Buff suggestions for Galactic Republic and Separatist characters

Allenb60
2171 posts Member
edited May 2019
- Galactic Republic -

Coruscant Underworld Police
Non-Lethal Takedown, basic ability - Deal physical damage to the target and inflict speed down for two turns, inflict stun for one turn if they didn't end their last turn stunned

Non-Lethal Crowd Control, special ability with a three turn cooldown - Deal physical damage to all enemies and inflict offense down for two turns

Non-Lethal Specialist, unique ability - Coruscant Underworld Police has +30% potency and gains 20% turn meter whenever he inflicts a negative effect. In addition Coruscant Underworld Police deals less damage to enemies equal to the chance of his negative effects being resisted and his negative effects can't be resisted

Jedi Knight Guardian
Saber Sweep, basic ability - Deal physical damage to target enemy and inflict offense down for two turns

Saber Throw, special ability with a three turn cooldown - Deal physical damage to all enemies and inflict ability block for one turn

Defend the Order, unique ability - Jedi Knight Guardian gains 30% tenacity and recovers 20% health at the start of her turn, doubled while under 50% health. In addition Jedi Knight Guardian gains 100% counter chance against enemies without offense down and gains taunt for one turn whenever another Jedi ally with the lowest health uses an ability

Jedi Consular
Saber Strike, basic ability - Deal physical damage to target enemy, Jedi Consular has the cooldown of the last special ability he has used reduced by one turn

Jedi Healing, special with a three turn cooldown - All allies recover health equal to 40% of Jedi Consular's max health, then Jedi Consular gains 10% turn meter for every ally at full health

Attack as Defense, special with a three turn cooldown - Deal special damage to the target and ignore their defense, this attack has +30% health steal for every Jedi ally present

CT-5555 "Fives"
Dual DC-17 Blasters, basic ability - Deal physical damage to target enemy and inflict speed down for two turns, attack again if the target already has speed down

Combined Fire, special ability with a three turn cooldown - Deal physical damage to target enemy and call another ally with the lowest protection to assist, these attacks deal 75% more damage for every Clone ally that assists this turn

ARC Troopers, leader ability - Clone allies gain 65% defense, 100% defense penetration, and remove 10% turn meter whenever they deal damage. In addition Clone allies gain speed up for one turn and deal double damage until the end of their first turn at the start of each encounter

Tactical Awareness, unique ability - Fives gains 85% counter chance and deals 50% more damage whenever he attacks outside of his turn. In addition Fives gains 10% turn meter whenever another ally takes damage from an attack, doubled if they are a Clone ally, and taunts while he has 50% or more turn meter

CC-2224 "Cody"
Alpha Strike, basic ability - Deal physical damage to the target and deal 40% more damage if the target is under 50% health. Commander Cody gains 20% turn meter, 20% turn meter if the target is at 50% or more health, 20% turn meter if the target has less than 50% turn meter, and retribution until he counters if the target has 50% or more turn meter

AT-TE Mass-Driver Cannon, special ability with a four turn cooldown - Deal special damage to the target and 35% less damage to all other enemies, remove 25% turn meter from critically hit enemies and stun the target for one turn if at least two critical hits are scored, deal double damage and ignore their protection if no other enemies are present

The 212th Attack, special ability with a six turn cooldown - Call all Clone allies and a random ally to assist, dealing 40% less damage if the target doesn't have taunt. Reduce the cooldown of this ability by one turn for each critical hit scored

Ghost Company Commander, leader ability - Clone allies gain 30% defense for each Galactic Republic ally present, doubled for Commander Cody, and recover 5% protection whenever they use a basic ability, doubled if they critically hit. In addition Galactic Republic allies gain 30% critical chance and enemies can't recover health, gain positive effects, or gain bonus turn meter until the end of each turn if they are critically hit

CT-21-0408 "Echo"
Supporting Fire, basic ability - Deal physical damage to target enemy and grant 10% turn meter to another ally with the lowest turn meter, grant them an additional 10% turn meter if they have less than 50% turn meter

EMP Grenade, special ability with a four turn cooldown - Deal special damage to all enemies and dispel their positive effects, all enemies have -50% counter chance this turn

By the Book, unique ability - While Echo is present Clone allies recover 10% health the first two times they use a basic ability since the end of their last turn, gain 20% accuracy while they have no negative effects, and lose the last negative effect they have gained whenever they gain bonus turn meter or are unable to gain bonus turn meter

Follow-Up, unique ability - Echo assists the first time another Clone ally uses a basic ability each turn and uses EMP Grenade whenever another Clone ally uses a special ability that damages all enemies, this ignores his cooldowns. These attacks deal 40% less damage

CT-7567 "Rex"
Impeding Shot, basic ability - Deal physical damage to the target and remove 25% turn meter, attack again if an ally assists this attack

Squad Discipline, special ability with a four turn cooldown - Dispel all negative status effects from all allies and grant them tenacity up for three turns. Clone allies gain 60% turn meter, 10% turn meter for each negative effect lost, and other allies gain half that amount. Grant Clone allies with no negative effects protection recharge (10%) for three turns

Subdue, special ability with a four turn cooldown - Deal physical damage to the target and stun them for one turn, deal 30% more damage for every basic ability the target has survived this encounter and bonus damage equal to 25% of their max health

Brothers in Arms, leader ability - Clone allies gain 20% max health and gain 15% turn meter whenever an ally is critically hit, other allies gain half these effects. Clone allies gain 10% bonus protection (stacking) for every other Clone ally present until the start of their next turn whenever they take damage equal to 25% or more of their max health. In addition Galactic Republic allies recover 10% protection whenever an ally assists them and gain a new special ability, Coordinate: Target other Clone ally assists this unit's next ability, using this ability does not end this unit's turn (Cooldown 3)

Clone Sergeant - Phase I
Z-6 Rotary Blaster, basic ability - Deal physical damage to the target. Clone Sergeant gains 50% turn meter and offense up for two turns on a critical hit

Suppressive Fire, special ability with a three turn cooldown - Deal physical damage to all enemies and remove 50% turn meter

Concentrated Fire, unique ability - Clone Sergeant Phase I gains 5% critical chance and critical damage for every Clone ally present. While Clone Sergeant is present Clone allies gain 5% critical chance and critical damage (stacking) whenever they damage an enemy until they attack and don't damage that enemy

Aayla Secura
Inspiring Strike, basic ability - Deal physical damage to target enemy and call another random ally that has assisted the least this encounter to assist, they deal 35% less damage unless they are a Galactic Republic ally

Survivor, special ability with a three turn cooldown - Deal physical damage to target enemy, this attack has +65% health steal. Aayla gains 75% turn meter if she has no negative effects, then has all negative effects dispelled and gains foresight for two turns

Jedi Valor, leader ability - Jedi allies gain 40% tenacity, recover 10% health whenever they resist or evade a negative effect, and gain 25% turn meter whenever they end their turn with no negative effects

Superior Riposte, unique ability - Aayla gains 65% counter chance, 50% counter damage, 15% critical chance, 25% evasion against enemies she is unable to counter, and inflicts stun whenever she critically hits. In addition while Aayla is present the Jedi ally with the lowest health gains 35% counter chance and tenacity equal to their counter chance

Ahsoka Tano
Energetic Slash, basic ability - Deal physical damage to target enemy, Ahsoka recovers 30% health, Ahsoka recovers another 10% health on a critical hit and gains 30% turn meter if she hasn't been critically hit since the end of her last turn

Protective Maneuver, special ability with a three turn cooldown - Deal physical damage to the target and dispel all negative effects from target ally, deal double damage if Ahsoka is selected, all allies recover health equal to 40% of Ahsoka's max health if another ally is selected. Ahsoka gains foresight and taunt during the target's next turn

Quick Steps, leader ability - Jedi allies and a random ally gain 15% evasion and gain 20% turn meter whenever they don't evade an attack. In addition Galactic Republic allies gain 15% critical chance and gain 20% turn meter whenever they critically hit

Daring Padawan, unique ability - Ahsoka gains 50% max health, 25% speed, 25% critical chance, 50% critical damage, and ignores taunt during her turn. She loses one effect when critically hit and regains all effects whenever she defeats an enemy. In addition Ahsoka can't be critically hit while she has no defensive positive effects

Barriss Offee
Invigorating Strike, basic ability - Deal physical damage to the target, Jedi allies recover health equal to 10% of Barriss Offee's max health and other allies recover half that amount. Barriss gains max health up (25%) for two turns

Force Healer, special ability with a four turn cooldown - All allies have their current health percentages equalized, (this ignores healing immunity), then all allies recover 15% health and gain defense up for two turns. Reduce the cooldown of this ability by one turn if Barriss was at full health

No One Left Behind, leader ability - Jedi allies gain 30% max health, recover health equal to 10% of Barriss Offee's max health at the start of their turn, and other allies gain half these effects. In addition Galactic Republic allies gain 30% turn meter whenever another ally falls under full health, have -30% protection, and recover protection equal to their health recovery when healed at full health

Swift Recovery, unique ability - While Barriss is present all allies recover 20% health whenever they are critically hit and Galactic Republic allies recover 5% protection whenever they recover health. Barriss dispels all negative effects from the ally with the lowest health and a negative effect at the start of her turn. Barriss gains 10% turn meter whenever an ally loses a negative effect or is critically hit

Ima-Gun Di
Sunder, basic ability - Deal physical damage to the target and inflict defense penetration down for three turns, deal 50% more damage and inflict defense down for three turns if they already have defense penetration down

Rebuke, special ability with a three turn cooldown - Deal physical damage to target enemy and grant all allies defense up for three turns, Galactic Republic allies gain 35% counter chance (stacking) until Ima-Gun Di is defeated

Jedi Strategist, leader ability - Jedi allies gain 30% defense, 35% counter chance and 25% counter damage. In addition whenever a Galactic Republic ally damages an enemy with a special ability they remove 20% turn meter and deal bonus damage equal to 20% of their target's max health

Last Stand, unique ability - Ima-Gun Di recovers 15% health at the start of each turn if he has been damaged by an attack since the end of his last turn, has all negative effects dispelled whenever he falls under full health, and gains 50% counter chance while under full health. In addition the first time Ima-Gun Di falls under 50% health each encounter the last ally to be defeated is revived with 50% health, then Galactic Republic allies gain 30% turn meter

Jedi Knight Anakin
Deft Bladework, basic ability - Deal physical damage to target enemy with a 75% chance to inflict healing immunity and buff immunity for two turns, deal double damage if Anakin has gained bonus turn meter since the end of his last turn

Reckless Assault, special ability with a three turn cooldown - Deal physical damage to all enemies and grant all allies offense up for two turns, dispel all defensive positive effects from all allies and deal 10% more damage for each effect dispelled

Prevent Harm, special ability with a three turn cooldown - Deal physical damage to the target, inflict Disarmed until Anakin ends his turn without gaining bonus turn meter since the end of his last turn, this effect can't be resisted, copied or dispelled. Disarmed on character: offense is set to 1. Disarmed on raid boss: -30% offense and critical chance

Always on the Offensive, leader ability - Galactic Republic allies gain 30% offense, 25% critical damage, and gain 50% counter chance while they have no defensive positive effects. In addition Galactic Republic allies gain 35% turn meter when evaded, gain advantage for two turns whenever they gain bonus turn meter, and can't be evaded while they have advantage

Righteous Fury, unique ability - Whenever another ally falls below 50% health or is defeated, Anakin gains turn meter equal to his current turn meter at the end of his next turn, then gains 100% turn meter, deals double damage with his next ability that is an attack and has all offensive negative effects dispelled. These effects can't be prevented if the ally is Galactic Republic

Mace Windu
Invincible Assault, basic ability - Deal physical damage to the target and deal 50% more damage if Mace Windu hasn't been damaged by the target since the end of his last turn. Mace Windu is immune to damage, negative effects and cooldown increase during the target's next turn

Smite, special ability with a three turn cooldown - Deal special damage to the target and deal 20% more damage for every negative effect they have inflicted this encounter, dispel their positive effects and inflict critical hit susceptability for two turns

Clear a Path, special ability with a four turn cooldown - Dispel all negative effects on target ally from all allies, then call all Galactic Republic allies with no negative effects to assist, dealing 30% less damage. Mace Windu gains accuracy up and critical damage up for four turns

Vaapad Master, leader ability - Jedi allies gain 20% max health, offense equal to half their current health percentage, and health steal equal to the percentage of their current health that is lost. In addition all units take damage equal to 10% of their max health when critically hit, and Galactic Republic allies take 50% less damage from percent health damage effects and recover 5% protection whenever they critically hit

Shatterpoint, unique ability - At the end of each Galactic Republic ally's and enemy's turn, Mace Windu gains 10% critical damage (stacking) for three turns and 25% turn meter for every unit that took damage from a percent health damage effect. In addition Mace Windu exposes a random enemy that can be targeted at the start of his turn until the end of his turn. This effect can't be evaded or resisted

(critical hit susceptability: enemies attacking this unit have +200% critical chance)

Kit Fisto
Lightsaber Mastery, basic ability - Deal physical damage to the target with a 50% chance to attack again, Kit Fisto gains 15% turn meter with each attack and an additional 30% turn meter if he does not attack again this turn

Turn the Tide, special ability with a three turn cooldown - Deal physical damage to all enemies and grant Galactic Republic allies health steal up for two turns, grant Galactic Republic allies every non-unique positive effect they have lost this encounter for one turn

Jedi Protector, leader ability - Jedi allies gain 45% defense, 15% max health, and heal all Galactic Republic allies with health steal. In addition Galactic Republic allies gain 25% tenacity and can resist having their positive effects dispelled

Self Discipline, unique ability - Kit Fisto has +35% counter chance and +20% offense, doubled if he hasn't counter attacked since the end of his last turn. In addition whenever Kit Fisto gains a positive effect the duration of that effect is increased by one turn

Luminara Unduli
Flow of the Force, basic ability - Deal physical damage to the target and equalize the current health percentages of all allies by up to 40% of their max health. Luminara gains evasion up for two turns

Force Blast, special ability with a two turn cooldown - Deal special damage to the target and remove 20% turn meter from all enemies, inflict ability block and accuracy down on the target for one turn

Master Healer's Blessing, special ability with a four turn cooldown - All allies recover health equal to 45% of Luminara's max health and gain a (20%) heal over time effect for two turns. Dispel all negative effects from allies under full health and grant allies at full health speed up for two turns

Elegant Steps, leader ability - Jedi allies gain 15 speed, have +15% evasion for every other ally with foresight, recover 10% health for each positive effect they have at the start of their turn, and gain foresight for two turns whenever an ally falls under full health. In addition whenever a Galactic Republic ally recovers full health or is healed at full health they gain 5% offense (stacking) for two turns

Eeth Koth
Breeching Strike, basic ability - Deal physical damage to target enemy and inflict tenacity down for two turns, stun them for one turn if their critical chance is at 50% or higher

Hold Your Positions, special ability with a three turn cooldown - Galactic Republic allies lose 25% turn meter, have all defensive negative effects dispelled, recover 35% protection, gain retribution for two turns and defense up for three turns

Stalwart Jedi Defender, leader ability - Jedi allies gain 60% defense, 20% max protection, and recover 10% protection whenever they are attacked and not critically hit. Galactic Republic allies gain tenacity up for two turns whenever they lose turn meter

Steadfast, unique ability - While Eeth Koth is present enemies have -20% critical damage and Galactic Republic allies gain 35% critical avoidance while Eeth Koth has critical hit immunity. In addition Eeth Koth can't be prevented from gaining critical hit immunity and gains critical hit immunity until he is damaged by an attack at the start of the encounter and at the end of his turn

Plo Koon
Quelling Blow, basic ability - Deal physical damage to target enemy and dispel their positive effects, inflict ability block for one turn if any effects were dispelled

Force Judgement, special ability with a four turn cooldown - Deal special damage to all enemies and inflict offense down for three turns, dispel any negative effects that the target has inflicted from all allies

Take Charge, special ability with a four turn cooldown - Grant all allies defense up for three turns and Galactic Republic allies 50% turn meter. Reduce the cooldown of this ability by one turn whenever another ally loses defense up

Overwatch, unique ability - Plo Koon gains 25% accuracy, gains 5% turn meter whenever an ally loses a defensive positive effect, dispels stealth from all enemies at the start of his turn and gains retribution for one turn if no enemies lose stealth, which can't be evaded. If Plo Koon is in the leader slot all Galactic Republic allies gain the effects of this ability until the end of the encounter

Qui-Gon Jinn
Quick Strike, basic ability - Deal physical damage to the target and remove 30% turn meter. Qui-Gon Jinn gains 30% turn meter and speed up for two turns

Harmonious Assault, special ability with a two turn cooldown - Deal physical damage to the target and call the ally with the lowest health to assist, they deal 75% more damage and recover 40% health

Humbling Blow, special ability with a three turn cooldown - Deal physical damage to the target and reduce their max health by 30% (stacking) for three turns, dispel their positive effects and grant all allies offense up for three turns if an effect is dispelled

Agility Training, leader ability - Jedi allies gain 30 speed, offense equal to triple their speed, and foresight for two turns at the begining of the encounter and whenever any unit is defeated. In addition Jedi allies gain 50% defense and tenacity against enemy abilities that can't be evaded

General Kenobi
Intuitive Strike, basic ability - Deal Physical damage to target enemy with a 75% chance to grant foresight to the ally with the lowest health that doesn't have it for two turns. If all allies are buffed, deal double damage.

The Negotiator, special ability with a four turn cooldown - Dispel all negative effects from all allies and grant them the opposite positive effect, if any, for two turns, allies that did not gain a positive effect this turn gain retribution for two turns. General Kenobi gains 50% Turn Meter.

Lead the Charge, special ability with a four turn cooldown - Deal Physical damage to target enemy, grant target other ally offense up and advantage for 2 turns, then General Kenobi calls all other buffed allies to Assist, dealing 30% less damage.

212th Attack Battalion Commander, leader ability - Galactic Republic allies gain 30% Max Health, 70% Defense, and recover 5% protection whenever they gain a positive effect. After a Jedi ally uses a team healing special ability, all allies at full health assist dealing 50% less damage. Whenever a Clone ally is damaged by an attack they gain a positive effect until the end of the next turn (tank: tenacity up, support: foresight, attacker: retribution). At the start of the encounter and whenever a Galactic Republic ally falls under 50% health enemies deal 50% less damage until the end of their next turn

Soresu, unique ability - General Kenobi gains foresight for two turns at the end of his turn, taunt for one turn whenever another ally is critically hit, and defense equal to the percentage of his current health that is lost. In addition while General Kenobi is present other allies gain critical hit immunity for one turn when critically hit and all allies gain speed up for one turn whenever they end their turn without using an ability
Post edited by Allenb60 on

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  • Allenb60
    2171 posts Member
    edited April 2019
    Options
    - Separatist and others -

    Count Dooku
    Hindering Press, basic ability - Deal Physical damage to target enemy and inflict ability block for one turn, attack again if they already have a negative effect and inflict stagger for one turn if they already have ability block. This attack can't be countered.

    Force Lightning, special ability with a three turn cooldown - Deal special damage to the target and remove 15% turn meter, stun and shock them for one turn, stun another enemy with the highest turn meter

    Focus your Hatred, special ability with a four turn cooldown - Target other Sith or Separatist ally assists and takes damage equal to 5% of their max health for every enemy present. This damage cannot defeat allies and ignores protection

    Master Tactician, leader ability - Separatist and Sith allies gain 40% potency, gain turn meter whenever an enemy loses turn meter equal to the turn meter lost, and deal 20% more damage with their next special ability that is an attack whenever they use a basic ability

    Flawless Riposte, unique ability - Count Dooku gains 100% counter chance and can't be critically hit by enemies he can counter. While Count Dooku is present, whenever a Separatist or Sith ally attacks outside of their turn they deal 35% more damage, recover 10% protection, and gain 45% turn meter if they inflict a negative effect their target doesn't already have

    Geonosian Soldier
    Aggressive Advance, basic ability - Deal physical damage to the target. Geonosian Soldier gains offense up for two turns

    Swarm, special ability with a two turn cooldown - Deal physical damage to the target and call another ally with the highest offense to assist, if they are a Geonosian ally both attacks deal 50% more damage

    Hive Tactics, unique ability - While Geonosian Soldier is present Geonosian allies gain 15% critical chance and inflict defense down for one turn whenever they critically hit. Geonosian Soldier gains 50% Turn Meter when scoring a Critical Hit

    Geonosian Spy
    Fient, basic ability - Deal physical damage to the target. Geonosian Spy gains critical chance up for two turns and advantage for two turns if the target has a negative effect

    Silent Strike, special ability with a three turn cooldown - Deal physical damage to the target and inflict evasion down for two turns if they have no positive effects. If the target has a positive effect dispel all effects from the target and Geonosian Spy and deal 40% more damage for each effect dispelled. This attack can't be evaded

    Illicit Insect, unique ability - Geonosian Spy gains stealth and 40% critical damage (stacking) for two turns at the start of the encounter and whenever he critically hits. In addition whenever a Separatist ally inflicts a negative effect Geonosian Spy gains 35% turn meter, doubled if they are a Geonosian ally

    Poggle The Lesser
    Quash, basic ability - Deal physical damage to the target and inflict ability block for one turn, Poggle gains foresight for one turn

    Archduke's Orders, special ability with a three turn cooldown - Grant Separatist allies speed up and offense up for three turns, Separatist allies gain 30% turn meter if they already have speed up and have all offensive negative effects dispelled if they already have offense up. Call Droid allies to assist dealing 40% less damage

    Droid Factory Overseer, leader ability - Separatist allies gain 30% offense and can't be countered whenever they critically hit. In addition Droid allies gain effects based on the number of Separatist allies present, 2: 100% counter chance and -50% counter damage, 3: 25% turn meter whenever they use a basic ability, 4: 10% protection recovery whenever they use a basic ability, 5: 20% offense

    Droid Guard, unique ability - Poggle gains 15% critical avoidance for every other Droid ally present and 25% turn meter whenever he is attacked and not critically hit. In addition Poggle recovers 15% protection and has the cooldown of Archduke's Orders lowered by two turns at the start of his turn if he hasn't been critically hit since the end of his last turn

    Sun Fac
    Browbeat, basic ability - Deal physical damage to the target and dispel their positive effects, Sun Fac recovers 25% health if an effect is dispelled and 10% health if an effect isn't dispelled

    Subjugate, special ability with a three turn cooldown - Inflict tenacity down, offense down, potency down and critical damage down for two turns on the target, then remove 40% turn meter. Sun Fac taunts for two turns

    Spiteful Strike, special ability with a four turn cooldown - Deal physical damage to the target, Sun Fac recovers 30% health for each negative effect they have and other Geonosian allies are healed half that amount

    Superiority, unique ability - Sun Fac gains 50% counter chance, 35% counter chance against enemies with a positive effect, and gains taunts at the start of each turn if an enemy has taunt. In addition Sun Fac deals 30% more damage and inflicts critical chance down for two turns whenever he attacks outside of his turn

    Nute Gunray
    Cowardly Shot, basic ability - Deal physical damage to the target and critically hit if Nute Gunray has stealth. Nute Gunray gains stealth for one turn

    Trade Negotation, special ability with a five turn cooldown - Separatist allies have all positive effects (excluding taunt and stealth) swapped with the enemy adjacent to them, then remove 20% turn meter from all enemies. This ability can't be evaded

    Blockade, leader ability - Separatist allies gain 30% defense and the Droid ally with the highest protection gains taunt for one turn at the start of the encounter. In addition enemies deal 15% less damage, gain 15% less bonus turn meter, and recover 15% less health whenever they recover health outside of their turn for each Separatist ally present

    Shrewd Tactics, unique ability - Nute Gunray gains 10% defense for every other ally present and gains stealth for one turn whenever an ally loses taunt. While Nute Gunray is present allies with stealth have +25% critical chance and gain 25% turn meter at the end of their turn if they scored a critical hit, doubled if Nute Gunray is in the leader slot

    Asajj Ventress
    Cruel Strike, basic ability - Deal physical damage to the target with a 50% chance to stun them for one turn

    Strike Fear, special ability with a three turn cooldown - Dispel all positive effects from all enemies, Nightsister allies recover 40% health and 10% health for each positive effect dispelled, enemies lose 10% turn meter for each effect they lost, and Separatist allies gain potency up for two turns. This ability can't be evaded or resisted

    Endless Wrath, special ability with a three turn cooldown - Deal special damage to all enemies and inflict defense down for two turns. refresh Asajj's cooldowns on a finishing blow

    Assassin's Swiftness, leader ability - Nightsister and Separatist allies gain 30 speed, 30% offense, and have a 50% chance to remove 20% turn meter whenever they damage an enemy. This turn meter removal can't be resisted. In addition Nightsister allies gain 50% turn meter whenever they fall under full health. Whenever another Separatist ally deals damage Asajj gains stealth during their target's next turn and 5% turn meter

    Rampage, unique ability - Asajj gains 35% turn meter and gains 15% offense, 15% critical chance, and 5% max health (stacking) until the end of the encounter whenever a unit is defeated. In addition Asajj gains 15 speed for every enemy that has no positive effects, 10% critical damage for every other Separatist ally present and 70% counter chance while another Separatist ally is in the leader slot

    Savage Opress
    Staggering Blow, basic ability - Deal physical damage to the target and inflict offense down for two turns, deal 35% more damage and inflict critical damage down for two turns if Savage has defeated an enemy this encounter

    Overpower, special ability with a three turn cooldown - Deal physical damage to the target and dispel a random positive effect for each stack of Anger Savage has, then stun them for one turn if they have no positive effects, deal massive damage if the target is at 50% health or below. This attack can't be evaded

    Pain is Weakness, leader ability - Sith allies gain 75% defense, 30% tenacity, and recover 10% protection whenever they are damaged by an enemy with a negative effect. In addition whenever a Sith ally loses a negative effect, they are immune to that effect for one turn

    Brute, unique ability - Whenever Savage is damaged by an ability he gains 30% turn meter and one stack of Anger until the unit that damaged him is defeated. Savage gains 75% defense and has all negative effects dispelled when critically hit. At the end of his turn Savage dispels all negative effects from another Sith ally with the highest turn meter and gains those effects for one turn. Anger: This unit has -5% defense, +10% offense, and recovers 4% health at the end of each turn for each stack of Anger

    Darth Sidious
    Deathstroke, basic ability - Deal physical damage to the target and inflict healing immunity for two turns, when this healing immunity effect expires they gain healing immunity for one turn, ignore half their defense, ignore their defense if they have a negative effect

    Demoralizing Blows, special ability with a four turn cooldown - Deal physical damage to all enemies and inflict two damage over time effects for three turns, inflict expose for two turns and inflict another damage over time effect for two turns for each critical hit scored

    Rule of Two, special ability with a four turn cooldown - Inflict deathmarked on the target until the end of this turn, then deal physical damage to the target and remove 30% turn meter, if there is only one other Sith ally call them to assist. Darth Sidious gains 45% turn meter

    Unlimited Power, leader ability - Sith allies gain 30% critical chance and 60% critical damage, other allies gain half these effects. Sith allies gain 2% offense (stacking) until the end of the encounter and remove 20% turn meter whenever they critically hit. Whenever an enemy gains a negative effect they don't already have they are inflicted with damage over time for two turns. These effects can't be evaded or resisted

    Sadistic Glee, unique ability - Darth Sidious recovers 40% health and gains 50% turn meter whenever a unit is defeated, recovers 4% health and gains 5% turn meter whenever a unit is damaged by a percent health damage effect, and while he is present enemies take damage equal to 5% of their max health whenever they lose a negative effect. In addition Darth Sidious gains 35% evasion against Jedi, 50% potency, and max health equal to his potency

    IG-86 Sentinel Droid
    Precision Strike, basic ability - Deal physical damage to the target, Droid allies have +25% critical chance this turn

    Assassin Droid Tactics, special ability with a two turn cooldown - Deal physical damage to the target and call another ally with the highest critical chance to assist, if they are a Droid ally both attacks have +75% critical damage

    Droid Squad Tactics, unique ability - IG-86 gains 25% critical critical chance, 20% critical damage, and assists whenever another Droid ally attacks a target locked enemy. In addition while IG-86 is present enemies are inflicted with target lock for two turns after they fall under full health, this effect can't be evaded or resisted
    Post edited by Allenb60 on
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