The Fullmetal Alchemist crossover landed in Anime Last Stand with a stack of new evolved units, a fresh event mode, and a lot of confusing balance choices. If you’re trying to figure out which units are worth pulling, how they work, and where their evolution materials come from, this guide collects everything from the update into one clear read. No filler — just what each unit does, where to get it, and quick tips on using them.
All New Fullmetal Alchemist Units
1. Flame Alchemist (Burn Specialist)
- How to get: Featured on the event screens/banner; evo mats drop in story/legend stages and event nodes.
- Role & kit: Placement AOE with big burn focus. Placement hits a hill area and applies multiple DOTs (burn, blaze, black flame variants). Passive “Burning Hatred” reduces target SPA on repeated hits (stacks up to -50% SPA for 10s). Ability (“Broken Man’s Echo”) = 5 rapid attacks each applying a different burn DOT at ~200% effectiveness; short cooldown (~12s).
- Stats & cost: Mid placement cost (around 450–800k depending on evo). Damage scales heavily with DOT stacking; high burst potential versus single targets.
- Tips: Great on bosses or waves where single-target DOT stacking shines. Pair with units that amplify DOT or apply additional crowd-wide burn/bleed to trigger passive faster.
2. Armored Alchemist — “Alons” (Support/Tank with Time Stop)
- How to get: Drops from legend stage (Act 3), also appears in transmutation/legend crafting in some builds.
- Role & kit: Ground placement, line/circle AOE; applies weaken to enemies in range and gets a regenerative armor counter when stunned (cleans stun and counterattacks). Passive grants bonus damage to nearby enemies and an anti-stun mechanic. At higher upgrades gains encasement/time-stop effect (map or local time stop), and summons stone-serpent-like attacks.
- Stats & cost: Placement around 800k; strong utility rather than raw DPS.
- Tips: Use as a buffer/tank for comps that need stun immunity or timed pauses. Time-stop can swing clutch moments — pair with heavy-damage burst units to maximize the freeze window.
3. Short Alchemist — Edward Elric (Buffer / Versatile)
- How to get: Appears on banner and via some transmutation routes.
- Role & kit: Circle AOE buffer with tags that buff allied units. Has “Master Alchemist” passive that every minute tags a random friendly unit and grants either accelerate (if friendly has damaging status) or pressure (if not). Gains “Sanguin Stars” from takedowns (each +2.5% range up to ~25%).
- Ability: “Blood Packed” — transfers part of Edward’s damage into a random nearby ally for duration, plus stacking range mechanic via stars.
- Upgrades: Unlocks offensive/defensive transmutation when paired with the armored unit (see fused forms below).
- Tips: Make Edward your support pillar — keeps carries doing more damage and extends their reach. He pairs especially well with DOT or bleed comps to exploit the accelerate effect.
4. Tattooed Alchemist / Glitched Mystical (Element Cycle Dot-Spinner)
- How to get: Banner / transmutation variants.
- Role & kit: Hybrid placement that cycles elemental DOT effects each wave (air/terra/aqua/ignis) — each form applies different status combos (e.g., wind shear, poison, black flame). Passive “Explosive Finish” detonates on enemies below 50% HP for extra damage.
- Stats & cost: Cheap placement (~950), hybrid scaling. Good midline dot spread and conditional burst.
- Tips: Works best where you can force the element you want (or against enemies that let you exploit the detonation). Rotate supports or switch positioning depending on which cycle benefits your comp.
5. Kind King / Infinite Range Striker
- How to get: Banner/transmutation mode.
- Role & kit: Circle AOE with map-wide reach (infinite range). SPA scales with distance: closer = faster attacks. Has passive “Ultimate Eye” that adjusts SPA based on target distance.
- Stats & cost: Extremely high DPS potential when attacking nearby threats; placement cost higher (1–2k).
- Tips: Place him where he can hit close targets to maximize attack speed. Great for single-target carry roles on boss waves or clustered enemies.
Fusion Transmutations — Offensive Brothers & Defensive Brothers
How to trigger: Transmutation ability when you have both Short Alchemist (Edward) and Armored Alchemist on the field and both are maxed to the required upgrade.
Offensive Brothers
- Effect: Merge into a single unit with burst nuke on transform (+50% attack for next waves, map HP reduction effect on enemies, and stacking bonuses if multiple DOT units present).
- Best use: Aggro burst comps that want to shorten boss fights or clear a heavy wave quickly.
Defensive Brothers
- Effect: Merge into a defensive powerhouse that applies massive weaken AOE, grants base stocks, and has a map-wide time stop when reaching low stock once (deals damage scaled by enemies alive).
- Best use: Defensive lanes, clutch stalling, or to buy time for rebuild/upgrade during tough waves.
Tips: If you plan to use fusion, prepare both units and plan where you want them to spawn — offensive for nuke windows, defensive for stall mechanics. Fusion depends on both units’ traits; invest accordingly.
This Anime Last Stand update added a strong mix: burn-focused damage dealers, utility tanks, a versatile buffer, a rotating elemental unit, an infinite-range carry, and powerful fused forms that change how you plan comps.
If you’re chasing specific units, check banners first and target legend/story nodes for evo mats; only jump into the new mode if you know how to run low-money comps or want a specific drop.
Want a short pull-priority checklist (who to pull first based on playstyle) or a farming route for evo mats? I can make that next — plain and focused.