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Scientists Guide

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Scientists are a support workforce, not a first damage carry. Their best jobs are unlocking key science upgrades, lowering normal upgrade gold costs, feeding Laser Cannon scaling, and improving several chance-based effects in other buildings.

Short version: do not rush the Grand Laboratory before your damage and hauling work. Buy it when you can spare 1 mithril and 650 gold, then push to the exact unlock breakpoints: 8 Scientists for Alchemy and 10 Scientists for Cyberdwarf. After that, keep adding Scientists only if your build actually uses laser, transmutation, harpoon, demolition, artillery, or other Scientist-scaled effects.

GoalScientist TargetWhy It Matters
Unlock Alchemy8 ScientistsAlchemy requires Alchemy Research and more than 7 Scientists. This is the common science gate for the Philosopher's Stone path.
Unlock Cyberdwarf10 ScientistsCyberdwarf requires Cyberdwarf Research and more than 9 Scientists. This also sets up the later C.L.U.S.T.E.R.P.I.C.K. path.
Reduce upgrade pricesEarly Scientists firstThe planning formula is min(30%, 0.3% * Scientist count), max 30%. It applies to normal upgrade gold costs, not dwarves, buildings, or rituals.
Run Laser Cannon as a real branch10+ and risingPower Overwhelming, Quantum Scrambler, and Superheated Gem Harvester all get better as Scientist count rises.
Support the late hybrid buildAdd more only while upgrades still stay affordableBombardment Mastery rewards Scientist count, but stop adding Scientists if the next purchase delays hauling, Alchemy, or your main damage branch.
SystemMathPlayer Takeaway
Scientist cost growthThe base Scientist cost is 72 gold and each bought Scientist scales the next one by 1.44x, so the nth Scientist costs about 72 * 1.44^(n - 1).Hit unlock thresholds deliberately. Going from 8 to 10 Scientists is cheap enough to plan around, but going far past 20 gets expensive quickly without free Scientist sources.
Upgrade discountDiscount = min(30%, 0.3% * Scientist count). That is 2.4% at 8 Scientists, 3.0% at 10, 6.0% at 20, and the full 30% at 100.The discount helps, but it is not strong enough to justify unlimited Scientists by itself. Buy more when they also feed a formula you use.
Power OverwhelmingAt max tier, Laser Cannon gains 3.5 damage per Scientist per tick. The beam ticks every 0.5 seconds, so that is about 7 damage per Scientist per active second before crit, duration, cooldown, and artifact modifiers.This is the cleanest reason Scientists become a damage stat instead of only an unlock stat.
Quantum ScramblerThe per-Scientist gem-geyser trigger reaches 0.0022 at the final tier, and Laser Cannon den damage rises to 2.25x.This turns Scientists into den and gem pressure when Laser Cannon is already firing often.
Superheated Gem HarvesterThe upgraded trigger reaches 16% base chance, then adds 0.2% per scientist, 0.04% per damage, and 0.05% per luck.Scientists stack especially well with damage and luck here. This is a science route for more gems, not just more raw damage.
Bombardment MasteryWith firefield and fire-rate support, the scaled-damage piece is about 15.6% of max mountain HP per base cannon cycle before crit, Runesmith, Scientist, Flamer, Demodwarf, and Powder Hall bonuses.Scientists are one of the support counts that make the strongest late hybrid better.
Philosopher's StoneTransmutation rituals have a 0.1% chance per Scientist, Runesmith, and Stonecaller, plus Ritual Power and Alchemy Research bonuses, to double results.Once transmutation matters, Scientists help the economy even when they are not directly killing the mountain.
TargetApprox Total Gold For ScientistsDiscountWhy You Stop There
4 Scientists540 gold1.2%Powder Hall and some artillery/turret hooks start using this range.
8 Scientists2,862 gold2.4%First major science gate: more than 7 Scientists for Alchemy, Power Overwhelming, and Quantum Scrambler.
10 Scientists6,110 gold3.0%Second major science gate: more than 9 Scientists for Cyberdwarf.
13 Scientists18,569 gold3.9%Projectile Empowering Field needs more than 12 Scientists, so this is the next lab-only breakpoint.
20 Scientists240,344 gold6.0%Worth considering only when Laser Cannon, transmutation, or multiple cross-build triggers are already unlocked and useful.
100 ScientistsExtremely expensive without free sources30.0%This is the discount cap. Treat it as a long-run/free-Scientist outcome, not a normal early purchase goal.
Scientist CountMeaningWhat To Do
0-3Science has barely started.Do not sit here unless you are about to buy the next threshold. Scientists do not attack, so this range can slow a run if the rest of the build is weak.
4Powder Hall and Rocket Salvo-style turret hooks start appearing around this range when their prestige/building requirements are met.Use this as a support breakpoint for demolition or turret builds, not as the main science goal.
8This is the first major target: more than 7 Scientists unlocks Alchemy when the prestige requirement is met.Push here when you are chasing Great World Spire progress, Philosopher's Stone, or transmutation scaling.
10This is the second major target: more than 9 Scientists unlocks Cyberdwarf when the prestige requirement is met.Push here for the Cyberdwarf and later C.L.U.S.T.E.R.P.I.C.K. route.
13Projectile Empowering Field needs more than 12 Scientists.This is the main post-Cyberdwarf lab breakpoint if projectile crit and luck support matter to the run.
15-20Chance bonuses start becoming noticeable on effects that add 0.2% to 0.5% per Scientist.This is a good range when your build uses Laser Cannon, Multi-shot, Pickarang, or demolition support.
30+The upgrade discount is at or near its cap, but non-discount Scientist scaling can keep mattering.Do this only when the run already has enough economy, hauling, and primary damage to support the extra workforce.
Minimum ScientistsUnlock Or Scaling TargetRequirement
2Cookie CutterMore than 1 Scientist.
3Energy SustainerMore than 2 Scientists.
4Powder HallPowder Hall prestige plus more than 3 Scientists.
5Cooling MastersMore than 4 Scientists.
6Broadaxe Beam · Superheated Gem HarvesterMore than 5 Scientists.
7Magnetic Shielder AuraMore than 6 Scientists.
8Alchemy · Power Overwhelming · Quantum ScramblerAlchemy also needs its prestige unlock; the laser upgrades need the Lab path built and funded.
9Disco ShuffleMore than 8 Scientists.
10CyberdwarfCyberdwarf prestige plus more than 9 Scientists.
13Projectile Empowering FieldMore than 12 Scientists.
PackageCore PiecesBest Use
Laser scienceLaser Cannon · Power Overwhelming · Cooling Masters · Energy SustainerUse when you want Scientist count to become real damage. Cooling Masters lowers the laser cooldown multiplier to 0.35, while Energy Sustainer adds up to 11 seconds of beam duration.
Laser economySuperheated Gem Harvester · Quantum Scrambler · Cookie CutterUse when the run needs gems, den pressure, and better Laser Cannon payoff instead of only mountain damage.
Laser crit supportBroadaxe Beam · Disco Shuffle · Projectile Empowering FieldUse with projectile or crit-heavy builds. Disco Shuffle can add up to 40 luck and 40% crit after Buildings Swap, while Projectile Empowering Field adds projectile crit and luck.
Triune Prism scalingTriune Prism · Power Overwhelming · Runesmiths · StonecallersUse when you have the artifact. Power Overwhelming then counts Runesmiths and Stonecallers as Scientists for its damage bonus.
Artillery hybridGreat Duke Cannon · Bombardment Mastery · Powder Hall · support unitsUse late, after your economy can afford Artillery. Scientists are part of the support-unit pile that makes Bombardment Mastery scale.
Alchemy economyAlchemy · Philosopher's Stone · Ritual PowerUse for the transmutation path and the common late artifact gate. The important threshold is 8 Scientists, then more Scientists improve double-result odds.
Free Scientist sourcesScientist Clan · Field Recruits · CryopodUse these to reduce the pain of the 1.44x gold cost curve. Free Scientists still count for formulas and discount value.
EffectScientist ScalingWhen It Is Worth It
Multi-shotHarpoon extra-shot chance adds 0.2% per scientist, plus Runesmith and luck scaling.Worth it in den and projectile builds that already use Harpoon Ballistas.
Flaming BoltFire/field chance adds 0.4% per Scientist and 0.6% per Flamer.Worth it when Harpoons are supporting Firefields or den damage.
It's Raining DynamiteExtra dynamite chance adds 0.5% per Scientist and 0.08% per luck.One of the stronger per-Scientist chance hooks if you are already investing in Demodwarves.
Ground NukeAuto-nuke chance adds 0.05% per Scientist on top of Nuclear Research scaling.Useful for artillery/nuke runs, but it is not a reason to force Scientists before the artillery package is affordable.
Rocket SalvoRocket launch chance adds 0.1% per Scientist and 4% per Rocket Salvo prestige rank.Good if turrets are already part of the build and the prestige unlock is active.
PickarangThrow-return chance adds 0.25% per Scientist and 0.07% per luck.Useful when Miners remain your main early or midgame damage line.
Falling PinatasFalling-rock explosion chance adds 0.1% per Scientist.Secondary value for turret-heavy builds that are already destroying falling rocks.
Gorilla ArmsYeet chance gains 0.1% per Scientist, but carried rocks reduce the chance and the effect has a cooldown.This is secondary. It helps a Maw-heavy hauling plan, but it should not be the main reason to buy Scientists.
Pixie CocaineThe good crashout roll adds 0.2% per Scientist and 0.05% per luck.Useful only if you are already playing around Maw bonuses and drawbacks.
StepBuy Or CheckWhy It Matters
1Make sure damage and hauling are stable.Scientists do not attack. If ore is being reclaimed or mountains are slow, fix that first.
2Grand LaboratoryThis opens the Scientist line, but the 1 mithril cost means it should not beat your first mithril engine by default.
3Buy 8 Scientists when Alchemy is the next real gate.This is the first hard science breakpoint and the common late artifact route.
4Buy 10 Scientists when Cyberdwarf is the next real gate.This opens the Cyberdwarf path and helps set up Cluster Pick later.
5Consider 13 Scientists only for projectile/laser support.Projectile Empowering Field is the main post-Cyberdwarf threshold.
6Choose a Scientist payoff package.Laser science, Alchemy economy, Artillery hybrid, Harpoon support, and Demolition support all use Scientists differently.
7Keep adding Scientists only when the next one affects your current package.Past the unlock thresholds, Scientists are best when they are feeding a specific formula, not when bought blindly.
MistakeFix
Rushing the Grand Laboratory before mithril is stable.How to Get Mithril first. A science branch that cannot afford its own follow-ups is dead weight.
Buying Scientists only for the discount.Use the discount as a bonus. Unlocks, Laser Cannon scaling, Alchemy, and chance hooks are the real reasons to invest.
Stopping at 7 or 9 Scientists.The unlock text is strict: more than 7 Scientists means 8; more than 9 Scientists means 10.
Building Laser Cannon without cooldown or duration support.Cooling Masters and Energy Sustainer make each Scientist's Power Overwhelming contribution matter more often and for longer.
Treating Scientists as a standalone build.Best Builds explains why the strongest route is hybrid: Scientists are a multiplier/support layer on top of economy, hauling, fire, artillery, and artifact systems.