Movement Speed: 295
Physical Armor: 1.0
Magical Armor: 5.5
Base Damage: 45-48
Base Range: 600 (ranged)
[LEFT]skill 1 : Death Grasp
Type: Magical
Target: Ground
Affects: Enemy Units
Range: 500 units
Radius: 200/225/250/300 units
Mana Cost: 80/110/140/170
Required Levels: 1/3/5/7
Azrael conjures a pit that snares enemy units in it and slowly taking away their life forces. The pit lasts for 3/4/5/6 seconds and enemy units are buffed with Hell's Grasp as long as they are in it.
Hell's Grasp :
40% movement speed slow
6% of max hp degeneration per second
Note :
- debuff is still applied if you enter the field after it was summoned
skill 2 : Death Timer
Type : Passive
Required Levels: 1/3/5/7
Passively gives Azrael a 10/15/20/25% crit chance with a 1.8x multiplier...
In addition, Azraels attack do bonus damage (20/40/60/80) based on how much life the target has lost.
(im still thinking of how to do the math on this one)
skill3 : Death Columns
Type: Physical
Target: Ground
Affects: Enemy Units
Range: 500 units
Radius: 350units
Mana Cost: 110/120/130/140
Required Levels: 1/3/5/7
Azrael summons 4 columns at the cardinal positions (N,S,E,W) of the AOE , after a .5 sec delay these columns move to the center of the AOE pulling every enemy unit inside to the center and deals 100/130/190/210 damage.
Ultimate : Death Field
Type: Superior Magic
Affects: Enemy Units
Radius: 600 units
Mana Cost: 250
Required Levels: 6/11/16
Azrael summons a field 600 units around herself that lasts for 3/4/5 seconds, all enemy units in range take 150/200/250 superior magic damage once the field is summoned, all enemy units are Buffed with The Final Prayer as long as they are in the field. Any enemy unit that dies within its range will bring forth a spectral image of the unit.
The Final Prayer :
Halts 60/70/80% of HP regeneration
When the unit's life goes below 10/12.5/15% while this buff is active, the unit automatically dies.
---
Spectral images
-these images last for 5/10/15 seconds after it was summoned
-deals 80% of the BASE damage of the unit it came from
-takes 200% / 150% / normal damage
-if ever the image came from a killed enemy hero, the images wont be able to use any items or ACTIVE skills it has, same goes for other units with ACTIVE skills
-images will attack the nearest enemy unit upon summon but it can be controlled.
-damage type is physical
-auras from items of the images are applied (e.g. image has demonic breastplate ; buff and debuff is applied)
Edits :
9/7/11 :
-Swapped skill 1 and 3
-Reworked death timer, increasing crit chance and multiplier and removing the extra mechanics.\
-Removed Death Shroud, replaced with Death Columns
-Increase the damage per second of Death Grasp but reduced the movement speed slow
-Increased damage done by Death Field
-Clarified the mechanics of Death Field
-increased str gain from 1.4 to 1.7
-decrease agi gain from 3.0 to 2.8
-lowered base movespeed (305 - 295)
-increase range (580 - 600)
-increase base damage (35-40 --> 45-48)
Skill 1:
-Too much of it is scaling simultaneously to get a good grasp of its effects. 4 seconds of 2 damage/2 attack speed sounds really bad.
-Strange scaling of effects. Again, too fast and weak early levels. Charges are lopsided scaling.
-Passive in the first slot is rarely ever a good sign.
-Seems like a really annoying skill to keep up for team fights.
-Doesn't function well with skillset (AoE damage capable of quickly killing a creep wave would seem to make this more viable).
Skill 2:
-WAY too much damage potential. Does it stack with itself to result in a 150% chance to crit for 8x normal damage? Even if not, 75% crit chance for 4x is ridiculous, especially if combined with lifesteal of any form. 40% chance to crit for 3x is also ridiculous. And on a ranged hero?
Skill 3:
-Wording on the skill is a bit confusing. Does it spawn a pit that lasts X seconds, persistently slowing targets inside until it despawns, or is it a simple AoE debuff skill that creates a tapering 50% slow over X seconds?
Skill 4:
-May need to tweak the numbers a bit.
Overall:
I like skills three and four, but that's probably because of the synergy between the two. Skills one and two need to be reworked into something a bit more interesting.
Suggestions:
-Create a new skill, preferably active.
-Move skill 3 into skill 2's slot.
-Create a semi-passive skill 3 based on the current skills 1 and 2. Example:
Skill 3- Name here
Passive: Upon killing an enemy unit, Azrael's next 3 attacks are guaranteed 1.25/1.5/1.75/2.0 crits. This skill gains 1 charge when an enemy unit is killed, or max charges if that unit is a hero. Maximum of 2/3/4/5 charges.
Active:
CD: 12
Mana: TBA
Expends all charges and grants 10 damage and 10 attack speed per charge for 10 seconds.
Reasoning: The previous skill 1 made is too annoying to realistically use during a team fight anywhere there weren't a bunch of creeps ready to die. The previous skill 2 was far too challenging to balance given the degree of choice available to a player. This takes bits from both, tones them down, makes the damage amp an on-demand effect at the cost of utilizing more mana.
As to what the new skill one could be, there are many possibilities. I'd suggest any one of the following, depending on what role this hero is meant to fulfill: Escape/survivability mechanism, Disable/displacement mechanism, or another damage skill. Any of those three could work well with the hero suggested (though I suggest making it a simple skill, not complex enough to try to contain all of the listed effects).