Angel

Angels are strong, protective Tokens. However, Angels only have great offensive power against the mighty -- they refuse to use their full power against the meek.

Basic Spell - Smite - 3 AP - 2 MP - The Angel empowers his or her next attack, granting it +2 Damage to target for each 5 HP it currently has. The Angel recovers HP equal to half the bonus damage gained in this way. Overcast will restore full bonus damage as HP to angel. OC: 15. Does not stack.

Basic Passive - Angelic Guard - The Angel deals increased damage to targets with higher health than its Master, but lower damage to those with less health than its Master. The Angel also gains more Max Hit Points passively for how much higher its Max Hit Points without this buff are than its master. The Damage modifier works marginally around the 0, meaning that to find what your Damage Modifier is, you will take note of where you stand relative to the 0 point.

Ultimate Ability - Angelic Embrace - Upon use, the Angel grabs a target ( not self ) within 5m, or its Master from anywhere on the map. The Angel pulls the target to him or her, then restores the target to Full HP. The target becomes invulnerable and gains immunity to disables until his or her next turn.

Basic Passive - Forged of Divinity - The Angel can fly. Additionally, the Angel deals doubled damage to summoned units, Demons, and other Pit Spawn. The Angel takes Physical Damage like a normal unit.

Basic Spell - Ray of Light - 4 AP - 6 MP - The Angel calls down a ray of light which will go through all terrain ( but not destroy it ) at a location within 20m. On the Angel's next turn, the ray will strike, affecting all units within 5m of that location. Enemies hit take 1d20 damage, and are taunted if they are within 10m of the Angel. If Overcast, enemies hit are stunned instead. OC: 16.