Thrawn kit ideas

Thrawn

Basic:Probe for weakness: deal physical damage to target enemy and expose a random buffed character for 1 turn, if any enemies are already exposed Thrawn gains 25% turn meter

Special:Tactical superiority: give target ally taunt for 1 turn and gain 5% turn meter for each enemy ability on cooldown. Allies without buffs receive half that amount

Special2: Spring the trap:(starts on 6 turn cool down) all imperial allies have their cool downs refreshed and regain 5% protection for each debuffed enemy

Leader: Grand Admiral: When an imperial ally suffers a debuff, regain 5% protection for each debuff. Imperial allies also gain 20% turn meter when each debuff ends
BECAUSE I'M BATMAN - me

Replies

  • Drax_77
    1076 posts Member
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    I think he should have a unique, like a counter vs droid attackers or something similar. He did pretty good against those assassin droids!
  • tkl
    295 posts Member
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    Seems kinda powerful since empire allies have cooldowns refresh fully?
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    tkl wrote: »
    Seems kinda powerful since empire allies have cooldowns refresh fully?

    It is meant to be powerful(hence the 6 turn cooldown at the start of the match), but I could edit it based on recommendations.
    BECAUSE I'M BATMAN - me
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