Alchemist

The **Alchemist** is one of the sixteen playable heroes in Pirates Outlaws.

## Strategies

**Alchemist Special Ability**

Fusion can be done through two ways. Instead of removing cards at the tavern, the alchemist is able to fuse two cards together to create one new card. Fusing cards at the tavern costs the same amount as if you were to remove them. The other way to fuse cards is through the alchemist's unique starting card, unstable alchemy. Fusing follows the same rules in battle; however, the fusion is temporary instead of permanent.

**Fusion Rules**

Through her unique card or the tavern, the alchemist is able to fuse any two cards together. Fused cards will randomly inherit the type of one of its "parent cards" (ranged, melee, armor, curses, consumable, Condition-applying, etc.). Besides its characteristic, the fused card is entirely random and will be chosen from any of the available cards in your deck pool. Two fused upgraded cards will yield one fused upgraded card. The **Catalyst** is special in that it can be thought of as having a "blank type". Fusing a card with Catalyst always result in the same type of card. Fusing two catalyst can result in anything from Consumables to Curses.

**Alchemist Piloting**

The alchemist has a steep learning curve through the first few games you play her, but there are some general rules to follow:

* Always keep your ammo level at a minimum of 1 until you have at least two ammo cards in your deck through unstable alchemy or otherwise. If you run out of ammo before this occurs, you can go through multiple rounds or even the rest of the battle with no way to replenish it. This won't be necessary after both Unstable Alchemy is upgraded.
* Prioritize upgrading the alchemist's unstable alchemy cards as they will be the main way you will replenish your ammo and draw through your deck. To do this, try to go towards markets near the beginning of the game.
* Along with markets, taverns are your best friend. The alchemist has one of the easiest times constructing an infinite to near-infinite deck, and the tavern is an easy way to thin her deck out.
* Try to avoid battles if you can. As said previously, a thin deck is essential to late-game alchemist. Battles force you to choose cards.
* When picking cards, prioritize multi-hit and draw cards. Quick shot, mirror image, block, focus, and scramble are all great cards to help the alchemist run through her entire deck multiple times a turn. Unstable alchemy also provides an attack bonus when used, so multi-hit cards benefit especially from the boost.
* After upgrading Unstable Alchemy, you can choose to add several high-cost cards, multi-hit ones especially, such as Chain Shot, Shoot at Will.
* Putting several Consumables in deck can have very powerful effects. They are not meant to be played, but fused. Fusing consumables has a chance to yield very powerful consumables(e.g. Armistice, win a non-boss fight immediately), and these consumables can then be played.

**Relics to Get**

* Axe: You will be drawing a lot of cards. This can deal a lot of damage.
* Belt: Can prevent ammo drain early on and store the extra ammo created in late battle.
* Conch: Even better combined with Corpse Flower.
* Tool Bag: Prevent cases when you didn't draw Unstable Alchemy in the first turn.

## Gallery

Alchemist In-game

Doctor Chicken Inventor First Mate