Mechanics is a Scrap-fueled ranged/pet hybrid built around the Mechsuit: it generates Scrap with its shots and bombs, a permanent pet — Scrapmaw — and a turret fight alongside it continuously, and it periodically transforms into the Mechsuit to unlock a whole new ranged ability bar (Combustion, Laser Beam, Activate Jets).
The closest Retail analogue is Demonology Warlock. Both share a permanent pet fought alongside for passive damage (Scrapmaw is roughly a Felguard-line demon), a secondary resource fueling a big self-transformation (Scrap into Mechsuit, roughly Soul Shards into a Metamorphosis/Tyrant window), a whole new ability bar unlocked only during that transformation (Mechsuit: Combustion/Laser Beam/Activate Jets, roughly demonic-form abilities), stacking self-mitigation and regen while transformed (Blazewrought Titan plus Nano-Repair Tech, roughly demonic-form durability), and a self-heal folded into the form instead of dedicated healing tools. Clockwork Guardians and the Sentry Turret add a Gul'dan-style board of extra summoned pressure.
How is this number calculated?
Measured scope: Zul'Gurub, all difficulties — High Priest Venoxis, High Priestess Jeklik, High Priestess Mar'li, Bloodlord Mandokir, High Priest Thekal, High Priestess Arlokk, Jin'do the Hexxer, Hakkar, Gri'lek, Gahz'ranka.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (229 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Ranking updated on August 17, 2026
These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential — not this tree.
Output is flat-Physical and melee-weapon damage delivered alongside a commanded pet whose own scaling piggybacks on the Tinker's stats, so Hit/Expertise to keep both attacker and pet landing come first, then Agility/Attack Power for the shared melee base, with Crit/Haste feeding extra-attack procs like Improved Spanner Smash.
See also: all Ascension builds · the talent tree builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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