Level 1
Proficiency:
Reduce mixing time by 1 second and increase maximum
Potion held by 1.
Potions share 6 seconds cooldown.
Suffocating:
Chemical Mist deals 30% increased damage to enemies affected by it for more then 3 seconds.
Quest:
Deal x damage to enemy heroes.
Reward:
Effect persists for 1 more second after leaving the mist.
Healing mastery:
Quest:
Restore x health to allied heroes (Healing from potions included)
Reward:
2 additional Healing Sprays over 2 seconds.
Modified ingredients:
Select healing fountain, increase its healing by 20% and mana restore by 15%.
Only 1 healing fountain can be buffed at a time.
Level 4
Transmutate:
Instantly destroy minion, mercenery or
Potion. Restore 15% of maximum Mana and get a charge of Mix potion.
Cooldown: 25 seconds.
Ogre's endurance:
Gain 400 health permamently.
For every
Potion used nearby by allied hero, restore small amount of health
New recipes:
Adds Poison, Courage, Resistance options to Mix Potion.
Poison Potion (Deals x damage over 5 seconds appears as a Healing Potion to enemy heroes)
Courage Potion (Grants Unstoppable for 1.5 seconds.)
Resistance Potion (Increase armor by 20% for 4 seconds)
Quest: Enemy uses Poison Potion.
Reward: Reduce Mana cost of Mix Potion to 0.
Level 7
Progressive armor:
Gain 5 armor for every
Acid stack. Maximum of 50.
On the move:
You can move while channeling Healing spray.
Extra corrosive:
Deal 1% of targets maxiumum health per second for every
Acid stack.
Level 10
Hallucination Bomb
Chemical Rage
Level 13
Compound:
Targeting Healing Spray at Chemical mist makes its damage value additionaly heal allies inside it.
Biological warfare:
Reduce duration of incoming Slows, Roots, Blinds, and Stuns by 50% while Chemical Mist is active.
Creates double sized Chemical Mist at the location of Ogre's death.
Preview :
Spoiler: Click to view
Master and slave
Goblin throws flasks every 8 seconds at closest enemy hero or target recently attacked by Ogre.
This counts as a basic attack that deals 125% more damage.
Basic attacks reduce cooldown of this effect by 1 second.
Can you handle it?:
Alchemic Rage can be used on allied Heroes but they are stunned for 2 seconds after duration ends.
Mix Potion isn't altered this way.
Level 16
Decay:
Heroes with 5
Acid are damaged by heals for the duration of Acid Splash.
Face melt:
Heroes with 5
Acid are blinded for the duration of Acid Splash.
Improved formula:
Heal allied Heroes for 1% of their maximum Health per spray.
Alchemy mastery
Add Invisiblity, Arcane, Regeneration options to Mix Potion, they cost 2 charges to create.
Invisiblity Potion (Grants invisibility for 16 seconds)
Arcane Potion (Increases Ability Power by 20% for 6 seconds)
Regeneration Potion (Restore 50% health over 8 seconds, damage stops this effect)
Level 20
Bad trip
Enemies hit can't see health/mana bars and have altered colors on the screen.
Create 1 more illusion.
Slow death
Small Trail of Chemical Mist follows Chemical Rage user for its duration.
If Goblin Alchemist stacks two Chemical Mists, increase its duration by 8 seconds instead of creating two trails.
Danger:
Increase maximum
Acid stacks by 3.
Philosopher's Stone:
Infinite maximum charges of Mix Potion and reduce its cooldown by 6 seconds.
First couple of thoughts:
-Opt for a specific goblin character to represent the archetype; Noggenfogger would fit
-While I like the basis for the trait, I think it'd be neater to make it so it empowers/changes the properties of the basic abilities; removes having to mostly rely on your team's decision-making to get value and allows for interesting interactions, like essentially creating a Smite field with Stamina Potion and Chemical Mist
Other than that, I think the fantasy is nailed, and the game could use a couple more secondary supports.