The Emporer
(Obtained via event)
Basic:Force lightning: deal special damage to target enemy with a 35 percent chance to stun for 1 turn, if the target isn't stunned inflict speed down for 2 turns
Special:Imperial resources:all allies gain offense up for 2 turns. Empire characters gain speed up for 2 turns and sith gain critical chance up for 2 turns
Special:saber rush:deal special damage to target enemy. If it is a killing blow, give all allies potency up for 3 turns
Leader:Emporer's guidance: Empire allies gain 30 percent potency and they gain speed up for 2 turns when they apply a debuff
Unique:Unlimited Power: when Palpatine reaches 25 percent health, all cool downs reset and he regains any buffs he had earlier in the battle
Scout trooper
(Available via galactic war)
Basic:Scout's aim:deal physical damage to target enemy with a 25 percent chance to gain stealth for 2 turns. This attack deals double damage to ewoks and rebels
Special:Pulse cannon blast:Deal physical damage to target enemy and deal 10 percent more damage the longer it is not used. This attack cannot be countered.
Unique:Scout training:Scout trooper deals 30 percent more damage and gains critical chance up when he goes into stealth
Unique:Electrobinoculars:at the start of each turn, scout has a 30 percent chance to inflict evasion down on each enemy. This cannot be resisted.
BECAUSE I'M BATMAN - me
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Replies
Yeah, I was just trying to make them a little more interesting
https://vk.com/swgoh - big community
Which ones?
So long, and thanks for all the buffs!
Downside is then Emperor isn't useful in meta teams.
https://vk.com/swgoh - big community