Elite Praetorian Guard Kit Idea

Alijar1
381 posts Member
Dark Side, Attacker, First Order, Summoner

Basic Ability: Electro-Bisento Swipe
Deal physical damage to target enemy and gain 5% turn meter. If Elite Praetorian Guard had Advantage, they gain an extra 5% turn meter, as well as an additional 5% turn meter for each currently active Guard teammate.

Special 1: Designated Strikes
Deal physical damage to target enemy and call all First Order allies to assist. Guards deal an additional 10% damage and gain advantage after dealing damage. If the target was suffering any debuffs, this attack cannot be evaded and gain Armour Shred for the rest of the encounter.

Special 2: Unwavering Stance
Equalise the health of all allies, and grant them Heal Over Time (undispellable) and Protection Up for two turns, and Advantage for one turn. First Order allies also gain Critical Hit Immunity (undispellable) for two turns. Then, reduce the cooldown of all Guard allies' special abilities by one.

Unique 1 (unlocked at Gear level 4): The Power of Two
(Zeta) At the start of the battle, if the ally slot is available, summon the First Guard. If the ally slot is not available, the First Guard will be summoned once that ally is defeated.
Whenever an ally is defeated, summon another Guard at 100% turn meter based on the role of the defeated ally (Attacker, Support, Tank). This effect does not apply to already summoned Guards. If the defeated ally was First Order, all First Order allies gain Advantage and recover 20% of their max health and protection. Additionally, all currently active Guards take a bonus turn.
All Guard allies have 50% counter chance, doubled when they have Advantage.

Unique 2: Dauntless
(Zeta) Whenever any Guard is active, the ally in the leadership slot has +25% Critical Chance, Offence and Evasion. If the leader is First Order, they and all active Guard allies are not affected by turn meter removal or cooldown increase. This is not applied to characters in the ally slot.

Unique 3 (unlocked at Gear level 4): First Guard
Dark Side, First Order, Attacker
Basic Ability: Electro-Bisento Stab
Deal physical damage to target enemy and remove 5% turn meter. If First Guard had advantage, remove an extra 10% turn meter.
Special 1: Unruly Lashings
Deal physical damage to all enemies and inflict expose for two turns. Then, call all allies to attack random targets. If any allies were First Order, they gain 5% turn meter. If any enemies are defeated by this attack, apply expose to all enemies for one turn.
Special 2: Resolute Standing
(Zeta) Equalise the protection of all allies, and grant them Protection Over Time (undispellable) and Health up for two turns. First Order allies also gain Evasion Up (undispellable) for two turns and Foresight for one turn. Them, reduce the cooldown of all First Order allies' special abilities by one.
Unique 1: Resolution
While First Guard is active: All allies have a 25% counter chance, and recover 15% health at the end of their turn. Any time a First Order ally falls to 1% health, they take a bonus turn and deal 150% bonus damage.
Unique 2: Loyal Defence
  • This unit's stats scale with the summoner's stats.
  • This unit can't be revived.
  • A unit can't be revived if this summoned unit exists in their slot.
  • First Guard's abilities scale with The Power of Two.

Unique 4 (Unlocked at Gear level 6 and The Power of Two level 3): Fifth Guard
Dark Side, First Order, Tank
Basic Ability: Vibro-voulge Strike
Deal physical damage to target enemy and gain taunt for one turn. If Fifth Guard had advantage, also gain defense up for one turn.
Special 1: Stand Ground
(Zeta) Dispel all debuffs on all First Order allies and gain 2% defense (stacking) for each debuff dispelled. All allies then gain 2% turn meter for each type of debuff dispelled.
Unique 1: While Fifth Guard is active: The first time a First Order ally falls below 100% health, they gain stealth and Health Steal Up. Whenever an ally recovers to 100% health, they gain 5% bonus health (stacking), which is removed when Fifth Guard is defeated.
Unique 2: Loyal Defence
  • This unit's stats scale with the summoner's stats.
  • This unit can't be revived.
  • A unit can't be revived if this summoned unit exists in their slot.
  • Fifth Guard's abilities scale with The Power of Two.

Unique 5 (Unlocked at Gear level 8 and The Power of Two level 5): Third Guard
Dark Side, First Order, Support
Basic Ability: Electro-Chain Whip
Deal physical damage to target enemy and gain speed up for one turn. If Third Guard had advantage, the target enemy is stunned for one turn.
Special 1: Weapon Snare
(Zeta) Deal physical damage to target enemy and inflict ability block for two turns. If that enemy already had ability block, also increase their cooldowns by one. If the target was already stunned, that stun becomes undispellable.
Special 2: Rank Filings
Target an ally and copy all their buffs, then call them to assist. Then, at the end of this unit's turn, all copied buffs are given to all First Order allies. For each type buff given, First Order allies gain 2% offense and 2% turn meter.
Unique 1: Specialist Guard
Third Guard deals 50% bonus damage against Resistance, Jedi and Sith enemies. Additionally, while Third Guard is active: All First Order allies take 10% less damage from Resistance, Jedi and Sith enemies.
Unique 2: Loyal Defence
  • This unit's stats scale with the summoner's stats.
  • This unit can't be revived.
  • A unit can't be revived if this summoned unit exists in their slot.
  • Third Guard's abilities scale with The Power of Two.

Unique 6 (Unlocked at Gear level 10 and The Power of Two level 7): Seventh Guard
Dark Side, First Order, Attacker
Basic Ability: Vibro-Arbir Blade Cut
Deal physical damage to target enemy and gain offense up for one turn. If Seventh guard had advantage, deal damage a second time.
Special 1: Blade Split
Seventh Guard gains Frenzy for two turns and Damage Cut for three turns. Then, grant all allies Defense Penetration and 10% turn meter, doubled for First Order Allies.
Special 2: Unrelenting Advance
(Zeta) Deal physical damage to all enemies and inflict Stagger for one turn. Once this stagger is removed, it is replaced with Daze for two turns. Additionally, if Seventh Guard had advantage, dispel all buffs on all enemies and inflict the opposite debuff, if any, for 2 turns. This attack deals 5% more damage per buff and debuff on an enemy.
Damage Cut: All damage is halved but all attacks deal damage twice.
Unique 1: Ferocious Opponent
Any time a Guard ally is inflicted with a debuff, they gain 10% tenacity (stacking) until their next turn. Whenever a Guard ally inflicts a debuff, they gain 10% potency (stacking) until their next turn.
Unique 2: Loyal Defence
  • This unit's stats scale with the summoner's stats.
  • This unit can't be revived.
  • A unit can't be revived if this summoned unit exists in their slot.
  • Seventh Guard's abilities scale with The Power of Two.
#MakeTuskensGreat
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Replies

  • DarthKoon
    449 posts Member
    edited June 2019
    Options
    Woah. Six uniques. Could you not just make it one unique with all of the abilities?
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