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.
 * [Set On Fire]: Target another player. Set the target on fire.
 * [Blind]: Target another player. Blind them for 8 seconds.
 * [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.)

Standard Use

 * Select a player to view all of their items. You can choose one of them to either Freeze for 10 turns or make it Highly Flammable.
 * If the item was Mechanical, it will appear as an extra option the next time you use Tinker.

Event Use

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

Standard Use

 * Select two items from your inventory and select one of three Mechanical items to turn them into.
 * If Sabotage was used on a Mechanical item, that item will be an extra option upon using Tinker.

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)