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Alchemist

Playstyle: Balanced · Complexity: 5/6 · Singles

Who is this character?

A brew engineer: load Potions onto abilities and drain them at the right moment – the best roll-fixing in the game.

How to play Alchemist

If after roll 1 5× Crucible for Chemical Trip! are reachable. Keep 5× Crucible and reroll all dice not needed, aiming at Chemical Trip! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Potion Overload. Chemical Trip! deals a documented 10 damage and applies Potions/Potions, so the 5 committed dice stay on the table.

Early game: Hermetics for healing and potion build-up, Transmute as base pressure.

Mid game: Boost Transmute/Chain Reaction with potion bonuses, take straights when available.

If after roll 1 1× Solution + 3× Crucible for Potion Overload are reachable. Keep 1× Solution + 3× Crucible and reroll all dice not needed, aiming at Potion Overload (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Chemical Trip!. Potion Overload deals a documented 7 damage, so the 4 committed dice stay on the table.

Set Toxification (Poison, up to 3 stacks at 1/upkeep) early – over 10 rounds that is 10+ free damage.

Rerolls cost tempo: use them for 4× crucible chases, not to turn a 6 into a 7.

Burning all potions as rerolls and entering the burst turn with empty slots.

Attaching Punchify to abilities you never activate – potions only fire with their own ability.

Strengths

  • The Lab (passive): 1 Potion every upkeep; every Potion = a reroll any time
  • Punchify: +2 per potion on attacks (up to 6 on the board)
  • Catalyst: 6 undefendable + 1 potion of ALL four types
  • Chemical Trip!: 10 + up to 3 potions instantly = up to 16

Weaknesses

  • Passivation prevents nothing itself – only Bolsterate potions block (2 each, max 2)
  • Every reroll eats a potion: dice bad luck drains the engine

Key attacks

  • Transmute
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🧪 Solution + 2× ⚗ Composition is mostly on the table after roll 1 (63% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🧪 Solution + 2× ⚗ Composition · 6 damage

  • Hermetics
    Healing

    Healing instead of damage this turn.

    Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.

    3× ⚗ Composition · healing: 2 health

  • Potion Overload
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 1× 🧪 Solution + 3× ▽ Crucible is missing after roll 1 (24% across all three rolls); otherwise you give up an already safe route.

    1× 🧪 Solution + 3× ▽ Crucible · 7 damage

  • Diffusion
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · 7 damage

  • Catalyst
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× ▽ Crucible is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× ▽ Crucible · 6 damage

  • Chain Reaction
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🧪 Solution + 1× ▽ Crucible is missing after roll 1 (50% across all three rolls); otherwise you give up an already safe route.

    4× 🧪 Solution + 1× ▽ Crucible · 6 damage

  • Chemical Trip!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× ▽ Crucible (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× ▽ Crucible · 10 damage

Key statuses & resources

  • Potions: Four types with board limits: Punchify (6, offense-only, +2 damage), Bolsterate (2, defense-only, prevent 2), Cleansitude (3, anywhere, remove a status or heal 1), Toxification (1, anywhere, inflict Poison). Potions only fire with the ability they are attached to. The Lab every upkeep, Hermetics +3, Potion Overload +2, Diffusion +1–2, Catalyst all 4, Passivation per crucible, ultimate +4. Stack Punchify on Transmute/Potion Overload (6+2+2 = 10); ALWAYS keep both Bolsterates on the defense; any potion is a reroll in a pinch.
  • Potions (positive): board limit 6; Punchify potions add +2 damage per potion spent, offense only.
  • Poison (negative) is the recorded opposing status.
  • Do not hoard potions past the board limit of 6; from 4 potions spending pays on any route of 6+ damage.
  • Potions: The Lab every upkeep, Hermetics +3, Potion Overload +2, Diffusion +1–2, Catalyst all 4, Passivation per crucible, ultimate +4.
  • Potions: Stack Punchify on Transmute/Potion Overload (6+2+2 = 10); ALWAYS keep both Bolsterates on the defense; any potion is a reroll in a pinch.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🧪 Solution · 3/6 (faces 1, 2, 3)⚗ Composition · 2/6 (faces 4, 5)▽ Crucible · 1/6 (faces 6)

Level I abilities

  • Transmute
    Normal
    Dice requirement:
    3× 🧪 Solution + 2× ⚗ Composition
    Damage/healing:
    6 damage
  • Hermetics
    Dice requirement:
    3× ⚗ Composition
    Damage/healing:
    healing: 2 health
  • Potion Overload
    Normal
    Dice requirement:
    1× 🧪 Solution + 3× ▽ Crucible
    Damage/healing:
    7 damage
  • Diffusion
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Catalyst
    Undefendable
    Dice requirement:
    4× ▽ Crucible
    Damage/healing:
    6 damage
  • Chain Reaction
    Normal
    Dice requirement:
    4× 🧪 Solution + 1× ▽ Crucible
    Damage/healing:
    6 damage

Ultimate

  • Chemical Trip!
    Ultimate
    Dice requirement:
    5× ▽ Crucible
    Damage/healing:
    10 damage

Defense

Passivation The defense roll is made whenever you are attacked. It does not prevent damage directly. Passivation: 5 dice – attaches 1 potion per crucible, prevents nothing itself; the Bolsterates attached there block 2 each. With 2 Bolsterates a plannable 4-point prevention.

Special mechanics

  • The Lab: a potion every upkeep
    Board mechanic
    Passive, without a dice condition: place 1 potion of a freely chosen type during every own upkeep, as long as the type's board limit is open. This keeps supply flowing even in a botched turn.
  • Potions are attached to abilities
    Token mechanic
    Each potion is placed on exactly one ability and only fires with that ability. Punchify may go on offense only, Bolsterate on the defense only; Cleansitude and Toxification may go anywhere. Potions on abilities that never fire are dead - except as a reroll or via Chain Reaction. · Maximum: 12
  • Potion as a reroll
    Mechanic
    Any potion of any type can pay for 1 reroll at any time instead of its effect - including during the defense roll. That is the strongest roll fixing in the game, but it costs exactly the effect the potion was meant for.
  • Passivation: 0 prevention, potions only
    Mechanic
    5 defense dice without prevention of their own: 1 potion per crucible. Prevention comes exclusively from attached Bolsterate (2 each, at most 2, so up to 4). Survival additionally comes from healing (Hermetics 2, Cleansitude 1) and from rerolls; there is no avoidance and no counter.
  • Chain Reaction: firing foreign potions
    Mechanic
    The only exception to the attachment rule: Chain Reaction (4 solutions + 1 crucible, about 50%) fires potions attached to other abilities alongside 6 damage - the tool against potions in slots that are not rolled.

Resources

  • PotionsFour types with board limits: Punchify (6, offense-only, +2 damage), Bolsterate (2, defense-only, prevent 2), Cleansitude (3, anywhere, remove a status or heal 1), Toxification (1, anywhere, inflict Poison). Potions only fire with the ability they are attached to. · The Lab every upkeep, Hermetics +3, Potion Overload +2, Diffusion +1–2, Catalyst all 4, Passivation per crucible, ultimate +4. · Stack Punchify on Transmute/Potion Overload (6+2+2 = 10); ALWAYS keep both Bolsterates on the defense; any potion is a reroll in a pinch.

Upgrades & cards

What changes?

  • Diffusion
    Level II
    • Damage: 8 damage instead of 7 damage
    • Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the attack denial that Alchemist lacks.

  • Barbarian

    Barbarian adds the attack denial that Alchemist lacks.

  • Cursed Pirate

    Cursed Pirate adds the attack denial that Alchemist lacks.

Good matchups

  • Cursed Pirate

    Alchemist keeps Cursed Pirate tied up with Poison, and Cursed Pirate already needs tight rolls.

  • Rogue

    Alchemist keeps Rogue tied up with Poison, and Rogue already needs tight rolls.

  • Jean Grey

    Alchemist keeps Jean Grey tied up with Poison, and Jean Grey already needs tight rolls.

Tough matchups

  • Doctor Strange

    Doctor Strange pushes damage through that Alchemist barely stops with Passivation.

  • Druid

    Druid pushes damage through that Alchemist barely stops with Passivation.

  • Black Widow

    Alchemist pushes damage through that Black Widow barely stops with Sabotage.