Basic: Heavy Blaster Pistol: Deal Physical damage and ignore 40% of target's defense.
Special: Close-Quarters Combat: Deal Physical damage and inflict ability block for 2 turns. If its not Beckett's turn, Beckett gains Prepared. Beckett uses Close Quarters Combat as his attack when countering.
Special: Duel: Beckett and Primary target gains Taunt for 2 turns. Beckett gains retribution and Protection up (100%) for 2 turns.
Prepared: All allies with prepared gain 10% Protection up for each ally with Prepared, then Beckett loses Prepared.
Leader: Stick to the Plan: Scoundrels have a 50% chance to resist TM removal after tenacity checks. Scoundrels have a 50% chance to resist debuffs after tenacity checks.
ZETA ONLY: Scoundrels ignore buffs on enemies and debuffs on themselves according to their role.
Attackers: Ignore Foresight on opponents and offense down on self
Tanks: Ignore Retribution on opponents and Defense down on self
Supports: Ignore stealth on opponents and speed down on self
Unique: Vigilance: Beckett is immune to all debuffs, but cannot gain buffs outside of his turn. In addition, Beckett has +50% Counter damage.
0
Replies