Passive: - Angel's choir
For every nearby ally unit Uriel gains +5 Magical power
Ability 1: - The Prophetic Word
Uriel fires a projectile that explodes when hitting an enemy god. , travels as far as spirit ball
If the projectile hits it restores 10% of max. mana
Magical Damage: 200/250/280/290/300(+50% of magical power)
Mana cost: 120/150/180/200/220
Ability 2: - The Revealing
Uriel shoots out a dove, when it hits an enemy the dove follows them draining mana every second.If the target recieves magical damage the dove is removed
Mana Drain: 10/15/20/25/30
Mana cost: 100/120/150/190/220
Duration: 5/8/10/12/15s
(Reveals the target for duration!)
Ability 3: - Wings of power
Uriel opens his wings sapping magical power from each enemy unit he was facing.
+10 magical power for each unit
Mana cost: 100/120/150/190/220
Sap duration: 5s/10s/12s/15s/UNTIL DEATH
Ability 4: - Revelation of Death
Consumes 10% of current mana. The ability deals 350/400/450/500/550 (+25% of Magical power) (+150% of mana consumed) (+40 per enemy god hit) damage in a circular area after a 1 second cast time.
Costs 10% of current mana.
Uriel is a burst mage built to take out ANY high value target within a few clicks!
I'll be quite honest, I do not like how situational he is. Unless there are a significant amount of units around, or unless he uses mana non-sparingly, he won't do well. It just screams "I will suck in a team fight!"
Passive: Eh, it's ok... but it'll be better when farming than in a team fight.
Ability 1: It's not bad, but the extra damage is just weird. Maybe consider making it a simple damaging abilitiy.
Ability 2: What is he going to do in late game when mana is plentiful? This ability is not good, I'll be honest. Consider changing it almost completely.
Ability 3: How long does he sap the power for? Again, this is not going to be as good late-game as it would early-game, similar to the passive.
I don't like it. It sounds mean, but I don't. All of his damaging abilities are skill shots and would require excellent timing to use well. Not only do you need as many AI's and gods around you at all times, but if you miss then you are a sitting duck.
I am a fan of the Archangels, so I like the idea but I really don't like the kit.
I understand you want to keep the missing mana aspect of it, but 2 is a very poorly designed skill. Here's simply a suggested rework to give you inspiration, and ONLY inspiration.
The Revealing:
Fires a lined skillshot, dealing damage to all units hit and exploding when hitting an enemy god. The enemy is damaged for 50/70/90/110/130 (+20% of Magical Power) (+15% of you current mana). The ability restores mana equal to 10% of the damage dealt to the god. It will not restore mana if no god is hit.
No cost. 15 second cooldown.
His 3 needs a cap.
Finally, the ultimate, like the 2, is very flawed. I will remake it for inspiration only.
Revelation of Death
Consumes 10% of current mana. The ability deals 350/400/450/500/550 (+25% of Magical power) (+150% of mana consumed) (+40 per enemy god hit) damage in a circular area after a 1 second ast time.
Costs 10% of current mana.
To help you understand the thinking in the ability, it starts off with a high base damage but scales lowly with level on purpose. In the early, you'll most likely be hitting 2 enemy gods max, making the amount of bonus damage low, therefore needing a higher base. At level 17, when most major team fights occur, it's very likely you'll be hitting all 5 enemy gods. If it scaled any higher, the damage from this would be insane and broken, incorporating all the factors and scalings.
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