Quantum Physicist

"Constantly create items and avoid death like no other!"

— Former Specialized Adventuring! Description

Quantum Physicist is a class.

Quantum Uncertainty

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * Your location is uncertain. Every turn you either move between 1 and 3 spaces backward or between 1 and 5 spaces forward.
 * Your location is uncertain. Every turn you either move between 1 and 3 spaces backward or between 1 and 5 spaces forward.

If the Class Talent is active: Now always teleports you to another player if another player is in range.

Category: Buff
 * }

Effect

 * During your Effects Phase, if you are alive, you randomly either move 1-3 spaces back or 1-5 spaces forward.
 * If the Class Talent is active: During your Effects Phase, if you are alive and a player(s) is on one of the spaces that Quantum Uncertainty can randomly teleport you to, you move to the space of the player on the highest space within those spaces instead of having the standard Quantum Uncertainty effect.

Standard Use

 * You gain Schrödinger's Box for 2 turns.
 * Schrödinger's Box: Passively grants Death Immunity. When this effect wears off in the Effects Phase, there is a 50% chance it will kill you. If you would die due to a trap in the Deadly Pyramid, Doom, Fungal Doom, Brahmastra, Pyroblast (Class Talent), or Empowered Heroic Plush Downie, you lose this effect before dying. This effect can be extended.


 * If the Class Talent is active: This skill's cooldown upon Standard Use is changed to be 5.

Inherent Effect Tooltip

 * {| class="wikitable" style="text-align: left;

! Schrödinger's Box Tooltip
 * You're hiding inside a scientific cardboard box. You are currently immune to death, but when you come out of the box, you have a 50% chance to die. Hail science!
 * You're hiding inside a scientific cardboard box. You are currently immune to death, but when you come out of the box, you have a 50% chance to die. Hail science!

Duration: X turn(s)

Category: Buff
 * }

Passive Effect

 * If the Class Talent is active: If you would die while this skill is off cooldown, the death is blocked 50% of the time; if death is blocked in this way, you gain Schrödinger's Box for 2 turns, and this skill is put on cooldown for 5 turns.
 * If the Class Talent is active: If this skill would be destroyed while it is off cooldown (e.g. due to Brahmastra or Empowered Heroic Plush Downie), instead it is put on cooldown for 1 turn. If this skill would be destroyed while it is on cooldown, it is simply not destroyed; the cooldown will not be changed.

Standard Use

 * Choose an item you have. (You cannot choose English Breakfast component(s).)
 * If you use the regular Flux and choose an item besides Improbability Device: You turn it into a random item out of the generic item-givers pool.
 * If you use the Global Flux and choose an item besides Improbability Device: You turn the chosen item (and all items it shares a slot with) in all player inventories into items out of the generic item-givers pool. (The random result for each player whose chosen item is affected is independently decided rather than being uniform.)
 * If you use the regular Flux and choose Space Capacitator or Space Fluctuator: There is a chance that all other players gain the same item your item turns into.
 * If you use the Global Flux and choose Space Capacitator or Space Fluctuator: There is a chance that all players gain every single item that each Space Capacitator or Space Fluctuator item turns into.
 * If you use the regular Flux and choose an Improbability Device: You turn it into a random result out of the following pool:
 * Orb + 2 random Magic Crystals
 * Charged Light Wand and Charged Dark Wand each with random (non-common and?) non-Scare and non-Curse Of Cold Spells
 * Demon Sword
 * Black Dragon Egg
 * If you use the Global Flux and choose an Improbability Device: You turn all Improbability Device items in all player inventories into random results out of the above pool. (The random result gained by each player whose Improbability Device is affected is independently decided rather than being uniform.)


 * If you use the regular or Global Flux and choose an item besides Improbability Device, the item that you create for yourself is added as a new option for this skill's Standard Use; you can create a new copy of that item (unless you already created it with the new option or you created another such item with regular/Global Flux afterwards); this causes Multiversal Flux to go on cooldown for 4 turns.

Standard Use

 * Gain a random "positive" effect from the generic positive effect-givers pool.
 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 8, and you gain an extra random "positive" effect from the generic positive effect-givers pool.

Strengths

 * Can become immune to death with no immediate side effects.
 * Can turn worthless items into more useful things.
 * Can acquire many useful items that can otherwise be very hard to acquire
 * Skill cooldowns are on the low side.

Weaknesses

 * Randomness is a huge element of this class. Quantum Physicist gambles with items, position, and even life on a regular basis.
 * Quantum Physicist cannot affect other players directly, with exception of a Global Multiversal Flux...which requires you to give up a potentially useful item yourself, and will possibly give the other players something at least as useful.

Strategies

 * Pick up low-cost items in shops, and Flux them into hopefully more useful things. The Engineering Shop has a fair few items at 5 rupees or less, most of which are situational in the first place.  The Medieval Shop also has several low-cost items.  The Pawn Shop can also be a great place to go for Flux fuel depending on how players buy from and sell to it.  You should always be looking for cheap items to Flux and turn into more rare and useful items.
 * Many items from the ACME Shop that are otherwise dangerous are very useful to a Quantum Physicist. The Box can be used to get safe mileage out of ACME Rocket or blow up a TNT while in the blast zone.  It can also save you from dying to items attracted by a Magnet.
 * One of the more notable uses of Global Multiversal Flux -- that is, using the skill on an item in all players' inventories -- is to do it on Hypno Glasses when everybody receives it through the "Hypno Hacks" event. This is advisable if you feel that most of these will target you or a teammate who is currently leading the pack.  Similar opportunities can be found during reinforcements panel activations and when somebody uses Weaponize.
 * Avoid using Global Multiversal Flux randomly. It may not be worthwhile to risk giving another player a really good item.
 * Coffee is about twice as useful for Quantum Physicist due to the passive always moving the player around. However, the Light spell Wormhole is completely worthless for the same reason.
 * A sheep released and immediately caught with a Pocket Ball leaves behind a remote that can be fluxed.
 * Any item with charges can be almost entirely used up and then Fluxed instead of fully used up, trashed, or sold.
 * Pay attention to where you are at the end of your roll phase. If you are close to an opponent, Quantum Uncertainty may put you on top of them, or vice versa.
 * Being a Stark is useful for Quantum Physicists, as Starks collect Snowballs passively, which can be fluxed. In a similar vein, the Winter seasonal event is extremely useful for Quantum Physicists.

Counterplay

 * This class depends on manipulating items, so item destruction can often hit items that are either valuable or useful for turning into better things.
 * Sources of direct item destruction include Liquidize, Laser, and Hinder.
 * Sources of fire, like Combustible Lemon, Flamethrower, and Torch.
 * Stealing items like with Steal Item, Telekinesis, and ACME Magnet can not only deny items of the Quantum Physicist, but give you those powerful items as well.
 * Denying or stealing rupees is a means of indirectly preventing more items from being acquired in the future to flux into better things.
 * Schrödinger's Box can prevent death, but baiting the skill can lead the QP to die in a later turn and possibly leave them without access to their Death Immunity when they really want it.
 * To do this, prepare some sort of death effect like charging a wand with Death, playing a Diss Card: Death, or setting a Phaser to kill. When the QP goes into their box to avoid death, switch to another target.  You'll kill your target and may also see the QP die once out of their box.

Enchanter

 * Flux can acquire more crystals that can be consumed with Condense Magic for specific spells. If you have no magic crystals, Flux should be used before Condense Magic to determine whether a different lower-quality item should be condensed and avoid fluxing into a magic crystal you just acquired from Condense Magic.  If you have magic crystals, Condense Magic should be used first to acquire a specific desired spell.
 * Rare items acquired by Multiversal Flux can be protected with Enchant to prevent them from being stolen or burned away

Merchant

 * Except for the Church and Bank, every shop available through Trade Routes offers items that either synergize well with the Box or are great Flux fuel. This could be used to save your Wildcard: Shops card for visiting the Future Shop or Medieval Shop, which each have good flux fuel options.  You can also drop off valuable items at the Pawn Shop and pick up others' cheap items to get more Flux fuel and come away with a profit.
 * Banking gives you more money to buy cheap items to turn into better ones.

Warlock

 * Skulls acquired through Skull Collector can be fluxed into better items. This is best to do when you don't need them for Harvest Power or think you are about to earn too many skulls.
 * Items can be fluxed into magic crystals that can be used by Harvest Power.
 * Box up after Chaotic Power to get the roll-streak without the immediate death.