New Character Ideas (Please read!!)

Lord_Massacus
183 posts Member
edited October 2017
Jedi: Ki-Adi-Mundi--Primary attack: Lightsaber Strike: Deal physical damage to target enemy with a 50% chance to inflict expose for 1 turn. Secondary attack: Strategist. Give all Galactic Republic allies the Master Plan buff. Unique ability: Jedi Councilman: Ki aid Mundi gives all Jedi allies a 25% offense boost

Jedi: Rahm Kota:
Basic Attack: Normal attack with a chance to give protection to a random ally. If all allies all ready have protection up, Kota gains Counter Chance for 1 turn.
Special: Defense up and Protection Up for 2 turns to all allies. If Starkiller present, both gain 30% turn meter and Starkiller gains a bonus attack.
Special: Order 66 Survivor: Deals special damage to target enemy and gives Stealth to a random ally and gains 5% turn meter.
Leader: No Eyes: Remove stealth from all enemy's and gives Defense up to all allies. If Starkiller is present, both gain tenicity for 1 turn at the start of the round.
Secondary: I sense something: A random ally will be given Foresight for one turn if a critical hit is scored on any ally. If Starkiller is present, he will also gain Foresight for one turn

Sith: Starkiller--Basic: Normal attack with chance of Koda also attacking
Special: Force Maelstrom: Removes all buffs on enemy's, and places them on allies, and does major special damage and replaces any buff on enemy's into debuffs
Special: Force Lightning blast that heals allies and does MAJOR damage to enemies: especially imperial.
Leader: The Force Unleased: All attacks do more damage to Imperial enemy's and all allies have an increase in offense and evasion. Allies regain health and any Jedi or Rebel allies gain counter chance.
Secondary: Vader Will Pay: Starkillers abilities do more damage to Imperial enemies, and any force based attack done by any ally does 50% more damage. Starkiller also does not take damage from damage over time effects.

PROXY:
Basic: Will use a lightsaber to attack. (Because he is actually equipped with them in the games if u didn't know)
Special: Mimic: PROXY will mimic or mime any blaster, sword or lightsaber based moves. He gains mimic for 2 turns, and gains 50% turn meter every time he mimics an ability.
Special: Primary Programming: if Starkiller is present, PROXY will call him to assist, but he will deal 80% less damage. PROXY will also gain Advantage for one turn as will Starkiller.
More than a droid: Has a higher chance of receiving bonus ad counter attacks if Kota or Starkiller are leading

Juno Eclispe:
Basic: Fires three shots and has 20% chance to gain stealth for two turns.
Special: Rogue Firing: Airstrike from Starkillers ship the Rogue Shadow.
Special: Removes all debuffs
Other ability: 8th Pilot: when Starkiller is present she gains health recovery over time.

Jedi: Shaak Ti--Primary attack: Use their weakness: Deal physical damage to target enemy. This attack has 50% critical chance. Secondary attack: Call to arms: Deal physical damage to target ally. Clone allies have a 45% chance to assist. Unique: Intuition: Shaak Ti has a 30% chance to evade separatist attacks. Shaak Ti has +20% offense against Separatist enemies. Leader: Mentor: Galactic Republic allies gain 35% offense and have a 35% chance to bonus attack.

Droid/Separatist: Droideka--Primary Attack: Dual Blasters: Deal physical damage to target enemy with a 25% chance to inflict ability block for one turn. Secondary attack: Shields up: Gain 100% protection and taunt for 2 turns. Unique Ability: Destroyer: Droideka gets plus 25% offense if there is a Galactic Republic enemy on the battlefield. Droideka resists any debuffs caused by Galactic Republic enemies. Droideka is immune to the expose debuff.

Droid/Separatist: T-Series tactical droid--Primary Attack: Blaster fire: Deal physical damage to target enemy. Droid allies have a 35% chance to assist. Secondary attack: AAT cannons: Deal Physical damage to all enemies. Droid allies gain Advantage if a Galactic Republic enemy was hit. Third Attack: Calculate: Droid allies gain offense up for 3 turns. Galactic Republic enemies gain exposure for 1 turn. Unique: Artificial Intelligence: T-Series tactical droid has a 30% chance to evade any Galactic Republic enemy attacks.

Galactic Republic: Padme Amidala--Primary attack: Defensive Strike: Deal physical damage to Target enemy with a 40% chance to bonus attack. Secondary attack: End the war: Galactic Republic allies gain advantage for 2 turns and offense up for 2 turns. If they already had offense up, expose target enemy. Leader: Queen of Naboo: Galactic Republic allies gain 30% offense and Separatists gain -30% Tenacity. Unique: Senator of the Republic: Padme gains +35% tenacity. If Anakin Skywalker is present and Padme is hit with an attack, Anakin gains +50% offense.

Galactic Republic: Bail Organa--Primary Attack: Defender of Freedom: deal physical damage to target enemy. Has a 45% chance to inflict offense down for 3 turns. Secondary attack: leader of unity: Deal physical damage to all enemies. All Allies have a 75% chance to damage target enemy with an assist. Unique: Survivor of the Republic: Galactic republic allies gain +30% offense and +25% tenacity when hit by a separatist, sith, or empire enemy.

Scoundrel/Bounty Hunter: Jabba The Hutt--Primary attack: Enslaver: Deal special damage to target enemy. Has a 50% chance to inflict ability block for 3 turns. Secondary attack: Leader of Fear: Inflict Ability block and offense down for 2 turns with a 30% chance to inflict tenacity down for 3 turns. Leader ability: Controller of Bounties: Bounty Hunter allies gain +50% offense and +35% critical chance. Bounty hunter allies gain 75% counter chance and can be called to assist when Jabba is damaged by an enemy attack. Bounty hunters gain +15% tenacity for every ally bounty hunter. Unique: Controller of Hutt Space: Rebel enemies gain -30% tenacity. Separatist enemies gain -30% potency. Jedi enemies gain -30% offense.

Clone: Boil--Primary attack: Fighter for freedom: deal physical damage to target enemy. Secondary attack: Sneak through the shadows: Boil gains stealth for 3 turns and offense up if any separatists are present. If Waxor is present he also gains these buffs. Unique: Defender of the Republic: Boil has +20% offense against Separatist enemies.

Clone: Waxor--Primary attack: Blaster Assault: Deal physical damage to target enemy with a 20% chance to call a clone ally to assist. Secondary attack: Clone Defender: Dispell all debuffs on all allies. For each debuff dispelled, all allies gain 10% protection. Third Attack: Follow through: Taunt for 2 turns. All allies gain retribution for 3 turns.

Jedi: Quilan Vos: he would have two attacks, a leader ability, and a secondary ability.
Basic attack: Basic Jedi Slash with 10% to inflict defense down for 1 turn to target enemy. Can be increased with upgrades.
Special: Hunters Insticts: Inflict special damage and has 30% chance to inflict ability block to target if a scoundrel or bounty hunter or Seperatist.
Leader: Best Jedi Tracker: All Jedi allies have a increase in attack damage when fighting BH, Seppies, or Scoudrels.
Secondary: When fighting Scoundrels Bounty Hunters or Seperatists, Vos has a 20% chance to remove stealth from any enemy(can be upgraded to a max of 60%) if no enemy's have stealth, Vos gains special damage for 1 turn

General Skywalker:Basic Attack: Normal Slash with a 25% chnace to inflict offense down on any Seperatist enemy's.
Special: No retreat: Give all allies 40% defense for 3 turns, Jedi allies and clone allies will also gain Offense Up for 3 turns.
Special: Aggressive Negotations: Attacks dealing 2x as much damage, and if any clone allies are present they also attack doing 60% less damage.
Leader: Lead the Charge: General Skywalker has a 20% to inflict offense down on any Seperatist or sith enemy's, and if Ahsoka is present she has a 30% to gain a bonus attack and gain 20% turn meter. If Ahsokas bonus attack scores a critical hit, General Skywalker will also gain 20% turn meter.
Secondary: Always on the Offensive: Clone and Jedi Allies have a 30% to gain offense up and counter attack chance for two turns

Clone: Jesse: Primary attack: For the Republic: Deal physical damage to target enemy. 50% chance to inflict damage over time. Secondary attack: Medic: Equalize all allies health and grant 3 Heal over time buffs for 2 turns. Unique: No man left behind: at the end of each turn all allies gain any buffs Jesse has. When a clone or Jedi ally is defeated, all other allies gain +30% offense.

Major Suggestion!!! Add vehicles like the AAT, ATAT, speeders, etc. Could be used as a one per Character Battle sort of thing

Also clones Gregor, Wolffe, and Captain Keeli should be added.

Please let me know what you think, maybe add some suggestions

Thanks to my friend Allev Jimur for helping with character ideas and move lists
Ally code: 357613281
swgoh.gg: https://swgoh.gg/u/lordterminus/

Replies

  • Jedi: Ki-Adi-Mundi--Primary attack: Lightsaber Strike: Deal physical damage to target enemy with a 50% chance to inflict expose for 1 turn. Secondary attack: Strategist. Give all Galactic Republic allies the Master Plan buff. Unique ability: Jedi Councilman: Ki aid Mundi gives all Jedi allies a 25% offense boost

    Jedi: Rahm Kota:
    Basic Attack: Normal attack with a chance to give protection to a random ally. If all allies all ready have protection up, Kota gains Counter Chance for 1 turn.
    Special: Defense up and Protection Up for 2 turns to all allies. If Starkiller present, both gain 30% turn meter and Starkiller gains a bonus attack.
    Special: Order 66 Survivor: Deals special damage to target enemy and gives Stealth to a random ally and gains 5% turn meter.
    Leader: No Eyes: Remove stealth from all enemy's and gives Defense up to all allies. If Starkiller is present, both gain tenicity for 1 turn at the start of the round.
    Secondary: I sense something: A random ally will be given Foresight for one turn if a critical hit is scored on any ally. If Starkiller is present, he will also gain Foresight for one turn

    Sith: Starkiller--Basic: Normal attack with chance of Koda also attacking
    Special: Force Maelstrom: Removes all buffs on enemy's, and places them on allies, and does major special damage and replaces any buff on enemy's into debuffs
    Special: Force Lightning blast that heals allies and does MAJOR damage to enemies: especially imperial.
    Leader: The Force Unleased: All attacks do more damage to Imperial enemy's and all allies have an increase in offense and evasion. Allies regain health and any Jedi or Rebel allies gain counter chance.
    Secondary: Vader Will Pay: Starkillers abilities do more damage to Imperial enemies, and any force based attack done by any ally does 50% more damage. Starkiller also does not take damage from damage over time effects.

    PROXY:
    Basic: Will use a lightsaber to attack. (Because he is actually equipped with them in the games if u didn't know)
    Special: Mimic: PROXY will mimic or mime any blaster, sword or lightsaber based moves. He gains mimic for 2 turns, and gains 50% turn meter every time he mimics an ability.
    Special: Primary Programming: if Starkiller is present, PROXY will call him to assist, but he will deal 80% less damage. PROXY will also gain Advantage for one turn as will Starkiller.
    More than a droid: Has a higher chance of receiving bonus ad counter attacks if Kota or Starkiller are leading

    Juno Eclispe:
    Basic: Fires three shots and has 20% chance to gain stealth for two turns.
    Special: Rogue Firing: Airstrike from Starkillers ship the Rogue Shadow.
    Special: Removes all debuffs
    Other ability: 8th Pilot: when Starkiller is present she gains health recovery over time.

    Jedi: Shaak Ti--Primary attack: Use their weakness: Deal physical damage to target enemy. This attack has 50% critical chance. Secondary attack: Call to arms: Deal physical damage to target ally. Clone allies have a 45% chance to assist. Unique: Intuition: Shaak Ti has a 30% chance to evade separatist attacks. Shaak Ti has +20% offense against Separatist enemies. Leader: Mentor: Galactic Republic allies gain 35% offense and have a 35% chance to bonus attack.

    Droid/Separatist: Droideka--Primary Attack: Dual Blasters: Deal physical damage to target enemy with a 25% chance to inflict ability block for one turn. Secondary attack: Shields up: Gain 100% protection and taunt for 2 turns. Unique Ability: Destroyer: Droideka gets plus 25% offense if there is a Galactic Republic enemy on the battlefield. Droideka resists any debuffs caused by Galactic Republic enemies. Droideka is immune to the expose debuff.

    Droid/Separatist: T-Series tactical droid--Primary Attack: Blaster fire: Deal physical damage to target enemy. Droid allies have a 35% chance to assist. Secondary attack: AAT cannons: Deal Physical damage to all enemies. Droid allies gain Advantage if a Galactic Republic enemy was hit. Third Attack: Calculate: Droid allies gain offense up for 3 turns. Galactic Republic enemies gain exposure for 1 turn. Unique: Artificial Intelligence: T-Series tactical droid has a 30% chance to evade any Galactic Republic enemy attacks.

    Galactic Republic: Padme Amidala--Primary attack: Defensive Strike: Deal physical damage to Target enemy with a 40% chance to bonus attack. Secondary attack: End the war: Galactic Republic allies gain advantage for 2 turns and offense up for 2 turns. If they already had offense up, expose target enemy. Leader: Queen of Naboo: Galactic Republic allies gain 30% offense and Separatists gain -30% Tenacity. Unique: Senator of the Republic: Padme gains +35% tenacity. If Anakin Skywalker is present and Padme is hit with an attack, Anakin gains +50% offense.

    Galactic Republic: Bail Organa--Primary Attack: Defender of Freedom: deal physical damage to target enemy. Has a 45% chance to inflict offense down for 3 turns. Secondary attack: leader of unity: Deal physical damage to all enemies. All Allies have a 75% chance to damage target enemy with an assist. Unique: Survivor of the Republic: Galactic republic allies gain +30% offense and +25% tenacity when hit by a separatist, sith, or empire enemy.

    Scoundrel/Bounty Hunter: Jabba The Hutt--Primary attack: Enslaver: Deal special damage to target enemy. Has a 50% chance to inflict ability block for 3 turns. Secondary attack: Leader of Fear: Inflict Ability block and offense down for 2 turns with a 30% chance to inflict tenacity down for 3 turns. Leader ability: Controller of Bounties: Bounty Hunter allies gain +50% offense and +35% critical chance. Bounty hunter allies gain 75% counter chance and can be called to assist when Jabba is damaged by an enemy attack. Bounty hunters gain +15% tenacity for every ally bounty hunter. Unique: Controller of Hutt Space: Rebel enemies gain -30% tenacity. Separatist enemies gain -30% potency. Jedi enemies gain -30% offense.

    Clone: Boil--Primary attack: Fighter for freedom: deal physical damage to target enemy. Secondary attack: Sneak through the shadows: Boil gains stealth for 3 turns and offense up if any separatists are present. If Waxor is present he also gains these buffs. Unique: Defender of the Republic: Boil has +20% offense against Separatist enemies.

    Clone: Waxor--Primary attack: Blaster Assault: Deal physical damage to target enemy with a 20% chance to call a clone ally to assist. Secondary attack: Clone Defender: Dispell all debuffs on all allies. For each debuff dispelled, all allies gain 10% protection. Third Attack: Follow through: Taunt for 2 turns. All allies gain retribution for 3 turns.

    Jedi: Quilan Vos: he would have two attacks, a leader ability, and a secondary ability.
    Basic attack: Basic Jedi Slash with 10% to inflict defense down for 1 turn to target enemy. Can be increased with upgrades.
    Special: Hunters Insticts: Inflict special damage and has 30% chance to inflict ability block to target if a scoundrel or bounty hunter or Seperatist.
    Leader: Best Jedi Tracker: All Jedi allies have a increase in attack damage when fighting BH, Seppies, or Scoudrels.
    Secondary: When fighting Scoundrels Bounty Hunters or Seperatists, Vos has a 20% chance to remove stealth from any enemy(can be upgraded to a max of 60%) if no enemy's have stealth, Vos gains special damage for 1 turn

    General Skywalker:Basic Attack: Normal Slash with a 25% chnace to inflict offense down on any Seperatist enemy's.
    Special: No retreat: Give all allies 40% defense for 3 turns, Jedi allies and clone allies will also gain Offense Up for 3 turns.
    Special: Aggressive Negotations: Attacks dealing 2x as much damage, and if any clone allies are present they also attack doing 60% less damage.
    Leader: Lead the Charge: General Skywalker has a 20% to inflict offense down on any Seperatist or sith enemy's, and if Ahsoka is present she has a 30% to gain a bonus attack and gain 20% turn meter. If Ahsokas bonus attack scores a critical hit, General Skywalker will also gain 20% turn meter.
    Secondary: Always on the Offensive: Clone and Jedi Allies have a 30% to gain offense up and counter attack chance for two turns

    Clone: Jesse: Primary attack: For the Republic: Deal physical damage to target enemy. 50% chance to inflict damage over time. Secondary attack: Medic: Equalize all allies health and grant 3 Heal over time buffs for 2 turns. Unique: No man left behind: at the end of each turn all allies gain any buffs Jesse has. When a clone or Jedi ally is defeated, all other allies gain +30% offense.

    Major Suggestion!!! Add vehicles like the AAT, ATAT, speeders, etc. Could be used as a one per Character Battle sort of thing

    Also clones Gregor, Wolffe, and Captain Keeli should be added.

    Please let me know what you think, maybe add some suggestions

    Thanks to my friend Allev Jimur for helping with character ideas and move lists

    A whole lot of LS and only a couple token DS suggestions. LS is overwhelming us as is, so no ty
  • Jedi: Ki-Adi-Mundi--Primary attack: Lightsaber Strike: Deal physical damage to target enemy with a 50% chance to inflict expose for 1 turn. Secondary attack: Strategist. Give all Galactic Republic allies the Master Plan buff. Unique ability: Jedi Councilman: Ki aid Mundi gives all Jedi allies a 25% offense boost

    Jedi: Rahm Kota:
    Basic Attack: Normal attack with a chance to give protection to a random ally. If all allies all ready have protection up, Kota gains Counter Chance for 1 turn.
    Special: Defense up and Protection Up for 2 turns to all allies. If Starkiller present, both gain 30% turn meter and Starkiller gains a bonus attack.
    Special: Order 66 Survivor: Deals special damage to target enemy and gives Stealth to a random ally and gains 5% turn meter.
    Leader: No Eyes: Remove stealth from all enemy's and gives Defense up to all allies. If Starkiller is present, both gain tenicity for 1 turn at the start of the round.
    Secondary: I sense something: A random ally will be given Foresight for one turn if a critical hit is scored on any ally. If Starkiller is present, he will also gain Foresight for one turn

    Sith: Starkiller--Basic: Normal attack with chance of Koda also attacking
    Special: Force Maelstrom: Removes all buffs on enemy's, and places them on allies, and does major special damage and replaces any buff on enemy's into debuffs
    Special: Force Lightning blast that heals allies and does MAJOR damage to enemies: especially imperial.
    Leader: The Force Unleased: All attacks do more damage to Imperial enemy's and all allies have an increase in offense and evasion. Allies regain health and any Jedi or Rebel allies gain counter chance.
    Secondary: Vader Will Pay: Starkillers abilities do more damage to Imperial enemies, and any force based attack done by any ally does 50% more damage. Starkiller also does not take damage from damage over time effects.

    PROXY:
    Basic: Will use a lightsaber to attack. (Because he is actually equipped with them in the games if u didn't know)
    Special: Mimic: PROXY will mimic or mime any blaster, sword or lightsaber based moves. He gains mimic for 2 turns, and gains 50% turn meter every time he mimics an ability.
    Special: Primary Programming: if Starkiller is present, PROXY will call him to assist, but he will deal 80% less damage. PROXY will also gain Advantage for one turn as will Starkiller.
    More than a droid: Has a higher chance of receiving bonus ad counter attacks if Kota or Starkiller are leading

    Juno Eclispe:
    Basic: Fires three shots and has 20% chance to gain stealth for two turns.
    Special: Rogue Firing: Airstrike from Starkillers ship the Rogue Shadow.
    Special: Removes all debuffs
    Other ability: 8th Pilot: when Starkiller is present she gains health recovery over time.

    Jedi: Shaak Ti--Primary attack: Use their weakness: Deal physical damage to target enemy. This attack has 50% critical chance. Secondary attack: Call to arms: Deal physical damage to target ally. Clone allies have a 45% chance to assist. Unique: Intuition: Shaak Ti has a 30% chance to evade separatist attacks. Shaak Ti has +20% offense against Separatist enemies. Leader: Mentor: Galactic Republic allies gain 35% offense and have a 35% chance to bonus attack.

    Droid/Separatist: Droideka--Primary Attack: Dual Blasters: Deal physical damage to target enemy with a 25% chance to inflict ability block for one turn. Secondary attack: Shields up: Gain 100% protection and taunt for 2 turns. Unique Ability: Destroyer: Droideka gets plus 25% offense if there is a Galactic Republic enemy on the battlefield. Droideka resists any debuffs caused by Galactic Republic enemies. Droideka is immune to the expose debuff.

    Droid/Separatist: T-Series tactical droid--Primary Attack: Blaster fire: Deal physical damage to target enemy. Droid allies have a 35% chance to assist. Secondary attack: AAT cannons: Deal Physical damage to all enemies. Droid allies gain Advantage if a Galactic Republic enemy was hit. Third Attack: Calculate: Droid allies gain offense up for 3 turns. Galactic Republic enemies gain exposure for 1 turn. Unique: Artificial Intelligence: T-Series tactical droid has a 30% chance to evade any Galactic Republic enemy attacks.

    Galactic Republic: Padme Amidala--Primary attack: Defensive Strike: Deal physical damage to Target enemy with a 40% chance to bonus attack. Secondary attack: End the war: Galactic Republic allies gain advantage for 2 turns and offense up for 2 turns. If they already had offense up, expose target enemy. Leader: Queen of Naboo: Galactic Republic allies gain 30% offense and Separatists gain -30% Tenacity. Unique: Senator of the Republic: Padme gains +35% tenacity. If Anakin Skywalker is present and Padme is hit with an attack, Anakin gains +50% offense.

    Galactic Republic: Bail Organa--Primary Attack: Defender of Freedom: deal physical damage to target enemy. Has a 45% chance to inflict offense down for 3 turns. Secondary attack: leader of unity: Deal physical damage to all enemies. All Allies have a 75% chance to damage target enemy with an assist. Unique: Survivor of the Republic: Galactic republic allies gain +30% offense and +25% tenacity when hit by a separatist, sith, or empire enemy.

    Scoundrel/Bounty Hunter: Jabba The Hutt--Primary attack: Enslaver: Deal special damage to target enemy. Has a 50% chance to inflict ability block for 3 turns. Secondary attack: Leader of Fear: Inflict Ability block and offense down for 2 turns with a 30% chance to inflict tenacity down for 3 turns. Leader ability: Controller of Bounties: Bounty Hunter allies gain +50% offense and +35% critical chance. Bounty hunter allies gain 75% counter chance and can be called to assist when Jabba is damaged by an enemy attack. Bounty hunters gain +15% tenacity for every ally bounty hunter. Unique: Controller of Hutt Space: Rebel enemies gain -30% tenacity. Separatist enemies gain -30% potency. Jedi enemies gain -30% offense.

    Clone: Boil--Primary attack: Fighter for freedom: deal physical damage to target enemy. Secondary attack: Sneak through the shadows: Boil gains stealth for 3 turns and offense up if any separatists are present. If Waxor is present he also gains these buffs. Unique: Defender of the Republic: Boil has +20% offense against Separatist enemies.

    Clone: Waxor--Primary attack: Blaster Assault: Deal physical damage to target enemy with a 20% chance to call a clone ally to assist. Secondary attack: Clone Defender: Dispell all debuffs on all allies. For each debuff dispelled, all allies gain 10% protection. Third Attack: Follow through: Taunt for 2 turns. All allies gain retribution for 3 turns.

    Jedi: Quilan Vos: he would have two attacks, a leader ability, and a secondary ability.
    Basic attack: Basic Jedi Slash with 10% to inflict defense down for 1 turn to target enemy. Can be increased with upgrades.
    Special: Hunters Insticts: Inflict special damage and has 30% chance to inflict ability block to target if a scoundrel or bounty hunter or Seperatist.
    Leader: Best Jedi Tracker: All Jedi allies have a increase in attack damage when fighting BH, Seppies, or Scoudrels.
    Secondary: When fighting Scoundrels Bounty Hunters or Seperatists, Vos has a 20% chance to remove stealth from any enemy(can be upgraded to a max of 60%) if no enemy's have stealth, Vos gains special damage for 1 turn

    General Skywalker:Basic Attack: Normal Slash with a 25% chnace to inflict offense down on any Seperatist enemy's.
    Special: No retreat: Give all allies 40% defense for 3 turns, Jedi allies and clone allies will also gain Offense Up for 3 turns.
    Special: Aggressive Negotations: Attacks dealing 2x as much damage, and if any clone allies are present they also attack doing 60% less damage.
    Leader: Lead the Charge: General Skywalker has a 20% to inflict offense down on any Seperatist or sith enemy's, and if Ahsoka is present she has a 30% to gain a bonus attack and gain 20% turn meter. If Ahsokas bonus attack scores a critical hit, General Skywalker will also gain 20% turn meter.
    Secondary: Always on the Offensive: Clone and Jedi Allies have a 30% to gain offense up and counter attack chance for two turns

    Clone: Jesse: Primary attack: For the Republic: Deal physical damage to target enemy. 50% chance to inflict damage over time. Secondary attack: Medic: Equalize all allies health and grant 3 Heal over time buffs for 2 turns. Unique: No man left behind: at the end of each turn all allies gain any buffs Jesse has. When a clone or Jedi ally is defeated, all other allies gain +30% offense.

    Major Suggestion!!! Add vehicles like the AAT, ATAT, speeders, etc. Could be used as a one per Character Battle sort of thing

    Also clones Gregor, Wolffe, and Captain Keeli should be added.

    Please let me know what you think, maybe add some suggestions

    Thanks to my friend Allev Jimur for helping with character ideas and move lists

    A whole lot of LS and only a couple token DS suggestions. LS is overwhelming us as is, so no ty

    I don't think that just because they're LS doesn't mean that they can't be good. The Jedi need work, and I added separatists for the same reason.
    Ally code: 357613281
    swgoh.gg: https://swgoh.gg/u/lordterminus/
  • Jedi: Ki-Adi-Mundi--Primary attack: Lightsaber Strike: Deal physical damage to target enemy with a 50% chance to inflict expose for 1 turn. Secondary attack: Strategist. Give all Galactic Republic allies the Master Plan buff. Unique ability: Jedi Councilman: Ki aid Mundi gives all Jedi allies a 25% offense boost

    Jedi: Rahm Kota:
    Basic Attack: Normal attack with a chance to give protection to a random ally. If all allies all ready have protection up, Kota gains Counter Chance for 1 turn.
    Special: Defense up and Protection Up for 2 turns to all allies. If Starkiller present, both gain 30% turn meter and Starkiller gains a bonus attack.
    Special: Order 66 Survivor: Deals special damage to target enemy and gives Stealth to a random ally and gains 5% turn meter.
    Leader: No Eyes: Remove stealth from all enemy's and gives Defense up to all allies. If Starkiller is present, both gain tenicity for 1 turn at the start of the round.
    Secondary: I sense something: A random ally will be given Foresight for one turn if a critical hit is scored on any ally. If Starkiller is present, he will also gain Foresight for one turn

    Sith: Starkiller--Basic: Normal attack with chance of Koda also attacking
    Special: Force Maelstrom: Removes all buffs on enemy's, and places them on allies, and does major special damage and replaces any buff on enemy's into debuffs
    Special: Force Lightning blast that heals allies and does MAJOR damage to enemies: especially imperial.
    Leader: The Force Unleased: All attacks do more damage to Imperial enemy's and all allies have an increase in offense and evasion. Allies regain health and any Jedi or Rebel allies gain counter chance.
    Secondary: Vader Will Pay: Starkillers abilities do more damage to Imperial enemies, and any force based attack done by any ally does 50% more damage. Starkiller also does not take damage from damage over time effects.

    PROXY:
    Basic: Will use a lightsaber to attack. (Because he is actually equipped with them in the games if u didn't know)
    Special: Mimic: PROXY will mimic or mime any blaster, sword or lightsaber based moves. He gains mimic for 2 turns, and gains 50% turn meter every time he mimics an ability.
    Special: Primary Programming: if Starkiller is present, PROXY will call him to assist, but he will deal 80% less damage. PROXY will also gain Advantage for one turn as will Starkiller.
    More than a droid: Has a higher chance of receiving bonus ad counter attacks if Kota or Starkiller are leading

    Juno Eclispe:
    Basic: Fires three shots and has 20% chance to gain stealth for two turns.
    Special: Rogue Firing: Airstrike from Starkillers ship the Rogue Shadow.
    Special: Removes all debuffs
    Other ability: 8th Pilot: when Starkiller is present she gains health recovery over time.

    Jedi: Shaak Ti--Primary attack: Use their weakness: Deal physical damage to target enemy. This attack has 50% critical chance. Secondary attack: Call to arms: Deal physical damage to target ally. Clone allies have a 45% chance to assist. Unique: Intuition: Shaak Ti has a 30% chance to evade separatist attacks. Shaak Ti has +20% offense against Separatist enemies. Leader: Mentor: Galactic Republic allies gain 35% offense and have a 35% chance to bonus attack.

    Droid/Separatist: Droideka--Primary Attack: Dual Blasters: Deal physical damage to target enemy with a 25% chance to inflict ability block for one turn. Secondary attack: Shields up: Gain 100% protection and taunt for 2 turns. Unique Ability: Destroyer: Droideka gets plus 25% offense if there is a Galactic Republic enemy on the battlefield. Droideka resists any debuffs caused by Galactic Republic enemies. Droideka is immune to the expose debuff.

    Droid/Separatist: T-Series tactical droid--Primary Attack: Blaster fire: Deal physical damage to target enemy. Droid allies have a 35% chance to assist. Secondary attack: AAT cannons: Deal Physical damage to all enemies. Droid allies gain Advantage if a Galactic Republic enemy was hit. Third Attack: Calculate: Droid allies gain offense up for 3 turns. Galactic Republic enemies gain exposure for 1 turn. Unique: Artificial Intelligence: T-Series tactical droid has a 30% chance to evade any Galactic Republic enemy attacks.

    Galactic Republic: Padme Amidala--Primary attack: Defensive Strike: Deal physical damage to Target enemy with a 40% chance to bonus attack. Secondary attack: End the war: Galactic Republic allies gain advantage for 2 turns and offense up for 2 turns. If they already had offense up, expose target enemy. Leader: Queen of Naboo: Galactic Republic allies gain 30% offense and Separatists gain -30% Tenacity. Unique: Senator of the Republic: Padme gains +35% tenacity. If Anakin Skywalker is present and Padme is hit with an attack, Anakin gains +50% offense.

    Galactic Republic: Bail Organa--Primary Attack: Defender of Freedom: deal physical damage to target enemy. Has a 45% chance to inflict offense down for 3 turns. Secondary attack: leader of unity: Deal physical damage to all enemies. All Allies have a 75% chance to damage target enemy with an assist. Unique: Survivor of the Republic: Galactic republic allies gain +30% offense and +25% tenacity when hit by a separatist, sith, or empire enemy.

    Scoundrel/Bounty Hunter: Jabba The Hutt--Primary attack: Enslaver: Deal special damage to target enemy. Has a 50% chance to inflict ability block for 3 turns. Secondary attack: Leader of Fear: Inflict Ability block and offense down for 2 turns with a 30% chance to inflict tenacity down for 3 turns. Leader ability: Controller of Bounties: Bounty Hunter allies gain +50% offense and +35% critical chance. Bounty hunter allies gain 75% counter chance and can be called to assist when Jabba is damaged by an enemy attack. Bounty hunters gain +15% tenacity for every ally bounty hunter. Unique: Controller of Hutt Space: Rebel enemies gain -30% tenacity. Separatist enemies gain -30% potency. Jedi enemies gain -30% offense.

    Clone: Boil--Primary attack: Fighter for freedom: deal physical damage to target enemy. Secondary attack: Sneak through the shadows: Boil gains stealth for 3 turns and offense up if any separatists are present. If Waxor is present he also gains these buffs. Unique: Defender of the Republic: Boil has +20% offense against Separatist enemies.

    Clone: Waxor--Primary attack: Blaster Assault: Deal physical damage to target enemy with a 20% chance to call a clone ally to assist. Secondary attack: Clone Defender: Dispell all debuffs on all allies. For each debuff dispelled, all allies gain 10% protection. Third Attack: Follow through: Taunt for 2 turns. All allies gain retribution for 3 turns.

    Jedi: Quilan Vos: he would have two attacks, a leader ability, and a secondary ability.
    Basic attack: Basic Jedi Slash with 10% to inflict defense down for 1 turn to target enemy. Can be increased with upgrades.
    Special: Hunters Insticts: Inflict special damage and has 30% chance to inflict ability block to target if a scoundrel or bounty hunter or Seperatist.
    Leader: Best Jedi Tracker: All Jedi allies have a increase in attack damage when fighting BH, Seppies, or Scoudrels.
    Secondary: When fighting Scoundrels Bounty Hunters or Seperatists, Vos has a 20% chance to remove stealth from any enemy(can be upgraded to a max of 60%) if no enemy's have stealth, Vos gains special damage for 1 turn

    General Skywalker:Basic Attack: Normal Slash with a 25% chnace to inflict offense down on any Seperatist enemy's.
    Special: No retreat: Give all allies 40% defense for 3 turns, Jedi allies and clone allies will also gain Offense Up for 3 turns.
    Special: Aggressive Negotations: Attacks dealing 2x as much damage, and if any clone allies are present they also attack doing 60% less damage.
    Leader: Lead the Charge: General Skywalker has a 20% to inflict offense down on any Seperatist or sith enemy's, and if Ahsoka is present she has a 30% to gain a bonus attack and gain 20% turn meter. If Ahsokas bonus attack scores a critical hit, General Skywalker will also gain 20% turn meter.
    Secondary: Always on the Offensive: Clone and Jedi Allies have a 30% to gain offense up and counter attack chance for two turns

    Clone: Jesse: Primary attack: For the Republic: Deal physical damage to target enemy. 50% chance to inflict damage over time. Secondary attack: Medic: Equalize all allies health and grant 3 Heal over time buffs for 2 turns. Unique: No man left behind: at the end of each turn all allies gain any buffs Jesse has. When a clone or Jedi ally is defeated, all other allies gain +30% offense.

    Major Suggestion!!! Add vehicles like the AAT, ATAT, speeders, etc. Could be used as a one per Character Battle sort of thing

    Also clones Gregor, Wolffe, and Captain Keeli should be added.

    Please let me know what you think, maybe add some suggestions

    Thanks to my friend Allev Jimur for helping with character ideas and move lists

    A whole lot of LS and only a couple token DS suggestions. LS is overwhelming us as is, so no ty

    I don't think that just because they're LS doesn't mean that they can't be good. The Jedi need work, and I added separatists for the same reason.

    The issue is not your light side toons, it's the fact that there are more in the game and it doesn't look like that fact is changing anytime soon
    "ARE WE BLIND? DEPLOY THE GARRISON."
  • Riffinator wrote: »
    Jedi: Ki-Adi-Mundi--Primary attack: Lightsaber Strike: Deal physical damage to target enemy with a 50% chance to inflict expose for 1 turn. Secondary attack: Strategist. Give all Galactic Republic allies the Master Plan buff. Unique ability: Jedi Councilman: Ki aid Mundi gives all Jedi allies a 25% offense boost

    Jedi: Rahm Kota:
    Basic Attack: Normal attack with a chance to give protection to a random ally. If all allies all ready have protection up, Kota gains Counter Chance for 1 turn.
    Special: Defense up and Protection Up for 2 turns to all allies. If Starkiller present, both gain 30% turn meter and Starkiller gains a bonus attack.
    Special: Order 66 Survivor: Deals special damage to target enemy and gives Stealth to a random ally and gains 5% turn meter.
    Leader: No Eyes: Remove stealth from all enemy's and gives Defense up to all allies. If Starkiller is present, both gain tenicity for 1 turn at the start of the round.
    Secondary: I sense something: A random ally will be given Foresight for one turn if a critical hit is scored on any ally. If Starkiller is present, he will also gain Foresight for one turn

    Sith: Starkiller--Basic: Normal attack with chance of Koda also attacking
    Special: Force Maelstrom: Removes all buffs on enemy's, and places them on allies, and does major special damage and replaces any buff on enemy's into debuffs
    Special: Force Lightning blast that heals allies and does MAJOR damage to enemies: especially imperial.
    Leader: The Force Unleased: All attacks do more damage to Imperial enemy's and all allies have an increase in offense and evasion. Allies regain health and any Jedi or Rebel allies gain counter chance.
    Secondary: Vader Will Pay: Starkillers abilities do more damage to Imperial enemies, and any force based attack done by any ally does 50% more damage. Starkiller also does not take damage from damage over time effects.

    PROXY:
    Basic: Will use a lightsaber to attack. (Because he is actually equipped with them in the games if u didn't know)
    Special: Mimic: PROXY will mimic or mime any blaster, sword or lightsaber based moves. He gains mimic for 2 turns, and gains 50% turn meter every time he mimics an ability.
    Special: Primary Programming: if Starkiller is present, PROXY will call him to assist, but he will deal 80% less damage. PROXY will also gain Advantage for one turn as will Starkiller.
    More than a droid: Has a higher chance of receiving bonus ad counter attacks if Kota or Starkiller are leading

    Juno Eclispe:
    Basic: Fires three shots and has 20% chance to gain stealth for two turns.
    Special: Rogue Firing: Airstrike from Starkillers ship the Rogue Shadow.
    Special: Removes all debuffs
    Other ability: 8th Pilot: when Starkiller is present she gains health recovery over time.

    Jedi: Shaak Ti--Primary attack: Use their weakness: Deal physical damage to target enemy. This attack has 50% critical chance. Secondary attack: Call to arms: Deal physical damage to target ally. Clone allies have a 45% chance to assist. Unique: Intuition: Shaak Ti has a 30% chance to evade separatist attacks. Shaak Ti has +20% offense against Separatist enemies. Leader: Mentor: Galactic Republic allies gain 35% offense and have a 35% chance to bonus attack.

    Droid/Separatist: Droideka--Primary Attack: Dual Blasters: Deal physical damage to target enemy with a 25% chance to inflict ability block for one turn. Secondary attack: Shields up: Gain 100% protection and taunt for 2 turns. Unique Ability: Destroyer: Droideka gets plus 25% offense if there is a Galactic Republic enemy on the battlefield. Droideka resists any debuffs caused by Galactic Republic enemies. Droideka is immune to the expose debuff.

    Droid/Separatist: T-Series tactical droid--Primary Attack: Blaster fire: Deal physical damage to target enemy. Droid allies have a 35% chance to assist. Secondary attack: AAT cannons: Deal Physical damage to all enemies. Droid allies gain Advantage if a Galactic Republic enemy was hit. Third Attack: Calculate: Droid allies gain offense up for 3 turns. Galactic Republic enemies gain exposure for 1 turn. Unique: Artificial Intelligence: T-Series tactical droid has a 30% chance to evade any Galactic Republic enemy attacks.

    Galactic Republic: Padme Amidala--Primary attack: Defensive Strike: Deal physical damage to Target enemy with a 40% chance to bonus attack. Secondary attack: End the war: Galactic Republic allies gain advantage for 2 turns and offense up for 2 turns. If they already had offense up, expose target enemy. Leader: Queen of Naboo: Galactic Republic allies gain 30% offense and Separatists gain -30% Tenacity. Unique: Senator of the Republic: Padme gains +35% tenacity. If Anakin Skywalker is present and Padme is hit with an attack, Anakin gains +50% offense.

    Galactic Republic: Bail Organa--Primary Attack: Defender of Freedom: deal physical damage to target enemy. Has a 45% chance to inflict offense down for 3 turns. Secondary attack: leader of unity: Deal physical damage to all enemies. All Allies have a 75% chance to damage target enemy with an assist. Unique: Survivor of the Republic: Galactic republic allies gain +30% offense and +25% tenacity when hit by a separatist, sith, or empire enemy.

    Scoundrel/Bounty Hunter: Jabba The Hutt--Primary attack: Enslaver: Deal special damage to target enemy. Has a 50% chance to inflict ability block for 3 turns. Secondary attack: Leader of Fear: Inflict Ability block and offense down for 2 turns with a 30% chance to inflict tenacity down for 3 turns. Leader ability: Controller of Bounties: Bounty Hunter allies gain +50% offense and +35% critical chance. Bounty hunter allies gain 75% counter chance and can be called to assist when Jabba is damaged by an enemy attack. Bounty hunters gain +15% tenacity for every ally bounty hunter. Unique: Controller of Hutt Space: Rebel enemies gain -30% tenacity. Separatist enemies gain -30% potency. Jedi enemies gain -30% offense.

    Clone: Boil--Primary attack: Fighter for freedom: deal physical damage to target enemy. Secondary attack: Sneak through the shadows: Boil gains stealth for 3 turns and offense up if any separatists are present. If Waxor is present he also gains these buffs. Unique: Defender of the Republic: Boil has +20% offense against Separatist enemies.

    Clone: Waxor--Primary attack: Blaster Assault: Deal physical damage to target enemy with a 20% chance to call a clone ally to assist. Secondary attack: Clone Defender: Dispell all debuffs on all allies. For each debuff dispelled, all allies gain 10% protection. Third Attack: Follow through: Taunt for 2 turns. All allies gain retribution for 3 turns.

    Jedi: Quilan Vos: he would have two attacks, a leader ability, and a secondary ability.
    Basic attack: Basic Jedi Slash with 10% to inflict defense down for 1 turn to target enemy. Can be increased with upgrades.
    Special: Hunters Insticts: Inflict special damage and has 30% chance to inflict ability block to target if a scoundrel or bounty hunter or Seperatist.
    Leader: Best Jedi Tracker: All Jedi allies have a increase in attack damage when fighting BH, Seppies, or Scoudrels.
    Secondary: When fighting Scoundrels Bounty Hunters or Seperatists, Vos has a 20% chance to remove stealth from any enemy(can be upgraded to a max of 60%) if no enemy's have stealth, Vos gains special damage for 1 turn

    General Skywalker:Basic Attack: Normal Slash with a 25% chnace to inflict offense down on any Seperatist enemy's.
    Special: No retreat: Give all allies 40% defense for 3 turns, Jedi allies and clone allies will also gain Offense Up for 3 turns.
    Special: Aggressive Negotations: Attacks dealing 2x as much damage, and if any clone allies are present they also attack doing 60% less damage.
    Leader: Lead the Charge: General Skywalker has a 20% to inflict offense down on any Seperatist or sith enemy's, and if Ahsoka is present she has a 30% to gain a bonus attack and gain 20% turn meter. If Ahsokas bonus attack scores a critical hit, General Skywalker will also gain 20% turn meter.
    Secondary: Always on the Offensive: Clone and Jedi Allies have a 30% to gain offense up and counter attack chance for two turns

    Clone: Jesse: Primary attack: For the Republic: Deal physical damage to target enemy. 50% chance to inflict damage over time. Secondary attack: Medic: Equalize all allies health and grant 3 Heal over time buffs for 2 turns. Unique: No man left behind: at the end of each turn all allies gain any buffs Jesse has. When a clone or Jedi ally is defeated, all other allies gain +30% offense.

    Major Suggestion!!! Add vehicles like the AAT, ATAT, speeders, etc. Could be used as a one per Character Battle sort of thing

    Also clones Gregor, Wolffe, and Captain Keeli should be added.

    Please let me know what you think, maybe add some suggestions

    Thanks to my friend Allev Jimur for helping with character ideas and move lists

    A whole lot of LS and only a couple token DS suggestions. LS is overwhelming us as is, so no ty

    I don't think that just because they're LS doesn't mean that they can't be good. The Jedi need work, and I added separatists for the same reason.

    The issue is not your light side toons, it's the fact that there are more in the game and it doesn't look like that fact is changing anytime soon

    I see. Nonetheless, I still think some of these toons would help rework some of the factions and be quite fun to have in the game,

    Ally code: 357613281
    swgoh.gg: https://swgoh.gg/u/lordterminus/
  • Jedi_Bane
    310 posts Member
    edited October 2017
    Starkiller and other force unleashed characters aren't canon. The droideka idea is great though, seperatists need a good tank. Clones also need an update.
    In the interest of the vehicles, i was thinking something along the lines of a beast hunt. Functions similar to assault battles with progressively harder foes. Ends with a rancor or something.
  • Carbonite Han
    'Nuff said
  • I know I'm new to the forum, and late getting to this post, but I've been playing Galaxy of Heroes for a few years now and I love the OP's ideas on Force Unleashed characters. The two Force Unleashed games are hands down my second favorite Star Wars games (after KOTOR of course). It doesn't matter to me that they're not canon, but neither are the KOTOR characters. But since Starkiller (or rather his clone if you want to be a nerd about it) pretty much jumpstarted the rebellion, shouldn't he be a light side character not a dark side?

    I kind of have to disagree with all of the extra clone characters. If you have the main ones, you don't really need any more, and besides Rex, they all pretty much annoy me. And I'm not too big on the Jabba idea either. I mean are all of Jabba's cronies going to wheel him up to the character he's attacking or what?

    Padme and Bail can also go. Let's be honest, I would say the reason why about 99% of us nerds who got into Star Wars did so because we like to see people using lightsabers, wish we could use the Force, and like to see big ships blow up. So any characters or ships that are just sort of in the story and don't really do anything cool, shouldn't be a character in the game. That is IMO of course.
  • I know I'm new to the forum, and late getting to this post, but I've been playing Galaxy of Heroes for a few years now and I love the OP's ideas on Force Unleashed characters. The two Force Unleashed games are hands down my second favorite Star Wars games (after KOTOR of course). It doesn't matter to me that they're not canon, but neither are the KOTOR characters. But since Starkiller (or rather his clone if you want to be a nerd about it) pretty much jumpstarted the rebellion, shouldn't he be a light side character not a dark side?

    I kind of have to disagree with all of the extra clone characters. If you have the main ones, you don't really need any more, and besides Rex, they all pretty much annoy me. And I'm not too big on the Jabba idea either. I mean are all of Jabba's cronies going to wheel him up to the character he's attacking or what?

    Padme and Bail can also go. Let's be honest, I would say the reason why about 99% of us nerds who got into Star Wars did so because we like to see people using lightsabers, wish we could use the Force, and like to see big ships blow up. So any characters or ships that are just sort of in the story and don't really do anything cool, shouldn't be a character in the game. That is IMO of course.

    Padmé married Anakin and had Luke and Leia. That’s just sort of in the story.
  • I know I'm new to the forum, and late getting to this post, but I've been playing Galaxy of Heroes for a few years now and I love the OP's ideas on Force Unleashed characters. The two Force Unleashed games are hands down my second favorite Star Wars games (after KOTOR of course). It doesn't matter to me that they're not canon, but neither are the KOTOR characters. But since Starkiller (or rather his clone if you want to be a nerd about it) pretty much jumpstarted the rebellion, shouldn't he be a light side character not a dark side?

    I kind of have to disagree with all of the extra clone characters. If you have the main ones, you don't really need any more, and besides Rex, they all pretty much annoy me. And I'm not too big on the Jabba idea either. I mean are all of Jabba's cronies going to wheel him up to the character he's attacking or what?

    Padme and Bail can also go. Let's be honest, I would say the reason why about 99% of us nerds who got into Star Wars did so because we like to see people using lightsabers, wish we could use the Force, and like to see big ships blow up. So any characters or ships that are just sort of in the story and don't really do anything cool, shouldn't be a character in the game. That is IMO of course.

    Thing with the force unleashed characters is that they aren't even in legends, or canon. They just kind of exist in their own story to fit the "overpowered force user" fantasy that players love.
    "You demand a simple answer, refusing to look for it within. That is the essence of your failure." -Valkorion, the Immortal Emperor
  • Zhan Consortium with zhan and i cant remember names but the rest of tge major players there. As well as new ships based on that and a new zhan cap i know ive said tgis elsewhere but in know you have both and you are cleary way better at designing things than i am.
  • I would also like legends characters added as well
  • I think we need some ds character for balancing the two side..personally I would love to see Captain Sidon Ithano as bounty Hunter/scoundrel
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