From Deep Rock Galactic Wiki
Jump to: navigation, search
Driller portrait.png Digging is my middle name!
~ the Driller
Class Details
Icon Driller
Voice Pitch 80%

The Driller is one of the four playable dwarves in the game. As the name implies he is the expert digger of the team, able to carve rock to his will with his dual-wielded powerdrills. He is a master of crowd control, with his weapons excelling against large crowds of enemies.

About[edit | edit source]

As the Driller, you'll be equipped with a set of Titanium Powerdrills. Your job is to clear any blocked tunnels and obstacles in the path of your team, and in combat you are a force to be reckoned with: Your drills make short work of most enemies up close, and for longer range engagements you are equipped with a heavy duty Flamethrower.
~ Class Description

As the Driller, it is your job to create stairways, pathways and clear obstacles for your team using your Titanium Powerdrills. You are equipped to control large hordes of enemies using your CRSPR Flamethrower which will slowly incinerate your foes, and instantly kill weaker creatures. While your flamethrower is your first priority, you are equipped with a dependable Subata 120 pistol sidearm, and Satchel Charges for dealing with beefier opponents.

The Driller has three grenades to pick from; the Impact Axe which is tossed and deals extreme impact damage to enemies, the HE Grenade which functions as a standard frag, and the Neurotoxin Grenade which detonates in a cloud of toxic (and highly volatile) gas and can explode if ignited.

With his powerful drills and immensely powerful C4, the Driller is able to cleave through rock like a hot knife through butter. It's not uncommon to see Drillers shaping the environment to their will, such as in Salvage Operation levels where the Powerdrills can be used to break out extra space around the Uplink or Fuel Cells. During extraction phases, Drillers can also create long tunnels to the Drop Pod, which is often safer and quicker than following the M.U.L.E..

Though the Driller can use his drills for combat, it is often easier to use his dedicated weapons. His Flamethrower is an excellent crowd control weapon, capable of piercing armor and targets alike to deal a lot of damage quickly. Foes caught in the red-hot flames will suffer afterburn which deals extra damage over time, while flames which touch the ground become "Sticky Flames" which linger on the ground and damage foes who pass through them. His Flamethrower deals extra damage to Mactera enemy types and Glyphids in the Glacial Strata, which are the icy variants.

The Driller has arguably some of the most unique unlockable weapons. The Cryo Cannon doesn't deal nearly as much direct damage as the Flamethrower but its ability to freeze foes (given enough exposure) will cause them to take massively increased damage while immobilizing them, making them easy targets. The Plasma Charger is a unique pistol which can fire rapid-fire bursts or charge up to fire a massive energy ball which deals triple the damage of a standard shot. With the right upgrades this weapon can blast through multiple targets and explode on contact with the world, giving it deceptively high damage potential.

For all his benefits however, the Driller does have considerable flaws. His Powerdrills are vulnerable to overheating if used constantly and are tied to a limited fuel supply. They are also somehow unable to dig ores, requiring the manual use of a Pickaxe. His Flamethrower excels against multiple targets but struggles against larger foes with health to spare due to its mediocre base damage, particularly against Glyphid Praetorians and Dreadnoughts (the latter especially, as it resists half of all fire damage). His C4 is also capable of dealing immense damage to teammates, sometimes downing them if they are caught in the blast.

Equipment[edit | edit source]

All classes have eight pieces of gear, each of which can be individually upgraded using Credit.png credits and crafting resources. There's currently two unlockable weapons per class, each weapon has their own assignment. Once an assignment for a weapon has been completed it then can be purchased within the upgrade terminal.

Equipment Initial Stats Description

CRSPR Flamethrower
Heavy Weapon

Damage 10
Flame Duration 2.0s
Magazine Size 50
Max Fuel 375
Rate of Fire
(per second)
Reload Time 3.0s
Flame Reach 10
When bullets or blunt force just don't cut it, a sea of roaring, sticky napalm usually does.
Practically never explodes in your face.
Cryo cannon.png

Cryo Cannon
Heavy Weapon

Damage 7
Max Ammo 400
Cold Stream Reach 6
Freezing Power 5
Chargeup Time 0.8s
Re-Pressurization Time 1.7s
Credit.png 7600 Bismor 120 Enor pearl 80
Mad geniuses have tried perfecting this implement for as long as anyone can remember,
but our lads at R&D seem to have perfected it! Handily portable (for a dwarf, anyway),
it does exactly what you think: It's a friggin' freeze ray. Let 'em have it.

Subata 120

Damage 12
Magazine Size 12
Max Ammo 160
Rate of Fire
(per second)
Reload Time 1.9s
Weakpoint Damage Bonus +20%
A small, light semi-automatic for small, light dwarves.
More deadly than it appears.
Plasma charger.png

Experimental Plasma Charger

Damage 20
Charged Damage 60
Charged Area Damage 60
Charged Damage Radius 2
Max Battery 120
Rate of Fire
(per second)
Cooling Rate 0.5
Charged Shot Ammo Use 8
Charge Speed 0.8s
Credit.png 8200 Enor pearl 110 Jadiz 70 Magnite 25
Bullets are so last year.
Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts?
What's the worst that could happen? (If you find out, please report to R&D)

Reinforced Power Drills
Support Tool

Damage 8
Max Fuel 38
Cooling Rate 2.0
Mining rate 2
One of the classic workhorses of DRG, the twin-linked Power Drill makes short work of more or less anything unfortunate enough to be in front of it.
That includes your teammates, mind.

Satchel Charge
High Explosive

Area Damage 375
Damage Radius 4.5
Max Ammo 2
Carve Diameter 6.2
Be it an obstacle or particularly thickheaded adversary, a good ol' Satchel Charge usually gets the job done.
Stand well back before hitting the trigger.

Basic Pickaxe
Support Tool

Damage 25
Armor Breaking 150%
No respectable miner would leave home without it.

Medium-Intensity Flare
Support Tool

Flare Duration 25s
Max Flares 3
Recharge Time 12s
Flare Color Yellow
A souped-up version of the standard issue DRG Emergency Flare. It lights up brighter and stays lit for longer - the best of both worlds.
Note: DRG is not liable for any damages caused by irate local fauna exposed to unfamiliar lights for too long.
Grenade axe.png

Impact Axe

Direct Damage 160
Area Damage 80
Effect Radius 1.4
Carried Amount 8
The Impact Axe is the connoisseur choice for the dwarf of tomorrow.
Compact and easy to carry, extends to full size upon throwing, and discharges a lethal burst of electricity upon impact with any living target.
Can be safely retrieved by the user in case of bad aim.
Grenade he.png

High Explosive Grenade

Area Damage 130
Damage Radius 4.3
Armor Break Bonus +400%
Carried Amount 4
Fear Factor +100%
Level 5 Credit.png 1200 Jadiz 10
A standard high-explosive grenade with a medium kill radius. Can be used to remove dirt or bugs or both.
Grenade neurotoxin.png

Neurotoxin Grenade

Effect Radius 7.5
Carried Amount 4
Level 10 Credit.png 3400 Bismor 20
Releases a cloud of slow-acting toxins engineered to exclusively affect life indigenous to Hoxxes IV. WARNING: HIGHLY FLAMMABLE!

"Mole" Armor Rig
Armor Undersuit

Shield 25
Recharge Delay 7s
Fire Resistance 0%
Regeneration Rate 100%
Revive Invulnerability 3s
Extra Carrying Capacity 0
Each set of DRG issue armor is mounted on a highly modifiable undersuit, capable of transforming the capabilities of the armor considerably.
Regrettably, R&D has as yet proven unable to utilize the suit's stillsuit capacity towards onboard production of alcohol.

Basic Tips and Strategy[edit | edit source]

  • CRSPR Flamethrower
    • Exposing a creature to flames long enough will set them on fire, dealing extra damage.
    • Fire that touches the ground leaves behind "Sticky Flames" which linger on the ground and deal extra Fire damage.
    • The Flamethrower deals bonus damage to Mactera enemy types, it also deals bonus damage to Glacial Strata enemy variations.
    • It is capable of burning Spider Webs.
  • Cryo Cannon
    • Direct damage from the Cryo Cannon is limited, but freezing enemies solid will prevent them from performing many of their unique attacks.
    • Pair up Cryo Cannon's freezing with the Vampire perk to restore health by easily breaking frozen targets with the Pickaxe.
    • Be mindful that your teammates can also be frozen by this weapon.
  • Experimental Plasma Charger
    • It is capable of burning Spider Web, but must be shot at the top of the web.
  • Reinforced Power Drills
    • Use the drills to quickly mine tunnels for unreachable areas.
    • The drills triggers the Vampire perk, ensuring solid health regeneration when Berzerker is in cooldown or unequipped.
    • During Salvage Operations the driller can dig out any walls around the triangulation bubble for more room to defend.
    • During Extraction, it is often easier for the Driller to dig out a large tunnel straight to the Drop Pod rather than follow the M.U.L.E..
  • Satchel Charge
    • Two Satchel Charges are often enough to take down Dreadnought's shell health bar.
    • This weapon is capable of dealing immense damage to teammates. Give allies plenty of time to escape the explosion radius so they are not caught in the blast, even if it means letting enemies escape the radius too.
  • Impact Axe
    • Before resupplying make sure you aren't carrying more than four axes, since any extra axes will go to waste upon resupply. Throw any additional axes nearby and pick them up when needed, effectively storing more axes for later.
      • Don't reclaim axes while you're carrying eight, the axe will disappear without increasing your axe count.
  • High Explosive Grenade
    • This is a standard frag grenade with no unique properties. Throw it into tightly packed groups of enemies to ensure the most use out of the explosion.
  • Neurotoxin Grenade
    • This grenade acts in two stages; when thrown it detonates into a giant cloud of gas which deals damage to enemies slowly. Oneself and allies will not take damage from the gas. The gas can later be ignited with the Driller's own flamethrower or a Gunner's Incendiary Grenade to create a fiery explosion, which actually can deal damage to allies.
    • It is best to only use this grenade while having the Flamethrower carried to ensure you can trigger the explosion without needing outside aid.

Voice Responses[edit | edit source]

Class Selected[edit | edit source]
  • "Step aside, wimps!"
  • "Obstacle? More like a granite smoothie once I'm done."
  • "Digging is my middle name!"
  • "If it ain't drillable, it's probably flammable."
  • "Let me handle the digging!"
  • "I will drill through anything!"
  • "Fueled up and raring to go!"
  • "I eat rock for breakfast!"
  • "Heavy duty excavatin'...ain't no finer thing."
  • "Ain't no obstacle I can't clear!"
  • "Drill'em and grill'em!"
  • "Just call me the DRILLDOZER!"