[Hero Concept] Angel, Support-Healer [Update: Added portraits]

void404

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Kit explanation:
I’m not very experienced with balance or ability design, so the numbers may be inaccurate. My goal was to create a mobile support who could quickly save a teammate from a critical situation, move around the map quickly, and also be able to escape dangerous situations on his own.

I used instant healing values, since healing per second can often be insufficient in urgent moments.

His core gameplay would revolve around balancing damage and healing. He wouldn’t be able to heal constantly, because his abilities consume his own HP. This is justified by the lore: the character draws power from inflicting pain on himself and prolonging his own suffering, which would also be reflected in the gameplay.

For example, when he is low on HP, his speed and damage increase, since at that point he would be mostly ineffective as a healer.

I also tried not to make his kit too complicated or give him a very high skill ceiling. I was thinking about a character like Soraka, but with more mobility and playmaking potential.

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Lore

When the Maelstrom shattered the boundaries between worlds, Angel already knew the taste of loss.​

He was a loyal servant of his Patron, her voice among mortals. He spread her faith, found new followers, forged pacts, persuaded, guided, and delivered judgments where mercy was not required.

But when she fell, he was powerless.

Grief transformed him. The Divine Light was lost, leaving his eyes blind to the world he once guided. Every step he takes is a shadow of what once shone, a reflection of the Patron’s absence. Through self-imposed suffering, he seeks truth and the power to reclaim what was lost. Every trial he endures, every pain he bears, is a vow he gives to himself and to the memory of his Patron.

For years he wandered the world in search of forbidden knowledge, tracing ancient rites and listening for echoes of powers. He did not preach, nor did he seek followers, yet stories followed him.

Without his consent, a small cult began to gather around these rumors, worshipping the idea of a being who grants peace through suffering. He neither confirmed nor denied them.

Now he enters the Ritual to bring his Patron back.




Explanation:
According to tradition, Seraphim are the angels closest to God. They burn with love for God and radiate divine light, yet they cannot look directly upon that light and cannot fully comprehend the divine will.

My angel is essentially a seraph deprived of the light of their God. Because of this, his halo is breaking apart and his wings are falling away. His nature is changing, yet he is not truly fallen, it is something in between, a distorted faith.

Seraphim traditionally have six wings, but I left my angel with only three and a crumbling halo. He is also blind, because he has lost the light of his God.

I worked through several versions of the story, since a fall can also be caused by one’s own ego or pride. But in the end I chose grief as the main cause. The grief of a holy being should be something truly profound and endless. That is why three hearts rot within him, and the suffering is constantly prolonged by his own hand, sustaining his fading faith in a dead Patron.

I would describe this character as morally grey, since he truly believes his intentions are good, yet his actions are highly questionable, and he is also gradually losing his composure. So not a kind, gentle Angel, but rather one who would do anything to bring his God back.



I was happy to discover hints of angels in the game, and I hope that one day we will have an Angel character.

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Sorry for any mistakes, English is not my native language.
 
I would change second ability to maybe alt fire or hold to bring allies but really good concept overall
Thanks! Do you mean the flight? it might affect mobility. I was imagining something like Dynamo’s jump, that saved me a lot in games.
 
I really like the angelic theme, so this design and the idea of this character seem very cool to me. Did you draw these artworks yourself or did you use generators (I'm not judging)?
 
The gun with the angel wing and eyes looks stylish, I like to look at it, and I wonder how the character will hold it in his hands or reload it
 
Regarding 1 skill, maybe he should add spirit scaling to damage per second. You can implement this through levels, for example
 
I really like the angelic theme, so this design and the idea of this character seem very cool to me. Did you draw these artworks yourself or did you use generators (I'm not judging)?
Thanks! This isn’t AI, I actually have a few outfit variants, but in the end I chose this one. I thought the asterisk symbol meant scaling and an increase to ability damage from items, but I might be wrong.

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could you add the abilties in text format too please, a bit of a hassle to read from the image!

I will try!
Sinner’s MarkPainful BlessingAngelic FlightDivine Judgment
Brands an enemy with a mark that deals spirit damage and steals health.Angel sacrifices his health to instantly heal an ally and enhance mobility.Angel spreads his wings and dashes. If an allied hero is nearby, he may carry them with him. Immune to controls during flight.Angel ascends into the air and casts down chains of judgment, binding enemies to the ground and disarming them.
* 110 Damage (+1.2 x Spirit)
* 22 Damage per s
* 5 s Duration
* 70% Damage to Heal
* 20m Cast Range
* 12m Explosion radius
* 30% Instantly heals of the target’s missing health
* +10% movement speed for 3 s
* 30% loses his current health
* 32m

* 10 m
* 15m Ally search radius

* 3.2 s Root Duration
* 90 Damage (+1.2 x Spirit)
* 15m Radius

18s Cooldown
1 Charge
8s Charge Cooldown
40s Cooldown
Cannot reduce Angel below 1 HP
15s Cooldown
1 Charge
2s Charge Cooldown
140s Cooldown
Tier 1: -5 s cooldown
Tier 2: 28 damage per second Life steal increased to 75% +1 Charge
Tier 3: Upon expiration, mark explodes If target dies while marked cooldown is reduced by 50%
Tier 1: -10 s cooldown
Tier 2: Heal increased to 45% of missing health Reduces incoming damage by 10% for 3s
Tier 3: Heals 50% of missing health Angel restores 50% of the sacrificed health over 4s
Tier 1: +6 m Dash Range
Tier 2: +15% Movement speed for 2s -5s Cooldown
Tier 3: Grants shield for 3s after landing +1 charge
Tier 1: +0.5s Root duration
Tier 2: Damage increased to 120 Enemies deal 20% reduced damage for 3 s after the root ends
Tier 3: Radius +10 m Angel gains 40% damage reduction during the effect -20s Cooldown
 
Thanks! Do you mean the flight? it might affect mobility. I was imagining something like Dynamo’s jump, that saved me a lot in games.
I just learned that if you put skills to instant cast on settings, the alt cast becomes hold to cast so for example to use dynamo's jump with your teammates you hold 2. So no need for that i guess lol
 
I updated skills a bit. I added more damage to ult and spirit scaling to damage per second of the first skill. I also got feedback that heal is too strong, but I think that if hero is a support healer, heal should be strong. It should be countered with items rather than by nerfing the ability. I don’t think this ability (Painful Blessing) is similar to the second ult, because it isn’t AoE and it sacrifices hero's own HP, so you can’t really spam it.

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Text ver.:
Divine Judgment
140s Cooldown

Angel ascends into the air and casts down chains of judgment, binding enemies to the ground and disarming them.

* 3.2 s Root Duration
* 120 Damage (+1.5 x Spirit)
* 15m Radius

"Let agony answer you"

Tier 1: +0.5s Root duration
Tier 2: Damage increased to 120 Enemies deal 20% reduced damage for 3 s after the root ends
Tier 3: Radius +10 m Angel gains 40% damage reduction during the effect -20s Cooldown



Sinner’s Mark
18s Cooldown | 1 Charge | 1 Charge | 8s Charge Cooldown

Brands an enemy with a mark that deals spirit damage and steals health.

* 110 Damage (+1.2 x Spirit)
* 22 Damage per s (+0.2 x Spirit)
* 5 s Duration
* 70% Damage to Heal
* 20m Cast Range
* 12m Explosion radius

Tier 1: -5 s cooldown
Tier 2: 28 damage per second Life steal increased to 75% +1 Charge
Tier 3: Upon expiration, mark explodes If target dies while marked cooldown is reduced by 50%


Thanks for the feedback!
 
The angelic flight would probably be too broken if immune, would beat Mina's double dash in means of escape. Rest of the kit seems doable, especially the Morgana Ult lol.
For the dash, I based it on Dynamo’s ability.
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He can’t be targeted while using it, which means control doesn’t affect him or his ally during the transfer. As far as I know, the total range with upgrades is around 16m. At the same time, Dynamo isn’t considered a mobile character, his first ability is AoE and knocks enemies up, which gives him an advantage compared to my character’s first skill. I wanted to focus more on strong mobility and healing.

I added a charge system because I think visually two jumps in that kind of “pushing off the ground” flight style look better. If that’s too strong, I think I could remove the charge system and just make it two jumps like Mina, or keep the charges but reduce the dash distance. Kinda 6m +6 upgrade.

There’s also a nuance: Mina and Dynamo can’t be targeted, meaning they can’t be damaged, but I never said Angel can’t be targeted. Technically, you can deal damage and kill the target, you just can’t stop him with control. That’s how I imagined it.

I think if I remove the CC immunity, the ability becomes kinda useless.
 
I’m adding an alternative version of Angelic Flight, reworked to function more like a flight rather than a dash. The ability is now closer to Vindicta’s flight, but adapted for a support role. I kept a brief control immunity only in Tier 3, applied for a short moment upon landing.

Does it feel better or worse?

Angel spreads his wings and takes flight, gaining free aerial movement for a short duration. If an allied hero is within range, Angel may lift them and carry them through the air. While flying, Angel emits a healing aura that restores health over time and gradually cleanses negative effects from himself and his carried ally.
40s Cooldown
Duration: 10s
Ally Search Radius: 12m
Healing: 22 HP/s
Carried ally cannot attack, but gains 35% damage resistance
Angel gains 20% slow resistance while flying
Tier 1:
+10s Duration
Tier 2:
+20% Flight Speed
-6s Cooldown
Tier 3:
Landing grants 0.75s invulnerability and full cleanse to Angel and the carried ally
 
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