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Artificer

Playstyle: Balanced · Complexity: 6/6 · Season 2

Who is this character?

An engineer: bank Synth, build Bots and let the machines deal the damage.

How to play Artificer

If after roll 1 5× Bolt for Maximum Power! are reachable. Keep 5× Bolt and reroll all dice not needed, aiming at Maximum Power! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Spanner Strike. Maximum Power! deals a documented 10 damage and applies Nanite/Nanite, so the 5 committed dice stay on the table.

Early game: Use Schematics for healing/build-up while bolt is rare.

Mid game: Spanner Strike/Eureka as the main damage source, take straights when they line up.

If after roll 1 3× Wrench for Spanner Strike are reachable. Keep 3× Wrench and reroll all dice not needed, aiming at Spanner Strike (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Maximum Power!. Spanner Strike deals a documented 6 damage and applies Synth, so the 3 committed dice stay on the table.

Spanner Strike with 1 Synth rolls 3 bonus dice instead of 1 – on average +3 instead of +1.

Nanites vanish on a 6 in the enemy upkeep: with 2–3 stacked, detonate early (3–5 damage) rather than waiting for the perfect moment.

Maximum Power! + 2 Bots = up to 13 damage: from mid-game always keep 2 built Bots ready for the ultimate case.

Against burst heroes upgrade the Heal Bot to Advanced – the 1-Synth activation saves you twice per round.

Hoarding Synth instead of building Bots – 7 tokens without a machine equal 0 damage.

Activating Bots with Synth when an Overclock turn is coming – the free activation goes to waste.

Strengths

  • Eureka (2 wrenches + 3 gears) deals 7 damage AND banks 3 Synth
  • Scrap Collector (passive): 1 free Synth every round; 4 Synth = 1 nanite
  • Overclock/ultimate fire built Bots for free
  • Reliable core route: Spanner Strike at about 98.4%; the special mechanics run separately from it

Weaknesses

  • Ratchet Up prevents NOTHING – only Synth and a nanite back
  • Highest complexity (6): without a Bot plan the kit fizzles

Key attacks

  • Spanner Strike
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🔧 Wrench is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🔧 Wrench · about 4 damage

  • Schematics
    Healing

    Healing instead of damage this turn.

    Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.

    3× ⚙ Gear + 1× ⚡ Bolt · healing: 2 health

  • Eureka
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🔧 Wrench + 3× ⚙ Gear is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🔧 Wrench + 3× ⚙ Gear · 7 damage

  • Jolt
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.

    Small straight (4 in a row) · 7 damage · nanite

  • Overclock
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× ⚡ Bolt is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× ⚡ Bolt · 6 damage

  • Zapppp!
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.

    Large straight (5 in a row) · 9 damage · nanite

  • Maximum Power!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× ⚡ Bolt (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× ⚡ Bolt · 10 damage · nanite

Key statuses & resources

  • Synth: Max 7 tokens. 2 = build a Basic Bot, 3 = upgrade to Advanced; activation costs 2 (Basic) or 1 (Advanced). 1 per upkeep (passive), Eureka +3, Schematics +4, Spanner Strike bonus die per bolt. Shock Bot first (permanent +3), then Heal Bot; with 4 spare set a nanite. Never sit at 7.
  • Nanite: negative, inflicted by Jolt, Zapppp! and Maximum Power!.
  • Synth: 1 per upkeep (passive), Eureka +3, Schematics +4, Spanner Strike bonus die per bolt.
  • Synth: Shock Bot first (permanent +3), then Heal Bot; with 4 spare set a nanite. Never sit at 7.
  • Bots: Build with Synth in the main phase.
  • Bots: Overclock, Zapppp! and Maximum Power! activate Bots for FREE – save the detonation for those turns.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🔧 Wrench · 3/6 (faces 1, 2, 3)⚙ Gear · 2/6 (faces 4, 5)⚡ Bolt · 1/6 (faces 6)

Level I abilities

  • Spanner Strike
    Normal
    Dice requirement:
    3× 🔧 Wrench
    Damage/healing:
    about 4 damage
  • Schematics
    Dice requirement:
    3× ⚙ Gear + 1× ⚡ Bolt
    Damage/healing:
    healing: 2 health
  • Eureka
    Normal
    Dice requirement:
    2× 🔧 Wrench + 3× ⚙ Gear
    Damage/healing:
    7 damage
  • Jolt
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
    Key effects:
    nanite
  • Overclock
    Undefendable
    Dice requirement:
    4× ⚡ Bolt
    Damage/healing:
    6 damage
  • Zapppp!
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    9 damage
    Key effects:
    nanite

Ultimate

  • Maximum Power!
    Ultimate
    Dice requirement:
    5× ⚡ Bolt
    Damage/healing:
    10 damage
    Key effects:
    nanite

Defense

Ratchet Up The defense roll is made whenever you are attacked. It does not prevent damage directly. Ratchet Up: 4 dice – 0 pure prevention and no counter damage, but 1 Synth per gear and 1 Nanite on the attacker if at least one bolt shows. Healing comes separately from the Heal Bot and from Schematics (2).

Special mechanics

  • Synth engine
    Board mechanic
    Synth is the core setup resource: 0 starting, cap 7, passive income plus gains from Eureka, Schematics, and Ratchet Up. · Maximum: 7
  • Nanite system
    Token mechanic
    Nanites sit as a negative status on the target, can be removed during the opponent's upkeep, and are detonated together by Nanobot.
  • Nanobot, Shock Bot, and Heal Bot
    Companion
    Three separate Bots are built with Synth, upgraded to Advanced, and activated for detonation, attack scaling, or healing. · Maximum: 3

Resources

  • SynthMax 7 tokens. 2 = build a Basic Bot, 3 = upgrade to Advanced; activation costs 2 (Basic) or 1 (Advanced). · 1 per upkeep (passive), Eureka +3, Schematics +4, Spanner Strike bonus die per bolt. · Shock Bot first (permanent +3), then Heal Bot; with 4 spare set a nanite. Never sit at 7.
  • BotsShock Bot: +3 to an attack (max 1×/turn). Heal Bot: after 6+ damage roll to heal 1–2 (max 2×). Nanobot: detonates all nanites (1/3/5 damage for 1/2/3). · Build with Synth in the main phase. · Overclock, Zapppp! and Maximum Power! activate Bots for FREE – save the detonation for those turns.

Upgrades & cards

What changes?

  • Spanner Strike
    Level II
    • Damage: about 5 damage instead of about 4 damage
    • Dice requirement: 4× 🔧 Wrench instead of 3× 🔧 Wrench
  • Spanner Strike
    Level III
    • Damage: about 6 damage instead of about 4 damage
    • Dice requirement: 5× 🔧 Wrench instead of 3× 🔧 Wrench

Hero-specific cards

Not sufficiently verified

Works well with

  • Barbarian

    Barbarian adds the healing that Artificer lacks.

  • Seraph

    Seraph adds the healing that Artificer lacks.

  • Wolverine

    Wolverine adds the healing that Artificer lacks.

Good matchups

  • Gunslinger

    Artificer keeps Gunslinger tied up with Nanite, and Gunslinger already needs tight rolls.

  • Pyromancer

    Pyromancer lands ~6 damage per turn once Fire Mastery is up – more than Artificer heals back.

  • Rogue

    Artificer pushes damage through that Rogue barely stops with Duplicate.

Tough matchups

  • Druid

    Druid pushes damage through that Artificer barely stops with Ratchet Up.

  • Storm

    Storm pushes damage through that Artificer barely stops with Ratchet Up.

  • Huntress

    Huntress keeps Artificer tied up with Bleed, and Artificer already needs tight rolls.

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