Saboteur

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

— Former Specialized Adventuring! Description

Saboteur is a class.

Shift

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! 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

 * Has huge Shift potential early on in large games.
 * Shift can make it difficult for enemy sprinters to break free from you and cost them a lot of spaces.
 * Sabotage allows you to scout a target's items, giving a solid knowledge advantage.
 * Able to pester enemies even at long range with Hinder and Sabotage, removing key items they have and effectively denying key events. Hinder can also delay a swoop.
 * Able to dispose of junk items easily with Tinker.
 * Able to access strong Mechanical items with Tinker
 * The Archaeology Dig's Big Golem is typically difficult to beat, but Hinder's Blind can beat it. You'll also usually have something available for the Damaged Construct.

Weaknesses

 * Shift putting you at the front of the pack can cause players to target you.
 * Shift can make it easier for players to get on the same space as you for an attack since there are more effects which move the user forward or knock back an enemy than effects which move the user backward or knock an enemy forward.
 * Hinder has a long reset time which cannot be bypassed with cooldown reduction.
 * Assassin and Barbarian with Talent can counter Hinder's Disarm.
 * Arcane Vision can counter Hinder's Blind.
 * Things like Frost Immunity, Frostproof, and Volatile Oil can prevent you from repeatedly Sabo-Tinkering an item and keeping the item's effects out of play. This is particularly problematic with Enchanters, Alchemists, and Warlocks, and to a lesser extent Quantum Physicists, though Sabotage's Talent can deal with Enchanters.
 * Things like Fire Immunity, Fireproof, Frostfire Protection, and Bucket Of Water can prevent you from burning an item. This is particularly problematic with Enchanters and Alchemists and to a lesser extent Quantum Physicists, though Sabotage's Talent can deal with Enchanters.
 * Items in an Illusionist's Magic Hat cannot be viewed or tampered with by Sabotage or Hinder's Fire.
 * Lawyer's Sue can make killing another player painful.
 * Requires quite a few items to consume for Tinker.
 * If no other players have decent Mechanical items, you are typically left at the mercy of RNG with Tinker's item generation.

Strategies

 * Get close to sprinters and stay close to prevent them from zooming past the pack with your 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, The Bear!, and The Dragon. Alternatively use it right before attacking another player to ensure you succeed or on the turn a player is trying to swoop.
 * 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 Passage. Alternatively use it to cause a player shooting at you in the Run, PlayerName! Run! event to miss with you moving back only a few spaces.
 * 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, ACME TNT, Courier Flap, Easy Button, Explosive Sheep, Extendo Fist, Genesis Device, Go-Kart, Hookshot, Improbability Device, Jewel Juicer, Lean Mean Caffeine Machine, Lightsabers, Party Cooler, Personal Forcefield, Phaser, 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 Adventure Time reference event is chosen, you can use Hinder's Disarm to prevent positive outcomes for most Ooo events. You can also use Prism Of Ooo as item fodder for Tinker.
 * If the Dr. Who reference event is chosen, other players may go to The Future and gain Mechanical items from the shop or a Phaser or Improbability Device from a random event that you can Sabo-Tinker. However, Sonic Screwdriver can be utilized to drain Energy from your Mechanical items or destroy your Forcefield either directly or through buying an EMP Generator in the shop/finding one in a random event.
 * If the Board Game Of Thrones reference event is chosen, Targaryens can counter your Freezing by buying cheap Volatile Oil and can counter your Fire with Dragon Eggs. Blue and Red Dragon Dragonlings from the Eggs also each counter 1 type of Sabotage. For this reason, it is usually not wise for Saboteurs to choose this reference event. On the plus side, you can use Iron Coin as item fodder for Tinker.
 * 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.)

Dual-Class Synergies

 * Tinker (esp. with Sabotage) can be used to create Mechanical items such as Lightsabers which can be used to kill. Hinder can be used to assist in this endeavor. Sabotage can prevent Shields and spell protection items from preventing kills as well. This killing has synergy with multiple classes. Tinker can also dispose of junk items like Jinxed Jewel Of Encumberment, covering a weakness of multiple classes.
 * Assassin: Kill to trigger Killer Instincts. This class combination is especially useful for Wild Mode: Massacre Arena.
 * Necromancer: Kill to gain Soul Power. Burning Abomination can be used to burn an item made Highly Flammable by Sabotage while Hinder's Fire is still recharging or if Hinder's Fire somehow failed the first go-round.
 * Sorcerer: In a duel, Pyroblast can be used to burn an item made Highly Flammable by Sabotage while Hinder's Fire is still recharging or if Hinder's Fire somehow failed the first go-round. Sabotage can also Freeze Red Dragonlings if the opponent becomes a Targaryen in the Board Game Of Thrones reference event.
 * Time Twister: Not My Time yet works well with Sabotage and Tinker, allowing for faster Mechanical item generation for a stockpile. Also, Shift, Hinder, and Sabotage are effective at stalling the game.
 * Warlock: Kill to gain Skulls. Chaotic Energy can be used to reset cooldowns of strong Mechanical items. Ring Of Fire can be used to burn an item made Highly Flammable by Sabotage while Hinder's Fire is still recharging or if Hinder's Fire somehow failed the first go-round. With luck, Tinker can create Jewel Juicer for synergy with the Ring Of Fire Talent.