Jar Jar Binks': Kit ideas

What's better than one Jar Jar Binks? Four Jar Jar Binks' of course!

Jar Jar Binks
Light Side, Tank, Galactic Republic
Gungan Clumsiness (Basic): Deal physical damage to target enemy, with a 50% chance to deal physical damage to another random enemy, and a 50% chance to attack a second time.
Booma Throw (Special 1): Deal special damage to all enemies. All droid enemies are stunned for two turns. For each enemy critically hit, Jar Jar Binks has a 10% chance to randomly gain either Offence Up, Defense Up, Advantage, or Defense Penetration. If this attack scores more than two critical hits, the cooldown is reset.
Great Annoyance (Special 2): Jar Jar Binks Taunts for 3 turns and all enemies lose 5% turn meter. While Jar Jar Binks has Taunt, he gains 25% Evasion and 25% counter chance. Whenever Jar Jar Binks evades an attack while having taunt, he regains 10% protection and health. If he is defeated while taunting, he revives with 50% health and gains stealth and health steal up for 1 turn.
Bombad General (Leader): Galactic Republic allies gain 25% Evasion and Defense, and whenever they evade an attack they gain Evasion Up for 2 turns and Potency Up. Separatist enemies have 25% less Accuracy and Defense, and when critically hit gain Potency Down and Accuracy Down for 2 turns.
Oh no! (Unique 1): Jar Jar Binks has -25 accuracy and +25 Critical Chance. Whenever he scores a Critical Hit, he gains 5 Accuracy (stacking to +25 accuracy). Whenever he evades an attack, he gains 10% turn meter. Jar Jar Binks has a 75% counter chance, and whenever he counters or assists, he and all other allies regain 2% protection.
Exsqueeze me! (unique 2): Jar Jar Binks can attack any enemies so long as he has a buff. Whenever Jar Jar Binks attacks, he has a 50% chance to remove any buffs from the target enemy. At the start of his turn, Jar Jar Binks has a 50% chance to give a random ally one of his buffs for one turn.

Jar Jar Binks (Senator)
Light Side, Support, Galactic Republic
Senator's Judgement: Inflict Confuse on target enemy for two turns, which can't be resisted. Call a random ally with Emergency Powers to assist. If the enemy already had Confuse, then inflict Blind for one turn. All allies with Emergency Powers gain 5% turn meter.
Wise Decisions (Special 1): Call a selected ally to assist, and grant them the Emergency Powers unique buff for 2 turns. Then, all allies with Emergency Powers are called to assist. All enemies with Confuse lose 5% turn meter, and the target is stunned for one turn.
Emergency Powers: This ally gains 50% Offence, 50% Critical Chance and 25% Evasion. When this expires, the cooldown of Wise Decisions is reset. This buff cannot be copied.
Republic Representative (Special 2): Jar Jar Binks (Senator) gains Taunt and Foresight for one turn, and all allies gain Stealth for one turn. Whenever Jar Jar Binks (Senator) evades an attack while an ally is stealthed, he regains Taunt and Foresight for an additional turn. When no allies are stealthed and Jar Jar Binks (Senator) evades an attack, he loses Foresight and Taunt. All allies with Emergency Powers also gain Foresight.
High Council (Unique 1): All Galactic Republic allies have +15 Speed and +50% Health Steal and are immune to turn meter removal while Jar Jar Binks (Senator) is alive.
Lithe Diplomat (Unique 2): Whenever Jar Jar Binks (Senator) falls below 50% Health, he grants a random Galactic Republic ally Taunt and Evasion Up for two turns. If there are no Galactic Republic allies, Jar Jar Binks (Senator) gains Damage Immunity until an ally gains Emergency Powers. If Jar Jar Binks (Senator) is the last surviving member, he escapes from the battle.

Darth Jar Jar
Dark Side, Support, Sith
Matters into own hands: Deal physical damage to target enemy and inflict stagger for two turns. If the enemy already had stagger, this attack deals physical damage to all enemies and all enemies lose 5% turn meter.
Overseer (Special 1): Darth Jar Jar gains stealth for two turns. Dispel all debuffs on target ally. Then, target ally and all allies with debuffs are called to assist. All debuffs that were on the target ally are then applied to the target enemy for two turns.
Power from the force (Special 2): All enemies lose 10% of their max health and protection, and gain healing immunity for 2 turns. If any enemies had foresight, they lose it and any other buffs they had. This attack can't be evaded or resisted. This attack starts on cooldown.
True intentions (Leadership): Sith allies have +45% potency, and a 15% chance to inflict tenacity down when they attack. Sith allies can deal damage to enemies regardless if they had foresight, and deal double damage to enemies who had foresight. Sith allies gain 5% turn meter whenever they are inflicted with or resist a debuff. Whenever a Jedi enemy gains a buff, all Sith allies gain 10% turn meter and Darth Jar Jar gains 35% turn meter.
In plain sight (Unique 1): Darth Jar Jar gains Damage Immunity for two turns at the start of the battle. Whenever Darth Jar Jar falls below 50% protection, 100% health or 50% health, he gains Damage Immunity for two turns.

Jedi Master Binks
Light Side, Attacker, Jedi
Lightsaber fighter: Deal physical damage to the target enemy and call a random Jedi ally to assist, dealing 20% less damage. Jedi ally has their debuffs removed.
Heavy Swing (Special 1): Deal physical damage to all enemies and remove all buffs as well as 15% turn meter. This attack deals double damage against Separatist enemies. Enemies who were not buffed also have an extra 10% turn meter removed.
Foolish master (Special 2): Jedi Master Binks removes all debuffs from himself and gains the opposite buff for two turns. Additionally, Jedi Master Binks gains +5% evasion (stacking to 50%), and all allies gain +5% speed (stacking to 50%).
Flow of the force (Unique 1): Jedi Master Binks has +5% damage, Health and Defense for each Jedi and Clone ally. Whenever Jedi Master Binks deals damage, he and all light side allies gain +15% offence until the end of his next turn. Jedi Master Binks is immune to Stuns and Turn Meter Removal.
Yoosa in big doodoo now (Unique 2): Whenever an enemy scores a critical hit or stuns an ally, Jedi Master Binks gains 5% turn meter and critical damage. Whenever Jedi Master Binks scores a critical hit, he regains 10% protection and gains 5% offence until the end of his next turn.
#MakeTuskensGreat
tenor.gif
Sign In or Register to comment.