Empire Toon Ideas

DarthMatt2004
114 posts Member
edited October 2017
These are some kits I made up:

Scout Trooper: a character that takes care of himself but tries to aid his allies by debuffing enemies

Basic: Disarming Shots
Deal physical damage to target enemy and has 70% chance to inflict ability block for 2 turns

Special: Situation Analysis- 3 turns

Gain stealth for 3 turns and expose target enemy and all rebel enemies for 1 turn.

Unique: Surprise Attack

While in stealth, Scout Trooper has +20% offense, +20% potency +50% evasion. In addition, all rebel enemies are effected by Scout Trooper's debuffs.
MS
Post edited by DarthMatt2004 on

Replies

  • DarthMatt2004
    114 posts Member
    edited October 2017
    Jump Trooper:

    Basic: Fire from Above
    Deal physical damage to target enemy. This attack is a critical hit if Jump Trooper has foresight. The damage dealt is doubled if target is a rebel

    Special: Out of Reach: 3 turns

    Gain Foresight for 2 turns. If it is used, then it is recovered for another turn. Jump Trooper also gain 10% turn meter for each living enemy

    Unique: Countering Tactics
    Jump Trooper has 50% Counter chance. He also has 50% chance to avoid being countered. If he is countered, then gain 100% turn meter and his counter chance is increased to 100% throughout the encounter(Zeta)
    Post edited by DarthMatt2004 on
    MS
  • Nice ideas, the empire definitely need more characters (especially since the devs seem to have an unending love for making overpowered rebel characters). A tip from me would be to add effects that specifically target rebel characters, like how Deathtrooper and Palpatine do.
    "You demand a simple answer, refusing to look for it within. That is the essence of your failure." -Valkorion, the Immortal Emperor
  • abadparker wrote: »
    Nice ideas, the empire definitely need more characters (especially since the devs seem to have an unending love for making overpowered rebel characters). A tip from me would be to add effects that specifically target rebel characters, like how Deathtrooper and Palpatine do.

    Thx for the tip :-)
    MS
  • You see this is good not to overpowered and could balnce the meta a big especially with the jump trooper, good job
  • Thanks ;-)
    MS
  • There should be some Imperial Trooper synergy since they are Imperial Troopers
  • These are some kits I made up:

    Scout Trooper: a character that takes care of himself but tries to aid his allies by debuffing enemies

    Basic: Disarming Shots
    Deal physical damage to target enemy and has 70% chance to inflict ability block for 2 turns

    Special: Situation Analysis- 3 turns

    Gain stealth for 3 turns and expose target enemy and all rebel enemies for 1 turn.

    Unique: Surprise Attack

    While in stealth, Scout Trooper has +20% offense, +20% potency +50% evasion. In addition, all rebel enemies are effected by Scout Trooper's debuffs.

    unique: Crash Into Tree
    after 3 turns, scout trooper instantly defeats himself by crashing into a tree.

    In all seriousness, nice ideas


  • unique: Crash Into Tree
    after 3 turns, scout trooper instantly defeats himself by crashing into a tree.

    In all seriousness, nice ideas

    Lol!
    MS
  • There should be some Imperial Trooper synergy since they are Imperial Troopers

    I didn't add any synergy as the troopers weren't leaders in the wars, only troopers.
    They would require a Thrawn or Veers lead, as they have synergy with troopers
    MS
  • DarthMatt2004
    114 posts Member
    edited October 2017
    Grand Inquisitor:

    Basic:Twirling Slice
    Deals physical damage to target enemy and inflict stagger for 2 turns

    Special: Rotating Sabers-4 turns
    Deal physical damage for 2 times to all enemies, and an extra attack if target is a Jedi or rebel.

    Special: Blade Throw- 3 turns
    Deal special damage to target enemy and stuns target enemy. If this attack is evaded, then gain 100% turn meter, offense up, and reset all of the Inquisitor's cool downs

    Leader: A Battle Worth Of My Time
    All Empire allies gain 30% potency and 10% offense. In addition, they also gain 10% health steal for each living lightside enemy

    Unique: Worse Fates Than Death
    If Inquisitor is below 15% health, then he eliminates himself. All allies are restored to full health, protection, turn meter, and all debuffs are removed. Their buffs are also extend to 3 extra turns
    MS
  • dimi4a wrote: »
    Imperial Officer:

    tex.charui_imperialofficer.png

    Attack Order (BASIC)
    Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist.
    Imperial War Machine (SPECIAL) - Cooldown: 5
    Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset.
    Field Tactics (UNIQUE)
    Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.

    Nice Kit :-)
    MS
  • dimi4a wrote: »
    Imperial Officer:

    tex.charui_imperialofficer.png

    Attack Order (BASIC)
    Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist.
    Imperial War Machine (SPECIAL) - Cooldown: 5
    Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset.
    Field Tactics (UNIQUE)
    Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.

    Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though
  • dimi4a wrote: »
    dimi4a wrote: »
    Imperial Officer:

    tex.charui_imperialofficer.png

    Attack Order (BASIC)
    Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist.
    Imperial War Machine (SPECIAL) - Cooldown: 5
    Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset.
    Field Tactics (UNIQUE)
    Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.

    Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though

    No, the cooldown is fine!

    As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha
    "You demand a simple answer, refusing to look for it within. That is the essence of your failure." -Valkorion, the Immortal Emperor
  • abadparker wrote: »

    As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha

    Lol, you are right
    MS
  • dimi4a wrote: »
    abadparker wrote: »
    dimi4a wrote: »
    dimi4a wrote: »
    Imperial Officer:

    tex.charui_imperialofficer.png

    Attack Order (BASIC)
    Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist.
    Imperial War Machine (SPECIAL) - Cooldown: 5
    Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset.
    Field Tactics (UNIQUE)
    Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.

    Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though

    No, the cooldown is fine!

    As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha

    No, it won't. The idea is to reset the abilities of all other allies except his.

    Yeah, it would have been a special ability that would never have a cool down, like BB8's first special ability
    MS
  • Maybe he could reset imperial troopers cooldowns. So a veers lead with officer DT Shore and snow would be good
  • dimi4a wrote: »
    Threx wrote: »
    Maybe he could reset imperial troopers cooldowns. So a veers lead with officer DT Shore and snow would be good

    Well in the description it says "Empire allies" and Imperial troopers are also "Empire" so there you go!

    Yes I'm just thinking that it would be more realistic
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