Rebel Pilot Kit Ideas

Ten Numb Kit Idea
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Ten Numb
Light Side, Tank, Rebel

Exceptional Shot Basic: Deal physical damage to target enemy and inflict defense down for 2 turns. If the target was below 50% turn meter gain tenacity up for 2 turns, otherwise gain potency up for 2 turns.

B-Wing Assault Special: Deal physical damage to target enemy and gain taunt for 2 turns, with a 30% chance to inflict each of the following debuffs for 2 turns: stun, daze, healing immunity, buff immunity, tenacity down, and potency down. This attack has +10% potency for each active Rebel ally. (Cooldown 4)

Intrepidity Unique: Ten Numb has +25% max protection. While he is taunting, Empire enemies can’t gain bonus turn meter and have -10% offense. While he is active and not taunting, Rebel allies gain 8% turn meter at the end of each of their turns and have +10% offense. ZETA: All percentages are doubled.

Arvel Crynyd Kit Idea
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Arvel Crynyd
Light Side, Attacker, Rebel

Expeditious Shot Basic: Deal physical damage to target enemy and dispel all buffs from them. If no buffs were dispelled, deal 40% more damage on Arvel’s next attack.

Launch Special: Deal physical damage to target enemy. For each Rebel ally there is a 25% chance to inflict stun for 2 turns which can’t be resisted. (Cooldown 3)

Green Leader Unique: Arvel has +50% critical chance and counter chance. ZETA: While there are any Empire enemies, Arvel’s attacks can’t be countered and he gains offense up for 1 turn whenever he is damaged.

Jon Vander Kit Idea
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Jon Vander
Light Side, Support, Rebel

Defensive Tactics Basic: Deal physical damage to target enemy and inflict ability block for 2 turns. Jon randomly gains one of the following buffs for 2 turns: retribution, advantage, or evasion up.

Watch Out Special: Grant target ally stealth, defense up, protection up (30%), offense up, foresight, advantage, and health steal up for 3 turns. Jon and the target ally both recover 30% protection and gain 50% turn meter. (Cooldown 4)

Quadruple Ace Unique: Jon has +100% defense. He takes a bonus turn whenever a unit is defeated. During this bonus turn he can only use his basic attack but it can’t be countered or evaded and deals 100% more damage. ZETA: 100% additional defense and damage during bonus turn.
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