"A crafty inventor! Uses crazy gadgets but takes time to set up."
Beating The Bunker
Meta Build: Needs specific talents and items (like Sniper Rifle) to skip the slow setup phase. Otherwise, plays like a challenge character.
Heals allies but damages enemies.
Heals allies but damages enemies.
Craft and equip a random temporary weapon.
Throw your weapon at a unit. This breaks the weapon.
Heal a unit at range.
Heal other units in an area at range.
Heal an adjacent unit.
Heal all adjacent units.
Inflict Weakness on units in an area.
Inflict Weakness and Poison on units in an area.
An attack that deals more damage the less health the target unit has. (based on their health percent)
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Heal units in an area.
Heal units in a larger area. Infinite range.
Inflict Charm 2 on an adjacent unit.
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Remove all debuffs from units in an area.
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Remove all buffs from a unit.
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Inflict Ostracized 2 on a unit.
Inflict Ostracized 4 on a unit.
Gain +1 .
Gain +1 . (This spell costs less.)
Give a unit +10 until the end of its next turn.
Give units in an area +10 until the end of their next turns.
Force a unit to attack one of its enemies.
Force units in an area to each attack one of their enemies.
Jump to an open tile next to an ally.
Jump to an open tile next to an ally. (This spell costs less.)
Jump to an open tile, then heal each adjacent unit.
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Dash forward, heal a unit and give it a random stat up.
Dash forward, heal a unit and give it 3 random stat ups.
Reverse the last damage an adjacent unit took.
Reverse the last damage a unit within range took.
Deal damage to a unit equal to the damage that unit last dealt.
Deal damage to a unit equal to twice the damage that unit last dealt.
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
A ranged spell that heals allies and damages enemies.
An infinitely ranged spell that heals allies and damages enemies.
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Gain 4 , 3 , heal 2 HP, and Brace 1.
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Revive a body to 100% HP and give it All Stats Up.
Heal EVERYTHING for 2 HP.
Heal EVERYTHING for 2 HP. (This spell costs less.)
You and your allies move toward the nearest enemy.
You and your allies move toward the nearest enemy and gain +1 .
Spawn a blessing pickup on an empty tile in range.
Spawn a blessing pickup on any empty tile.
Another unit's next spell is free.
Another unit's next spell is free. Infinite range. (This spell costs less.)
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
A melee attack that inflicts Blind 5 and Bleed 1.
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Revive a body to 1 HP.
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Heal an adjacent unit 2 to 6 times.
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Give another unit +5 until the end of its next turn.
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Run next to the ally with the most missing health. Trample all in the way.
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
Inflict Blind 1 on each unit in an area.
Inflict Blind 2 on each unit in a larger area.
Give +1 to each unit within 2 tiles of you.
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Make an ally move toward you.
Make an ally move toward you. Infinite range.
You or an adjacent unit gains a random positive effect.
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Force a nearby unit to move away from you.
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
You or an adjacent unit gains +1 Health Regeneration.
You or an adjacent unit gains +2 Health Regeneration.
Summon a mech suit that can be piloted. (Castable once per battle.)
Spawn a Catbot and give it your current weapon. (You will not get the weapon back)
Gain +1 Tech.
Gain +1 Tech. Bonus Passive: Crafting subtracts 1 Tech instead of all of it.
Spend all of your mana, then deal that much electric damage to an adjacent unit.
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.
Repair 1 use to all of your or an adjacent unit's equipment.
Repair all uses to all of your or an adjacent unit's equipment.
Fly to a random tile in a large area. If you land on a unit, explode dealing 5 damage in an area (including to yourself).
Fly to any tile. If you land on a unit, explode dealing 5 damage in an area (including to yourself).
Spawn a decoy that explodes when it dies.
Spawn a decoy that explodes when it dies. When an enemy targets you, swap places with the decoy.
Your next attack breaks your weapon, then craft a new one.
Your next attack breaks your weapon, then gain +1 Tech and craft a weapon.
Jump up to 2 tiles away.
Jump up to 5 tiles away.
Take an extra turn after this one. You are AI controlled on that turn.
You or another unit takes an extra turn after this one. That unit is AI controlled on that turn. (This spell costs less.)
Destroy your weapon to gain +1 Tech and refresh your basic action.
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.
Summon a turret.
Summon a rocket turret.
Dash forward in a straight line then explode dealing damage in an area (including to yourself).
Dash forward in a straight line then explode dealing damage in an larger area (including to yourself).
Dig to an open tile in a straight line.
Dig to a tile in a straight line. If you dig into a unit, explode dealing 5 damage in an area (including to yourself).
Craft a Tinkerer armor piece into one of your empty armor slots.
Craft a Tinkerer armor piece into one of your or an adjacent unit's empty armor slots.
Gain +7 and Burn 3.
Give +7 and Burn 3 to yourself or an adjacent unit.
Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana.
Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana. (This spell costs less.)
Craft and equip a random temporary weapon.
Craft and equip a random temporary weapon for yourself or an ally in range 3 (if they have an empty weapon slot).
Deal damage to all units. The closer a unit is to you the more damage it takes.
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.)
Deal 1 damage to a unit for each unique divisor in its current HP value.
Deal 1 damage to a unit for each unique divisor in its current HP value. If its HP was a prime number, gain 5 mana.
Conjure a random spell of your class as a bonus ability.
Conjure a random upgraded spell of your class as a bonus ability.
Gain +1 to a random stat.
You or an adjacent unit gain +1 to 2 random stats.
Spawn a Catbot and give it your current weapon. (You will not get the weapon back)
Spawn a Catbot and give it your current weapon. Gain +1 Tech and refresh your basic action. (You will not get the weapon back)
Spawn a Bombchu bot.
Spawn a Bombchu bot in range 4. (This spell costs less.)
Explode a familiar, dealing 5 damage with knockback in an area.
Explode a familiar, dealing 5 damage with knockback in an area. (This spell costs less.)
Deal 1 electric damage with a random amount of knockback (up to 3) to all adjacent units.
Deal 2 electric damage with a random amount of knockback (up to 10) to all adjacent units.
Give your weapon +3 electric damage.
Give your weapon +3 electric damage. (This spell costs less.)
Explode and fly to a random tile at least four tiles away. This explosion damages you.
Explode and fly to a random tile at least four tiles away. This explosion damages you. (This spell costs less.)
Throw 3 small 1-damage explosives at random tiles in an area.
Throw small 1-damage explosives at all tiles in an area.
Fully heal a familiar and give it All Stats Up.
Fully heal a familiar and give it All Stats Up and +1 .
Gain +3 Tech and Madness 1. (This spell can only be cast once per battle.)
Gain +3 Tech. (This spell can only be cast once per battle.)
Spawn a Rubber Fist Bot.
Spawn a Rubber Fist Bot within a large range.
Refresh your weapon and trinket actions (unless they gain you mana).
Refresh your weapon and trinket actions (unless they gain you mana). Repair 1 use to all of your equipment.
Summon a mech suit that can be piloted. (Castable once per battle.)
Summon a mech suit that can be piloted. (Costs 0 mana. Castable once per battle.)
Gain +6 and +1 temporary Brace. This spell has a 75% chance to be disabled on each turn.
Get +6 and +1 temporary Brace. This spell has a 66% chance to be disabled on each turn. (This spell costs less.)
Shoot an explosive homing missile at a random enemy. This spell has a 75% chance to be disabled on each turn.
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.)
Destroy your weapon and gain one of the following: +2 , +4 Charge, +1 Thorns, or 1 coin.
Destroy your weapon and gain one of the following: +4 , +8 Charge, +2 Thorns, or 2 coins.
Deal 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.)
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.)
Teleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces.
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.)
Deal 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.
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.
Spawn a mini-nuke that makes a HUGE explosion when it dies.
Spawn a mini-nuke in range 4 that makes a HUGE explosion when it dies.
Gain +6 . Castable only if you have no .
Gain +6 . This spell's mana cost is equal to your current .
Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them.
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.
Smash your weapon onto an adjacent unit, destroying it and dealing double its damage.
Smash your weapon onto an adjacent unit, destroying it and dealing double its damage. (This spell costs less.)
Lose 1 . Spawn a junk pile.
Lose 1 . Spawn a junk pile in range 2.
Lose all , then gain equal to your equipment's starting .
Lose all , then give equal to your equipment's starting to yourself or another ally.
Jump to any open tile. Explode when you land. (This explosion also damages you.)
Jump to any open tile. Explode when you land. (This explosion also damages you.) (This spell costs less.)
Spawn a vacuum bot that collects pickups and shares their effects with you.
Spawn a vacuum bot that collects pickups and shares their effects with your whole team.
Spawn a nurse bot that heals allies.
Spawn a nurse bot that heals allies. (This spell costs less.)
Spawn a tesla coil that shoots lightning bolts at random units with a small chance to inflict Stun.
Spawn a tesla coil in range 7 that shoots lightning bolts at random units with a small chance to inflict Stun.
Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech.
Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech, +1 , and +1 to a random stat.
Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon.
Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon. (This spell costs less.)
Shoot electric bolts at up to 3 random enemies or robots.
Shoot electric bolts at up to 5 random enemies or robots.
Repair 1 use to your weapon and give it +1 damage for the rest of the battle.
Repair 1 use to your weapon and give it +1 damage for the rest of the battle. Refresh your weapon action.
Becomes a random Cleric starter ability when you lock in your team's collars.
Becomes a random Tinkerer starter ability when you lock in your team's collars.