StarCrawlers Wiki
Advertisement

"The Engineer is handy with a penumato-wrench and can rig just about anything out of a few rusty hunks of scrap. Experts at support using their constructs and mechanical skills." - Home Page Character Blurb
Looking for another Class?

Engineer


The Engineer is one of the classes of Crawlers available in StarCrawlers.

Abilities[ | ]

Constructor[ | ]

Deploy Junker[ | ]

100% weapon speed

Deals Chemical damage

Costs 1 Jigawatz to deploy

Rank 1 Rank 2 Rank 3
1st use: Deploy Junker with 20% of your max health. Each turn, Junker deals 10% weapon damage to all enemies and inflicts Corrosion, dealing 30% weapon damage each turn for 1 turn.

2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies.

1st use: Deploy Junker with 25% of your max health. Each turn, Junker deals 15% weapon damage to all enemies and inflicts Corrosion, dealing 30% weapon damage each turn for 2 turns.

Corrosion reduces Chemical resistance 3%.

2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies.

1st use: Deploy Junker with 30% of your max health. Each turn, Junker deals 20% weapon damage to all enemies and inflicts Corrosion, dealing 30% weapon damage each turn for 2 turns.

Corrosion reduces Chemical resistance 5%.

2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies and inflicting Blind, reducing hit chance 5% for 3 turns.

Junker lasts 4 turns before deconstructing.

Deploy Blasto[ | ]

100% weapon speed

Deals Energy damage

Costs 2 Jigawatz to deploy

Rank 1 Rank 2 Rank 3
1st use: Deploy Blasto with 20% of your max health and deals 40% weapon damage each turn.

Each turn Blasto maintains the same target, it attacks 1 extra time. If its target is killed, Blasto selecrs a new target, resetting its attack.

Blasto lasts 3 turns before deconstructing.

1st use: Deploy Blasto with 25% of your max health and deals 45% weapon damage each turn.

Each turn Blasto maintains the same target, it attacks 1 extra time and hit chance increases 5%. If its target is killed, Blasto selecrs a new target, resetting its attack.

Blasto lasts 4 turns before deconstructing.

1st use: Deploy Blasto with 30% of your max health and deals 50% weapon damage each turn and destroys 5% armor.

Each turn Blasto maintains the same target, it attacks 1 extra time and hit chance increases 10%. If its target is killed, Blasto selecrs a new target, resetting its attack.

Blasto lasts 5 turns before deconstructing.

2nd use: Order Blasto to Barrage a target, temporarily switching to the target and boosting attack count by 1. Does not reset regular attack.

Deploy Thumper[ | ]

100% weapon speed

Deals Fire damage

Costs 2 Jigawatz to deploy

Rank 1 Rank 2 Rank 3
1st use: Deploy Thumper with 20% of your max health. Each turn, Thumper deals 60% weapon damage to a random target and adjacent foes.

2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 1 time.

Thumper lasts 3 turns before deconstructing.

1st use: Deploy Thumper with 25% of your max health. Each turn, Thumper deals 70% weapon damage to a random target and adjacent foes.

2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 1 to 2 times. Barrage will Burn for 100% of damage over 3 turns.

Thumper lasts 4 turns before deconstructing.

1st use: Deploy Thumper with 30% of your max health. Each turn, Thumper deals 80% weapon damage to a random target and adjacent foes.

2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 2 to 3 times. Barrage will Burn for 100% of damage over 3 turns.

Thumper lasts 5 turns before deconstructing.

Deploy Sapper[ | ]

100% weapon speed

Deals Nanite damage

Costs 2 Jigawatz to deploy

Rank 1 Rank 2 Rank 3
1st use: Deploy Sapper with 20% of your max health. Each turn it drains 1 shield from all enemies and gain 1 shield. Sapper stores up to 3 shields.

2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 30% weapon damage per shield to all enemies.

1st use: Deploy Sapper with 20% of your max health. Each turn it drains 1 to 2 shields from all enemies and will Shock them, reducing Energy resistance 10% for 3 turns, and again 1 to 2 shields. Sapper stores up to 5 shields.

2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 35% weapon damage per shield to all enemies.

1st use: Deploy Sapper with 20% of your max health. Each turn it drains 2 to 3 shields from all enemies and will Shock them, reducing Energy resistance 10% for 3 turns, and again 2 to 3 shields. Sapper stores up to 6 shields.

2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 40% weapon damage per shield to all enemies.

Detonate heals your constructs for 100% health.

Sapper lasts 6 turns before deconstructing.

Special Delivery[ | ]

25% weapon speed

Deals Fire damage

Costs 1 Jigawatz to activate

6 turn cooldown

Rank 1 Rank 2 Rank 3
Your next construct is deployed full of explosives. If deconstructed, deal 200% weapon damage to all enemies and Stun for 50 Time Units. Your next construct is deployed full of explosives. If deconstructed, deal 250% weapon damage to all enemies and Stun for 65 Time Units.

Damaged targets are randomly afflicted by Daze, Confuse, Burn, Blind, or Shock.

Your next construct is deployed full of explosives. If deconstructed, deal 300% weapon damage to all enemies and Stun for 90 Time Units.

Damaged targets are randomly afflicted by Daze, Confuse, Burn, Blind, or Shock.

Twofer[ | ]

25% weapon speed

6 turn cooldown

Rank 1 Rank 2 Rank 3
The next construct you deploy will also deploy a free duplicate version which lasts for 2 turns. The duplicate cannot use secondary abilities and deals 30% bonus damage. The next construct you deploy will also deploy a free duplicate version which lasts for 3 turns. The duplicate cannot use secondary abilities and deals 40% bonus damage.

The Time Unit costs of the duplicate construct's actions are reduced 50%.

The next construct you deploy will also deploy a free duplicate version which lasts for 4 turns. The duplicate cannot use secondary abilities and deals 50% bonus damage.

The Time Unit costs of the duplicate construct's actions are reduced 50% and while it persists, the original construct deals 30% bonus damage.

Master Builder[ | ]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
You're really good at putting these things together! Boost elemental resistance of construct 10%.

- Blasto costs 1 less Jigawatz to deploy.

You're really good at putting these things together! Boost elemental resistance of construct 20%.

- Blasto costs 1 less Jigawatz to deploy.

- Thumper costs 1 less Jigawatz to deploy.

You're really good at putting these things together! Boost elemental resistance of construct 30%.

- Blasto costs 1 less Jigawatz to deploy.

- Thumper costs 1 less Jigawatz to deploy.

- Construct health increased 10%, deal 10% extra damage and take 10% less damage.

Rigger[ | ]

Pneumato Fist[ | ]

75% weapon speed Deals Physical damage Costs 2 Jigawatz to activate

Rank 1 Rank 2 Rank 3
Use 2 Jigawatz to power up and fire Pneumato Fist to deal 75% weapon damage. Damaged targets have a 2% increased chance to be crit for 3 turns, stacking up to 3 times. If not used it powers down and resets all effects.

Malfunction chance: 10%

On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.

Use 2 Jigawatz to power up and fire Pneumato Fist to deal 90% weapon damage and gain +15% hit chance. Damaged targets have a 4% increased chance to be crit for 3 turns, stacking up to 3 times. If not used it powers down and resets all effects.

Malfunction chance: 10%

On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.

Use 2 Jigawatz to power up and fire Pneumato Fist to deal 100% weapon damage and gain +30% hit chance. Damaged targets have a 5% increased chance to be crit for 3 turns, stacking up to 3 times. If not used it powers down and resets all effects.

Malfunction chance: 10%

On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.

Qwik Stop[ | ]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Spend spare time between fights maintaining your teams weapons and armor. Mostly.

Team hit chance boosted 8% at the start of battle, reducing 5% each turn to 2%. Team takes 10% less damage at the start of battle, reducing 5% each turn to 2%.

Spend spare time between fights maintaining your teams weapons and armor. Mostly.

Team hit chance boosted 13% at the start of battle, reducing 5% each turn to 4%. Team takes 13% less damage at the start of battle, reducing 5% each turn to 4%.

Team critical hit chance increased 5%.

Spend spare time between fights maintaining your teams weapons and armor. Mostly.

Team hit chance boosted 15% at the start of battle, reducing 5% each turn to 5%. Team takes 15% less damage at the start of battle, reducing 5% each turn to 5%.

Team critical hit chance increased 5% and damage boosted 5%.

Rumble Pak[ | ]

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to activate

Rank 1 Rank 2 Rank 3
Use 2 Jigawatz to power up your Rumble Pak and deal 30% weapon damage to all enemies and Slow them by 5 Time Units.

Each use boosts damage by 20% weapon damage, Slow by 5 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.

Malfunction chance: 20%

On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown.

Use 2 Jigawatz to power up your Rumble Pak and deal 40% weapon damage to all enemies and Slow them by 5 Time Units. Targets are knocked Off-Balance, reducing hit chance 10% for 1 turn.

Each use boosts damage by 30% weapon damage, Slow by 10 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.

Malfunction chance: 20%

On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown.

Use 2 Jigawatz to power up your Rumble Pak and deal 50% weapon damage to all enemies and Slow them by 5 Time Units. Targets are knocked Off-Balance, reducing hit chance 10% for 1 turn.

Each use boosts damage by 40% weapon damage, Slow by 15 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.

Malfunction chance: 20%

On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown. Each use reduces base Malfunction chance 1% for the rest of the mission.

Railgun[ | ]

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to fire

Rank 1 Rank 2 Rank 3
Test out your experimental railgun by shooting 2 Jigawatz at the target for 175% weapon damage. Railgun has a 10% critical hit chance, pierces armor, but cannot penetrate shields.

Malfunction chance: 10%

On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.

Test out your experimental railgun by shooting 2 Jigawatz at the target for 200% weapon damage. Railgun has a 15% critical hit chance, pierces armor, but cannot penetrate shields.

Each use boosts crit chance 20%. If Railgun is used it powers down, resetting all effects.

Malfunction chance: 10%

On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.

Test out your experimental railgun by shooting 2 Jigawatz at the target for 225% weapon damage. Railgun has a 30% critical hit chance, pierces armor, but cannot penetrate shields.

Each use boosts crit chance 20% and crits purge 1 - 3 buffs from the target. If Railgun is used it powers down, resetting all effects.

Malfunction chance: 10%

On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.

Ornery[ | ]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
You're just plain stubborn. Gain 10% Stun resistance and heal for 1% of your max health each turn. You're just plain stubborn. Gain 20% Stun resistance and heal for 2% of your max health each turn. You're just plain stubborn. Gain 30% Stun resistance and heal for 3% of your max health each turn. Your stubborness rubs off on your allies, healing them for 5% at the start of combat.

If killed you have a 90% chance to get back up with 20% health. This chance is reduced by 30% each time it triggers during a mission.

Overshield[ | ]

200% weapon speed

8 turn cooldown

Rank 1 Rank 2 Rank 3
Generate Jigawatz to charge this ability. Use 3 Jigawatz and all charges to activate Overshield, boosting elemental resistance for allies 1% for each charge until your next turn.

When Overshield ends, you deal 30% extra damage for 1 turn.

Overshield stores up to 30 charges.

Generate Jigawatz to charge this ability. Use 3 Jigawatz and all charges to activate Overshield, boosting elemental resistance for allies 2% for each charge until your next turn.

When Overshield ends, you deal 60% extra damage for 1 turn and 30% of elemental resistance persists for 3 turns.

Overshield stores up to 30 charges.

Generate Jigawatz to charge this ability. Use 3 Jigawatz and all charges to activate Overshield, boosting elemental resistance for allies 3% for each charge until your next turn.

When Overshield ends, you deal 100% extra damage for 1 turn, heal allies 0.5% of their max health for each charge used, and 30% of elemental resistance persists for 3 turns.

Overshield stores up to 30 charges.

Upgrade![ | ]

100% weapon speed

Rank 1 Rank 2 Rank 3
Generate Jigawatz to charge Upgrade! At 5 charges, apply Upgrade to all allies to boost damage dealt 5% and reduce damage taken 1% for the remainder of combat. Upgrade stacks up to 3 times. Generate Jigawatz to charge Upgrade! At 5 charges, apply Upgrade to all allies to boost damage dealt 7% and reduce damage taken 2% for the remainder of combat. Upgrade stacks up to 6 times.

On use, Upgrade grants you Haste, reducing the cost of your next action by 50% of the Time Unit value of your weapon.

Generate Jigawatz to charge Upgrade! At 5 charges, apply Upgrade to all allies to boost damage dealt 10% and reduce damage taken 3% for the remainder of combat. Upgrade stacks up to 10 times.

On use, Upgrade grants you Haste, reducing the cost of your next action by 50% of the Time Unit value of your weapon, and a 50% damage boost to all allies for 1 turn.

Bolty[ | ]

Deploy Bolty/Heal Bolty[ | ]

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to heal

Rank 1 Rank 2 Rank 3
1st use: Deploy your personal tank - Bolty!

2nd use: Heal 30% of Bolty's health over 3 turns. Bolty requires 2 Jigawatz to activate his heal. Bolty has 20% of your max health, and deals 30% weapon damage with 50% Threat. Bolty can deploy oncer per battle.

1st use: Deploy your personal tank - Bolty!

2nd use: Heal 45% of Bolty's health over 3 turns. Bolty requires 2 Jigawatz to activate his heal. Bolty has 25% of your max health, and deals 35% weapon damage with 100% Threat. Bolty can deploy oncer per battle.

Heal 30% of Bolty's health over 3 turns.

Bolty has 30% of your max health, 15% dodge, and deals 40% weapon damage with 150% Threat. Bolty can deploy oncer per battle and auto-deploys when combat begins.

Rocket Elbow[ | ]

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to activate

5 turn cooldown

Rank 1 Rank 2 Rank 3
Use 2 Jigawatz to power Bolty's Rocket Elbow to deal 50% weapon damage and Stun for 100 Time Units.

Malfunction chance: 20%

On malfunction, strike a random enemy and reset with an 8 turn cooldown.

Use 2 Jigawatz to power Bolty's Rocket Elbow to deal 65% weapon damage, Shock, and Stun for 125 Time Units.

Malfunction chance: 15%

On malfunction, strike a random enemy and reset with an 8 turn cooldown.

Use 2 Jigawatz to power Bolty's Rocket Elbow to deal 100% weapon damage, Shock, and Stun for 150 Time Units. If Rocket Elbow crits, the Stun is doubled

Malfunction chance: 10%

On malfunction, strike a random enemy and reset with an 8 turn cooldown.

Strafe[ | ]

50% weapon speed

Deals Weapon damage

3 turn cooldown

Rank 1 Rank 2 Rank 3
Use 2 Jigawatz to activate Bolty's Strafe feature and deal 40% weapon damage to each enemy.

Malfunction chance: 20%

On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.

Use 2 Jigawatz to activate Bolty's Strafe feature and deal 45% weapon damage to each enemy and on crit, Blind the target to reduce hit chance 5% for 3 turns.

Malfunction chance: 15%

On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.

Use 2 Jigawatz to activate Bolty's Strafe feature and deal 50% weapon damage to each enemy and Taunt damaged enemies. Crits Blind the target to reduce hit chance 5% for 3 turns.

Malfunction chance: 10%

On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.

Shotblocker[ | ]

50% weapon speed

Costs 1 Jigawatz to activate

2/3/4 turn cooldown

Rank 1 Rank 2 Rank 3
Use 1 Jigawatz to energize Bolty's Shotblocker. Bolty will intercept single-target attacks by the target for 2 turns, directing damage to himself.

While intercepting, Bolty deals 20% less damage and takes 10% less damage.

Malfunction chance: 20%

On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.

Use 1 Jigawatz to energize Bolty's Shotblocker. Bolty will intercept single-target attacks by the target for 3 turns, directing damage to himself.

While intercepting, Bolty gains 15% dodge, deals 15% less damage and takes 15% less damage.

Malfunction chance: 15%

On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.

Use 1 Jigawatz to energize Bolty's Shotblocker. Bolty will intercept single-target attacks by the target for 4 turns, directing damage to himself.

While intercepting, Bolty gains 15% dodge, heals 10% health each turn, deals 10% less damage and takes 20% less damage.

Malfunction chance: 10%

On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.

Built Real Good[ | ]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Damage Bolty takes is reduceed 10% and damage dealt is increased 10%. Once per battle, if Bolty's health drops below 50%, he heals for 20% health. Damage Bolty takes is reduceed 10% and damage dealt is increased 15%. Once per battle, if Bolty's health drops below 50%, he heals for 25% health.

If Bolty is critically hit he goes berserk, boosting damage 25% for 1 turn.

Damage Bolty takes is reduceed 15% and damage dealt is increased 20%. Once per battle, if Bolty's health drops below 50%, he heals for 30% health.

Bolty heals 5% health each turn and if critically hit he goes berserk, boosting damage 25% for 1 turn.

Power Drain[ | ]

100% weapon speed

Deals Energy damage

Costs 2 Jigawatz to activate

Rank 1 Rank 2 Rank 3
Use 2 Jigawatz to activate Bolty's Power Drain and sap 3 to 4 shields from the target, gaining 5% elemental resistance for each shield.

Elemental resistance lasts for 3 turns.

Malfunction chance: 20%

On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.

Use 2 Jigawatz to activate Bolty's Power Drain and sap 3 to 5 shields from the target, gaining 8% elemental resistance for each shield.

Elemental resistance lasts for 3 turns.

Malfunction chance: 15%

On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.

Use 2 Jigawatz to activate Bolty's Power Drain and sap 3 to 6 shields from the target, gaining 10% elemental resistance for each shield.

Elemental resistance lasts for 3 turns.

Each drained shield also reduces the cost of Bolty's next action by 20 Time Units and heals 5% of health.

Malfunction chance: 10%

On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.

Mr. Autoroboto[ | ]

25% weapon speed

Rank 1 Rank 2 Rank 3
Allow Bolty to choose his own actions in combat. Activate again to switch off.

While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.

- Bolty can use Rocket Elbow and Strafe

Allow Bolty to choose his own actions in combat. Activate again to switch off.

While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.

- Bolty can use Rocket Elbow and Strafe

- Bolty can use Shotblocker.

Allow Bolty to choose his own actions in combat. Activate again to switch off.

While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.

- Bolty can use Rocket Elbow and Strafe

- Bolty can use Shotblocker.

- Bolty can use Power Drain and oncer per battle, if killed, attempt to use 1 Jigawatz to revive with 50% health.

Advertisement