Saboteur

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"Sabotage your enemies and hinder them until they ragequit!"
— Former Specialized Adventuring! Description

Saboteur is a class.

Passive[edit | edit source]

Shift[edit | edit source]

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.

If the Class Talent is active: Whenever Shift triggers, Disarm the target for 1 turn and reduce the cooldown of Sabotage by 2.


Buff.png Category: Buff

Effect[edit | edit source]

  • 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.
Notes[edit | edit source]
  • Shifting spaces with this effect isn't counted as moving for standard or special movement-triggered effects. However, movement prohibitors do prevent movement due to Shift.
  • If Shift activates in such a way that 1 Rooted and 1 non-Rooted player would shift with each other, the non-Rooted player still changes spaces and ends up on the same space as the Rooted player.
  • The Class Talent activates even if both players that would shift with each other are Rooted.

Skills[edit | edit source]

Hinder[edit | edit source]

Hinder
Hinder.png
In-Game Description
Tooltip Hinder another player. This skill has no cooldown, but recharges its 4 uses every 10 turns. Every 10 turns, you can do all these things once:
  • Disarm a target for 1 turn.
  • Set a target on Fire.
  • Blind a target.
  • Knock a target 5 spaces backwards.

If the Class Talent is active: Recharge time reduced by 1 for every enemy player in the game, down to a minimum of 4 turns.

Categories
Skill
Characteristics
Uses Unlimited
Other appearances
Former Hinder artwork
FormerHinder.png
Mistress Of The Matrix
MistressOfTheMatrixHinder.png
Graffiti Artist
GraffitiArtistHinder.png

Standard Use[edit | edit source]

  • 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.)
Notes[edit | edit source]
  • After choosing an option, you can't get back to the remaining options without using the chosen option.

Passive Effect[edit | edit source]

  • 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.
Notes[edit | edit source]
  • If the reset occurs while you have an option already primed but not fully executed, the skill reverts to its initial Standard Use before any option is chosen.
  • Players who have left the game will not count towards the Class Talent.

Event Use[edit | edit source]

  • 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.

Sabotage[edit | edit source]

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

If the Class Talent is active: Now first removes Fireproof, Frostproof and Soulbound Enchantments. Cooldown reduced to 5 turns.

Categories
Skill
Characteristics
Uses Unlimited
Cooldown 6
Other appearances
Former Sabotage artwork
FormerSabotage.png
Mistress Of The Matrix
MistressOfTheMatrixSabotage.png
Graffiti Artist
GraffitiArtistSabotage.png

Standard Use[edit | edit source]

  • 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.
  • If the Class Talent is active, this skill's cooldown upon successfully using the final Standard Use is changed to be 5.
Notes[edit | edit source]
  • You are NOT treated as "using" the item you choose to Sabotage.
  • The player targeting and item targeting uses of Sabotage don't typically put it on cooldown.
  • If you target a player that has left the game since you opened the pop-up window for this skill, its cooldown is only set to 2.
  • If you choose an item that is no longer in the target's inventory, Sabotage's Standard Use is reset, and its cooldown is only set to 2. It will NOT be added as an option for Tinker.
  • If you choose to Freeze or give Highly Flammable to the chosen item when it is no longer in the target's inventory, Sabotage's Standard Use is reset, and its cooldown is set to 2. The item will NOT be given turns of Frozen or Highly Flammable, and the Class Talent won't trigger.

Event Use[edit | edit source]

  • 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.)
  • If the Class Talent is active, this skill's cooldown upon this use is changed to be 5.
  • If the Class Talent is active, this skill's cooldown upon this use is changed to be 5.

Tinker[edit | edit source]

Tinker
Tinker.png
In-Game Description
Tooltip Take two items from your inventory. Use them to create a Mechanical item of your choice from a random selection of three.

If the Class Talent is active: Now only requires a single item. Cooldown increased to 6 turns.

Categories
Skill
Characteristics
Uses Unlimited
Cooldown 5
Other appearances
Mistress Of The Matrix
MistressOfTheMatrixTinker.png
Graffiti Artist
GraffitiArtistTinker.png

Standard Use[edit | edit source]

  • 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.
Notes[edit | edit source]
  • The initial 2 uses of Tinker which remove items from the game do not put Tinker on cooldown.
  • You can create Mechanical items with the Sabotage-related option of Tinker even if they're not in the generic Mechanical item-givers pool.
  • If you create a Deadly Item with the Sabotage-related option of Tinker, you create a Deadly Item that simply has the same inventory picture as the Deadly Illusion skill, has the Object inherent category, and has the Mechanical enchantment.
  • If you create a Primed Clonegg 5000 with the Sabotage-related option of Tinker, you simply get a standard Clonegg 5000 since a Primed Clonegg 5000 can't really exist without its relation to the copied item.
  • If you create an Activated Improbaglitchity Device or Activated Slipstream Slingshot with the Sabotage-related option of Tinker, you simply get a standard Improbaglitchity Device or Slipstream Slingshot, respectively.
  • If you create a Charged Deluminator with the Sabotage-related option of Tinker, its Standard Use will do nothing aside from removing it from the game.
  • If you create a Lightsaber with the Sabotage-related option of Tinker, the color will be random and not necessarily the color of the Sabotaged saber.
  • If you create Glue Mine Activator, Frost Mine Activator, Sheep Activator, Spider Mine Remote, ACME TNT Detonator, or Teleporter Activator with the Sabotage-related option of Tinker, none of them will be locked onto a space. In the case of Teleporter Activator, the item starts with 100% energy. In the case of the Sheep Activator, there is no related Explosive Sheep Neutral Effect.
  • If you select an item with the Mechanical enchantment with Sabotage, a copy of that item created with the Sabotage-related option of Tinker will have the Mechanical enchantment.
  • If you gain the Class Talent for this skill while 1 of 2 items has been consumed by this skill, you'll still have to consume a 2nd item before you can create the next item with this skill.

Related Effects[edit | edit source]

Playstyle[edit | edit source]

Strengths[edit | edit source]

  • 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[edit | edit source]

  • 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, Frostfire Figurine+Fire, 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 Figurine+Frigid Fairy/Curse Of Cold, 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[edit | edit source]

  • 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, Clock, Courier Flap, Easy Button, Explosive Sheep, Extendo Fist, Genesis Device, Go-Kart, Hookshot, Improbability Device, Jewel Juicer, Jewelizer, Metro-Gnome, 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. However, even with the Disarm, someone could gain a Demon Sword or Black Dragon Egg from Dungeon Crawl.
  • 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[edit | edit source]

  • 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 Assassin, Necromancer, and Warlock.
  • Tinker can also dispose of junk items like Jinxed Jewel Of Encumberment, covering a weakness of Assassin, Necromancer, Sorcerer, Time Twister, and Warlock

Assassin[edit | edit source]

Necromancer[edit | edit source]

  • Kill to trigger Drain Soul.
  • 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[edit | edit source]

  • 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. To ensure Pyroblast's effectiveness, Sabotage can also Freeze Red Dragonlings if the opponent becomes a Targaryen in the Board Game Of Thrones reference event or Freeze a Demon Sword they obtain.

Time Twister[edit | edit source]

  • Shift, Hinder, and Sabotage and Time Twister's skills are effective at stalling the game for a stockpile with Tinker and Lock Time.
  • Not My Time yet works well with Sabotage and Tinker, allowing for faster Mechanical item generation and cooldown reduction for items like Courier Flap and Easy Button.
  • This class combination is especially useful for Wild Mode: Racing In Reverse; Saboteur can create many items that would normally move you backward, and Lock Time can be used in tandem for more forward movement.

Warlock[edit | edit source]

  • 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 Go-Kart, with Turbo Boosters having strong synergy with Chaotic Power.
  • For decently long games, Scarf Of The Serpent has strong synergy with this class combo. Call Demon, Ring Of Fire, and Fire Foliot can keep you on Fire. Call Demon can create Demon Fairy, Chaotic Fire can create Volatile Oil, Tinker can commonly create Liquid Nitrogen, and the Ring Of Fire Talent can create Ordinary Ring; these can combine for use in making Arctic Aegis, Frostfire Figurine, and Frigid Fairy. With luck, Tinker can create Jewel Juicer for synergy with the Ring Of Fire Talent (ideally for use with an Energize Staff every turn.) Tinker can also create Jewelizer for both synergy with Jewel Juicer and creation of Ordinary Ring/Azure Bracelet for use in making Arctic Aegis.