ImTheChampion13
8 years agoNot applicable
Anyone else think we could use Jabba the Hutt?
Depending on how this is done, it could make a bounty hunter rework arena-viable (similar to NS rework with Talzin). Here's my concept:
Tags: DS, Scoundrel, Support
Basic (Omega): Target ally gains potency up for 1-2 turns and is called to assist. If that ally is a bounty hunter, they gain 5-25% turn meter and (Omega) deal daze.
Special 1, Diabolical Laugh (Cooldown 5-3, Zeta): All enemies gain defense down and critical damage down (cannot be resisted). Target ally gains 50-100 turn meter. (Zeta) A random defeated bounty hunter is revived with 100% health, gains critical chance and critical damage up for 3 turns, and is called to assist.
Special 2, The Mighty Sarlaac (Cooldown 20, Omega): Target enemy is instantly defeated and (Omega) can't be revived. This ability starts on cooldown and has a 50-100% chance of reducing its cooldown by 1 every time an allied scoundrel scores a critical hit (max once per turn).
Leader Ability, Vile Gangster (Zeta): Scoundrel allies gain 10-25% critical chance. Bounty hunter allies gain 25-50% critical damage. (Zeta) Jabba and bounty hunter allies ignore taunt and remove all buffs from enemies on critical hits.
Unique, Strong Willed Hutt (Omega): Jabba has +25-100% Tenacity. (Omega) Each time a stealthed opponent attacks, Jabba has a 50% chance to remove stealth from that character (100% if they attack Jabba).
Unique 2, Crime Lord (Zeta): Jabba gains 10-20% turn meter each time a bounty hunter ally scores a critical hit. (Zeta) If Jabba is defeated and any bounty hunter allies are alive, he is revived with full health and protection (cannot be prevented), gains defense up and critical hit immunity for 2 turns, and a random bounty hunter ally is defeated.
Like this if you think we need Jabba, and feel free to reply with your own incarnation!
Tags: DS, Scoundrel, Support
Basic (Omega): Target ally gains potency up for 1-2 turns and is called to assist. If that ally is a bounty hunter, they gain 5-25% turn meter and (Omega) deal daze.
Special 1, Diabolical Laugh (Cooldown 5-3, Zeta): All enemies gain defense down and critical damage down (cannot be resisted). Target ally gains 50-100 turn meter. (Zeta) A random defeated bounty hunter is revived with 100% health, gains critical chance and critical damage up for 3 turns, and is called to assist.
Special 2, The Mighty Sarlaac (Cooldown 20, Omega): Target enemy is instantly defeated and (Omega) can't be revived. This ability starts on cooldown and has a 50-100% chance of reducing its cooldown by 1 every time an allied scoundrel scores a critical hit (max once per turn).
Leader Ability, Vile Gangster (Zeta): Scoundrel allies gain 10-25% critical chance. Bounty hunter allies gain 25-50% critical damage. (Zeta) Jabba and bounty hunter allies ignore taunt and remove all buffs from enemies on critical hits.
Unique, Strong Willed Hutt (Omega): Jabba has +25-100% Tenacity. (Omega) Each time a stealthed opponent attacks, Jabba has a 50% chance to remove stealth from that character (100% if they attack Jabba).
Unique 2, Crime Lord (Zeta): Jabba gains 10-20% turn meter each time a bounty hunter ally scores a critical hit. (Zeta) If Jabba is defeated and any bounty hunter allies are alive, he is revived with full health and protection (cannot be prevented), gains defense up and critical hit immunity for 2 turns, and a random bounty hunter ally is defeated.
Like this if you think we need Jabba, and feel free to reply with your own incarnation!