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.
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