Tinkerson Jr.
Basic Info
- Tribe: Clunkmasters
- Attack: 3
- HP: 8
- Counter: 3
- Effect: Active during, in hand all Junk Attack added
Rating
A-tier Junk converter that makes enemy Clunker-death mechanics work in your favor. While Tinkerson Jr. is on the field, all Junk cards in your hand gain Attack equal to his Attack value. At base 3 Attack: every Junk in hand has +3 Attack, turning otherwise useless 0-damage filler into playable 3-damage cards. With Attack charms boosting Tinkerson Jr. to 5 Attack: every Junk becomes a 5-damage playable card. Junk accumulation — normally a Clunkmasters liability — becomes a hand full of Attack cards.
This passive requires no activation. Tinkerson Jr. simply being alive on the field converts every Junk you draw into a functional card. Counter 3 also fires Tinkerson Jr.'s own 3 Attack reliably, contributing direct damage while his passive works on the hand.
The ceiling: high-Attack Tinkerson Jr. + high Junk generation = effectively infinite hand card quality. A run where Clunkers die every fight and enemies add Junk regularly becomes a run where your hand is perpetually full of 5–7 Attack cards.
How to Use
Deploy Tinkerson Jr. as early as possible — his passive only works while he's active. Each Junk you draw before he's on field is a wasted turn of passive benefit. Getting him out turn 1 converts every subsequent Junk draw into a usable attack card for the rest of that fight.
Attack charms on Tinkerson Jr. multiply across all Junk in hand simultaneously. +2 Attack charm = +2 Attack on Tinkerson Jr. AND +2 Attack on every Junk card currently in hand. A +2 Attack investment returns N × 2 Attack where N is the number of Junk cards in hand.
Keeping Tinkerson Jr. alive is the primary constraint. HP 8 is solid, but mid-row placement preserves him better than front-row. His 3 Attack Counter 3 attacks are frequent enough from a protected position.
Advanced Techniques
Junk-flood setup into Tinkerson Jr. If multiple Clunkers died early in a run, you may have 4–5 Junk entering fights regularly. With Tinkerson Jr. at 5 Attack (after charm investment), those 4–5 Junk cards become 5-damage cards — more total hand damage than many non-Junk fight strategies.
Needle + Tinkerson Jr. dual Junk management. Tinkerson Jr. makes Junk playable with Attack; Needle destroys Junk for draw. The two companions cover opposite ends of Junk handling: Tinkerson Jr. uses Junk as attack cards, Needle removes them for fresh draws. A run with both can adapt — play Junk when tempo demands attacks, save Junk for Needle fire when hand refresh is needed.
Good Synergy Cards & Charms
- Attack charms on Tinkerson Jr. — each +Attack multiplies across all current Junk in hand; highest-efficiency charm type on this companion
- Mini Mika — Junk generation source; each Mika-generated Junk becomes an Attack card while Tinkerson Jr. is active
- Needle — complementary Junk solution; Tinkerson Jr. uses Junk, Needle destroys Junk for draws; having both covers all Junk scenarios
- Blundertank — Junk generator that feeds Tinkerson Jr.'s passive conversion pipeline
- HP-up charms on Tinkerson Jr. — keeping him alive longer extends the passive duration across full fights
In-game Effect Text
While active, add equal Attack to all Junk in your hand
Synergy Cards
- Mini Mika — shared: Junk
- Needle — shared: Junk
- Blundertank — shared: Junk
- Roibos — shared: Attack