Your OP didn’t really say which character we were designing… so unless we are supposed to be designing a 4* Hood (as you briefly mentioned), then the following applies:
Shouldn’t the abilities be based on the character?
I mean, you can’t just jumble three random abilities together and call it a day.
See what I did in this thread for examples:
https://forums.505go.com/discussion/31920
60 different abilities for 20 different NES universe characters.
156 class abilities for FFPQ, 56 character abilities, and 18 different abilities for 6 boss monsters.
…but my process for creating a character was never to just cobble together colors and powers.
I always started by picking a character to create. Then I thought about what made that character unique, I started with a basic idea of what colors defined that character. Then I created moves that tried to capture the uniqueness of the character and tied them to the in-game mechanics of a puzzle quest. After that, if I wasn’t happy with the 
assigned to the ability, I would either tweak the ability, give it a new color, or scrap it in favor of something that better reflected the character.
Otherwise you get something like this:
The Cobbled One
4 Star Rarity (legendary)
At Max Level: HP: 15974 Tile Damage: 64/12/73/09/11/82/3.5x
Skills at max level:
Requiem 7 
AP
Randomly place a 2 turn Requiem CD 
tile for every downed character. When the CD reaches 0, deal 1,475 damage.
Level Upgrades
- Level 2: Randomly place a 2 turn Requiem CD

tile for every downed character. When the CD reaches 0, deal 1,750 damage.
Level 3: Randomly place a 2 turn Requiem CD 
tile for every downed character. When the CD reaches 0, deal 2,350 damage.
Level 4: Randomly place a 1 turn Requiem CD 
tile for every downed character. When the CD reaches 0, deal 2,650 damage.
Level 5: Randomly place a 1 turn Requiem CD 
tile for every downed character. When the CD reaches 0, deal 3,150 damage.[/color]
Shirahadori (passive)
This character has a natural ability to evade enemy attacks. Has a 10% chance of avoiding damage from any source.
Level Upgrades
- Level 2: Has a 15% chance of avoiding damage from any source.
Level 3: Has a 20% chance of avoiding damage from any source.
Level 4: Has a 25% chance of avoiding damage from any source.
Level 5: Has a 30% chance of avoiding damage from any source.[/color]
Phoenix Pinion 11 
AP
Revive a downed character with 30% health.
Level Upgrades
- Level 2: Revive a downed character with 35% health.
Level 3: Revive a downed character with 40% health.
Level 4: Revive a downed character with 45% health.
Level 5: Revive a downed character with 50% health.[/color]
Sure, the ability to do more damage based on the number of downed characters and the ability to revive downed characters match, but they also contradict. Add in that blue passive and you’ve got a character who you don’t want to leave until the end of the match, but who doesn’t really have a proper feel.
Who is this character? What is his connection to the dead that he can both bring people back to life and cause more damage the more dead people there are? Why does he have the unique ability to avoid damage from any source?
I don’t know. I just threw together three random abilities in the right colors from the Bard, Samurai, and Alchemist classes. I’m sure there is like an undead/priest/phantom character somewhere in the marvel universe that would make sense… but isn’t it better to pick a character to design rather than picking abilities to randomly assign to a character?