Improving Gar Saxon and Imperial Super Commando

Gar Saxon and Imperial Super Commando have a great potential, but it's sadly underutilized due to their kits. This rework aims to improve their stats and synergies, without making them obnoxious.

Gar Saxon
New tag: Imperial Trooper
Damage increased by 10%
On the Hunt: Deal physical damage to target enemy with an 80% chance to inflict Speed Down for two turns. If this is resisted, Gar Saxon gains Speed Up for two turns. If the enemy already had Speed Down, reduce Gar Saxon's ability cooldowns by one.
Calculated Ambush (4 cooldown): Deal physical damage to all enemies. This attack deals double damage to enemies with less than 50% turn meter. Enemies that had 50% or more turn meter lose 30% turn meter. If any turn meter was removed, Empire allies gain 15% turn meter and Advantage for one turn.
Mandalorian Retaliation: Empire allies gain 55% counter chance and +40% defense. Whenever an Empire ally uses a Basic Ability, they regain 5% health and protection. Whenever an Empire ally attacks out of turn, they have a 20% chance to dispel all debuffs on themselves and a 20% chance to dispel all buffs on the target enemy.
Viceroy's Vengeance: Gar Saxon has +30% potency. Whenever an Empire ally attacks out of turn, Gar Saxon has a 100% chance to assist. While Gar Saxon is active, Imperial Trooper allies have a 30% chance to assist an Empire ally whenever they use an ability, limited once per turn.
-Note: Even changing Gar's assist ability from "During enemy turns" to "Attacking out of turn" would be a huge buff were it implemented.

Imperial Super Commando
New tag: Imperial Trooper
Damage increased by 5%
Seize the Advantage: Deal physical damage to target enemy with a 70% chance to remove 10% turn meter. If the target had less than 50% turn meter after the first attack, attack again.
Superior Tactics: Deal physical damage to target enemy, dispel all buffs on them and inflict Buff Immunity for two turns. If the enemy had no buffs, then this attack deals double damage and this ability's cooldown is reduced by one.
Upper Hand: Imperial Super Commando has a +70% counter chance, and gains +15% offense for each enemy without a buff. While Imperial Super Commando is active, Imperial Trooper allies have +30% potency and gain advantage for one turn whenever they inflict a debuff.

Thoughts on this and any other potential reworks are appreciated.
#MakeTuskensGreat
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Replies

  • In regards to viceroys vengence
    The passive part of that ability grants others chance to assist combined with range trooper would be over powered especially with magmatrooper in the mix granting high chance to resist a debuff that might prevent counter attacking or assisting an ally.

    Also I really think the idea of them being imperial troopers is great.
  • I love the idea that there is finally a cleansing mechanic idea for imperial troopers
  • Typherrion wrote: »
    In regards to viceroys vengence
    The passive part of that ability grants others chance to assist combined with range trooper would be over powered especially with magmatrooper in the mix granting high chance to resist a debuff that might prevent counter attacking or assisting an ally.

    Also I really think the idea of them being imperial troopers is great.

    Then just don't put Magmatrooper in and he won't hinder your troops w/ tenacity. Ideally with these reworks you'd have something like Gar (L), Veers, Stark, Range, and Death. It is without a tank, but with so many buffs, counter attacks, TM gain, and assists, they would steamroll as soon as they get the first assist off. These reworks are perfect, honestly.
  • Love both of these Reworks, and they'd both greatly improve the factions, and make it less painful to gear them up for their ship.
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