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Class Deep Dive: The Chemist 🧪

[p]Hey Timetravelers![/p][p]The Chemist brings serious Damage over Time and area denial to the squad. Here is exactly how the toxic abilities scale behind the scenes.[/p][p][/p][p][/p][h2]⚔️ Weapon: Goop Gun Auto Attack[/h2][p]The Goop Gun creates a continuous stream of toxic waste on the floor.[/p]
  • [p]Base AP Scaling: 0.01 (Hits 10 times a second).[/p]
  • [p]Current HP% Damage: Translates to 2.4% up to 6% Current HP damage per second.[/p]
  • [p]Evolution Highlights: Evolutions drastically increase the range, the flat damage, and the duration of the Goop DoT from 8s up to 12s.[/p]
[p]💡 Behind the Scenes Secret: The visual might look like a cone, but the attack is actually shaped like a cylinder. Also, while the auto attack hits 10 times a second, the Goop DoT on the ground only ticks 4 times a second.[/p][p][/p][p][/p][h2]💥 LMB: Activate Isotopes[/h2][p]This ability detonates the area and provides strong crowd control.[/p]
  • [p]Base AP Scaling: 2.25[/p]
  • [p]Cooldown: 9s drops to 5s (at max evolution).[/p]
  • [p]Evolution Highlights: The base version applies a 70% slow for 2s. Evolution 2 converts this slow into a hard 3s stun. Upgrading further increases the stun to 6s and adds a growing splash damage detonation area.[/p]
[p][/p][p][/p][h2]🧪 Q: Unstable Vial[/h2][p]Unstable Vial throws an expanding pool of chemicals.[/p]
  • [p]Base AP Scaling: 1.2[/p]
  • [p]Cooldown: 20s drops to 16s (at max evolution).[/p]
  • [p]Evolution Highlights: The slow debuff strengthens from 30% up to 70%. The vial expansion radius and duration both scale up heavily.[/p]
[p]💡 Pro-Tip: The slow effect from Unstable Vial continuously reapplies to enemies as long as they are standing in your Goop Gun puddles.[/p][p][/p][p][/p][h2]☢️ Armor: Dirty Bomb[/h2][p]Dirty Bomb triggers a massive blast after a short delay.[/p]
  • [p]Base AP Scaling: 5.2 (Blast) and 0.6 (Radioactive DoT).[/p]
  • [p]Cooldown: 90s drops to 70s (at max evolution).[/p]
  • [p]Evolution Highlights: Evolution 2 grants a self shield based on your Max HP. Evolution 3 adds a radioactive tether that makes allies radioactive so they deal damage too. Evolution 4 completely removes the damage falloff at the edge of the explosion.[/p]
[p][/p][p][/p][h2]🥾 Boots: Toxic Waste[/h2][p]Toxic Waste gives you a massive speed boost and leaves a toxic trail.[/p]
  • [p]Base AP Scaling: 0.7 per tick.[/p]
  • [p]Cooldown: 16s drops to 12s (at max evolution).[/p]
  • [p]Evolution Highlights: The sprint speed boost scales from 20% all the way up to 100%. At the end of the sprint, you spawn a chemical barrel.[/p]
[p]💡 Pro-Tip: The damage of the final barrel explosion is directly proportional to how many mobs you passed through while sprinting. Run through as many enemies as possible to create a massive nuke at the end of your dash.[/p][p][/p][p][/p][h2]🛡️ Helmet Passive: Toxic Overflow[/h2][p]Toxic Overflow grants a stacking bonus to your Maximum Health for every kill you get.[/p]
  • [p]Core Mechanic: This passive features a diminishing returns formula. Your first kill gives a big HP boost, and subsequent kills give slightly less. The value decays by a fixed 0.00225% per kill until it hits a minimum threshold. The total bonus is capped at exactly +100% Max Health.[/p]
  • [p]Evolution Highlights: Rarity increases both the starting bonus per kill and the minimum bonus per kill. It also passively increases your Armor by up to 20%.[/p]
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