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.
Quick Answer
Section titled “Quick Answer”| Goal | Scientist Target | Why It Matters |
|---|---|---|
| Unlock Alchemy | 8 Scientists | Alchemy requires Alchemy Research and more than 7 Scientists. This is the common science gate for the Philosopher's Stone path. |
| Unlock Cyberdwarf | 10 Scientists | Cyberdwarf 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 prices | Early Scientists first | The 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 branch | 10+ and rising | Power Overwhelming, Quantum Scrambler, and Superheated Gem Harvester all get better as Scientist count rises. |
| Support the late hybrid build | Add more only while upgrades still stay affordable | Bombardment Mastery rewards Scientist count, but stop adding Scientists if the next purchase delays hauling, Alchemy, or your main damage branch. |
Scientist Math
Section titled “Scientist Math”| System | Math | Player Takeaway |
|---|---|---|
| Scientist cost growth | The 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 discount | Discount = 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 Overwhelming | At 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 Scrambler | The 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 Harvester | The 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 Mastery | With 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 Stone | Transmutation 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. |
Cost And Discount Checkpoints
Section titled “Cost And Discount Checkpoints”| Target | Approx Total Gold For Scientists | Discount | Why You Stop There |
|---|---|---|---|
| 4 Scientists | 540 gold | 1.2% | Powder Hall and some artillery/turret hooks start using this range. |
| 8 Scientists | 2,862 gold | 2.4% | First major science gate: more than 7 Scientists for Alchemy, Power Overwhelming, and Quantum Scrambler. |
| 10 Scientists | 6,110 gold | 3.0% | Second major science gate: more than 9 Scientists for Cyberdwarf. |
| 13 Scientists | 18,569 gold | 3.9% | Projectile Empowering Field needs more than 12 Scientists, so this is the next lab-only breakpoint. |
| 20 Scientists | 240,344 gold | 6.0% | Worth considering only when Laser Cannon, transmutation, or multiple cross-build triggers are already unlocked and useful. |
| 100 Scientists | Extremely expensive without free sources | 30.0% | This is the discount cap. Treat it as a long-run/free-Scientist outcome, not a normal early purchase goal. |
Breakpoints
Section titled “Breakpoints”| Scientist Count | Meaning | What To Do |
|---|---|---|
| 0-3 | Science 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. |
| 4 | Powder 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. |
| 8 | This 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. |
| 10 | This 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. |
| 13 | Projectile 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. |
| 15-20 | Chance 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. |
Science Unlock Map
Section titled “Science Unlock Map”| Minimum Scientists | Unlock Or Scaling Target | Requirement |
|---|---|---|
| 2 | Cookie Cutter | More than 1 Scientist. |
| 3 | Energy Sustainer | More than 2 Scientists. |
| 4 | Powder Hall | Powder Hall prestige plus more than 3 Scientists. |
| 5 | Cooling Masters | More than 4 Scientists. |
| 6 | Broadaxe Beam · Superheated Gem Harvester | More than 5 Scientists. |
| 7 | Magnetic Shielder Aura | More than 6 Scientists. |
| 8 | Alchemy · Power Overwhelming · Quantum Scrambler | Alchemy also needs its prestige unlock; the laser upgrades need the Lab path built and funded. |
| 9 | Disco Shuffle | More than 8 Scientists. |
| 10 | Cyberdwarf | Cyberdwarf prestige plus more than 9 Scientists. |
| 13 | Projectile Empowering Field | More than 12 Scientists. |
Best Scientist Packages
Section titled “Best Scientist Packages”| Package | Core Pieces | Best Use |
|---|---|---|
| Laser science | Laser Cannon · Power Overwhelming · Cooling Masters · Energy Sustainer | Use 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 economy | Superheated Gem Harvester · Quantum Scrambler · Cookie Cutter | Use when the run needs gems, den pressure, and better Laser Cannon payoff instead of only mountain damage. |
| Laser crit support | Broadaxe Beam · Disco Shuffle · Projectile Empowering Field | Use 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 scaling | Triune Prism · Power Overwhelming · Runesmiths · Stonecallers | Use when you have the artifact. Power Overwhelming then counts Runesmiths and Stonecallers as Scientists for its damage bonus. |
| Artillery hybrid | Great Duke Cannon · Bombardment Mastery · Powder Hall · support units | Use late, after your economy can afford Artillery. Scientists are part of the support-unit pile that makes Bombardment Mastery scale. |
| Alchemy economy | Alchemy · Philosopher's Stone · Ritual Power | Use 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 sources | Scientist Clan · Field Recruits · Cryopod | Use these to reduce the pain of the 1.44x gold cost curve. Free Scientists still count for formulas and discount value. |
Cross-Build Effects
Section titled “Cross-Build Effects”| Effect | Scientist Scaling | When It Is Worth It |
|---|---|---|
| Multi-shot | Harpoon 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 Bolt | Fire/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 Dynamite | Extra 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 Nuke | Auto-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 Salvo | Rocket 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. |
| Pickarang | Throw-return chance adds 0.25% per Scientist and 0.07% per luck. | Useful when Miners remain your main early or midgame damage line. |
| Falling Pinatas | Falling-rock explosion chance adds 0.1% per Scientist. | Secondary value for turret-heavy builds that are already destroying falling rocks. |
| Gorilla Arms | Yeet 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 Cocaine | The 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. |
Recommended Use Order
Section titled “Recommended Use Order”| Step | Buy Or Check | Why It Matters |
|---|---|---|
| 1 | Make sure damage and hauling are stable. | Scientists do not attack. If ore is being reclaimed or mountains are slow, fix that first. |
| 2 | Grand Laboratory | This opens the Scientist line, but the 1 mithril cost means it should not beat your first mithril engine by default. |
| 3 | Buy 8 Scientists when Alchemy is the next real gate. | This is the first hard science breakpoint and the common late artifact route. |
| 4 | Buy 10 Scientists when Cyberdwarf is the next real gate. | This opens the Cyberdwarf path and helps set up Cluster Pick later. |
| 5 | Consider 13 Scientists only for projectile/laser support. | Projectile Empowering Field is the main post-Cyberdwarf threshold. |
| 6 | Choose a Scientist payoff package. | Laser science, Alchemy economy, Artillery hybrid, Harpoon support, and Demolition support all use Scientists differently. |
| 7 | Keep 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. |
Common Mistakes
Section titled “Common Mistakes”| Mistake | Fix |
|---|---|
| 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. |