"Shady individuals with reputations for getting a job done, even if they're the only survivor. Smooth Operators, both in and out of combat, they're not afraid to test their luck on a risky move." - Home Page Character Blurb
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The Smuggler is one of the classes of Crawlers available in StarCrawlers.
Abilities[ | ]
Dirty Moves[ | ]
Volatile Trap[ | ]
100% weapon speed
Deals Fire damage
Maximum of 1 active Volatile Trap
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 75 - 100% weapon damage to the target.
The explosion chance increases 20% each turn. |
Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 100 - 150% weapon damage to the target and 20% damage to adjacent targets.
The explosion chance increases 25% each turn. |
Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 150 - 200% weapon damage to the target and 50% damage to adjacent targets.
The explosion chance increases 30% each turn and will Burn the target for 100% damage over 3 turns. |
Holo Trap[ | ]
75% weapon speed
Deals Energy damage
Maximum of 1 active Holo Trap
3 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Set a Holo Trap. When an enemy attacks, there is a 15% chance to trigger, deal 75% weapon damage and reduce the hit chance of the attack 30%.
Each turn the trigger chance increases 15%. |
Set a Holo Trap with a 30% chance to Confuse all enemies for 1 turn.
When an enemy attacks, there is a 20% chance to trigger, deal 100% weapon damage and reduce the hit chance of the attack 60%. Each turn the trigger chance increases 20%. |
Enter Stealth for 1 turn and set a Holo Trap with a 50% chance to Confuse all enemies for 1 turn.
When an enemy attacks, there is a 25% chance to trigger, deal 150% weapon damage and reduce the hit chance of the attack 90%. Each turn the trigger chance increases 25%. |
Flash Bang[ | ]
100% weapon speed
6 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Disorient all targets, applying 1 - 2 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 10% of the Time Unit value of your weapon. | Disorient all targets, applying 1 - 3 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 15% of the Time Unit value of your weapon.
30% chance to Confuse targets for 1 turn. |
Disorient all targets, applying 1 - 4 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 20% of the Time Unit value of your weapon.
50% chance to Confuse targets for 1 turn and 30% chance to Stun for 30% of the Time Unit value of your weapon. |
Kalmonri Trap[ | ]
100% weapon speed
Deals Nanite damage
Maximum of 1 active Kalmonri Trap
5 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 40% weapon damage. | Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 45% weapon damage.
If a Confused enemy strikes the decoy, they take a bonus 30% weapon damage. |
Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 50% weapon damage.
If a Confused enemy strikes the decoy, they take a bonus 50% weapon damage. If destroyed, the decoy deals 100% weapon damage to all enemies. |
Timed Mine[ | ]
150% weapon speed
Deals Fire damage
Maximum of 1 active Timed Mine
8 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
The mine deals 200% weapon damage to the next character in the timeline and will Daze for 50% of the Time Unit value of your weapon.
This mine cannot be targeted by enemies or allies. |
The mine deals 250% weapon damage to the next character in the timeline and will Daze and Stun for 75% of the Time Unit value of your weapon.
This mine cannot be targeted by enemies or allies. |
The mine deals 300% weapon damage to the next character in the timeline and will Daze and Stun for 100% of the Time Unit value of your weapon.
This mine cannot be targeted by enemies or allies and has a chance to instantly kill common enemies. |
Toss a mine in front of an enemy. The mine (usually) enters the timeline before the target.
Bag of Wonders[ | ]
50% weapon speed
Deals multiple damage types
Maximum of 1 active artifact
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Toss a random artifact from your Bag of Wonders. When the artifact activates, it creates a positive effect for allies or a negative effect for enemies.
After use, there is a 20% chance you will have exhausted your supply for the rest of the mission. This chance increases 30% with each use. |
Toss a random artifact from your Bag of Wonders. When the artifact activates, it creates a positive effect for allies or a negative effect for enemies that adapts to your team.
After use, there is a 15% chance you will have exhausted your supply for the rest of the mission. This chance increases 20% with each use. |
Toss a random artifact from your Bag of Wonders that will immediately Stun all enemies for 100% of the Time Unit value of your weapon.
When the artifact activates, it creates a positive effect for allies or a negative effect for enemies that adapts to your team. After use, there is a 10% chance you will have exhausted your supply for the rest of the mission. This chance increases 10% with each use. |
Trap Card[ | ]
PASSIVE abilities are always active.
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
The damage of all traps is boosted 30%.
Deploy Volatile Trap with +30% hit chance. |
The damage of all traps is boosted 40%.
Deploy Volatile Trap with +50% hit chance. Deploy Holo Trap and boost the duration of its Confused effect by 1 turn. |
The damage of all traps is boosted 50%.
Deploy Volatile Trap with +50% hit chance. Deploy Holo Trap and boost the duration of its Confused effect by 2 turns. Deploy Kalmonri Trap. Each trap deployed boosts trap crit chance 2% for the rest of the battle |
On your first turn in combat, you automatically deploy traps if you have unlocked the ability.
Gunslinger[ | ]
Akimbo[ | ]
100% weapon speed
Deals Weapon damage
Requires Pistol
3 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
ACTIVE: Shoot for 100% weapon damage and 100% to a random target. | ACTIVE: Shoot for 110% weapon damage and 110% to a random target. The crit chance of Akimbo is boosted 15%. | ACTIVE: Shoot for 115% weapon damage and 115% to a random target. The crit chance of Akimbo is boosted 15% and crits reduce the Time Unit cost to 50% weapon speed. |
PASSIVE: When you equip a pistol, you add a 2nd attack to Weapon Abilities that deals 50% damage.
Push Yer Luck[ | ]
100% weapon speed
Deals Weapon damage
Requires Pistol
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Charge forward brashly and shoot for 100% weapon damage. Each use boosts damage 40% and chance to Taunt all enemies 15%. | Charge forward brashly and shoot for 100% weapon damage. Each use boosts damage 45%, crit chance 10% for 1 turn, and chance to Taunt all enemies 13%. | Charge forward brashly and shoot for 100% weapon damage. Each use reduces Time Unit cost by 10, boosts damage 50%, crit chance 10% for 1 turn, and chance to Taunt all enemies 10%. |
If you Taunt, Push Yer Luck resets and gains a 5 turn cooldown.
Shoot First[ | ]
PASSIVE abilities are always active.
Deals Weapon damage
Requires Pistol
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Combat initiative is boosted 25% and when an enemy acts there is a 30% chance you will shoot first to deal 80% weapon damage.
Shoot First can trigger once per turn. |
Combat initiative is boosted 50% and when an enemy acts there is a 40% chance you will shoot first to deal 90% weapon damage.
Shoot First can trigger once per turn and generates no Threat. |
Combat initiative is boosted 75% and when an enemy acts there is a 50% chance you will shoot first with +20% crit to deal 100% weapon damage.
Shoot First can trigger once per turn and generates no Threat. |
Trick Shot[ | ]
150% weapon speed
Deals Weapon damage
Requires Pistol
4 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Shoot the target for 100% damage and bounce a bullet up to 3 times to hit random targets.
The bouncing bullet deals 40% weapon damage and has a 5% crit chance. |
Shoot the target for 125% damage and bounce a bullet up to 4 times to hit random targets.
The bouncing bullet deals 45% weapon damage and has a 7% crit chance, gaining 2% crit chance with each bounce. |
Shoot the target for 150% damage and bounce a bullet up to 5 times to hit random targets.
The bouncing bullet deals 50% weapon damage and has a 10% crit chance, gaining 2% crit chance with each bounce. Bullets bounce 1 extra time after dealing a crit. Bounces up to 5 extra times. |
Fan the Hammers[ | ]
PASSIVE abilities are always active.
Requires Pistol
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
When you use a Gunslinger ability, damage you deal increases 1%. Stacks up to 5 times.
Every 3rd Gunslinger ability used reduces the cost of your next action by 25 Time Units. |
When you use a Gunslinger ability, your crit chance increases 5%, and damage you deal increases 2%. Stacks up to 5 times.
Every 3rd Gunslinger ability used reduces the cost of your next action by 35 Time Units. |
When you use a Gunslinger ability, your crit and dodge chance increases 5%, and damage you deal increases 3%. Stacks up to 5 times.
Every 3rd Gunslinger ability used reduces the cost of your next action by 50 Time Units. |
These effects are lost if you are incapacitated or do not use a Gunslinger ability.
Buddy Shield[ | ]
100% weapon speed
Requires 1 buddy to hide behind
8 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Hide behind your highest health ally for 3 turns. Damage to you is reduced 10%, split with your ally, and Threat you generate is directed to your ally. | Hide behind your highest health ally for 4 turns. Damage to you is reduced 15%, split with your ally, and Threat you generate is directed to your ally.
If your buddy's health dips below 20% while shielding you, deploy a concealed medkit to heal them for 20% health. Limit 1 per combat. |
Hide behind your highest health ally for 5 turns. Damage to you is reduced 20%, split with your ally, and Threat you generate is directed to your ally.
If your buddy's health dips below 20% while shielding you, deploy a concealed medkit to heal them for 20% health. Limit 1 per combat. On use, both you and your ally reduce incoming damage by 90% for 1 turn. |
Showdown[ | ]
100% weapon speed
Deals Weapon damage
Requires 1+ charges. Score crits to build charges!
5 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
When you crit, this ability gains a charge. Activate to use all charges and shoot for 100% weapon damage for each charge.
Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 5 turns for the rest of the mission. Increases up to 5 max charges. |
When you crit, this ability gains a charge. Activate to use all charges and shoot for 105% weapon damage for each charge.
Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 3 turns for the rest of the mission. Increases up to 7 max charges. Using Showdown a second time on the same target boost the crit chance by 100%. |
When you crit, this ability gains a charge. Activate to use all charges and shoot for 110% weapon damage for each charge.
Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 2 turns for the rest of the mission. Increases up to 9 max charges. Using Showdown a second time on the same target boost the crit chance by 100%. Each charge used by Showdown boosts all damage you deal 5% for 3 turns. |
Cheap Tricks[ | ]
Coin Toss[ | ]
100% weapon speed
Deals Weapon damage
Requires 1 Credit
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Pay 1 Credit to toss a coin in the air and attack the target for 80% weapon damage.
Heads: Deal 100% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 20. Tails: A random combatant is struck with Bad Luck. |
Pay 1 Credit to toss a coin in the air and attack the target for 90% weapon damage.
Heads: Deal 125% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 30. Tails: A random combatant is struck with Bad Luck. At 7 Bad Luck stacks, something dire occurs... |
Pay 1 Credit to toss a coin in the air and attack the target for 100% weapon damage.
Heads: Deal 150% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 40. Tails: A random enemy is struck with Bad Luck. At 7 Bad Luck stacks, something dire occurs... |
Mug[ | ]
100% weapon speed
Deals Physical damage
2 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Deal 30 - 50% weapon damage and perhaps steal an item or a few credits. Mug will probably fail. If it fails, you suffer 10% health damage. | Deal 40 - 75% weapon damage and perhaps steal an item or a few credits. Mug will probably not fail. If it fails, you suffer 7% health damage.
On crit, Stun for 30% of your weapon Time Unit cost. |
Deal 50 - 100% weapon damage and expertly pilfer an item or a few credits. Mug will definitely not fail. If it fails, you suffer 5% health damage.
On crit, Stun for 50% of your weapon Time Unit cost. |
Bounty[ | ]
25% weapon speed
Requires Credits
2 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 20% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 10% until the end of their turn.
Targets have armor block reduced 30%. If the Bounty target dies, recoup 80% of creds. |
Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 15% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 15% until the end of their turn.
Targets have their chance to be crit boosted 20% and armor block reduced 50%. If the Bounty target dies, recoup 90% of creds. |
Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 10% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 20% until the end of their turn.
Targets have their chance to be crit boosted 20% and armor block reduced 100%. If the Bounty target dies, recoup 100% of creds and heal your weakest ally for 5% health. |
Roulette[ | ]
50% weapon speed
Deals Energy damage
Requires 10 Credits
2 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 100% weapon damage.
Each use boosts crit chance 10% and credit cost 20% for the rest of combat or until you Bust. |
You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 75% weapon damage.
Each use boosts crit chance 13% and credit cost 20% for the rest of combat or until you Bust. Roulette heals 5% of damage. |
You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 50% weapon damage.
Each use boosts damage 50%, crit chance 15% and credit cost 20% for the rest of combat or until you Bust. Roulette heals 5% of damage. |
Pay 10 Credits to spin the wheel...
Ante Up[ | ]
PASSIVE abilities are always active.
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
When you spend Credits using an ability your crit chance is boosted 1% for 1 turn, stacking up to 10%. | When you spend Credits using an ability you boost the damage of a random ally 3% for 2 turns and your crit chance is boosted 2% for 1 turn, stacking up to 20%. | When you spend Credits using an ability you boost the damage of a random ally 3% for 3 turns and your crit chance is boosted 3% for 1 turn, stacking up to 30%. When combat ends you recoup 50% of the credits spent. |
Double Down[ | ]
150% weapon speed
Deals Energy damage
Requires Credits
4 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Pay 100% of Credits spent to Double Down on the action and deal 0 - 200% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 50% weapon damage. | Pay 75% of Credits spent to Double Down on the action and deal 0 - 250% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 75% weapon damage. | Pay 50% of Credits spent to Double Down on the action and deal 0 - 300% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 100% weapon damage.
Double Down applies Regeneration to your ally with the lowest health, healing them at the start of their turn for 10% health. |
After use, the damage boost and cred cost reset.
Slot Machine[ | ]
50% weapon speed
Deals multiple damage types
Requires 2 Credits
3 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Pay 2 Credits to play the slots, dealing 100 - 150% weapon damage. Get a combo for a bonus effect! | Pay 2 Credits to play the slots, dealing 150 - 200% weapon damage to up to 3 targets. Get a combo for a bonus effect! | Pay 2 Credits to play the slots, dealing 200 - 300% weapon damage to up to 3 targets. Get a combo or jackpot for a bonus effect! |
Cost increases by 1 Credit with each use.