[Developer Insight]UNIT NAME: Raddus
ALIGNMENT: Light Side
CATEGORIES: Light Side, Capital Ship, Resistance
FLEET COMMANDER: Amilyn Holdo
Supportive Resistance Capital Ship that will do whatever is necessary to protect the fleetABILITIES:Basic: Ace Maneuver
FINAL TEXT: Target ally gains 20% Turn Meter, Foresight for 2 turns, and is called to assist. If the assisting ally is Resistance, Expose the target enemy for 2 turns, which can't be evaded or resisted.
Special 1: Recharge Deflectors (Cooldown 3)
FINAL TEXT: Target ally gains Tenacity Up and Deflector Shield for 2 turns and 50% Turn Meter.
Deflector Shield: At start of turn, recover 25% Protection, doubled for Resistance allies, and gain Foresight for 2 turns; can't be copied.
Special 2: Outlast (Cooldown 4)
FINAL TEXT: Dispel all debuffs on all allies. All allies gain Protection Up (20%) for 2 turns, recover 50% Protection, and gain 20% Turn Meter. All Resistance allies gain Deflector Shield for 2 turns.
Special 3: (Ultimate) Holdo Maneuver (Cooldown 10)
FINAL TEXT: If no enemy Capital Ship is present at the start of battle, this ability can't be used.
Dispel all debuffs on all allies and they gain 100% Turn Meter. Inflict Healing Immunity and Buff Immunity on all enemies for 2 turns.
Sacrifice the Raddus to destroy the enemy Capital Ship, then call a random Reinforcement if able to.
This ability can't be evaded, starts on cooldown, and its cooldown is reduced by 1 each time a Resistance ally with Foresight uses a Special ability.
Unique 1: Stay the Course
FINAL TEXT: Resistance allies deal 40% more damage and have +75% Max Protection. At the start of battle, Resistance allies gain Deflector Shield and Critical Hit Immunity for 2 turns. Whenever a Resistance ally loses Foresight, they gain Evasion Up and Protection Up (20%) for 2 turns.
When the Raddus uses the Holdo Maneuver, grant all allies Advantage, Tenacity Up, and Deflector Shield for 2 turns.
Reinforcement Bonus:
Reinforcements gain Stealth for 3 turns. If the Reinforcement was a Resistance ally, they gain Deflector Shield for 2 turns.
Replies
Too much protection regeneration from deflector shield and capital ship will make Hound's Tooth super annoying again
This is just another timeout team like Endurance
Well, considering there won't be any more capital ship attacks/turns on either side after this and no more reinforcements called on either side except the 1 bonus reinforcement, I'm sure that will more than negate the amount of time for the animation.
In this case I think it's the other way around; the unlocks were chosen because of their synergy, even if the non-Resistance ships are pretty plug and play.
I think this is more just for TW than anything else rather than cap ships becoming more tangible, so to speak.
Kit looks cool though. Just wish that there were actually some resistance ships to use but....poor planning and all
these are also in 1x speed i think, so i imagine it wont be that bad
First I’m super happy to see Holdo’s ship, and OMG it does have a suicide attack like I was hoping, and the animation is gorgeous woah i’m In love!!!!!!! 😍😍😍
Second, i’m curious about this: « If no enemy Capital Ship is present at the start of battle, this ability can't be used. » Will there be battles that start without a capital ship?? 🤔
And last, I am super annoyed that non-resistance and non-FO ships are required for the Raddus and the Finalizer. You have no idea how much that angers me. I’ve been preparing for the Finalizer for years hoping it would arrive with TROS, I’m F2P so I decided to skip entirely all the KOTOR characters to focus on my First Order, knowing I would eventually catch up in Arena when a new Kylo would come out with TROS and I would be ready for him even as F2P. And now they’re saying we need KOTOR characters to unlock the new Resistance and FO content??? ****. They’ve never asked for multi-era requirements before! How can I prepare in advance if they ask such random requirements?? That’s really not nice
This right here is bonkers: Resistance allies deal 40% more damage and have +75% Max Protection. At the start of battle, Resistance allies gain Deflector Shield and Critical Hit Immunity for 2 turns. Whenever a Resistance ally loses Foresight, they gain Evasion Up and Protection Up (20%) for 2 turns.
+75% max protection on top of all that protection recovery? Not to even mention the other scores of defensive buffs it gives out, that alone is completely bonkers. And for such a defense oriented ship a flat out 40% damage buff is unprecedented. Even aggressive ships give out crit damage or something, not flat damage.
Has a miniature ultimate ability on a 4 turn cooldown.
Basic ability is Thrawn’s on crack.
Yikes.
"Units under Finalizer ignore protection and attack directly health points" a la Darth Nihilus...