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String Theory

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General Information

Puppetmaster (PUP) is a pet-oriented job (similar to it’s counterparts SMN, BST, DRG) which features a highly versatile and customizable puppet for a pet known as an Automaton.

Don’t discount these little puppets based on their stature! By installing and equipping a variety of different Heads, Frames, and Attachments, along with the master equipping pet enhancing gear, these little robots can be made into formidable and durable killing machines!
In addition to this, the master themselves are pretty potent hand-to-hand users. When combining the damage from both the master and the puppet, you’ll find that together they are capable of dishing out some respectable pain on your foes.

Disclaimer
Although there is a lot of information here to take in, I still feel that there is more to learn about Puppetmaster! So I invite any other veteran PUP players to contribute to this guide in any way they can! Feel free to let me know (Fabiano (Asura), or use the Discussion Tab) any of your findings, and I'll do my best to integrate it into this guide.

Most of the information I’ve written down here, is knowledge that I’ve earned either through my own experimentation, or by the teachings of other Puppetmasters (either directly or indirectly). Puppetmaster is one of those jobs which has a ton facets to consider when playing, so I hope for the Puppetmaster community to continue sharing their knowledge whenever possible!


So you want to be a Puppetmaster?

Puppetmaster (PUP) is one of the most unique jobs you’ll find in this game. This comes with both advantages and disadvantages…

Let me preface this by saying… PUP is not a simple job to play. It is highly misunderstood, both by outsiders and by people playing the job (incorrectly.) In addition to this, PUP has a very expensive barrier of entry -- and I mean this in the most literal wallet emptying sense. Acquiring all the attachments, animators, frames, and gear sets will set you back in your gil total considerably.

With that said, Puppetmaster, at least in my opinion, has been by far the most rewarding job to play! Even though you might not be the most desired job, even though it can kind of look like a clown at times… there are just so many quirks and facets to think about when it comes to the planning and execution of a unique automaton setup, that when it finally comes together and you overcome a challenge... it’s just so satisfying!

Strengths
Weaknesses
Complexity If you enjoy tinkering and coming up with new and outside-the-box strategies, PUP is a literal toy box for you to play with. Your automaton brings a slew of interesting and unique abilities to the table for you to test and try out. Many ways to approach situations, and no clear instruction manual for doing so either. Complexity... Double the maintenance, double the skill-ups, double the equipment screens to manage. Often misunderstood job by the general public... and as a result, rather low desirability for group content.
Solo specialist Extremely capable in low-man, or more notably, solo situations. If you are the type of player who enjoys taking on challenges alone, PUP might be a job for you. Group limitations for pets Your automaton (and pets in general) are unfortunately not affected by a variety of support abilities, hindering their group potential. (protectra, shellra, bar-spells, bard songs, decoy shot, sneak/trick attack, almost all group buffs, geomancy buff bubbles). The sole exception to this are some pet-oriented Corsair Rolls getting applied to the master, as well as gaining the benefit from any debuffs on the monster (including geomancy debuff bubbles)
Versatility Through different automaton setups, a PUP is capable of filling a variety of roles at varying degrees: tank, damage dealer, healing, and magic burster. Selective versatility While PUP is versatile, they are limited to a single specific role at a given time, and cannot do everything at once (Unlike say, a Red Mage who is able to shift their role on the fly). Changing role involves deactivating your Automaton, changing it's load out, and reactivating it, which can be dangerous in the heat of battle (though still possible).
Access to all damage types This includes blunt, piercing, range, slashing, and magic (though not all at once). Handy when facing monsters with gimmicks where they suddenly become immune to a particular damage type or gain a specific damage shield which needs to be broken. Hand-to-hand user It's no secret that H2H is currently in a very bad place at the moment when compared to other weapon types. No access to a grip or dual-wield in their off-hand slot, along with generally sub par weapon skills leads to a particularly sad time. This affects both Monk and Puppetmaster (though PUP atleast has the uniqueness of their Automaton to lean on).
Highly effective in “pet only” setups Highly welcomed, and needed, in pet-focused strategies for their tanking and damage dealing capabilities. Horrendous area of Effect capabilities PUP just cannot cleave, or AoE anything down in a respectable manner. Just don't even try. Change jobs.
Nearly indestructible tanking capabilities! Self-sufficient tanking as well, no pocket healer is needed when an automaton is tanking. Having a pet as a tank, also allows you to avoid certain typically dangerous mechanics such as charm. Automatons also are mostly immune to (or react oddly to) death effects, including the spell itself (ie: Deathly Stare is converted into a low damage hit). Single-target tanking only, please! Also very poor at multi-target tanking. Do not attempt! Also weak at dealing with enemies with frequent Enmity Reset mechanics, and cannot really deal large damage DoT's large enough to overcome regen, large curses, or frequent abilities which stop your automaton from acting such as petrify, long stuns, or terrors.
AI controlled pet Pet functioning off of an AI allows for unique interactions with enemy monsters (automatic shield bash stunning capabilities, instant dispel/absorb effects, etc..) as well as limitless range for the master. Unlike BST, SMN, and DRG, we do not need to be anywhere near the danger for our Automaton to have full effectiveness. Peculiar Armor Selection PUP has this weird tradition since it's inception of being included and/or excluded from some armors and equipment which seem like obvious fits for the job. Whether it's being randomly added to the support mage robe Annoint. KalasirisAnnoint. Kalasiris description.png or excluded from the traditional monk-looking garb Ken. SamueKen. Samue description.png, this hurts the jobs gearing potential more often than helps.
Slow and steady very safe and consistent pet-tanking and pet-damage dealing capabilities. The master can stand very far from danger while your pet slowly whittles down the enemy. Expensive To even reach a baseline of functionality, Automaton Attachments and Pet/Master gearsets will set you back in your wallet considerably. This is not an optional expense, this is mandatory! You've been warned!
Skillchain adept Capable of performing long (4-6 multi-step) skillchains solo with the master fighting alongside the automaton.
Two-Hour ability Overdrive is awesome! One of (arguably) the best SP abilities in the game, with the right setup, allows PUP’s to single-handedly solo some of the most difficult encounters. Read more on it in the Overdrive section of the guide.

Roles

PUP’s strength lies in it’s versatility. While it’s not capable of performing many different roles all at once (like a RDM can), by equipping your automaton with specific parts you can effectively build your automaton to fulfill whatever role you need.

PUPGuideRoleTank.png PUPGuideRoleDamageDealer.png
Tank Role Damage Dealing Role

PUP’s two primary roles are Tank and Damage Dealer. These two roles are what you will most likely find yourself needed to do when it comes to group play. As a Tank, your little automaton friend can be built to be nearly indestructible while also requiring no healing whatsoever from outside party members. As a Damage Dealer, the master is capable of fighting alongside the automaton (with the ability to perform self-skillchains together!), or if the situation is too dangerous it’s possible for PUP’s to perform very safe pet-only damage by deploying their automaton and having the master stand in the backline, out of harm's way.

PUPGuideRoleHealer.png PUPGuideRoleMagicBurst.png
Healer Role Magic Damage Role

In addition to this, a PUP may also fulfill the role of Healer and Magic Damage, but at a much more limited sense than the former two roles. As a Healer, your Automaton has essentially an unlimited mana pool for keeping party members alive (though no access to Curaga, so healing area of effect damage is an issue) and is only really limited by the Automatons cast timers. Similarly, as a Magic Nuker it’s possible to dish out some seriously impressive Magic Bursting numbers, though the timing and application of your AI controlled automaton nukes is rather finicky.

PUP is currently not equipped at all to perform the role of Group Support (like a BRD, COR, or GEO can), and likewise cannot reliably perform the role of Enemy Debuffer in a serious group setting. Though there does exist a RDM-style Automaton setup, who will both buff the master, and debuff his enemies, this is mostly allocated for solo situations where the PUP does not have access to trusts (ex: Salvage/Nyzul/Assaults).

I’ll be going over all these roles, their attachment setups and equipment sets in further sections of the guide.

Abilities and Traits

Job Traits
Lvl. Name
10 Resist Slow I
15 Resist Amnesia I
20 Evasion Bonus I
25 Martial Arts I
35 Resist Amnesia II
40 Evasion Bonus II
50 Resist Slow II
50 Martial Arts II
55 Resist Amnesia III
60 Evasion Bonus III
60 Smite I
70 Resist Slow III
75 Martial Arts III
75 Merit Points Fine-Tuning
75 Merit Points Optimization
75 Resist Amnesia IV
76 Evasion Bonus IV
78 Stout Servant I
80 Tactical Guard I
81 Resist Slow IV
85 Crit. Def. Bonus I
86 Martial Arts IV
88 Stout Servant II
90 Tactical Guard II
95 Resist Amnesia V
95 Crit. Def. Bonus II
97 Martial Arts V
98 Stout Servant III
Job Ability
Lvl. Name Equipment of Note
1 Two-Hour ability Overdrive (
Pantin Tobe +2 icon.png
Pantin Tobe +2 description.png
Augment-Icon.png)
Pitre Tobe +1 icon.png
Pitre Tobe +1 description.png
1 Activate
5 Deus Ex Automata
15 Repair
Nibiru Sainti icon.png
Nibiru Sainti description.png
Foire Babouches +3 icon.png
Foire Babouches +3 description.png
Guignol Earring icon.png
Guignol Earring description.png
Pratik Earring icon.png
Pratik Earring description.png
(
Desultor Tassets icon.png
Desultor Tassets description.png
Augment-Icon.png)
30 Maintenance
75 Merit Points Ventriloquy (
Ptn. Churidars +2 icon.png
Ptn. Churidars +2 description.png
Augment-Icon.png)
Pitre Churidars +1 icon.png
Pitre Churidars +1 description.png
75 Merit Points Role Reversal (
Ptn. Babouches +2 icon.png
Ptn. Babouches +2 description.png
Augment-Icon.png)
Pitre Babouches +3 icon.png
Pitre Babouches +3 description.png
79 Tactical Switch
Karagoz Scarpe +1 icon.png
Karagoz Scarpe +1 description.png
95 Cooldown
96 Two-Hour ability Heady Artifice
Pet Command
Lvl. Name
1 Deactivate
1 Deploy
1 Dark Maneuver
1 Light Maneuver
1 Earth Maneuver
1 Wind Maneuver
1 Fire Maneuver
1 Ice Maneuver
1 Thunder Maneuver
1 Water Maneuver
10 Retrieve

How the Automaton Works:


The main difference between PUP and the other pet-oriented jobs, is that other than deploying and retrieving your automaton, a PUP cannot directly control the Automaton. Each Automaton head and frame have its own set of weapon skills, spells, and priority system behaviors that it follows. Through the use of attachments and maneuvers, it’s essentially possible for the master to give “strong suggestions” on what the Automaton should prioritize within its natural combat behaviors. Understanding these behaviors is the first step towards mastering the power of the automatons!

Deploy icon v1.png Deploy & Retrieve


When you Deploy your automaton onto an enemy, you are essentially turning on your pets AI, allowing it to use any spells or abilities, and it will begin to follow it’s combat behavior based on the Maneuvers you’ve given (or not given), and the Head/Frame/Animators equipped. It's important to note that you are only able to get your Automaton to use buff spells on you if it is Deployed against an enemy. Though sometimes impractical or risky, it's possible to deploy your automaton against an enemy from afar, let him cast a buff on you, then retrieve him before he performs an offensive action on the monster to pre-buff yourself.

Retrieve does the inverse, and turns off your pets AI, bringing it back by your side.


Fire Maneuver icon v1.pngIce Maneuver icon v1.pngWind Maneuver icon v1.pngEarth Maneuver icon v1.png Maneuvers Thunder Maneuver icon v1.pngWater Maneuver icon v1.pngDark Maneuver icon v1.pngLight Maneuver icon v1.png


Unlocked at Level 1, Maneuvers are the most important part of playing a Puppetmaster, as they influence everything you want your Automaton to do, in addition to powering up your Automaton and activating or strengthening certain equipped Attachments.

There are 8 different maneuvers, and each maneuver is aligned with a different element. These same elements also coincide with the elements of the many Attachments you can install in your puppet. This makes it easy to know which maneuver to use in order to activate or enhance an equipped attachment (example: Fire Maneuver v2.png Fire Maneuvers strengthens and activates Strobe icon.png Fire Attachments! And so forth...).

  • The master can have up to 3 maneuvers of any element at any given time, with any subsequent casted maneuvers overwriting the maneuver with the least duration left.
  • The longer your automaton remains deployed in combat, the longer your maneuvers will last. The original duration for Maneuvers is 1 minute, but you can increase this duration up to a cap of 5 minutes.
    • If you ever deactivate or if your automaton dies, this duration timer will be reset. Zoning to another area will also reset the maneuver duration increases.

Certain attachments only actively do something if you’ve activated the appropriate element Maneuver (example: Shock Absorber icon.png Shock Absorber only does something if you’ve used an Earth Maneuver v2.pngEarth Maneuver), so make sure you align your equipped attachments with the maneuvers you plan on using in battle. Other attachments have passive effects which are further enhanced by having more of the same elemental type Maneuvers. (example: Tranquilizer icon.png Tranquilizer gives a baseline amount of magic accuracy even with no maneuvers active, but gives even more if you've got multiple Ice Maneuver v2.png Ice Maneuver)

In addition, each Maneuver flat out increases the raw stats of your Automaton.

Maneuver Name Stat Typical Attachment Boosts
Fire Maneuver v2.png Fire Maneuver STR Physical Attack
Earth Maneuver v2.png Earth Maneuver VIT Physical Defense
Water Maneuver v2.png Water Maneuver MND Magic Defense
Wind Maneuver v2.png Wind Maneuver AGI Evasion/Haste
Ice Maneuver v2.png Ice Maneuver INT Magic Attack/Magic Accuracy
Thunder Maneuver v2.png Thunder Maneuver DEX Accuracy
Light Maneuver v2.png Light Maneuver CHR HP Recovery
Dark Maneuver v2.png Dark Maneuver N/A MP Recovery

If you view the Combat Parameters of the Automaton, you can see how every weaponskill your Automaton can perform has an associated maneuver element attached to it. Typically, the Automaton will by default use the highest skill level weaponskill available to it -- but through the use of maneuvers, it’s possible to “force” a lower tier level weaponskill to occur.

  • This is most commonly used when it comes to the Sharpshot frame, where you can force out an Arcuballista by having more Fire Maneuver v2.png Fire Maneuvers active than Thunder Maneuver v2.png, Dark Maneuver v2.png, or Wind Maneuver v2.png
    (which would trigger the other, higher skilled weapon skills instead)

Additionally, Maneuvers influence the heads to switch around the priorities of order which spells are cast when using the Stormwaker frame.


It can be overwhelming to take in, but it’s not really as complicated as it sounds, you'll catch on to it pretty quickly!

Cooldown icon v1.png Overload/Burden & Cooldown


Alas, not everything is wonderful in the world of Maneuvers. Maneuvers come with a price attached (as if they weren’t complicated enough!). After having been Activated, Automatons have an invisible amount of Burden that they start with for each of the 8 elements. This burden slowly decays over time (~1 degree per tick). Every time you use a Maneuver, the burden for that element will increase in an amount related to the masters stats in relation to the automatons stats. If you pass the overload threshold, there is a chance that you will Overload... which is bad. This wipes all current active maneuvers, severely hampers your Automaton, and should be avoided at all costs.

View the Burden and Overloading page for actual numerical examples.

  • The job ability Cooldown will both remove the effect of Overload, and decrease all burden by 50%. Best used right after Activating your Automaton.

Luckily, there are some highly recommended pieces of equipment that you should use when casting any maneuver

Maneuvers  
Kenkonken (Level 119 III) icon.pngKenkonken (Level 119 III) description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png 32x32.png
32x32.png Bfn. Collar +1 icon.pngBfn. Collar +1 description.png Burana Earring icon.pngBurana Earring description.png 32x32.png
Kara. Farsetto +1 icon.pngKara. Farsetto +1 description.png Foire Dastanas +3 icon.pngFoire Dastanas +3 description.png 32x32.png 32x32.png
Visucius's Mantle icon.pngVisucius's Mantle description.png 32x32.png 32x32.png 32x32.png
  Max Tier

With these equipped, using Cooldown, and by cycling through 2-3 different Maneuver elements on rotation, Overloading should be an absolute rarity.


Deus Ex Automata icon v1.png Activate & Deactivate & Deus Ex Automata


  • Activate will summon forth your Automaton (permanently) at 100% HP & MP, with a 20 minute recast timer.
  • If ever you, or your automaton die before that timer has reset, you’ll have to use the 1 minute cooldown, Deus Ex Automata, to summon forth your Automaton in an unsound state. This will summon it with lowered HP & MP, as well as increased default burden.
  • Deactivate will desummon your Automaton. Interestingly enough, if your Automaton is at 100% HP (or between 80-100% HP with Job Gifts) when you Deactivate, the reuse timer on Activate will immediately be set to 0:00.
    • This means that if ever Activate is on cooldown, it’s possible to summon your Automaton with Deus Ex Automata, Repair it up to full HP, Deactivate it (resetting your Activate cooldown) then Activate it, summoning it with full HP & MP, and less Burden than when you summoned it with Deus Ex Automata.


D.A.D. Technique
Another important technique to be aware of is amicably known as D.A.D. (or performing Deactivate, Activate, Deploy, in that order). Because using Activate summons your Automaton with 100% HP & more importantly… 100% MP, this means you can exploit Deactivates short cooldown timer, to essentially give your Automaton an unlimited MP pool. Whenever your mage frame Automaton is running low on MP, (and as long as they aren't damaged) simply D.A.D. to fill their MP pool right back up to full!


Automat. Oil +3 icon.png Repair & Maintenance


a PUP's favorite NPC!
  • Repair restores a large chunk of your Automaton’s HP Pool, and also applies a rather potent Regen effect.
  • Maintenance removes status ailments applies to your Automaton.

Both these abilities require the use of a consumable item which you slot in your Ammo slot called Automaton Oil. Never go on an adventure without a good supply of Oil!

You can craft through alchemy, or purchase Automaton Oil from a Puppetmasters best friend, Gavrie in Aht Urhgan Whitegate (F-8), who you will be visiting very often in your adventures.

Oil Type Level Repair Recovery Potency Repair Regen Potency Maintenance Debuff Removal
Automaton Oil icon.png Automaton Oil 15 10% of Automaton's Max HP 10 HP/tic for 30 seconds (100 HP) 1 Status Effect Removed
Automat. Oil +1 icon.png Automaton Oil +1 30 20% of Automaton's Max HP 20 HP/tic for 60 seconds (400 HP) 2 Status Effects Removed
Automat. Oil +2 icon.png Automaton Oil +2 50 30% of Automaton's Max HP 30 HP/tic for 90 seconds (900 HP) 3 Status Effects Removed
Automat. Oil +3 icon.png Automaton Oil +3 80 40% of Automaton's Max HP 40 HP/tic for 120 seconds (1,600 HP) 4 Status Effects Removed

There also exists multiple pieces of equipment which enhances the potency of Repair. (Repair Potency Caps at +50%)

To find out by how much, you multiply the regen effect by the potency % increase and then add it to the existing effect and calculate.

  • For example, with +50% potency gear equipped: Automat. Oil +3 icon.pngAutomaton Oil +3 will recover 60 HP/tic for 120 seconds (2,400 HP)

In addition, because the Recovery Potency is based on your Automaton's Max HP, you should dedicate any other equipment slots to anything which increases your Automaton's Max HP.

Repair Potency  
Nibiru Sainti icon.pngNibiru Sainti description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
32x32.png Guignol Earring icon.pngGuignol Earring description.png Pratik Earring icon.pngPratik Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
32x32.png 32x32.png
32x32.png 32x32.png Desultor Tassets icon.pngDesultor Tassets description.png
Augment-Icon.png
Foire Babouches +3 icon.pngFoire Babouches +3 description.png
  • Note: Foire Babouches +3 icon.png Foire Babouches +3Foire Babouches +3 description.png (and prior NQ versions) don't increase Repair potency, but instead remove debuffs on your Automaton when Repair is used, similar to Maintenance. Highly useful, almost necessary as it removes your reliance on Maintenance.
  • Note: Similar to all other Cure Caps (ie: Reward Potency), it is assumed that there is a 50% Repair Potency Cap. Weakness red.png Confirmation Needed.
Pet +Max HP  
Gnafron's Adargas icon.pngGnafron's Adargas description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Rao Kabuto +1 icon.pngRao Kabuto +1 description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Foire Tobe +3 icon.pngFoire Tobe +3 description.png Rao Kote +1 icon.pngRao Kote +1 description.png
Augment-Icon.png
32x32.png Overbearing Ring icon.pngOverbearing Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png 32x32.png Rao Haidate +1 icon.pngRao Haidate +1 description.png
Augment-Icon.png
Rao Sune-Ate +1 icon.pngRao Sune-Ate +1 description.png
Augment-Icon.png


Tactical Switch icon v1.pngVentriloquy icon v1.pngRole Reversal icon v1.png Tactical Switch, Ventriloquy, and Role Reversal


Three job abilities which involve swapping stats between the master and the automaton.

Job Ability Description Common Uses Noteworthy Gear
Tactical Switch swaps your current TP values with your Automaton Pet:Regain equipment or Companion’s Roll can be used during downtime, then swapped to the Master. You can also use this to perform a self skillchain without the Automaton using a WS (and vice-versa)
Karagoz Scarpe +1 icon.png
Karagoz Scarpe +1 description.png
Karagoz Scarpe +1
Ventriloquy swaps your current enmity values with your Automaton Using Provoke (sub /WAR) or Flash (sub /WHM) in tandem with Ventriloquy is a great way to give your automaton a quick aggro lead before deployment. (
Ptn. Churidars +2 icon.png
Ptn. Churidars +2 description.png
Augment-Icon.png)
Pitre Churidars +3 icon.png
Pitre Churidars +3 description.png
Pitre Churidars +3
Role Reversal swaps your current HP values with your Automaton Can save a dying tank Automaton, or sacrifice the pet to save the master since it can act as a quick burst heal. (
Ptn. Babouches +2 icon.png
Ptn. Babouches +2 description.png
Augment-Icon.png)
Pitre Babouches +3 icon.png
Pitre Babouches +3 description.png
Pitre Babouches +3


Two-Hour.png Heady Artifice


Another ability which highlights the versatility of the job, Heady Artifice. Depending on the Head equipped on your Automaton, when using this SP ability, you’ll fire off one of six other jobs SP abilities. There is also a Job Gift category which enhances each SP ability.


Automaton Head SP Ability Performed Common uses
Harlequin Head icon.png Harlequin Head Mighty Strikes A useful SP ability limited by being attached to a useless head. Doesn't work with Ranged Attacks.
Sharpshot Head icon.png Sharpshot Head Eagle Eye Shot As useful as the Rangers counterpart (read as: not at all)
Valoredge Head icon.png Valoredge Head Invincible Like the Paladin counterpart, primarily used for enmity purposes, not survival. Can be enhanced with Job Gifts to give a whopping bonus +2000 static enmity on use.
Soulsoother Head icon.png Soulsoother Head Benediction Interesting in that it also fully heals the Automaton in addition to the party. Can be used as an enmity tool/life saver as well.
Spiritreaver Head icon.png Spiritreaver Head Manafont Particularly useless, especially due to D.A.D’s existence
Stormwaker Head icon.png Stormwaker Head Chainspell The only way to get around your automatons hard spell timers...


Two-Hour.png Overdrive or “3 Minutes of Pure Murder”


Overdrive is arguably one of the strongest SP abilities in the game -- other jobs would kill to have this as their SP ability. For 3 minutes (or 3 minute 20 seconds with the Relic body equipped) your Automaton becomes an unstoppable killing machine.

The benefits bestowed upon your Automaton are as follows:

  • Automaton Attack, Ranged Attack, Accuracy, Ranged Accuracy and Evasion will sky-rocket. (exact amount unknown)
  • Automaton will gain an innate +25% Magical Haste increase as well.
  • (With maxed Overdrive Job Gifts) your Automaton will also gain a whopping +100 to all stats (which is absurd!!).
  • As far as anyone can tell, your Automaton becomes mostly immune/highly resistant to all Status Effects (if not outright immune, it must be something like a 95+% resist rate). Some status effects still hit rather reliably like Doom and Terror.
  • The bonus cherry on top is that you become immune to Overload as well, though you still accumulate Burden, so risk of Overloading once Overdrive ends is higher.

In addition to all of these buffs, the real star of the “Overdrive show”, is what happens to your Maneuvers. For the duration of Overdrive, every Maneuver you have active will behave as if there were 3 maneuvers active of the element instead of 1. That means that having 3 different elemental Maneuvers, will be as if you have current 9 maneuvers active. This allows for some absolutely monstrous Automaton capabilities. Note: stacking more of the same elemental maneuver will not have a bonus effect during Overdrive (ie: Having 2 Fire Maneuvers will still act as if you reached the cap of 3, not 6) so it's in your best interest to use 3 different maneuvers during Overdrive (with exceptions being if you need to force specific weaponskills).


To put this into perspective for you, here is just a quick preview of the bonuses your Automaton gets during OD:

Using Overdrive with Fire Maneuver v2.png Light Maneuver v2.png Thunder Maneuver v2.png Maneuvers active (so in actuality, it would be as if you had 3 of each so... Fire Maneuver v2.png Fire Maneuver v2.png Fire Maneuver v2.png Light Maneuver v2.png Light Maneuver v2.png Light Maneuver v2.png Thunder Maneuver v2.pngThunder Maneuver v2.png Thunder Maneuver v2.png !!!)

So already just this alone transforms your Automaton into an unstoppable force… but then you take all of these bonuses and you throw in…

  • Optic Fiber icon.png Optic Fiber I+II with 3 Light Maneuvers = Enhance your other attachments by +30% & +45%...

Oh my goodness…

You’re looking at your Automaton buffed with a disgusting +184 Store TP, 114% Double Attack Rate, 40% Evasion and Defense Ignored against NM's (doubled against regular monsters), and that’s just pointing out the benefits from 8 out of your 12 Attachments. With this setup alone, your little Automaton becomes a self-skill chaining monster!

More strategies for Overdrive will be detailed in the Overdrive Equipment sets section below.

Merit Selection + Job Gift Order

Merits

Merit selection for PUP is fortunately pretty evident. There are a few must-picks, and the others are mostly up for preference.

Group 1
Name Description Suggested Level Notes
Automaton Skills +2 to all Automaton Combat Skills 5/5 Once upon a time this was mandatory as it gave access to new spells, but now it's just a nice bonus.
Maintenance Recast Shorten recast time by 3 seconds. 0/5
Repair Effect +2% HP Granted 0~5/5 I've flipped back and forth between Repair effect and Repair recast, and honestly it's up to you.
Activate Recast Shorten recast time by 40 seconds. 0/5 Please don't...
Repair Recast Shorten recast time by 3 seconds. 0~5/5 Could invest in this as well. Also gets more mileage from Foire Babouches +3 removing status effects more frequently, since the cooldown is shorter.
Group 2
Name Description Suggested Level Notes
Role Reversal Swaps the Master's current HP with the Automaton's current HP. Recast: 2min
Increases HP granted by 5% per merit level past the first.
0~1/5 The Automaton has MUCH more max HP than the master, so putting more than 1 point in this is often a waste. Used as an emergency life-saver at times (for both the master or the automaton).
Ventriloquy Swaps the enmity of the current target between master and automaton. Recast: 1min
Increase the enmity for the higher enmity (post-swap) target by 5% while lowering the enmity for the lower enmity (post-swap) target by 5%.
1/5 Definitely get atleast 1 point in Ventriloquy as it is a very useful ability. Can be used in conjunction with subbing /BLU (jettatura/geist wall) or /WAR (provoke) or /WHM (flash) and then swapping to the Automaton for a very quick aggro lead, or for reliably recovering after an enmity reset move.
Fine-Tuning Adds 5 Accuracy, Ranged Accuracy, and Evasion and 5 MDB per merit level. 3/5 An alright category, mostly due to the MDB bonus, but not nearly as strong as Optimization. If Role Reversal and Ventriloquy weren't useful abilities, this would be an easy 5/5.
Optimization Effect Gives Automaton +5% attack/defense and +5 MAB per merit level 5/5 This is not debatable. +25% Automaton Attack & Defense cannot be skipped. Max this out and never look back.

Job Gifts

There aren’t any immediate MUST PICKS from this list, but there are some better ones than others -- I've sorted them in terms of priority in the table below (high, medium, low). Overdrive Effect is easily the best Job gift, but if you don’t use Overdrive strategies often, it might be worth delaying. Automaton Max HP/MP Bonus is the greatest for when Tanking, which is one of PUP’s primary group roles. Martial Arts effect is the biggest damage increase for when you solo and punch things alongside your automaton, which makes it a worthy early investment for solo players. Deactivate Effect is great for alleviating the strict 100% HP pressure when performing the D.A.D technique. The others, you can place points into at your discretion with my priority suggestions in mind. In the end, you’ll be getting them all, right?

Suggested Priority Category Description Effect
High Overdrive Effect Increases automatons' attributes while under the effects of Overdrive. Increases attributes by 5.
Medium Heady Artifice Effect Increases the potency of the various head-related abilities. Harlequin Head: Increase physical accuracy by 2.
Valoredge Head: Increase static enmity by 100.
Sharpshot Head: Increase damage by 3 percent.
Stormwaker Head: Increase magic damage by 2.
Soulsoother Head: Increase amount of MP recovered by 1 percent.
Spiritreaver Head: Increase magic damage by 5.
High Automaton Max HP and Automaton Max MPBonus Increases the maximum HP and MP of automatons. Increases maximum HP by 10 and maximum MP by 5.
Low Activate Effect Decrease burden when Activate or Deus Ex Automata is used. Decrease burden by 1 per rank.
Low Repair Effect Gradually restores automaton's MP when Repair is used. Amount of MP recovered depends on the item used.
Automaton Oil: +5
Automaton Oil +1: +10
Automaton Oil +2: +15
Automaton Oil +3: +20
Medium Deus Ex Automata Recast Reduces the recast time of Deus Ex Automata. Reduce recast time by 1 second.
Medium Tactical Switch Increases TP of automaton's master when using Tactical Switch. Increases TP by 20.
Low Cooldown Effect Reduces automaton's burden when using Cooldown. Reduces burden by 1.
High Deactivate Effect Relaxes the requirement for reducing Dectivate's cooldown based on automaton's remaining HP. Reduces the requirement by 1 percent of remaining HP.
High Martial Arts Effect Reduces attack delay for hand-to-hand attacks. Reduces attack delay by 2.


Job Gift Total Bonuses
Capacity Point Bonus +320%
Automaton Elemental Capacity Bonus +4 to all Elements
Martial Arts -5
Physical Attack +42 Automaton: Attack/Defense +106
Physical Accuracy +50 Automaton: Acc/Eva +70
Physical Evasion +56 Automaton: MAB/MDB +36
Magic Acc & Eva +36 Automaton: MAC/MEVA +70

A word on [Automaton Elemental Capacity Bonus]


The Job Gifts awarded at 100, and 1200 are monumental. These are absolute game changers for PUP, and should be your main goals to strive for. It might seem simplistic, but increasing the elemental capacity of your automaton frames by +2/+4 exponentially expand your attachment options, and allow you to customize your automaton in ways you couldn’t before. The difference in tanking/damage capabilities of a 1200 gift PUP vs. a 0 gift PUP are quite large, entirely due to the freedom of Attachments..

Support Jobs

Offensive Oriented Subjobs
Fighter's Mask icon.png Warrior

Notable Abilities -- Provoke, Berserk, Double Attack Trait, Aggressor, Warcry


The go-to support job when it comes to the master punching things alongside the automaton. In addition to all the offensive abilities and traits, Provoke also ends up being a very useful ability as it allows you to Provoke a target, then Ventriloquy immediately onto your Automaton for a quick aggro lead.

Futhark Bandeau icon.png Runefencer

Notable Abilities -- Elemental Runes, Vallation, Pflug


Anytime you want to fight alongside your puppet and anticipate the master taking heavy, unavoidable magic damage of a particular element type, this is the subjob to go for. Will give some much needed sustain against magic which the Warrior subjob does not provide through both Vallation and Pflug. Runes are also useful for some bonus elemental damage for certain gimmicks (ex: Delves Dakuwaqa comes to mind).

Utility Oriented Subjobs
Iga Zukin icon.png Ninja

Notable Abilities -- Utsusemi: Ichi, Utsusemi: Ni, Monomi: Ichi, Tonko: Ichi


Any fight where you anticipate needing Utsusemi shadows to avoid taking physical damage on the master, this is the subjob to use. Tonko: Ichi and Monomi: Ichi are also handy, but really though... this is a subjob which is all about Utsusemi.

Charis Tiara icon.png Dancer

Notable Abilities -- Spectral Jig, Curing Waltz, Healing Waltz, Haste Samba, Skillchain Bonus


For similar reasons that nearly any job would sub this: Waltzes for sustain (when you cannot rely on your either Trusts or your healer Automaton to keep you alive) and the ever so useful Spectral Jig. This sub shines in particular for when your trusts are frequently afflicted with area of effect status effects (Silencega) that you can cleanse off them with Healing Waltz.

Backline/Support Oriented Subjobs
Orison Cap icon.png White Mage

Notable Abilities -- (unique to /WHM) Cure IV, Curaga, Bar-spells, Dia II, Flash, Haste, Teleport-spells, Magic Defense Bonus I+II, Auto-Regen


For situations where it is too dangerous for the Master to approach the boss monster, you are better off deploying your puppet and standing far away with the other mages. Nearly identical, WHM & SCH subjobs should be used anytime your PUP is in a backline supporting role. Many commonly used spells are shared between the two subjobs: Blink, Stoneskin, Aquaveil, Reraise & Raise, Cure I-III, Regen, Sneak & Invisible and Protect III/Shell II.

Similar to Provoke on /WAR, Flash is particularly useful from /WHM because of Ventriloquy

Argute M.board icon.png Scholar

Notable Abilities -- (unique to /SCH) Sublimation, Accession, Penury, Light Arts, Conserve MP, Max MP Boost


Similar to WHM, but slightly weaker in most regards. What they lose in group utility over /WHM, /SCH gains overall better MP management through the use of Sublimation, Stratagems, and Light Arts, as well as generally more potent Cure spells through Light Arts. They also gain Conserve MP and Max MP Boost job traits to further emphasize the MP management benefits over WHM.

Personally, I usually sub WHM for backlining during group play, and sometimes go SCH for solo backlining when MP might become an issue (remember, you cannot /heal while your Automaton is engaged!).

Automaton Frame Setups

There exists a variety of different viable combinations of Automaton Head and Frames. Below is a list of the combinations which are typically used, with a brief explanation of their purpose. Remember, the key to Puppetmaster is their versatility -- there is no "ultimate" end-all-be-all head/frame setup. Each setup has their own distinct strengths and weaknesses, and you should consider and tailor your setup based on the challenge you are facing and your position in the party.

Newbie Setup
PUPGuide Harle-Harle.png Automaton Head Harlequin Head icon.png
Automaton Frame Harlequin Frame icon.png
Your very first automaton! Isn’t he cute? Eager and excited to take on the world! Use this until level 10, where you can upgrade to a new frame and never look back to this combination.


Tanking Setups

Standard All-Rounder Tank
PUPGuide Soulsoother-Valoredge.png Automaton Head Soulsoother Head icon.png
Automaton Frame Valoredge Frame icon.png
Highly defensive tanking automaton setup. The reason for using Soulsoother head instead of Valoredge is for a more defensive elemental capacity for your Attachments. Soulsoother gives more Light and Water element (for Auto-Repair Kits & Mana Jammers) at the cost of Fire and Thunder. You’ll be using this setup whenever you’ll be tanking anything which deals heavy magic and physical damage.

In addition to having the highest health pool, the Valoredge Frame has an innate 12.5% -PDT/MDT/BDT stat built into it, and PUP has the Stout Servant job trait, granting another 9%. This means you only need 66 -Damage Taken through the masters gear/attachments to cap your automatons defenses. Typically SS/VE or VE/VE will be your go-to tanking setups.


Caster Tank
PUPGuide Soulsoother-Harle.png Automaton Head Soulsoother Head icon.png
Automaton Frame Harlequin Frame icon.png
This is a very niche tanking setup. The entire reason for using this setup is that it allows the Automaton to cast Shell V (reduces magic damage taken by 24%) on itself - in addition to Mana Jammers magic defense bonus and you’ve got a very magic resistant setup. You trade off many offensive and defensive capabilities for this one aspect though, (such as losing roughly 15% of your max health pool, and losing all of valor edge’s weaponskills), so it’s only suited to be used on a niche enemy which is strictly magic oriented. It should be noted that this tanking setup pulls aggro slowly. It will often cast spells first when you deploy it, rather than using provoke or flash, in addition to also standing far away for a while before they close the distance, so try to buff it up and use it's MP pool beforehand.

Ranger Tank
PUPGuide Valoredge-SharpshotTank.png Automaton Head Valoredge Head icon.png
Automaton Frame Sharpshot Frame icon.png
Another niche tank setup, which functions when needed. Sharpshot frame allows your tank to use ranged attacks, meaning he can attack an airborne target (ex: Ouryu, Naga Raja). Another reason for using this frame is for Piercing damage, if a target can become immune to slashing or blunt.. (ex: Warder of Temperance), and thirdly, this increases the damage potential of your tank (with an obvious trade-off of defensive capabilities), so you can use it in non-threatening situations.


Physical Damage Dealer Setups

Typical Melee+Range Damage Dealer
PUPGuide Valoredge-SharpshotDamageDealer.png Automaton Head Valoredge Head icon.png
Automaton Frame Sharpshot Frame icon.png
This is your standard go-to damage dealing setup. When compared to the sharpshot head, at the cost of a single wind elemental capacity (which you probably don’t need anyways), the valoredge head changes the behavior of this setup to always stay in melee range when deployed. If ever a boss moves around, or is repositioned, this setup will ensure maximum melee up-time (which is a strict DPS gain). This combination also sports double the earth elemental capacity of the sharpshot head (from 3 to 6) head also means you can equip an Armor Plate IV, making this setup slightly more resistant to physical attacks.

Range Damage Dealer
PUPGuide Sharpshot-Sharpshot.png Automaton Head Sharpshot Head icon.png
Automaton Frame Sharpshot Frame icon.png
The other Sharpshot setup. When deployed at longer than 15 yalms, the Sharpshot head behavior will make your automaton remain at range and won’t run into melee range for additional damage and TP gain. This includes if the target moves from the original deployment position. When compared to the Valoredge head setup above, the only offensive elemental difference is a single wind capacity slot. So you might be wondering why bother using this setup? Well, the entire reason for using the Sharpshot head is due to the increased Ranged Combat skill bonus. Your Automaton will go from a B+ to A rank combat skill in Ranged, giving it slightly more ranged accuracy and ranged attack. So choose your Sharpshot frames head wisely!

Melee Undead-Slayer Damage Dealer
PUPGuide Valoredge-ValoredgeDamageDealer.png Automaton Head Valoredge Head icon.png
Automaton Frame Valoredge Frame icon.png
Turns out when you take out all of the typical tanking attachments and swap them for strictly offensive ones, the valor edge frame is capable of dishing out quite a bit of pain. This is almost entirely thanks to the Valoredge frame specific weaponskill Bonecrusher, which is a fantastic WS. A 3-hit Blunt damage WS, with fTP transferring across all hits, along with a Fragmentation skillchain property (hello, Light skillchain!) and a bonus fTP modifier against all Undead enemies? Why yes, sign me up!

This damage dealing setup is absolutely ideal for when it comes to fighting the Undead (who would typically be very resistant to the Sharpshot frame’s piercing attacks), so consider using it then! Crush those bones!


Backline Support Setups

White Mage Puppet
PUPGuide WHMAutomaton.png Automaton Head Soulsoother Head icon.png
Automaton Frame Stormwaker Frame icon.png
With the introduction of Trust Magic, our pocket healing Automaton setup has sort of lost its luster. With no access to Curaga, and roughly a 15 second delay in between single target Cures, this also limits its uses. But not all is lost, it’s still possible for a PUP to play the role of healer in a low danger event such as an Apex CP party (with no area of effect damage). The incoming damage is usually pretty low during these events, and with the use of D.A.D., your automaton will have an unlimited MP pool for healing too!

If you equip both Damage Gauges on the Soulsoother Automaton and run double Light Maneuvers (and Dark for MP), the maton is capable of curebombing someone as its Cure recast is significantly lowered. It will cast Cure V and Cure VI roughly every 2-4 seconds. This constant curing can be enough to keep even a midsized party alive in more dire circumstances, but it's important to avoid damage on the Puppetmaster or the maton will obviously ignore even half-dead people.


Red Mage Puppet
PUPGuide RDMAutomaton.png Automaton Head Stormwaker Head icon.png
Automaton Frame Stormwaker Frame icon.png
Similarly to the WHM automaton, this RDM setup also takes the backseat when compared to support based Trust’s like Koru-moru. But ah-ha! where this frame shines is in events where Trust Magic is not allowed! (ie: Nyzul, Salvage, and Assaults). This setup, like any good RDM, does a little bit of everything. Keeps you healed up, Enfeebles enemies, does some light Nuking (up to Tier IV), and even buffs you with Protect V, Shell V, and Haste 2.

Black Mage Puppet
PUPGuide BLMAutomaton.png Automaton Head Spiritreaver Head icon.png
Automaton Frame Stormwaker Frame icon.png
Our very own mini Black Mage! This automaton setup requires a ton of gear to get it to perform at a respectable level. Automatons unfortunately lack the native magic accuracy needed to land their spells against high ilvl targets, so the master needs a ton of gear to make up the difference. Even then, it’s best to be used solely for Magic Bursting. The Spiritreaver head also runs out of MP rather quickly (where it starts using Aspir instead of Nuking), so judicious use of the DAD technique is suggested. Then there is the fact that you cannot actually select which spell to use, and must rely on the AI to cast the proper element.

With all the above, finicky aspects to this Automaton frame, it’s still possible for it to dish out impressive ~80k damage Magic Bursts when all the stars align in your favor.
It takes a ton of work and gear to get it to that state though, so it’s highly unfriendly for newbies to attempt this. Don’t try this until you’ve gotten your tanking and physical damage dealing sets laid out.


Automaton Attachments

Attachments are the bread & butter of Puppet master! The meat & potatoes! The peanut butter & jelly…? Anyways whatever, they are a very important and integral part of playing Puppetmaster, which I’ve seen many players skimp out on!

There are a whopping 107 Attachments to obtain, and install in your Automaton -- but you are only allowed to equip and use 12 at a time, and these 12 must fit into the Elemental Capacity limit of your Automatons Head & Frame.

It goes without saying that the 12 attachments you choose to equip are crucial in defining the capabilities of your Automaton. For example, while keeping the exact same head & frame, it’s possible to swing the scale in your Automaton from being an “indestructible wall” to a “physical damage dealing powerhouse” just by swapping a few attachments and switching your maneuvers around in combat. Also it should be noted that there are no level restrictions on Attachments, you can buy and equip any Attachment starting from Level 1.

Now, there is a ton of attachments, so I’m not going to go over each and every one because I’d be here forever. So I invite you to check out the Attachments page for the full list

These Attachments bestow a ton of potential Job Traits and Abilities for your Automaton -- but remember, you cannot have ALL these abilities at once! You've got to pick and choose 12 attachments, and their associated abilities at any given time. Common situations include:

  • Does your enemy cast multiple buffs on themselves? Equip a Regulator or Disruptor to remove them!
  • Does your enemy use Hundred Fists or have a high rate of attack? Equip a Galvanizer and counter them!
  • Does your enemy cast highly damaging elemental magic? Equip some Mana Jammers to lessen the damage.
  • Does your enemy spam the same a single damaging TP move over and over? Equip an Analyzer to cut the damage down drastically.

So think about what challenge you are facing, and what setup to bring. Don't just follow a cookie-cutter build, as you won't be using the most of PUP's versatility.

Automaton Potential Job Traits
Trait Attachment Elemental Affinity
Accuracy Bonus (Physical) Stabilizer, II, III, IV Element: Thunder
Accuracy Bonus (Ranged) Scope, II, III Element: Wind
Attack Bonus Tension Spring, II, III, IV Element: Fire
Auto Refresh* Mana Tank, II, III, IV Element: Dark
Auto Regen* Auto-Repair Kit, II, III, IV Element: Light
Conserve MP Mana Conserver Element: Dark
Counter Galvanizer Element: Thunder
Double Attack Coiler, II Element: Thunder
Double Shot Repeater Element: Wind
Evasion Bonus Accelerator, II, III, IV Element: Wind
Evasion Bonus*** Smoke Screen Element: Dark
Magic Accuracy Bonus Tranquilizer, II Element: Ice
Magic Attack Bonus Loudspeaker, II, III, IV Element: Ice
Magic Burst Bonus Amplifier, II Element: Ice
Magic Defense Bonus Mana Jammer, II, III, IV Element: Water
Max HP Boost Auto-Repair Kit, II, III, IV Element: Light
Max MP Boost Mana Tank, II, III, IV Element: Dark
Occult Acumen Arcanic Cell, II Element: Light
Skillchain Bonus Speedloader, II Element: Light
Store TP Inhibitor, II Element: Fire
Tenacity Resister, II Element: Water
Unique Traits
Trait Attachment Elemental Affinity
All Traits and Abilities Bonus Optic Fiber Element: Light
Critical Hit Rate Bonus Dynamo, II, III Element: Thunder
Cure Potency Vivi-Valve, II Element: Light
Enmity Bonus Strobe, II Element: Fire
Enmity Reduction Stealth Screen, II Element: Water
Enthunder Volt Gun Element: Thunder
Gradual Accuracy Bonus* Heat Seeker Element: Thunder
Gradual Evasion Bonus* Pattern Reader Element: Wind
Haste Turbo Charger, II Element: Wind
Negate Enemy Defense Attuner Element: Fire
Negate Enemy Evasion Target Marker Element: Thunder
Physical Damage Taken Armor Plate, II, III, IV Element: Earth
Skill Gain Rate Bonus Percolator Element: Water
Spell Casting Time Reduction Mana Booster Element: Ice
Spell Cost Reduction Power Cooler Element: Ice
Successive Damage Reduction Steam Jacket Element: Water
Successive Special Damage Reduction Analyzer Element: Earth
Weaponskill fTP Bonus** Flame Holder Element: Fire
Magic Attack Potency Coefficient** Ice Maker Element: Ice
Nearly all automaton traits are passive and require no maneuvers to activate. No animations are displayed upon use.
Subsequent corresponding maneuvers enhance the potency of traits.

* Not passive, requires the corresponding maneuver to be active.
** Consumes one or all of the corresponding elemental maneuvers upon activation.
***Proportionately decreases accuracy.
Automaton Potential Job Abilities
Ability Attachment Elemental Affinity
Barrage* Barrage Turbine Element: Wind
Blaze Spikes Reactive Shield Element: Fire
Convert Mana Converter Element: Dark
Copy Image* Replicator Element: Wind
Dispel Disruptor Element: Dark
Erase* Eraser Element: Light
Flash Flashbulb Element: Light
Meditate* Heat Capacitor, II Element: Fire
Provoke Strobe, II Element: Fire
Shield Bash Valoredge Frame Only None
Stoneskin Shock Absorber, II, III Element: Earth
Unique Abilities
Ability Attachment Elemental Affinity
Absorb Beneficial Status Effect Regulator Element: Dark
Reduce Severe Physical Damage* Schurzen Element: Earth
MP Restoration* Economizer Element: Dark
Prevent Overload* Condenser Element: Water
All automaton job abilities require the corresponding elemental maneuver to activate. A visible animation is seen around the automaton.
See the individual attachment pages for more information on each attachment.
Not all attachments are equivalent to the effects other jobs posses.

* Consumes one or all of the corresponding elemental maneuvers upon activation.


Attachment Purchasing Priority

Now I understand that purchasing all these Attachments is going to be a MAJOR burden on your wallet, so I’ve devised a tier list to help guide your wallet in the right direction. I've sorted them from Most Important (SSS Tier) to Least Important (B-Tier) in the table below. Fortunately, Attachments can be attained from a large variety of places in the game so you aren't completely forced to spend gil if you don't want to. You can create them from crafting (Goldsmithing & Alchemy), some of them are found as monster spoils or treasure caskets, you can purchase a few with Imperial Standing, and some are attained in assaults as well... so browse around! Like spells, often the attachments are very expensive from the NPC Vendors, can be found for very cheap on the Auction House. Don't forget to look there too!

Tier Reasoning Attachment Name
SSS Tier Get these Attachments A.S.A.P!

You will likely have one or both of these attachments permanently equipped for most frame setups.
Your most important Attachments by far.

Optic Fiber icon.png
Optic Fiber description.png
Optic Fiber +
Optic Fiber II icon.png
Optic Fiber II description.png
Optic Fiber II
SS Tier Some combination of these attachments are going to be your most commonly slotted in attachments to perform your two main roles (Tank & Damage Dealer).

Many of these attachments also have use in your other roles (Support & Nuker)

Inhibitor icon.png
Inhibitor description.png
Inhibitor & Inhibitor II +
Speedloader icon.png
Speedloader description.png
Speedloader & Speedloader II +
Strobe icon.png
Strobe description.png
Strobe & Strobe II +
Attuner icon.png
Attuner description.png
Attuner
Turbo Charger icon.png
Turbo Charger description.png
Turbo Charger & Turbo Charger II
Armor Plate icon.png
Armor Plate description.png
Armor Plate (All 4 Tiers, I+II+III+IV)
Coiler icon.png
Coiler description.png
Coiler & Coiler II +
Target Marker icon.png
Target Marker description.png
Target Marker
Mana Jammer icon.png
Mana Jammer description.png
Mana Jammer (All 4 Tiers, I+II+III+IV)
Flashbulb icon.png
Flashbulb description.png
Flashbulb +
Auto-Repair Kit icon.png
Auto-Repair Kit description.png
Auto-Repair Kit (All 4 Tiers, I+II+III+IV)
S Tier Many highly useful Attachments that will see use at one point or another.

These are more fight-specific choices.

Tension Spring icon.png
Tension Spring description.png
Tension Spring (All 4 Tiers, I+II+III+IV)
Repeater icon.png
Repeater description.png
Repeater +
Drum Magazine icon.png
Drum Magazine description.png
Drum Magazine +
Scope icon.png
Scope description.png
Scope (All 3 Tiers, I+II+III)
Barrier Module icon.png
Barrier Module description.png
Barrier Module & Barrier Module II +
Shock Absorber icon.png
Shock Absorber description.png
Shock Absorber (All 3 Tiers, I+II+III)
Galvanizer icon.png
Galvanizer description.png
Galvanizer +
Stabilizer icon.png
Stabilizer description.png
Stabilizer (All 4 Tiers, I+II+III+IV) +
Dynamo icon.png
Dynamo description.png
Dynamo (All 3 Tiers, I+II+III)
Loudspeaker icon.png
Loudspeaker description.png
Loudspeaker (All 4 Tiers, I+II+III+IV) +
Tranquilizer icon.png
Tranquilizer description.png
Tranquilizer (All 3 Tiers, I+II+III) +
Ice Maker icon.png
Ice Maker description.png
Ice Maker +
Amplifier icon.png
Amplifier description.png
Amplifier & Amplifier II
Resister icon.png
Resister description.png
Resister + Resister II
Vivi-Valve icon.png
Vivi-Valve description.png
Vivi-Valve + Vivi-Valve II +
Damage Gauge icon.png
Damage Gauge description.png
Damage Gauge + Damage Gauge II +
Eraser icon.png
Eraser description.png
Eraser
Disruptor icon.png
Disruptor description.png
Disruptor +
Regulator icon.png
Regulator description.png
Regulator
A Tier Niche selections. You will be using these attachments with very specific applications in mind, for very specific fights, under very specific circumstances!

Useless in encounters where they are not needed.

Flame Holder icon.png
Flame Holder description.png
Flame Holder
Barrage Turbine icon.png
Barrage Turbine description.png
Barrage Turbine
Schurzen icon.png
Schurzen description.png
Schurzen +
Hammermill icon.png
Hammermill description.png
Hammermill +
Analyzer icon.png
Analyzer description.png
Analyzer
Steam Jacket icon.png
Steam Jacket description.png
Steam Jacket
B Tier ... everything else.

These attachments effects are either too weak, too buggy, or too limited. Almost never worth one of your 12 attachment slots.

everything not listed above.
New Player Tier If you are brand new to PUP, highly suggest getting these Attachments to ease the leveling process (in addition to the tier list above)
Percolator icon.png
Percolator description.png
Percolator +
Heatsink icon.png
Heatsink description.png
Heatsink +
Condenser icon.png
Condenser description.png
Condenser
Volt Gun icon.png
Volt Gun description.png
Volt Gun (The Enthunder effect is very potent at low levels, but very weak at high level)

Weaponskills (Master)

Alright… Hand-to-Hand is unfortunately a vastly undertuned weapon type at the moment. This is a problem which plagues both Monks and Puppetmasters. Let’s face it, long gone are the glory days of Asuran Fists. Whether it’s due to the fact that H2H take up both the Main & Sub equipment slot (similarly to dual wield) without any of the sub slot benefits (no grips, no offhand weapon stats)… or whether it’s due to bizarre weaponskill modifiers, or poor fTP scaling, or only 5+ multi-hit weaponskills when +WSD% damage gear only affects the first hit... Hand-to-hand weaponskills under perform considerably when compared to weapon skills from other weapons.

Fortunately for PUP’s, we’ve also got Automaton weaponskills to lean on, and to combine with our (lukewarm) Hand-to-Hand weaponskill damage!

PUPGuideStringingPummel.png
Stringing Pummel
Rejoice! Our best and most thematic weaponskill. PUP only, and it looks and sounds wicked cool. It’s actually decent to boot! Stringing Pummel unfortunately carries a bizarre 32% STR / 32% VIT stat modifier (blegh...) but the chance to critical modifier on each hit leads to some impressive spike numbers. Having a Kenkonken also solidifies it in the #1 weapon skill spot for spamming. Gravitation skillchain property makes it great for setting up Darkness.
PUPGuideVictorySmite.png
Victory Smite
Our other great Weaponskill. The Yin to Stringing Pummels Yang, Victory Smite is our Light oriented weaponskill, and is quite powerful to boot. Sporting an awesome 80% STR stat modifier (I wish stringing pummel had this modifier…) and critical hit chance. Definitely worth unlocking. Get it!
PUPGuideShijinSpiral.png
Shijin Spiral
Our Merit weaponskill and **sigh**... If Shijin Spiral wasn’t the perfect setup for your Automaton’s Bonecrusher with it’s Fusion property, I probably wouldn’t merit it. Sometimes the Plague effect lands, and hurray…? Looks cool atleast!
PUPGuideHowlingFist.png
Howling Fist
Howling Fist gets a silent mention because it’s a single hit weaponskill which forces your Sharpshot Automaton to use Arcuballista (the strongest Sharpshot WS). Might be worth gearing up as it's one of the few H2H 1-hit weaponskills, meaning you can get mileage out of +WSD% gear
(ex:
Hiza. Hizayoroi +2 icon.png
Hiza. Hizayoroi +2 description.png
Hiza. Hizayoroi +2,
Foire Tobe +3 icon.png
Foire Tobe +3 description.png
Foire Tobe +3,
Pitre Dastanas +3 icon.png
Pitre Dastanas +3 description.png
Pitre Dastanas +3)

Weaponskills (Automaton)

Forget Hand-to-Hand WS’s, this is the real star of the show!

Automaton Weaponskill Properties
Melee Skill Valoredge Frame icon.png Valoredge Frame Maneuver Influence Modifiers Additional Notes
0 Slashing.png Chimera Ripper Fire-Icon.gif 50% STR
0 Slashing.png String Clipper Thunder-Icon.gif 30% STR/30% DEX
145 Slashing.png Cannibal Blade Dark-Icon.gif 100% MND Cannot Miss or Crit. Converts Damage dealt to HP.
245 Blunt.png Bone Crusher Light-Icon.gif 60% VIT FTP transfers across all hits.

gear for Pet:VIT & Pet:Double Attack. Bonus damage to Undead.

325 Slashing.png String Shredder Thunder-Icon.gif 50% VIT Crit rate varies on TP
Range Skill Sharpshot Frame icon.png Sharpshot Frame Maneuver Influence Modifiers Additional Notes
0 Ranged.png Arcuballista Fire-Icon.gif 50% DEX High FTP Mods (Pet: TP Bonus = Good!)
150 Ranged.png Daze Thunder-Icon.gif 100% DEX High FTP Mods (Pet: TP Bonus = Good!) with additional effect: Stun
245 Ranged.png Armor Piercer Dark-Icon.gif 60% DEX Bypasses monster defense.
325 Ranged.png Armor Shatterer Wind-Icon.gif 50% DEX -15% DEF for 90 seconds. Very accurate additional effect.
Melee Skill Harlequin Frame icon.png Stormwaker Frame icon.png Harlequin & Stormwaker Maneuver Influence Modifiers Additional Notes
0 Blunt.png Slapstick Thunder-Icon.gif 30% STR / 30% DEX
145 Blunt.png Knockout Wind-Icon.gif 100% AGI High FTP Modifier (TP Bonus = Good!) Capable of surprising numbers...
225 It is a mystery.gif Magic Mortar Light-Icon.gif  ??? Damage dealt is based on Automaton's Missing HP
These developer given Stat & FTP Modifiers are questionable.

Testing has shown FTP's to be off by a good 1/3rd, and stat mods to be 50%.

Weakness red.png Further Testing & Confirmation Needed
Weakness red.png

Maneuver Influence on Automaton Weaponskills


When your Automaton has enough TP to perform a weaponskill and the master has no Maneuvers active, they will default to using the highest skill WS available (as shown in the chart above.) Fortunately, Maneuvers allow the Master to manipulate which Weaponskill comes out instead of the default!

As mentioned earlier in the guide, Automaton weaponskills come with a Maneuver influence system. There is a corresponding maneuver element attached to each WS, and simply having more of those matching maneuvers active than others will change the default automaton WS, essentially allowing you to "force out" any weaponskill you desire.

  • ex: say you want to force your Valoredge frame to use Bone Crusher (one of your strongest automaton WS) you simply need to have more Light Maneuver v2.png Light Maneuvers active than Thunder Maneuver v2.png Thunder Maneuvers (because thunder is the priority for String Shredder, a higher skilled WS). Note: having the same or equal amount of maneuvers does not work as there will be a conflict. (ie: having Fire Maneuver v2.png/Light Maneuver v2.png/Thunder Maneuver v2.png maneuvers active will still default to String Shredder)
  • ex: if you want to force your Sharpshot frame to use Arcuballista, you need to have more Fire Maneuver v2.png Fire Maneuvers than Thunder Maneuver v2.png Thunder, Dark Maneuver v2.png Dark, and Wind Maneuver v2.png Wind, otherwise there would be conflicts!

There is another downside to Automaton Weaponskills in that, other than using the Retrieve pet command, there is no way to flat-out stop your Automaton from using weaponskills. This sometimes can cause your Automaton to interrupt player intended skillchains, and you should communicate this with your group accordingly.

Noteworthy Automaton Weaponskills:


  • Bone Crusher = wham-bam thank you ma’am! Wicked strong Valoredge Weaponskill where fTP is transferred across all hits. Equip as much Pet: VIT and Pet: Double Attack as you can. You will often try setting this one up as it is not your Automaton’s default WS. It’s also the only way for Valoredge frame to perform Blunt damage, and comes packed with a bonus fTP modifier when used against Undead enemy types… and those undead will certainly feel it!
  • Cannibal Blade = Similar to it’s sword counterpart, Sanguine Blade. Converts damage dealt into HP healed on your Automaton. Cannot miss or crit, and generates no enmity. If ever you feel you need it, you could quickly swap into 2 Dark Maneuvers to force a quick Cannibal Blade, then swap those Dark Maneuvers out.
  • Arcuballista = Your Sharpshots very first weaponskill is actually the strongest! Now how about that? This is somewhat annoying though because this WS conflicts with 3 other higher priority weaponskills, which feature commonly used Maneuvers for Sharpshot (Thunder and Wind). This almost always means that in order to force out an Arcuballista, you’ll have to use 2 Fire Maneuvers + either a Wind, Thunder, or Light maneuver for your third -- sometimes a little less than ideal.
  • Daze = Highly accurate Stun effect. Sometimes can useful?
  • Armor Shatterer = Comes with a highly accurate -15% Defense debuff. It’s like your Sharpshot Automaton comes equipped with Dia III too, wow!
  • Knockout = This Weaponskill is honestly quite strong, and comes with a crazy good 100% AGI modifier. The fact that this is allocated to Harlequin/Stormwaker frames makes me cry though...


Inhibitor icon.png A word on Inhibitor Attachments


The Inhibitor (and by extension the Speedloader) attachments are wonderful little attachments which open up the world for self skill chaining with your little robot.

In addition to granting your Automaton a highly valuable and scaling Store TP trait, the Inhibitor tweaks the behavior of your automatons weapon skill timing. If the Master is at or above 900% TP the automaton will wait to use a weaponskill otherwise it will weaponskill normally. The automaton will also ignore maneuver influence to instead use whichever weaponskill will lead to the highest level skill chain possible.

The behavior brought on by the Inhibitor attachment essentially allows you to create long and highly damaging skillchains with your puppet, by chaining together a series of weaponskills together. Combine this with the Speedloader attachment (skillchain bonus!) and you can get some mighty impressive numbers.

Note: Do NOT use Inhibitor in a large alliance or weaponskill spam heavy environment. Weaponskills from other party members will be firing off so often that your Automaton will constantly delay its WS as it constantly tries calculating a new skillchain, resulting in an huge overall damage decrease. Just unequip Inhibitor in these situations and let your Automaton fire-off it’s WS’s immediately.

Below is a chart of Inhibitor Forced Skillchains that you can do.

Inhibitor icon.png Inhibitor Forced Skillchains Inhibitor II icon.png
Foire Taj icon.png
Master Starting Weaponskill
Valoredge Frame icon.png
Valoredge Frame
Weaponskill Follow-up
Resulting Skillchain
Stringing Pummel String Shredder Dark SC Icon.png Darkness
Shijin Spiral Bone Crusher Light SC Icon.png Light
Victory Smite String Shredder Distortion SC Icon.png Distortion
Howling Fist String Shredder Distortion SC Icon.png Distortion
Foire Taj icon.png
Master Starting Weaponskill
Sharpshot Frame icon.png
Sharpshot Frame
Weaponskill Follow-up
Resulting Skillchain
Stringing Pummel Armor Shatterer Fusion SC Icon.png Fusion
Shijin Spiral Armor Piercer Gravitation SC Icon.png Gravitation
Victory Smite Armor Shatterer Light SC Icon.png Light
Howling Fist Arcuballista Liquefaction SC Icon.png Liquefaction
Foire Taj icon.png
Master Starting Weaponskill
Harlequin Frame icon.pngStormwaker Frame icon.png
Harle/Stormwaker Frame
Weaponskill Follow-up
Resulting Skillchain
Stringing Pummel Slapstick Fusion SC Icon.png Fusion
Shijin Spiral Slapstick Impaction SC Icon.png Impaction
Victory Smite Magic Mortar Light SC Icon.png Light
Backhand Blow Knockout Scission SC Icon.png Scission

Multi-Step Skillchain Sequences

Here are some self-skillchain sequences you can do in either solo or duo situations when fighting alongside your Automaton. Assume Inhibitor & Speedloader attachment is equipped. The more steps you attempt to do, the better geared both you and your automaton need to be in order to be successful (capped equipment haste for both you and your automaton, magic buffs, etc...). Start with some simple 3-step skillchains, and work your way up.

3-Step Skillchains
Foire Taj icon.png Valoredge Frame icon.png Foire Taj icon.png Resulting Skillchain
Shijin Spiral Bone Crusher Victory Smite Light SC Icon.png Double Light
Victory Smite String Shredder Stringing Pummel Dark SC Icon.png Darkness
Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Resulting Skillchain
Stringing Pummel Armor Shatterer Victory Smite Light SC Icon.png Light
Victory Smite Armor Shatterer Victory Smite Light SC Icon.png Double Light
Asuran Fists Armor Shatterer Stringing Pummel Gravitation SC Icon.png Gravitation
Shijin Spiral Armor Piercer Victory Smite Fragmentation SC Icon.png Fragmentation
Foire Taj icon.png Harlequin Frame icon.pngStormwaker Frame icon.png Foire Taj icon.png Resulting Skillchain
Stringing Pummel Slapstick Victory Smite Light SC Icon.png Light
4-Step Skillchains
Foire Taj icon.png Valoredge Frame icon.png Foire Taj icon.png Valoredge Frame icon.png Resulting Skillchain
Victory Smite String Shredder Shijin Spiral Bone Crusher Light SC Icon.png Light
Raging Fists Chimera Ripper One Inch Punch String Shredder Dark SC Icon.png Darkness
Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Sharpshot Frame icon.png Resulting Skillchain
Shijin Spiral Armor Piercer Victory Smite Armor Shatterer Light SC Icon.png Light
5-Step Skillchains
Foire Taj icon.png Valoredge Frame icon.png Foire Taj icon.png Valoredge Frame icon.png Foire Taj icon.png Resulting Skillchain
Victory Smite String Shredder Shijin Spiral Bone Crusher Victory Smite Light SC Icon.png Double Light
Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Resulting Skillchain
Shijin Spiral Armor Piercer Victory Smite Armor Shatterer Victory Smite Light SC Icon.png Double Light
Foire Taj icon.png Harlequin Frame icon.pngStormwaker Frame icon.png Foire Taj icon.png Harlequin Frame icon.pngStormwaker Frame icon.png Foire Taj icon.png Resulting Skillchain
Backhand Blow Knockout Stringing Pummel Slapstick Victory Smite Light SC Icon.png Light
6-Step Skillchain
Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Sharpshot Frame icon.png Foire Taj icon.png Sharpshot Frame icon.png Resulting Skillchain
Howling Fist Arcuballista Howling Fist Armor Piercer Victory Smite Armor Shatterer Light SC Icon.png Light
6-Step Skillchain (PUP+PUP Duo, both using Sharpshot)
Foire Taj icon.png(#1) Sharpshot Frame icon.png(#1) Sharpshot Frame icon.png(#2) Foire Taj icon.png(#2) Sharpshot Frame icon.png(#1) Foire Taj icon.png(#1) Resulting Skillchain
Stringing Pummel Armor Shatterer Armor Piercer Victory Smite Armor Shatterer Victory Smite Light SC Icon.png Double Light

Master Weapon Choices

Weapons

Em. Baghnakhs icon.png Em. BaghnakhsEm. Baghnakhs description.png - Hurray! You’ve reached level 99! Congratulations, here is your complimentary pair of baghnakhs to assist you. These are easy to attain, and are markedly more powerful than any weapon you’ve had during your leveling process. Get them immediately if you don’t already have anything in the list below.

Calved Claws icon.png Calved ClawsCalved Claws description.png or Oatixur icon.png OatixurOatixur description.png or Arasy Sainti +1 icon.png Arasy Sainti +1Arasy Sainti +1 description.png(Su1) - For your first step up after Em. Baghnakhs, you’ve got these 3 choices to choose from. The Arasy Sainti are the easiest to attain (purchase from your auction house), but require the Superior1 Job Gift to even equip (50 job points invested in PUP). Calved Claws and Oatixur are relatively close in strength, and must be obtained from fighting bosses (Muyingwa in Ceizak Delve, or Shiva in High-tier Battlefields)

Ohrmazd icon.png OhrmazdOhrmazd description.png - Attained from Alluvion Skirmish, the Ohrmazd is actually really strong when fully upgraded. The problem is that fully upgrading the Ormazd is a huge luck-based and expensive endeavor, not for the faint of heart, and arguably in this era, not worth the hassle when there are other options. A fully maxed out Ohrmazd is one the stronger obtainable weapons before one of the REMA’s. What is interesting about Ohrmazd though, is that it is also multi-faceted. Depending on how much you are willing to shell out, you could augment multiple Ohrmazd's which serve different purposes. You could create a strictly Master oriented weapon (Augments: +15/15 Attack/Accuracy, +4% DA, +29 DMG) or you could make it into a much more useful Pet Tanking weapon (Augments: Pet:Magic Evasion+25, Pet: Damage Taken-4%, +29 DMG). Another viable Dusk stone alternative is augmenting it with Pet: VIT/STR/DEX+15, which is great for a lot of Pet Weaponskills (VIT, in particular, has an added benefit for working with Bonecrusher while also adding something for tanking).

Ohtas icon.png OhtasOhtas description.png - Ahhhh Ohtas, how I adore thee… Ultimately a relatively weak weapon in terms of damage output (though still respectable) where Ohtas really shines is in it’s augments. When fully augmented through Oboro, along with it’s default stats, it grants a whopping bonus and much welcomed +70 Accuracy, along with Pet: Accuracy/Range Accuracy+70, and Pet: Haste +10%. The Pet:Haste +10% in particular is highly appreciated as it allows you to cap your pet haste more easily in your combined TP sets, without trading off weaker gear in order to do so. Combining Ohtas with Visucius Mantle (ambuscade, with Pet: Haste 10%) means you’ll be nearly at the cap with only your cape and weapons slot. What is also nice is that this is an Oboro JSE weapon, so you know exactly how much gil you need to invest into it, there is no randomness involved, and it’s easy to attain (as long as you have the money for it).

Midnights icon.png MidnightsMidnights description.png - Another versatile weapon which can be built to suit your needs. Augmenting it through Path A or B makes it a master-oriented weapon, whereas Path C turns it into Combined TP DD weapon, and Path D turns it into a useful Pet Tanking weapon. As the Path A&B routes are relatively weak, typically you would go Path D as it will always be useful in Pet Tanking situations.

Tinhaspa icon.png TinhaspaTinhaspa description.png - Best-in-Slot for Automaton Magic Nuking/Burst setups. Is soundly beaten by other options for typical damage dealing, so do not use it for other situations.

Gnafron's Adargas icon.png Gnafron's AdargasGnafron's Adargas description.png - These fisticuffs are incredibly weak when it comes for the master dealing damage (Weaker than Em. Baghnakhs), but they are mentioned because they come with some unique benefits for your Automaton. the +20 Automaton Skill actually turns these into very good Pet WS fists, something you can swap into when your Pet is nearing 1000 TP. The Bonus HP/MP also makes them alright for Repair, and it's possible the bonus HP also lets your Automaton reach certain health thresholds for surviving things like Dancing Fullers from Kei.

Nibiru Sainti icon.png Nibiru SaintiNibiru Sainti description.png - An alright, middle of the road weapon, which isn’t too difficult to attain. The augment paths are relatively lackluster for what PUP wants to do, but the master-oriented ones turn the weapon into something decent for a relatively low investment (time and gil-wise). The Repair Potency +10% will always be useful though as a swap-in piece for Pet Tanking situations (with the Master far out of range, where the Master’s TP being lost from weapon swaps is irrelevant) so this weapon is worth picking up for just that alone.

Emeici +1 icon.png Emeici +1Emeici +1 description.png - Comparable to a very well augmented master-oriented Ohrmazd, and all the secondary stats on it are wonderful for PUP (Store TP, Triple Attack, Phys DT, and Accuracy). Plus you get this from the Garbage Gel Unity NM, so while you farm for it, you can also farm for a Gelatinous Ring +1 (which is a good ring!)

Denouements icon.png DenouementsDenouements description.png - Ka-Boom! This is a really strong master-centric weapon, and one that is relatively easy to attain -- If REMA’s or late Reisenjima NM’s are not an option for you, consider getting these. Very high damage, with a nice secondary stat spread. The Automaton Regen and Refresh can be pretty much ignored, and the Colossal Blow is honestly just for funsies on rare occasion.

Condemners icon.png Condemner Condemners description.png - Condemner’s are an excellent hand-to-hand weapon, and a worthwhile goal to consider at the end of your journey if ultimate weapons are out of the question. Especially considering that through Oseem’s augmentation process, you can make it into a versatile weapon. The augment of DMG:+17 is always desirable, but you can always shoot additional secondary stats like Pet:Damage Taken -4~5% or Double Attack/Attack/Accuracy and make it double into a pet tanking weapon as well.

Suwaiyas icon.png SuwaiyasSuwaiyas description.png - Similar to Denouements, really high DMG weapons with a great secondary stat spread. The problem though is that this drops from a T4 NM in Reisenjima, Zerde, so if you've got access to these, you're a stone's throw away from just finishing the Aeonic quest for Godhands instead. But hey, maybe you killed Zerde while working on another weapon and these claws happened to fall into your lap... well, they're one of the best non-REMA weapons!

Chastisers icon.png ChastisersChastisers description.png & Jolt Counter +1 icon.png Jolt Counter +1Jolt Counter +1 description.png & Comeuppances +1 icon.png Comeuppances +1Comeuppances +1 description.png - These weapons are all relatively similar in power levels, and they (along with Suwaiyas) are pretty much the strongest master-centric weapons you can attain before stepping into REMA territory. Absurdly high DMG values, with relatively low delay and strong secondary stats allow these to sit at the top of the stack. Realistically speaking, I suggest going with a well-augmented Condemner instead of these three, as those can be augmented to affect your Pet, whereas these weapons are purely for the Master. Chastisers have an absurdly low drop-rate, Jolt Counter +1 sell on the AH for an absurdly high price, and Comeuppances +1 drop from the final Unity NM Tumult Curator so... attaining any of these three weapons can be disheartening to say the least. You've been warned!
Bonus Note: Tumult's Coffer icon.pngTumult's Coffer can drop from Unity Dial when that event is active. Could be worth it to spend time on main & mules trying to get the Tumult Curator Chest from it, since Comeuppances +1 are probably the best non-REMA H2H from a pure master-focused perspective!

Ultimate Weapons

No Relic weapon for PUP ( ; _ ; )
Puppetmasters Empyrean Weapon has had a small stumble from grace since back in the Abyssea era (where it reigned supreme), but even so, it still easily one of the best master-specific weapons you could attain on PUP. Sporting an amazing +50 STR bonus, and low delay, if we lived in a world where hand-to-hand users could dual wield two different fists, Verethragna would be an easy pick for your off-hand (for similar reasons that Twashtar is THF and DNC’s optimal off-hand). Since MNK & PUP are not so lucky, we unfortunately have to make a choice on which weapon to use. With no benefit for your Automaton whatsoever, and being similar to Godhands, this means that Verethragna is sadly the bronze medal winner when it comes to Puppetmaster REMA choices.
With it’s ridiculously high 197 DMG, the Godhands are easily the hardest hitting weapon a Puppetmaster can equip at the moment. While Monk’s look at the Shijin Spiral aftermath trigger with dismay, us Puppetmasters aren’t so sad about that. Despite Shijin Spiral being a relatively underperforming weaponskill (damage wise), it happens to have very good skillchain properties, and is often used as a starter for your long multi-step skillchains performed alongside your puppet. This allows a PUP to perform Radiance skillchains without skipping a beat.

The Store TP and TP-Bonus+500 traits are also excellent. If hand-to-hand weaponskills ever get buffed (... ha), Godhands will end up being an easy choice for master-centric damage builds.

But let’s not forget… Puppetmaster is a pet-oriented job, and this weapon offers literally no benefits for your puppet… so this means we’ve found our silver medalist.

Here comes the gold prize, the star of the show -- our only REMA (and one of our few weapons actually) which benefits our little robot buddy in battle. This weapons praise comes with a heavy caveat… this weapon only truly shines if you can apply and maintain Lv.3 Aftermath during the course of the fight. I want to be distinctly clear with this -- do not assume that the Kenkonken will always be the best weapon for every situation! (If this weapon had Automaton Lv:+2, like a SMN’s Nirvana, then it would always be the best, but alas…….)

Let’s break it down part by part: For starters, the Kenkonken has relatively high base DMG, with a ridiculously low delay. The combination of both the very low base delay and the “Enhances Martial Arts V” trait leads to some seriously really low delay -- this is your fastest attacking weapon by a very large margin. You attack so quickly with it, that it actually becomes a problem as you lose slight TP gain per hit. So really from just a raw base stats, white damage perspective, Kenkonken is 2nd only to Godhands when it comes to just plain punching things.

The “Suppresses Overload” trait, which makes it nearly impossible to Overload, is mostly a quality-of-life, nice to have kind of thing, but isn’t really worth much in the end. When this weapon was first released in the Aht Urghan era, there existed only one or two pieces of Overload suppressing equipment at the time, so suddenly having this weapon suppressing Overload completely was a big deal. But in the current climate, there is a handful more pieces of Overload suppressing gear, that when used all together, basically does the same thing. Though what Kenkonken does allow you to do, is spam multiple of the same maneuver freely -- a particularly important strategy when doing DAD technique with Triple Ice maneuvers for Magic Bursting. (Automatons have high burden the moment they are summoned, so it’s risky to spam the same maneuver shortly after activating)

Fortunately, Stringing Pummel is one of PUP’s best WS’s, so the +30% damage from the mythic increase solidly places it ahead of Victory Smite when it comes to fully buffed, spam situations. This doubles in that it’s also the WS used to trigger the Aftermath effect.

The Lv.3 Aftermath effect is what catapults this weapon to the top, and why the caveat mentioned above is so important. Not only does it increase the masters TP generation while active, but it also affects your Automaton! Giving your Automaton a 40% Double Attack and 20% Triple Attack rate buff is easily the biggest DPS increase for your Automaton in a single piece of gear.

So to conclude, is the Kenkonken a Puppetmasters best weapon? Yes, but not always. Remember the caveat, and know the situation you’re in. If you aren’t able to apply and maintain AM3, there are likely other hand-to-hand weapons that are more suited to the situation.

Animators

Animators are a Puppetmasters lifeblood! They are not only are the way to allow you to control your automaton and use maneuvers, but they boost the strength and ilvl of your automaton considerably.

There is next to no choice when it comes to Animators, as Animators are pure power creep. You start at the bottom of the tier list with your very first animator, and any animators at the top of the list completely obsolete the ones below it.

Strength Animator Name Additional Notes
(Strongest)
ilvl 119
Animator P +1 icon.png Animator P +1Animator P +1 description.png & Animator P II +1 icon.png Animator P II +1Animator P II +1 description.png The very best Animator you can use. The only difference between Animator P and P+1 is an additional +5 to all stats. If you cannot afford the +1, the NQ version will suffice. It’s an Su2 item, so it requires 100 job points invested in PUP to even be able to equip it.
ilvl 119 Animator P icon.png Animator PAnimator P description.png & Animator P II icon.png Animator P IIAnimator P II description.png “The P stands for Psycho!!”
ilvl 119 Divinator icon.png DivinatorDivinator description.png & Divinator II icon.png Divinator IIDivinator II description.png The strongest Animator you can equip at 99 without any job points invested in PUP. Comes from High-Tier Battlefields, so your drop mileage may vary.
ilvl 119 Animator Z icon.png Animator ZAnimator Z description.png Strangely, this offers the same benefits as the Divinator, only it has an (Su1) tag attached (50 job points required). I guess purchase this if you are having really bad luck getting a Divinator
ilvl 117 Magneto icon.png MagnetoMagneto description.png Slightly stronger than the Eminent Animator, up to you whether you want to hunt it down or go for Divinator/Animator Z in the tiers above it.
ilvl 115 Em. Animator icon.png Em. AnimatorEm. Animator description.png & E. Animator II icon.png E. Animator IIE. Animator II description.png Pick this up at the Sparks vendor the moment you hit lv.99.
ilvl 113 Alternator icon.png AlternatorAlternator description.png Skip this, weaker and more time consuming to attain than the Em. Animator. Existed in an era before the concept of Sparks gear was created.
ilvl 106 F. Animator icon.png F. AnimatorF. Animator description.png Skip this too… I honestly didn't even know it existed until I checked the database. Just pick up an Em. Animator at 99 instead.
ilvl 87 Deluxe Animator icon.png Deluxe AnimatorDeluxe Animator description.png Hard Skip!! You are level 87 when you can equip this. Just power through to 99 and pick up an Eminent Animator which is literally 1200% better.
ilvl 71 Animator +1 icon.png Animator +1Animator +1 description.png Please don’t spend your Therion Ichor on this...
ilvl 40 Turbo Animator icon.png Turbo AnimatorTurbo Animator description.png Obtained from Puppetmaster Artifact Quest at lv.40. An Upgrade for your very first animator which gives your Automaton a whopping +2 DEX.
(Weakest)
ilvl 1
Animator icon.png AnimatorAnimator description.png Your very first Animator! You get this when you begin your PUP adventures at lv.1. Cherish and love it forever. Interesting to note: This is the only Animator which can be equipped by ALL JOBS, so there is use when subbing /PUP on other jobs.

A word on Animator’s versions I & II


There is statistically no difference between version I and version II of an animator (ex: Animator P & Animator P II give the same stats). The only difference is the behavior which the animators have on your automaton when you deploy them in combat.

  • Animator Version I = Automaton will run into Melee range when deployed (head frame allowing)
  • Animator Version II = Automaton will keep their distance from the target when deployed.

This means that Deploying a Valoredge frame automaton with a version II animator equipped is going to lead to him standing far away doing nothing but his range active abilities. Typically, version II animators have very limited, and honestly not really needed uses and are not essential. Even for Mage or Sharpshot frames, you can simply rely on the behavior applied by the Head to deploy your Automaton from a safe distance, without needing to rely on the Animator version. This also explains why version I animators are 10 times more expensive on the Auction House! Don’t fall into the trap of getting version II animator for cheap, thinking it’ll do the job, and more importantly, don’t get ripped off (I’ve seen it happen all the time)! Focus on getting version I animators whenever possible.

Equipment Sets

Primary Sets

Beginner Sets


Fresh 99 PUP  
Em. Baghnakhs icon.pngEm. Baghnakhs description.png 32x32.png Em. Animator icon.pngEm. Animator description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Espial Cap icon.pngEspial Cap description.png Cirque Necklace icon.pngCirque Necklace description.png Ghillie Earring icon.pngGhillie Earring description.png Ghillie Earring icon.pngGhillie Earring description.png
Espial Gambison icon.pngEspial Gambison description.png Espial Bracers icon.pngEspial Bracers description.png Vehemence Ring icon.pngVehemence Ring description.png Enlivened Ring icon.pngEnlivened Ring description.png
Pantin Cape icon.pngPantin Cape description.png Moepapa Stone icon.pngMoepapa Stone description.png Espial Hose icon.pngEspial Hose description.png Espial Socks icon.pngEspial Socks description.png
  Lowest Tier
  • Fresh Lv.99 PUP armor set, which requires you to barely hunt anything outside of town.
  • Really nothing special... Don't stress too much over it.
Not So Fresh PUP  
Arasy Sainti icon.pngArasy Sainti description.png 32x32.png Animator Z icon.pngAnimator Z description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Ishtar's Collar icon.pngIshtar's Collar description.png Mache Earring icon.pngMache Earring description.png Mache Earring icon.pngMache Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Rajas Ring icon.pngRajas Ring description.png
Dispersal Mantle icon.pngDispersal Mantle description.png Cetl Belt icon.pngCetl Belt description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  Beginner 119
  • Set where you begin to break into the 119 territory. You don't need to have fought NM's in Escha to get this set.
  • Augment the Taeon pieces with typical Master-oriented augments to start (Accuracy/Attack/Triple Attack), but don't toss out your Taeon. Keep it for eventually augmenting it into a Pet: Regen/M.Eva/Damage Taken tanking set.

Master Only TP Sets


These are master-centric TP sets, for use when your pet's damage output is unnecessary or irrelevant (ie: your Automaton is in WHM mode).
Emphasis on Double/Triple/Quad Attack, Store TP, Accuracy/Attack, Martial Arts, and Haste for the Master, with little regard to any Pet bonuses.

Master Only TP  
Nibiru Sainti icon.pngNibiru Sainti description.png 32x32.png Divinator icon.pngDivinator description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Asperity Necklace icon.pngAsperity Necklace description.png Bladeborn Earring icon.pngBladeborn Earring description.png Steelflash Earring icon.pngSteelflash Earring description.png
Rawhide Vest icon.pngRawhide Vest description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Rajas Ring icon.pngRajas Ring description.png
Dispersal Mantle icon.pngDispersal Mantle description.png Windbuffet Belt icon.pngWindbuffet Belt description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  Low Tier
Master Only TP  
Denouements icon.pngDenouements description.png 32x32.png Divinator icon.pngDivinator description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Ryuo Somen icon.pngRyuo Somen description.png
Augment-Icon.png
Lissome Necklace icon.pngLissome Necklace description.png Mache Earring +1 icon.pngMache Earring +1 description.png Brutal Earring icon.pngBrutal Earring description.png
Tali'ah Manteel +1 icon.pngTali'ah Manteel +1 description.png Ryuo Tekko icon.pngRyuo Tekko description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Rajas Ring icon.pngRajas Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Windbuffet Belt +1 icon.pngWindbuffet Belt +1 description.png Rao Haidate icon.pngRao Haidate description.png
Augment-Icon.png
Naga Kyahan icon.pngNaga Kyahan description.png
Augment-Icon.png
  Mid Tier
Master Only TP  
Condemners icon.pngCondemners description.png 32x32.png Animator P icon.pngAnimator P description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Clotharius Torque icon.pngClotharius Torque description.png Brutal Earring icon.pngBrutal Earring description.png Cessance Earring icon.pngCessance Earring description.png
Tali'ah Manteel +2 icon.pngTali'ah Manteel +2 description.png Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Petrov Ring icon.pngPetrov Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Moonbow Belt icon.pngMoonbow Belt description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  High Tier
Master Only TP  
Godhands icon.pngGodhands description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Shulmanu Collar icon.pngShulmanu Collar description.png Cessance Earring icon.pngCessance Earring description.png Telos Earring icon.pngTelos Earring description.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Moonbow Belt +1 icon.pngMoonbow Belt +1 description.png Samnuha Tights icon.pngSamnuha Tights description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Dream Tier
  • Your first breakthrough into Escha Zi'Tah NM's. Rawhide Vest is a marked improvement over Taeon Tabard.
  • If you can get your hands on the Tali'ah Armor Set(NQ or +1) from Ambuscade that is also a big upgrade compared to Taeon set.
  • Dispersal Mantle augmented as best as you can, but aim to get Pet:TP Bonus+500 as that is useful for another set.
  • Beginning to get some mid-tier Abjuration gear from Escha Zi'Tah and Escha Ru'Aun.
  • Tali'ah Manteel is a solid master TP piece, while also giving some benefits to the puppet, so it gets included.

Combined Master & Pet TP Sets


These are Combined TP sets, outfitted for maximum damage output from both the master and the automaton at the same time. For use when you are punching things alongside your Automaton.
Emphasis on Double/Triple/Quad Attack, Store TP, Accuracy/Attack, Martial Arts, and Gear Haste, while also attempting to give the same for your Automaton. Your Automaton should have Sharpshot frame or Valoredge frame and focused for maximum damage output for these as well.

  • Important to hit the Equipment Haste cap (26%) for your Automaton. Using Ohtas makes this easier due to the +10% Pet: Haste augment on it.
Combined TP (Intro)  
32x32.png 32x32.png Animator P icon.pngAnimator P description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Tali'ah Turban +1 icon.pngTali'ah Turban +1 description.png Empath Necklace icon.pngEmpath Necklace description.png Mache Earring icon.pngMache Earring description.png Brutal Earring icon.pngBrutal Earring description.png
Tali'ah Manteel +1 icon.pngTali'ah Manteel +1 description.png Tali'ah Gages +1 icon.pngTali'ah Gages +1 description.png Tali'ah Ring icon.pngTali'ah Ring description.png Epona's Ring icon.pngEpona's Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Klouskap Sash icon.pngKlouskap Sash description.png Tali'ah Sera. +1 icon.pngTali'ah Sera. +1 description.png Tali'ah Crackows +1 icon.pngTali'ah Crackows +1 description.png
  No Ohtas
Combined TP (Late Game)  
Ohtas icon.pngOhtas description.png 32x32.png Animator P icon.pngAnimator P description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Tali'ah Turban +2 icon.pngTali'ah Turban +2 description.png Empath Necklace icon.pngEmpath Necklace description.png Domes. Earring icon.pngDomes. Earring description.png Cessance Earring icon.pngCessance Earring description.png
Tali'ah Manteel +2 icon.pngTali'ah Manteel +2 description.png Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Epona's Ring icon.pngEpona's Ring description.png Varar Ring icon.pngVarar Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Incarnation Sash icon.pngIncarnation Sash description.png Heyoka Subligar icon.pngHeyoka Subligar description.png Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Using Ohtas
Combined TP  
Kenkonken (Level 119 III) icon.pngKenkonken (Level 119 III) description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Tali'ah Turban +2 icon.pngTali'ah Turban +2 description.png Shulmanu Collar icon.pngShulmanu Collar description.png Enmerkar Earring icon.pngEnmerkar Earring description.png Telos Earring icon.pngTelos Earring description.png
Pitre Tobe +3 icon.pngPitre Tobe +3 description.png He. Mittens +1 icon.pngHe. Mittens +1 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Varar Ring +1 icon.pngVarar Ring +1 description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Moonbow Belt +1 icon.pngMoonbow Belt +1 description.png Heyoka Subligar +1 icon.pngHeyoka Subligar +1 description.png He. Leggings +1 icon.pngHe. Leggings +1 description.png
  Dream Tier
  • This set doesn't require Ohtas, and allows the master to use the oh-so-wonderful Moonbow Belt +1
  • Alternative: Tali'ah Manteel +2 icon.png Tali'ah Manteel +2Tali'ah Manteel +2 description.png is a step-down from the reforged relic body.

Pet Only TP Sets


Pet Only TP sets are for the common situations where the master sends in his Automaton to do all the dirty work. Often employed in Pet-only strategies, after deploying your Automaton you stand very far away, safe from any harm, while the enemy slowly gets whittled down by your puppet. These sets ignore ANY benefits for the master (as you are not engaged), and focus entirely on stats for the Automaton.

Pet Only TP  
Ohtas icon.pngOhtas description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Shulmanu Collar icon.pngShulmanu Collar description.png Enmerkar Earring icon.pngEnmerkar Earring description.png Domes. Earring icon.pngDomes. Earring description.png
Pitre Tobe +3 icon.pngPitre Tobe +3 description.png Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Thur. Ring +1 icon.pngThur. Ring +1 description.png Varar Ring +1 icon.pngVarar Ring +1 description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Incarnation Sash icon.pngIncarnation Sash description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Dream Tier
  • if you aren't using Ohtas, you'll need to use Klouskap Sash or some other gear to make up for lost Equipment Haste.
  • Pet: Store TP +10-11 is the most important augment on the Herculean, as it allows your pet to gain TP to WS incredibly fast. Ideally you'd want to aim for Pet: Acc/R.Acc/Atk/R.Atk +20-30, along with Pet: Crit or Double Attack as well.

Pet WS Sets


Pet WS Sets are important for maximizing your Automatons weaponskills. You wouldn't Weaponskill in your TP set, so why should your Automatons?

To my knowledge, due to the nature of automatons AI functionality, there is no known way to detect the moment of your Automaton's WS and automatically swap to your Pet WS set in time with GearSwap addon. So you'd have to do this manually. If you know a way to script this, please let me and the PUP community know!

Arcuballista / Daze  
Gnafron's Adargas icon.pngGnafron's Adargas description.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Karagoz Capello +1 icon.pngKaragoz Capello +1 description.png Shulmanu Collar icon.pngShulmanu Collar description.png Enmerkar Earring icon.pngEnmerkar Earring description.png Burana Earring icon.pngBurana Earring description.png
Pitre Tobe +3 icon.pngPitre Tobe +3 description.png Karagoz Guanti +1 icon.pngKaragoz Guanti +1 description.png Thur. Ring +1 icon.pngThur. Ring +1 description.png Overbearing Ring icon.pngOverbearing Ring description.png
Dispersal Mantle icon.pngDispersal Mantle description.png
Augment-Icon.png
Incarnation Sash icon.pngIncarnation Sash description.png Kara. Pantaloni +1 icon.pngKara. Pantaloni +1 description.png Naga Kyahan icon.pngNaga Kyahan description.png
Augment-Icon.png
  Pet WS Set
Bone Crusher  
Ohrmazd icon.pngOhrmazd description.png
Augment-Icon.png
32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Shulmanu Collar icon.pngShulmanu Collar description.png Domes. Earring icon.pngDomes. Earring description.png Burana Earring icon.pngBurana Earring description.png
Pitre Tobe +3 icon.pngPitre Tobe +3 description.png Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Thur. Ring +1 icon.pngThur. Ring +1 description.png Overbearing Ring icon.pngOverbearing Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Incarnation Sash icon.pngIncarnation Sash description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  Pet WS Set
  • Arcuballista, Daze, and Chimera Ripper all have very good TP modifiers, so TP Bonus ends up being highly beneficial. Getting a combined total of +1050 TP Bonus from Karagoz Capello +1 icon.png Karagoz Capello +1Karagoz Capello +1 description.png and Dispersal Mantle icon.png Dispersal MantleDispersal Mantle description.png ends up being a noticeable spike in WS damage, so much so that the Lv+1 loss from Visucius's Mantle icon.png Visucius's Mantle Visucius's Mantle description.png can be ignored.
  • +Automaton Skill also ends up being surprisingly beneficial for these weaponskills, turning Gnafron's Adargas icon.png Gnafron's AdargasGnafron's Adargas description.png into a solid Pet WS option.
  • Other H2H alternatives include Ohrmazd icon.png OhrmazdOhrmazd description.png augmented for Pet:TP Bonus+200 & Pet:R.Attack/R.Accuracy, or Condemners icon.png CondemnersCondemners description.png augmented with Pet:+20 DEX.
  • Empath Necklace icon.png Empath NecklaceEmpath Necklace description.png is a slight downgrade
  • Double Attack is incredibly good for Bone Crusher, as it transfers fTP across all hits.
  • Herculean Vest icon.png Herculean VestHerculean Vest description.png augmented with Pet: VIT & Acc/Atk & Double Attack is also viable.

Automaton Tanking Sets


For one of PUP's most important roles, turning your puppet into an unkillable tank!
The big advantage for PUP Tanks is that our pets are not limited by the typical 50% Damage Taken cap which other jobs and players have to deal with. Instead, our Automaton can reach a much higher cap of 87.5% due to the fact that we are tanking with a pet. This trait, combined with the regen capabilities of Auto-Repair Kit Attachments leads to quite a sturdy tank!
There are other important pieces of information when it comes to tanking;

  • PUP gain access to the Stout Servant III Job Trait at lv.98, giving our pets a baseline -DT of 9%
  • Valoredge Frame icon.png Valoredge Frame & Sharpshot Frame icon.png Sharpshot Frame also have a native -PDT/MDT/BDT of 12.5%
  • Harlequin Frame icon.png Harlequin Frame has a native -PDT/MDT/BDT of 6.25%
  • Stormwaker Frame icon.png Stormwaker Frame has a native -DT of 0%, but instead has -25% MDT & -25% BDT

This means that through both gear and attachments, you will need 66% Damage Taken to reach the cap (for Valoredge Frame icon.png&Sharpshot Frame icon.png), or 73% (for Harlequin Frame icon.png)... Keep this in mind!
Currently, the maximum amount of -DT possible from gear alone on PUP is 53%, with the rest being covered by Armor Plates (-PDT) and Mana Jammers (-MDB) attachments.

Pet Tanking (Introduction)  
Ohrmazd icon.pngOhrmazd description.png
Augment-Icon.png
32x32.png Animator P icon.pngAnimator P description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Anwig Salade icon.pngAnwig Salade description.png
Augment-Icon.png
Shepherd's Chain icon.pngShepherd's Chain description.png Handler's Earring +1 icon.pngHandler's Earring +1 description.png Rimeice Earring icon.pngRimeice Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Thurandaut Ring icon.pngThurandaut Ring description.png Tali'ah Ring icon.pngTali'ah Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Isa Belt icon.pngIsa Belt description.png Tali'ah Sera. +1 icon.pngTali'ah Sera. +1 description.png Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  Newbie-Friendly
Pet Tanking (Taeon)  
Ohrmazd icon.pngOhrmazd description.png
Augment-Icon.png
32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Anwig Salade icon.pngAnwig Salade description.png
Augment-Icon.png
Shepherd's Chain icon.pngShepherd's Chain description.png Enmerkar Earring icon.pngEnmerkar Earring description.png Rimeice Earring icon.pngRimeice Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Thur. Ring +1 icon.pngThur. Ring +1 description.png Overbearing Ring icon.pngOverbearing Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Isa Belt icon.pngIsa Belt description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  +Magic Eva. Oriented
Pet Tanking (Rao+1)  
Condemners icon.pngCondemners description.png
Augment-Icon.png
32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Rao Kabuto +1 icon.pngRao Kabuto +1 description.png
Augment-Icon.png
Shepherd's Chain icon.pngShepherd's Chain description.png Enmerkar Earring icon.pngEnmerkar Earring description.png Rimeice Earring icon.pngRimeice Earring description.png
Rao Togi +1 icon.pngRao Togi +1 description.png
Augment-Icon.png
Rao Kote +1 icon.pngRao Kote +1 description.png
Augment-Icon.png
Thur. Ring +1 icon.pngThur. Ring +1 description.png Overbearing Ring icon.pngOverbearing Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Isa Belt icon.pngIsa Belt description.png Rao Haidate +1 icon.pngRao Haidate +1 description.png
Augment-Icon.png
Rao Sune-Ate +1 icon.pngRao Sune-Ate +1 description.png
Augment-Icon.png
  +HP Oriented
+Enmity  
32x32.png 32x32.png 32x32.png 32x32.png
Heyoka Cap +1 icon.pngHeyoka Cap +1 description.png 32x32.png Domes. Earring icon.pngDomes. Earring description.png Rimeice Earring icon.pngRimeice Earring description.png
He. Harness +1 icon.pngHe. Harness +1 description.png He. Mittens +1 icon.pngHe. Mittens +1 description.png 32x32.png 32x32.png
32x32.png 32x32.png Heyoka Subligar +1 icon.pngHeyoka Subligar +1 description.png He. Leggings +1 icon.pngHe. Leggings +1 description.png
  Strobe/Flashbulb
  • So you want to start tanking on PUP, but don't know where to start? This is a great introductory tanking set -- you can get your tanking feet wet with a decently augmented Taeon set and some quest rewards/ambuscade.
  • This set doesn't require any drops from Omen, or Escha/Reisenjima NM's, and all pieces can be attained either through the auction house, or solo/low-man, low-stress content (Ambuscade, Delve, Alluvion Skirmish, High-Tier Battlefields).
  • This beginner set also assumes you aren't made of millions of Gil to afford perfect Taeon augments either, and foregoes getting the Pet:+M.Eva Snoworb Stone +2 augments, to save you even more cash.
  • Handler's Earring +1 will help you attain the PDT cap if you cannot afford to get perfect Pet:-DT on your Taeon pieces (or if you don't have an Anwig Salade, and are instead using a similarly augmented Taeon Chapeau). You can double-up Handler's Earrings (HQ and NQ) as well if you are very far from the PDT Cap. (view Automaton Attachment Tanking sets down below for an explanation on the caps)
  • These two armor sets are your main Tanking Sets. Taeon is Magic-Evasion oriented, while Rao+1 is Bonus Max HP oriented, and both are important sets.
  • Fully augmented Taeon has the advantage of an additional +125 Pet:M.Eva. This is the same as having an Idris Geo-Attunement for your Automaton. The reduction in magic damage taken (and resulting lower enmity loss) can potentially make up for or exceed Rao's enmity retention via HP, and M.Eva can also help mitigate annoying debuffs. Taeon also has the minor additional perk of Regen+3 per piece from Leaforb slot (or could do Repair+ pieces)
  • Rao+1 has the advantage of more maximum HP for your Automaton. Additional bonus HP helps somewhat with enmity loss, and also allows your Automaton to survive some more mechanics safely. In addition, Rao has more Pet:Accuracy, which is either helpful (more killing power when you need it) or a liability (interrupts player-made skillchains, particularly in a SCH+MB setup).
  • Foire Churidars +3 icon.png Foire Churidars +3Foire Churidars +3 description.png & Tali'ah Sera. +2 icon.png Tali'ah Sera. +2Tali'ah Sera. +2 description.png are also a viable swap. Foire giving more -DT (which may not be necessary) and Tali'ah giving more +Accuracy (which also may not be necessary)
  • NQ Thurandaut Ring is a suitable replacement, as is NQ Rao Armor Set (though you lose out on an additional +125 HP).
  • If you chose another Adoulin Ring, consider using a Varar Ring +1 (or NQ) instead.
  • Midnights icon.png Midnights (Path D)Midnights description.png is a downgrade but viable weapon swap for either tanking set.
  • Swap pieces in during Flashbulb and Strobe. The Enmity set is a MASSIVE help when it comes to holding aggro.
  • Durgai Leggings & NQ Heyoka Armor is also viable swaps.
  • Sometimes enmity gear is totally unnecessary to retain hate just fine (e.g., in a MB setup where hate is generally fine regardless), and sometimes if you're worried about getting rocked with a big TP move you'll want to stay turtled up in DT- set... but in general, once your DDs mix in some ranged damage, melee, or BST pets, pet enmity set becomes super helpful to get the most out of your automaton tank.

Automaton Magic Damage Sets


Disclaimer: Not for the faint of heart!
While it is possible for PUP's to deal Magic Damage, as mentioned earlier in this guide, it is very limited and finicky. The following set should be something you consider attaining after getting your other sets for your primary roles (tanking and physical damage dealer).

Magic Damage  
Tinhaspa icon.pngTinhaspa description.png 32x32.png Animator P II +1 icon.pngAnimator P II +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Rawhide Mask icon.pngRawhide Mask description.png
Augment-Icon.png
Adad Amulet icon.pngAdad Amulet description.png Burana Earring icon.pngBurana Earring description.png Enmerkar Earring icon.pngEnmerkar Earring description.png
Udug Jacket icon.pngUdug Jacket description.png Naga Tekko icon.pngNaga Tekko description.png
Augment-Icon.png
Tali'ah Ring icon.pngTali'ah Ring description.png 32x32.png
Visucius's Mantle icon.pngVisucius's Mantle description.png Ukko Sash icon.pngUkko Sash description.png Pitre Churidars +3 icon.pngPitre Churidars +3 description.png Pitre Babouches +3 icon.pngPitre Babouches +3 description.png
  • Tali'ah Armor Set +2 for +Magic Accuracy if you are getting partial resists.
  • Herculean Armor Augmented with Pet: INT/M.Acc/MAB also works.
  • Midnights and Kenkonken are also good weapons for Overload suppression while spamming Ice Maneuver
  • Pitre Babouches+3 are better than Foire Babouches+3, annoying that our Artifact and Relic have MAB-style stats on the exact same slot.

Automaton Cure Sets


Automaton Cure sets are rarely used these days due to the release of Trust Magic, but regardless, there does exist some gear for it!

Pet Cure  
32x32.png 32x32.png 32x32.png 32x32.png
Naga Somen icon.pngNaga Somen description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Naga Samue icon.pngNaga Samue description.png
Augment-Icon.png
Naga Tekko icon.pngNaga Tekko description.png
Augment-Icon.png
32x32.png 32x32.png
32x32.png Ukko Sash icon.pngUkko Sash description.png Foire Churidars +3 icon.pngFoire Churidars +3 description.png Naga Kyahan icon.pngNaga Kyahan description.png
Augment-Icon.png

Utility Sets

Backline with Style


Fast Cast  
32x32.png 32x32.png 32x32.png 32x32.png
Herculean Helm icon.pngHerculean Helm description.png Orunmila's Torque icon.pngOrunmila's Torque description.png Enchntr. Earring +1 icon.pngEnchntr. Earring +1 description.png Loquac. Earring icon.pngLoquac. Earring description.png
Zendik Robe icon.pngZendik Robe description.png Thaumas Gloves icon.pngThaumas Gloves description.png Prolix Ring icon.pngProlix Ring description.png Lebeche Ring icon.pngLebeche Ring description.png
Swith Cape +1 icon.pngSwith Cape +1 description.png 32x32.png Orvail Pants +1 icon.pngOrvail Pants +1 description.png Chelona Boots +1 icon.pngChelona Boots +1 description.png
  49% FC
Cure Potency  
32x32.png 32x32.png 32x32.png 32x32.png
Ipoca Beret icon.pngIpoca Beret description.png Incanter's Torque icon.pngIncanter's Torque description.png Mendi. Earring icon.pngMendi. Earring description.png Beatific Earring icon.pngBeatific Earring description.png
Annoint. Kalasiris icon.pngAnnoint. Kalasiris description.png Weath. Cuffs +1 icon.pngWeath. Cuffs +1 description.png Sirona's Ring icon.pngSirona's Ring description.png Lebeche Ring icon.pngLebeche Ring description.png
Solemnity Cape icon.pngSolemnity Cape description.png Bishop's Sash icon.pngBishop's Sash description.png Gyve Trousers icon.pngGyve Trousers description.png Skaoi Boots icon.pngSkaoi Boots description.png
  +50% Cure Potency (Cap)
Cure Potency Received  
Eshus icon.pngEshus description.png 32x32.png 32x32.png 32x32.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Phalaina Locket icon.pngPhalaina Locket description.png Oneiros Earring icon.pngOneiros Earring description.png 32x32.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Kunaji Ring icon.pngKunaji Ring description.png Asklepian Ring icon.pngAsklepian Ring description.png
32x32.png Gishdubar Sash icon.pngGishdubar Sash description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  +30% Potency Received (Cap)
  • PUP tends to end up curing themselves more often than others when on the backline, so a Cure Potency Received set used in conjunction with a Cure Potency set is often ideal.
  • There is a Cure Potency Received cap of 30%, so obviously don't use all these items listed. But this is just a list of viable items to use when Curing yourself. Combine these items with your capped Cure Potency set for maximum results when curing yourself, and when curing others replace the slots with +Healing Skill.

Weaponskill Sets

Stringing Pummel & Victory Smite


Both Stringing Pummel and Victory Smite are multi-hitting and have the capability to crit. Victory Smite has an 80% STR modifier, whereas Stringing Pummel has a 32% STR/32% VIT modifier. In the end you end up just stacking tons of STR regardless, so the sets end up similar.

S.Pummel & V.Smite  
32x32.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Rao Kabuto +1 icon.pngRao Kabuto +1 description.png
Augment-Icon.png
Rancor Collar icon.pngRancor Collar description.png Brutal Earring icon.pngBrutal Earring description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Abnoba Kaftan icon.pngAbnoba Kaftan description.png Ryuo Tekko +1 icon.pngRyuo Tekko +1 description.png
Augment-Icon.png
Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Moonbow Belt +1 icon.pngMoonbow Belt +1 description.png Hiza. Hizayoroi +2 icon.pngHiza. Hizayoroi +2 description.png Ryuo Sune-Ate +1 icon.pngRyuo Sune-Ate +1 description.png
Augment-Icon.png
  • While +WSD% generally is of minimal use to the multi-hit weaponskill like Stringing Pummel and Victory Smite, the insanely high amount of Accuracy, Attack, and STR alone make both Foire Tobe +3 icon.png Foire Tobe +3Foire Tobe +3 description.png and Pitre Dastanas +3 icon.png Pitre Dastanas +3Pitre Dastanas +3 description.png worth considering when not attack capped. (which tends to often be the case for PUP)

Shijin Spiral


Shijin Spiral  
32x32.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Caro Necklace icon.pngCaro Necklace description.png Brutal Earring icon.pngBrutal Earring description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Herculean Vest icon.pngHerculean Vest description.png
Augment-Icon.png
Herculean Gloves icon.pngHerculean Gloves description.png
Augment-Icon.png
Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png
Augment-Icon.png
Moonbow Belt +1 icon.pngMoonbow Belt +1 description.png Herculean Trousers icon.pngHerculean Trousers description.png
Augment-Icon.png
Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png
  • This WS consistently sucks. Don't make this set unless you are bored.

Howling Fist


Finally a one-hitting weaponskill which we can exploit +WSD% damage with!... too bad it's terrible ;<

Howling Fist  
32x32.png 32x32.png Animator P +1 icon.pngAnimator P +1 description.png Automat. Oil +3 icon.pngAutomat. Oil +3 description.png
Herculean Helm icon.pngHerculean Helm description.png
Augment-Icon.png
Fotia Gorget icon.pngFotia Gorget description.png Telos Earring icon.pngTelos Earring description.png Moonshade Earring icon.pngMoonshade Earring description.png
Augment-Icon.png
Foire Tobe +3 icon.pngFoire Tobe +3 description.png Pitre Dastanas +3 icon.pngPitre Dastanas +3 description.png Niqmaddu Ring icon.pngNiqmaddu Ring description.png Regal Ring icon.pngRegal Ring description.png
Visucius's Mantle icon.pngVisucius's Mantle description.png Moonbow Belt +1 icon.pngMoonbow Belt +1 description.png Hiza. Hizayoroi +2 icon.pngHiza. Hizayoroi +2 description.png Herculean Boots icon.pngHerculean Boots description.png
Augment-Icon.png

Automaton Attachment Sets

I've tiered the following sets into 0 JP, 100 JP, and 1200+ JP categories. As mentioned previously, the Job Gifts awarded to PUP at 100 JP and 1200 JP are monumental, so obviously if you are missing those job gifts, your sets will be markedly weaker.

Tanking


When it comes to Tanking, there are multiple ways to approach your attachment setups, which is mainly driven by your Pet Tanking gearsets. The better your Pet: Damage Taken is, the less you need to rely on attachments to reach the cap (Reminder: 66% for Valoredge frame, 78.5% for other frames)
This is typically achieved in three methods:

  • This means you need only 36% Pet: Damage Taken in your equipset to attain the cap for Valoredge Frame icon.png & Sharpshot Frame icon.png Frames, 42.25% for Harlequin Frame icon.png Frame, and 48.5% for Stormwaker Frame icon.png Frame.

  • This means you need only 28.5% Pet: Damage Taken in your equipset to attain the cap for Valoredge Frame icon.png & Sharpshot Frame icon.png Frames, 34.75% for Harlequin Frame icon.png Frame, and 41% for Stormwaker Frame icon.png Frame.

  • This means you need only 13.5% Pet: Damage Taken in your equipset to attain the cap for Valoredge Frame icon.png & Sharpshot Frame icon.png Frames, 19.75% for Harlequin Frame icon.png Frame, and 26% for Stormwaker Frame icon.png Frame.

When you first begin tanking, you can start using Method 3 or 2. Then as your Pet Tanking set gets fleshed out, slowly begin molding into Method 2, and then ultimately end with Method 1. Method 1 takes up the least amount of attachment slots, while also freeing up 2 maneuver slots for you to use, but requires the best tanking sets to achieve, so it's an ideal end-goal.

Attachment Setup Description: Your typical, indestructible turtle tank. Has a very, very low offensive output, in exchange is nearly unkillable while also being self-sustaining. Soulsoother head allows for more Light capacity over Valoredge head. If you are tanking an encounter for the first time, and you are unsure what you will be facing, this setup should be your immediate go-to before transitioning into Bruiser tank once you are more comfortable. Common Maneuvers: Light-Icon.pngFire-Icon.pngFire-Icon.png or Light-Icon.pngFire-Icon.pngWater-Icon.png (vs. Magic)
Turtle Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Analyzer
Analyzer
Mana Jammer IV
Mana Jammer IV
Reactive Shield
Reactive Shield
Steam Jacket
Steam Jacket
Galvanizer
Galvanizer
Flashbulb
Flashbulb
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Auto-Rep. Kit III
Auto-Rep. Kit III
  0 JP
Turtle Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Analyzer
Analyzer
Mana Jammer IV
Mana Jammer IV
Resister II
Resister II
Steam Jacket
Steam Jacket
Galvanizer
Galvanizer
Flashbulb
Flashbulb
Optic Fiber
Optic Fiber
Barrier Module II
Barrier Module II
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  100 JP
Turtle Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Analyzer
Analyzer
Mana Jammer IV
Mana Jammer IV
Mana Jammer III
Mana Jammer III
Steam Jacket
Steam Jacket
Galvanizer
Galvanizer
Flashbulb
Flashbulb
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP

Attachment Setup Description: A more offensively oriented tank in comparison to the Turtle setup. More suited for everyday use, when you are out and about doing things. I use this against NM's, or during events, which don't pose a particularly high threat. Common Maneuvers: Light-Icon.pngFire-Icon.pngFire-Icon.png or Light-Icon.pngFire-Icon.pngWind-Icon.png
Bruiser Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Reactive Shield
Reactive Shield
Coiler II
Coiler II
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Armor Plate IV
Armor Plate IV
Mana Jammer IV
Mana Jammer IV
Barrier Module
Barrier Module
Resister
Resister
Flashbulb
Flashbulb
Auto-Rep. Kit III
Auto-Rep. Kit III
  0 JP
Bruiser Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Attuner
Attuner
Coiler II
Coiler II
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Armor Plate IV
Armor Plate IV
Mana Jammer IV
Mana Jammer IV
Barrier Module II
Barrier Module II
Flashbulb
Flashbulb
Optic Fiber II
Optic Fiber II
Auto-Rep. Kit III
Auto-Rep. Kit III
  100 JP
Bruiser Tank  
Soulsoother Head Valoredge Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Attuner
Attuner
Coiler II
Coiler II
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Armor Plate IV
Armor Plate IV
Mana Jammer IV
Mana Jammer IV
Flashbulb
Flashbulb
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP
  • Galvanizer is useful when tanking against Hundred Fists or fast attacking monsters.
  • Similarly, consider adding Barrier Module I & II as well.

Attachment Setup Description: A purely magic defense oriented tank. Requires better gear to reach the -PDT cap due to Harlequin frame. Loses access to Shield bash/Blocking and generally the lowest damage output of the tanks. Is able to cast Protect V & Shell V on itself, so try to buff it beforehand on trash monsters since it can take a while. Ideal also if you don't want your automaton to interrupt skillchains, as it's melee accuracy is lower than usual with this setup. Common Maneuvers: Light-Icon.pngFire-Icon.pngWater-Icon.png (vs. Magic)
Harle Tank  
Soulsoother Head Harlequin Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Power Cooler
Power Cooler
Turbo Charger
Turbo Charger
Steam Jacket
Steam Jacket
Mana Jammer III
Mana Jammer III
Regulator
Regulator
Flashbulb
Flashbulb
Coiler II
Coiler II
Turbo Charger II
Turbo Charger II
Auto-Rep. Kit III
Auto-Rep. Kit III
  0 JP
Harle Tank  
Soulsoother Head Harlequin Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Analyzer
Analyzer
Turbo Charger
Turbo Charger
Mana Jammer II
Mana Jammer II
Mana Jammer III
Mana Jammer III
Regulator
Regulator
Flashbulb
Flashbulb
Optic Fiber
Optic Fiber
Turbo Charger II
Turbo Charger II
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  100 JP
Harle Tank  
Soulsoother Head Harlequin Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Armor Plate IV
Armor Plate IV
Analyzer
Analyzer
Steam Jacket
Steam Jacket
Mana Jammer IV
Mana Jammer IV
Mana Jammer III
Mana Jammer III
Regulator
Regulator
Flashbulb
Flashbulb
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP
  • Not really recommended until you have atleast 100 JP. Better off using Valoredge Frame to tank.
  • This setup requires 34% Pet:-DT gear to cap PDT on Harlequin Frame.
  • Steam Jacket interchangeable with Resister II
  • Regulator is for Dispel/Absorb purposes, which is common with Magic-based enemies this frame might face.

Attachment Setup Description: The highest damage outputting tank. With 1200+ JP and the right gear, this setup can be quite durable and tank most things with surprising efficiency. In exchange for doing much more damage, it has less health than it's Valoredge tanking counterparts. Also highly useful when fighting flying enemies (ex: VD Ouryu high-tier battlefield). Common Maneuvers: Light-Icon.pngFire-Icon.pngFire-Icon.png or Light-Icon.pngFire-Icon.pngWind-Icon.png
Sharpshot Tank  
Valoredge Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Strobe II
Strobe II
Coiler II
Coiler II
Attuner
Attuner
Repeater
Repeater
Drum Magazine
Drum Magazine
Armor Plate IV
Armor Plate IV
Mana Jammer II
Mana Jammer II
Strobe
Strobe
Analyzer
Analyzer
Reactive Shield
Reactive Shield
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  0 JP
Sharpshot Tank  
Valoredge Head Sharpshot Frame height=32px height=32px
Turbo Charger II
Turbo Charger II
Strobe II
Strobe II
Attuner
Attuner
Ten. Spring III
Ten. Spring III
Repeater
Repeater
Drum Magazine
Drum Magazine
Armor Plate IV
Armor Plate IV
Mana Jammer IV
Mana Jammer IV
Flashbulb
Flashbulb
Analyzer
Analyzer
Optic Fiber
Optic Fiber
Auto-Rep. Kit III
Auto-Rep. Kit III
  100 JP
Sharpshot Tank  
Valoredge Head Sharpshot Frame height=32px height=32px
Strobe
Strobe
Strobe II
Strobe II
Attuner
Attuner
Ten. Spring IV
Ten. Spring IV
Repeater
Repeater
Drum Magazine
Drum Magazine
Armor Plate IV
Armor Plate IV
Mana Jammer IV
Mana Jammer IV
Flashbulb
Flashbulb
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit III
Auto-Rep. Kit III
  1200 JP
  • Not really recommended until you have atleast 100 JP. Better off using Valoredge Frame to tank.
  • Consider Removing Flashbulb if extra enmity tools aren't needed, and instead adding Turbo Charger II and swapping Auto-Repair Kit III to IV.


Physical Damage Dealer


These Physical DD attachment setups forego most defensive attachments and instead focus on pure raw attack power.
It goes without saying, that if necessary you can swap out some attachments for more defensive ones, to give your Automaton a little bit more staying power.

Attachment Setup Description: Your standard physical damage dealing setup, for everyday use. Valoredge head will guarantee your Automaton will remain in melee range for additional DPS, and additional TP generation. Comes equipped with Inhibitor and Speedloaders for maximum self-skillchaining. (ideal in CP parties, when solo'ing Apex, and when doing Pet only DD while wearing Store TP gear). Don't use Inhibitor's in Zerg fests since your Automaton will often hold back TP.

Overdriving in this set also is great! With Light-Icon.pngFire-Icon.pngThunder-Icon.png Maneuvers, your Automaton will gain an insane amount of Double Attack and Store TP, which will allow it to self-skillchain with itself over and over again. Starting with Daze into Acuballista (Liquefaction), followed by Armor Shatterer (Fusion) and ending with Armor Piercer (Gravitation) before it starts over.

Common Maneuvers: Light-Icon.pngFire-Icon.pngFire-Icon.png or Light-Icon.pngFire-Icon.pngWind-Icon.png

Overdrive Maneuvers:Light-Icon.pngFire-Icon.pngThunder-Icon.png

Standard DD  
Valoredge Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Attuner
Attuner
Inhibitor II
Inhibitor II
Scope
Scope
Inhibitor
Inhibitor
Speedloader
Speedloader
Coiler II
Coiler II
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Repair Kit
Auto-Repair Kit
  0 JP
Standard DD  
Valoredge Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Attuner
Attuner
Inhibitor II
Inhibitor II
Inhibitor
Inhibitor
Speedloader
Speedloader
Speedloader II
Speedloader II
Coiler II
Coiler II
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit III
Auto-Rep. Kit III
  100 JP
Standard DD  
Valoredge Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Attuner
Attuner
Inhibitor II
Inhibitor II
Inhibitor
Inhibitor
Speedloader
Speedloader
Speedloader II
Speedloader II
Coiler II
Coiler II
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP

Attachment Setup Description: This setup is meant for heavy spam situations (such as a large alliance), where you want to output the highest weaponskills as possible while exploiting Flame Holder. High risk of Overload due to all the Fire Maneuvers necessary, and has no regard for skill chaining setups -- Fire off those Arcuballistas! If deployed at range, will gain TP at a considerably slower rate, so do deploy it in melee range to get TP from melee hits as well. I'd like to really emphasize, this is specifically so your Automaton will spam weaponskills immediately at 1000 TP (in large alliance situations which cause issues with Inhibitor and Speedloaders). If you aren't in those situations, consider using the Standard DD setup above instead. Common Maneuvers: Light-Icon.pngFire-Icon.pngFire-Icon.png or Light-Icon.pngFire-Icon.pngWind-Icon.png
Spam DD  
Sharpshot Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Drum Magazine
Drum Magazine
Ten. Spring II
Ten. Spring II
Flame Holder
Flame Holder
Attuner
Attuner
Coiler
Coiler
Coiler II
Coiler II
Heatsink
Heatsink
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Repair Kit
Auto-Repair Kit
  0 JP
Spam DD  
Sharpshot Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Drum Magazine
Drum Magazine
Flame Holder
Flame Holder
Attuner
Attuner
Ten. Spring IV
Ten. Spring IV
Coiler II
Coiler II
Dynamo II
Dynamo II
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit III
Auto-Rep. Kit III
  100 JP
Spam DD  
Sharpshot Head Sharpshot Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Drum Magazine
Drum Magazine
Flame Holder
Flame Holder
Attuner
Attuner
Ten. Spring IV
Ten. Spring IV
Coiler II
Coiler II
Dynamo III
Dynamo III
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP
  • If Flame Holder is too annoying or tedious for your playstyle, consider swapping it out for other offense oriented attachments.

Attachment Setup Description: The Undead slayer. This setup is all about abusing the undead destroying properties of Bone Crusher. Don't use Thunder maneuvers as this will cause your Automaton to prioritize String Shredder instead. Shijin Spiral > Bone Crusher > Victory Smite is your Double Light undead crusher. Common Maneuvers: Light-Icon.pngFire-Icon.pngWind-Icon.png
Bone Slayer  
Valoredge Head Valoredge Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Coiler II
Coiler II
Speedloader
Speedloader
Attuner
Attuner
Hammermill
Hammermill
Inhibitor II
Inhibitor II
Tension Spring
Tension Spring
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Repair Kit
Auto-Repair Kit
  0 JP
Bone Slayer  
Valoredge Head Valoredge Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Coiler II
Coiler II
Speedloader II
Speedloader II
Attuner
Attuner
Inhibitor
Inhibitor
Inhibitor II
Inhibitor II
Tension Spring
Tension Spring
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit III
Auto-Rep. Kit III
  100 JP
Bone Slayer  
Valoredge Head Valoredge Frame height=32px height=32px
Turbo Charger
Turbo Charger
Turbo Charger II
Turbo Charger II
Coiler
Coiler
Coiler II
Coiler II
Speedloader II
Speedloader II
Attuner
Attuner
Inhibitor
Inhibitor
Inhibitor II
Inhibitor II
Ten. Spring III
Ten. Spring III
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Auto-Rep. Kit IV
Auto-Rep. Kit IV
  1200 JP

Casters


Though much less used than their tanking and damage dealing counterparts, these setups may find uses in some niche setups. Try to not forget about them!
Also remember, for Casting frames, MP is almost never an issue -- Use the D.A.D. Technique and restore them back to full MP whenever they dip low!

Attachment Setup Description: Your very own pocket healer. Can heal Apex Parties reliably with steady incoming single-target damage, but when it comes to anything serious with heavy area of effect damage, it can fall short. Used to be commonly used by most PUP's until the introduction of Trust Magic, so your mileage may vary. With both Damage Gauge attachments, your automaton's Cure spellcast timers are significantly reduced, so remember that whenever you need healing a.s.a.p. Common Maneuvers:

Light-Icon.pngDark-Icon.pngIce-Icon.png
Light-Icon.pngLight-Icon.pngDark-Icon.png (for intense healing spots)
Light-Icon.pngDark-Icon.pngWater-Icon.png (to coax out -na spells on party members)

White Mage  
Soulsoother Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Mana Tank III
Mana Tank III
Power Cooler
Power Cooler
Vivi-valve II
Vivi-valve II
Damage Gauge
Damage Gauge
Damage Gauge II
Damage Gauge II
Optic Fiber
Optic Fiber
Heatsink
Heatsink
Resister II
Resister II
Resister
Resister
Scanner
Scanner
  0 JP
White Mage  
Soulsoother Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Mana Conserver
Mana Conserver
Mana Tank IV
Mana Tank IV
Vivi-Valve
Vivi-Valve
Damage Gauge
Damage Gauge
Damage Gauge II
Damage Gauge II
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Resister II
Resister II
Resister
Resister
Scanner
Scanner
  100 JP
White Mage  
Soulsoother Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Mana Tank II
Mana Tank II
Mana Tank IV
Mana Tank IV
Vivi-valve II
Vivi-valve II
Damage Gauge
Damage Gauge
Damage Gauge II
Damage Gauge II
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Resister II
Resister II
Resister
Resister
Scanner
Scanner
  1200 JP

Attachment Setup Description: The beauty of this setup is when you can use it in an area where Trust Magic is not permitted (Salvage/Nyzul/Assaults). Does a little bit of everything, (Nuke/Enfeeble/Cure) as every red mage should. Notably, gives you a much welcomed Haste II! Common Maneuvers: Light-Icon.pngDark-Icon.pngIce-Icon.png
Red Mage  
Stormwaker Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Tranquilizer
Tranquilizer
Loudspeaker
Loudspeaker
Stealth Screen II
Stealth Screen II
Mana Jammer III
Mana Jammer III
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Mana Conserver
Mana Conserver
Economizer
Economizer
Mana Tank
Mana Tank
Disruptor
Disruptor
  0 JP
Red Mage  
Stormwaker Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Tranquilizer II
Tranquilizer II
Loudspeaker II
Loudspeaker II
Vivi-Valve
Vivi-Valve
Mana Jammer IV
Mana Jammer IV
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Mana Conserver
Mana Conserver
Economizer
Economizer
Mana Tank III
Mana Tank III
Disruptor
Disruptor
  100 JP
Red Mage  
Stormwaker Head Stormwaker Frame height=32px height=32px
Mana Booster
Mana Booster
Tact. Processor
Tact. Processor
Tranquilizer III
Tranquilizer III
Loudspeaker III
Loudspeaker III
Vivi-valve II
Vivi-valve II
Damage Gauge
Damage Gauge
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Mana Conserver
Mana Conserver
Economizer
Economizer
Mana Tank IV
Mana Tank IV
Regulator
Regulator
  1200 JP

Attachment Setup Description: Magic Bursting setup, with a high chance for Overloading due to all the Ice Maneuvers required. When the stars align, can deal some respectable burst damage, but generally is more a "for fun" thing for you to tinker with. On anything really serious, the Automaton has serious M.Acc issues making this build dead in the water. You need to perform the D.A.D. technique whenever it dips even a little low on it's MP pool, otherwise it will use up one of its casts trying to use Aspir. Common Maneuvers: Ice-Icon.pngIce-Icon.pngIce-Icon.png or Light-Icon.pngDark-Icon.pngIce-Icon.png
Black Mage  
Spiritreaver Head Stormwaker Frame height=32px height=32px
Loudspeaker
Loudspeaker
Ice Maker
Ice Maker
Amplifier
Amplifier
Tact. Processor
Tact. Processor
Economizer
Economizer
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Condenser
Condenser
Heatsink
Heatsink
Mana Conserver
Mana Conserver
Mana Tank IV
Mana Tank IV
Scanner
Scanner
  0 JP
Black Mage  
Spiritreaver Head Stormwaker Frame height=32px height=32px
Loudspeaker II
Loudspeaker II
Ice Maker
Ice Maker
Amplifier
Amplifier
Amplifier II
Amplifier II
Auto-Repair Kit
Auto-Repair Kit
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Condenser
Condenser
Heatsink
Heatsink
Mana Tank II
Mana Tank II
Mana Tank IV
Mana Tank IV
Mana Conserver
Mana Conserver
  100 JP
Black Mage  
Spiritreaver Head Stormwaker Frame height=32px height=32px
Loudspeaker IV
Loudspeaker IV
Ice Maker
Ice Maker
Amplifier
Amplifier
Amplifier II
Amplifier II
Auto-Rep. Kit III
Auto-Rep. Kit III
Optic Fiber
Optic Fiber
Optic Fiber II
Optic Fiber II
Condenser
Condenser
Heatsink
Heatsink
Mana Tank III
Mana Tank III
Mana Tank IV
Mana Tank IV
Mana Conserver
Mana Conserver
  1200 JP
  • Not recommended until you have 1200+ JP
  • Not recommended until you have 1200+ JP
  • Take off Amplifiers if you are not Magic Bursting, and instead put on Tranquilizers or Loudspeakers.
  • Similarly, if you are getting partial resists, definitely switch to Tranquilizers.

Automaton Skillups

One of the disadvantages for Puppetmaster, in comparison to the other pet-oriented jobs, is that Automatons have their own sets of Combat Skills that they need to level up. Fortunately, there are only 3 combat skills, Melee, Range, and Magic (Square-Enix could have been really rude, and even divided up the Automaton Melee/Magic types to Slashing/Blunt/Healing/Enfeebling/Elemental…but I digress).

To make this doubly tedious, there are no skill-up books for Automatons. So really there is no shortcut for skilling up your Automaton, and it’s incredibly important that you cap out your Automatons skills too, so don’t skip it!

Fortunately, there are some tips to make the climb to the cap more tolerable that I can share.

Firstly, always use a Percolator icon.png Percolator, along with some Water Maneuvers, when Skilling up. (and both Optic Fiber icon.pngOptic Fibers of course!)

Skill-ups  
Frames Frames height=32px height=32px
Percolator
Percolator
Attachments Attachments Attachments
Optic Fiber II
Optic Fiber II
Optic Fiber
Optic Fiber
Attachments Attachments
Attachments Attachments Attachments Attachments
  • Melee Skill: The easiest, and most likely first skill to cap. All your frames perform Melee attacks when deployed in range, so you can probably focus on skilling up the other two skills first, and this one will just naturally hit the cap. Attachments to use for skilling this up include Coiler II icon.pngCoiler I & II, Turbo Charger II icon.pngTurbo Charger I & II and Stabilizer icon.pngStabilizer (all tiers).
  • Range Skill: Only Sharpshot frames range attacks skill this up. Use any Attachments to shorten the delay on Range Attacks. Attachments to use for this include Barrage Turbine icon.pngBarrage Turbine, Drum Magazine icon.pngDrum Magazine, Repeater icon.pngRepeater, Turbo Charger II icon.pngTurbo Charger I & II, Scope icon.pngScope (all tiers). If your Melee skill is capped, consider deploying your Sharpshot automaton from range so that he only uses Range attacks on the target, killing it more slowly.

Deploying your Automaton on Lair Reives, and standing outside of aggro range seems to be the ideal method of skilling up these days. Your automaton will slowly shittle down the Lair Reive, and won't aggro any of the monsters in the process.

PUP Specific External Resources

Guides or Data Compilations

  • Optic Fiber Spreadsheet -- Full credit goes to Alzula (Asura) (u/dfoley323) who compiled this data. Values for Attachments with calculations for Optic Fiber I & II and how many maneuvers are required to reach thresholds.
  • So you wanna tank on PUP? -- An in-depth guide by Trulusia (Quetzalcoatl) and discussion on enmity, and tanking setups with the Automaton among other things.

Windower Addons
AutoControl -- http://docs.windower.net/addons/autocontrol/ Lets you save and load Head/Frame/Attachment setups. Incredibly Useful, I don’t know how I would live without it. Also comes with a Burden tracker for checking if you are about to Overload or not (which eventually isn’t needed after you’ve played the job enough).

PetTP -- http://docs.windower.net/addons/pettp/ Self-explanatory. Shows you your automatons current TP in the UI!

Authors & Contributors

  • Fabiano (Asura) -- Original Writer and caretaker.
  • Xilkk (Quetzalcoatl) -- Beta reader, additional information.
  • Dasva (Shiva) -- Beta reader, additional information.
  • Capuchin (Phoenix) -- Beta reader, additional information.
  • Spicyryan (Asura) -- Formatting and wiki assistance

I want to give a special thanks to the Puppetmasters I’ve run into along the way. Norael and Teuphist from Asura being my closest inspirations and mentors, who showed me the strength of Kenkonken first hand and pushed me to attain my own. Also want to thank Snowpea for being my partner in adventure, and being a guinea pig and dealing with all my weird puppetmaster testing antics in various fights.

I also want to give a special shout-out to all the other veteran Puppetmasters, who probably don’t even know who I am (since I am such a lurker on ffxiah.com), but who have shared their knowledge and experiences on either message boards or scattered throughout youtube -- Ruaumoko, Capuchin, Dustinfoley, Trulusia, Austar, Nariont, clearlyamule, Xilkk, Nezha, Nyheen, Psylo, and many others.

Seriously, Puppetmaster is a crazy complex job, and I couldn’t have written this guide without the shared knowledge from all the other players, so here’s to hoping we can learn how to push the limits of our little automatons even further.


PUPGuide Valoredge-ValoredgeTank.png
~Bye bye, for now!



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