Alchemist portrait
Damage over time and the cloak counter

Alchemist

Damage over time that keeps burning through cloaks. The cloak counter.

The Alchemist coats one enemy per hit with poison that keeps ticking after the shot lands, and its poison burns straight through cloaks that hide enemies from other towers. It targets the un-poisoned enemy closest to your base, so you spread infections across the wave and let them all bleed out at once rather than focusing fire. The up-front hit is small; the damage arrives over time, which rewards infecting enemies early before they get close. It is best against cloaking enemies and against waves you can afford to let rot as they walk.

On a team: The Alchemist is the cloak counter: its poison ignores stealth, so cloaked enemies that slip past everyone else still take steady damage. It also stacks lasting pressure across a whole wave without needing to concentrate fire.

Base attack

DamageEveryRangeTargetsTargeting
7.51.6s121unpoisoned closest to base

The three kits

Poisoner art

PoisonerFree default

Poison that ticks through cloaks

Poisoner is the free default Alchemist kit: hits apply a poison worth 35 damage over 8 seconds, and that poison keeps ticking even on cloaked enemies that other towers cannot see. You spread infections across the un-poisoned front of the wave and let them all bleed out. Its spells are Blight Burst, which lays a separate blight of 170 poison over 6 seconds on up to 3 enemies (blighting one again pays out the old blight's remaining damage instantly), and Caustic Brand, which instantly fires 4 real attacks for your normal attack damage plus 20 each, every one carrying your weapon poison, so the whole burst is real damage that can kill. The loop is to infect early, keep the whole wave rotting, and rely on poison to punch through stealth.

Venom Vial: Instant damage plus a poison: 35 damage over 8 seconds. The poison keeps ticking even through cloaks. (7.5 damage every 1.6s, range 12)

Spells: Blight Burst · Caustic Brand

Death Dealer art

Death DealerUnlockable kit

Dormant seeds that erupt into the pack

Death Dealer is an unlockable kit whose weapon plants a dormant Seed of Death on each hit: a light 10 damage lands now, then nothing happens for 6 seconds before the seed bursts for 28 onto the nearest enemies, up to six at once, ignoring armor completely. Your damage arrives on a delay, which rewards seeding a crowd early so a whole cluster erupts together. Its spells are Unveiling Powder, which deals 40 across the pack, reveals cloaked enemies and stops anything it touches cloaking for 8 seconds, and Seed Burst, which instantly fires 6 real attacks for your normal attack damage plus 23 each, planting your seed on everything they hit. Where the Poisoner is a steady tick, the Death Dealer stores damage and pays it out in bursts.

Seed of Death: A light instant hit: 10 damage every 1.35 seconds. The real payload is the seed: your hit plants a dormant poison that deals nothing for 6 seconds, then explodes for 28 damage to the nearest enemies (at most 6). Hitting an already-poisoned enemy does nothing beyond the impact damage: the fuse never resets, the explosion lands on schedule, and the next hit after it plants a fresh seed. If the carrier dies early, the poison replants itself in the nearest enemy and keeps its remaining fuse. It is a true poison: the explosion IGNORES ARMOR completely, anything that makes your afflictions stronger makes it bigger, and anything that makes them faster makes it explode sooner. (10 damage every 1.35s, range 12)

Spells: Unveiling Powder · Seed Burst

Necromancer art

NecromancerUnlockable kit

Poison that raises the dead

Necromancer is an unlockable kit with a weaker dart, 6.5 damage plus a poison dealing 22 over 6 seconds, but any enemy your poison has ever touched rises as your zombie when it dies, one per enemy ever. Zombies walk backward into the wave and bite what they meet for 3.3 damage plus an 11-damage poison over 1 second, their bite count grows with your team's size (2 bites at 8 units, up to 20 at 60), and the main boss rises as a giant zombie with triple damage and triple bites. Its spells are Summon Zombie, which raises one two-bite zombie at your tower without waiting for a corpse, Puppet Strings, which seizes up to 2 enemies nearest your base and walks them backward at half speed for 2 seconds under a fast 30-damage poison, and Dart Volley, which instantly fires 6 real darts for your normal attack damage plus 18 each, all carrying your poison. Instead of simply stacking damage over time, this kit turns the wave's own casualties against it.

Poison Dart: A weak dart: 6.5 damage plus a poison dealing 22 damage over 6 seconds. Any enemy your poison has ever touched rises as a zombie when it dies (one per enemy, ever). The zombie walks backward along the path against the wave; each bite deals 3.3 damage plus a 11-damage poison over 1 second, so everything that strengthens your poisons strengthens your zombies, and zombie-poisoned enemies rise as zombies too. Each zombie's bite count scales with your team's size: 2 bites at 8 units, up to 20 bites at 60. The main boss's corpse rises as a giant zombie: three times the damage, three times the bites. (6.5 damage every 1.6s, range 12)

Spells: Summon Zombie · Puppet Strings · Dart Volley

Upgrades only the Alchemist is offered

No other class can be dealt these 11 cards in the draft. Every kit is also offered from the shared pool on top of them; the full list is on the upgrades page.

Any Alchemist kit

  • Detonating Agent: When a tower-mate hits an enemy carrying your poison, that enemy immediately takes 48% of the total damage that poison deals over its whole duration. Once every 2 seconds per enemy.
  • Searchlight: Cloaked enemies within 2 range of your target are revealed. x4.2 all damage against enemies you had already revealed before your attack landed.
  • Virulence: x2.3 poison, burn and bleed damage. Your poisons, burns and bleeds stack on the same enemy instead of replacing each other, up to 2 extra doses.

Poisoner only

  • Blight Bloom: Your thrown vial now leaves an acid pool within 1.5 range over the densest cluster for 4 seconds. Enemies inside take 23 poison damage a second.
  • Outbreak: When an enemy carrying your poison dies, 150% of what is left leaps to the nearest enemy, stacking onto any poison already on it. A leaped strain never leaps again.
  • Skeleton Warrior: A skeleton warrior guards your tower, striking anything within 8 range every 1 second for 35 damage and stunning it for 0.25 seconds. Its button moves it to your current tower.

Death Dealer only

  • Powder Keg: When your seed explodes it plants a fresh seed in the nearest surviving enemy it struck, 78% of the time. That seed bursts for 100% of the first one and can plant again.
  • Seed Drill: Every 5 attacks you land plants a seed worth 370% of the damage dealt where it hits.

Necromancer only

  • Bound Servant: Your Summon Zombie also raises a bound zombie that bites 8 times for 45 damage each, then falls (recasting moves it).
  • Endless Hunger: An enemy one of your zombies bit explodes when it dies within 4 seconds: every enemy within 6 range takes 100% of that bite and bleeds for 160% of it over 6 seconds.
  • Grave Tide: Every 4 bites your zombies land charge you, and your next attack plants your poison at 470% of the damage it deals over 3 seconds.
  • Skeleton Warrior: A skeleton warrior guards your tower, striking anything within 8 range every 1 second for 35 damage and stunning it for 0.25 seconds. Its button moves it to your current tower.

Numbers on this page are the live base values from the game's content files. Wave scaling and the upgrades you draft change them in play, and a card's own numbers grow with every Empower you have banked.