Basic: slash
Lunges forward slashing the saber at the enemy staggering the targeting for 2 turns. With a 35% to do dmg to random target and stun them for 1 turn.
Fear them all (special): 5 cooldown
Removes all buffs and then Daze all enemies for 3 turns and offense down for 3 turns. If a target is already dazed then stun them for 1 turn. For each target dazed or stunned Vader gains 25% turn meter. If any Vader detrimental effects are resisted then Vader gains offense up, crit dmg up, and crit chance up for 2 turns.
Force crush: 4 turn cooldown
Crush the main target and another random enemy with his hands doing massive dmg and stunning the main target for 2 turns. And other target is is stagger for 2 turns and dazed for 2 turns.
Impale: 30 turn cooldown and starts on cooldown
Vader impales the target instantly killing them. Vader gains 100% turn meter. 100% offense until he dies. 100% defense. Cool down reduce by 1 for each debuffs removed off an enemy.
Leader: empire and sith gain 30% offense, 30% crit damage, and 30% crit chance. If a sith or empire cause dmg to an enemies HP they gain 10% turn meter.
Unique 1:
Vader has a 50% chance to evade an attack caused by a gun. Each time Vader evades an attack he gains 10% offense and defense stacking until he dies.
Unique 2: Vader gains 15 speed for each jedi and rebal enemy alive
Unique 3: Vader gains 5% crit chance for each empire ally and 5% offense for each sith ally.
Unique 4: Vader takes 20% less dmg and 25% critical avoidance against jedi
Unique 5: Vader has a 85% chance to retaliate again jedi and rebels. Half that against all others.
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Replies
Darth sidious - emperor palpatine. Different number of lightsabers, different capes
Old ben - obiwan. Old age and armour
Even Han Solo- Stormtrooper outfit, old, regular and snow kit. They look aesthetically different
Luke, CLS - Rifle and a lightsaber, different outfit
Give a good rework, of his current abiltiies and a decent unique and ill be happy.
I like the idea of giving him daze on force crush, giving him lightsaber throw a little more versatility (something to do with the number of their buffs). And I hope the unique solves his lack of power, especially over time.
Maybe a counter chance would be good. Or else a B2 effect of gaining turnemeter when empire/sith units are attacked
Darth Vader
Basic - Terrifying Strike - deal physical damage to target enemy with an 80% chance to inflict ability block for 1 turn, and inflict stagger for 2 turns on a critical hit. Jedi targets cannot evade or resist the effects of this attack.
Special - Force Crush - Cooldown: 5 - Deal physical damage to all enemies and inflict speed down and 3 damage over time effects for 2 rounds, all empire and sith allies gain 3% max health for every debuff inflicted.
Special - Culling Blade - Cooldown: 4 - deal physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled and grants 100% turn meter on a finishing blow. This attack cant be evaded.
Special - Force Choke - Cooldown: 3 - deal physical damage equal to 25% of the enemy's max health, and stun them for 1 turn, and gain 5% turn meter for every damage over time effect in them. Rebels cannot evade or resist this attack.
Leader - Empire and Sith allies gain 30% offense and have a 50% chance to remove 20% turn meter when they damage an enemy. This turn meter removal can't be resisted. While Darth Vader is alive, enemies immidiantly regain Damage over time for 2 turns whenever Damage over time expires on them.