AlchemistUnit: Fenix (Dragoon)
HP: 3900
SP: 150
Atk: 37 + 6 (Explosive)
Size: Large
Armor: 0
L1 (Alkahest Elixer): Sets shield points to maximum for all units owned by alchemist. -1 second on stun counter.
L2 (Gold Transmutation): Turns a nearby allied spawn into +15 minerals. +4 minerals if used away from spawn.
L3 (Homonculus): Summons two Homunculi (max 8).
HomunculusUnit: Zealot
HP: 100
SP: 150
Atk: 30 + 2 (Normal)
Size: Small
Armor: 5
L4 (Philosopher's Stone): Has a variety of effects, depending on current minerals.
0 - 49: +70 minerals.
50 - 99: +100 minerals to all allied heroes.
100: level up.
101 - 199: next cast spell for each enemy hero instead summons three infested terrans.
200: sets enemy temple HP to 50%.
200+: Grants infinite mana for a short time, drains minerals.
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StrengthsThe ability to generate money from mana is always an invaluable ability, and can put a definite punch in physical stats and generate nice pocket change to spend on sims/defenses. This causes exponential growth that becomes obscenely powerful at later levels, when he has the mana to support a ludicrous income. L1 and L3 also add a decent variety, with respectable synergy. His dynamic L4 is quite powerful and flexible, good Alchemists are known to stack level 4 L4s to increase potency and make the spell-reliant suffer. Late game, his level 2 L4 can give allies a strong money boost, and can even the playing field against stronger opponents.
He has a strong attack, albeit explosive. His massive upgrades can wreck havoc on larger units; it's not uncommon for a late game alchemist to reach 25 - 30 upgrades with only a handful of sims, which may even be difficult for low HP small units to handle. He can often boast a strong defense limited only by his mana. Every 25 mana increment can be thought of as an extra 150 HP. With 450 mana, an Alchemist can be considered to have an extra 2700 HP.
WeaknessesAlchemist's slow start can make it difficult to acquire the momentum to gain a much needed early game edge. Without a strong attack and low mana, he is vulnerable to stuns and most battle-oriented units that are faster. A player must take care not to die early on, even if it means sacrificing middle. He'll need a strong battle unit to back him up.
His shields, while granting a nifty mana to HP conversion, take 100% from all attacks, and can be completely bypassed by an attack with extremely high DPS. Because of his heavy reliance on mana, HP is only upgraded after mana and spells have been maxed, which can leave him at a fragile 720 HP. In addition, an inability to manual through a stun renders him susceptible, even late game.
Alchemist's L3 is quite a liability, and offers enemies a juicy exp boost. Mistakes during mid-game with L3 can be extremely costly. His L4, also, is a tricky spell. Attaining level 3 or 5 is quite difficult, although not entirely impossible. Maintaining a consistent level 4 L4 is also difficult when playing against heroes that enjoy spamming spells or have the mana to perform regular checks to help ensure safety.
Post has been edited 3 time(s), last time on Aug 30 2011, 2:22 pm by Sacrieur.
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