New Character ideas

lukeskyrunnar
10 posts Member
edited February 2018
Darth Revan:
Sith, Attacker, Dark Side

Dual Lightsabers (Basic Attack):
Does Physical Damage. This attack has high damage variance and has a 25% increased chance of a Critical Hit.

Power Attack (4 turn cool down):
Give the enemy Evasion Up until the end of Revan's turn. Then, do Physical Damage to the enemy and gain 25% Turn Meter. This attack does +150% damage.

Flurry (4 turn cool down):
Give yourself Defense Down until your next turn. Then do Physical Damage twice, doing 35% less damage.

Fall to the Dark Side (Leader, Zeta):
Critical Hits have a 75% chance of stun and shock the enemy for one turn and remove 20% Turn Meter. This effect cannot be resisted by Jedi.

Mandalorian War Hero (Unique, Zeta):
Each of Revan's attacks have a 80% chance of doing another attack, doing 50% less damage.


Darth Malak:
Sith, Tank, Dark Side

Double-Bladed Lightsaber (Basic Attack):
Deal Physical Damage and gain Defense Up and Critical Hit Immunity until Malak's next turn.

Drain Life (4 turn cool down):
Deal Special Damage to all enemies and gain health equal to the damage dealt. Also, remove 25% of their Turn Meter.

Power of the Star Forge (6 turn cool down, Zeta):
Revive a random dead Sith Ally with 50% health with Offense Up and Critical Chance Up for one turn. Then, gain 50% health and protection and Turn Meter.

Captain of the Leviathan (Leader Ability):
Sith allies gain 25% Potency, Offense, Critical Chance, and Speed.

Revan's former apprentice (Unique, Zeta):
Do +100% damage against Jedi. Jedi enemies cannot dodge or resist attacks from Malak and have -25% offense against Malak.

Post edited by lukeskyrunnar on

Replies

  • Options
    I changed the topic name to be more broad and inclusive.
  • lukeskyrunnar
    10 posts Member
    edited February 2018
    Options
    Prodigal Knight Revan:
    Jedi, Support, Light Side

    Throw Lightsaber (Basic Attack):
    Does Physical Damage to all enemies, doing 50% less damage to secondary targets.

    Force Wave (3 turn cool down):
    Does Special Damage to all enemies, and inflict buff immunity for two turns and stun for one turn.

    Force Focus (5 turn cool down):
    Gain the Force Focus ability for three turns and heal all allies by 25% of Revan's health. Force Focus: +100% accuracy and potency, and +50% critical hit chance and critical hit damage.

    Balance to the Force (Leader Ability):
    Jedis have a +50% chance of resisting stun and critical hits.

    End to the Jedi Civil War:
    If Darth Malak is on the opposing team, Revan gains +100% counter chance and +50% critical hit chance.
  • Options
    I think there are far more canon characters to add first before going into Legends...

    If Holdo becomes a Fleet Commander for the Resistance.
    Raddus: Capital Ship, Resistance
    Crew Power- All allied ships gain +20 speed, with 20% chance to gain 25% turn meter when they attack out of turn.
    Hyperspace- Deals physical damage 10 times. These attacks cannot be evaded. Target locked enemies are immediately defeated. 7 turn cooldown


    General Hux: First Order, Fleet Commander, Support
    Sly Shot (Basic)- Deal Physical damage to one target. This attack has a 20% chance to inflict offense down for 2 turns.
    AT-M6 barrage (Special)- Deal Special damage to all enemies with 50% chance to remove 50% turn meter. This attack does double damage to Resistance enemies. 4 turn cooldown
    General of the First Order (Leader)- All First Order allies gain Potency Up, Offensive Up, and Speed Up at the start of the encounter.
    Battle Cry (Unique)- General Hux gains Protection Up every time a First Order ally defeats an enemy.


    Finalizer: Capital Ship, First Order
    Crew Power- All First Order ships gain +50 offense and +30 speed. Effects are halved for non-First Order allies.
    Kyber Crystal Battery- Deals physical damage to target enemy and expose them for 2 turns. Attack cannot be evaded. 4 turn cooldown


    First Order Flame-trooper: First Order, Support
    Flamethrower (Basic)- Deal physical damage to target enemy and inflict burn for 1 turn (2 turns if Resistance enemy is targeted)
    Raze (Special)- Deal special damage to all enemies and inflict burn for 3 turns. If any enemy is already inflicted with burn, attack does 20% more damage. 5 turn cooldown
    First Order's Justice (Unique)- Whenever First Order Flame-trooper uses his special, he regains 4% max protection. First Order Allies gain 4% turn meter each time burn is inflicted.


    Luke (Episode VI): Rebel, Jedi, Attacker
    Lightsaber Strike (Basic)- Deal physical damage to target enemy. If attack critically hits, gain Speed Up for 1 turn.
    Flurry of Blows (Special)- Deals Special damage to target enemy with 50% chance to inflict offense and defense down for 2 turns. Damage and effects are doubled against Empire/Sith enemies. 4 turn cooldown
    Jedi's Resolve (Unique)- Gains Offense and Defense Up for 2 turns when Luke attacks out of turn.
    I Am a Jedi (Unique)- Whenever any Jedi ally scores a critical hit, Luke has a 50% chance to assist.


    Droideka: Separatist, Droid, Tank
    Twin Laser Cannons (Basic)- Deal physical damage to target enemy with 10% chance to regain 10% max protection. Deals double damage to Republic Enemies.
    Laser Barrage (Special)- Deals physical damage to all enemies and dispel all buffs of them. Then, inflict the opposite debuff for 2 turns. 5 turn cooldown
    Separatist Droid Army (Special)- All Separatist Allies regain 8% max protection at the end of their turns.
    Shield (Unique)- Gains Defense and Protection Up for 2 turns if Critically Hit.


    Padme Amidala: Galactic Republic, Attacker
    Impressive Shot (Basic)- Deal physical damage to target enemy with 30% chance to expose for 2 turns. Effects are doubled against Separatist enemies.
    Aggressive Negotiations (Special)- Deal special damage to target enemy with 50% chance to attack a second time and a 35% chance to attack a third time. Damage is doubled against Separatist and Droid enemies. 3 turn cooldown.
    Naboo Senator (Unique)- Regains 5% max health at the start of each turn, and gains protection up for 1 turn whenever she exposes an enemy.


    Imperial Scout Trooper: Empire, Imperial Trooper, Attacker
    Biker's Pistol (Basic)- Deal physical damage to target enemy with 30% chance to inflict speed down over 2 turns.
    Speeder Bike Blast(Special)- Deals special damage to target enemy and expose them for 1 turn. Deals double damage against Rebel Enemies. 3 turn cooldown.
    Imperial Training (Unique)- Immune to Speed Down debuffs and gains 10% Max health at the start of the encounter

    Jango Fett: Bounty Hunter, Scoundrel
    Twin Pistols (Basic): Deal physical damage to target enemy with 50% chance to attack a second time. Effects doubled against Jedi enemies.
    Jet pack Missile (Special): Deals special damage target enemy and inflict daze for two turns. If target enemy is a Jedi, deal 30% more damage. 4 turn cooldown.
    Wrist-mounted Flamethrower (Special): Deals special damage to target enemy and inflict burn for 2 turns. Attack ignores protection if target enemy is a Jedi. 4 turn cooldown.
    Hunter’s Call (Unique): If Boba Fett or Zam Wessell is present, they are called to assist when Jango Fett uses his basic doing 40% less damage.
    Clone Template (Unique): All clone allies gain +40 offense, +40 defense, and +40 speed if there are no debuffs on them. In addition, all clone allies gain 5% max protection each time they are inflicted with ability block.

    Saw Guerrera: Rebel, Tank
    Wary Blast (Basic): Deals physical damage to target enemy with 100% chance to attack again against Empire enemies dealing 75% more damage.
    Bor Gullet (Special): Deals special damage to target enemy and ignores protection. Empire enemies are stunned for 1 turn. Target enemy is also inflicted with Mind Loss. 5 turn cooldown.
    [Mind Loss]: When afflicted, enemy target has -50 speed, -80 armor, and -50% offense. This affect cannot be dispelled for the duration of the battle.
    Rebel Extremism (Unique): Whenever rebel allies are afflicted with a debuff, Saw Guerrera taunts for two turns.
    Last Stand (Unique): If Saw Guerrera is the last member of your squad alive, he gains +100% defense. He also regains protection equal to 10% per rebel in the squad.

Sign In or Register to comment.