Inferno Squad Characters Kit Idea

So I thought of making this
It's my first kit idea, so sorry if it's kinda crappy
I thought of ships, Eviscerator capital ship for Admiral Versio, Inferno TIEs for Marana, Versio, and Hask, and Corvus for Meekos' reinforcement.
Pls comment on how i can improve my kit ideas, thanks!!



Inferno Agent Versio Kit Idea

Inferno Agent Versio

Marquee unit

Tags: Dark Side, Attacker, Leader, Empire, Imperial Trooper, Inferno Squad

Ruthless Shot (Basic): Deal physical damage to target enemy and inflict Healing Immunity and Buff Immunity for 2 turns. If it is Inferno Agent Versio's turn, attack again.

ID10 Seeker Droid (Special 1): Deal physical damage to target enemy, remove 90% Turn Meter, and inflict Stun for 1 turn, which can't be dispelled, resisted, or evaded. Grant all Inferno Squad allies Turn Meter equal to the amount of Turn Meter removed from the target. If Admiral Versio is the Leader, he gains this Turn Meter effect as well. (Cooldown: 3 turns)

Infernal Attack (Special 2): Deal physical damage to target enemy and call all Inferno Squad allies to assist, dealing 10% less damage. For each critical hit, all allies gain Protection Up (30%, stacking) until the end of the battle. If Admiral Versio is the Leader, he is not called to assist, but he gains Protection Up as well. (Cooldown: 3 turns)

Inferno Squad Commander (Leader) (Omicron): Empire allies gain +15 Speed, 10% Offense, and 10% Defense. At the start of the battle, if Inferno Agent Hask, Meeko, and Marana are allies, and there are no other allies:
- All allies gain 50% Max Health, 50% Max Protection, 50% Crit Damage, 50% Crit Chance, and +50 Speed.
- Each time an ally scores a critical hit, that ally gains 5% Offense (stacking) until the end of the battle, and all allies gain Offense Up for 1 turn.
- Whenever an ally is defeated, Inferno Agent Hask gains Damage Immunity and Taunt for 2 turns, and other Inferno Squad allies gain 50% Turn Meter.
- All allies gain the buff Special Forces until the end of the battle, which cannot be dispelled or prevented.
In 3v3 Grand Arenas: If all allies are Inferno Squad, and Inferno Agent Marana is not an ally, Inferno Squad gains an additional 10% Max Health, Protection, and Critical Chance. Attacks from Inferno Squad allies cannot be evaded, and defeated enemies cannot be revived. Double all Special Forces effects until the end of the battle, which cannot be dispelled or prevented.
Special Forces: Grants bonuses based on the character.

Today, The Rebellion Dies (Unique 1) (Zeta): Inferno Agent Versio gains +50 Speed. Whenever a Rebel or Rebel Fighter enemy deals damage to her, she gains Retribution for 1 turn. Whenever Inferno Agent Versio attacks out of turn, she deals 10% more damage. Special Forces: Inferno Agent Versio gains +15% Crit Chance, and whenever she critically hits an enemy, dispel all buffs on the target enemy.

Secret Troopers (Unique 2): At the start of the battle, if there are no other Inferno Squad allies, and Admiral Versio is not an ally, and the Leader is an Empire, this character gains Offense Up, Crit Chance Up, Evasion Up, Health Up, Tenacity Up, Protection Up (50%), and Damage Immunity for 2 turns, which can't be dispelled or prevented. At the start of the battle, while there is another living ally, this character is immune to Buff Immunity, and regains Stealth whenever it is dispelled. When there are no other allies left, this character gains Taunt and Retribution and 100% Potency and Defense until the end of the battle, which cannot be dispelled or prevented.


Inferno Agent Hask Kit Idea

Inferno Agent Hask

Marquee unit

Tags: Dark Side, Tank, Leader, Empire, Imperial Trooper, Inferno Squad

Staggering Shot (Basic): Deal physical damage to target enemy and inflict Stagger for 2 turns. If it is Inferno Agent Hask's turn, inflict Daze for 1 turn.
Civilians Are Expendable (Special 1): Deal physical damage to all enemies, inflict Tenacity Down and Offense Down for 2 turns, then gain Taunt for 3 turns. (Cooldown: 2 turns)
Crimson Star (Special 2): Swap Turn Meter with target Inferno Squad ally, and grant Defense Up to all allies. Deal physical damage to target enemy and call target ally to assist, dealing 20% more damage. (Cooldown: 3 turns)
Second-in-Command (Unique 1) (Zeta): Inferno Agent Hask has +50% Defense and 75% counter chance. If Inferno Agent Versio is in the Leader slot, Inferno Agent Hask gains +30 Speed and +15% Offense. Special Forces: Whenever Inferno Agent Versio uses an ability, Inferno Agent Hask assists, dealing 50% less damage. Each time he attacks out of turn, he and Inferno Agent Versio gains Protection Up (5%, stacking) until the end of their next turns, which can't be dispelled or prevented.
Secret Troopers (Unique 2): At the start of the battle, if there are no other Inferno Squad allies, and Admiral Versio is not an ally, and the Leader is an Empire, this character gains Offense Up, Crit Chance Up, Evasion Up, Health Up, Tenacity Up, Protection Up (50%), and Damage Immunity for 2 turns, which can't be dispelled or prevented. At the start of the battle, while there is another living ally, this character is immune to Buff Immunity, and regains Stealth whenever it is dispelled. When there are no other allies left, this character gains Taunt and Retribution and 100% Potency and Defense until the end of the battle, which cannot be dispelled or prevented.


Inferno Agent Meeko Kit Idea

Inferno Agent Meeko

Marquee unit

Tags: Dark Side, Support, Leader, Empire, Imperial Trooper, Inferno Squad

Supporting Shot (Basic): Deal physical damage to target enemy. If it is Inferno Agent Meeko's turn, remove 10% Turn Meter from target enemy.
Master Engineer (Special 1): Dispel all debuffs on all allies and grant them Tenacity Up and Defense Up for 2 turns. For every debuff dispelled this way, heal all allies by 5% Health and Protection. Reset cooldowns on target ally and call them to assist. (Cooldown: 2 turns)
Corvus Assault (Special 2): Dispel all buffs then deal True damage to all enemies three times. If Inferno Agent Hask is an ally, he gains Taunt for 1 turn. If Inferno Agent Meeko has Offense Up, this attack ignores Defense and Protection. This ability is immune to cooldown manipulation. (Cooldown: 5 turns)
Ex-Stormtrooper Corps (Unique 1) (Zeta): Whenever Inferno Agent Meeko is damaged, he gains +10% Defense (stacking) for 2 turns. Whenever any other ally is damaged by an attack, Inferno Agent Meeko gains 2 Speed (stacking) until the end of the battle. Special Forces: Inferno Agent Meeko is immune to Ability Block, and he gains 30% Tenacity.
Secret Troopers (Unique 2): At the start of the battle, if there are no other Inferno Squad allies, and Admiral Versio is not an ally, and the Leader is an Empire, this character gains Offense Up, Crit Chance Up, Evasion Up, Health Up, Tenacity Up, Protection Up (50%), and Damage Immunity for 2 turns, which can't be dispelled or prevented. At the start of the battle, while there is another living ally, this character is immune to Buff Immunity, and regains Stealth whenever it is dispelled. When there are no other allies left, this character gains Taunt and Retribution and 100% Potency and Defense until the end of the battle, which cannot be dispelled or prevented.


Inferno Agent Marana Kit Idea

Inferno Agent Marana

Marquee unit

Tags: Dark Side, Attacker, Leader, Empire, Imperial Trooper, Inferno Squad

Perfect Shot (Basic): Deal physical damage to target enemy and inflict Target Lock. Target Lock: Inflict Ability Block and Daze for 1 Turn. This attack cannot be evaded or resisted.
Eidetic Memory (Special 1): Dispel all buffs on target enemy and inflict Target Lock and Stun on them for 2 turns. Increase all duration of buffs on all allies for 1 turn. Target Lock: Transfer all debuffs on allies and inflict debuffs present on other enemies to target enemy. This attack cannot be evaded. (Cooldown: 2 turns)
For The Empire (Special 2): Deal physical damage equal to 100% of Inferno Agent Marana's Max Health to herself and all enemies. Target Locked enemies are inflicted with Daze for 3 turns. If this ability defeats Inferno Agent Marana, inflict Stun on all enemies for 3 turns on all enemies. This ability cannot be resisted, evaded, or dispelled. This ability starts on cooldown, and is reduced by 1 every time an Inferno Squad ally takes a turn. (Cooldown: 50 turns)
Black Laurel Service (Unique 1) (Zeta): Inferno Agent Marana can only be revived by Admiral Versio. The first time Inferno Agent Marana is defeated, all Empire allies gain 100% Potency and Tenacity, 50% Offense and Defense, and Damage Immunity for the rest of the battle. When Damage Immunity is dispelled, gain Speed Up and Stealth for 2 turns. Special Forces: All Empire allies instead gain 100% Potency and Tenacity, Offense, Defense, Crit Chance, +50% Max Health, Max Protection, and Critical Hit Immunity and Damage Immunity until the end of the battle.
Secret Troopers (Unique 2): At the start of the battle, if there are no other Inferno Squad allies, and Admiral Versio is not an ally, and the Leader is an Empire, this character gains Offense Up, Crit Chance Up, Evasion Up, Health Up, Tenacity Up, Protection Up (50%), and Damage Immunity for 2 turns, which can't be dispelled or prevented. At the start of the battle, while there is another living ally, this character is immune to Buff Immunity, and regains Stealth whenever it is dispelled. When there are no other allies left, this character gains Taunt and Retribution and 100% Potency and Defense until the end of the battle, which cannot be dispelled or prevented.


Admiral Garrick Versio Kit Idea

Admiral Garrick Versio

Legendary unit, requires all 4 Inferno Squad members to unlock

Tags: Dark Side, Support, Leader, Empire, Imperial Trooper, Fleet Commander

Eviscerate (Basic): Deal physical damage to target enemy and inflict Ability Block and Daze for 2 turns. If Admiral Versio has Cinder, this attack deals double damage.

Satellite Strike (Special 1): Deal physical damage to all enemies and inflict Offense Down on all enemies for 3 turns. If Admiral Versio has Cinder, this attack cannot be evaded, and inflicts Armor Shred on the target enemy for the rest of the battle.

Imperial Secret Forces (Special 2): This ability can only be used if Admiral Versio is in the Leader slot, and all other allies are Inferno Squad. Dispel all debuffs on allies and grant them Offense Up. Deal physical damage to target enemy and call all Inferno Squad allies to assist, dealing 10% less damage. If Admiral Versio has Cinder, assisting allies instead deal 10% more damage, and recover 100% Health and Protection, which can't be prevented. (Cooldown: 4 turns)

Contingency Plan (Special 3): This ability can only be used if Emperor Palpatine the allied Leader. Deal physical damage to all enemies, dispel all buffs on them, and inflict Ability Block for 3 turns, which can't be resisted, dispelled, or evaded. Reset cooldowns on all allies, and grant them Offense Up for 3 turns. If Admiral Versio has Cinder, additionally deal true damage to target enemy, and call all other allies to assist, dealing 50% less damage. This ability starts on cooldown. (Cooldown: 10 turns)

Hero of Vardos (Leader) (Zeta) (Omicron): Empire allies gain 45% Critical Chance and Critical Damage, 30% Max Health, and 20% Max Protection, and +20 Speed, doubled if they are Inferno Squad.
If other allies are all Inferno Squad:
- Inferno Squad allies share all their unique abilities with Admiral Versio and one another (Admiral Versio's unique abilities are not shared).
- Inferno Squad allies (except Inferno Agent Marana) are immune to revive prevention effects from enemies.
In Grand Arenas: If other allies are Inferno squad, at the start of the battle, or when there is only one enemy left, Inferno Agent Marana is revived with 100% Health and Protection with speed set to 0 and gains Damage Immunity, which cannot be dispelled for the rest of the battle. Grant all allies Health Steal Up, Heal Over Time, and Protection Over Time for 2 turns. This effect can't be prevented.

Cinder Operative (Unique 1) (Zeta): Admiral Versio gains stacks of Cinder Operative based on these conditions:
- Whenever an ally attacks out of turn, gain 2 stacks of Cinder Operative
- Whenever an ally is defeated, gain 10 stacks of Cinder Operative
- If Emperor Palpatine is the Leader, and when he is defeated for the first time, gain 100 stacks of Cinder Operative and reduce the cooldown of Contingency Plan by 5 for the rest of the battle.
Once Cinder Operative reaches 100 stacks, Admiral Versio removes all stacks of Cinder Operative, and gains Cinder for the rest of the battle, and he gains the granted ability Operation Cinder.
Granted ability: Operation Cinder (Limit one use per battle): Instantly defeat target enemy, deal physical damage 5 times to other enemies (unaffected by Offense Up). Inflict Ability Block, Stagger, Daze, Expose, and Burn for 3 turns, which can't be evaded, resisted, or dispelled, and increase their cooldowns by 1. If Admiral Versio or Emperor Palpatine is the allied Leader, revive all defeated Empire allies with 100% Max Health and Protection, which can't be prevented. Enemies defeated by this ability cannot be revived.

A True Versio (Unique 2): Admiral Versio and Inferno Agent Versio have a 100% chance to assist each other, dealing 10% less damage (max. once per turn). If Admiral Versio is in the Leader slot, at the start of every unit's turn, Admiral Versio and Inferno Agent Versio equalize their health percentage and heal themselves by 10% Max Health, and an additional 2% for every positive or negative effect they currently have. This effect cannot be prevented.

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