Empire improvements

Jtn2t
48 posts Member
edited May 2017
Since I got tired of R2's speedy, elusive team in this 7-star final event with my Tier VIII Empire squad, I have suggestions about improvements for the Empire. Here's what I think:

Snowtrooper:
Assault Shock Troops: (Omega) Inflict Stagger on a Critical Hit.

Royal Guard:
Unyielding Defender: (Omega) If the leader is Empire, he gains 75% Counter Chance.

General Veers:
Can be found in Fleet Shipments and/or Cantina Battles after May.

Grand Moff Tarkin:
Grand Moff's Attack: Add a chance to call an Assist. If the Assist is a Empire character, then gain Turn Meter.
Ultimate Firepower: Add a chance to inflict Defense Down. Doubles the damage against Light Side enemies. (Omega: Reduces cooldown by 1 for each enemy suffers an negative status effect)
Intimidating Tactics: Omega: Dispel all positive effects on Light Side enemies.
Tighten the Grip: Imperial Troopers grants Offense Up and x% Turn Meter for Empire allies on a Critical Hit. (Zeta: Empire allies gains Speed Up at the start of each encounter or each enemies are defeated. Light Side enemies' Tenacity is reduced.)

Emperor Palpatine:
Emperor of the Galactic Empire: Light Side enemies also suffers his leader's abilities. (Zeta: Dark Side allies gain these bonuses, and gain Advantage for 2 turns if they successfully apply an harmful effect or a negative status.)
Crackling Doom: Light Side enemies also suffers damage from his passive ability. (Zeta: If any Light Side enemies or Shocked enemies suffers damage with a negative status, Expose them for 2 turns. This effect can't be resisted.
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