Mace Windu:
Light Side, Jedi, Tank
Resilient Jedi Tank with devastating damage if left unchecked
Health: 22,790
Protection: 19,550
Physical Damage: 2590
Special Damage: 3250
Speed: 110
Potency: 44%
Critical Chance: 35%
Critical Damage: 150%
Invincible Assault(Basic): Deal physical damage to target enemy. If Mace is above 50% health, this attack deals 75% more damage. If Mace is below 50% health, he gains health equal to 70% of the damage dealt. This attack deals 100% more damage to Sith enemies. If this attack is evaded, attack again.
Smite(Special): Deal Special damage to target enemy and remove all positive status effects from the target. If any effects were removed, inflict daze for 2 turns. If the target is Sith, remove 100% turn meter, and Mace gains turn meter equal to the turn meter removed.
Might of the Jedi(Leader): All Jedi allies gain 35% offense and 15% critical chance. When a Jedi ally scores a critical hit, they gain critical damage up(25%) for 2 turns.
Vaapad(Unique): Mace Windu has +45% critical damage when attacking a Sith enemy. In addition, Mace inflicts Fear on a random Sith enemy for 2 turns. If more than 2 Sith enemies have Fear inflicted, Mace Windu gains offense up and health up(20%) for 2 turns. Fear can't be resisted or removed.(Fear: When a target with Fear is attacked, they are ability blocked for 1 turn, and lose 30% turn meter.)
0
Replies
Here's my idea:
Mace Windu
Speed:155
Physical Damage:2.5k
Prot:25k
Health:25k
Invincible Assualt
Deal physical damage to target enemy with a 75% chance to gain damage immunity for one turn. 5k+
Smite (3Turn Cooldown)
Deal special damage to target enemy. For each effect dispelled gain that much TM and reduce that much TM. Gain 5% max health for each effect dispelled. Inflict the opposite debuff for 4turns. Gain damage immunity for 1 turn. 8k+
In Arms We Fight/Together We Fight/To Arms (5 Turn Cooldown)
All allies gain defense and offense up for 2 turns. Clone allies gain critical chance up.
Jedi allies gain health up and a 50% chance to gain damage immunity for 1 turn.
Republic allies gain 25% TM.
Mace Windu gains taunt for 1 turn. If the taunt is dispelled, reset all cooldowns.
Vaapad
Jedi and Republic allies gain 30% offense, 20% critical chance and 20% critical damage and 10% health steal. Whenever a Jedi or Republic ally criticaly hits a target they gain 5% offense. Whenever a Jedi or Republic ally gets criticaly hit they gain 10% max health. Jedi and Republic allies gain 2% max health of the damage they deal.
Shatterpoint
Macewindu has a 70% chance to expose every enemy until the end of his turns. This expose can't be resisted. If mace deals damage to an exposed enemy he gain 50% TM and reduces his cooldowns by 1 and if Mace Windu has: shock, expose, shaken, deathmark, daze, buff immunity, healing immunity, or stagger, dispel those negative status effects (before gaining buffs from basic). If an ally hits an exposed enemy he gains 30% TM with a 50% chance to reduce his cooldowns by one. Mace Windu has 30% counter chance and an additional 60% while taunting.
Damage immunity can't be copied, it can be dispelled/blocked.
It does make him very situational though, hes a must have against sith but he may still a liability against other enemies... add in something on his unique that applies to all enemies and then get the bonus on sith enemies would make him more well rounded.
I would also remove his tank tag, his abilities don't really reflect a tank, he would be more of a support/ attacker or throw in a taunt in his unique or something. Maybe something like... If he doesn't take direct damage (single target only) in a turn he gains taunt for 1 turn.
Good ideas, thnx for the feedback ☺
Lol thnx