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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 clearing rocks, bugs, or both.

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 destructive Satchel Charges, 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 have their temperature raised until they spontaenously combust, which deals extra damage over time. 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 Experimental 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 are 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 Base Stats Description

CRSPR Flamethrower
Heavy Weapon

Damage 10
Sticky Flame Duration 2.0s
Magazine Size 50
Max Fuel 300
Rate of Fire
(per second)
Reload Time 3.0s
Flame Reach 10
Heat 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 6
Max Ammo 400
Rate of Fire
(per second)
Cold Stream Reach 10
Freezing Power 8
Chargeup Time 0.5s
Re-Pressurization Time 1s
Level 10 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 100%
Charged Shot Ammo Use 8
Charge Speed 0.8s
Maximum heat 1
Level 15 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 5
Overheat Duration 8s
Max Fuel 38
Cooling Rate 2
Mining rate 100%
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 team mates, mind.

Satchel Charge
High Explosive

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

Support Tool

Damage 27.5
Armor Breaking 150%
No respectable miner would leave home without it.

Medium-Intensity Flare
Support Tool

Flare Duration 30s
Max Flares 4
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 1.4m
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 4.3m
Carried Amount 4
Armor Break 400%
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 7.5m
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
Carry Capacity 40
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
    • Creatures exposed to the flame will eventually be lit on fire, which causes them to take additional damage.
    • Flame stream can pierce through an unlimited number of targets and through heavily armored enemies such as Praetorians, but at a reduced rate.
    • Leaves behind "Sticky Flames" which burn on the ground and damage enemies who run through them.
    • Limited range leaves the user open to projectile-using enemies.
  • Cryo Cannon
    • Frozen enemies take triple damage anywhere on their body, (including armor) and cannot take any action.
    • Uses a pressure system and draws from a single tank of reserve ammo.
    • Excellent support weapon, works best in coordinated teams, but its low damage proves troublesome.
    • Also has a short range, much like the Flamethrower.
  • Subata 120
    • Semi-automatic handgun which deals with threats the Flamethrower or Cryo Cannon can't reach.
    • Despite its small size, it deals surprisingly high damage when aiming for weakpoints.
    • Also carries plentiful amounts of reserve ammo.
    • While its range is longer than Driller's primaries, it still cannot take down targets at extreme ranges without controlled fire.
  • Experimental Plasma Charger
    • Fires smaller shots at a rapid rate, or charges up a big shot for increased damage and blast radius.
    • Draws from a reserve pool with no reloading.
    • Capable of dealing with individual threats and groups of foes alike.
    • Vulnerable to overheating and will jam at critical temperatures - charged shots will instantly cause an overheat without modifications.
    • A mix of regular and charged shots can chew through ammo very quickly.
  • Reinforced Power Drills
    • Digs through terrain with ease and at a much faster rate than Pickaxes.
    • Can be used to make tunnels or clear out terrain and make room in defensible positions.
    • Drills have lots of fuel but can overheat and jam with excessive use.
    • Drills can be used for combat, but this chews through fuel quickly and is not recommended for most situations.
  • Satchel Charge
    • Deals the highest amount of damage in a single shot of any weapon in the game.
    • Has an extremely large blast radius and also carves out a big space in terrain.
    • Charges must be planted and then detonated remotely in a two-stage process.
    • Despite friendly fire damage reduction, charges can deal extreme damage to teammates, employ due care when using.
  • Throwables
    • Impact Axe
      • Axes are thrown in an arc and emit an electrical burst upon impact.
      • Deals very high damage in a tight space, best used for finishing off injured tanks and specials.
      • High carry count - eight at once.
    • High Explosive Grenade
      • Typical frag grenade with no special properties.
      • Throw it into a crowd of bugs, watch them go boom.
    • Neurotoxin Grenade
      • Emits a gaseous cloud upon hitting the ground which slowly fills a wide radius.
      • This gas is harmless to Dwarves but poisons enemies, slowing them and causing damage over time.
      • Gas is highly flammable and will explode when exposed to a naked flame (this will harm Dwarves).

Voice Responses[edit | edit source]

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