Board Thread:Update Suggestions/@comment-28570056-20160527183834

''This well-rounded scholar brings his researching knowledge to the battlefield. His array of dark spells is versatile, but unpredictable.''

Type:  Troop

Cost:  4

Hit speed:  1.5 sec

Rarity:  Epic?

Range:  5

Deploy time:  1 sec

Speed:  Medium

Max lvl health:  950

Attack type:  Area Splash

The alchemist has no magic powers of his own, like the wizard. Instead, he carries scaled-down versions of dark spells:  Zap, Poison, Earthquake, and Skeletons. These are thrown in random order and have the following properties:

Zap: 1 second stun + AoE damage (scaled down from the regular spell, obviously)

Earthquake:  deals straight damage in small area, does not affect air units

Poison:  Damage over time for 5 seconds, damage and radius drastically decreased from card itself

Skeletons: summons 3 skeletons (essentially like the new spell in Clash of Clans)

At max level, zap and poison deal roughly 90 damage, earthquake deals about 120, and skeletons are level 13. The average dps should be about 75% that of a wizard, while the health is about 10% greater. These figures may need to be balanced, as I haven't done much cross-referencing; feedback would be much appreciated.

<p style="font-weight:normal;">To sum up, the Alchemist provides a unique way to incorporate spell features into the game, especially some new ones from CoC. He's similar to the Wizard, but his different attacks make him unpredictable and versatile, and he throws an element of chance into the arena. Please let me know what you think! <ac_metadata title="New Card: Alchemist"> </ac_metadata>