8 years ago
Agent Kallus
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Agent Kallus is a very interesting and popular character from the Rebels animated TV Series who switches allegiance and defects to the Rebellion from the Empire; trading his position as a top ISB Agent in the Galactic Empire to a double agent (Codename Fulcrum) and member of the Rebel Alliance.
Although interesting from a character development perspective, its also interesting in relation to SWGOH as it provides a unique (and as yet unexplored) opportunity to create a toon with factional duality; reflecting the journey of Kallus himself from dedicated ISB agent to a man with "the heart of a Rebel"
As an Imperial, he was an enforcer; trained as a field agent to keep the populace under control and prevent Rebellions from forming or succeeding. As a Rebel, he was an informant, intent on protecting his allies and keeping them safe and one step ahead of the Empire. So Its important to reflect this I believe in his Kit and try to strike a balance between an Attacker and a Support.
Agent Kallus
Character Description:
Versatile Support who passively boosts allies and crushes his enemies with a powerful AOE
Affiliations:
Light Side, Empire, Rebel, Support
Modified J-19 Bo-Rifle (BASIC)
Deal Physical Damage to target enemy and inflict Defence Down for 2 turns. On a Critical Hit, Kallus gains Protection Up (40%) for 2 turns. If Kallus already has Protection Up (40%), grant it to a random ally who doesn’t have it for 2 turns.
Collaborate (SPECIAL)
Call target ally to assist, then deal Physical Damage to target enemy. If the Assisting ally is an Imperial, they deal 50% more damage and inflict Stun and Defence Down for 2 turns. If the Assisting ally is a Rebel, they gain 40% Turn Meter, reduce their Cooldowns by 1 turn and regain 30% Protection. (Cooldown: 3)
Covert Manoeuvres (SPECIAL)
Agent Kallus gains Stealth (ZETA Pt. 1:, Offence Up, Critical Damage Up) and Foresight for 1 turn, then deals Special Damage to all enemies. Enemies above 75% Health lose 25% Turn Meter. (ZETA Pt. 2: Rebel enemies lose an additional 30% Turn Meter and Imperial enemies receive additional damage equal to 25% of their Max Health.) (Cooldown: 3)
Double Agent (UNIQUE)
Agent Kallus gains +12% Defence and Tenacity for each living enemy. For each Rebel ally, Kallus gains +5 Speed and +10% Max Health. For each Imperial ally, Kallus gains +7% Offence and +5% Max Protection. (ZETA: If Kallus is under a Rebel Lead, all Rebel allies gain +10 Speed. If Kallus is under an Empire Lead, all allies gain +10% Offence and Armour Penetration.)
STATS
Health: 26,626
Protection: 34,836
Physical Damage: 2,826
Physical Critical Chance: 35.2%
Armour Penetration: 89
Special Damage: 4231
Special Critical Chance: 36.7%
Resistance Penetration: 146
Defence: 27.3%
Potency: 44%
Tenacity: 29%
Speed: 141
His first Special "Collaborate", an Assist Attack; allows the player to select the attacking ally and serves two different functions based on whether the enemy is Rebel or Empire. If the ally is Imperial, this ability becomes a punishing attack, designed to crush the enemy with boosted damage, weaken their defences and halt them in their tracks (Stun)... reflecting the brutality of the Empire and their aggressive military tactics, methods which Kallus himself made frequent use of as an ISB Agent. If the selected ally is a Rebel, the ability switches function, reflecting Kallus's goals as a Rebel, protecting (and healing) his allies and keeping them on step ahead of the game.
His AOE Special "Covert Manoeuvres" deals a good amount of damage and makes Kallus an "attacking support" and with the Zeta deals a lot of damage. It is also involves Turn Meter removal and (with the Zeta) gains various bonuses dependent on whether the enemies are Rebel or Empire.
Finally, his Unique also reflects his Factional duality and provides bonuses which suit either the crushing tactics of the Empire or the swift survivalism of the Rebellion. For each Rebel ally, Kallus gains Health and Speed. As an informant to the Rebellion he needs to stay one step ahead and ensure the same for his allies. So it reflects his tactics as a Rebel: swift, decisive and robust. For each Imperial ally, Kallus hits harder (Offense gains) and gains Armour Penetration. As a Support, his Zeta on this Unique provides bonuses to all team members depending on the Lead (Empire or Rebel) he is serving under. This either makes his Rebels faster and more robust or makes his Imperial allies hit harder... reflection the "in-universe" nature of the factions themselves and the tactics Kallus used whilst serving under them.
Hope you like the designs. And yes, I'm just a little bored :wink: ... I have way too much time on my hands
I'll be posting a few more Empire designs at some point before posting them as a faction pass/revitalisation
The countdown to the Feedback graveyard begins... tic toc
Agent Kallus is a very interesting and popular character from the Rebels animated TV Series who switches allegiance and defects to the Rebellion from the Empire; trading his position as a top ISB Agent in the Galactic Empire to a double agent (Codename Fulcrum) and member of the Rebel Alliance.
Although interesting from a character development perspective, its also interesting in relation to SWGOH as it provides a unique (and as yet unexplored) opportunity to create a toon with factional duality; reflecting the journey of Kallus himself from dedicated ISB agent to a man with "the heart of a Rebel"
As an Imperial, he was an enforcer; trained as a field agent to keep the populace under control and prevent Rebellions from forming or succeeding. As a Rebel, he was an informant, intent on protecting his allies and keeping them safe and one step ahead of the Empire. So Its important to reflect this I believe in his Kit and try to strike a balance between an Attacker and a Support.
Agent Kallus
Character Description:
Versatile Support who passively boosts allies and crushes his enemies with a powerful AOE
Affiliations:
Light Side, Empire, Rebel, Support
Modified J-19 Bo-Rifle (BASIC)
Deal Physical Damage to target enemy and inflict Defence Down for 2 turns. On a Critical Hit, Kallus gains Protection Up (40%) for 2 turns. If Kallus already has Protection Up (40%), grant it to a random ally who doesn’t have it for 2 turns.
Collaborate (SPECIAL)
Call target ally to assist, then deal Physical Damage to target enemy. If the Assisting ally is an Imperial, they deal 50% more damage and inflict Stun and Defence Down for 2 turns. If the Assisting ally is a Rebel, they gain 40% Turn Meter, reduce their Cooldowns by 1 turn and regain 30% Protection. (Cooldown: 3)
Covert Manoeuvres (SPECIAL)
Agent Kallus gains Stealth (ZETA Pt. 1:, Offence Up, Critical Damage Up) and Foresight for 1 turn, then deals Special Damage to all enemies. Enemies above 75% Health lose 25% Turn Meter. (ZETA Pt. 2: Rebel enemies lose an additional 30% Turn Meter and Imperial enemies receive additional damage equal to 25% of their Max Health.) (Cooldown: 3)
Double Agent (UNIQUE)
Agent Kallus gains +12% Defence and Tenacity for each living enemy. For each Rebel ally, Kallus gains +5 Speed and +10% Max Health. For each Imperial ally, Kallus gains +7% Offence and +5% Max Protection. (ZETA: If Kallus is under a Rebel Lead, all Rebel allies gain +10 Speed. If Kallus is under an Empire Lead, all allies gain +10% Offence and Armour Penetration.)
STATS
Health: 26,626
Protection: 34,836
Physical Damage: 2,826
Physical Critical Chance: 35.2%
Armour Penetration: 89
Special Damage: 4231
Special Critical Chance: 36.7%
Resistance Penetration: 146
Defence: 27.3%
Potency: 44%
Tenacity: 29%
Speed: 141
His first Special "Collaborate", an Assist Attack; allows the player to select the attacking ally and serves two different functions based on whether the enemy is Rebel or Empire. If the ally is Imperial, this ability becomes a punishing attack, designed to crush the enemy with boosted damage, weaken their defences and halt them in their tracks (Stun)... reflecting the brutality of the Empire and their aggressive military tactics, methods which Kallus himself made frequent use of as an ISB Agent. If the selected ally is a Rebel, the ability switches function, reflecting Kallus's goals as a Rebel, protecting (and healing) his allies and keeping them on step ahead of the game.
His AOE Special "Covert Manoeuvres" deals a good amount of damage and makes Kallus an "attacking support" and with the Zeta deals a lot of damage. It is also involves Turn Meter removal and (with the Zeta) gains various bonuses dependent on whether the enemies are Rebel or Empire.
Finally, his Unique also reflects his Factional duality and provides bonuses which suit either the crushing tactics of the Empire or the swift survivalism of the Rebellion. For each Rebel ally, Kallus gains Health and Speed. As an informant to the Rebellion he needs to stay one step ahead and ensure the same for his allies. So it reflects his tactics as a Rebel: swift, decisive and robust. For each Imperial ally, Kallus hits harder (Offense gains) and gains Armour Penetration. As a Support, his Zeta on this Unique provides bonuses to all team members depending on the Lead (Empire or Rebel) he is serving under. This either makes his Rebels faster and more robust or makes his Imperial allies hit harder... reflection the "in-universe" nature of the factions themselves and the tactics Kallus used whilst serving under them.
Hope you like the designs. And yes, I'm just a little bored :wink: ... I have way too much time on my hands
I'll be posting a few more Empire designs at some point before posting them as a faction pass/revitalisation
The countdown to the Feedback graveyard begins... tic toc