

FATAL JAWS
Active skill - Deals 500% damage to all back-line enemies and has a 90% chance to inflict an additional 300% Bleed damage for 15 rounds.
Mechs are immune to Bleed, negating Rex's entire damage model. Fatal Jaws' 90% Bleed chance and Taste for Blood's +150% damage to Bleeding targets are completely wasted. Highest base ATK in the game (92k) cannot compensate.
Aqua Aura's Bleed-to-healing conversion has no Bleed to convert on a mech boss. Xeno does 3-4x more damage at the same level. No mech utility whatsoever.
Bleed specialist in multi-fighter Smash brawls. Fatal Jaws applies 300% Bleed for 15 rounds to all back-line enemies — long duration means Bleed stacks accumulate. Taste for Blood guarantees crits against sub-50% enemies.
Aqua Aura converts Bleed damage into 250% healing for strong self-sustain. Sharky Waters ramps +35% ATK and Hit Chance per kill. Functional but outclassed by Crane's top carries in faction matchups.
92k base ATK is the highest in the game, but Rex's kit requires Bleed ramp-up time that PvP rarely allows. Fatal Jaws' back-line targeting is useful but 300% Bleed damage is slow compared to burst fighters.
Taste for Blood's guaranteed crits below 50% HP and Sharky Waters' kill scaling can snowball if Rex survives long enough. Fragile despite Aqua Aura's self-healing. Outclassed by dedicated PvP fighters at endgame.
Not part of the core Crane hard mode team. Bleed-reliant kit is poorly suited for HM's burst-and-CC demands. No crowd control, no team utility, no shielding.
Fatal Jaws' back-line AoE could help with minion clearing but Xeno does it better with Silence utility. Crane HM slots are filled by Xeno, Scythe, Locke, and Laguna — Rex doesn't compete for any of these roles.
Solid in faction sewers. Long Bleed duration (15 rounds) accumulates through sewer waves. Aqua Aura's Bleed-to-healing conversion provides sustain for attrition content. Sharky Waters' kill-based ATK scaling grows through long runs.
Not part of the optimal Crane sewer four but functional as a fifth slot. Taste for Blood's execute mechanic helps finish weakened enemies. Fragile — needs team protection to survive.
High raw ATK but Bleed-dependent kit limits campaign effectiveness. Fatal Jaws' back-line AoE with Bleed can clear campaign waves, but the ramp-up time is slower than burst carries.
Sharky Waters' kill scaling is useful in multi-wave campaign stages. Fragile and lacks the CC or survivability that late-game campaign demands. Outperformed by Scythe, Chancer, and Locke at equivalent investment.
