Aza "Ash" Dremer: Kit Concept
Lore: Once a Republic soldier during the Great Galactic war, Ash was tortured, captured and broken in methods that involved physical mutilation and the amputation of his feet, and remade into a shell of his former self loyal only to Arkra. After the Treaty of Coruscant was signed and Ash was forcibly retired, Arkra used the now-former soldier as an undercover agent within the Republic. When Arkra emerged from the shadows with numerous attacks on Republic facilities, he decided Ash was a liability and beheaded him with a single stroke.
With his lore as an undercover agent in mind, Ash's kit allows him to be used in either an Old Republic or Sith Empire team, under leaders like Carth Onasi, Jedi Knight Revan or Darth Revan. His ideal team, and where his strength shines, is under the leadership of his true master, Arkra.
A risky Attacker who employs unorthodox tactics, is armed with powerful Thermal Disruptors and plays both sides of the battle.
Unit Name - Aza “Ash” Dremer
Tags - Neutral, Attacker, Old Republic, Sith Empire, Arkan Empire
Mastery - Accuracy, Critical Chance, and Damage
Stalling Strike (Basic) (Final text, Omega)
Deal Physical damage to target enemy and inflict Critical Damage Down for 3 turns. This attack deals 20% more damage for each debuff present on them before the start of this attack.
(Animation - Aza pulls a vibroknife from his belt, leaps forward and slashes at the enemy)
Nasty Little Invention (Special 1, cooldown 5) (Final text, Omega)
Deal Physical damage to all enemies and grant them Critical Chance Up for 1 turn, which can’t be prevented. Inflict target enemy, the Healthiest other enemy and the Weakest other enemy with a Thermal Disruptor until the end of the encounter.
If an enemy with Thermal Disruptor critically hits Aza during their turn, Thermal Disruptor explodes and the following effects occur: they take damage equal to 40% of their Max Health as true damage and are Stunned for 2 turns, which can’t be dispelled, evaded or resisted; reduce their Defense by 30% until the end of the encounter (stacking); all other enemies are inflicted with Daze and Burning for 3 turns. When this Stun expires, inflict Ability Block on them for 1 turn, which can’t be resisted. This ability starts on cooldown.
Thermal Disruptor: Expires when an enemy inflicted with this debuff critically hits Aza during their turn; Aza gains bonuses and inflicts debuffs on all enemies when this effect expires
Nothing Personal (Unique) (Final text, Zeta)
At the start of battle, if the leader is Light Side or Old Republic, Aza loses the Neutral tag and gains the Light Side tag for the rest of the battle. If the leader is Sith or Sith Empire, Aza instead gains the Dark Side tag. He also gains a new special ability depending on his alignment:
Light Side - I’ll Hold Them Off (cooldown 4): Deal Physical damage to target enemy and inflict Speed Down and two Expose effects for 4 turns. All allies recover 20% Health and Protection.
Dark Side - Looking Out For Number One (cooldown 4): Dispel all buffs on all enemies and call target ally to assist. If they are Arkan Empire, they gain Advantage for 2 turns before the start of this attack. If they are also a Galactic Legend, they gain 8% Ultimate Charge.
Neutral - Someone’s Gotta Do It (cooldown 4): Dispel all debuffs on all Scoundrel allies, then they gain 5% turn meter for each effect dispelled on them. Reduce the cooldown of Nasty Little Invention by 1.
Whenever a Thermal Disruptor expires on an enemy, Aza gains 5% Critical Chance, Critical Damage, Offense, Potency, Speed, and Tenacity until the end of the encounter.