Introduction
Welcome to our guide on the Stabbomancer class for Tiny Tina’s Wonderlands. In this guide we will outline the Class Feat, Abilities, Skills, and Stats of this class.
What is the Stabbomancer
The Stabbomancer is a class that primarily focuses on Melee Damage, Critical Hits, Movement Speed, and Status Effects for killing and debuffing enemies. It has a default 30% Critical Hit Chance from the Dirty Fighting Class Feat.
Stat Point Synergies and Recommendations
The main Stat synergies are Strength, Dexterity, and Attunment.
Strength increases Critical Damage. This synergizes well with the Critical Chance Buffs from the Class Feat and other skills.
Dexterity increases your Critical Hit Chance. This synergizes well with your skills that require a Critical Hit to activate.
Attunment reduces Action Skill Cooldown. This allows you to use your abilities faster.
For the Stabbomancer there are 2 recommended starting stat selections. Village Idiot gives 8 Strength and Raised by Elves gives 2 Dexterity to start. Either is acceptable and it comes down to player choice.
Class Feat, Abilities, and Skills
(Note – The numbers beside the Class Feat, Abilities, and Skills correspond to the number on the above image.)
The Stabbomancer has (1)Dirty Fighting as its Class Feat.
The two selectable action skills are as follows:
(2)Ghost Blade(Unlocked Level 2) – The Fatemaker throws out a Ghost Blade which spins in place, dealing Melee Damage periodically to nearby enemies based on the Fatemaker’s equipped Melee Weapon.
Pressing g while Ghost Blade is active causes it to teleport to the targeted location and reduces its remaining duration by a small percentage.
(3)From The Shadows (Unlocked at level 7) – The Fatemaker enters Stealth, turning Invisible, While in Stealth, all damage dealt is automatically a Critical Hit, but Critical Hits deal reduced damage.
The following are the rest of the Skill options.
Skill Name | Skill Description |
---|---|
(4)Arsenal | Melee Damage is increased. Spell Damage is increased. Gun Damage is increased. |
(5)Haste | Melee Attack Speed is increased. Movement Speed is increased. When the Fatemaker casts a Spell, this bonus is doubled for a duration. |
(6)Potent Poisons | Status Effect Damage is increased. Status Effect Duration is increased. |
(7)Follow Up | Whenever the Fatemaker deals Gun Damage to an enemy, the Fatemaker’s next Melee Attack deals increased damage. This effect can stack. Melee Attacks consume all stacks. |
(8)Swift Death | While Moving, the Fatemaker gains increased Damage Dealt. The faster they move, the greater these bonuses. |
(9)Exploit Their Weakness | Whenever the Fatemaker applies a Status Effect to an enemy, the affected enemy takes increased Damage from all sources for its duration. This effect can stack per unique Status Effect. |
(10)Nimble Fingers | Whenever the Fatemaker deals Melee Damage, their Fire Rate and Spell Damage are increased for the duration. |
(11)Shadow Step | Kill Skill: The Fatemaker’s next Melee Attack is a guaranteed Critical Hit for a short duration. “The mostest unkindest cut of all.” |
(12)Sneak Attack | Critical Hit Damage is increased. |
(13)Elusive | The Fatemaker can now shoot and Sprint at the same time. The Fatemaker gains a chance to Evade incoming damage while moving. The faster they move, the greater the bonus. “No lime tangerine.” |
(14)Contagion | Whenever the Fatemaker applies a Status Effect, there is a chance it spreads to nearby enemies. If no enemies are nearby, apply a different random Status Effect to the initial enemy instead. |
(15)A Thousand Cuts | Critical Hits grant increased Damage Dealt for a duration. This effect can stack. Melee Critical Hits grant additional stacks. |
(16)Alchemical Agent | Melee Critical Hits apply a random Status Effect “No means too venomous.” |
(17)Executioner’s Blade | Gun and Spell Critical Hits have a chance to create an Ethereal Blade above the target that will impale them after a short delay. Ethereal Blades deal Melee Damage based on the Fatemaker’s Equipped Melee Weapon. “Talking of axes…” |