Magician
*winds of war (active)- The mage use elemental power to blow strong winds that reduce the attack and movespeed of units that move against it and boost the same stats to the ones that moves "with the wind" can be aplied to anyone or debuffs to enemies and buff to allies your choice.
*flame wall(active)- the magician created an path of fire that will do initial damage and damage over time to enemies that pass throught it.
* tornado flame(active)- an wind/fire mixed ability that slows an damges enemies in area.
* earth bond(active)- creates an link between the earth and one ally, this will disapear with time or when take XX damage, the target will not loose health, will be drained from the bonds HP, also while the bond is active the target will have HP regen. ( for nice effects when the link is gone the ground could turn into blight temporally).
* tidal wave(active)- water erupts from the feets of the mage and moves toward the target damaging enemies in the way.
Warrior
*Giant swing(passive)- the warrior swings its weapon in a wide move pushing and doing extra damage to enemies in AoE.
* War Cry(active)- the warriors fighting spirit motivates the allies giving temporary extra damage and health regen.
* adrenaline surge(active)- the warrior falls into a berserking stance and gains extra damage, armor and attack speed.
* ramming strike(active)- the Warrior runs foward stunning enemies in the way.
Assassin
* poison(active)- the assassin throws an poisoned dart that cripples the enemy HP regen, move speed and do damage over time.
* acrobactical strike(active)- assassin leaps above the enemy and lands at his back stunning it and doing damage.
* oportunist strike(passive)- When attacking from the side of the enemy the Assassin had a chance of doing 20% more damage, when attacking from behind an 50% more damage.
* Hunting webMagician
*winds of war (active)- The mage use elemental power to blow strong winds that reduce the attack and movespeed of units that move against it and boost the same stats to the ones that moves "with the wind" can be aplied to anyone or debuffs to enemies and buff to allies your choice.
*flame wall(active)- the magician created an path of fire that will do initial damage and damage over time to enemies that pass throught it.
* tornado flame(active)- an wind/fire mixed ability that slows an damges enemies in area.
* earth bond(active)- creates an link between the earth and one ally, this will disapear with time or when take XX damage, the target will not loose health, will be drained from the bonds HP, also while the bond is active the target will have HP regen. ( for nice effects when the link is gone the ground could turn into blight temporally).
* tidal wave(active)- water erupts from the feets of the mage and moves toward the target damaging enemies in the way.
Warrior
*Giant swing(passive)- the warrior swings its weapon in a wide move pushing and doing extra damage to enemies in AoE.
* War Cry(active)- the warriors fighting spirit motivates the allies giving temporary extra damage and health regen.
* adrenaline surge(active)- the warrior falls into a berserking stance and gains extra damage, armor and attack speed.
* ramming strike(active)- the Warrior runs foward stunning enemies in the way.
Assassin
* poison(active)- the assassin throws an poisoned dart that cripples the enemy HP regen, move speed and do damage over time.
* acrobactical strike(active)- assassin leaps above the enemy and lands at his back stunning it and doing damage.
* oportunist strike(passive)- When attacking from the side of the enemy the Assassin had a chance of doing 20% more damage, when attacking from behind an 50% more damage.
* Hunting web(active)- the assassin throws an web at the enemy rendering it unable to move and reducing its attack speed.
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notes:
*fell free to change things that you want.
*i know that you will not use natural HP regen, is the only reason to this exist on the abilities.
hope it helps XD.