Elite Hoth Rebels Team (Rework and kit idea's)

Ichiraikou
758 posts Member
edited September 2020
I've been thinking for a while that Rebel Officer Leya Organa needs a rework, as she is the only TB charatcer that is bad (at the moment). So I thought to just rework all the Hoth Hero Characters (excluding legendary CLS) and make a full team with a 5th one. Thou this is a rough idea so any feedback is very welcomed.
Rebel Officer Leia Organa (Rework Idea)
Light Side, Attacker (AGI), Leader, Rebel
Tenacious Rebel Attacker that counters debuffs and leads her Elite allies.

Hold Off (Basic)
Deal Physical damage to target enemy and inflict Buff Immunity for 2 turns. Leia gains 10% Turn Meter, an additional 10% Turn Meter if the target had full health, and an additional 10% Turn Meter if the target is Empire.
Elite: Leia gains an additional 10% Turn Meter on a Critical Hit.

Rebel Barrage (Special) (Cooldown: 14)
Deal Physical damage 10 times to random enemy targets. Enemies hit more than once suffer Ability Block for 1 turn. These attacks can’t be Countered. This ability’s cooldown is reduced by 1 whenever Leia scores a Critical Hit or suffers a debuff.
Elite: Ability Block can’t be Resisted or Dispelled.

Battlefront Command (Leader)
Rebel allies have +30% Critical Chance and +60% Tenacity, and gain the Elite unique effect until the end of battle. Whenever a Rebel ally suffers damage from an attack, they have a 30% chance to gain Foresight for 2 turns, doubled if the attacking enemy is Empire. The first time each turn a Rebel ally resists a detrimental effect or suffers a debuff, they gain 30% Turn Meter.

Dauntless (Unique) (Zeta)
Leia has +35% Critical Damage and is immune to Tenacity Down. The first time each turn Leia resists a detrimental effect or suffers a debuff, she gains +15% Turn Meter and +35% Offence (stacking) until the end of her next turn.
Elite: Offence bonus duration increased to 2 turns. When Leia loses Foresight, she gains +15% Turn Meter and +35% Offence (stacking) for 2 turns.

Captain Han Solo (Rework Idea)
Light Side, Support (AGI), Rebel, Scoundrel
Daring Rebel Support that risks himself to Revive allies and Daze enemies.

Disabling Shot (Basic)
Deal Physical damage to target enemy and Daze them for 2 turns. Empire targets can’t Evade or Resist and take double damage from this attack. If Han has full Health, gain 30% Turn Meter.
Elite: If target enemy was already Dazed, reduce Han’s cooldowns by 1.

Hunker Down (Special) (Cooldown: 10)
Dispel all Debuffs from Han and target other ally, and both recover Health equal to 40% of Han’s Max Health and gain 30% Turn Meter. Then, if target ally has full Health, they also recover 20% Protection. This ability’s cooldown is reduced by 1 whenever an ally suffers a debuff.
Elite: Target ally always recovers Protection, their protection recovery is increased to 40%, and Han also recovers 40% Protection.

Search and Rescue (Special) (Cooldown: 6)
Revive a random defeated ally at 50% Health and 0% Turn Meter. If they are Rebel, they recover 50% Protection and gain 50% Turn Meter.
Elite: If Revived ally is Rebel, they gain Defence Up for 3 turns, and a Bonus Turn instead of the turn meter. If all allies are Rebel at the start of battle, this Revive can’t be Prevented.

Nick of Time (Unique) (Zeta)
Captain Han Solo has +15% Critical Chance and +30% Critical Damage. At the end of his turn, Han recovers Health equal to 10% of his Max Health. If Han already has full Health, the least healthy ally is healed instead. Whenever Han uses his Basic ability, he gains +10% Max Health (stacking) for 3 turns.
Elite: At the end of his turn, Han recovers Protection equal to 5% of his Max Health. If Han already has full Protection, the least healthy ally is healed instead. Whenever Han scores a Critical Hit with his Basic ability, he gains +10% Max Health (stacking) for 3 turns.

Hoth Rebel Scout (Rework Idea)
Light Side, Attacker (AGI), Rebel, Rebel Fighter
Single target attacker with crit synergies and speed building abilities.

Bold Maneuver (Basic)
Deal Physical damage to target enemy with a 40% chance for all allies to gain 25% Turn Meter.
Elite: Turn Meter gain chance increased by 15% for each active other Rebel ally.

Rebel Assault (Special) (Cooldown: 3)
Deal Physical damage to target enemy and Stun them for 1 turn. On a Critical Hit, gain 100% Turn Meter.
Elite: Dispel all buffs from target enemy and this attack can’t be Evaded.

Hope of the Alliance (Unique)
Hoth Rebel Scout gains 50% Turn Meter whenever an Empire enemy is defeated and half that amount whenever a non-Empire enemy is defeated.
Elite: Other Rebel allies also gain this bonus.

Hoth Rebel Soldier (Rework Idea)
Light Side, Tank (STR), Rebel, Rebel Fighter
Rebel Tank that uses debuffs and Defence Up to stay in the battle.

Cover Fire (Basic)
Deal Physical damage to target enemy and inflict Critical Damage Down for 2 turns. In addition, inflict Offence Down for 2 turns on a Critical Hit.
Elite: This attack gains +10% Critical Chance for each active other Rebel ally.

Hold the Line (Special) (Cooldown: 3)
Dispel all debuffs from self, gain Taunt for 2 turns, and grant all other Rebel allies Defence Up for 2 turns.
Elite: Whenever Hoth Rebel Soldier loses Taunt, reduce the cooldown of this ability by 1.

Rebel Momentum (Unique)
Hoth Rebel Soldier has +70% Counter Chance. Whenever Hoth Rebel Soldier is damaged by an attack, he has a 50% chance to gain Defence Up for 1 turn. This chance is doubled if the attacking enemy is Empire.
At the start of his turn, if Hoth Rebel Soldier has Defence Up, he recovers 35% Health. Elite: At the start of his turn, if Hoth Rebel Soldier has Defence Up, he also recovers 35% Protection.

Hoth Rebel Commander (Kit Idea)
Light Side, Support (STR), Rebel, Rebel Fighter
Battle Worn Rebel Support that regroups with allies and counters detrimental effects.

Suppression Fire (Basic)
Deal Physical damage to target enemy and inflict Potency Down for 2 turns. On a Critical Hit, this attack can’t be Resisted.
Elite: If target enemy is Empire, gain 30% Turn Meter. Otherwise, gain 15% Turn Meter.

Regroup (Special) (Cooldown: 4)
Dispel all debuffs from target ally and equalize Health with them. Then, if that ally is Rebel, they recover 30% Health.
Elite: Also equalize Protection with target other ally. Then, if that ally is Rebel, they also recover 30% Protection and gain 30% Turn Meter.

Battle Worn (Unique)
Hoth Rebel Commander has +15% Critical Chance and +30% Tenacity. Whenever Hoth Rebel Commander resists a detrimental effect or suffers a debuff, he recovers 5% Health and 5% Protection.
Elite: Whenever another Rebel ally is damaged by an attack, Hoth Rebel Commander recovers 5% Health and 5% Protection, and gains 5% Turn Meter.
Post edited by Ichiraikou on

Replies

  • Due to Rebel Officer Leia and Captain Han being needed in Jedi Luke's event, my mind got back to these kits. I decided that my previous version where quite ridiculous. So I did them again from scratch. Also decided to remove Co-Pilot Chewbacca, as with Threepio & Chewie we already have 5 Chewbacca's in the game. Instead I added Hoth Rebel Commander from the Dark Side Hoth Territory Battle. His kit (and the names) are largely based on the Hoth battle version (plus another character in it), but goes beyond that. The Tags of all charterers have also been updated. As always, tell me what you think.
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