Alchemist's Guide By Takashiro

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Jinzo
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Joined: Fri Sep 28, 2018 11:19 am

Alchemist's Guide By Takashiro

Post by Jinzo » Sat Sep 26, 2020 9:27 am

Hello and welcome to my Alchemist's guide, hopefully you will find what you need to know about alchemist here.
I. Hero Description
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Edward Elric
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The Alchemist is medium-range int spellcaster.
A youngster who specializes in alchemy, combining elements to bring out phenomenons similar to magic.
Using Gate of Truth , he can drain his life force to borrow a temporary, but reliable, power.
II. Hero Difficulty
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•One of hardest heros, but With fair amount of practice you will surely master him.
•Requires decent fps and ping, in addition to fast hands and spamming spells to perform well.
•Needs concentration in maintaining your healling consistently whole fight, else you will end up dying from your own spell.
III. Pros and Cons
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Strong and effective in all phases of the game,in good hands..you willl always feel your impact in anyboss raid.
Thanks to D and T spells, you can keep spamming your spells nonstop, in addition to fitting many roles at the same time.
Despite being int spellcaster, he has alot of sustain and endurance from his spells that allows him tank alot of stuff with ease.
Jack of all trades hero..Damage , Healling , Buffs , Debuffs , Slow , Stuns, cleanse ..can do any of those during fights accoarding to what team needs.
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❌ Lacks mobility, unlike most of other heros..he has no dashs,no blinks and no ultra speed mode which might cause a pain in some boss raids.
❌ As mentioned before, a combo based char..failling in doing your combos will result in a big loss in your damage output and overall impact in the fight.
❌ Requires a very decent ping and fps, otherwise you willl find problems in doing your combos..I would say 40ms ping is the minimal delay for a good performance.
IV. Skills
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►Alchemist uses four elemental conjures(Q,W,E,R), each conjure has a passive and contains a set of 4 various spells.Conjures have cooldowns and 1seconnd cast time, opposite goes for the spells.
►With the help of [D] and [T], Alchemist can make various and different combos and not lose any cooldown.
►Finally comes the ultimate spell [F] that strengthen the Alchemist and his spells then ends with a great explosion.
Conjure Fire (Q)
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Passively, casting any fire element spell gives you 8% spell damage buff that lasts 6seconds.
Active opens a set of four fire element spells, you can cast only one of them once per each conjure.
Blaze (QQ)
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One element spell (fire).
Single-target damage spell, deals 100% bonus damage with each stack of "blaze" buff , up to 300% bonus damage.
Magma Explosion (QW)
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Mix of two elements (fire and water).
AOE damage spell.
Can combo with [Rock Storm (ER)].
Flamer (QE)
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Mix of two elements (fire and wind)
AOE damage spell, affects enemies with "burn" debuff which deals lesser periodic damage and lasts 9seconds.
Can combo with [Stone Golem (RR)] and [Water Bomb (WQ)].
Boulder Strike (QR)
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Mix of two elements (fire and earth)
Heavy AOE damage spell, deals bonus damage to stunned or stun-immune enemies.
Conjure Water (W)
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Passively, casting any water element spell causes you to regen 20% of your HP and MP over 6seconds.
Active opens a set of four water element spells, you can cast only one of them once per each conjure.
Water Bomb (WQ)
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Mix of two elements. (water and fire)
AOE damage spell,a projectle that starts small and moves slowly, grows bigger and moves faster overtime,lasts no more than 15seconds or when it hits the first enemy that comes in its path.
Deals double damage to enemies affected by "burn" debuff.
Can combo with [Flamer(QE)],[Healing Rain (ER)] and [Wind Blast (EE)].
Water Stream (WW)
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One element spell (water)
Low damage coned shaped spell, more focused into healling allies.
Can combo with [Potion Transmutation (RW)].
Icicle Transmutation (WE)
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Single-target damage spell, stuns enemy for 1.5seconds.
Healing Rain (WR)
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Supportive spell, Heals you and allies in 400 aoe and follows you wherever you go, lasts 10seconds.
Can combo with [Water Bomb (WQ)] and [Eye of the Storm (EW)].
Conjure Air (E)
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Passively, casting any wind element spell grants 75 movement speed for 6seconds.
Active opens a set of four wind element spells, you can cast only one of them once per each conjure.
Burning Hand (EQ)
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Mix of two elements (wind and fire)
Supportive spell, A buff that can be given to self and allies, lasts for 180seconds.
Grants 25% attack speed and 15% attack damage.
On casting a spell, 15% chance to gain a stack of "blaze" which boosts [Blaze (QQ)] damage, maximum of 3 stacks.
At 3stacks, an icon appears on hero status. Image
Can combo with [Blaze (QQ)].
Eye of the Storm (EW)
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Random AOE damage spell, randomly hitting enemy targets in area, consistently damaging them and enemies nearby,lasts 10seconds.
Casting any wind element spell causes it to hit dramatically faster for one second.
Only one Eye of the storm can remain at the same time, in case of casting new Eye before previous one ends, moves the Eye to the new location and increases duration by 10seconsds, maximum of 20seconds.
Can combo with [Healing Rain (WR)].
Wind Blast (EE)
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AOE low damage spell, a fast projectle that knocks back non-boss enemies as well as [Water Bombs(WQ)].
Can Combo with [Water Bombs(WQ)].
Rock Storm (ER)
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Heavy AOE damage spell, a group of six rocks that land after 2seconds delay and causes ministuns.
Enemy will get hit by all rocks if he is in the center.
Can combo with [Magma Explosion (QW)].
Conjure Earth (R)
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Passively, casting any earth element spell increases your magic resistance by 20%.
Active opens a set of four earth element spells, you can cast only one of them once per each conjure.
Conjure Cannon (RQ)
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Conjures a cannon that deals single-target damage and ministuns, lasts 10seconds.
Casting a new cannon causes old ones in 800 range to fire once again.
Potion Transmutation (RW)
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Supportive spell, creates one random elixir from a set of 5 various elixirs per cast.
The higher the int, the better chances to get the rare elixirs.
All elixirs share the cooldown per use, which is 120seconds.

►Elixir of Restoration: Heals 25% HP and removes all debuffs.
►Elixir of Protection : Reduces damage taken by 25% for 60seconds.
►Elixir of Stats: Increases main stat by 12% for 75seconds.
►Elixir of magic : Increases skill damage by 7.5% for 120seconds.
►Elixir of Focus : Increases crit chance by 5% and crit multiplier by 0.25 for 90seconds.
Ground Collapse(RE)
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AOW low damage spell, applies a debuff that reduces enemies attack speed and movement speed by 80% for 3seconds.
Can combo with [Power Slam (RRE)].
Stone Golem(RR)
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Summoning spell, Summons a Golem with several abilities.
Passively has 40% magic resistance , increases damage reduction up to 70% based on the alchemist's int.
150 base armor, each earth element cast incrases golem's armor by 40 , up to 400 armor (10 casts).
Can combo with [Flamer (QE)].

Can cast two spells :
Rolling Golem (RRW)
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AOE low damage spell, the golem rolls in a line till it hits an enemy/obstacle in its path,being invulnerable for the duration.
Applies a debuff on enemies, increasing damage taken by 6% for 8seconds.
Power Slam (RRE)
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Heavy AOE damage spell, sends a shockwave in a line.
Consumes all armor stacks to deal 20% more damage per stack.
Can combo with [Ground Collapse (QE)].
Infusion (D)
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Our main and most important spell, passively, Alchemist gains 20% bonus int when all elemental conjures are active.
Active removes cast time and cooldown on the next conjure cast, each 25% pure attack speed adds one extra free cast per active, active lasts 5seconds.
25% pure attack speed = 2 free coolown and cast time conjures, 50% = 3 free conjures and so on.
Philosopher's Stone (T)
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Passively, casting conjures might not cause any cooldown (20%?).
Active Causes next 5 conjures to not cause any cooldown, increases spell damage by 15% for duration, lasts 15seconds.
Might get more than 5 free cast conjures in case the passive occured.
Free casts dont stack means in case of casting [Infusion (D)] during (T) active, it will not increases the free casts, but it shall have no spell cast time, and vice versa.
Gate of Truth (F)
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On active, Becomes invulnerable for 5seconds then starts consuming part of max hp per second which increases overtime endlessly.
In exchanges, increases int by 2% per second or per spell cast, up to 35 times (70% int).
for duration, reduces any damage taken by 40% and grants silence immunity.
When ends (on release or death), deals damage, stuns and loses all the effects gained above.
V. Chainable Spells
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Some spells can be casted together making a greater effect, or even a new one.
ER-QW
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When casting [Rock Storm (ER)] on [Magma Explosion (QW)], [Rock Storm (ER)] deals double damage and gains fire element.
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QE-RR
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Casting [Flamer (QE)] on [Stone Golem (RR)] causes the Golem to have a flame aura that deals lesser damage to enemies around it.
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QE-WQ
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Enemies affected by "Burn" debuff take double damage from [Water Bombs (WQ)].
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WQ-WR
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Casting [Healing Rain (WR)] on [Water Bombs (WQ)] causes Water Bombs to grow faster in 2-3seconds instead of 5seconds.
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WQ-EE
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Casting [Wind Blast (EE)] on [Water Bombs (WQ)] knocks them back quickly into a direction, as well as causing them to have wind element and deal greater damage ([EE] damage gets added to each [WQ]).
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WW-RW
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Casting [Water Stream (WW)] During [Potion Transmutation (RW)] turns Water Stream into Holy Stream, causes it to deal no damage but doubles the heal given to allies.
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WR-EW
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When casting [Healing Rain (WR)] on [Eye of the Storm (EW)] or vice versa, buffs allies in range granting them 20% magic resistance and 5% spell damage.
Buff lasts 5seconds after expiration of any of the chain spells, maximum of 10seconds.
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RE-RRE
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Enemies affected by "Ground Collapse" debuff take double damage from [Golem's Power Slam (RRE)].
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VI. Combos and gameplay
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Alchemist is a combo based hero, randomly throwing your spells will result in a big loss in your damage and impact, so you ought to learn these combos to bring out the full potential of your hero.
Here some moves and the combos you will most likely use in boss raids:
Basics
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After learning what each spell does, here some basics you ought to do when playing Alchemist:

Always try to use [D] or [T] before casting any conjure to not lose any cooldowns, also allows you to perform some combos which require conjures without cast time.
spam as many elixirs as you can before any bossraid and give [Burning Hand (EQ)] to all allies that need attack speed or attack damage.
Before any boss raid, max your golem armor stacks to boost your damage output in fight.
Dont forget to use [Rolling Golem (RRW)] whenever your team is going to burst.
Use [QQ] whenever you have full stacks of "Blaze", deals considerable damage.
Spam [Healing Rain (ER)] all time, specially when you active the ultimate.
Water Bombs Combo
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Using [D] and [T], cast as many [WQ] as possible in a line pattern towards the enemy target, then [ER] to make last Water Bombs reach maximum growth faster, also [QE] on the target to debuff it with "Burn" to take double damage from [WQ], finally cast [EE] to knock back all [WQ] together quickly towards the target plus boosting their damage.
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If you have 75% pure attack speed, then [D] will grant you 4 free casts per active and the combo will work like this: [D] [x4 WQ] [T] [x5 WQ] [D] [WQ WR QE EE].
A longer version of this combo with your ultimate: [D] [F] [x4 WQ] [D] [x4 WQ] [T] [x5 WQ] [D] [WQ WR QE EE].
►The hardest combo, takes alot of time and preparations..so you mostly use it to begin the fight.
►Deals massive amount of damage, one of highest burst combos in the game.
ER-QW Chain
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One of your best combos,requires [D].. you cast several [ER] in this combo depending on your pure attack speed (how many free casts you get per [D] cast).
[ER ER QW] , [ER ER ER QW] , [ER ER ER ER QW].
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►Huge damage output and ministuns in AOE.
►Actives all conjures passive and procs the passive of [D] granting you 20% bonus int.
WR-EW Chain
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Supportive chain, Strong periodic heal for you and allies, as well as buffing them with 20% magic resistance and 5% spell damage for the duration.
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Used when your team wants to burst or about to recieve alot of magic damage.
QR Spam
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Using [D], Cast several [QR] on stunned or cc immune enemies.
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►Deals huge amount of damage, works well with teammates who got alot of stuns like Water Mage and Swordman.
RQ Spam
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Using [D] and [T], Cast as many [RQ] as you can on a single target with one second interval between casts.
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►With each cannon added, damage increases greatly, requires time and preparation till it reachs maximum damage.
►Single target combo, used when there is only one enemy and enough space to prepare.
VII. Items
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Said Alchemist is a jack of all trades hero, he is more into being a damage dealer, yet at the same time he can still support team though he wont be as effective as other support heros in that part.
Alchemist doesnt need support items, you can go full damage build and still do your supportive parts properly.
After learning alchemist, you would probably figure that you will be looking for items that give attack speed, alot of int and spell damage.
From my opinon, I hate wasting efforts or materials so I will be giving you straight builds and avoid items that are unnecessary and you would put in bag most of time.
Early Game (Hydra till Skeleton King)
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The best attack speed your hero can reach in this phase is 50% (Including Burning Hand).
You will finish this phase quickly, so no need to get into details here, honestly you can just pick whatever comes in your way and it will work.
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Jack Pumpkin Hood -> Staff of Contagion
Robe of Everfrost/Fairy Robe -> Frozen Robe/Robe of the Reaper
Hood of the Mage -> Prophetia, the Source of Mana
Teperua -> Ring of the Reaper/Brooch of Darkness
Dragon Wings -> Fairy Wings
Mid Game (Skeleton King till Shadow Dragon)
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In this phase of the game you can reach 75% attack speed and evolve your combos and performance greatly.
Alchemist is pretty strong and easy to make a great impact in all fights in this phase.
There are not many options here, all alchemists builld the same thing eventually in this phase.
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Staff of Domination
Medea, the Robe of Witch / Winter Robe
Prophetia, the Greater Source of Mana
Cold Ring of Death
Soul Eater
End Game
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At the end of the game you can reach 100% attack speed, gearing becomes so expensive yet worthy, as your damage wll increase dramatically.
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Staff of Plague / The Ender with Zombielord Icon / Ethenos, the Staff of Chaos with Zombielord Icon
Thanatos, the Robe of Hell
Prophetia, the Origin of Knowledge / Crown of Absolute Zero
Ring of Frozen soul / Ring of Divine Winds
Wings of Frost Lord / Soul Devourer

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