Itherael by edenfa

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Itherael

By: edenfa
Last Updated: Sep 7, 2015
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Itherael

Archangel of Fate

Health: 890(+182 per level)
Regen: 1.90(+0.39 per level) per second

Mana:   500(+10 per level)
Regen: 3(+0.10 per level) per second

DMG:     40(+8 per level)
Range:  1.5 (Melee)
ATK Speed: 1.5 per second
DPS:      60(+12 per level)

Combat Trait

1
Fate Changes
[ACTIVE]
Cooldown: 20 seconds

Increase movement speed by 7% and becomes invulnerable and unstoppable for 2 seconds. While under the effect of this ability you ignore body blocks.

Primary Abilities

1
Destiny's End
Mana Cost: 30
Cooldown: 4 seconds

Deal 72(+17 per level) damage to an enemy in melee range.
2
Fate Attack
Mana Cost: 40
Cooldown: 10 seconds

Teleport to a nearby enemy.
If you have enough mana and Destiny's End isn't under cooldown, you can press Q 1 second after teleporting to automatically use it on the target enemy you teleported to.
3
Future Uncovered
Mana Cost: 50
Cooldown: 10 seconds

Target an enemy hero in a large range (about the same as Azmodan's Globe of Annihilation) revealing them and the of their vision for 4 seconds.
*Note: to target a hero you need to have it in vision, vision can be achieved by another hero, minions and merc or forts.

Heroic Abilities

1
Archangel's Power
Mana Cost: 100
Cooldown: 90 seconds

Targets an enemy hero for 7 seconds.
Targeted hero takes 200% damage from your all your abilities and basic attacks.
Targeted hero is automatically effected by Future Uncovered for 7 seconds.
using destiny's End on the targeted hero doesn't cost mana and has a 2 seconds cooldown.
Activating Fate Attack will automatically teleport you to the targeted hero and will automatically use Destiny's End if it's not on cooldown.
2
Eyes of Fate
Mana Cost: 80
Cooldown: 25 seconds

Sends a wave of light (that moves around the same spped as Tyrande's Sentinel) in a circle through the whole map, revealing everything in it's path for 2 seconds.
(Itherael looks into Talus'ar)

Talents

Level 1:

Shock Attack: Destiny's End slows by 10%.

See the Future: Decrease cooldown of Future Uncovered by 2 seconds.

The Future is Bright: Future Uncovered lasts 3 extra seconds.

Fate's Strike: Increase damage of the automatic Destiny's End after using Fate Attack by 20%.

Regeneration Master: Collecting regeneration globes permanently increase health regeneration by 1.5 per second.

Level 4:

Vampiric Assault: Basic attack heals for 15% damage dealt to primary target.

Fate Uncovered: Fate Attack can be used on enemies under Future Uncovered in increased range (same range as Future Uncovered).

Vampiric End: Destiny's end heal for 50% damage dealt.

Future Unfolds: Future Uncovered has ultimate range.

Envenom: [ACTIVE] Activate to poison an enemy hero, dealing 209.88(+29.92 per level) damage over 10 seconds.

Level 7:

Follow Through: After using an ability, your next basic attack within 6 seconds deals 40% additional damage.

Extreme Strike: Destiny's End deal 50% splash damage in 2.5 range around the target.

Walking Through Fate: Fate Changes lasts extra 1 second and cooldown decreased by 3 seconds.
(If you chose Fate's Stasis at level 16- decrease activation time by 1 second and increase duration after being attacked by 2 seconds)

First Aid: [ACTIVE] Activate to heal 35.49% of your max health within 6 seconds. (Cooldown 60 seconds)

Future Freeze: [ACTIVE] Active to freeze an enemy into stasis for 3 seconds.
(Cooldown: 30 seconds)

Level 13:

Giant Killer: Basic attacks against enemy heroes deal bonus damage equal to 1.5% of the heroes maximum health.

Burning Rage: Deals 12(+2 per level damage per second to near by enemies)

Glass Cannon: Increase basic attack damage by 15% and ability damage by 10% but decrease max health by 10%.

Life of the Future: Fate Changes increase movement speed by 12% except for 7% and heal 4% your max health per second.
(If you chose Fate's Stasis at level 16- removes extra movement speed from this talent and decrease extra regeneration to 2% per second)

Hollow Future: Future Uncovered slows the target by 10% and the targeted hero take +20% extra damage from heroic sources.

Level 16:

Executioner: Basic attacks deal 40% more damage against slowed, rooted or stunned targets.

Fate Chain Strikes: Fate Attack refreshes Destiny's End for 1 second. Using automatic Destiny's End after Fate Attack refreshes Fate Attack for 1 second making you able to automatically teleport back to the target enemy. You can auto teleport up to 2 times (Up to 3 Fate Attacks and 3 Destiny's End).

Fate's Stasis: Fate Changes becomes a passive ability. When out of combat for 5 seconds, Fate Changes is automatically activated. Attacking, using abilities and channeling breaks Fate Changes. If you're being attacked while under Fate Changes' effect it takes 2 seconds before breaking.

Back in Time: [ACTIVE] Activate to Teleport a hero (ally or enemy) back to where they were 1 second ago with the same amount of health and mana. (Cooldown: 70 seconds)

Blood for Blood: [ACTIVE] Activate to deal 10% of the target enemy hero's max health and heal for twice that amount.

Level 20:

Might of the Archangel: Increase duration of Archangel's Power to 11 seconds, decrease cooldown of Destiny's End while in Archangel's Power on targeted hero to 1 second and removes mana cost of Fate Attack and reducing it's cooldown to 6 seconds while in Archangel's Power.

Talus'ar's True Power: Eyes of Fate apply Future Uncovered to heroes.

Bolt of the Storm: [ACTIVE] Activate to teleport to a nearby location.

Nexus Blade: Basic attack deal 20% more damage and slow the target for 1 second.

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edenfa | August 31, 2015 8:22am
Severage wrote:

I prefer not to suggest anything on other people's concepts - I don't want to jack anything. Was just stating my opinion.

His DPS is lower than Illidan's, which if I'm not mistaken is [60 (+14)] because of his Sweeping Strike Auto-Attack buff. Illidan also has constant ways to keep up with his target, making his DPS reliable unlike Itherael's.

That said, Illidan doesn't have ability damage burst. Nevertheless, it seems a bit of a waste to have such high DPS on a Hero who can't utilize it without his Heroic. Similar to Kharazim, who has higher DPS than Itherael with the Iron Fists talent, but you don't see him destroying people because he can't stay in range.

For Archangel's Power - I think you underestimate how powerful pick potential is. If you can use that mega-buff to instantly make the fight a 4v5, especially if you pick off a key opponent such as their Support, it doesn't matter that Itherael doesn't do much in teamfights outside that Heroic. He still made the fight 4v5 and is another body in the fight.

I don't want to downplay vision too much because it is definitely important and useful, but I'd rather have a Tyrande on my team than an Itherael that took Eyes of Fate - at least, that's the impression I get from the concept.

But like I said before I don't like suggesting things on other people's concepts - just like to give my first impressions.


I added two CC active talent: Future Freeze at lvl 7 and Back in Time at lvl 16
1
[-]
Severage (29) | August 29, 2015 10:41pm
I prefer not to suggest anything on other people's concepts - I don't want to jack anything. Was just stating my opinion.

His DPS is lower than Illidan's, which if I'm not mistaken is [60 (+14)] because of his Sweeping Strike Auto-Attack buff. Illidan also has constant ways to keep up with his target, making his DPS reliable unlike Itherael's.

That said, Illidan doesn't have ability damage burst. Nevertheless, it seems a bit of a waste to have such high DPS on a Hero who can't utilize it without his Heroic. Similar to Kharazim, who has higher DPS than Itherael with the Iron Fists talent, but you don't see him destroying people because he can't stay in range.

For Archangel's Power - I think you underestimate how powerful pick potential is. If you can use that mega-buff to instantly make the fight a 4v5, especially if you pick off a key opponent such as their Support, it doesn't matter that Itherael doesn't do much in teamfights outside that Heroic. He still made the fight 4v5 and is another body in the fight.

I don't want to downplay vision too much because it is definitely important and useful, but I'd rather have a Tyrande on my team than an Itherael that took Eyes of Fate - at least, that's the impression I get from the concept.

But like I said before I don't like suggesting things on other people's concepts - just like to give my first impressions.
1
[-]
edenfa | August 29, 2015 4:17pm
Severage wrote:

Hmm...

IMO, It looks too much like the assassin version of Monk plus Tassadar. Very similar to Kharazim's Q + E combo, you can Q + W on Itherael.

His Passive is almost Tassadar's E, and his E is almost Tassadar's passive. It also seems a bit strange to put a fairly weak ability like this on an Assassin when most any support can pick up Clairvoyance.

Another thing, Archangel's Power seems over the top. Not only does it out-perform the other Heroic, it's a ton of tooltip information, I can't imagine trying to read that in-game for the first time trying to grasp that paragraph of conditions.

This concept also has the same problem that Damage-Build Monk has - no CC or even soft CC. Even the soft CC in his talents are minimal, which means his reliance on doing damage is entirely based on Archangel's Power - further reducing his other Heroic's appeal.

With high-CD chase tools and no way to keep up with his opponents (Outside of a 20s Cooldown 7% speed buff and a 10% slow with the level 1 talent), he has to rely on burst, which automatically makes some talents such as Vampiric Assault unappealing.

Just my 2 cents. It's kinda cool to have an Assassin who is half Support, rather than a Support who is half Assassin, but I think sheer vision isn't enough to warrant picking him over any other Support who has more utility, and sheer burst, reliant on his Heroic CD, isn't enough to warrant picking him over, say, Zeratul.


If you have any ideas of how to make him better I'd love to hear :D

But remember that he has a really high DPS (60+12, most damage dealers has ~40-50). That with the fact that he has no CC or chase make him weaker alone but stronger with other heroes like Diablo that can make sure that you can attack your enemy, than you can use your W either to do a finishing blow or just to make sure that the fact that you are a melee hero doesn't hurt you. He is also good in team fights because there's less escape in team fights because you need to be there for your team.
And the heroic Archangel's Power is only good for 1v1s because it makes you stronger against one hero and not attacking him/her is just wasting your ult and even weakening you because you can't use your W on any other hero.
His second ult, Eyes of Fate, is better for maps like Black Heart's Bay where you need to know where are the enemy team at any time to make sure they're not taking boss or paying, and if your team is team fight focused, than, as I said before, the first heroic is useless.

And again, if you have any ideas I'd love to hear.
1
[-]
Severage (29) | August 28, 2015 8:13pm
Hmm...

IMO, It looks too much like the assassin version of Monk plus Tassadar. Very similar to Kharazim's Q + E combo, you can Q + W on Itherael.

His Passive is almost Tassadar's E, and his E is almost Tassadar's passive. It also seems a bit strange to put a fairly weak ability like this on an Assassin when most any support can pick up Clairvoyance.

Another thing, Archangel's Power seems over the top. Not only does it out-perform the other Heroic, it's a ton of tooltip information, I can't imagine trying to read that in-game for the first time trying to grasp that paragraph of conditions.

This concept also has the same problem that Damage-Build Monk has - no CC or even soft CC. Even the soft CC in his talents are minimal, which means his reliance on doing damage is entirely based on Archangel's Power - further reducing his other Heroic's appeal.

With high-CD chase tools and no way to keep up with his opponents (Outside of a 20s Cooldown 7% speed buff and a 10% slow with the level 1 talent), he has to rely on burst, which automatically makes some talents such as Vampiric Assault unappealing.

Just my 2 cents. It's kinda cool to have an Assassin who is half Support, rather than a Support who is half Assassin, but I think sheer vision isn't enough to warrant picking him over any other Support who has more utility, and sheer burst, reliant on his Heroic CD, isn't enough to warrant picking him over, say, Zeratul.
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