Strategy:Alchemist (BTD6): Difference between revisions

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Greatly expanded detail to focus on how to use the relevant upgrades, started with top path first because that's the most relevant path.
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{{BTD6 last updated|47.0}}{{lede image|BTD6 000-Alchemist.png|200px}}
{{BTD6 last updated|47.0}}{{lede image|BTD6 000-Alchemist.png|200px}}
The Alchemist is a tower primarily used for support purposes. Its main draw are the buffs that the top path can provide that can significantly improve a player's defenses. Its income generation from bloons is decent in early-to-midgame rounds with [[Lead to Gold (BTD6)|Lead to Gold]] and [[Rubber to Gold (BTD6)|Rubber to Gold]]. Middle path and the lower-tier upgrades offers supplementary damage.
The Alchemist is a primarily support-focused tower. The top path focuses on buffs, the middle path focuses on damage, and the bottom path focuses on income generation, with the top path especially being a staple in almost every strategy. Its income generation from bloons is decent in early-to-midgame rounds with [[Lead to Gold (BTD6)|Lead to Gold]] and [[Rubber to Gold (BTD6)|Rubber to Gold]]. Middle path and the lower-tier upgrades offers supplementary damage.


== Base ==
== Path 1 ==
The base (0-0-0) Alchemist can be useful as a way to deal with early-game leads (rounds 28 and 30) as it is more reliable than other cheap options such as 0-0-0 [[Bomb Shooter (BTD6)|Bomb Shooter]]. Its cost ($595 on [[Hard]]) is more than the Bomb Shooter, meaning it is less useful on game modes where cash is important ([[Half Cash]], [[Impoppable (BTD6)|Impoppable]] and [[CHIMPS]]).  
Alchemist's top path is the most common use for this tower, giving buffs to nearby towers that boost their damage, pierce, attack speed, and range all at once. [[Berserker Brew (BTD6)|Berserker Brew]] especially is one of the strongest support towers in the game for its cost, being used in a wide variety of cases for any of its bonuses.
 
2-x-x [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] (AMD) gives [[Lead damage|lead popping power]] as well as extra [[Ceramic damage]] and [[MOAB-Class damage]] to other attacking towers. The base buff is applied to a random tower in range of the Alchemist every 10 seconds, and lasts until the target tower attacks 10 times. This means on average, one attack per second will benefit from the AMD buff, per Alchemist. If multiple Alchemists apply the buff to the same tower, the duration of how many shots will be buffed stacks additively, up to a cap of 50 attacks. When crosspathed, 2-2-0 Alchemist buffs last for 12 attacks, while 2-0-1 Alchemist buffs are applied 1.25x as often. At this tier, neither crosspath is worth its cost compared to just placing an extra 2-0-0 AMD.
 
AMD can find itself quite weak and inconsistent if the Alchemist is trying to buff thirty different towers, but it is also possible to focus a large number of AMD buffs into one strong tower that can make effective use of them. Other Alchemists, [[Glue Gunner (BTD6)|Glue Gunners]] that do not place glue puddles, [[Beast Handler (BTD6)|Beast Handlers]], and [[Psi (BTD6)|Psi]] cannot be targeted by AMD. If an Alchemist only has one tower that can receive the buff in range, it will only give the buff to that tower. And for a tower like {{B|Bloon Exclusion Zone|BTD6}}, which attacks every 0.25 seconds for 4 attacks per second (4.7 with Stronger Stimulant, covered later), putting 5 AMD Alchemists nearby is enough to buff every single attack from that tower, letting them pop [[DDT (BTD6)|DDTs]] without needing the more expensive [[Monkey Intelligence Bureau (BTD6)|MIB]] while also boosting the tower's lategame damage. How feasible this is depends on the tower and the defense; {{B|Icicle Impale|BTD6}} is a common target with its slower attack speed, but among other towers that would enjoy lead popping and the damage boost, {{B|Sun Avatar|BTD6}} attacks far too fast to get good AMD buff uptime, while {{B|Grandmaster Ninja|BTD6}} sits directly in the middle of several {{B|Shinobi Tactics|BTD6}} that all divert AMD charges. AMD is one of a select few tier 2 or below upgrades that remains relevant and powerful throughout the entire game as long as it is tied to the right towers.
 
3-x-x [[Berserker Brew (BTD6)|Berserker Brew]] gives a far more powerful buff, which has a duration tied to either time or a number of attacks from the target tower, whichever comes first. With +1 damage and +2 pierce, this buff has the strongest relative effect on towers with low base damage and pierce, like {{B|Bloonjitsu|BTD6}} or {{B|Overdrive|BTD6}}, particularly as these cases shoot several projectiles at once while only using one shot of duration, but the 90% attack speed bonus (1.11x as many attacks in a given duration) means that any attacking tower can enjoy the bonus. When choosing a target, the Alchemist will give the brew to the closest valid target which does not already have a Berserker Brew buff or better. If all targets in range already have a brew buff, the Alchemist will wait and immediately throw its brew once a target's buff expires. This means that Berserker Brew can still function well even among several towers that can all accept the buff, as long as it is positioned closest to the tower that is supposed to receive the buff.
 
Berserker Brew buffs last for 25 attacks or 5 seconds, whichever comes first. For towers that attack less than 3.1 times per second, this means that buff time is the bottleneck affecting buff uptime, while for towers attacking faster than this, the shot count is the bottleneck. By default, a 3-0-0 brew gets 62.5% buff uptime on slow-attacking towers, while fast-attacking towers can see much lower uptimes. {{B|Hydra Rocket Pods|BTD6}}, for instance, gets 37% buff uptime when accounting for the increased fire rate. Buffing the attack speed of both the buffing Alchemist and the target tower (usually with {{B|Jungle Drums|BTD6}}) will increase buff uptime if time duration is the bottleneck, and leave uptime the same if the shot count is the bottleneck. With crosspaths, 3-0-1 applies brews 1.25x as often, while 3-2-0 increases the shot limit to 40 and the potion duration to 6 seconds. 3-0-1 has more impact on slow-attacking towers where the bottleneck is buff time, while 3-2-0 is better on fast-attacking towers that care more about the shot limit, with a tower that attacks 5 times per second being effectively covered by a 3-2-0 Alchemist.
 
Generally, the goal is to increase a tower's buff uptime up to, but not past, 100%. If the Alchemist has another potion ready, but the intended target still has a previous potion buff, the Alchemist will just buff another tower, turning a potential 100% uptime down to 50 to 60% uptime instead. This can still be useful, say if both towers the Alchemist is buffing are equally strong, but can often be a downside. The rule of thumb depends on [[Monkey Knowledge]], as some Monkey Knowledge causes Alchemist to apply potions faster. Crosspathing a Berserker Brew is generally fine in CHIMPS or without Monkey Knowledge, but with Monkey Knowledge and Jungle Drums active, an Alchemist with either crosspath will split its brew across two towers.
 
Unlike AMD, Berserker Brew cannot be applied to the same tower for 5 seconds after the previous potion was given (4 seconds with x-2-x crosspath). This prevents spamming multiple Berserker Brews on one tower to get higher buff uptime on a fast-attacking tower like Sun Avatar. However, despite Sun Avatar's extreme attack rate giving it a very low buff uptime, it still greatly appreciates a Berserker Brew buff due to getting double damage and either 1.33x or 1.5x as much pierce for that short time, temporarily tripling DPS for far less than the cost of the Sun Avatar itself. Meanwhile, a few towers do not want Alchemist buffs due to not really benefiting from the buffs it provides. For instance, {{B|Psi|BTD6}} barely gets a speed increase at all, as the speed of their attacks in mid-game and late game is determined by how long it takes Bloons to be destroyed, which is unaffected, while the damage buffs only affect resonance damage, a small part of Psi's damage output, and the pierce buffs do not let Psi grab additional MOABs in lategame.
 
4-x-x [[Stronger Stimulant (BTD6)|Stronger Stimulant]] improves the speed, range, and pierce buffs provided by Berserker Brew, but not the damage buff. The potion is thrown at the same rate of every 8 seconds, but its duration is increased to lasting 40 shots (55 with 4-2-0) or 12 seconds (13 with 4-2-0). However, this upgrade costs more than just placing another Berserker Brew, and placing a second brew instead also doubles AMD application. Its main use cases are when it targets a tower so expensive the 6% extra speed is worth the extra cost, a tower with low pierce that wants the extra point of pierce, or fast-attacking towers where the higher shot limit with 4-2-0 increases the buff uptime for one target tower. Used normally, the longer buff duration lets the Alchemist buff two towers at once, compared to one tower for Berserker Brew - the main concern here would be in the Alchemist diverting its brews into a third tower.
 
5-x-x [[Permanent Brew (BTD6)|Permanent Brew]] will apply the AMD and Stronger Stimulant buffs to all towers in range, with the buffs lasting forever provided the Alchemist is not sold. Due to its high cost, lower tiers are typically preferred during main game and especially in CHIMPS, but Permanent Brew is the only way to get 100% buff uptime on towers with extremely fast attack rates like Sun Avatar, and permanent AMD is strong as well. Crosspaths do not matter here as buff duration is no longer an issue. Other common pairs with Permanent Brew include {{B|Destroyer|BTD6}}s, {{B|Full Auto Rifle|BTD6}}s, and {{B|Druid of Wrath|BTD6}} + {{B|Poplust|BTD6}} spam. A [[Support Chinook (BTD6)|Support Chinook]] can be used to move the Permanent Brew around the map to buff different groups of towers, most useful in [[Freeplay]] and [[Boss Bloon Event]]s.
 
This upgrade path is actively detrimental against [[Lych]], specifically, as Lych drains these buffs from towers and uses them to heal itself.
 
== Path 2 ==
Alchemist's middle path is the tower's best chance to stand alone as a damage tower, with early upgrades improving damage output, albeit needing cleanup towers to support them, and later upgrades giving them an ability that can deal a lot of damage, but has short duration requiring other towers to cover for the downtime.


==Upgrades==
x-3-x [[Unstable Concoction (BTD6)|Unstable Concoction]] is a cheap source of damage in dense late game rounds that rides off of other damage towers. As [[MOAB-Class Bloon|blimps]] get popped, Unstable Concoction causes explosions that can rapidly open up several more blimps at once, getting massive damage relative to its price, but the [[Super Ceramic Bloon (BTD6)|Super Ceramics]] inside those blimps will be practically unaffected and start moving all at once. This upgrade needs both strong single target damage to start opening blimps for the explosions, as well as strong cleanup towers that can handle the massive amounts of Super Ceramics the explosions release, like [[Permaspike]] or [[Bloon Solver]]. 1-3-0 is preferred over 0-3-1 for the extra blimp covered per concoction.
===Tier 2 and below===
*[[Perishing Potions (BTD6)|Perishing Potions]] does fairly high damage against Fortified MOAB-class for its cost, and for top path Alchemists its supports last longer.
*[[Faster Throwing (BTD6) (Alchemist)|Faster Throwing]] is more efficient as a crosspath, and mainly for top path Alchemists to support towers faster.


===Path 1===
x-4-x [[Transforming Tonic (BTD6)|Transforming Tonic]] is a powerful tower for its cost, shining in both mid-game and late-game. However, its reliance on its ability limits its usability for Black Borders in CHIMPS, as getting the timing right for certain rounds can be RNG-dependent. At base, its ability uptime is 33%, with 40 seconds between casts that require other defense or stalling to cover for. Pierce is typically the main issue this upgrade runs into, and 1-4-0 does more group damage, but 0-4-1 does do higher single target DPS if that is more important.
The top path Alchemist is incredibly versatile and can improve almost any strategy.


* 2-x-x [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] is useful for cheap [[Lead damage|lead popping power]], bonus [[Ceramic damage]], and [[MOAB-Class damage]]. It is one of the few lower-tier upgrades that is still useful late-game, as it is a cheap [[Monkey Intelligence Bureau (BTD6)|MIB]] skip for [[DDT (BTD6)|DDTs]] for towers like {{B|Bloon Exclusion Zone|BTD6}} while boosting towers' damage to {{B|Super Ceramic Bloon|BTD6}}s and blimps.
x-5-x [[Total Transformation (BTD6)|Total Transformation]] reduces the ability cooldown and adds the four nearest valid monkeys into the transformation. Used with random towers, its damage during the ability is less cost efficient than Transforming Tonic, but the extra transformed monkeys can receive tower-specific buffs that Alchemists cannot, like base [[Ninja Monkey (BTD6)|Ninjas]] with [[Shinobi Tactics (BTD6)|Shinobis]] or [[Druid of Wrath (BTD6)|Druids of Wrath]] with [[Poplust (BTD6)|Poplusts]]. These tower-specific buffs make x-5-x a powerful late game win condition as long as the player can survive ability cooldowns. [[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]] is one option for this, as alternating between these two abilities can give 100% ability uptime. This tier has the same crosspathing tradeoffs as x-4-x, but with its overall higher power level, it has an easier time opting for 0-5-1 for the extra single target damage as its group damage is already great.
* 3-x-x [[Berserker Brew (BTD6)|Berserker Brew]] is a nearly universal support and is useful in all stages of the game.
* 4-x-x [[Stronger Stimulant (BTD6)|Stronger Stimulant]] significantly improves Berserker Brew's buffs. Compared to 2 Berserker Brews, Stronger Stimulant shines when buffing expensive, fast-attacking, or low-pierce towers, but it falls behind otherwise due to having 1 less Acidic Mixture Dip.
* 5-x-x [[Permanent Brew (BTD6)|Permanent Brew]] is usually worse than simply having multiple Stronger Stimulants, as it is less cost-effective for most strategies. However, it still has strong use cases in [[CHIMPS]], such as with {{B|Destroyer|BTD6}}s, {{B|Full Auto Rifle|BTD6}}s, or {{B|Druid of Wrath|BTD6}} + {{B|Poplust|BTD6}} spam.
* Perma-Brew can be moved around the map using a [[Support Chinook (BTD6)|Support Chinook]]; this allows it to give permanent buffs to all towers. This is useful in [[Freeplay]] and [[Boss Bloon Event]]s.
* The best crosspath depends on the situation: x-2-x [[Perishing Potions (BTD6)|Perishing Potions]] significantly improves the number of shots the potions can buff, and it is recommended when buffing fast-attacking towers like {{B|Sun Avatar|BTD6}}. When buffing slow-attacking towers, such as {{B|Perma-Spike|BTD6}}, use x-x-1 [[Faster Throwing (BTD6) (Alchemist)|Faster Throwing]], as x-x-1's faster buff potion reload outweighs x-2-x's increased duration when the number of shots x-x-1 can buff is not the limiting factor. x-x-2 [[Acid Pool (BTD6)|Acid Pool]] is redundant.
* Do not use the top path Alchemist when fighting [[Lych]], as Lych will remove the buff from towers and heal itself in the process.


===Path 2===
0-2-2 is also notable for building up a large amount of damage against isolated Fortified MOABs, which is helpful against Round 40 in [[Alternate Bloons Rounds]] but can otherwise be hard to make use of. Its poor consistency and insufficient pierce make it difficult to use for defortifying Ceramics in lategame, unfortunately.
The middle path is more niche, but offer powerful damage under the right synergies.


* x-3-x [[Unstable Concoction (BTD6)|Unstable Concoction]] is powerful against [[MOAB-Class Bloon|blimp]]-heavy rounds like 94, 96, and 98, where the explosions deal extreme damage. However, it can create dangerous Super Ceramic rushes.
== Path 3 ==
* x-4-x [[Transforming Tonic (BTD6)|Transforming Tonic]] is a powerful tower for its cost, shining in both mid-game and late-game. However, its reliance on its ability limits its usability for Black Borders in CHIMPS, as getting the timing right for certain rounds can be RNG-dependent.
Alchemist's bottom path is focused around income.
* x-5-x [[Total Transformation (BTD6)|Total Transformation]] is expensive. Nonetheless, it is exceptional in specific strategies with [[Shinobi Tactics (BTD6)|Shinobis]] or [[Druid of Wrath (BTD6)|Druids of Wrath]] (the latter being buffed with [[Poplust (BTD6)|Poplusts]]). Total Transformation also pairs well with [[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]], as the two [[Activated Ability|abilities]] can be combined for 100% uptime.
* x-x-3 [[Lead to Gold (BTD6)|Lead to Gold]] is useful for money generation against {{B|Dreadbloon|BTD6}}, which has custom rounds that greatly increase the abundance of Leads. It also can work well in [[Apopalypse (BTD6)|Apopalypse]] depending on the round generation, or against rounds with many Lead Bloons like 37 and 38, but otherwise is overshadowed by the next upgrade.
* For all three upgrades above, x-x-1 Faster Throwing and 1-x-x {{B|Larger Potions|BTD6}} are roughly on-par for crosspathing purposes, The former provides stronger single-target damage, but the latter provides far superior grouped popping power.
* x-x-4 [[Rubber to Gold (BTD6)|Rubber to Gold]], on maps with one entrance, can generate twice as much extra money as a [[Monkey Town (BTD6)|Monkey Town]] while stacking with it and other buffs, and being far cheaper. However, the money generation does not seep through blimp layers, requiring an instant kill such as {{B|XXXL Trap|BTD6}} or {{B|Pirate Lord|BTD6}} to profit off of them. Use with slowdown towers like [[Glue Gunner (BTD6)|Glue Gunners]] to clump and mark Bloons. The gold potion also removes all Bloon immunities, making it a niche solution to [[DDT (BTD6)|DDTs]].
* x-x-5 [[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]] (BMA) struggles heavily against fast Bloons, is useless against [[BAD (BTD6)|BADs]], and does not give any cash from converted blimps. Its damage also does not count towards several achievements nor the unlock requirements for [[Dartling Gunner (BTD6)|Dartling Gunner]] or similar towers. This upgrade is not worth it.


===Path 3===
== Base ==
The third and fourth upgrades of bottom path make income from bloons. The fifth upgrade loses income in exchange for removing strong targets weaker than a BAD.
At base, Alchemist attacks bloons in an area and inflicts a damage over time effect against any Bloon type besides Camo. It is worse than an unupgraded [[Bomb Shooter (BTD6)|Bomb Shooter]] for popping early-game leads such as on rounds 28 and 30, having slower attacks and being more expensive, but as a general damage tower it always does 3 damage to bloons it hits thanks to the lasting potion damage. Base Alchemist is very bad for cleaning up and against fast bloons, and should only be used with plans to upgrade it later.
* x-x-3 [[Lead to Gold (BTD6)|Lead to Gold]] is useful for money generation against {{B|Dreadbloon|BTD6}}, which has custom rounds that greatly increase the abundance of Leads. It otherwise sees niche use for money generation on lead-heavy rounds such as Rounds 37 and 38.
* x-x-4 [[Rubber to Gold (BTD6)|Rubber to Gold]] is useful as a cheap money maker, as its effects stack with [[Monkey Town (BTD6)|Monkey Town]] and other buffs. On blimps, it works best with towers that one-shot them, most notably {{B|XXXL Trap|BTD6}} and {{B|Pirate Lord|BTD6}}.
* x-x-5 [[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]] (BMA) can be deadly with proper support, but it falls off past [[List of rounds in BTD6#Round 100|Round 100]] due to its inability to hit [[BAD (BTD6)|BADs]]. The BMA also suffers from the same issues as [[Benjamin (BTD6)#Bloon Trojan|Benjamin's bloon trojan]]; it severely affects income as its shrink potion does not give any cash.


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