Machinist is a job in Final Fantasy XIV, introduced in the game's first expansion pack, Final Fantasy XIV: Heavensward. As with the other three Ishgard jobs, Machinist has no base class and begins at level 30.
Profile[]
The war with Dravania rages on. Brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistae now line the city walls, plucking dragons from the sky.
Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them ― the machinist.Lodestone
The job is a mobile, ranged DPS class using guns as their main weapon. Machinists focus on dealing ranged damage using a combination of firearms enhanced with various attachments and can deploy mechanical turrets to help them on the battlefield.
Story[]
History[]
Through the centuries of lshgard's endless conflict with the Dravanians, the city-state's engineers have devised and improved upon myriad dragon-killing contrivances. This inspired the construction of the Skysteel Manufactory in the year 1483 of the Sixth Astral Era, where resident artisans to this day continue to invent weapons such as the ceruleum-propelled giant ballista, and the quad-barreled Bertha cannon. Many of these modern advances can be attributed to Stephanivien de Haillenarte, the manufactory's brilliant chief, who has welcomed the assistance of Garlond Ironworks with incorporating imperial magitek into traditional Ishgardian craftmanship.
Stephanivien's primary achievement has been the creation of the aetherotransformer- a device which converts the wearer's innate mana into the lightning-aspected energy suited for powering the chief's revolutionary inventions. In addition to instructing volunteers in the use of the transformer, Stephanivien has employed a master of marksmanship from Limsa Lominsa to train an ever-growing number of recruits. Armed with their signature firearms and a repertoire of technological marvels, these soldiers of a new age are known as Machinists.
Heavensward[]

Stormblood[]

Shadowbringers[]

Equipment[]

A roegadyn machinist with the Outsider and Gunner's artifact armor.
Machinists wield guns as their weapons. Their armor is primarily made up of "Aiming" gear, light armor with average defenses that they share with other ranged physical DPS classes.
The primary attribute for machinists is dexterity, which boosts their attack power, and should always be prioritized over other attributes. As a DPS discipline, they draw the most benefit from the critical hit, direct hit, skill speed, and determination secondary attributes, which all improve their damage dealing capabilities in some way.
Lists of machinist equipment | |
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Job Gauge[]
The Job Gauge was introduced to players in 4.0 Stormblood. Currently, the Machinist uses the Heat Gauge and the Battery Gauge.
The Heat Gauge─indicating a firearm's temperature─is displayed upon execution weaponskills. Using Hypercharge allows the use of additional skills at the cost of the Heat Gauge, requiring no cooldown or cast down.
In Shadowbringers 5.0, the Machinist was heavily reworked, removing the Overheat, Gauss Barrel and Ammunition mechanics entirely. The Split Shot combo becomes permanently heated after learning the corresponding traits. Now, the Battery Gauge fills up when completing the Split Shot combo and is used to summon the Rook and Bishop Autoturrets as well as the Automaton Queen learned at Level 80. They remain on the field until the gauge depletes.
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Abilities[]
Job actions[]
Ability | Level | Type | Cast | Recast | MP Cost | Range | Radius |
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Split Shot![]() |
1 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 140.
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Slug Shot![]() |
2 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100.
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Hot Shot![]() |
4 | Weaponskill | Instant | 40s | — | 25y | — |
Delivers an attack with a potency of 240.
This weaponskill does not share a recast timer with any other actions.
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Reassemble![]() |
10 | Ability | Instant | 55s | — | — | — |
Guarantees that next weaponskill is a critical direct hit.
This action does not affect damage over time effects. | |||||||
Gauss Round![]() |
15 | Ability | Instant | 30s | — | 25y | — |
Delivers an attack with potency of 120. | |||||||
Spread Shot![]() |
18 | Weaponskill | Instant | 2.5s | — | 12y | 12y cone |
Deliver an attack with a potency of 140 to all enemies in a cone before you.
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Clean Shot![]() |
26 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100.
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Hypercharge![]() |
30 ![]() |
Ability | Instant | 10s | — | — | — |
Releases the energy building in your firearm, causing it to become Overheated, increasing the potency of single-target weaponskills by 20.
Overheated effect only applicable to machinist job actions. | |||||||
Heat Blast![]() |
35 ![]() |
Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers an attack with a potency of 180.
Can only be executed when firearm is Overheated. | |||||||
Rook Autoturret![]() |
40 ![]() |
Ability | Instant | 6s | — | — | — |
Deploys a single-target battle turret which attacks using Volley Fire, dealing damage with a potency of 70.
Duration increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 15 seconds.
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Rook Overdrive![]() |
40 | Ability | Instant | 15s | — | 25y | — |
Orders the rook autoturret to use Rook Overload.
Potency increases as Battery Gauge exceeds required cost at time of deployment.
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Rook Overload![]() |
40 | Ability | Instant | — | — | 40y | — |
Delivers an attack with a potency of 320. Potency increases as Battery Gauge exceeds required cost at time of deployment. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | |||||||
Wildfire![]() |
45 | Ability | Instant | 120s | — | 25y | — |
Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage when time expires or upon executing Detonator. Potency is increased by 100 ( ![]()
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Detonator![]() |
45 | Ability | Instant | 1s | — | 25y | — |
Ends the effect of Wildfire, dealing damage to the target. ※This action cannot be assigned to a hotbar. | |||||||
Ricochet![]() |
50 ![]() |
Ability | Instant | 30s | — | 25y | 5y radius |
Deals damage to all nearby enemies with a potency of 120 for the first enemy, and 50% less for all remaining enemies. | |||||||
Auto Crossbow![]() |
52 ![]() |
Weaponskill | Instant | 1.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 140 to all enemies in a cone before you. Can only be executed when firearm is Overheated. Recast timer cannot be affected by status effects or gear attributes. | |||||||
Heated Split Shot![]() |
54 ![]() |
Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 180 (![]()
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Tactician![]() |
56 ![]() |
Ability | Instant | 120s ( ![]() |
— | — | 20y radius |
Reduces damage taken by self and nearby party members by 10%.
Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba. | |||||||
Drill![]() |
58 ![]() |
Weaponskill | Instant | 20s | — | 25y | — |
Delivers an attack with a potency of 580. Shares a recast timer with Bioblaster. | |||||||
Heated Slug Shot![]() |
60 ![]() |
Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100 (![]()
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Heated Clean Shot![]() |
64 | Weaponskill | Instant | 2.5s | — | 25y | — |
Delivers an attack with a potency of 100 (![]()
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Barrel Stabilizer![]() |
66 | Ability | Instant | 120s | — | — | — |
Increases Heat Gauge by 50. Can only be executed while in combat. | |||||||
Flamethrower![]() |
70 ![]() |
Ability | Instant | 60s | — | — | 8y cone |
Delivers damage over time to all enemies in a cone before you.
Effect ends upon using another action or moving (including facing a different direction). | |||||||
Bioblaster![]() |
72 | Weaponskill | Instant | 20s | — | 12y | 12y cone |
Delivers an attack with a potency of 50 to all enemies in a cone before you.
Shares a recast timer with Drill. | |||||||
Air Anchor![]() |
76 | Weaponskill | Instant | 40s | — | 25y | — |
Delivers an attack with a potency of 580.
This action does not share a recast timer with any other actions. | |||||||
Automaton Queen![]() |
80 | Ability | Instant | 6s | — | — | — |
Deploys an Automaton Queen to fight at your side.
Duration increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 20 seconds. | |||||||
Queen Overdrive![]() |
80 | Ability | Instant | 15s | — | 30y | — |
Orders the Automaton Queen to use Pile Bunker.
Potency increases as Battery Gauge exceeds required cost at time of deployment. | |||||||
Arm Punch![]() |
80 | Weaponskill | Instant | 1.5s | — | 3y | — |
Delivers an attack with a potency of 120. ※This action cannot be assigned to a hotbar. | |||||||
Roller Dash![]() |
80 | Weaponskill | Instant | 3s | — | 30y | — |
Rushes target and delivers an attack with a potency of 240. ※This action cannot be assigned to a hotbar. | |||||||
Pile Bunker![]() |
80 | Ability | Instant | — | — | 3y | — |
Delivers an attack with a potency of 680. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | |||||||
Scattergun![]() |
82 | Weaponskill | Instant | 2.5s | — | 12y | 12y cone |
Delivers an attack with a potency of 150 to all enemies in a cone before you.
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Crowned Collider![]() |
86 | Ability | Instant | — | — | 3y | — |
Delivers an attack with a potency of 780. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | |||||||
Chain Saw![]() |
90 | Weaponskill | Instant | 60s | — | 25y | 25y line |
Delivers an attack to all enemies in a straight line before you with a potency of 580 for the first enemy, and 65% less for all remaining enemies.
This weaponskill does not share a recast timer with any other actions. |
Role Actions[]
Traits[]
Name | Level | Description |
---|---|---|
Increased Action Damage![]() |
20 | Increases base action damage and autoturret damage by 10%. |
Increased Action Damage II![]() |
40 | Increases base action damage and autoturret damage by 20%. |
Split Shot Mastery![]() |
54 ![]() |
Upgrades Split Shot to Heated Split Shot. |
Slug Shot Mastery![]() |
60 ![]() |
Upgrades Slug Shot to Heated Slug Shot. |
Clean Shot Mastery![]() |
64 | Upgrades Clean Shot to Heated Clean Shot. |
Charged Action Mastery![]() |
74 | Allows a third charge of Gauss Round and Ricochet. |
Hot Shot Mastery![]() |
76 | Upgrades Hot Shot to Air Anchor. |
Enhanced Wildfire![]() |
78 | Improves Wildfire's potency increase for landing weaponskills to 220. |
Promotion![]() |
80 | Upgrades Rook Autoturret and Rook Overdrive to Automaton Queen and Queen Overdrive respectively. |
Spread Shot Mastery![]() |
82 | Upgrades Spread Shot to Scattergun. |
Enhanced Reassemble![]() |
84 | Allows the accumulation of charges for consecutive uses of Reassemble.
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Marksman's Mastery![]() |
84 | Increases the potency of Heated Split Shot to 200, Heated Slug Shot to 120, and Heated Clean Shot to 110. |
Queen's Gambit![]() |
86 | After executing Pile Bunker, the Automaton Queen will also execute Crowned Collider. |
Enhanced Tactician![]() |
88 | Reduces Tactician recast time to 90 seconds. |
PvP Actions[]
Ability | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|
Blast Charge![]() |
Weaponskill | 1.44s | 2.4s | — | 25y | — |
Delivers a ranged attack with a potency of 4,000.
At maximum stacks, become Overheated.
Requires casting time to execute. However, it is possible to walk while casting. | ||||||
Scattergun![]() |
Weaponskill | Instant | 20s | — | 12y | 12y cone |
Delivers an attack with a potency of 6,000 to all enemies in a cone before you. Strikes twice when hitting only a single target.
This weaponskill does not share a recast timer with any other actions. | ||||||
Drill![]() |
Weaponskill | Instant | 10s | — | 25y | — |
Delivers a ranged attack with a potency of 9,000. Potency is increased to 18,000 while under the effect of Analysis. Ignores the effects of Guard when dealing damage.
Can only be executed while under the effect of Drill Primed. | ||||||
Wildfire![]() |
Ability | Instant | 30s | — | 25y | — |
Covers target's body in a slow-burning pitch. Deals damage to target and all enemies nearby it when time expires.
Potency is increased by 4,000 for each of your own weaponskills you land prior to the end of the effect. Landing 3 weaponskills will cause the slow-burning pitch to detonate immediately. | ||||||
Bishop Autoturret![]() |
Ability | Instant | 30s | — | 25y | 1y radius |
Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 4,000.
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Analysis![]() |
Ability | Instant | 20s | — | — | — |
Grants additional effects to Drill, Bioblaster, Air Anchor, and Chain Saw when these weaponskills are executed.
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Heat Blast![]() |
Weaponskill | Instant | 1.5s | — | 25y | — |
Delivers a ranged attack with a potency of 6,000. Can only be executed while under the effect of Overheated. This weaponskill does not share a recast timer with any other actions. ※This action cannot be assigned to a hotbar. | ||||||
Bioblaster![]() |
Weaponskill | Instant | 10s | — | 12y | 12y cone |
Delivers an attack with a potency of 4,000 to all enemies in a cone before you.
Can only be executed while under the effect of Bioblaster Primed. | ||||||
Air Anchor![]() |
Weaponskill | Instant | 10s | — | 25y | — |
Delivers a ranged attack with a potency of 8,000.
Can only be executed while under the effect of Air Anchor Primed. | ||||||
Chain Saw![]() |
Weaponskill | Instant | 10s | — | 25y | 25y line |
Delivers an attack with a potency of 10,000 to all enemies in a straight line before you.
Effect cannot be triggered when targeting players riding machina or non-player combatants.
Can only be executed while under the effect of Chain Saw Primed. | ||||||
Aether Mortar![]() |
Ability | 1s | 1s | — | — | 5y radius |
Deals unaspected damage with a potency of 4,000 to all nearby enemies.
※This action cannot be assigned to a hotbar. | ||||||
Marksman's Spite![]() |
Limit Break | Instant | 10s | — | 50y | — |
Delivers a ranged attack with a potency of 36,000. Can only be executed when the limit gauge is full. | ||||||
Standard-issue Elixir![]() |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate![]() |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
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Purify![]() |
Ability | Instant | 30s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.Grants Resilience upon successfully removing one of the aforementioned effects.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard![]() |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint![]() |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed[]
The following actions and information has been removed.
Ammunition and Heat Gauge[]

Ammunition Gauge
The Ammunition Gauge was introduced in Stormblood patch 4.0 and removed in Shadowbringers patch 5.0.
The Ammunition Gauge indicated the number of rounds of special ammunition currently loaded in a machinist's firearm. Special ammunition could be loaded to any firearm by executing the action Reload.
While the Heat Gauge remains in game after Shadowbringers patch 5.0, it has been heavily reworked from its previous incarnation. When the Heat Gauge reached 100, the firearm became overheated. While overheated, firearms would deal additional damage, but soon become too hot to use. At this time, the Gauss Barrel was automatically removed and could not until it cools.
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Limit Break[]
Machinists' Limit Breaks focus dealing powerful damage to enemies in a straight line in front of the player. Machinist shares the same Level 1 and Level 2 limit breaks as Bard.
Ability | Level | Description | Image |
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Big Shot | 1 | Deals damage in a line to enemies in front of player. | ![]() |
Desperado | 2 | Deals damage in a line to enemies in front of player. | ![]() |
Satellite Beam | 3 | Deals damage in a line to enemies in front of player. | ![]() |
Other appearances[]
Final Fantasy Record Keeper[]


Final Fantasy Trading Card Game[]
Machinist appears in Final Fantasy Trading Card Game as an Earth-elemental Backup card.
Behind the scenes[]

Musketeer's Guild icon from 1.0.
Machinists may be a re-imagining of the Musketeer class. Musketeer was a gun-wielding class planned in the early stages of the original game, but never made it past the alpha stage. Despite this, musketeers retain a presence in-game, particularly in Limsa Lominsa. The Musketeer's Guild shares its headquarters with the Yellowjackets and Marauder's Guild, and several gun using characters that are not strictly machinists appear throughout the game, using many of the same animations. It's possible that had the Musketeer class made it into the game that it would served as the base class to the Machinist job like the other original classes serve as bases to their respective jobs.
Gallery[]
- Arms and Gear sets
- Actions
- Role Actions
- Removed Actions

Trivia[]
- Due to the Machinist profession being a recent invention in Eorzea, its Soul Crystal uniquely lacks memories for the Warrior of Light to draw from. Hence, the Warrior of Light is taught how to use a firearm and given several gadgets, and their experience and discoveries define the job from thereon.