5%.
3: Critical hits deal 140% damage. Critical hit rate is increased by 6%.
4: Critical hits deal 150% damage. Critical hit rate is increased by 6%.
5: Critical hits deal 155% damage. Critical hit rate is increased by 7%.
6: Critical hits deal 160% damage. Critical hit rate is increased by 7%.
7: Critical hits deal 165% damage. Critical hit rate is increased by 8%.
8: Critical hits deal 170% damage. Critical hit rate is increased by 8%.
9: Critical hits deal 180% damage. Critical hit rate is increased by 9%.
10: Critical hits deal 190% damage. Critical hit rate is increased by 10%.

Notes:
-Critical hits normally deal 150% damage, meaning that that first three levels actually decrease the amount of damage critical hits deal.

This is essentially the Yggdroid's weapon mastery skill, since they don't have any exclusive weapons. Like all weapon mastery skills, this is awful, and the first three levels are actually detrimental to the Yggdroid. Considering how terrible critical hits are, I highly recommend skipping this if you don't care about the skills it unlocks. If you do want to unlock their skills, keep in mind that you only need 3 points in the skill at most to unlock stuff. If you want your Yggdroid to be able to deal the normal amount of crit damage, you'll have to level it up to 4.

Infravision
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

During the night (7 PM to 6 AM) the Yggdroid's hit rate and evasion increases. Higher levels increase the hit rate and evasion bonuses. Has no effect during the day.

1: Hit Rate is boosted by 5. Evasion is boosted by 10.
2: Hit Rate is boosted by 8. Evasion is boosted by 13.
3: Hit Rate is boosted by 11. Evasion is boosted by 16.
4: Hit Rate is boosted by 14. Evasion is boosted by 19.
5: Hit Rate is boosted by 17. Evasion is boosted by 22.
6: Hit Rate is boosted by 20. Evasion is boosted by 25.
7: Hit Rate is boosted by 23. Evasion is boosted by 28.
8: Hit Rate is boosted by 26. Evasion is boosted by 31.
9: Hit Rate is boosted by 30. Evasion is boosted by 34.
10: Hit Rate is boosted by 40. Evasion is boosted by 40.

Whether you want to max this out or not is up to you. This can make up for their sub par accuracy and evasion, but you'll have to traverse the Labyrinth at night at all times in order to get the most out of this.

Virus Scanner
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Increases the Yggdroid's resistance against status ailments, Stuns, and Instant Death. Higher levels increase the Yggdroid's resistance. Does not affect binds.

1: Increases resistance by 20%.
2: Increases resistance by 28%.
3: Increases resistance by 31%.
4: Increases resistance by 34%.
5: Increases resistance by 37%.
6: Increases resistance by 40%.
7: Increases resistance by 43%.
8: Increases resistance by 46%.
9: Increases resistance by 49%.
10: Increases resistance by 52%.

You really should max this out. Not only does this help out since their LUC and TEC stats are pretty terrible, but this also counts for Accumulative Resistance. A max level Virus Scanner will set their resistances to all ailments at 48%, meaning that once they get hit by the same ailment twice, they can't be tagged with it again. Also a single resistance accessory that provides a 50% resistance to an ailment will give the Yggdroid complete immunity to it.

Overheat
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Increases the Yggdroid's damage output, but causes them to lose HP each time they take an action. Higher levels increase the damage boost, but also increase the amount of HP lost.

1: Increases damage by 5%. Loses 1 HP per action.
2: Increases damage by 8%. Loses 3 HP per action.
3: Increases damage by 11%. Loses 5 HP per action.
4: Increases damage by 14%. Loses 7 HP per action.
5: Increases damage by 17%. Loses 11 HP per action.
6: Increases damage by 20%. Loses 29 HP per action.
7: Increases damage by 25%. Loses 47 HP per action.
8: Increases damage by 30%. Loses 67 HP per action.
9: Increases damage by 40%. Loses 89 HP per action.
10: Increases damage by 50%. Loses 127 HP per action.

Notes:
-Because this is a passive, this skill cannot be disabled once learned.
-Affects all damage types, including Almighty.
-Multi-hit skills will only cause the HP loss to activate once. But if the Yggdroid takes multiple actions (either through Swashbuckling or Double Action) then the HP loss will trigger for each action the Yggdroid takes.
-The HP Restoration from Recuperate and Ascetic Deeds will trigger after the HP loss.
-Limit skills, attacking, defending, using an item, or failing an escape attempt will consume HP.
-Switching will not consume HP.
-The HP loss cannot kill the Yggdroid.

So this is only damage boost the Yggdroid has. And it basically throws the Yggdroid's durability out the window in favor of turning them into a glass cannon. It's also required to unlock a few skills, so it's up to you where you want to stop with this. Once the Yggdroid learns this skill, there's no way to stop the HP loss without having the Yggdroid take a rest. This skill is also an example of what I meant by the Yggdroid's design being unfocused. The Yggdroid's natural durability is basically nullified by this ability. If you're after a certain skill, you have to max this out. But I wouldn't recommend it since said skill is really really terrible.

EM Barrier
Skill Type: Passive
Maximum Level: 10
Stats Used: TEC
Prerequisites: Overheat – Level 3

Whenever the Yggdroid gets attacked, they have a chance of counterattacking with a Volt attack. The attack also has a chance of Paralyzing their attacker. Higher skill levels increases the activation rate, damage output, accuracy, and infliction rate. Cannot trigger Chases.

1: 5% activation rate. Deals 40% damage. Has a Hit Rate of 89. 30% infliction rate.
2: 7% activation rate. Deals 43% damage. Has a Hit Rate of 90. 32% infliction rate.
3: 9% activation rate. Deals 46% damage. Has a Hit Rate of 91. 34% infliction rate.
4: 11% activation rate. Deals 49% damage. Has a Hit Rate of 92. 36% infliction rate.
5: 13% activation rate. Deals 52% damage. Has a Hit Rate of 93. 38% infliction rate.
6: 15% activation rate. Deals 55% damage. Has a Hit Rate of 94. 40% infliction rate.
7: 17% activation rate. Deals 58% damage. Has a Hit Rate of 95. 42% infliction rate.
8: 19% activation rate. Deals 62% damage. Has a Hit Rate of 96. 44% infliction rate.
9: 22% activation rate. Deals 66% damage. Has a Hit Rate of 97. 47% infliction rate.
10: 25% activation rate. Deals 70% damage. Has a Hit Rate of 98. 50% infliction rate.

Well, if your Yggdroid isn't built for tanking hits and defending others, than this is just a gimmicky skill that's just a waste of skill points. Yggdroids don't have stellar TEC stats so this can't be used for damage. It's also kind of unreliable for inflicting Paralysis since a) the Yggdroid has terrible LUC and TEC stats, and b) this skill activates randomly. And even if the enemy doesn't resist Paralysis at all, this skill only has a 12.5% to 25% chance of inflicting it on an enemy. Honestly I would recommend ignoring this.

Red Bot/Blue Bot/Yellow Bot
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Summon, Chaser
Action Speed: +6
Prerequisites: Data Mining – Level 1

The Yggdroid summons a robot to chase their allies' Fire/Ice/Volt attacks. Higher levels increases the damage output, the Bot's HP and TP, their hit rate, and the chance that the Bot will keep chasing attacks.

1: Deals 80% damage. Bots have 40 HP and TP. 40% chance reduction per chase. (Maximum of 3 chases.) Has a hit rate of 89. Costs 10 TP.
2: Deals 90% damage. Bots have 60 HP and TP. 37% chance reduction per chase. (Maximum of 3 chases.) Has a hit rate of 90. Costs 11 TP.
3: Deals 100% damage. Bots have 80 HP and TP. 34% chance reduction per chase. (Maximum of 3 chases.) Has a hit rate of 91. Costs 12 TP.
4: Deals 110% damage. Bots have 110 HP and TP. 31% chance reduction per chase. (Maximum of 4 chases.) Has a hit rate of 92. Costs 13 TP.
5: Deals 120% damage. Bots have 140 HP and TP. 28% chance reduction per chase. (Maximum of 4 chases.) Has a hit rate of 93. Costs 14 TP.
6: Deals 130% damage. Bots have 175 HP and TP. 25% chance reduction per chase. (Maximum of 4 chases.) Has a hit rate of 94. Costs 15 TP.
7: Deals 140% damage. Bots have 210 HP and TP. 22% chance reduction per chase. (Maximum of 5 chases.) Has a hit rate of 95. Costs 16 TP.
8: Deals 150% damage. Bots have 250 HP and TP. 19% chance reduction per chase. (Maximum of 6 chases.) Has a hit rate of 96. Costs 17 TP.
9: Deals 160% damage. Bots have 290 HP and TP. 16% chance reduction per chase. (Maximum of 7 chases.) Has a hit rate of 97. Costs 18 TP.
10: Deals 170% damage. Bots have 360 HP and TP. 13% chance reduction per chase. (Maximum of 7 chases.) Has a hit rate of 98. Costs 20 TP.

Notes:
-Aside from HP and TP, Bots have the same stats as the Yggdroid.
-Bots are wearing the same equipment that the Yggdroid is wearing.
-Bots cannot receive buffs or debuffs.
-Bots do not have the Yggdroid's passives.
-Bots cannot be inflicted with ailments or binds.
-Bots can only be healed with the Resupply skill. All other healing skills and items will miss.
-When the Bot is killed, it will disappear from battle.
-The TP stat is merely cosmetic, and is not used at all in their attacks.
-Bots cannot chase other Chaser skills.
-If there are no empty slots in the party, then Bots cannot be summoned.

So here's another gimmick that the Yggdroid has. Bots. All they really do is chase attacks of a certain element. They're also used in a few other skills. But honestly, these are probably the worst summoned units you can make use of in the game. Animals can inflict ailments, and clones can do way more than those two. Unless you intend on using a gimmick party, you're better off ignoring these entirely.

Resupply
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: AOE
Action Speed: -6
Prerequisites: Data Mining – Level 3

The Yggdroid heals all Bots in the battle. Higher levels increase the healing power. Affects Bots summoned by other Yggdroids. Has no effect on party members.

1: 70% healing power. Costs 5 TP.
2: 80% healing power. Costs 6 TP.
3: 90% healing power. Costs 7 TP.
4: 100% healing power. Costs 8 TP.
5: 110% healing power. Costs 9 TP.
6: 120% healing power. Costs 10 TP.
7: 140% healing power. Costs 11 TP.
8: 160% healing power. Costs 12 TP.
9: 180% healing power. Costs 13 TP.
10: 200% healing power. Costs 14 TP.

If you want to keep your Bots alive in the battle, this is the only way to do so. For the record, this does follow the healing formula, so this runs off of the Yggdroid's TEC stat. Which isn't stellar. Take it if you're using bots and want to keep them alive. Otherwise, ignore this.

All Out
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: STR
Target Type: Single
Action Speed: +0
Prerequisites: Data Mining – Level 3

The Yggdroid strikes at an enemy, dealing damage. All Bots on the field will attack the chosen enemy afterward. Increasing the level of this skill increases the damage the Yggdroid's attack does. The hit rate is fixed at 98.

1: Deals 100% damage. Costs 15 TP.
2: Deals 105% damage. Costs 16 TP.
3: Deals 110% damage. Costs 17 TP.
4: Deals 115% damage. Costs 18 TP.
5: Deals 120% damage. Costs 20 TP.
6: Deals 125% damage. Costs 22 TP.
7: Deals 135% damage. Costs 25 TP.
8: Deals 145% damage. Costs 28 TP.
9: Deals 155% damage. Costs 31 TP.
10: Deals 165% damage. Costs 35 TP.

Notes:
-Does not affect the damage output of the Bots. Only affects the Yggdroid's initial attack.
-The initial attack carries any properties from the Yggdroid's weapon, such as damage type and forges.
-Bots can still chase attacks during this time.
-Bots from other Yggdroids will participate in the attack, however this skill cannot be used if the Yggdroid's own Bots are not on the field.
-If this skill gets casted and the Yggdroid's Bots are all destroyed before the Yggdroid can use it, the Yggdroid will still carry out the initial attack.
-If the initial attack misses, the Bots will not attack the enemy.

So All Out is one skill that relies on having Bots out. And it sucks. You basically need more than one Bot out to deal any serious damage with it. And even then, it's probably best to just leave this skill at level 1. Just look at that TP cost. The Bots are probably gonna be your biggest source of damage in that case and the initial attack doesn't deal that much damage. And unless your Yggdroid's arms and legs are bound, they're gonna run dry fast.

Reflector
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: AOE
Action Speed: +30
Prerequisites: Resupply – Level 3, All Out – Level 3

The Yggdroid orders their Bots to nullify any elemental attacks the enemy casts for the turn. The attacks that get nullified depend on which Bots are on the field. (i.e. Red Bots will nullify Fire attacks.) Having Bots of all types on the field will nullify all elemental attacks. Afterwards, the Bot that nullified the attack will counterattack with that damage type. Only the Yggdroid's own Bots will nullify and counter attacks. Bots summoned by other Yggdroids will not participate in nullifying attacks. Increasing the skill level increases how much damage the counterattack does. Counterattacks from the Bots cannot miss.

1: Deals 120% Damage. Costs 14 TP.
2: Deals 150% Damage. Costs 15 TP.
3: Deals 190% Damage. Costs 16 TP.
4: Deals 230% Damage. Costs 18 TP.
5: Deals 270% Damage. Costs 20 TP.

So this acts like the Anti elemental skills and the Prophecies in that it nullifies elemental attacks. However, there's one big problem with this. The Yggdroid needs to spend a turn setting up and summoning the Bot needed to nullify any attacks. Also, putting more than one skill point in this is a waste for the same reason that putting more than one skill point in the Prophecies are a waste. Chances are that the enemy that happened to cast say, a Volt attack, will be resistant or immune to said damage type, so the counterattack won't do much. There is one fight in the game where the Bots can do a lot of counterattack damage with these, so you can max this skill out for that occasion. Otherwise, just put one point in this, or ignore it entirely.

Shoot
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: STR
Target Type: Single
Action Speed: -3
Prerequisites: Resupply – Level 5, All Out – Level 5

The Yggdroid attacks the target with the damage types of the Bots they deployed on the field. The Bots are destroyed afterward. The more Bots that are on the field, the more damage this skill does. The damage doubles for each Bot on the field. If all 3 types of Bots are on the field, than the damage output is tripled and the damage type becomes an Almighty attack. Increasing the skill level increases the damage output and accuracy. Bots summoned by other Yggdroids do not participate in the attack or get destroyed.

Damage formula:

B = Number of bots - 1
D = Damage multiplier. It is 100 + (10 * level)
If you have one of each bot, R = 3. Else, R = 1.
A = Previously calculated damage according to STR formula

Damage = ((2^(B) * R) * D * A) / 100



This is essentially the Yggdroid's version of Tagen Battou. It's more effective when you have more Bots on the field. And in order to summon more bots on the field, you need empty spaces. So in order to summon 5 Bots, your Yggdroid has to be solo. This is pretty much a gimmick ability that only shines when you have less people in the party. If only 1 or 2 kinds of Bots are on the field, you can boost the damage through Singularity and Etheric Charge, since it is an elemental attack in that case. However, that won't work if all 3 types of Bots are deployed, since the attack turns into an Almighty attack by then. If only 1 or 2 types of Bots are deployed, Singularity and Etheric Charge will increase the damage more than if all 3 types were deployed. However, that requires more setup. But aside from the obvious downside of needing less people, there's actually another downside that brings it down. Unlike Tagen Battou, which hits multiple times, Shoot only hits the target once. The reason this is a downside is because if you intend to cheese the very last boss in the game with this and set everything up perfectly, it'll ram head first into the damage cap (which is 59630.) That won't be enough to kill it, and you'll be out of Bots to deal damage with. Of course it'll destroy everything else, but that's something to keep in mind. In a normal party though? This ability is useless, unless you like running less than 5 people in a party.

Also, despite being called Shoot, this is a melee attack. So if your Yggdroid is in the back row without a Gun or a Crossbow equipped, it'll do half the amount of damage it should have done. So be careful about that.

Defrag
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: N/A
Stats Used: N/A
Target Type: Self
Action Speed: -6
Prerequisites: N/A

If the Yggdroid has any binds on them, this skill will dispel them. Higher levels only decrease the TP cost. Does not work on ailments.

1: Costs 5 TP.
2: Costs 4 TP.
3: Costs 3 TP.
4: Costs 2 TP.
5: Costs 1 TP.

So I mentioned before that Yggdroids have a way to inflict binds on themselves to trigger their Class Skill. Before you can get those skills, you have to get this one to even unlock those. This skill is the only way to dispel any self inflicted bind. Unbind or Therica As will not free the Yggdroid from their binds, so that's something to be aware of. Max it out if you want, but it's not required.

Core Dump
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: N/A
Stats Used: N/A
Target Type: Self
Action Speed: -6
Prerequisites: Defrag – Level 3

This skill has the Yggdroid bind their own head, arms, and legs all at once. Higher levels only decrease the TP cost.

1: Costs 5 TP.
2: Costs 4 TP.
3: Costs 3 TP.
4: Costs 2 TP.
5: Costs 1 TP.

And if you want a quick way to recover TP, this skill lets your Yggdroid completely bind themselves to get the full benefits from Sleep Mode. Of course this heavily limits what skills you can use, so it's best saved for the times you really need your TP refilled. There is a skill that requires the Yggdroid to be fully bound in order to use, and maxing out this skill is a prerequisite for that.

Rocket Punch
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Arm
Stats Used: STR
Target Type: Single
Action Speed: -3
Prerequisites: Defrag – Level 1

The Yggdroid launches their fists at the enemy, attacking them and dealing Strike damage twice. The Yggdroids arms are bound afterward. Increasing the skill level increases the damage output and accuracy.

1: Deals per 90% damage per hit. Has a Hit Rate of 94. Costs 15 TP.
2: Deals per 96% damage per hit. Has a Hit Rate of 94. Costs 16 TP.
3: Deals per 102% damage per hit. Has a Hit Rate of 95. Costs 17 TP.
4: Deals per 108% damage per hit. Has a Hit Rate of 95. Costs 18 TP.
5: Deals per 114% damage per hit. Has a Hit Rate of 96. Costs 19 TP.
6: Deals per 120% damage per hit. Has a Hit Rate of 96. Costs 20 TP.
7: Deals per 126% damage per hit. Has a Hit Rate of 97. Costs 21 TP.
8: Deals per 132% damage per hit. Has a Hit Rate of 97. Costs 22 TP.
9: Deals per 138% damage per hit. Has a Hit Rate of 98. Costs 23 TP.
10: Deals per 145% damage per hit. Has a Hit Rate of 98. Costs 25 TP.

As a damage skill, it sucks. The only reason to take it is to give a way for your Yggdroid to bind their arms, and their arms only. Oh and since this skill binds the Yggdroid's arms, you can't use it again without using Defrag first. Honestly, I would only take one point in this.

Rocket Headbutt
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: STR
Target Type: AOE
Action Speed: -3
Prerequisites: Core Dump – Level 5, Overheat – Level 10

The Yggdroid fires their head at the enemy, dealing Pierce damage to every enemy on the field. The Yggdroid's head is bound afterward. Increasing the skill level increases the damage output and accuracy.

1: Deals per 90% damage. Has a Hit Rate of 94. Costs 18 TP.
2: Deals per 98% damage. Has a Hit Rate of 94. Costs 19 TP.
3: Deals per 106% damage. Has a Hit Rate of 95. Costs 20 TP.
4: Deals per 114% damage. Has a Hit Rate of 95. Costs 21 TP.
5: Deals per 122% damage. Has a Hit Rate of 96. Costs 22 TP.
6: Deals per 130% damage. Has a Hit Rate of 96. Costs 23 TP.
7: Deals per 138% damage. Has a Hit Rate of 97. Costs 24 TP.
8: Deals per 146% damage. Has a Hit Rate of 97. Costs 26 TP.
9: Deals per 155% damage. Has a Hit Rate of 98. Costs 28 TP.
10: Deals per 165% damage. Has a Hit Rate of 98. Costs 30 TP.

Well it's an AOE, so I guess that's something? At any rate, this skill mostly serves as a way to bind your Yggdroid's head and head only. Like with Rocket Punch, I'd put only one point in this, because the increased damage does not make up for that massive TP cost. And you can only use this once before having to use Defrag, so I don't find the damage to be worth it at all.

Rocket Jump
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Leg
Stats Used: N/A
Target Type: Self
Action Speed: Varies
Prerequisites: Defrag – Level 1

The Yggdroid launches themselves into the air, avoiding everything that comes their way. This includes items, healing, ailment dispels, and buffs from allies. The Yggdroid's legs are bound afterward. Higher levels increase the action speed and decreases the TP cost.

1: Has an Action Speed of +0. Costs 15 TP.
2: Has an Action Speed of +10. Costs 14 TP.
3: Has an Action Speed of +20. Costs 13 TP.
4: Has an Action Speed of +40. Costs 12 TP.
5: Has an Action Speed of +60. Costs 10 TP.

Oh hey, this skill actually has some utility outside of getting the Yggdroid's body parts bound. You can use it to avoid any attacks, ailments, and debuffs to give a free bind to your Yggdroid. However, it'll also avoid everything that comes from your party, such as buffs, healing, and any dispels for debuffs and ailments. So that's something to keep in mind. I'd actually recommend maxing this out, since leg binds don't lock away too many skills, and the action speed boost turns this into the safest self-binding skill to use.

HP Cannon
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: All body parts must be bound
Stats Used: HP, STR
Target Type: Single
Action Speed: -6
Prerequisites: Core Dump – Level 5, Overheat – Level 10

The Yggdroid deals Almighty damage to one enemy. The lower the Yggdroid's HP is, the more damage the skill deals. The Yggdroid must have all their body parts bound in order to use this skill. Higher levels increase the damage output. The hit rate is fixed at 98. The damage formula for the skill is [((Max HP - Current HP) * Base Damage * Overheat Skill Power) / 2] (Because of the Arm Bind.) + a random number from 1 to 10 = Actual Damage.

1: Has a base damage of 155%. Actual damage output is 116%. Costs 5 TP.
2: Has a base damage of 160%. Actual damage output is 120%. Costs 6 TP.
3: Has a base damage of 165%. Actual damage output is 124%. Costs 7 TP.
4: Has a base damage of 170%. Actual damage output is 128%. Costs 8 TP.
5: Has a base damage of 175%. Actual damage output is 131%. Costs 9 TP.
6: Has a base damage of 185%. Actual damage output is 139%. Costs 10 TP.
7: Has a base damage of 195%. Actual damage output is 146%. Costs 11 TP.
8: Has a base damage of 205%. Actual damage output is 154%. Costs 12 TP.
9: Has a base damage of 215%. Actual damage output is 161%. Costs 13 TP.
10: Has a base damage of 225%. Actual damage output is 169%. Costs 14 TP.

Hey, remember Revenge in the second game? Remember how completely and utterly overpowered it was? (But not the first game. It sucked big time there.) This is not that skill. It is in fact the complete opposite. HP Cannon is actually really terrible and you shouldn't get this. The maximum amount of damage this skill can output is 1693. When the Yggdroid has 999 HP. Which they can only reach in the post-game. That's incredibly easy to surpass at that point. Also Revenge was broken in EO2 for several reasons that don't apply to HP Cannon. First of all, if the Revenge user died, they could be revived and go back to firing off 2k damage Revenges. You can't do that here since the Yggdroid needs to use Core Dump every time they die. Also, Revenge could deal a maximum of 2544 damage. By EO2 standards, that was a lot of damage. In EO3? That would be a pitiful amount. And Revenge's biggest selling point was that it could pierce defenses, because enemies in EO2 had massive defense stats and many of them had resistances to physical attacks. In EO3, exploiting weaknesses is far more important than ignoring defenses. Oh, and as a kicker? This is a melee attack. (Despite the fact that it's called HP CANNON.) Which means you can't even have your Yggdroid use this skill from the back row without suffering the back row damage penalty, unless they have a Gun or Crossbow equipped. Who designed these robots!? How are they even supposed to fight against the Deep Ones with these pea shooters!? Okay, getting back on track. Just ignore this unless you absolutely need a source of Almighty damage. And no, this is not good for Pasaran Hunting, because Pasarans resist Almighty damage. Actually you know what? Just ignore this skill entirely, because it's really really terrible.

By the way, you probably noticed that STR isn't factored into HP Cannon's damage formula, even though I said it uses the STR stat. Well that's because the skill was designed that way so the arm bind would halve the damage. If it weren't for that, this skill could deal a maximum of 3377 points of damage. Yeah. I pretty much listed out the base damage just so you could appreciate how this skill was designed.

Subclasses:

Well, you've probably noticed that I told you to ignore a lot of the Yggdroids skills because they're so bad. So what do you invest in? This is where subclassing comes in. It's pretty much agreed that the best way to use a Yggdroid is to invest in the few good skills they have, and invest the rest of their skill points into their subclass' skills. Yeah, it really says something about a class when people consider the best way to use them is to ignore most of their skills. Anyways, here are your options.

Prince/ss:

Well, you would have a more durable robot Prince/ss, but you would also have an extremely TP starved robot Prince/ss. Your Yggdroid would need their arms and legs bound in order to have enough TP to keep them going, and that will prevent them from doing anything else. Though they would be hard to lock down thanks to their innate bind immunity and Virus Scanner.

Gladiator:

Well, Overheat does provide a bigger damage boost than Endless Battle, but taking that and Berserker's Vow is essentially playing with fire. You'd need a Hoplite to baby sit them if you decided to do that. However, Infravision can mostly offset the accuracy loss from Nine Smashes if you wish to make use of that skill. However, your Yggdroid would need to be wearing Target Goggles in order to offset the accuracy loss from that skill completely. In other scenarios, well the boost from Infravision can make their skills hit more often than if a Gladiator was using them.

Hoplite:

This is probably one of the few viable choices for a subclass due to the nature of the Yggdroid. Their bind immunities and Virus Scanner make for a hard to disable defensive support. However, they would lack Guardian, and are stuck with their small TP pool, so those are issues to keep in mind. Still if you can play around those issues, they can be a decent defensive support since they would be incredibly hard to lock down.

Buccaneer:

I dunno what you're hoping to accomplish with this combo. Pincushion won't work out for them since the Yggdroids have terrible AGI. I guess you could get Lady Luck and Data Mining to make a Critdroid. And you could get Swashbuckling on top of that. But be careful if you decide to add Overheat to the mix, because each proc from Swashbuckling will cause the Yggdroid to lose HP.

Ninja:

Well, Yggdroids are probably one of the safer users of Tagen Battou, what with being durable and all, but that's a gimmick build, and all this subclass really offers them. Outside of that? The Ninja's skills don't synergize with the Yggdroid at all. You could try making use of their evasion passive to recover TP, since that stacks with Infravision, but that means using leg binds to restore TP isn't an option. And obviously the arm binds would lower the Yggdroid's damage. And head binds would cause them to take more damage from TEC attacks. Overall, the two classes don't mix. I'd say go for a different one.

Monk:

While Yggdroids would be incredibly terrible healing supports, Monks do have a few abilities that would benefit them. Ascetic Deeds can offset the HP loss from Overheat, and Yggdroids do have a big enough STR stat to be a decent Punch Monk. So that's something to consider.

Zodiac:

Good job. You've made a shitty wizard. A shitty robot wizard. They don't have good TEC and TP stats to keep casting spells. I mean you could use their spells to combo with their Bot's Chasers, and Etheric Charge does work with Shoot (As long as you only have 2 types of Bots deployed.) But Bots aren't really great summons, especially compared to a Bunshin clone. Really, Shoot is the only reason to take this as a subclass (Assuming you're not not summoning Bots of all 3 types.) There are much better choices otherwise.

Wildling:

Normally I'd say Primal Drums makes Wildling worth it as a subclass, but considering that Yggdroids need a subclass to even function, I would say that this is a bad choice. Animals cost way too much TP to summon, and while the animals will benefit from the Yggdroid's STR and VIT, the ailments are the main reason to use them, and Yggdroids have terrible LUC and TEC stats to make use of those. It doesn't help that animals are pretty mediocre summons compared to Bunshin clones.

Arbalist:

Well, you could use Front Mortar more safely, even though that skill eats through a huge chunk of the Yggdroid's TP. And while Overheat is almost as powerful as Giant Kill, Giant Kill doesn't take off chunks of the Yggdroid's HP every turn. While Double Action works with some of the Yggdroid's skills, it's honestly not too great when that does happen. Also Arbalists can sub Gladiator to get access to Berserker's Vow and Charge, while Yggdroid/Arbalist can't use those skills at all.

Farmer:

Congratulations. You have discovered the worst possible class/subclass combination in the game.

Shogun:

Well the only way to get a Yggdroid with a Shogun subclass is to play through the game at least twice using the New Game + option, and making sure to play through both the Armoroad and Deep City paths at least once. So if you have one already, chances are you're kind of overleveled for what the game can throw at you, and don't really need any help. Though I'll still give advice if you do intend to use this class combination seriously. Endure is a very nice passive for them to have, as it'll let them get off high powered HP Cannons more often. The Shogun's skills have a very high TP cost, so it's better to use an accessory that increases their TP pool instead of trying to make heavy use of Sleep Mode. Kaishaku requires the use of the arms, so if you want to make use of that, but are worried about it accidentally killing your party members, you can have your Yggdroid use Rocket Punch to prevent it from going off until it's needed. They are also one of the more durable Warrior Might users in the game, but Overheat will be necessary to make good use of it. Warrior Might also has the issue where it uses the legs, so binding the arms will halve the damage it can dish out, meaning that you'll have to bind your Yggdroid's Head to make use of Sleep Mode, which also comes with its own share of issues. (Takes increased damage from elemental attacks, Daifuhensha must be prepared in advance, and other head related skills cannot be used.)

I have absolutely no idea what the dev team was thinking when they designed this class. It's completely unfocused, there are too many gimmicks stuffed into the class. Even if you jump through all the hoops to make them usable, you're better off using the other classes to do that job. This class does not fit into a lot of party compositions easily, and the only real way to make them shine is to make gimmick parties, which most casual players aren't willing to do.