
Retort
A meticulous field chemist who spends time preparing a treatment, then decides whether the emergency justifies opening it early.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Solvent Jet
Fire a narrow jet that damages the first enemy struck and removes one removable positive effect. The solvent left behind can react with your ultimate.
Screen or dodge the narrow jet; apply an expendable buff AFTER the valuable one because the newest eligible positive buff is removed first. Dispel solvent before the ultimate.
- Cooldown
- 14s / 13s / 12s / 11s
- Cost
- 60 / 70 / 80 / 90
- Range
- 650 cm
- Cast time
- 0.3s
- Damage
- 55 / 80 / 105 / 130 magical.
- Projectile
- 75 cm width,1400 cm/s,650 cm range; stops on first enemy hero/creep or terrain.
Example recording · Ability-specific video coming later.

Amber Dressing
Treat an ally for a delayed heal. Recast early to sacrifice the heal, basic-dispel their removable debuffs and hide them from the world for a brief emergency dodge.
Dispel the pending treatment, force separation or time pressure around its visible return point. Early hiding sacrifices the entire heal and cannot clear strong-only control. Alchemist must already have established the treatment and remain able to recast.
- Cooldown
- 28s / 26s / 24s / 22s
- Cost
- 90 / 105 / 120 / 135
- Range
- 450 cm
- Cast time
- 0.3s
Example recording · Ability-specific video coming later.

Closed Circuit
The first enemy spell hit after your circuit rearms returns a small amount of mana. Repeated ticks from that spell cannot keep refilling the tank.
Break suppresses the refund; burst or attack pressure provides little or no sustain. Mana restoration is small and grants no health.
- Cooldown
- 8s / 8s / 8s / 8s
- Cost
- 0 / 0 / 0 / 0
- Break
- Suppresses gain and discards latent triggers; cooldown continues. No stored charges, barrier, health healing or damage retaliation.
Example recording · Ability-specific video coming later.

Flash Vitrify
Burst a warned patch with reactive glass. All enemies take damage; only those still coated in your solvent briefly become ethereal, losing attacks but becoming more vulnerable to magic.
Leave the circle or dispel solvent first. An ethereal victim can still cast and is protected from physical attacks; the chemist needs allied magic follow-up.
- Cooldown
- 115s / 105s / 95s
- Cost
- 160 / 200 / 240
- Range
- 650 cm
- Cast time
- 0.8s
- Impact
- 100 / 150 / 200 magical once to enemies in 250 cm radius, before this spell’s Ethereal modifier.
- Team restriction
- Enemy-only reaction; does not force allied carries into Ethereal. Basic ally dispel removes the Ethereal and its vulnerability together.
- Warning
- Public 250 cm circle and glass-shell audio for 0.8 s; mark can be dispelled during warning. No persistent zone.
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
Levels 1–22