[Developer Insight]UNIT NAME: Finalizer
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, Capital Ship, First Order
FLEET COMMANDER: General Hux
First Order Capital ship that enables the First Order fleet to have an early game advantage and relentlessly pursue enemiesABILITIES:Basic: Lay Waste
FINAL TEXT: Deal Physical damage to target enemy. If the target is Hunted, deal damage a second time. Target ally gains Critical Damage Up for 2 turns and if they are First Order they are also called to assist, dealing 30% less damage.
Special 1: Quell (Cooldown 2)
FINAL TEXT: Deal Physical damage to target enemy and inflict Offense Down and Target Lock for 3 turns. If the target is Resistance or Hunted, these effects can't be resisted.
Special 2: Ravage (Cooldown 4)
FINAL TEXT: Deal Physical damage to all enemies. This attack deals 100% more damage for each Hunted enemy.
Special 3: (Ultimate) Extinguish Hope (Cooldown 3)
FINAL TEXT: All Hunted enemies lose 35% Turn Meter and the target enemy becomes Hunted until they are defeated, which can't be copied, dispelled, prevented, or resisted. Then, deal Physical damage to target enemy.
First Order allies gain Defense Penetration and Offense Up for 2 turns.
This ability can't be evaded and is available for use at the start of battle.
Hunted: Deals 75% less damage with out of turn attacks and can't gain bonus Turn Meter
Unique: Two Steps Ahead
FINAL TEXT: At the start of battle the Finalizer gains 15 Speed for each other active First Order ally until the end of its first turn. All First Order allies active at the start of battle have +50% Max Health and have their Reinforcement abilities activated (debuffs from these abilities will not be inflicted).
First Order allies recover 25% Health when they critically hit an enemy. If a First Order ally defeats a Hunted enemy, that ally gains 25% Critical Damage (stacking, max 5 stacks) until the end of battle.
Reinforcement Bonus:
Reinforcements gain Advantage for 2 turns. If the Reinforcement is First Order they also gain 25% Critical Damage until the end of battle and the Finalizer gains 30% Turn Meter.
Replies
KRU is going to single handedly destroy the meta
It was around the time Negotiator joined the holotables
I know they sped up/shortened most animations, but this ship has 3 abilities that have pretty much the same indistinguishable animation, just one of them happens to be an AOE. All other ships have multiple animations.
It’s also important to note that Anakin’s ship gains Turn Meter and not a bonus turn, so Hunted is a powerful option against him.
I think this is a bit aggressive. I know my r5 6dot mod KRU Tie Silencer is still one of the easiest to destroy ships out there. It'll have a lot more utility here but with no tanks the good fleets can probably wipe him really fast and that'll cripple this squad.
We'll see
I mean it's nice to have a quick ultimate ability but you're more than likely only going to be able to get like 2 hunted's on the field at one time with all the damage and target priority you're doing.
R7 Silencer will have 170K Health due to the +50% Max health from Finalizers Unique and will heal itself for 42K with every crit he scores. Its one of the fastest ships out there and there are many options to make him even faster or let him attack out of turn to regenerate HP.
Dont think he will be squishi in a Finalizer Fleet.
KYLO-HATING SPY:
If Kylo Ren is on the field, all attacks will target Kylo Ren. If multiple Kylo Rens, each will be attacked. All Kylo Rens start the battle Hunted.
If any enemy is Resistance, these effects apply to all First Order units.
Finalizer Ultimate has a 3 turn cool down. With all the TM being thrown around by each fighter, especially KRShuttle, it shouldn’t be difficult to apply hunt after you kill the first one.
Let’s not forget the KRU will have Afterburner + Offense Up + Defense Penetration if finalizer goes first (seems like it will). This with command shuttle giving advantage and 100% TM should kill anyone with his special
Stat percent changes is a flat effect. Like +20% TM, it’s not the same as “speed up” buff. So things like -20% tenacity or +15% offense is not the same as “tenacity down” and “offense up” (de)buffs.
Let's look at it from a Negotiator standpoint (which I'm familiar with... don't know about Malevolence). You'll get the opportunity to go first and wreck someone on the opposing team. If you target Anakin, you kill him, cause Unending Loyalty to go off, and put him in stealth. Now you can't hurt him and he's free to put the hurt on anyone in your squad. You're possibly going to get to go again, even with Tie Silencer potentially because of Command Shuttle feeding TM.
If your opponent's lineup has Ahsoka or Rex, you can kill either one of them pretty easily I imagine. But then Anakin gets a boosted attack, he may not get the TM gain but he'll still do a ton of damage. Might not kill Silencer in one hit, but probably could take out any of the other ships since there's really no tank. If you do have HT in the lineup, he can put buff immunity and healing immunity on it with his AoE which also does big damage to everyone else. Either way you'll have a huge chunk of damage taken off of pretty much everyone, especially if you have HT because you get less FO boosts with him in the starting lineup. Negotiator is free to put Unending Loyalty back up on Anakin and it starts again.
If your opponent starts with a lineup of Fives, HT, and Anakin, you may not be able to kill any of them in your opening hits, Fives is really tanky at high levels.
Combine all this with the fact that CG essentially refers to the fleet as a "second fleet for GAC or TW" and I'm not sure this one ends up unseating the top two of Malevolence and Negotiator. Maybe it's better than the HMF Rebels fleets, but probably not. It's a cool fleet and I like it certainly more than the Raddus, but I'm not holding my breath that suddenly this turns all the First Order ships (which were not great by any stretch of the imagination) into the top dog
The paper strategy against Negotiator seems to be something like put Hunted on Anakin, let him rot until you can catch him without UL (with offence down which can be inflicted with another special and without tons of bonus turns he isn't that dangerous) and kill other ships. Will it work or not we will see soon enough when some whales will buy this ship.
Both Kylo ships should be immune to %dmg
A tankless setup wont work unless you have some form of foresight or daze immunity (same as cls)
I hope there will come a few more updates to make the ship really good on offense at least