Mand’alore the Ultimate Concept

The_Father
7 posts Member
edited June 3
Some requirements aren’t in game but could be added for this GL.
Galactic Legend Requirements:

Player Level: 85
Characters:

1 of 3:

Darth Revan: Relic 7
Jedi Knight Revan: Relic 7
Darth Malak: Relic 7
HK-47: Relic 3
Bastala Shan: Relic 5

2 of 3:

Canderous Ordo: Relic 7
Rohlan Dyre: Relic 6
Cassus Fett: Relic 6
Bendak Starkiller: Relic 7
Haarm Sornell: Relic 5

3 of 3

Ebon Hawk: 7 Stars
Sith Assassin: Relic 3
Sith Empire Trooper: Relic 5
Sith Marauder: Relic 5
Bastala Shan (Fallen): Relic 5

Inspiration: Mand’alore the Ultimate was the leader of the Mandolorian Neo-Crusaders during the Mandolorian War. He and his army brought the republic to its knees. (With the help of the Sith.) This concept is to get GL Leia off of defense and on to offense where the devs wanted her to be in the first place. It counters many of the important parts of her abilities.

Name: Mand’alore the Ultimate
Alignment: Dark Side, Galactic Legend, Tank, Leader
Tags: Mandalorian, Old Republic




Basic: Heavy Blaster Rifle (Zeta)
Final Text: Deal True Damage three times to target enemy, dispel stealth on target enemy, and inflict marked. If target enemy already had Marked, inflict Deathmark for turn instead and remove all turn meter from that enemy.


Special 1: Mandolorian Bombardment (Cooldown of 3) (Zeta)
Final text: Deal damage 10 times to random enemy targets and call the weakest and healthiest other Mandolorian allies to assist. Each hit deals True damage equal to 5.5% of Mand’alore the Ultimate’s Max Health. Different effects happen to enemies based on how many times they got struck. None of the following effects can be resisted.
One time: Inflict Healing Immunity for 3 turns.
Two times: Inflict Ability Block for 2 turns.
Three times: Inflict Daze for 3 turns
Four times: Inflict Stun for 2 turns.
Five times: Inflict Doubt for 2 turn.
Six times: Inflict Fracture for 1 turn.
Seven times: Loose 50% Mastery and Speed for 1 turn.
Eight times:
On characters: Destroy this unit.
On Raid Bosses and Galactic Legends: This ability has deals damage equal to 100% of Mand’alore the Ultimate’s Max Health.

Special 2: Recruitment (Cooldown of 3) (Zeta)
Final Text: Rally all Mandolorian allies. Then, this unit, the healthiest, and weakest other Mandolorian allies without three stacks of Beskar Armor gain one stack of Beskar Armor (Stacking Max 3) for the rest of the encounter which can’t be copied, dispelled, or prevented. If all allies had three stacks of Beskar Armor, then all allies gain Mandolorian Furry for 3 turns which can’t be copied, dispelled, or prevented.

Beskar Armor - Beneficial effects build based on the cumulative number of stacks:
1 Stack: +50% Defense and +15% Max Health
2 Stacks: Recover 30% Protection at the end of turn
3 Stacks: +100% Counter chance and can't be critically hit

Mandolorian Furry: If this unit is a Non-Galactic Legend Manolorian, they will share their unique abilities with all other Non-Galactic Legend Manolorian allies. This unit will gain effects based on their roll and is immune to Daze and Critical Hits.

Attackers: +50% Offense and reduce target enemies’s Offense and Defense by 8% when this unit damages that enemy. Enemies’ Defense and Offense goes back to normal when Mandolorian Furry expires on all attacker allies.

Tanks: +50% Tenacity and gain Taunt which can’t be copied, dispelled, or prevented. The effects of this buff will be erased on when it expires on the unit who had it.

Healers and Supports: +50 Speed and gain 5 Speed at the end of every enemy turn. The effects of this buff will be erased on when it expires on the unit who had it.

Leader: Lord of the Clans (Zeta)
Final Text: At the start of the battle, all Mandolorian allies have their Critical Damage, Offense, and Mastery doubled; all Mandolorian allies loose their protection and gain that much Max Health. If they also have the Old Republic tag, they gain 25% Max Health; abilities that deal Max Health damage don’t do damage and instead heal allies the amount it would have dealt. When a Mandolorian ally would have recovered protection, they gain 4% Mastery for the rest of the encounter.

When a Mandolorian ally looses mastery or speed, they recover 10% of their Max Health, gain a bonus turn, and Mandolorian Furry for one turn; in addition, if they were also Old Republic this during this bonus turn, they ignore protection and have +75% Offense.

When an enemy heals, all Mandolorian allies gain turn meter equal to the percentage of the health or protection that was healed.

At the end of each enemy turn, all Mandolorian allies gain 2.5% Tenacity and Critical Avoidance doubled if they had the Old Republic tag.

When an Old Republic-Mandolorian ally uses a special ability, they have a 60% chance to inflict Vulnerable for 1 turn on enemies who got damaged which can’t be resisted.

Allies and enemies are immune to revives.

Unique 1: Neo-Crusader (Zeta)
Final Text: Mand’alore the Ultimate ignores Taunt and Stealth. Mand’alore the Ultimate gains Taunt for 2 turns the first time each Mandolorian ally reaches 50% health. Old Republic-Mandolorian allies also trigger this effect when they reach 75% and 25% health; also, remove Foresight from all enemies and inflict Foresight Immunity for 2 turns on all enemies.

Mandolorian allies dispell 2 random debuffs on themselves when they are critically hit or score a critical hit on an enemy doubled for Old Republic-Mandolorians.

Mand’alore the Ultimate gains 4% Ultimate Charge whenever a Mandolorian ally would have recovered protection. He also gains 1% when a Mandolorian ally damages an enemy which is doubled if it was an Old Republic-Mandolorian; double that if the enemy had Marked, Deathmark, or Taunt.

Foresight Immunity: Can’t gain Foresight.


Unique 2: Galactic Legend (Zeta)
Final Text: This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.

This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.

Ultimate Ability: Let Them Burn
Final Text: Requires 100% Ultimate Charge to activate

Ultimate Charge: Mand’alore the Ultimate gains 4% Ultimate Charge whenever a Mandolorian ally would have recovered protection. He also gains 1% when a Mandolorian ally damages an enemy which is doubled if it was an Old Republic-Mandolorian all; double that if the enemy had Marked, Deathmark, or Taunt.

Deal True Damage 4 times to all enemies and inflict Burning and a stack of Burn on all enemies for the rest of the encounter which can’t be dispelled or resisted. All Mandolorian allies gain Mandolorian Furry for 4 turns and have +20% of all their stats for 3 turns. All of Mand’alore the Ultimate’s abilities now will inflict two stacks of Burn on enemies damaged by him. This ability can’t be evaded or resisted.

Burn: -5% on all stats per stack and gain one stack whenever this unit takes damage from burning.
Post edited by The_Father on
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