Now I was thinking this troop is much too powerful to be a dark elixir troop, but I may have been mistaken, so the fact that it says hero in the heading doesn't necessarily mean he has to be a hero. He can be a dark elixir troop too. I'll let you be the judge of that, just note that the stats for a dark elixir unit do not reflect the stats provided.
"After dedicating years of research in his laboratory, the alchemist has finally mastered the power of dark elixir. The dark elixir has enabled him to unite man and spell, and with this new acquired knowledge, the alchemist has no intent in creating a more powerful troop if it isn't himself."
- What makes this hero unique compared to the other heroes in the game?
The alchemist would be the first hero capable of conjuring all five spells, and he'd fluctuate between all five depending on the circumstances presented. Note: The alchemist's research is only as extensive as that of the veteran wizard's, meaning if the player only has up to the rage spell, then the alchemist can only conjure every spell up to the rage spell. Every spell conjured by the alchemist also reflects the level of the actual spell itself, with the exception of the jump spell.
Lightning Spell: New to his ability, the alchemist is eager to try it out, even if that means destroying everything in his path. Note: This the alchemist's default ability, and he will use this spell if no other spell is unlocked yet.
Healing/Rage Spell: As the battle gets tough, troops either become weakened or weary. Regardless of the circumstance, the alchemist is ready to give nearby troops that extra motivation. Note: The alchemist only heals or enrages a dying troop/group of troops that originally add up to a minimum of 500 hit points. If the player has yet to unlock the rage spell, then the alchemist will only heal nearby troops. If both spells have been unlocked, then there is a 50/50 chance that the alchemist may either heal or enrage nearby troops.
Jump Spell: The alchemist has little patience when it comes to dealing with walls, so when he or nearby troops are confronted by one, he won't hesitate to enchant it with a jump spell. Note: Once a wall is enchanted by the alchemist's jump spell, it will stay enchanted for the rest of the match.
Freeze Spell: The alchemist can sense danger from a mile away, so he is ready to put a halt to any defensive building that seems to endanger a large amount of his fellow troops. Note: This includes all splash damage defenses, as well defenses that have a high damage per second rate.
Farewell Fireworks (Special Ability)
The alchemist is one to believes that everything should go out with a BANG! Once the alchemist's health has been depleted, he bursts into a ring of magic, conjuring every spell one last time. Any friendly troop within the spell circle will be healed and enraged; any building/enemy troop/wall within the circle will be frozen and shocked; and any wall not destroyed by the lightning within the circle will be enchanted for the remaining of the match. Note: This ability still reflects the level of each spell.
Stats: Level 1
Unlocking Cost: 80,000 Dark Elixir
Damage Per Second: Varies on the level of each spell. (Except Jump spell)
Hitpoints: 1,000
Regeneration Time: 1 Hour, 45 Min
Favorite Target: Any
Damage Type: Splash Area
Targets: Ground & Air
Movement Speed: 20
Ability unlocks at level 5.
Is there anything that needs explaining? Should the jump spell be like the rest of the spells, and reflect the actual jump spell? Should the alchemist be a dark elixir unit or a hero? Please leave some sort of feedback, whether it be positive or negative. Thank you for reading this lengthy description.





