New Kit ideas

TevlodiObight1
156 posts Member
edited December 2017
I came up with some ideas for some new characters:
Padmé Amidala: Light Side, Galactic Republic, Support
Aggressive Negotiations: Deal damage to enemy with an 85% chance to remove 20% turn meter. If the target was debuffed or not buffed, this turn meter removal is doubled and cannot be resisted. If she was under stealth, inflict ability block for 1 turn and lose stealth.

Clandestine Investigation: Target ally gains retribution for 3 turns and recovers 30% of their max health and protection. If that ally was galactic republic, they gain 100% turn meter. All other allies gain stealth for 3 turns.

Royal Clout: Remove 30% turn meter on all enemies and gain stealth and potency up for 3 turns. If the target enemy is Separatist, they are stunned for 2 turns and their turn meter removal is doubled, which cannot be resisted.

Persistent Senator: Padmé gains 10% defense for each living galactic republic ally and 5% critical chance for each living Separatist enemy. For each stealthed galactic republic ally, gain 7% potency and 5% offense.


Jango Fett: Dark Side, Scoundrel, Bounty Hunter, Attacker
Dual Westar-34 Pistols: Deal damage to enemy and dispel all buffs on them and inflict buff immunity for 2 of Jango’s turns. If that enemy had no buffs or protection, deal 30% more damage. If that enemy already had protection, stun them for 1 turn and gain 25% turn meter. This deals double damage to light side enemies and 50% more damage to enemies with buff immunity.

Kaminoan Saberdart: Deal damage to target and selected target enemy and inflict stagger for 3 turns and take bonus damage equal to 25% of their max health. If any one of those targets had protection or no buffs, Jango recovers 15% of his max health. If they had buffs or no protection, they take an extra 10% of their max health. This deals an extra 5% damage to Scoundrels.

Flamethrower: Deal special damage to all enemies and inflict burning for 3 turns. This cannot be evaded. If any target is Jedi or already has burning, they lose 40% turn meter and gain offense down for 2 turns.

Elite Bounty Hunter: Scoundrel allies gain +35 speed and +20% evasion and they gain 15% turn meter when they evade. Whenever a Scoundrel ally loses a buff, they gain 5% of their max health and have a 65% chance to gain critical hit immunity for as many turns as there are defeated enemies. Bounty Hunter allies gain +30% critical damage and gain a new ability: Perseverance.*

*Perseverance: Dispel all debuffs and replace them with 5% health and protection for each debuff dispelled. If that unit has more than 4 debuffs, gain 45% turn meter.

Crack Shot: Jango has 10% critical damage for each living bounty hunter ally. While Jedi enemies are staggered, Jango has 30% accuracy and 20% critical avoidance. While any Scoundrel enemies are burning, Jango has 25% critical chance and 20% potency.


Hardcase: Light Side, Galactic Republic, Clone Trooper, Tank
Suppressive Fire: Deal damage to enemy and gain 10% turn meter for each buff on that enemy. If the target was not buffed, inflict healing immunity for 2 turns. If the target was a droid, remove 30% turn meter and gain turn meter equal to the amount removed. This cannot be countered.

Eat Lasers: Deal damage to all enemies and stun all critically hit enemies. If they were already debuffed, remove 20% turn meter. Droid enemies cannot evade or resist the effects of this attack. This attack has +25% critical chance.

Call Reinforcements: Gain taunt and retribution for 2 turns and revive a random ally at 1 health and grant them advantage and critical damage up for 2 turns. If that ally was a clone, they recover an additional 30% health and protection and 20% turn meter. All other allies recover 30% health and max health up for 2 turns.

Clone Trooper Valor: Clone Trooper allies have +30% tenacity and +30% offense, and other allies gain half that amount. When an enemy inflicts a debuff on a Clone Trooper ally, that ally recovers 7% of their max health. While Hardcase is active, Clone Trooper allies gain offense equal to half of their potency percentage and max health equal to 10% of the damage they deal.


Darth Sion: Dark Side, Sith, Tank
Debilitating Strike: Deal damage to enemy and inflict expose for 2 turns. If that enemy already had expose, gain 30% turn meter, inflict stagger for 2 turns, and gain defense up for 3 turns. If he already had defense up, gain taunt for 2 turns. If he already had taunt, that enemy loses 30% turn meter and he recovers health equal to half of the damage dealt.

Sith Trooper Assault: Deal damage to all enemies and inflict buff immunity for 3 turns. If any enemies were defeated by this attack, inflict deathmark on target enemy for 3 turns. If Sith Trooper is present, he is called to assist, using Crimson Barrage.

Saber Onslaught: Deal damage equal to 50% of that enemy's max health, gain taunt for 3 turns, and inflict healing immunity for 4 turns. This cannot be evaded nor countered, and this cannot defeat target enemy. Darth Sion has a 50% chance to call a random Sith ally to assist, dealing 50% less damage.

Unquenchable Hatred: Sith allies gain +80% defense and 20% offense. Whenever a Sith ally uses a special ability and the target is stunned by that ability, all allies at full health attack random enemies. This ignores taunt. When a Sith ally is hit critically, they gain heal over time and a buff for 2 turns based on their role:
Attacker: foresight
Support/Healer: stealth
Tank: health up

Lord of Pain: Darth Sion gains taunt for 1 turn at the start of each encounter. When defeated, Darth Sion will revive with 100% health and protection and gains 1 permanent damage over time effect each time he revives. This happens while any allies are alive. This cannot be prevented.


Tera Sinube: Light Side, Jedi, Galactic Republic, Support
Flawless Form: Deal damage to enemy and grant that enemy evasion up for 3 turns. If this attack was evaded, gain advantage and grant a random ally 30% turn meter. On a critical hit, reduce Tera Sinube’s cooldowns by 1. If that enemy already had evasion up, dispel all buffs on them.

Sage Instruction: Grant all allies 40% turn meter and foresight or 2 turns and dispel all debuffs on target ally and grant them 45% protection. If that ally was Jedi, they recover 30% health.

Master’s Patience: All Jedi allies have +40% offense and +20 speed, and other allies gain half that amount. Jedi allies gain evasion equal to half their speed and gain critical hit immunity for 2 turns at the start of each encounter and when any unit is defeated.

Slow and Steady: Tera Sinube has +25% tenacity and recovers 15% health and gains 20% turn meter whenever he resists a debuff.


Embo: Dark Side, Scoundrel, Bounty Hunter, Attacker
Strike True: Deal damage to enemy and inflict evasion down for 3 turns. If Embo has critical damage up, or another ally has advantage, this is a guaranteed critical hit. This deals 10% more damage to enemies suffering deathmark.

Hat Throw: Deal damage to enemy and inflict deathmark and expose for 2 turns. This deals 50% more damage to enemies suffering evasion down.

Ruthless Hunter: Gain critical damage up for 2 turns and grant all allies advantage for 2 turns and inflict speed down, defense down, and ability block for 2 turns on target enemy.

Unrivaled Athleticism: While he has critical damage up, Embo has +20% evasion and +30% health steal. When Embo attacks an enemy with evasion down or expose he gains 10% offense (stacking) until the end of the encounter.


Pre Vizsla: Dark Side, Deathwatch, Tank
Darksaber Sweep: Deal damage to enemy and increase their cooldowns by 2. This does 50% more damage to Jedi and enemies with Pierce. If they don't have pierce, and Pre Vizsla is taunting, deal an extra 25% more damage and inflict pierce for 2 turns.
Pierce: Deals -50% damage, has -50% potency, and cannot evade.

Jetpack Rockets: Deal damage to all enemies and inflict ability block on all enemies for 1 turn. Inflict Stun for 1 turn, stagger for 2 turns, tenacity down for 2 turns, and daze for 2 turns (1 of each) on random enemies. Dark Side allies gain 10% turn meter for each debuff resisted and for each enemy with Pierce.

Concussion Mines: Gain taunt for 2 turns and deal damage to all enemies and remove 30% turn meter. If any enemies are above 50% turn meter before the turn meter removal, they are stunned for 1 turn. Otherwise, gain 10% turn meter for each enemy below 50% turn meter.

Leader of Deathwatch: Dark Side allies gain +30% critical chance and 40% counter chance. Deathwatch allies recover 10% protection and gain 10% offense (stacking) until the end of their next turn when they counter attack.

Take the Blows: Pre Vizsla gains taunt for 1 turn at the start of each encounter. While taunting, he has 10% counter chance and +10% health steal for each living Dark Side ally.


Sith Acolyte: Dark Side, Sith, Healer
Penetrate: Deal damage to enemy and inflict defense down for 2 turns. If Sith Acolyte is stealthed, reduce the cooldown of her abilities by 1.

Dark Force Healing: Gain stealth for 1 turn, dispel all debuffs on all Sith allies, and grant all allies 40% of her max health. If Sith Acolyte was not debuffed, all Sith allies gain 25% turn meter.

Force Confusion: Dispel all buffs on all enemies, remove 30% turn meter, and inflict daze for 3 turns. If Sith Acolyte is buffed, remove an additional 10% turn meter. If she is debuffed, she recovers 20% of her max health.


Bossk: Dark Side, Scoundrel, Bounty Hunter, Tank
Relby-v10 Mortar Gun: Deal damage to enemy and dispel all buffs on them. This deals 10% more damage for each living ally and cannot be evaded. If the enemy was debuffed, gain heal over time for 6 turns.

Dioxis Grenade: Deal damage to all enemies deal bonus damage equal to 25% of their max health. This ignores protection. This deals 3% more damage for each debuff on an enemy.

Break Open: Deal damage to all enemies, dispel all buffs on them, and recover 100% health. This ability starts on cooldown and cannot be countered.

Licensed Bounty Hunter: Bossk has +10% critical damage for each living Scoundrel ally. While buffed, he has +45% tenacity and +20% critical chance. While debuffed, Bossk has +35% offense and +20 speed.

Survivalist: Whenever critically hit, Bossk gains heal over time for 3 turns. While he has heal over time, he recovers 3% of his max health after each turn.


These are just a few of the many ideas that will be coming out soon. My ally code is:
923-665-585
Post edited by TevlodiObight1 on

Replies

Sign In or Register to comment.