Itherael is one of the 5 Archangels of the Angiris Council, and represents the aspect of Fate. He alone can decipher what is written in the scroll of fate Talus'ar, and allows him to see into the future in order to best guide the council in the right direction. With the introduction of the Nephilem however, the future of humanity is unknown. With keen interest he watches as the future of creation unfolds.
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HEALTH: 1833 + 4%lvl
REGEN: 3.85 + 4%lvl
DAMAGE: 90 + 4%lvl
ATTACK SPEED: 1 per second
RANGE: 1.5
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Itherael is a utility specialist who dreams of being an assassin, except unlike other melee assassins he doesn't have a ton of real self-sustain or ultra powerful basic attacks and not quite as reliable mobility, and he is pretty easily countered by enemies simply basic attacking him. What he does have however is quite a bit of damage mitigation and is a very hard counter to mage-heavy teams, and is really good at hindering enemies or supporting allies. Don't underestimate his damage though, since he can still put out some decent numbers simply by basic attacking constantly, and his talents provide lots of conditional damage amplification tools. He can fit in teams as an anti-mage or alongside a strong team that can make use of his ranges.
Glimpse is what makes your kit so dangerous. Innately you slow down enemy skill usages, which extremely deadly against supports and the such, while being less useful against carry-type heroes who can just kill you. Bear in mind that this is
not a silence, all it does is make it take longer for a spell already cast to recharge, which means heroes can still get off their initial combos, but consecutive ones are much harder to do. It isn't foolproof though, since if you don't space out your attacks the cooldown pausing doesn't stack, and it does not prevent conditional cooldown reductions gained from talents or passives from occurring, and if you can't hit anyone you're not doing anything at all. Still, good timing on your abilities can nearly disable a heroes' entire kit.
Fade Slash is your key mobility move. You don't cast it directly on an enemy, instead if an enemy is in range you can teleport next to them within your range and deal damage to them. The damage is okay, it can be good for weaving between attacks to keep Glimpse active, and is a great tool for chasing, but the key component is that it can be repeatedly cast to dash between enemies giving near unparalleled mobility against enemies who don't understand properly. It can also be cast on most non-heroes, letting you escape easily if in a minion wave, but remember that the range is still attached to you so if you want to dash to the other side of an enemy you have to be in range to do so.
Visions provides a sizeable amount of damage that becomes better the longer you wait for it, having pretty short range so you have to get close for it to work. The ramp-up means that the enemy has time to disengage but if you use it properly it can be a great burst tool, so consider focusing a different target until it finishes. The damage triggers after a brief delay which extends the duration of Glimpse as well.
Prediction is a pseudo-silence that with good timing can heavily punish spammy enemies. The actual damage is decently high and a 1s is powerful, but if the enemy decides not to attack for a mere 1s then the ability does nothing. The effect does nothing to toggled abilities like Arthas' Frozen Tempest or Fenix's weapon swap, nor does it affect mounting or objectives, but it does work on innate or talented abilities.
Destiny is a global DoT that applies Glimpse, which stalls their cooldowns from across the map for a little over 1s. It cannot be used to dismount or reveal enemies but can be good for easy and instant damage and disabling. The cooldown pause is excellent for picking off stragglers because it can hold back their key sustain ability for just a moment to secure the kill.
Twist of Fate on the other hand is a pure disabling tool that can lock out a key target preventing them from receiving any sort of help from their teammates or damaging enemies. It also prevents your allies from damaging them as well, which can either save the life of an enemy or let them launch cc at your team with impunity. It can theoretically be used as an escape, but bear in mind that you and the target can still be hit with cc, and the duration is rather short unless you keep attacking them, so it's not that viable in that regard.
The only thing i'm kinda iffy about is the naming of time warp. Seems like an odd choice for an ability that all it does is slow down cooldowns of the enemy team(not counting talents). Seems like it would be better off with some other name.