Darth Bane & zannah

Darth Bane
Dark side, sith, moderate tank, attacker

Basic:
Causes damage and leaches the targets HP. 100% dmg delt goes back to him and Zannah HP (50/50 split). If this crits add 2 dot for 2 turns.

Special 1: 2 cooldown
Does massive AOE dmg. +50% dmg per debuff target. 35% of the damage delt goes back as protection. If this crits expose for 2 turns. If protection is maxed then HP is restored instead and if if at full HP and protection is full gain offense up for 2 turns and crit dmg up for 2 turns. This cannot be evaded or countered.

Special ability 2: starts on 7 turn cooldown
Does 100% dmg of the targets max HP. Eveytime Bane and zannah use a special ability this is reduced by 1.
(Zeta) and 35% of he targets max protection as dmg. If the target does not die they are exposed for 2 turns.

Unique 1: +15% evasion against jedis and half that against all others. +3 speed for each debuff if zannah is active.
(Zeta) +5% evasion and zannah gains this ability too. +2 speed.

Unique 2: (unlocks at g11) Starts battle taunting if zannah is active. If zannah takes dmg Bane taunts for 2 turns. 70% counter when taunting.
(Zeta unlocks at g12) +15% counter and 400% hp steal only when he counters.



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Zannah
Dark side, sith, attacker.

Basic:
daze the the target for 2 turns. If this crits then stagger down. If stagger down is applied Bane is called to assist.

Special 1: 3 cooldown
She gains 5% protection loses 20% hp and causes 10% that amount lost back as dmg. If the target is daze 100% chance to crit and 50% to stun.

Special 2: 3 cooldown
Gives a targeted ally buff called "Dark Concealment". In addition, everyone with dark concealment gain 25% tm. If given to Bane cooldown reset to 2.
Dark Concealment: cannot be dispelled.
Dark side ally: start of every turn they have 50% chance to gain an advantage for 1 turn and gain 40% tm when they use a special ability. Attacker gain 30% crit dmg, support gain 25 speed, tanks gain 30% defense.
Light side ally: have a 50% chance to gain 100% tm when they use a special ability and 40% offense.

Special ability 3: (unlocked at g12) 7 cooldown starts on CD
Kills Bane and drives everyone with fear staggering all for 2 turns, daze for 2 turns, HP down for 2 turns, tenacity down for 2 turns, defense down for 2 turns, and a 50% chance to stun for 1 turn. If Bane is already dead gain 100% tm and 50% to all other ally's. Debuffs cannot be evaded. Every time Bane and zannah use a special ability this reduced by 1

Unique 1: when she evades an attack or a debuff she has 50% chance to counter doing 15% more dmg.
(Zeta) + 50% counter chance, +10% more dmg. Bane also get this ability if active.

Unique 2: unlocked at g12.
When Bane dies zannah cleanse all debuffs and gains 100% armor pen, 100% accuracy, and 100% tenacity until she dies. In addition, gains 100% tm, advantage for 2 turns, crit chance up for 2 turns, crit dmg up for 2 turns, offense up for 2 turns, speed up for 2 turn, potency up for 2 turns, foresight for 2 turns, and retribution for 2 turms.

Replies

  • ProCapper
    30 posts Member
    edited November 2017
    Options
    Sounds good to me. Let's get them in the game so they can bring their own brand of havoc. They are basicly the same person anyway so they should be strongest together.
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