This is a much lower priority, but Ink Bomb will likely be with you until level 9. You won't be using the top of this card until the time is right, so making the already excellent bottom action even better is a no-brainer. As a bonus, you'll use the bottom of this card a lot, so it's a good candidate for Level 3 Card spoiler. This is your 'I need it dead right-the-fuck-now card'. It's also a good place because the jump will be situational, whereas you'll probably want to use the stun as often as possible. A good option is the move on the bottom of Stun Shot, since you will very much want to enhance the top of stun shot anyway. ![]() This gives you a way to avoid some scenario's 'mandatory' traps and more importantly gives you options to put obstacles between you and the enemy or to play as an escape card if you get surrounded. Combined with Stun Shot, you can now also put one enemy out of commission for two rounds, which lets your allies ignore it while they deal with other threats or focus it down without reprisal.Ĭonsider adding Jump to one of the Tinkerer's Move 4 abilities. This costs a ridiculous amount of gold, but a repeatable disarm against 3 targets is a ridiculously powerful ability. Even against other enemy types, it's still basically 2 guaranteed damage before they get to act again.Īdd Disarm and Target +1 to Reviving Shock. Shielded enemies are something the tinkerer struggles against, but this changes that completely. Stun shot is already pretty good for a Level 1 card, but adding Wound gives you a great way to deal with high shield/low health enemies. If you are like me and promptly ignored the deafening subreddit consensus that 'the Tinker is only good at healing', then here are some other considerations for enhancements, in no particular order.Īdd Wound to Stun Shot. ![]() As already mentioned ad nauseam, bless or strengthen on heals are good options if you're using the Tinkerer in his 'suggested' capacity of a healer.
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