Info

As of the recent buffs with Pyromancer, Golden Pyromancer and Snowballer, Elementalist has fallen heavily. Elementalist has the benefit of being both a Crowd Control tower and Stalling Tower, but this falls short as Pyromancer is cheaper, consistent, and has the benefit of reducing defense from enemies, these benefits are amplified even more with Golden Pyromancer with 6 minutes of burn at level 4+ and costing 750 to place which allows people with maxed bigger budget skill. Snowballer is a decent early game but truly shines at max which gains freeze and crowd control (4 max hits), which costs only 350 more than Elemenalist before it can even freeze enemies itself. There is some other issues too:

  • Frost Mode
    • Extremely weak and too cost inefficient.
    • Icy Turret doesn't have access to Hidden Detection, making it horrible to deal with hiddens.
    • Placing Icy Turrets are too inconvenient, especially in high stress moments.
    • Icy Turret health is hidden still..
  • Fire Mode
    • Despite being a fire-based mode, it doesn't have lead detection. Only being able to damage leads with after burn.
    • After setting a enemy on fire, it doesn't switch targets which makes it rely on Random targetting, which makes it extremely inconsistent.

I'm not saying Elemenalist should be better than both Normal/Golden Pyromancer and Snowballer (freezer to the extent) as it would kill 2 towers at once at the cost of 1 slot which is too strong. Instead Elementalist should have good crowd control capabilities but is limited by burst while Frost is a more DPS-orientated by disabling burst with stalling capabilities on the side that is amplified with Icy Turret.

Upgrades

I'll deal with these later, see stat table for actual changes.

Elemental Armory
Level 1 • Cost: Elemental Armory -  $1,500

+2 Damage  

+3 Range  

3 > 4 Burst Size  

+3 Burn Damage  

2 > 3 Burn Time  

5% > 7.5% Slowdown per Hit  


Sell Price changes to  $1,166

 
Experimental Tech
Level 2 • Cost: Experimental Tech -  $4,000

+5 Damage  

+2 Range  

+Hidden Detection  

3 > 4 Burn Time  

45% > 50% Max Slowdown  

Creates a heatwave that deals damage, applies burn and knockbacks enemies

•150 Damage  

•10 Burn Damage  

•0.5 Burn Tick  

•5 Burn Time  

•12.5 Range  

•20 Knockback Force  

•40 Ability Cooldown  

Creates an Ice Turret in the selected spot, which freezes enemies on max chillness

•10 Damage  

•0.458 Firerate  

•10 Range  

•1,000 Health  

•45 Second Lifespan  

•25% Slowdown per Hit  

•50% Max Slowdown  

•5 Slowdown Time  

•2 Freeze Time  

•50 Ability Cooldown  


Sell Price changes to  $2,500

 
Improved Exhaust Systems
Level 3 • Cost: Improved Exhaust Systems -  $8,000

+3 Damage  

4 > 5 Burst Size  

0.608 > 0.508 Burst Cooldown  

+2 Burn Damage  

4 > 2 Burn Time  

0.5 > 0.25 Burn Tick  

7.5% > 10% Slowdown per Hit  

+100 Damage  

+5 Burn Damage  

+1 Range  

+2.5 Knockback Force  

+10 Damage  

+2.5 Range  

0.458 > 0.358 Firerate  


Sell Price changes to  $5,166

 
Frost Fire Specialist
Level 4 • Cost: Frost Fire Specialist -  $15,000

+5 Damage  

5 > 7 Burst Size  

0.208 > 0.133 Firerate 

0.508 > 0.408 Burst Cooldown  

2 > 4 Burn Time  

10% > 12.5% Slowdown per Hit  

50% > 60% Max Slowdown  

+150 Damage  

+5 Burn Damage  

+1.5 Range  

+2.5 Knockback Force  

+10 Damage  

+2.5 Range  

0.358 > 0.308 Firerate  

25% > 30% Slowdown per Hit  

50% > 60% Max Slowdown  


Sell Price changes to  $10,166

 

Abilities

Heatwave
Level 2+ • 40s Cooldown

Creates a shockwave, which deals damage to enemies, knocks them back and sets them on fire.

 
Ice Turret
Level 2+ • 40s Cooldown

Creates an Ice Turret, which chills and freezes enemies. Can detect hiddens and gains lead detection at level 4.

 

Additional Info

  • Frost Mode
    • When there is multiple enemies, each Elementalist targets different enemies when set to First.
      • This allows for elementalists to stall multiple enemies at once whilst delivering mild DPS.
    • Icy turret is more DPS orientated, dealing high damage and increasing the effectiveness of Max Slowdown and duration.
      • At max, gains lead detection.


  • Fire Mode
    • Lead detection is enabled at 0+.
    • Fire Mode uses the same targeting system as Pyromancer; After setting a enemy on fire, swtiches to another enemy that isn't on fire.
    • If the enemy is already on fire, normal damage is doubled.

   

Stats Table

Fire Mode
Level Total Price Damage Crit Damage[2] Burn Damage Burst Size Firerate Burst Cooldown Burn Tick Range Burn Time Total Elapsed Damage[3] DPS[4] CC DPS[5] Detections Cost Efficiency
0  $2,000 10 20 1 2 0.6 3 0.25 8 2 8 9.56[6] 19.12 Lead  $209.3
1  $3,000 10 20 1 4 0.45 2.5 0.25 8 2 8 14.39[7] 57.56 Lead  $208.48
2  $5,450 10 20 2 8 0.3 2.5 0.25 8 2 16 25.39 203.12 Lead, Hidden  $214.64
3  $13,450 15 30 8 8 0.25 4.5 0.25 12 2 64 54.86[8] 438.88 Lead, Hidden  $245.18
4  $33,450 20 40 20 12 0.1 3.5 0.25 16 2 160 132.17[9] 1,586.04 Lead, Hidden  $253.08
Frost Mode
Level Total Price Damage Firerate Range Slowdown per Hit Max Slowdown Slowdown Time DPS Detections Cost Efficiency
0  $2,000 3 0.2 12 10% 10% 2 15 N/A  $133.33
1  $3,000 3 0.15 15 10% 10% 2 20 N/A  $150
2  $5,450 5 0.15 17 12.5% 12.5% 2 33.33 Hidden  $163.5
3  $13,450 12 0.15 17 30% 30% 2 80 Hidden  $168.13
4  $33,450 25 0.14 25 40% 40% 2 178.57 Lead, Hidden  $187.32
Heatwave
Level Damage Burn Damage Range Burn Tick Burn Time Knockback Force Speed Total Elapsed Damage[3] DPS
2 150 5 15 .25 5 20 2 100 23.75
3 250 7 15 .25 5 22.5 2 140 34.25
4 400 10 15 .25 5 25 2 200 50
Ice Turret
Level Health Damage Firerate Range Slowndown per Hit Max Slowdown Slowdown Time Freeze Time Lifespan Detections DPS
2 1,000 75 2.5 25 0% 25% 4 0 30 Hidden 30
3 1,250 100 2.125 25 0% 60% 5 0 30 Hidden 47.06
4 2,000 255 3 30 10% 80% 6 5 30 Hidden, Lead 75

Notes

  1. ↑ Although it cannot detect flying enemies, its Heatwave ability can damage flying enemies.
  2. ↑ When a enemy is already on fire and get shot at, they take double the normal damage.
  3. ↑ 3.0 3.1 Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).
  4. ↑ DPS is calculated as (Damage x Burst Size) ÷ ([Burst Size - 1] x Firerate + Burst Cooldown) + Burn Damage ÷ Burn Tick.
  5. ↑ Crowd Control Damage Per Second is DPS x Burst
  6. ↑ 5.56 Normal DPS + 4 Burn DPS
  7. ↑ 10.39 Normal DPS + 4 Burn DPS
  8. ↑ 19.2 Normal DPS + 32 Burn DPS
  9. ↑ 36.57 Normal DPS + 80 Burn DPS


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