Spells
Healing Spray
Healing Spray is an Area of Effect healing spell that heals both allied and enemy units. It affects a very large area and should be spammed often to keep your armies alive. Note that you can also heal yourself with this spell -- just place the circle target over the top of your hero. Healing Spray always costs 75 mana.
Level | Heal | Area | Range |
---|---|---|---|
1 | 40 hp per wave / 5 waves | 250 AoE | 800 range |
2 | 55 hp per wave / 6 waves | 325 AoE | 850 range |
3 | 70 hp per wave / 7 waves | 400 AoE | 900 range |
4 | 80 hp per wave / 8 waves | 475 AoE | 950 range |
5 | 100 hp per wave / 9 waves | 550 AoE | 1000 range |
6 | 150 hp per wave / 12 waves | 625 AoE | 1050 range |
Acid Bomb
Acid Bomb is like a Drunken Haze that works in a circle, with a dash of Howl of Terror and the aftereffects of Rain of Fire. The bomb targets a single unit, and the effects are felt by all units in the surrounding area. Don't rely on this spell for kills -- just use it to incapacitate armies. Acid Bomb always costs 75 mana and has the same duration on both heroes and units. Although it looks weak , at lvl 6, it can be as deadly as any other AoE skill .
Level | Armor Reduction | Attack / Move Speed Reduction | Damage | Cooldown | Area | Range |
---|---|---|---|---|---|---|
1 | -3 armor | N/A | 3 dmg/sec for 10 secs | 12 secs | 200 AoE | 700 range |
2 | -6 armor | N/A | 7 dmg/sec for 11 secs | 11 secs | 220 AoE | 725 range |
3 | -9 armor | -10% attack & move speed | 10 dmg/sec for 12 secs | 10 secs | 240 AoE | 750 range |
4 | -12 armor | -20% attack & move speed | 13 dmg/sec for 13 secs | 9 secs | 260 AoE | 775 range |
5 | -15 armor | -30% attack & move speed | 15 dmg/sec for 14 secs | 8 secs | 280 AoE | 800 range |
6 | -20 armor | -40% attack & move speed | 20 dmg/sec for 16 secs | 7 secs | 300 AoE | 850 range |
Chemical Rage
Chemical Rage converts your Alchemist into a bloodlusted fighting machine for 20 seconds, and it's cheap enough to use whenever available. Having this spell means you don't have to worry too much about Agility items, and it works great with a Mask of Death. The big problem is that the Alchemist tends to crumple easily on the front line so you really need to commit to items that will keep him alive if you use this skill as a mainstay. Please remember that you give a slightly higher bounty if killed in this form. Chemical Rage always costs 25 mana and lasts for 20 seconds.
Level | Attack Speed | Cooldown |
---|---|---|
1 | -0.5 secs attack cooldown | 30 secs |
2 | -0.75 secs attack cooldown | 28 secs |
3 | -1.0 sec attack cooldown | 26 secs |
4 | -1.25 secs attack cooldown | 24 secs |
5 | -1.5 secs attack cooldown | 22 secs |
6 | -1.75 secs attack cooldown | 20 secs |
Transmute
Transmute is the reason most people choose Alchemist these days, and it's not a particularly compelling one. With one cast, you can turn a single non-hero unit into gold. With a little experimentation, you'll be able to figure out the most cost-effective ways to use this spell, but just remember that higher Tiers generally give more money than lower tiers.
The amount you get back from a unit is determined by the Gold Cost and you also receive the normal random bounty for killing the unit. For example, a Crypt Fiend costs 200 gold and gives 27-41 gold bounty upon death. If you Transmute this unit with Level 2 Transmute, you will get the random bounty as usual, plus 400 gold.
You can also use Transmute on Creeps from the Creep Shop. For Creeps, the Transmute Factor is equal to the cost of the creep, so casting Level 3 Transmute on a 300 gold Demolisher will return 900 gold! Transmute does not return any gold for summons.
Level | Transmute Factor | Cooldown | Mana |
---|---|---|---|
1 | 1x Gold Cost for level 5 and below | 45 secs | 175 mana |
2 | 2x Gold Cost for level 6 and below | 60 secs | 275 mana |
3 | 3x Gold Cost for level 7 and below | 75 secs | 375 mana |
Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | |
---|---|---|---|---|---|---|
Unit Cost | 50 | 150 | 200 | 250 | 300 | 500 |
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