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.)

Standard Use

 * Choose one of the options, then afterwards do the following depending on the chosen option:
 * [Disarm]: Target another player. Give them 0 turns of the Disarmed Debuff if they don't have it or have it extended by 1 turn if they have a temporary form of it.
 * Note that effects can exist with a turn counter of 0 just fine. The counter only lists how many more Effects Phases have to pass before the effect can wear off in an Effects Phase.
 * [Fire]: Set a Target on Fire.
 * [Blind]: Target another player. Blind them.
 * [Knockback]: Target another player. Knock the target 5 spaces backwards.

Event Use

 * Use against the Big(ger/gest) Golem of the Archaeology Dig. Fails if you have an option selected besides Blind or if the Blind option has been used already. Failure won't consume a chosen option. (Still succeeds if you still have the Blind option and no option is selected.)
 * Use against the Lv 2 or 3 Small Golem of the Archaeology Dig. Fails if you have an option selected besides Incapacitate or if the Incapacitate option has been used already. Failure won't consume a chosen option. (Still succeeds if you still have the Incapacite option and no option is selected.)

Standard Use

 * Inspect all of another player's items. Freeze one of them for 10 turns or make them Highly Flammable. If it's a Mechanical item, it will become an extra option the next time you use Tinker to create an item.

Event Use

 * Use against the Damaged Construct of the Archaeology Dig; effectively counts as giving 2 items.

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)