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Chaos is brewing up! Throws various chemicals at enemies to apply devastating effects!
―Inventory Description

Description

The Alchemist is an exclusive effect-based tower that was obtainable via triumphing the Peril of Potions event on the Hard difficulty. It can also be obtained from buying a gamepass for Robux799.

The Alchemist throws vials with chemicals inside them to deal damage. These vials will deal a moderate amount of damage and apply an effect that changes depending on the selected chemical. At Level 0 onward, the Alchemist can throw vials with Mercury in them, applying a high-damage single-target effect upon contact. At Level 2, the chemical Caesium is unlocked, which involves throwing a vial with caesium and water inside to create an explosion for crowd control purposes. At Level 4, Caesium cosmetically changes to Francium and the Fluorine chemical is unlocked, which increases damage taken from all damage sources over time as it is applied. These effects cannot stack with itself or with effects from attacks originating from other Alchemists but can be applied with other effects such as Burn or Chill.

The Alchemist can be considered an all-rounder support tower due to its offensive capabilities in the early to mid game and damage support capabilities unlocked at max level.

Upgrades

Improved Vials
Level 1 • Cost: Cash$500

Damage: 5 -> 6

Range: 12 -> 14


Upgraded Mercury

Damage: 2 -> 3

Explosive Reactions
Level 2 • Cost: Cash$2,000

Damage: 6 -> 12


Upgraded Mercury

Damage: 3 -> 6

Duration: 4 -> 5


Unlocked Caesium

Initial Damage: 10

Damage: 2

Explosion Radius: 4

Tick Rate: 0.75

Duration: 3

Unstable Outer Shell
Level 3 • Cost: Cash$6,000

Damage: 12 -> 25

Range: 14 -> 15

Firerate: 2 -> 1.75


Upgraded Mercury

Damage: 6 -> 10

Tick Rate: 0.5 -> 0.25


Upgraded Caesium

Initial Damage: 10 -> 20

Damage: 2 -> 4

Explosion Radius: 4 -> 5

Duration: 3 -> 4.5

Corrosive Chemicals
Level 4 • Cost: Cash$13,500

Damage: 25 -> 40

Range: 15 -> 16.5


Upgraded Mercury

Damage: 10 -> 20

Tick Rate: 0.25 -> 0.2

Duration: 5 -> 7.5


Upgraded Caesium

Now uses Francium (Cosmetic)

Initial Damage: 20 -> 30

Explosion Radius: 5 -> 6.5

Tick Rate: 0.75 -> 0.5

Duration: 4.5 -> 5.5


Unlocked Fluorine

Damage: 25

Tick Rate: 1.5

Duration: 15

Damage Incrementation: 2.5%

Max Damage Incrementation: 12.5%

Stats Table

NOTE: Stats tables in TinyGhostGamer87’s blogs don’t consider the Firerate Bug and so will display a less accurate depiction of what stats like Firerate and DPS would be. Cost efficiency in chemical stat tables consider base DPS in the calculation.

Base Stats
Level Total Price Damage Firerate Range DPS Chemicals Unlocked
0 Cash$900 5 2 12 3 Mercury
1 Cash$1,400 6 2 14 3 Mercury
2 Cash$3,400 12 2 14 6 Mercury, Caesium
3 Cash$9,400 25 1.75 15 14.29 Mercury, Caesium
4 Cash$22,900 40 1.75 16.5 22.86 Mercury, Francium[2], Fluorine
Mercury Stats
Level Damage Tick Rate Duration Total Elapsed Damage DPS Cost Efficiency
0 2 0.5 4 16 4 Cash$138.46
1 3 0.5 4 24 6 Cash$155.56
2 6 0.5 5 48 12 Cash$188.89
3 10 0.25 5 200 40 Cash$173.14
4 20 0.2 7.5 750 100 Cash$186.39
Caesium/Francium Stats
Level Explosion Radius Initial Damage Damage Tick Rate Duration Total Elapsed Damage DPS[3] Cost Efficiency
2 4 10 2 0.75 3 8 7.67 Cash$248.77
3 5 20 4 0.75 4.5 24 16.76 Cash$302.72
4 6.5 30 4 0.5 5.5 44 25.14 Cash$477.05
Fluorine Stats
Level Damage Tick Rate Duration Damage Incrementation Max Damage Incrementation Total Elapsed Damage DPS Cost Efficiency
4 25 1.5 15 2.5% 12.5% 250 16.67 Cash$579.35

Strategy

  • The Alchemist works well as an all-rounder, serving as a good source of damage and crowd control in the early-mid game and a decent crowd controller and solid offensive support tower in the late-game.
  • The Alchemist can be a good crowd control tower with the Caesium/Francium chemical.
    • This is especially helpful in modes with a high volume of enemies during waves, such as Polluted Wasteland II.
      • Since the explosions created by Caesium/Francium have no damage falloff, it is even more effective.
  • The Alchemist’s Fluorine chemical can increase the damage dealt by all damage sources, making it very effective when paired with offensive towers.
    • Do note that it only reaches its max damage incrementation 6 seconds into being applied by the Alchemist, which limits its damage-boosting capabilities.
      • Damage is also only increased when an enemy with the Fluorine status effect is attacked, unlike the regular Damage Buff, which directly boosts the damage that towers deal.
  • Due to it having Lead Detection at all levels, the Alchemist is useful against enemies such as the Lead.

If you have more ideas for this tower’s use cases to add to the Strategy section, feel free to ask me!

Trivia

  • The Alchemist is loosely based on the Jester tower, which can select different types of bombs to apply various debuffs. The Alchemist is more gimmicky and specialises at multiple roles with effects.
    • They are also both obtainable through Halloween events.
  • This version of the Alchemist is actually a rework of an older version of itself.
    • The pre-reworked Alchemist had an extra chemical, Neon, which was focused on stalling enemies and dealing splash damage. However, this was scrapped in the rework as it was too gimmicky and three chemicals was just the right amount to make the tower worth using.
      • The rest of the chemicals would work differently.
        • Mercury would unlock the ability to melt defence at later levels and would be stackable at max level.
        • Caesium would only deal damage and apply no effect. It would also not cosmetically change to Francium.
        • Fluorine would deal splash damage and would be able to remove whitelisted attributes from enemies, such as Aggro and Slime.
      • These mechanics would be removed as the Alchemist would be extremely complex and very difficult to understand, since the minor side effects would simply seem like cosmetics that exist for the sake of making a tower look extra original and well-designed, when in reality, it would be very cluttered.

Update History

  • 12 April 2026 - Concept created but unfinished.
  • 13 April 2026 - Concept completed.
    • Statistical changes:
      • Level 4 Fluorine Damage: 8 -> 25

Notes

  1. ↑ Not an existing concept nor event.
  2. ↑ Renamed cosmetic variant of Caesium.
  3. ↑ Calculated as (Initial Damage ÷ Base Firerate) + (Damage ÷ Tick Rate). Assumes only one enemy is hit.
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