Supreme Leader Snoke
Dark Side, First Order, Support
Masterful First Order Support that uses every Advantage possible to destroy his enemies.
Force Telekinesis (Basic)
Deal Special Damage to target enemy and Daze them for 2 turns. If Snoke has Advantage, grant Advantage for 2 turns to a random other First Order ally who doesn’t have it yet. Otherwise Snoke gains Advantage for 2 turns. This attack can’t be Evaded, Resisted or Countered.
Telepathic Command (Special) (Cooldown: 3 turns)
Dispel all debuffs on Snoke and target other ally and Swap Turn Meter with that ally. They both also gain Advantage, Offence Up and Defence Penetration Up for 2 turns.
Mind Probe (Special) (Cooldown: 4 turns)
Deal Special Damage to target enemy, remove all turn meter from them and Stun them for 2 turns. Snoke gains Turn Meter equal to the amount of Turn Meter removed and recovers Health equal to damage dealt. If Snoke has Advantage, the Stun can’t be Dispelled. This attack can’t be Evaded, Resisted or Countered.
Supreme Leader of the First Order (Leader)
First Order allies have +30% Max health, +30% Max Protection and +50% Critical Damage. While Snoke is alive, enemies can’t gain Critical Hit Immunity.
(Zeta) Whenever a First Order ally gains or loses Advantage, they Recover 10% Protection and gain 10% Turn Meter.
Strategic Mastermind (Unique)
Snoke has +100% Tenacity and takes reduced damage from Percentage Health Damage effects. In addition, Snoke has +50% Defence while he has Advantage, and +50% Counter Chance while he hasn’t. He also gains +25% Offence for each other First Order ally with Advantage, and +25 Speed for each without.
(Zeta) Snoke is immune to Shock, Heal Immunity and Buff Immunity.