Today, I am giving a concept about scoundrels who lives the life of scum and villainy. If I were you, there were many drawbacks from those characters: Like Mob Enforcer and Gamorrean Guard, they do not have many persistant effects to synergize their Scoundrel team enough against powerful teams. like Siths, Rebels, and Imperials.
Clone Wars Chewbacca
- Basic: Dirty Fighting
Deal Physical damage to target enemy with 80% chance to inflict Defense Down and/or Tenacity Down for 2 turns, and Expose them suffering any debuff for 2 turns.
- Special: Scattering Detonation
Deal physical damage to all enemies with 75% chance to place thermal detonators for 2 turn. If it scored a critical hit, place another thermal detonator for 1 turn. For each thermal detonator explodes, all Scoundrels gain 20% Turn Meter and recover 25% Protection equal to her Max Health.
- Unique: Underworld Moxie
Mob Enforcer gains 15% Max Health for each living Scoundrel ally. At the start of each turn, Mob Enforcer has 50% chance to gain Retribution, Foresight, or Advantage for 2 turns. In addition, she gains Taunt for 1 turn at the start of each encounter or whenever a Thermal Detonator explodes.
- Basic: Bowcaster
Deal physical damage to target enemy to Stagger them for 2 turns if an enemy has less than 50% Turn Meter, otherwise, remove 50% Turn Meter. This attack deals 25% more damage for each Light Side allies and ignores Armor.
- Special 1: Wookie Rage
Chewbacca Taunts and gains 30% Max Health for 2 turns. In addition, Chewbacca gains 20% Offense and 20% Critical Damage (stacking) when he takes damage while his Taunt is active (even if dispelled but stops stacking stats) until he use his Basic attack.
- Special 2: Defiant Roar
All allies gains Speed Up for 2 turns, and 25% Turn Meter for Light Side allies. Chewbacca dispels all debuffs from himself, recovers 50% of his Max Health and Protection, and gains Retribution for 3 Turns (this buff can’t be blocked, copied, or dispelled). (Zeta)
- Leader: Wookie Resolve
All allies have +50 Defense and Light Side allies have 20% Critical Chance. Whenever they are damaged, they have 50% chance to gain Defense Up for 3 turns. If they have Defense Up, they gain 50% Defense Penetration.
- Basic: Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns, plus attack again and apply another Damage Over Time effect against enemies suffering negative status effect for 3 turns (which can’t be Resisted).
- Special 1: Muscle In
Gamorrean Guard Taunts for 3 turns. The Gamorrean Guard gains Tenacity Up for 2 turns whenever he suffers any detrimental effect, 35% Critical Avoidance and additional Max Protection equal to 20% of his Max Health while Taunting.
- Special 2: Punch Through
Deal Physical damage to target enemy, dispel all buffs on them, and Expose and Stagger them for 2 turns (which can’t be resisted). If an enemy has any buff, ignore Armor, dealing 50% more damage.
- Unique: Beastly Bodyguard (NEW)
Whenever Gamorrean Guard Counters, he gains 15% Max Health (stacking) until the end of each encounter, and recovers 15% of his Max Health. If the Gamorrean Guard doesn’t have Taunt, he gain 75 Speed and 50% Counter Chance (doubled if he does). In addition, the Gamorrean Guard recovers Protection equal to his Health recovered. (Zeta)
- Basic: Gambler’s Shot
Deal Physical damage to target enemy. This attack has high damage variance and an additional 30% chance of scoring a Critical Hit. If it does, grants Advantage for 2 turns for each ally if he doesn’t have it.
- Special: Double Down
Deal Physical damage to all enemies. If this attack scores more than one Critical Hit, its cooldown is reset and it deals double damage on its next use.
- Leader: Fast and Loose
Scoundrel and Rebel allies have 30 Speed and 40% Critical Damage. Whenever any ally Critically Hits a target enemy, call another ally to Assist. If an Assisting ally is a Scoundrel, both attackers gain 50% Turn Meter. If an Assisting ally is a Rebel, reduce all of both attackers’ cooldown by 1. (Zeta)
- Unique: High Roller
Lando has +30% Critical Chance, and all allies gains Critical Chance Up for 3 turns and Critical Damage Up for 3 turns when he scores a Critical Hit. Whenever any of his buffs expired, Lando gains 25% Turn Meter and 10 Speed (stacking) until his next turn. If Han Solo is active, he also gain these effects.
- Basic: Gun Slinger
Deal Physical damage to target enemy with a 65% chance to attack again. For each attack, it has 50% chance to Expose them for 2 turns, and he has 50% chance to gain Foresight for 2 turns (these effects doubled against Jedi enemies).
- Special: Stun Glove
Deal unavoidable Special damage to target enemy and Stun for 1 turn and Daze for 3 turns. In addition, remove 50% Turn Meter (doubled if the target is a Jedi). These effects can’t be resisted.
- Leader: Hunter’s Reflexes
Scoundrel allies have 30% Evasion and 50% Counter Chance. Before a Scoundrel ally Counters, immediately gains Critical Chance Up for 2 turns. Whenever a Scounderel ally evades, gains 70% Turn Meter. When Cad Bane is in the Leader slot, and not the Ally slot, the following Contract is active:
Contract: Attack enemies outside of their turn 10 times. (Only Bounty Hunter allies can contribute to the Contract.)
Reward: All Bounty Hunter allies have 50% Counter Damage, and have their Payouts activated, while Jedi enemies have -30% Defense (halved against non-Jedi enemies). (Zeta)
- Unique 1: Jedi Hunter
While Cad Bane is active, all Bounty Hunter allies has +35% Critical Chance and +20% Critical Damage when attacking Jedi enemies (halved against non-Jedi targets).
- Unique 2: Cad Bane’s Payout (NEW)
Whenever Cad Bane receives a Reward from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.)
Payout: Cad Bane has 50% Counter Chance, and 60% chance to call an ally to Assist whenever he attacks out of his turn.
- Basic: Detonating Shot
Deal Physical damage to target enemy. All Thermal Detonators on the target explode, dealing damage immediately. If any Thermal Detonators explode, Zam gains 20% Turn Meter for each living Scoundrel ally. This attack can’t be evaded and Countered against enemies with Thermal Detonators.
- Special 1: See What Sticks
Place Thermal Detonators on all enemies that explode after 2 Turns with a 70% chance for Zam to gain Speed Up for 3 turns. If each enemy resisted one of these effects, reduce cooldown on this ability by 1.
- Special 2: Electro-goggles
Inflict Evasion Down on all enemies for 4 turns and Expose the primary target for 2 turns with a 50% chance to gain 50% Turn Meter. While stealthed, Expose all enemies for 2 turns (which can’t be resisted) and also gain 50% Turn Meter. This attack can't be Evaded.
- Leader: Demolitions Expert (NEW)
Scoundrel allies 30% Critical Damage and 50% Potency. Whenever a Scoundrel ally scores a Critical Hit, place a Thermal Detonator for 2 turns. In addition, Bounty Hunter allies can detonate all of them whenever they hit enemies with Thermal Detonators. When Zam Wesell is in the Leader slot, and not the Ally slot, the following Contract is active:
Contract: Damage 10 enemies by exploding Thermal Detonators. (Only Bounty Hunter allies can contribute to the Contract.)
Reward: All enemies have -25% Tenacity for the rest of the battle and Thermal Detonators deals 50% more damage. All Bounty Hunter allies have their Payouts activated. (Zeta)
- Unique 1: Shapeshifter
Zam gains 25% Evasion. This bonus is doubled while she is suffering a negative status effect. Whenever Zam Evades an attack, she also dispels all negative status effects on herself and gain Stealth for 2 turns. Whenever Zam is Critically Hit, she gains Evasion Up for 2 turns. While stealthed, she gains 50 Speed, and 50% Potency. (Zeta)
- Unique 2: Zam Wesell’s Payout (NEW)
Whenever Zam Wesell receives Rewards from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.)
Payout: Zam Wesell has 50% Critical Damage and recovers 10% Max Health and 10% Protection by herself. Whenever she hits a target with a Thermal Detonator, inflict a debuff: (Attacker: Daze for 3 turns. Tank: Defense Down for 3 turns. Healer/Support: Stun for 2 turns.)
Feel free to comment after your review of my suggestion.