3 years ago
Admiral Trench Kit Idea
Here is the kit idea for Admiral Trench. I hope you enjoy this kit, and thank you for reading. And of course, if you have any feedback, please comment.
Lore:
Unit Name: Admiral Trench
Alignment: Dark Side
Categories: Support (TAC), Leader, Separatist
Relic: Electrostaff-Cane
Powerful Separatist Admiral who manipulates the battle and inspires fear in enemies.
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Basic: ELECTROSTAFF-CANE STRIKE
FINAL TEXT: Deal special damage to target enemy and Shock them for 2 turns. If the target is Target Locked, this attack can’t be evaded. Otherwise, inflict Target Lock on them for 2 turns as well.
Special: I SMELL FEAR (Cooldown 4)
FINAL TEXT: Dispel all buffs on enemies, and remove 30% Turn Meter from them, which can’t be resisted. Then, inflict Fear on the weakest enemy and the primary target for 1 turn.
Special: STUN-NET STRIKE (Cooldown 4)
FINAL TEXT: Deal physical damage to target enemy and Stun them for 1 turn. Then, call all Separatist allies to assist, dealing 20% less damage. If the target was Galactic Republic or Target Locked, grant all Separatist allies 30% Turn Meter.
Leader: RUTHLESS TACTICAN
FINAL TEXT (OMICRON): Separatist allies have +35% Offense and Potency, and gain 10% Turn Meter whenever an enemy is inflicted with Target Lock. Whenever a Target Locked enemy is damaged, they lose 5% Turn Meter, and all Separatist allies gain 5% Offense (stacking, max 50%) until the end of the encounter.
While in Grand Arenas: At the start of each encounter, all enemies become Target Locked for 2 turns, which can't be resisted. Separatist allies have +30 Speed and 50% Counter Chance. Additionally, Separatist allies recover 5% Health and Protection on out of turn attacks, and have +50% Critical Chance against Target Locked enemies.
Unique: EXPERIENCED ADMIRAL
FINAL TEXT (ZETA): Admiral Trench has +10% Max Health for each Separatist ally, and gains +10 Speed for each Galactic Republic enemy. While Trench is active, Target Locked enemies have -20% Evasion and cannot gain bonus Turn Meter. The first time Admiral Trench is defeated, he dispels all debuffs on himself and recovers 100% Health and Protection. Then, Admiral Trench gains Stealth for 2 turns.
Lore:
Spoiler
A feared CIS naval commander, Admiral Trench terrorized the Galactic Republic and its fleets during the Clone Wars. The Harch admiral was renowned for his ruthless tactics and was feared by his enemies for showing no mercy. Following his defeat at the hands of Jedi General Anakin Skywalker (and losing half of his limbs and face), Trench was refitted with cybernetics, and was equipped with an electrostaff-cane and a stun-net, which he used in combat to incapacitate his foes.
Unit Name: Admiral Trench
Alignment: Dark Side
Categories: Support (TAC), Leader, Separatist
Relic: Electrostaff-Cane
Powerful Separatist Admiral who manipulates the battle and inspires fear in enemies.
--------------------
Basic: ELECTROSTAFF-CANE STRIKE
FINAL TEXT: Deal special damage to target enemy and Shock them for 2 turns. If the target is Target Locked, this attack can’t be evaded. Otherwise, inflict Target Lock on them for 2 turns as well.
Special: I SMELL FEAR (Cooldown 4)
FINAL TEXT: Dispel all buffs on enemies, and remove 30% Turn Meter from them, which can’t be resisted. Then, inflict Fear on the weakest enemy and the primary target for 1 turn.
Special: STUN-NET STRIKE (Cooldown 4)
FINAL TEXT: Deal physical damage to target enemy and Stun them for 1 turn. Then, call all Separatist allies to assist, dealing 20% less damage. If the target was Galactic Republic or Target Locked, grant all Separatist allies 30% Turn Meter.
Leader: RUTHLESS TACTICAN
FINAL TEXT (OMICRON): Separatist allies have +35% Offense and Potency, and gain 10% Turn Meter whenever an enemy is inflicted with Target Lock. Whenever a Target Locked enemy is damaged, they lose 5% Turn Meter, and all Separatist allies gain 5% Offense (stacking, max 50%) until the end of the encounter.
While in Grand Arenas: At the start of each encounter, all enemies become Target Locked for 2 turns, which can't be resisted. Separatist allies have +30 Speed and 50% Counter Chance. Additionally, Separatist allies recover 5% Health and Protection on out of turn attacks, and have +50% Critical Chance against Target Locked enemies.
Unique: EXPERIENCED ADMIRAL
FINAL TEXT (ZETA): Admiral Trench has +10% Max Health for each Separatist ally, and gains +10 Speed for each Galactic Republic enemy. While Trench is active, Target Locked enemies have -20% Evasion and cannot gain bonus Turn Meter. The first time Admiral Trench is defeated, he dispels all debuffs on himself and recovers 100% Health and Protection. Then, Admiral Trench gains Stealth for 2 turns.