Tinkerer Class
A crafty inventor! Tinkerers are great at crafting temporary weapons and using all sorts of crazy gadgets!
Data updated

- Stat bias
- +4 INT, -1 CHA, -1 LCK
- Grows on level-up
- DEX, CHA, INT
- Unlock
- Clear The Bunker
- Pools
- 50 abilities · 25 passives
What this doesn't cover: The reference shows each class's stat modifiers, full active and passive pools, starter spells and every upgraded + version. It doesn't simulate level-up offers or stat gains.
Abilities
Attack (14)
- Discharge · X manaStarterSpend all of your mana, then deal that much electric damage to an adjacent unit.Upgraded: Spend all of your mana, then deal that much electric damage to an adjacent unit with a 10% Stun chance for each point of mana spent.
- Recycle · 5 manaDestroy your weapon to gain +1 Tech and refresh your basic action.Upgraded: Destroy your weapon to gain +1 Tech and refresh your basic action. This spell costs 1 mana if you haven't used your weapon this turn.
- Craft · 4 manaStarterCraft and equip a random temporary weapon.Upgraded: Craft and equip a random temporary weapon for yourself or an ally in range 3 (if they have an empty weapon slot).
- Shockwave · 7 manaDeal damage to all units. The closer a unit is to you the more damage it takes.Upgraded: Deal damage to all units. The closer a unit is to you the more damage it takes. (Deals more damage to closer units and less damage to further units.)
- Math! · 5 manaDeal 1 damage to a unit for each unique divisor in its current HP value. If its HP was a prime number, stun it.Upgraded: Deal 1 damage to a unit for each unique divisor in its current HP value. If its HP was a prime number, stun it and gain +1 Tech.
- Bombchu · 5 manaSpawn a Bombchu bot.Upgraded: Spawn a Bombchu bot in range 4. (This spell costs less.)
- Remote Detonator · 4 manaExplode a familiar, dealing 5 damage with knockback in an area.Upgraded: Explode a familiar, dealing 5 damage with knockback in an area. (This spell costs less.)
- Firecracker · 3 manaThrow 3 small 1-damage explosives at random tiles in an area.Upgraded: Throw small 1-damage explosives at all tiles in an area.
- Fast Hands · 8 manaRefresh your weapon and trinket actions (unless they gain you mana).Upgraded: Refresh your weapon and trinket actions (unless they gain you mana). Repair 1 use to all of your equipment.
- Unreliable Missile Launcher · 4 manaShoot an explosive homing missile at a random enemy. This spell has a 75% chance to be disabled on each turn.Upgraded: Shoot an explosive homing missile at a random enemy. This spell has a 66% chance to be disabled on each turn. (This spell costs less.)
- Split the Atom · 50 manaDeal 50 damage to and inflict Burn 10 on all enemies. You can pay for this spell over multiple turns. (This spell's mana cost can't be modified.)Upgraded: Deal 50 damage to and inflict Burn 10 on all enemies. You can pay for this spell over multiple turns. This spell absorbs the mana you spend casting other spells. (This spell's mana cost can't be modified.)
- Smash · 5 manaSmash your weapon onto an adjacent unit, destroying it and dealing double its damage.Upgraded: Smash your weapon onto an adjacent unit, destroying it and dealing double its damage. (This spell costs less.)
- Tesla Coil · 7 manaSpawn a tesla coil that shoots lightning bolts at random units with a small chance to inflict Stun.Upgraded: Spawn a tesla coil in range 7 that shoots lightning bolts at random units with a small chance to inflict Stun.
- Sparks · 7 manaShoot electric bolts at up to 3 random enemies or robots.Upgraded: Shoot electric bolts at up to 5 random enemies or robots.
Movement (8)
- Shoddy Jetpack · 6 manaStarterFly to a random tile in a large area. If you land on a unit, explode dealing 5 damage in an area (including to yourself).Upgraded: Fly to any tile. If you land on a unit, explode dealing 5 damage in an area (including to yourself).
- Spring Shoes · 2 manaJump up to 2 tiles away.Upgraded: Jump up to 5 tiles away.
- Rocket Skates · 3 manaStarterDash forward in a straight line then explode dealing damage in an area (including to yourself).Upgraded: Dash forward in a straight line then explode dealing damage in an larger area (including to yourself).
- Drill Down · 5 manaDig to an open tile in a straight line.Upgraded: Dig to a tile in a straight line. If you dig into a unit, explode dealing 5 damage in an area (including to yourself).
- Eject Button · 3 manaExplode and fly to a random tile at least four tiles away. This explosion damages you.Upgraded: Explode and fly to a random tile at least four tiles away. This explosion damages you. (This spell costs less.)
- Experimental Teleporter · 7 manaTeleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces.Upgraded: Teleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces. (This spell costs less.)
- Volt Tackle · 7 manaTeleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them.Upgraded: Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them with a 50% chance to inflict Stun.
- Rocket Ride · 6 manaJump to any open tile. Explode when you land. (This explosion also damages you.)Upgraded: Jump to any open tile. Explode when you land. (This explosion also damages you.) (This spell costs less.)
Defense (10)
- Spawn Decoy · 8 manaSpawn a decoy that explodes when it dies.Upgraded: Spawn a decoy that explodes when it dies. When an enemy targets you, swap places with the decoy.
- Armor Up · 5 manaStarterCraft a Tinkerer armor piece into one of your empty armor slots.Upgraded: Craft a Tinkerer armor piece into one of your or an adjacent unit's empty armor slots.
- Fresh off the Forge · 5 manaGain +7 Shield and Burn 3.Upgraded: Give +7 Shield and Burn 3 to yourself or an adjacent unit.
- Short Circuit · 3 manaDeal 1 electric damage with a random amount of knockback (up to 3) to all adjacent units.Upgraded: Deal 2 electric damage with a random amount of knockback (up to 10) to all adjacent units.
- Punchbot · 6 manaSpawn a Rubber Fist Bot.Upgraded: Spawn a Rubber Fist Bot within a large range.
- Unreliable Shield Generator · 4 manaGain +6 Shield and +1 temporary Brace. This spell has a 75% chance to be disabled on each turn.Upgraded: Get +6 Shield and +1 temporary Brace. This spell has a 66% chance to be disabled on each turn. (This spell costs less.)
- Shock Therapy · 5 manaDeal 1 electric damage to yourself or an adjacent unit. Cleanse debuffs from that unit, give it a random stat up, and a 25% chance to be Stunned.Upgraded: Deal 1 electric damage to yourself or a unit in range 5. Cleanse debuffs from that unit, give it a random stat up, and a 25% chance to be Stunned.
- Instant Barrier · 1 manaStarterGain +6 Shield. Castable only if you have no Shield.Upgraded: Gain +6 Shield. This spell's mana cost is equal to your current Shield.
- Repair Armor · 5 manaLose all Shield, then gain Shield equal to your equipment's starting Shield.
- Nurse Bot · 9 manaSpawn a nurse bot that heals allies.Upgraded: Spawn a nurse bot that heals allies. (This spell costs less.)
Utility (18)
- Research · 5 manaStarterGain +1 Tech.Upgraded: Gain +1 Tech. Bonus Passive: Crafting subtracts 1 Tech instead of all of it.
- Repair · 5 manaRepair 1 use to all of your or an adjacent unit's equipment.Upgraded: Repair all uses to all of your or an adjacent unit's equipment.
- Autopilot · 10 manaTake an extra turn after this one. You are AI controlled on that turn.Upgraded: You or another unit takes an extra turn after this one. That unit is AI controlled on that turn. (This spell costs less.)
- Build Turret · 8 manaStarterSummon a turret.Upgraded: Summon a rocket turret.
- Electric Nail · 5 manaSummon a nail that arcs electricity to neighboring tiles whenever any unit spends mana.Upgraded: Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana. (This spell costs less.)
- Reprogram · 3 manaConjure a random spell of your class as a bonus ability.Upgraded: Conjure a random upgraded spell of your class as a bonus ability.
- Improve · 2 manaGain +1 to a random stat.Upgraded: You or an adjacent unit gain +1 to 2 random stats.
- Catbot · 8 manaStarterSpawn a Catbot and give it your current weapon. (You will not get the weapon back)Upgraded: Spawn a Catbot and give it your current weapon. Gain +1 Tech and refresh your basic action. (You will not get the weapon back)
- Electrolyze · 5 manaStarterGive your weapon +3 electric damage.Upgraded: Give your weapon +3 electric damage. (This spell costs less.)
- Upgrade · 4 manaFully heal a familiar and give it All Stats Up.Upgraded: Fully heal a familiar and give it All Stats Up and +1 Holy Shield.
- Eureka! · 5 manaGain +3 Tech and Madness 1. (This spell can only be cast once per battle.)
- Mech Suit · 15 manaSummon a mech suit that can be piloted. (Castable once per battle.)Upgraded: Summon a mech suit that can be piloted. (Costs 0 mana. Castable once per battle.)
- Spare Parts · 1 manaDestroy your weapon and gain one of the following: +2 Shield, +4 Charge, +1 Thorns, or 1 coin.Upgraded: Destroy your weapon and gain one of the following: +4 Shield, +8 Charge, +2 Thorns, or 2 coins.
- Build Nuke · 7 manaSpawn a mini-nuke that makes a HUGE explosion when it dies.Upgraded: Spawn a mini-nuke in range 4 that makes a HUGE explosion when it dies.
- Shed Scrap · 1 manaLose 1 Shield. Spawn a junk pile.Upgraded: Lose 1 Shield. Spawn a junk pile in range 2.
- Robo-Vac · 4 manaSpawn a vacuum bot that collects pickups and shares their effects with you.Upgraded: Spawn a vacuum bot that collects pickups and shares their effects with your whole team.
- Refine Materials · 1 manaCollect a pickup in range 3. Instead of its normal effect, gain +1 Tech.Upgraded: Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech, +1 Shield, and +1 to a random stat.
- Fabricate · 5 manaGive an ally in range 3 a temporary copy of your weapon, if they don't have a weapon.Upgraded: Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon. (This spell costs less.)
Passives
- v2.0Start with 1 Tech. Your Tech can't drop below 1.Upgraded: Start with 1 Tech. Your Tech can't drop below 1. Your Tech isn't removed when you craft.
- Weapon ProficiencyYour weapon damage scales with your stats and counts as a basic attack.Upgraded: Your weapon damage scales with your stats and counts as a basic attack. You can use your weapon an extra time each turn.
- Living BatteryWhen an adjacent ally spends mana, gain that much mana.Upgraded: When an adjacent ally spends mana, gain that much mana. You have no mana cap.
- Fuzzy FeetWhen you end your movement, deal 1 Electric Damage to all adjacent units for each tile you moved.Upgraded: When you end your movement, deal 1 Electric Damage to all adjacent units for each tile you moved. This damage has a chance to inflict Stun.
- Armor SpecialistYour equipment passive effects are doubled.Upgraded: Your equipment passive and active effects are doubled.
- EMPYour explosions are Electric element and deal +2 damage. Instead of knockback, explosions have a chance to inflict Stun. +2 Blast Resistance.Upgraded: Your explosions are Electric element and deal +4 damage. Instead of knockback, explosions have a chance to inflict Stun. Your explosions don't affect allies. +4 Blast Resistance.
- Mr. MegaYour explosions are larger and deal +3 damage. +3 Blast Resistance.Upgraded: Your explosions are larger and deal +6 damage. You have explosion immunity.
- Escape SequenceWhen you take damage, explode and get launched to a random tile. This explosion doesn't damage you.Upgraded: When you take damage, explode with a large blast radius and get launched to a random tile. This explosion doesn't damage you.
- Item ProxyYou need one fewer piece of equipment to get set bonuses.Upgraded: You need two fewer pieces of equipment to get set bonuses.
- Lightning RodYou have Electric immunity and are conductive. Electric damage you deal is increased by 1. Gain 1 Tech when you are hit with electric damage.Upgraded: You have Electric immunity and are conductive. Electric damage you deal is increased by 2. Gain 1 Tech and become Energized when you are hit with electric damage.
- IT'S ALIVE!Hitting a body with electric damage revives it with 1 HP. The revived corpse is charmed and takes an extra turn, then dies.Upgraded: Hitting a body with electric damage revives it with 1 HP, +8 SPD, and +2 Damage. The revived corpse is charmed and takes an extra turn, then dies.
- EnergizerWhen you cast a spell, your weapon gets +1 Damage.Upgraded: When you cast a spell, your weapon gets +1 Damage. Every third spell you cast, repair 1 use to your weapon.
- Reactive ArmorWhen you take damage, craft a Tinkerer weapon or armor piece and equip it in an empty slot.Upgraded: When you take damage, craft a Tinkerer weapon or armor piece and equip it in an empty slot and gain +1 Shield.
- NanobotsGain +2 Diminishing Health Regeneration every time you take damage from an attack or spell.Upgraded: Gain +2 Diminishing Health Regeneration every time you take damage from an attack or spell and +1 Diminishing Health Regeneration each time you take damage from any other source.
- ScrapperFind an extra consumable item at the end of each battle. When you use up a consumable or trinket, equip a new consumable from your inventory if you have any.Upgraded: Find an extra item at the end of each battle. When you use up a consumable or trinket, equip a new consumable from your inventory if you have any.
- Demo ManAlways craft a bomb at Tech 1 or less. +2 Blast Resistance.Upgraded: Always craft a bomb at Tech 1 or less. You can use your basic action an additional time on each of your turns. +3 Blast Resistance.
- Duct TapeItems you craft stay with you between battles, but become cursed.Upgraded: Items you craft stay with you between battles.
- Armored PlatingRobots you spawn gain the stats and Shield of your equipped armor.Upgraded: Robots you spawn gain the stats, Shield and passive effects of your equipped armor.
- Booby TrapWhen an item you have equipped breaks, it explodes!Upgraded: When an item you have equipped breaks, it explodes with bonus damage!
- Robot ArmsYou can use your weapon an additional time each turn.Upgraded: You can use your weapon and trinket an additional time each turn. Whenever you equip a new item during battle it gains +1 use.
- ConductorElectric damage you deal is increased by 2 for each piece of metal armor you have equipped. If you are wearing metal, your weapon deals electric damage.Upgraded: Electric damage you deal is increased by 2 for each piece of metal armor you have equipped. You have +2 Mana Regeneration for each piece of metal armor. If you are wearing metal, your weapon deals electric damage.
- NapalmYour explosions inflict Burn 3 and light tiles on fire. +2 Blast Resistance.Upgraded: Your explosions inflict Burn 6 and light tiles on fire. +3 Blast Resistance.
- IngenuityPickups give you +1 Tech in addition to their other effects.Upgraded: Pickups give you +1 Tech in addition to their other effects. 10 extra pickups spawn at the start of each battle.
- ShrapnelWhen you break an item, gain +1 Thorns.Upgraded: When you break an item, gain +2 Thorns and +3 Shield.
- BlacksmithIf you have a weapon, your basic attack becomes Hone.Upgraded: If you have a weapon, your basic attack becomes Hone+.











































































