Saboteur

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

— Former 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.

If the Class Talent is active: Whenever Shift triggers, Disarm the target for 1 turn and reduce the cooldown of Sabotage by 2.

Category: Buff
 * }

Effect

 * If you are alive in your Effects Phase after having a Roll Phase event, you "target" the nearest player to you within the 5 spaces in front of you that has not previously been "targeted" by your Shift earlier in the Effects Phase (if there is one) and shift spaces with them. (If there are multiple "nearest" eligible players on the same space, you "target" the one who is earliest in the join order.) This effect activates as many times as possible without "targeting" the same player twice in the same Effects Phase.
 * If the Class Talent is active: When your Shift "targets" a player, they gain 1 turn of Temporarily Disarmed, and your Sabotage skill's cooldown is lowered by 2.

Standard Use

 * Choose one of the below options. Then, in a 2nd use, do the following depending on the chosen option:
 * [Disarm]: Target another player. Give them 1 turn of Temporarily Disarmed.
 * [Set On Fire]: Target another player. Give them 1 turn of Fire.
 * [Blind]: Target another player. Blind them for 8 seconds.
 * [Knockback]: Target another player. Knock the target 5 spaces backwards.


 * After an option has been used, you can then choose among the remaining options. (You cannot choose the same option again until the Passive Effect reset.)

Passive Effect

 * Hinder's Standard Use fully resets once every 10 Effects Phases (beginning on the 10th Effects Phase after gaining the skill.)
 * If the Class Talent is active: On the Effects Phase when the Standard Use resets, after being set to 10, the reset turn counter is lowered by 1 for every enemy player currently in the game, down to a minimum of 4 turns.

Event Use

 * Use against the Big(ger/gest) Golem of the Archaeology Dig. Fails if you've already fully executed the [Blind] option for the current cycle or if you have another option primed, though otherwise it succeeds (unless you have less than 4 Speed for the Biggest Golem); if used with the [Blind] option primed or with no option primed, the [Blind] option is treated as being fully executed.

Standard Use

 * Target a player to see all of their items. (You can also see the enchantments of those items.) Then, you can choose one of their items; if the item is Mechanical and is not Unremovable, it is added as an option for the Standard Use of Tinker. Then, you can choose to either give 10 turns of Frozen to the chosen item or give it the Highly Flammable enchantment; this resets this skill's Standard Use
 * If the Class Talent is active: Upon successfully using the final Standard Use of Sabotage, the chosen item loses its Fireproof, Frostproof and Soulbound Enchantments if it has any of them.

Event Use

 * Use against the Damaged Construct of the Archaeology Dig; effectively counts as giving 2 items. (Though put on cooldown, Sabotage's Standard Use is NOT reset.)
 * Use at The Tunnel O' Fun.

Standard Use

 * Choose an item you have to remove it from the game. Then, you can choose a 2nd item you have to also remove it from the game. Upon doing this, you're shown 3 random items from the generic Mechanical item-givers pool; you can choose 1 of the 3 items to gain it and reset this skill's Standard Use; this reset will not affect the Sabotage-related option of Tinker for the next time you use Tinker.
 * After removing the 2 items from the game, instead of choosing 1 of the 3 random items, you can instead create the last Mechanical item that you chose with Sabotage (unless you already created it since it was last chosen with Sabotage); this reset's the skill's Standard Use fully. (Note that the item you create in this way will not be a true copy but rather a fresh item.)


 * If the Class Talent is active, this skill's cooldown upon its final Standard Use before reset is changed to be 6. Also, after the 1st use of this skill on an item, this skill instantly skips to having the ability to create an item without requiring (or allowing) use on a 2nd item.

Related Effects

 * Tinkering Quietly

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.
 * Use Hinder's Disarm to prevent the target from using items/skills in key events such as The Magic Shop, the Archaeology Dig, the Pawn Shop, most events in Ooo, The Bear!, and The Dragon. Alternatively use it right before attacking another player to ensure you succeed.
 * Use Hinder's Fire to burn a Highly Flammable item (such as one you chose for Sabotage's enchantment) or to thaw a Frozen item of a teammate with Frostfire Figurine.
 * Use Hinder's Blind to prevent a player from acting in time sensitive events like the Time Bomb, trivia, and Archaeology Dig's Dark Cave. Alternatively guns are involved.
 * Use Hinder's knockback to get a player onto your space or onto the space of another player who can attack them (or off of your own space if necessary.) Alternatively, use it for activating movement-triggered effects.
 * Sabotage and Freeze another player's Reset Button (potentially after giving it to them with a Courier Flap/Raven/Slingshot/Fair Trade Talent.) Create Reset Button with Tinker and use it on an Energize Staff you have. Use any skills you want. Then reset your skill cooldowns. Repeat as many times as you want or until you run out of items for Tinker.
 * If you have Concoct/Holy Hammer/Call Demon and have the Tinker talent, you can do this indefinitely. With the Objection! talent, you can restart your turn 4 times in a row while keeping an opponent Disarmed with Hinder.


 * ACME Pogo-Stick, Courier Flap, Easy Button, Explosive Sheep, Extendo Fist, Go-Kart, Improbability Device, Jewel Juicer, Lean Mean Caffeine Machine, Lightsabers, Personal Forcefield, Power Morpher, Rocket Boots, Sex Bomb, Slipstream Slingshot, and Vendroid are some of the many strong Mechanical items. Be on the lookout for other players gaining these items so that you can Sabotage and Tinker them. You should generally Freeze such items if you want to Sabo-Tinker them again and again.
 * If the Interdimensional Portal Gun reference event is chosen, Mechanical items that you can Sabotage and Tinker can flood into the game from Gear World, also someone might find Courier Flap from Cronenberg streets.
 * Sabotage a Necromancer or -cubus's Boots and Gloves to prevent them from getting much of the value of their Ethereal Gems. (Just Sabotaging Boots and Ethereal Gloves in general can limit a target's options in a significant way.)
 * Sabotage a Shield so that you can kill the target with your Sword.

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