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 StrikeStandard 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
- SchematicsHealing
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
- EurekaBurst
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
- JoltControl
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
- OverclockBurst
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
Level I abilities
- Spanner StrikeNormal
- Dice requirement:
- 3× 🔧 Wrench
- Damage/healing:
- about 4 damage
- Schematics
- Dice requirement:
- 3× ⚙ Gear + 1× ⚡ Bolt
- Damage/healing:
- healing: 2 health
- EurekaNormal
- Dice requirement:
- 2× 🔧 Wrench + 3× ⚙ Gear
- Damage/healing:
- 7 damage
- JoltNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- nanite
- OverclockUndefendable
- 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 mechanicSynth is the core setup resource: 0 starting, cap 7, passive income plus gains from Eureka, Schematics, and Ratchet Up. · Maximum: 7
- Nanite system Token mechanicNanites 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 CompanionThree 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 StrikeLevel II
- Damage: about 5 damage instead of about 4 damage
- Dice requirement: 4× 🔧 Wrench instead of 3× 🔧 Wrench
- Spanner StrikeLevel 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
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
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