CHANGES MARKED IN RED
UNIT NAME: Captain Phasma
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, First Order, Leader, Support
High-damage First Order support that can grant allies many extra attacks.
ABILITIES:
Basic: ONSLAUGHT
FINAL TEXT: Deal Physical Damage to target enemy and inflict Defense Down for 2 turns on a Critical Hit. If this attack is not a Critical Hit, Phasma has a 50% chance to gain Advantage for 2 turns instead.
Special: VICTORY MARCH (Cooldown 4)
FINAL TEXT: All allies gain 50% Turn Meter and Advantage for 2 turns.
Special: FUSILLADE (Cooldown 4)
FINAL TEXT: Deal Physical Damage to all enemies with a 90% chance to inflict Speed Down for 2 turns.
Leader: FIRE AT WILL
FINAL TEXT: (ZETA/OMICRON) First Order allies have +20% Potency, gain Advantage for 2 turns at the start of each encounter, and can't be critically hit while they have Advantage. Whenever an ally attacks, they have a 20% chance to call a random ally to Assist. This chance is tripled if the attacking ally is First Order. If that ally had Advantage, they regain it for 2 turns.
While in Territory Wars: Additional +10% chance to call a random ally to assist. Captain Phasma has +100 Speed. Whenever a First Order ally attacks out of turn, First Order allies recover 5% Health and Protection. Whenever a First Order ally gains Advantage, they also gain 10% Offense (stacking) for the rest of battle and all First Order allies gain 7.5% Turn Meter.
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Replies
but i guess that would make SLKR FO too strong on defense
And then, for that matter, if First Order Allies gain multiple instances of Advantage at the start of combat, (i.e. Hux or Red Unique), will the Omnicron's TM/Offense bonus be applied multiple times?
Because that possibility excites me.
How would you distribute FO toons with/without SLKR?
So far as I understand it going back to the days of the Teebo stealth bug and when Spy had his kit tweaked, yes multiple instances of the same buff get applied multiple times.
This lead wouldn’t work well with SLKR (TM everywhere).
SLKR, Hux, FOST, SiT, (Kylo)
Phasma, KRU, FOTP, FOSFTP, (FOO)
Not incredibly skilled at First Order, but that feels right. Maybe swap Kylo and FOO.
who is SiT?
I think now you want lobster with Phasma for constant healing
For First order teams,
will they have 90% assist chance = (20+10)*3
or only 70% = 20*3 +10
?
You don't really want og Kylo with SLKR (at least on defense, it's more manageable but still questionable on offense) because the ai will spam Kylo's aoe, which gives tm to the whole team.
Phasma can break 400 speed, and then with just Phasma + Hux start with 75% TM while preventing the enemy from getting any bonus TM.
This functionally means that this team outspeeds any team in the game that doesn't prevent bonus TM gain on battle start.
Additionally, with the right team setup, you get nearly imp trooper levels of TM train ridiculousness, and with the right speed/turn order, it should be possible to at least guarantee 4 rounds of turns from the entire team without the enemy team being able to do a single thing, as Phasma should now be providing 87.5% TM from her aoe TM gain ability - Phasma first with AoE damage - characters like FOST or SiT + OG Kylo for a second wave of 100% TM - Phasma 87.5% TM gen - Hux resets her CDs to use it a second time. - You can probably get a 5th set of turns off, but 4's basically nearly guaranteed.
Team I'm personally looking at is Phasma, Hux, OG Kylo, FOST, FOX - FOX gives the entire team 10% TM whenever he crits, with the literally constant assists that actually is going to do a LOT, and he gains the same advantage on basic as both tie pilots, provided the target is debuffed, which ~should~ always be the case due to the fact you're taking way more turns than the enemy team, and you can just not use this team against stuff like Padme or JKR that are hard to debuff. - I think the only viable replacement to FOX is SiT, if you'd rather have the consistency.
I honestly don't think the tie pilots are worth it, and I don't think SiT is going to actually make that big of a difference - FOST provides basically all the same advantages but gives this team a tank in exchange for slightly lower damage output, but also gives it the Geo and Padme advantage of constant buff removal via assists.
While I get the argument for FOO, I'm not entirely convinced his single target-ness is actually going to be worth running him over someone else that constantly spams the advantage TM gain or has an aoe TM gain. I could be wrong on that, but... the fact he doesn't gain advantage on his basic at all might ultimately harm the team's TM train consistency.
I also think that it makes sense to give SLKR the "worse" team because he functionally doesn't really actually need it, and if you're dropping Hux, you can kind of drop the FO-based team and run better alternatives from other DS factions instead - Reminder that SLKR doesn't actually have anything in his own kit that specifies FO, it's just the synergy between him and Hux that leads to the whole "SLKR uses FO" thing.
@Ultra It makes sense. The point of the TW specific abilities is to help alleviate the increased number of good squads needed for TW, SLKR doesn’t need to be more powerful and we get a much better FO B team now too
Apparently you have to equip the omnicron to see the zeta. Hopefully it gets fixed.
Thank you for evaluating. Your feedback is appreciated.