Saboteur

"Sabotage your enemies and hinder them until they ragequit!"

—Specialized Adventuring! Description

Saboteur is a class.

Shift

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * You are a sneaky shifter. If, after you roll, someone is 5 or less spaces in front of you, you shift spaces. This effect can occur multiple times in a row.
 * You are a sneaky shifter. If, after you roll, someone is 5 or less spaces in front of you, you shift spaces. This effect can occur multiple times in a row.

Category: Buff
 * }

Effect

 * If you are alive in your Effects Phase after rolling in your Roll Phase, you shift spaces with the nearest player to you within the 5 spaces in front of you. (If there are multiple "nearest" players on the same space, you only shift with the one who is earliest in the join order (unless you are Frozen, in which case Shift activates against all of them.)) This happens repeatedly until no players are within the 5 spaces in front of you. (The only current exception is if Frozen prevents your movement; in this case, Shift will activate vs each player within the 5 spaces in front of you once and then stop.)

Hinder.png Hinder
Hinder another player. This skill has no cooldown, but recharges its 5 uses every 10 turns. Every 10 turns, you can do all these things once:


 * Disarm a target for 1 turn.
 * Incapacitate a target.
 * Cause a target to lose a random item.
 * Blind a target for 8 seconds.
 * Knock a target 5 spaces backwards.

Sabotage.png Sabotage
Sabotage a nearby enemy Glue Mine, Teleporter, Explosive Sheep, TNT or Spider Mine so that it won't work anymore. The player that has the controller will be knocked 3-6 spaces back. '''Range: 25 spaces. Cooldown: 4 turns.'''

If successful, the controller is destroyed.

Strengths

 * Able to pester enemies fairly constantly, even at long range.
 * Defends well against nearby mechanical traps and hazards.
 * Has huge shift potential early on in large games.

Weaknesses

 * Cannot really do too much about own progress, only slow down others.
 * Situational skillset can be weak if the right situations don't pop up.

Strategies

 * Get close to other players and stay close. You can annoy at a distance, but when you're close you can likely pull ahead with the Shift passive.  You can also defend yourself against things like a Spider Mine if you're within the range of effect.
 * Incapacitation is a strong status effect that can completely ruin an opponent's turn and make them skip their next one, too. Use it when they're in the middle of a potentially very rewarding encounter that requires item use, such as Archaeology Dig or Magic Shop.
 * Blind can be useful, too. Consider using it when a ticking time bomb, trivia questions, or guns are involved.

Dual-Class Synergies
(to be done later when other classes have their own pages)