And here’s a complimentary kit that could be useful. It might be underpowered:
Admiral Trench: 80 shards
Dark Side, Separatist, Crew Member, Support
Wavering Punch: (Basic)
Physical Damage. Inflict Daze for 2 turns. If Admiral Trench has Stealth, he loses it and gains Offense Up and Defense Up for 2 turns that cannot be prevented or dispelled.
Fortify Shields: (Special):
Cooldown 3
Call target ally to assist and all allies gain 30% turn meter. Admiral Trench gains Strategy for 2 turns.
Strategy: This buff cannot be prevented or dispelled or Copied. Whenever an ally uses a special ability, this unit and the attacking unit gain 50% turn meter.
Admiral To The Separatist Fleet: (Leader)
All allies gain Heal Over Time (stacking) for 3 turns when damaged by an attack. Separatist allies have +10% Offense for each Heal Over Time buff on them. Whenever Admiral Trench uses an ability, Separatist allies gain 5% turn meter.
Harch Intelligence: (Unique) ZETA
Admiral Trench gains Stealth for 3 turns when damaged by an attack. Admiral Trench has +30 Speed when he has Stealth, and +20% Evasion when he does not. Admiral Trench cannot be Countered by an attack.