Tinkerer

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

54 abilities 25 passives Misc 12 Spawn 11 Magic 7 Defense 6
All Classes

Compare ability and passive effects below, alongside mana, movement costs and damage. Click a card for a closer look, or search by name or effect.

Values come from the game-data snapshot maintained on this site; its game build was not recorded. Patches or mods can change effects, so compare with your in-game tooltip. Official update history

Armor Up

Armor Up

Craft a Tinkerer armor piece into one of your empty armor slots.

MP 5
Autopilot

Autopilot

Take an extra turn after this one. You are AI controlled on that turn.

MP 10
Bombchu

Bombchu

Spawn a Bombchu bot.

MP 7
Build Nuke

Build Nuke

Spawn a mini-nuke that makes a HUGE explosion when it dies.

MP 9
Build Turret

Build Turret

Summon a turret.

MP 8
Catbot

Catbot

Spawn a Catbot and give it your current weapon. (You will not get the weapon back)

MP 8
Craft

Craft

Craft and equip a random temporary weapon.

MP 4
Craft Weapon

Craft Weapon

Craft and equip a random temporary weapon.

Discharge

Discharge

Spend all of your mana, then deal that much electric damage to an adjacent unit.

DMG X
Drill Down

Drill Down

Dig to an open tile in a straight line.

MP 5 Move 1
Eject Button

Eject Button

Explode and fly to a random tile at least four tiles away. This explosion damages you.

MP 3
Electric Nail

Electric Nail

Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana.

MP 5
Electrolyze

Electrolyze

Give your weapon +3 electric damage.

MP 7
Eureka!

Eureka!

Gain +3 Tech and Madness 1. (This spell can only be cast once per battle.)

MP 5
Experimental Teleporter

Experimental Teleporter

Teleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces.

MP 7 Move 1
Fabricate

Fabricate

Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon.

MP 5
Fast Hands

Fast Hands

Refresh your weapon and trinket actions (unless they gain you mana).

MP 8
Firecracker

Firecracker

Throw 3 small 1-damage explosives at random tiles in an area.

MP 5
Fresh off the Forge

Fresh off the Forge

Gain +7 Shield and Burn 3.

MP 5
Hone

Hone

Repair 1 use to your weapon and give it +1 damage for the rest of the battle.

Improve

Improve

Gain +1 to a random stat.

MP 2
Instant Barrier

Instant Barrier

Gain +6 Shield. Castable only if you have no Shield.

MP 1
Math!

Math!

Deal 1 damage to a unit for each unique divisor in its current HP value.

MP 5 DMG ?
Mech Suit

Mech Suit

Summon a mech suit that can be piloted. (Castable once per battle.)

MP 15
Nurse Bot

Nurse Bot

Spawn a nurse bot that heals allies.

MP 9
Punchbot

Punchbot

Spawn a Rubber Fist Bot.

MP 6
Recycle

Recycle

Destroy your weapon to gain +1 Tech and refresh your basic action.

MP 5
Refine Materials

Refine Materials

Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech.

MP 1
Remote Detonator

Remote Detonator

Explode a familiar, dealing 5 damage with knockback in an area.

MP 4
Repair

Repair

Repair 1 use to all of your or an adjacent unit's equipment.

MP 5
Repair Armor

Repair Armor

Lose all Shield, then gain Shield equal to your equipment's starting Shield.

MP 5
Reprogram

Reprogram

Conjure a random spell of your class as a bonus ability.

MP 3
Research

Research

Gain +1 Tech.

MP 5
Robo-Vac

Robo-Vac

Spawn a vacuum bot that collects pickups and shares their effects with you.

MP 4
Rocket Ride

Rocket Ride

Jump to any open tile. Explode when you land. (This explosion also damages you.)

MP 8 DMG 8
Rocket Skates

Rocket Skates

Dash forward in a straight line then explode dealing damage in an area (including to yourself).

MP 3 DMG 5
Shed Scrap

Shed Scrap

Lose 1 Shield. Spawn a junk pile.

MP 1
Shock Therapy

Shock Therapy

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.

MP 5 DMG 1
Shockwave

Shockwave

Deal damage to all units. The closer a unit is to you the more damage it takes.

MP 7 DMG 10
Shoddy Jetpack

Shoddy Jetpack

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).

MP 6
Short Circuit

Short Circuit

Deal 1 electric damage with a random amount of knockback (up to 3) to all adjacent units.

MP 3 DMG 1
Smash

Smash

Smash your weapon onto an adjacent unit, destroying it and dealing double its damage.

MP 5
Spare Parts

Spare Parts

Destroy your weapon and gain one of the following: +2 Shield, +4 Charge, +1 Thorns, or 1 coin.

MP 1
Sparks

Sparks

Shoot electric bolts at up to 3 random enemies or robots.

MP 7 DMG 3
Spawn Decoy

Spawn Decoy

Spawn a decoy that explodes when it dies.

MP 8
Split the Atom

Split the Atom

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.)

MP 50 DMG 50
Spring Shoes

Spring Shoes

Jump up to 2 tiles away.

MP 2
Switcheroo

Switcheroo

Your next attack breaks your weapon, then craft a new one.

MP 6
Tesla Coil

Tesla Coil

Spawn a tesla coil that shoots lightning bolts at random units with a small chance to inflict Stun.

MP 7
Throw Weapon

Throw Weapon

Throw your weapon at a unit. This breaks the weapon.

DMG 5 + Ranged Dmg Bonus
Unreliable Missile Launcher

Unreliable Missile Launcher

Shoot an explosive homing missile at a random enemy. This spell has a 75% chance to be disabled on each turn.

MP 4 DMG 5
Unreliable Shield Generator

Unreliable Shield Generator

Gain +6 Shield and +1 temporary Brace. This spell has a 75% chance to be disabled on each turn.

MP 4
Upgrade

Upgrade

Fully heal a familiar and give it All Stats Up.

MP 4
Volt Tackle

Volt Tackle

Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them.

MP 7 Move 1 DMG 5

Passives (25)

Armor Specialist

Armor Specialist

Your equipment passive effects are doubled.

Armored Plating

Armored Plating

Robots you spawn gain the stats and Shield of your equipped armor.

Blacksmith

Blacksmith

If you have a weapon, your basic attack becomes Hone.

Booby Trap

Booby Trap

When an item you have equipped breaks, it explodes!

Conductor

Conductor

Electric damage you deal is increased by 2 for each piece of metal armor you have equipped.

Demo Man

Demo Man

Always craft a bomb at Tech 1 or less.

Duct Tape

Duct Tape

Items you craft stay with you between battles, but become cursed.

EMP

EMP

Your explosions are Electric element and deal +1 damage. Instead of knockback, explosions have a chance to inflict Stun.

Energizer

Energizer

When you cast a spell, your weapon gets +1 Damage.

Escape Sequence

Escape Sequence

When you take damage, explode and get launched to a random tile. This explosion doesn't damage you.

Fuzzy Feet

Fuzzy Feet

When you end your movement, deal 1 Electric Damage to all adjacent units for each tile you moved.

Ingenuity

Ingenuity

Pickups give you +1 Tech in addition to their other effects.

IT'S ALIVE!

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.

Item Proxy

Item Proxy

You need one fewer piece of equipment to get set bonuses.

Lightning Rod

Lightning Rod

You have Electric immunity. Electric damage you deal is increased by 1. Gain 1 charge when you are hit with electric damage.

Living Battery

Living Battery

When an adjacent ally spends mana, gain that much mana.

Mr. Mega

Mr. Mega

Your explosions are larger and deal +1 damage.

Nanobots

Nanobots

Gain +2 Diminishing Health Regeneration every time you take damage from an attack or spell.

Napalm

Napalm

Your explosions inflict Burn 1 and light tiles on fire.

Reactive Armor

Reactive Armor

When you take damage, craft a Tinkerer weapon or armor piece and equip it in an empty slot.

Robot Arms

Robot Arms

You can use your weapon an additional time each turn.

Scrapper

Scrapper

Find 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.

Shrapnel

Shrapnel

When you break an item, gain +1 Thorns.

v2.0

v2.0

Start with 1 Tech. Your Tech can't drop below 1.

Weapon Proficiency

Weapon Proficiency

Your weapon damage scales with your stats and counts as a basic attack.