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 rolling in your Roll Phase, 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: Tinker now only uses one item instead of two items to create a Mechanical item of your choice frmo a random selection of three. The cooldown of this skill is increased to 6 turns.

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.
 * 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)