Even Character Ideas

TevlodiObight1
156 posts Member
edited January 2018
Here are some more ideas for potential characters:
FN-2199 “Nines”: Dark Side, First Order, Tank
Z6 Riot Control Baton: Deal damage to enemy and dispel all buffs on them. This cannot be countered and has a 65% chance to stun them for 1 turn. If the target was Resistance or not debuffed, stun chance is doubled and Nines gains 45% turn meter and offense up for 2 turns.

Exterminate Traitors: Deal damage to all enemies and inflict defense down and offense down on target enemy and two random enemies. This deals 20% more damage for each living First Order ally and this cannot be evaded or countered. First Order allies gain critical damage up and critical chance for 3 turns and gain 10% turn meter for each buff on them.

Finishing Blow: Instantly defeat target enemy and take damage equal to 50% of his max health. This cannot defeat Nines. He recovers 100% protection and grants all allies 50% health and protection and all non-unique buffs present on all allies and enemies. This cannot be evaded and starts on a cooldown of 15. The defeated enemy cannot be revived.

Unstoppable: Nines gains max health and protection equal to 40% of his max health and protection and taunt for 2 turns at the start of each encounter. Nines cannot be defeated when his health goes to 1 health unless he has not used Finishing Blow for 2 turns. When Nines has 1 health left, he gains foresight for 3 turns. Whenever he evades he gains stealth for 4 turns.

Retaliate: Nines has 100% counter chance and 20% counter damage. Nines cannot dispel buffs when counter attacking. Whenever he critically hits while counter attacks, he has a 50% chance to reduce the cooldown of Finishing Blow by 1. Otherwise, he gains 25% turn meter, which cannot be prevented.


BB-9E: Dark Side, Droid, First Order, Support
Blowtorch: Deal damage to enemy and inflict burning for 2 turns. If that enemy already had burning, inflict speed down for 3 turns. These effects cannot be resisted. This attack has a 20% chance to call a random ally to assist, dealing 15% less damage unless they are First Order.

Target Spotted: Inflict target lock on all enemies and remove 20% turn meter from all enemies for each effect resisted. This turn meter removal cannot be resisted. Target ally gains advantage and have their cooldowns reduced by one. If that ally is First Order, dispel all debuffs on them and reset their cooldowns.

Summon Backup Support: Deal damage to enemy and call First Order allies and one random ally to assist, dealing 20% less damage. Revive one random First Order ally at 30% health and protection and 100% turn meter. If these attacks put that enemy’s health at or below 50%, the revived ally also assists.

Malicious Programming: BB-9E has +30% critical damage. While enemies are target locked, BB-9E has +20% potency and has 30% counter chance and 20% counter damage and gains 8% turn meter for each target locked enemy at the end of his turn. When counter attacking, he has a 75% chance to grant all First Order allies 10% turn meter and 5% critical damage (stacking) until the end of the encounter.


Aurra Sing: Bounty hunter, Scoundrel, Attacker
Deadly Accuracy: Deal physical Damage to target enemy and inflict damage over time for 6 turns. If they already had damage over time, remove 30% turn meter.

Sniper’s Aim: Deals damage to target enemy twice and stun them for two turns. This has a 55% chance to deal damage again. These are conditions for extra attacks: the enemy has no protection, has more 50% turn meter, and Aurra Sing is buffed. Hits after the second attack deal 55% less damage.

Hired Gun: Aurra Sing has 20% critical chance and 15% critical damage for each Light Side enemy. Each time an ally scores a critical hit Aurra sing’s cooldowns have a 55% chance to be reduced by one.

Jar Jar Binks: Light Side, Tank
Accidental Assault: deal damage to target enemy and inflict defense down for one turn of Jar Jar’s turns. While Jar Jar has clumsy gungan, this attack has 100% offense.

Masteren Mace: deal damage to target enemy and inflict ability block for 2 turns. This cannot be evaded or resisted. If Mace Windu is present he is called to assist, dealing 100% more damage.

Clumsy Gungan: Jar Jar has 30% critical damage and critical chance equal to 50% of his potency. Each time an enemy gains a buff Jar-Jar gains the clumsy gungan effect. Clumsy Gungan effect- gains 10% counter chance, 5% evasion, and 8% critical avoidance. This effect is stackable.


Master Luke Skywalker: Jedi, Support.
Skilled Swordsman: Deal Damage to target enemy and gain 35% potency (stacking) until the next time Power of the Force is used. This has a 85% chance to grant all allies 2% of their max health. If the target enemy was debuffed then ability block them for one turn. Also if they had any buffs stun them until the end of Luke’s next turn. This deals 25% more damage to stunned targets.

Power of the Force: Deal damage to all enemies and gain tenacity up for 2 turns. If any enemies had buffs or debuffs deal 10% more damage for each debuff or buff they have. Luke also gains 20% turn meter. This deals damage equal to 3 times Luke’s potency percentage.

One with the Force: Luke grants all allies stealth for 3 turns, 50% turn meter, tenacity up, and he gains Foresight and potency up for three turns. And every time luke attacks while he has foresight the target enemy loses all buffs if they had any if not remove 25% turn meter. These attacks cannot be countered, resisted, or evaded.

The Hope of the resistance: (leader ability)- Resistance and Jedi allies have 40% critical chance, 25% tenacity, and they gain 30% health steal. Every time an enemy evades or counters an attack all allies gain 20% turn meter and 5% health and protection.

Grizzled Jedi Master: Each time a critical hit is scored luke recovers 4% protection. If he has not lost any protection then master luke gains retribution for two turns. Luke gains 10% turn meter and 5% potency (stacking) when he attacks an exposed enemy.

Jedi In Hiding: at the end of his turn Master luke Skywalker has a 75% chance to gain advantage for two turns. At the end of Each turn Master luke also recovers 5% health and potency (stacking) until the end of the battle.


Droideka: Dark Side, Droid, Separatist, Tank
Twin Blaster Cannons: Deal damage to enemy and inflict health down and defense down for 2 turns. This deals 50% more damage to taunting targets and targets without protection.

Blaster Barrage: Deal damage to all enemies and inflict offense down for 2 turns. Enemies with less than 50% turn meter are exposed for 2 turns and have a 50% chance to lose 25% turn meter. Enemies with more than 50% turn meter have all their buffs dispelled, lose 25% turn meter, and gain buff immunity for 2 turns.

Shield Generator: Droideka recovers 50% health and protection and gains Protective Shield* for 3 turns. This cannot be copied, dispelled, or prevented. If Droideka was debuffed, gain 45% turn meter and retribution for 1 turn.

*Protective Shield: -40% defense, 30% potency, and cannot be damaged by attacks that damage more than 20% of his health.





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