The Clone Wars character ideas #3

Allenb60
2171 posts Member
edited August 2020
Link to #2

General Pong Krell, Jedi attacker with high defense who leaves the battle to his allies
Push Forward!, basic ability - Deal physical damage to target enemy. Galactic Republic allies gain 10% offense (stacking, max 5 stacks) for one turn.

Attack Orders, special ability with a one turn cooldown - Target other Clone ally assists, dealing double damage. All Clone allies gain 20% turn meter.

The Price of Victory, leader ability - Galactic Republic allies gain 30% offense and Clone allies gain 30 speed. Whenever a Clone ally is unable to gain bonus turn meter, gain a positive effect, or assist an ally, they lose all negative effects and take damage equal to 10% of their max health.

A Power Foreseen, unique ability - Pong Krell gains 100% defense and counter chance. Whenever Pong Krell deals damage, he recovers protection equal to 50% of the damage dealt. For every ally that isn't present, Pong Krell gains 25% offense. If no other allies are present, he gains a new special ability, Force Push: Deal special damage to all enemies and stun them for one turn (Cooldown 2).

Barriss Offee (Dark Side), Jedi attacker that deals high damage when at low health and betrays allies
Deceptive Strike, basic ability - Deal physical damage to target enemy and inflict healing immunity for two turns on a critical hit. This attack has +10% critical chance for each positive effect Barriss has.

Trust is Overrated, special ability with a three turn cooldown - Barriss gains 50% turn meter, speed up, offense up, critical damage up, and every positive effect on the target enemy for two turns. If Barriss has stealth, she gains another 50% turn meter.

Corruption of the Jedi Way, special ability with a three turn cooldown - Barriss and the target enemy have their current health percentages equalized. Then, Barriss recovers 15% health. Deal physical damage to the target and inflict defense down for two turns. The base damage of this attack is equal to the amount of health recovered by Barriss this turn.

Jedi Defector, unique ability - At the start of the encounter and whenever Barriss falls under 50% health, she gains stealth for two turns. While Barriss is present, other Jedi allies have -15% max protection and Barriss gains that much max health. Whenever an enemy is critically hit or loses a negative effect, Barriss gains 10% turn meter and 10% critical damage (stacking) for one turn.

Senator Padme Amidala, Galactic Republic support that promotes ally leadership and pacifism
ELG-3A Blaster, basic ability - Deal physical damage to target enemy and inflict speed down for one turn. Padme gains foresight for two turns.

Diplomatic Resolution, special ability with a four turn cooldown - Galactic Republic allies lose all status effects. For each positive effect an ally lost, dispel a random positive effect from the enemy that is adjacent to them. Then, inflict offense down for two turns on all enemies with no positive effects. This ability can't be evaded.

Citizens of the Republic, leader ability - Padme gains 30 speed and 25% potency, all other Galactic Republic allies gain the effects of their own leader ability. Galactic Republic allies gain a new special ability, Negotiate: Equalize turn meter with target other ally (3 turn cooldown).

Advocate of Negotiation, unique ability - Whenever an ally uses an ability that deals no damage while Padme is present, they recover 35% health and 10% protection. While Padme is present, Galactic Republic allies gain 10% offense for every ally with a special ability that deals no damage on cooldown. Whenever an enemy gains bonus turn meter while Padme is present, inflict with critical damage down on them for one turn. This effect can't be evaded or resisted.

Commander Gree - Phase 1, Clone Trooper attacker that calls allies to attack all enemies and responds quickly to attacks out of turn
Repel the Enemy, basic ability - Deal physical damage to target enemy. A random ally without retribution gains retribution for two turns.

Call to Arms, special ability with a four turn cooldown - Commander Gree and target other Clone ally gain 35% turn meter and accuracy up for two turns. Call all Galactic Republic allies to attack the enemy that is adjacent to them. These attacks ignore taunt.

RPS-6 Rocket Launcher, special ability with a four turn cooldown - Deal physical damage to all enemies and dispel their positive effects. Deal 10% more damage to the target enemy for each effect dispelled. This attack ignores defense.

Green Company Commander, unique ability - Whenever a Galactic Republic ally without protection up uses a basic ability while Commander Gree is present, they gain protection up (15%) for two turns. Whenever a Clone ally attacks outside of their turn while Commander Gree is present, he and Master Luminara gain 10% turn meter.

ARF Trooper, Accurate Clone Trooper support that scouts enemy defenses for allies
Position Confirmed, basic ability - Deal physical damage to target enemy and inflict evasion down for two turns.

Scouting Campaign, special ability with a two turn cooldown - ARF Trooper gains 40% turn meter and stealth for two turns. Dispel all positive effects from target enemy and inflict buff immunity on them for two turns.

Undercover Work, unique ability - ARF Trooper’s abilities can’t be evaded. While Arf Trooper has stealth, enemies are exposed for two turns whenever they are unable to gain a positive effect. These effects can’t be evaded or resisted.

Embo, Fast Bounty Hunter attacker that cripples his target and can then deal heavy damage to them
Precision Shot, basic ability - Deal physical damage to target enemy and deal double damage if they are staggered, dazed or stunned. Embo gains accuracy up for two turns.

Hat Toss, special ability with a two turn cooldown - Deal physical damage to target enemy. Stun them for one turn if Embo has defense up. Stagger the target enemy for two turns if they have 50% or more turn meter, and daze them for two turns if they have less than 50% turn meter.

Element of Surprise, leader ability - Scoundrel allies gain 30 speed. Whenever a Bounty Hunter ally uses a special ability for the first time each encounter, they dispel all positive effects from the target enemy of their ability. Bounty Hunter allies gain 10% turn meter whenever they dispel a positive effect.

When Embo is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Dispel a positive effect from an enemy fifteen times. (Only Bounty Hunter allies can contribute to the Contract.) Reward: Until the end of the encounter, Bounty Hunter allies gain 30% offense and potency. All Bounty Hunter allies have their Payouts activated.

Unorthodox Weapon, unique ability - At the end of his turn, Embo gains defense up until he takes damage from an attack and recovers 10% protection. Whenever Embo loses defense up, he gains 30% turn meter and offense up for one turn.

Embo's Payout - Whenever Embo receives Rewards from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Until the end of the encounter, Embo can't be prevented from gaining defense up and he recovers 5% protection at the end of each turn while he has defense up.

Droideka, Droid tank that quickly takes the lead in order to disrupt enemies
Twin Blasters, basic ability - Deal physical damage to target enemy and inflict offense down for two turns. If Droideka has taunt, attack again, once per turn.

Forward Advance, special ability with a three turn cooldown - Droideka gains offense up, retribution and taunt for two turns.

Deflector Shield, unique ability - Droideka gains 40% max protection and gains 30% speed while it doesn't have taunt. Enemies have -40% critical damage whenever they attack Droideka while it has taunt. Whenever Droideka gains a positive effect, it gains Reinforced for two turns.

Reinforced: This unit's other positive effects can't be dispelled.
Post edited by Allenb60 on

Replies

  • MasterSeedy
    4993 posts Member
    I got inspired by your use of the Light-Side Barriss kit to get the abilities for DS Barriss. I think this was great, though I like the idea of tweaking your kit slightly to incorporate the opposite of her auto-cleanse and her TM bumps. It also gives a chance at combatting those Triple Cleanse teams everyone keeps hating on. Try this:
    Life-Force Strike (Basic)
    Deal physical damage to target enemy. If Barriss has more health than her target, this attack does +35% damage. If Barriss has less health than her target, this attack has +100% health steal. If Barriss' health percentage is greater than her target, add another +35% damage. If Barriss' health percentage is less than her target, inflict bonus damage equal to 5% of the max health of the target and Barriss heals that amount. (If the target is immune to % health effects or takes reduced damage from these effects, Barriss heals 5% of her own Max health instead - this prevents healing millions of Health during raids). These effects are separate and both total health and health percentage effects apply to the same attack.

    Trust is Overrated (Special: Cooldown 4)
    Stagger target enemy; with a 60% chance to stagger a second enemy and a 40% chance to stagger a third. This effect cannot be evaded or resisted. Barriss gains ProtectionUP +50% for 1 turn. The duration is 2 Turns if a second enemy was staggered or 3 Turns if 3 were staggered.

    Corruption of the Jedi Way (Special: Cooldown 3)
    Barriss and all enemies have their current health percentages equalized. Equalization can be resisted.
    If Barriss' health was lowered (at least one enemy must fail to resist), all enemies affected by equalization gain gain all debuffs affecting any other enemy affected by equalization. These status effects cannot be resisted, but no more than one copy of each type of debuff can be gained.
    If Barriss' health was raised, she loses all debuffs on herself, then gains one copy of each non-unique buff (except Taunt) active on any enemy affected by health equalization. These buffs last on Barriss for as many turns as their full, initial duration - not merely for any remaining duration. Duplicates of the same buff use the best duration.

    Barriss gains +% Max Health for each debuff inflicted or cleansed:

    Level 1: +2% per debuff inflicted or cleansed (Total= +2% per debuff)
    Level 2: +1% per debuff inflicted or cleansed (Total= +3% per debuff)
    Level 3: +1% per debuff inflicted or cleansed (Total= +4% per debuff)
    Level 4: +1% per debuff inflicted or cleansed (Total= +5% per debuff)
    Level 5: +1% per debuff inflicted or cleansed (Total= +6% per debuff)
    Level 6: +1% per debuff inflicted or cleansed (Total= +7% per debuff)
    Level 7: +1% per debuff inflicted or cleansed (Total= +8% per debuff)
    Level 8 (Omega): +2% per debuff inflicted or cleansed (Total= +10% per debuff)


    Jedi Defector (Unique)
    Whenever any other character (ally or enemy) gains health from a Health Steal effect, the health steal gain is reduced by 10% and Barriss gains health equal to the amount of health steal prevented.
    At the beginning of Barriss' turn, she extends the duration of every enemy debuff by 1. At the beginning of each enemy turn, if that enemy has an active debuff, the enemy acquires CleanseShield which lasts until the end of their next turn. This special status is not a debuff, but while it exists no debuffs can be dispelled from this enemy. If a debuff would normally be dispelled from this enemy, CleaseShield immediately ends. Debuffs can expire at the end of their durations as normal, and CleanseShield also ends if at any time the enemy no longer has any debuffs active. Debuffs that end when triggered (such as expose or stagger) can still be triggered normally and still end when triggered.

    Zeta: Any effect which would provide bonus TM to Barriss provides the normal TM bonus even while Barriss is affected by negative status effects like Shock or Daze that would normally prevent TM gain. Effects that prevent TM gain that are not negative status effects function normally. Barriss gains +100% TM when stunned. After any critical Hit against Barriss, the health percentages between Barriss and the attacker that inflicted the Critical Hit are equalized. This effect is negated against enemies that take reduced damage from Health% effects. Whenever any enemy loses TM to Stagger, Barriss gains as much TM as was lost.

    Special note on Thermal Detonators: Duration extension does mean that TDs can fail to go off for many, many turns. However abilities that cause TDs to detonate immediate are considered "triggering" events, not Cleanse events, and so these abilities do cause TD to detonate even while CleaseShield is active.

    This kit takes the TM gains and turns them into TM losses for her enemies...but gets the gains back on her Zeta. Instead of cleansing her allies of debuffs, she makes it harder for the enemy to get rid of their own debuts. She can't gain TM from debuffs her allies inflict except for Stagger. This version is not so precisely the opposite of TM gains when her allies lose debuffs (the way you had it), but I think it makes for a more interesting kit.

    Note also that she's SelfishBarriss: instead of giving health to everyone when she uses her basic, she takes everyone else's healing from HealthSteal and redirects some of it to herself.

    In this way she wouldn't be Sith, but she would still gain under a Nihilus lead b/c her teammates would be getting so much HealthSteal.
  • Allenb60
    2171 posts Member
    I got inspired by your use of the Light-Side Barriss kit to get the abilities for DS Barriss. I think this was great, though I like the idea of tweaking your kit slightly to incorporate the opposite of her auto-cleanse and her TM bumps. It also gives a chance at combatting those Triple Cleanse teams everyone keeps hating on. Try this:
    Life-Force Strike (Basic)
    Deal physical damage to target enemy. If Barriss has more health than her target, this attack does +35% damage. If Barriss has less health than her target, this attack has +100% health steal. If Barriss' health percentage is greater than her target, add another +35% damage. If Barriss' health percentage is less than her target, inflict bonus damage equal to 5% of the max health of the target and Barriss heals that amount. (If the target is immune to % health effects or takes reduced damage from these effects, Barriss heals 5% of her own Max health instead - this prevents healing millions of Health during raids). These effects are separate and both total health and health percentage effects apply to the same attack.

    Trust is Overrated (Special: Cooldown 4)
    Stagger target enemy; with a 60% chance to stagger a second enemy and a 40% chance to stagger a third. This effect cannot be evaded or resisted. Barriss gains ProtectionUP +50% for 1 turn. The duration is 2 Turns if a second enemy was staggered or 3 Turns if 3 were staggered.

    Corruption of the Jedi Way (Special: Cooldown 3)
    Barriss and all enemies have their current health percentages equalized. Equalization can be resisted.
    If Barriss' health was lowered (at least one enemy must fail to resist), all enemies affected by equalization gain gain all debuffs affecting any other enemy affected by equalization. These status effects cannot be resisted, but no more than one copy of each type of debuff can be gained.
    If Barriss' health was raised, she loses all debuffs on herself, then gains one copy of each non-unique buff (except Taunt) active on any enemy affected by health equalization. These buffs last on Barriss for as many turns as their full, initial duration - not merely for any remaining duration. Duplicates of the same buff use the best duration.

    Barriss gains +% Max Health for each debuff inflicted or cleansed:

    Level 1: +2% per debuff inflicted or cleansed (Total= +2% per debuff)
    Level 2: +1% per debuff inflicted or cleansed (Total= +3% per debuff)
    Level 3: +1% per debuff inflicted or cleansed (Total= +4% per debuff)
    Level 4: +1% per debuff inflicted or cleansed (Total= +5% per debuff)
    Level 5: +1% per debuff inflicted or cleansed (Total= +6% per debuff)
    Level 6: +1% per debuff inflicted or cleansed (Total= +7% per debuff)
    Level 7: +1% per debuff inflicted or cleansed (Total= +8% per debuff)
    Level 8 (Omega): +2% per debuff inflicted or cleansed (Total= +10% per debuff)


    Jedi Defector (Unique)
    Whenever any other character (ally or enemy) gains health from a Health Steal effect, the health steal gain is reduced by 10% and Barriss gains health equal to the amount of health steal prevented.
    At the beginning of Barriss' turn, she extends the duration of every enemy debuff by 1. At the beginning of each enemy turn, if that enemy has an active debuff, the enemy acquires CleanseShield which lasts until the end of their next turn. This special status is not a debuff, but while it exists no debuffs can be dispelled from this enemy. If a debuff would normally be dispelled from this enemy, CleaseShield immediately ends. Debuffs can expire at the end of their durations as normal, and CleanseShield also ends if at any time the enemy no longer has any debuffs active. Debuffs that end when triggered (such as expose or stagger) can still be triggered normally and still end when triggered.

    Zeta: Any effect which would provide bonus TM to Barriss provides the normal TM bonus even while Barriss is affected by negative status effects like Shock or Daze that would normally prevent TM gain. Effects that prevent TM gain that are not negative status effects function normally. Barriss gains +100% TM when stunned. After any critical Hit against Barriss, the health percentages between Barriss and the attacker that inflicted the Critical Hit are equalized. This effect is negated against enemies that take reduced damage from Health% effects. Whenever any enemy loses TM to Stagger, Barriss gains as much TM as was lost.

    Special note on Thermal Detonators: Duration extension does mean that TDs can fail to go off for many, many turns. However abilities that cause TDs to detonate immediate are considered "triggering" events, not Cleanse events, and so these abilities do cause TD to detonate even while CleaseShield is active.

    This kit takes the TM gains and turns them into TM losses for her enemies...but gets the gains back on her Zeta. Instead of cleansing her allies of debuffs, she makes it harder for the enemy to get rid of their own debuts. She can't gain TM from debuffs her allies inflict except for Stagger. This version is not so precisely the opposite of TM gains when her allies lose debuffs (the way you had it), but I think it makes for a more interesting kit.

    Note also that she's SelfishBarriss: instead of giving health to everyone when she uses her basic, she takes everyone else's healing from HealthSteal and redirects some of it to herself.

    In this way she wouldn't be Sith, but she would still gain under a Nihilus lead b/c her teammates would be getting so much HealthSteal.

    Thanks for the reply. I like your suggestion for dark side Barriss, it sounds like a pretty powerful and unique set of abilities but I have been wrong before when comparing stuff on paper to in-game. You could always suggest it in a post of your own if you wanted to?
  • MasterSeedy
    4993 posts Member
    I thought about it, but I wanted to make sure you got credit for doing the original work. Since you think a Dark Barriss post is a good idea, I'll go ahead and make one. Look for it soon!

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