Uriel, "The light of God", existed before any monster walked the Earth. The true power of the Holy Light will be accessible only for a master player. Are you the chosen one?
From this description this monster seems like it's incredibly powerful, and can only be obtained by the hardest working players. Definitely one of these things is right, and that's it being difficult to obtain. Hands down Uriel is the most difficult monster to get in the game! There are 3 ways you can get him. First spend 2.3k gems from the Monster Shop to buy him. Second you can get his cells very rarely during non-monster cell weeks from Monster Lab. Finally you can get him from a 3 phase breeding event at the end of year. These things make Uriel even harder to obtain then a War Master, Nemesis, or VIP! For what weak stats, and underwhelming skills! This is the real reason why Uriel needs to be buffed over other OG legends due to his immense rarity. I mean do you want to work up to get a Uriel, and it's just a very outdated to the current game.
Starting off with a trait change. I think Uriel should have a trait better fitting of a god that is older then all monsters. I'm Thinking Celestial + Immunity to Sudden Death. This would make him have a more interesting trait for most light monster just have immunity to blind anyway. Plus it would allow him to deal with the aoe stunners in the light element. Them being Llum (Magic Form), Al Canine, and Cloud.
Let us talk about his stats, and why they are so bad. Uriel's power is 3,047 this power is second lowest for all light legends. The only one with a lower power then him is Ingvar's pet with 2,926. That's saying alot due to light being possibly the worst offensive element in the game! Uriel's speed is also really bad being at 3,245. Which with how the game has made monsters gradually faster, and faster, this speed is really awful! However on a more positive note Uriel's life of 31,366 is actually quite good, and makes him hard to kill which works well for what his skills are trying to do. For how to fix his stats, just increase his power to 3,388, and his speed to 3,421. This would make him hit abit harder, and make him decently fast. Which is what Uriel desperately needs. Now let us talk about his skills, and why they aren't great. The real problem is they are just majorly outdated to how the game has evolved. Like his stats, but on a worser level.
"Fallen Angels" Deals heavy light damage to a single target. This skill has a Base Power of 75, and only hits one enemy. Overall it's awful, due to Uriel's role being more supportive oriented then attacker. Plus this his Ultimate! You want your these to be game-changing once you get one, but this one isn't. However I've got an idea how to make it better. Instead making it into this ->
"Fallen Angels" Resurrects all allies with 100% of life. Removes all positive effects from all enemies. All enemies will die after 3 turns. This would be way better for Uriel's role. I mean Uriel is a supportive tank, and hence a stall ultimate works very well for him. Plus this could save your skin in certain situations, and that's what you want in an ultimate.
Skill Group 1
"Stunning Dictum" Deals low special damage. 50% stun target. This skill has 25 base power, and costs 20 stamina points. For Skill Group 1 it's very basic. Honestly I'd just like to see it get a slight power buff. Make it 35 base power instead of 25.
"Catholicon" 50% chance to remove all negative effects to all friendly monsters. This skill costs 22 stamina points. Before you say it's utter garbage. This skill is actually bugged, and removes negative effects guaranteed from all allies. Due to this fact it's not as bad as it sounds. However it could be a bit more interesting. I'd like this skill to cost 0 stamina. Meaning whenever you really needed negative effects removed you could without it messing with your other skills. Which would be pretty awesome!
"Ethereal Nimbus" Deals moderate Special damage. Requires cooldown. This skill has 35 base power, costs 25 stamina points, and has a 1 turn cooldown. Overall for a Skill Group 1 skill, it's pretty bad. Maybe instead make it this ->
"Ethereal Nimbus" Deals moderate Special damage. 50% blind target. Requires cooldown. This would make it worth having a 1 turn cooldown.
Skill Group 2
"Faithless Dictum" Deals moderate Special damage and may Blind target. This skill has 40 base power, and costs 30 stamina points. This skill actually isn't that bad. A 0 cooldown blind skill can come in handy considering more, and more monsters are coming out with cooldown activation skills. Blind being closest thing to a deny effect you can get. However for a light monster, blind isn't necessarily the best. Besides some being immune to blind, they also are masters of removing negative effects. Overall if I had to change the skill I'd to it 1 of 2 ways. Either increase its base power to 55, or make it this ->
"Faithless Dictum" Deals moderate Special damage. Removes all positive effects from all enemies. Requires cooldown. The cooldown would be 2 turns due to that being the basic cooldown number for these type of skills. Honestly I would like this better due the fact Uriel is meant to be more supportive anyway.
"Divine Protection" Remove all negative effects and gives 15% Heal, 15% Energy and a mini Shield. Requires cooldown. This skill has a cost of 25 stamina, and has a 2 turn cooldown. Overall a really bad supportive skill. Just so little increase, and it's only to 1 ally. Just utterly awful on all levels. This would be so much better if changed to this ->
"Divine Protection" Heals all allies by 30%. Removes all negative effects from all allies. Applies Light Protection and Special Protection to all allies. Requires cooldown. This would be some divine protection! This would be great at helping your allies, and yourself survive. Which is what Uriel is meant to do. With this the skill would has a increased stamina cost of 36, and be nerfed to a 3 to 4 turn cooldown.
"Celestial Nimbus" Deals moderate Special damage to all enemies. 50% Daze to entire enemy team. Requires cooldown. This skill has 35 base power, costs 35 stamina, and has a 1 turn cooldown. Overall this is a really outdated. Really it just needs to be increased to 45 base power, and be a guaranteed daze instead of only being 50% chance. This would mean it would have to be nerfed to a 3 turn cooldown.
Skill Group 3
"Devastating Dictum" Deals high Special damage and may Daze target. Requires cooldown. This skill has 50 base power, costs 35 stamina, and has 1 turn cooldown. This skill is pretty bad, and isn't at all "Devastating". However instead it should be ->
"Devastating Dictum" Deals massive special damage to one enemy. Applies stun to one enemy. This would be buffed to 75 base power, and stun instead of daze. This would give Uriel a good offensive skill if needed, and also support your team by controlling an enemy monster. However to balance it, the cooldown needs to be nerfed to 3 turns.
"Holy Resurrection" Revive friendly monster with full life and energy. Requires cooldown. This skill has a whopping 60 stamina, and a massive 6 turn cooldown. However this skill is really great being 1 of 2 full revival skills. However its stamina, and cooldown are alittle to be desired. How about making it instead cost 40 stamina, and have a 5 turn cooldown. Besides that this is honestly Uriel's only good skill.
Finally we have "Archangelic Nimbus" Deals moderate Special damage to all enemies. 50% Blind entire enemy team. Requires cooldown. This skill has 40 base power, costs 30 stamina, and has 2 turn cooldown. Overall same problems as "Celestial Nimbus". However not like "Celestial Nimbus" power is perfectly fine, and just needs to be guaranteed blind instead of being only 50% chance. However due to this change it also needs to be a 3 turn cooldown.
Overall these changes would make Uriel really a god amoung monsters. Which honestly he really should be due to the stuff as stated above. This also is a series of posts on 4 legends I’ll be doing this to. The other 3 being Hayman, Drekk, and Rabies.