Cin Drallig Kit Idea

MegaCrunchi
50 posts Member
edited May 2023
Even tough he doesn't have many appearances, I think Cin Drallig would be a nice addition to the game. leading leftover Trash Galactic Republic Jedi. Altough they would still all need a rework or like 4 Omicrons per unit to be at least decent.

Anyway, here's a rough idea of what his kit could look like.
(Changes highlighted in green)
UNIT NAME: Cin Drallig
ALIGNMENT: Light
CATEGORIES: Light Side, Attacker, Leader, Galactic Republic, Jedi
ABILITIES:

BASIC: Outstanding Bladework
FINAL TEXT: Deal Physical Damage to target enemy and dispel all buffs on them. On a Critical Hit, gain 5% Turn Meter for each Jedi ally with the Leader tag.

SPECIAL 1: Finest Duelist (Cooldown: 2)
FINAL TEXT: Deal Physical damage to target enemy 5 times and inflict negative status effects based on Critical Hits scored.
1 Hit: Provoked for 1 turn
3 Hits: Breach for 1 turn
5 Hits: Marked for 1 turn
This attack can't be evaded.

SPECIAL 2: Defend the Temple! (Cooldown: 4)
FINAL TEXT: Cleanse all debuffs on all Jedi allies. Summon a Jedi Temple Guard to battle if the ally slot is available, or if a Jedi Temple Guard is already present, he gains Taunt, Defense Up and Tenacity Up for 2 turns. Then, call all Jedi allies to assist. Jedi allies with the Leader tag deal 25% more damage.

LEADER: Jedi Battlemaster (Zeta)
FINAL TEXT: All Jedi allies have +20% Max Health, +20% Max Protection and +15 Speed. At the start of battle, if there were no Galactic Legend allies and all allies are Galactic Republic Jedi, all allies gain Advantage and Critical Damage up for 2 turns. Every time an ally's buff or debuff runs out, all Jedi allies gain 1% Critical Damage (stacking).

UNIQUE: Head of Temple Security (Zeta)
FINAL TEXT: Cin Drallig has +20% Offense. At the start of his turn, Cin Drallig removes Stealth and Taunt from all enemies and if any were removed, he inflicts all enemies with Expose and gains Advantage for 2 turns. If non were removed, he instead gains Offense Up for 2 turns.
At the start of the encounter, if there were no Galactic Legend allies, summon a Jedi Temple Guard who Taunts for 1 turn. Jedi Temple Guard assists whenever a Jedi ally with the Leader tag uses an ability.

Jedi Temple Guard (Summoned)
Description:
(Basic) Lightsaber Pike: Deal Special damage twice to target enemy and inflict Tenacity Down for 2 turns.
(Special) Cease Hostility (CD2): Inflict target enemy with Ability Block for 1 turn. Then, Jedi Temple Guard recovers 25% of its Max Protection and Taunts for 2 turns.
(Unique) Jedi Sentinel: This unit has +20% Defense for each active Galactic Republic Jedi ally and +100% Counter Chance.
(Unique) Summoned: This unit's stats scale with the summoner's stats.
- This unit can only be summoned to the ally slot if it's available.
- This unit can't be summoned in raids.
- If an effect counts defeated units, this unit doesn't count.
- When there are no other allied combatants, this unit escapes from battle.
- A unit can't be revived if this summoned unit exists in their slot.

Feedback is much appreciated.
Post edited by MegaCrunchi on

Replies

  • Phoenixeon
    1842 posts Member
    Options
    How about active leadership skills on all chars?
    Those named trash GR jedi usually have a leadership skill.
  • MegaCrunchi
    50 posts Member
    edited May 2023
    Options
    I actually thought about that but I'm also working on concepts for reworking all those trash Jedi and if you combine all their leader abilities... that's a bit much xD

    But maybe something like a synergie with Jedi Leaders might be an idea
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