Snoke and Praetorian Guard ally kits

TevlodiObight1
156 posts Member
edited May 2018
Supreme Leader Snoke: Dark Side, First Order, Support
Corrupt: Deal physical damage to enemy and remove half of their present turn meter percentage. On a critical hit, gain offense up for 2 turns and remove an additional 20% turn meter, which cannot be resisted. This deals 1% more damage for each 1% of turn meter removed.

Quash all Hope: Grant all allies advantage for 2 turns and deal damage to all enemies and dispel all buffs on them. For each buff dispelled, inflict a damage over time effect for 4 turns. For each critical hit, gain 10% turn meter.

Force Insanity: Inflict daze and stagger for 3 turns on all enemies and remove 50% turn meter. Resistance enemies cannot resist the effects of this attack. While Snoke has advantage, deal damage equal to 20% of their max health. This cannot be evaded.

Supreme Leader of the First Order: First Order allies have +32% potency and +40% offense and Resistance enemies have -32% tenacity and -35% speed when debuffed. While Supreme Leader Snoke is active, whenever a First Order ally gains a buff, they immediately regain when it expires (excluding taunt, advantage, foresight, and stealth). Whenever any turn meter is removed from enemies while Snoke is active, First Order allies recover 5% health and protection.

Tip the Balance: Snoke gains 10% max health, offense, protection and potency for each First Order ally. Each time any turn meter is removed, Snoke gains that much turn meter (once per turn), and Praetorian Guard allies gain half that amount (once per turn). Praetorian Guard allies cannot be defeated while Snoke is active.


First Guard: Dark Side, First Order, Praetorian Guard, Tank
Break Will: Deal damage to enemy and inflict offense down for 2 turns. If Praetorian Guard has 50% health or more, this deals 50% more damage. If below, he recovers health equal to the damage dealt.

Subjugate: Grant all First Order allies 30% turn meter and max health up for 4 turns, and other allies gain half the turn meter gain and half of the max health up duration. Inflict health down, damage over time, and defense down on target enemy for 4 turns.

Unbreakable Line of Defense: First Guard gains taunt and max health up for 1 turn at the start of each encounter and when any unit falls below 75% health. He gains +50% defense for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). First Guard gains 100% turn meter, heal over time, and taunt for 2 turns whenever Snoke falls below 100% health or is defeated.


Third Guard: Dark Side, First Order, Praetorian Guard, Attacker
Unpredictable Jab: Deal damage to enemy and inflict expose for 2 turns. If they already had expose, inflict stagger and expose for 3 turns. If they were already staggered, inflict stun for 1 turn and stagger for 2 turns.

Inexorable Offense: Deal damage to enemy equal to 50% of their max health and call target Praetorian Guard ally to assist, their attack ignoring protection and dealing 50% more damage. These attacks cannot be evaded. Recover health equal to the damage dealt. This cannot be prevented.

Never Surrender: Third Guard gains Advantage and Critical Damage for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +50% offense for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Third Guard gains 100% turn meter, Advantage, Offense up, Critical Chance up, and Critical Damage up for 2 turns whenever Snoke falls below 100% health or is defeated.


Fifth Guard: Dark Side, First Order, Praetorian Guard, Healer
Supportive Strike: Deal damage to enemy and and dispel all debuffs on a random ally and inflict those debuffs on target enemy for 2 turns. These effects cannot be resisted.

Remedial Tactics: Snoke and Praetorian Guard allies gain heal over time and defense penetration up for 3 turns and recover 25% of their max protection and 25% of Fifth Guard’s max health. Other First Order allies recover health and protection equal to half those amounts.

Serve and Protect: Fifth Guard gains heal over time and critical hit immunity for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +8 evasion and speed for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Fifth Guard gains 100% turn meter, critical hit immunity, heal over time, and protection recharge for 2 turns whenever Snoke falls below 100% health or is defeated.


Seventh Guard: Dark Side, First Order, Praetorian Guard, Support
Ensnaring Surge: Deal damage to enemy and dispel all buffs on them. If they had any buffs, deal 50% more damage, reduce all Praetorian Guard allies by 1, remove 100% turn meter, and inflict speed down for 2 turns.

Protect or Die: All allies gain defense up and heal over time for 3 turns. Snoke gains stealth and foresight for 3 turns. Praetorian Guard allies gain buffs for 3 turns according to their role:
Attacker: Advantage and defense penetration up
Support/healer: foresight and stealth
Tank: Taunt and critical hit immunity

Unflappable Loyalty: Seventh Guard gains foresight and stealth for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +30% max health for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Seventh Guard gains 100% turn meter, foresight and dispels all debuffs on all allies whenever Snoke falls below 100% health or is defeated.
Post edited by TevlodiObight1 on

Replies

  • Options
    Supreme Leader Snoke: Dark Side, First Order, Support
    ...
    Nothing to edit.


    First Guard: Dark Side, First Order, Praetorian Guard, Tank
    Break Will: Deal damage to enemy and inflict offense down for 2 turns. If Praetorian Guard has 50% health or more, this deals 50% more damage. If below, he recovers health equal to the damage dealt.

    Subjugate: Grant all First Order allies 30% turn meter and max health up for 4 turns, and other allies gain half the turn meter gain and half of the max health up duration. Inflict health down, damage over time, and defense down on target enemy for 4 turns.

    Unbreakable Line of Defense: First Guard gains taunt and max health up for 1 turn at the start of each encounter and when any unit falls below 75% health. He gains +50% defense for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). First Guard gains 100% turn meter, heal over time, and taunt for 2 turns whenever Snoke falls below 100% health or is defeated.
    In "Unbreakable Line of Defense" I think the 75% health is to high. I suggest to gain 70%.


    Third Guard: Dark Side, First Order, Praetorian Guard, Attacker
    Unpredictable Jab: Deal damage to enemy and inflict expose for 2 turns. If they already had expose, inflict stagger and expose for 3 turns. If they were already staggered, inflict stun for 1 turn and stagger for 2 turns.

    Inexorable Offense: Deal damage to enemy equal to 50% of their max health and call target Praetorian Guard ally to assist, their attack ignoring protection and dealing 50% more damage. These attacks cannot be evaded. Recover health equal to the damage dealt. This cannot be prevented.

    Never Surrender: Third Guard gains Advantage and Critical Damage for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +50% offense for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Third Guard gains 100% turn meter, Advantage, Offense up, Critical Chance up, and Critical Damage up for 2 turns whenever Snoke falls below 100% health or is defeated.
    The same. The 75% health could be reduced.


    Fifth Guard: Dark Side, First Order, Praetorian Guard, Healer
    Supportive Strike: Deal damage to enemy and and dispel all debuffs on a random ally and inflict those debuffs on target enemy for 2 turns. These effects cannot be resisted.

    Remedial Tactics: Snoke and Praetorian Guard allies gain heal over time and defense penetration up for 3 turns and recover 25% of their max protection and 25% of Fifth Guard’s max health. Other First Order allies recover health and protection equal to half those amounts.

    Serve and Protect: Fifth Guard gains heal over time and critical hit immunity for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +8 evasion and speed for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Fifth Guard gains 100% turn meter, critical hit immunity, heal over time, and protection recharge for 2 turns whenever Snoke falls below 100% health or is defeated.
    I also think the 75% health could be high.


    Seventh Guard: Dark Side, First Order, Praetorian Guard, Support
    Ensnaring Surge: Deal damage to enemy and dispel all buffs on them. If they had any buffs, deal 50% more damage, reduce all Praetorian Guard allies by 1, remove 100% turn meter, and inflict speed down for 2 turns.

    Protect or Die: All allies gain defense up and heal over time for 3 turns. Snoke gains stealth and foresight for 3 turns. Praetorian Guard allies gain buffs for 3 turns according to their role:
    Attacker: Advantage and defense penetration up
    Support/healer: foresight and stealth
    Tank: Taunt and critical hit immunity

    Unflappable Loyalty: Seventh Guard gains foresight and stealth for 2 turns at the start of each encounter and when any unit falls below 75% health. He gains +30% max health for each living Praetorian Guard ally, and other First Order allies gain half that amount (halved for defeated allies). Seventh Guard gains 100% turn meter, foresight and dispels all debuffs on all allies whenever Snoke falls below 100% health or is defeated.
    In all Praetorian Elite Guards the 75% health ability is to high.

    Otherwise there's nothing to complain or edit.
  • Options
    Okay Snoke is just way overpowered, his basic takes away half tm from the enemy? With all the tm gain FO has this is overkill, his leader okay what the heck is this, what does Snoke have ANYTHING to do with Sith? Snoke isnt a sith, Kylo isnt a sith, if you actually watched the movie you would know that Kylo and Snoke wanted to get rid of both the Jedi and the Sith permamently, also its incredibly close to Palpatines but with Factions changed

    Snoke: First Order and Sith allies have +32% potency and +40% offense and Resistance enemies have -32% tenacity and -35% speed. While Supreme Leader Snoke is active, whenever a Sith or First Order ally gains a buff, they immediately regain when it expires (excluding taunt, advantage, foresight, and stealth).

    Palpatine: Empire and Sith allies have +35% potency and 35% max health, Jedi and Rebel enemies have -35% potency and -35% evasion, etc etc. the last part of Snokes lead is...i dont know how to put it, kinda boring? But at least dont rehash a existing lead by just slightly changing it, its lame.
  • Options
    In all Praetorian Elite Guards the 75% health ability is to high.

    Otherwise there's nothing to complain or edit.

    The Praetorian Guards don't gain that much max health, they gain the bonuses mentioned when a unit falls below 75% health
  • Options
    Okay Snoke is just way overpowered, his basic takes away half tm from the enemy? With all the tm gain FO has this is overkill, his leader okay what the heck is this, what does Snoke have ANYTHING to do with Sith? Snoke isnt a sith, Kylo isnt a sith, if you actually watched the movie you would know that Kylo and Snoke wanted to get rid of both the Jedi and the Sith permamently, also its incredibly close to Palpatines but with Factions changed

    Snoke: First Order and Sith allies have +32% potency and +40% offense and Resistance enemies have -32% tenacity and -35% speed. While Supreme Leader Snoke is active, whenever a Sith or First Order ally gains a buff, they immediately regain when it expires (excluding taunt, advantage, foresight, and stealth).

    Palpatine: Empire and Sith allies have +35% potency and 35% max health, Jedi and Rebel enemies have -35% potency and -35% evasion, etc etc. the last part of Snokes lead is...i dont know how to put it, kinda boring? But at least dont rehash a existing lead by just slightly changing it, its lame.

    I understand. I did just put a few changes in there to make his leader ship more conditional in regards to enemy stats.
  • Options
    A bit overpowered in my opinion m8, but overall I like the idea :)
  • Jedi_Bane
    311 posts Member
    Options
    Unless the "Praetorian guards cannot be defeates while Snoke is active" is a zeta ability, it would be entirely too overpowered.
  • Options
    Yes it is that's why I didn't agree with 75 percent. It should be less than this one.
  • Options
    Jedi_Bane wrote: »
    Unless the "Praetorian guards cannot be defeates while Snoke is active" is a zeta ability, it would be entirely too overpowered.
    Yes it is a zeta. Never fear.
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