Assassin

"Sprint, kill, and sprint some more!"

— Former Specialized Adventuring! Description

Assassin is a class.

Killer Instincts

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! Tooltip
 * You're a stone cold killer. Whenever you kill someone, your Speed is increased by 2 for 2 turns and your Assassin cooldowns are reduced by 1 turn. Melee kills grants 3 Speed.
 * You're a stone cold killer. Whenever you kill someone, your Speed is increased by 2 for 2 turns and your Assassin cooldowns are reduced by 1 turn. Melee kills grants 3 Speed.

If the Class Talent is active: ALL your skill cooldowns now tick down 1 turn when you make a kill.

Category: Buff, Unremovable
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! Killer Instincts Speed Boost Tooltip
 * You thrive on your most recent kill! Your have +2/3 Speed. (Note that only the correct Speed is shown in the tooltip.)
 * You thrive on your most recent kill! Your have +2/3 Speed. (Note that only the correct Speed is shown in the tooltip.)

Duration: X turn(s)

Category: Buff
 * }

Effect

 * When you kill another player, you gain Killer Instincts Speed Boost for 2 turns, also your Assassin skills have their cooldowns lowered by 1.
 * Killer Instincts Speed Boost: If you killed the player while on the same space as them, this effect passively grants 3 Speed. If you killed the player without being on their space, this effect passively grants 2 Speed. This effect can be replaced by another Killer Instincts Speed Boost; this occurs whether the Buff grants the same or a different Speed amount.


 * If the Class Talent is active: When you kill another player, all of your skill cooldowns are lowered by 1 instead of just cooldowns for your Assassin skills.

Standard Use

 * Choose an amount of spaces from 3-10; run forward the same amount of spaces; this skill goes on cooldown for the same amount of spaces you choose, up to a max. of 7.
 * If the Class Talent is active: If you are on the same space as another player who is Dead, this skill can be used standardly even if it is on cooldown, and using this skill standardly won't put it on cooldown.

Event Use

 * Use against The Bear!; move a random amount from 5-7(?) spaces forward, also the skill is put on cooldown for the same amount of turns.
 * The Class Talent does not apply to this event use.

Standard Use

 * Target another player.
 * If they are within range and are alive and not Incapacitated: Move to their space, then Incapacitate them if you are on the same space as them when this portion of the effect triggers.
 * If they are within range and are Incapacitated: Move to their space, then kill them if you are on the same space as them when this portion of the effect triggers.
 * If they aren't within range or are Dead: Nothing occurs besides this skill going on cooldown.
 * If the Class Talent is active: If they are within range and have Skip A Turn, even if they are not Incapacitated: Move to their space, then kill them if you are on the same space as them when this portion of the effect triggers.

Event Use

 * Use against the Lv 2 or 3 Small Golem of the Archaeology Dig.
 * Use against The Bear!; kill it and lose 1 charge with an option to use a Skinning Knife on the bear and a chance of gaining 3 turns of the PETA Debuff.
 * Use against a bad guy in The Wild West after using "No."; kill him.

Standard Use

 * Gain 2 turns of the Evasion Buff.
 * Evasion: Passively grants Skip-A-Turn & Incapacitation Immunity and Disarm Immunity. This effect can be extended.


 * If the Class Talent is active: Being Incapacitated or Disarmed does not prevent you from using this skill.

Inherent Effect Tooltip

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! Evasion (Buff) Tooltip
 * You have Skip-A-Turn & Incapacitation Immunity and Disarm Immunity.
 * You have Skip-A-Turn & Incapacitation Immunity and Disarm Immunity.

Duration: X turn(s)

Category: Buff
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Strengths

 * Killer Instincts is useful for sprinting.
 * Sprint offers solid space control for killing and is good for sprinting.
 * Assassinate will either kill the target OR Incapacitate the target, making it easier to kill them without having to worry about a response.
 * Evasion can save turns reactively against Skip-A-Turn and is quite useful for preventing Incapacitation and Disarm in the endgame, as well as at events like The Magic Shop, the Archaeology Dig, the Pawn Shop, The Bear!, and The Dragon. It can also serve as a temporary shield against another sprinter, like a Druid who wants to Maul you.

Weaknesses

 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * Killer Instincts is reliant on killing players, but if enemy players are at a distance, as they often are when sprinting, it will be more difficult to kill them. And Killer Instincts Speed Boost is not long-lasting.
 * Assassinate will fail to Incapacitate a Paladin with a Hammer if you move to their space unless you have a Shield. Even with a Shield, it will fail if they have a Holy Hammer.
 * Barbarians and other Assassins can avoid Incapacitation with Break Free/Evasion, making it harder to kill them.
 * Crystal Meth, Iron Helmet, and Personal Forcefield can make it harder to kill players, and they make Evasion less valuable. To top it off, they all appear in Early Reinforcements. (Man Mode is easier to deal with but can work similarly.)
 * Evasion has to be used preemptively against Disarmed and Incapacitation without the Talent.
 * Lawyer's Sue can make killing another player painful.

Strategies

 * Aim to kill your opponents at any given opportunity.
 * Two Halves of Coconut benefits from Killer Instincts Speed Boost, making it even better than otherwise.
 * Explosive Sheep, Sword, and Lightsaber are useful tools for same-space killing.
 * Getting items and effects able to incapacitate, such as Chlorform, Free Drink, Rocket Boots, Pegasus Boots, Sonic Shotgun, various "Today's Special" items from The ACME Shop, and Star Power will make Assassinate more useful.
 * During Oktoberfest, Brawler's Brew paired with a Fish can send a player forward and prime them to be killed by Assassinate.
 * During Summer, Beach Ball can prime nearby players to be killed by Assassinate.
 * You should generally Sprint the maximum amount of spaces possible; the 1st 7 spaces cost 1 turn of cooldown each, while the final 3 are free.
 * Bounty Hunting is an acceptable option at The Academy Of Adventure.
 * If the Adventure Time reference event is chosen, you can get Reflective Shades, which are particularly useful for avoiding knockback from Guns while sprinting, or you could simply go a decent amount of spaces forward. However, you run the risk of enemy players getting Orbs or even an Enchiridion, and magic is an effective way to halt a sprinter.
 * If the Dr. Who reference event is chosen, you can go to The Future to buy a Lightsaber or get a random event and hope for a Phaser or Improbability Device. You can go to the Middle Ages to buy a Sword and Boots. You can also go to the Prehistory and preemptively use Evasion in case you get Incapacitated and dragged forward by Mammoths or you gain Skip-A-Turn from Cavemen if you are female. If you go with The Doctor, you can get Cocaine from the Arcane Portal or take the Catapult for fast space gain. However, Sonic Screwdriver can be utilized to drain Energy from your Lightsaber, other players will have easier access to The Future for EMP Generators, Personal Forcefields, and tools to halt your sprint, and other players may buy Shields and Iron Helmets from The Market. They can also access Crystal Meth through the Arcane Portal.
 * If the Board Game Of Thrones reference event is chosen, you can become a Stark to get Boots and periodically get a helpful Speed Boost from the Godswood if you have no Curses (or get a Curse removed if you have one.) You can become a Baratheon for a Dark Scroll: Mark For Death and for an opportunity to kill The Bear! and skin it to create Bear Hands or Bearskin Boots for killing (or Bearskin Vest to avoid Dragon Frost and prevent Frostbolt from Rooting you.) You can become a Targaryen for magic defense and at least 1 immunity against potential enemy Dragonlings that may be used to slow you down.

Necromancer
Necromancer is another class that depends on killing and gets benefits from it. It's easier to drain souls being an Assassin and Necromancer's passive do help. Skeletons will keep your enemies behind and Zombies will get more souls.


 * Skeleton Thief will steal items and rupees for you. With one of these, it's easier to kill, while making sure that you will not lack rupees and/or items.
 * Skeleton Wizard is able to incapacitate players. It is, however, not much controllable and will probably incapacitate players who aren't close, but it does help assassination.
 * Risen Lord disarms players and gives them Evil Disease. Disarmed players are way more vulnerable and simple to kill.
 * Plague Stalker won't stop giving Evil Disease. Evil Disease is a strong method of killing when used in the right way, the tenth stack keeps players afraid.
 * Soul Corrupter keeps getting you souls to drain. Since you are an Assassin, it isn't that difficult to kill players and get both bonuses.

Paladin
The Paladin and Assassin combo is a strong melee duo that can suddenly changes the tides of the games. The skills complement each other quite well and one compensates the flaws of the others.


 * If you got a Holy Hammer, Throw Hammer will incapacitate a chosen player, giving you an easy target.
 * Consider using Assassinate on a nearby player right after getting a Holy Hammer. The target will get incapacitated and instantly move 18-27 spaces backwards.
 * Sprint compensates the lack of mobility of Paladin and Divine Blessing removes the weakness of Assassin to debuffs.
 * Remember that Auto Hammer will probably make melee kills a little more complicated.

Saboteur
Maybe the stronger duo for Assassin, a Saboteur Assassin is one of the most annoying combos in the game.


 * Using Hinder to incapacitate targets before using Assassinate works wonderfully well. In most of the cases, it's a guaranteed melee kill.
 * Knocking targets back may get them on the right space to kill if correctly used.
 * Shift, Killer Instincts, Sprint and Assassinate together gets you an incredible mobility.
 * Sabotage and Hinder's Disarm and Blind make you more difficult to kill, guaranteeing that your speed buffs will not go to waste.

Succubus
Succubus and Assassins both have great incapacitation abilities and are able to kill and control their movement.


 * Seduction can get your targets closer for the assassination and even incapacitate them if they get on your exact space.
 * Sexual Immunity makes most diseases beneficial, removing the difficult of the Assassin to deal with debuffs.
 * Sexual Ritual can move you some additional spaces forwards, giving you extra mobility.
 * Remember that once you kill your target, they lose all STDs, which is a giant downside.

Warlock
Just like Necromancer, Warlock is another class that has great benefits for killing and works well with Assassin.


 * After killing someone, you get a Skull, a speed boost and a cooldown reduction. The three are truly useful.
 * Thanks to Chaotic Energy, you can reduce the cooldown of Assassinate and incapacitate and kill a target in the same turn.
 * Poundfist is another option to get your targets incapacitated.
 * Hellrusher's Demonic Rush does stack with Killer Instincts Speed Boost.

Druid

With Druid, you can use your skills to get more mobility and reach your targets easier with Assasin
 * With the Bear form, you can use the Maul skill to incapacitate a nearby player and kill them with Assassin. However, the player must be at 2 or less spaces from you.
 * With the Snake form, you can get in the same space that your target with Venomous Bite. Then you can kill him with a melee weapon (sword/lightsaber). Range: 4 spaces.
 * With the Wolf form, you can use the Groul skill to jump at a target at 7 spaces. The target will be 3 spaces before you, so you can use Assassinate in them.
 * Human form (with Entangling Roots) slow your opponents and Crow form lets you go forwards with Soar, making easier to get closer to targets.