8 years ago
Character idea: Admiral Trench
Admiral Trench
Separatist Attacker allowing many additional attacks, the ability to attack hard to target enemies, and is difficult to kill with self healing and a self-revive ability.
Darkside, Separatist, Attacker
Admiral's Assault (Basic) (Level 8)
Deal Physical damage to target enemy with a 35% chance to call a random ally to assist. If the assisting ally is a Separatist, they deal 25% more damage and gain 25% turn meter.
Damage: 3400-3775
Master Tactician (Special) (4 turn Cooldown)
(Level 8)
Admiral Trench grants each Ally the Master Tactician effect for 1 turn. Master Tactician: this unit can ignore Stealth and Taunts. This unit deals 30% more damage to a unit that is Stealthed or Taunting.
I Am Your Doom (Unique) (Level 7)
Admiral Trench heals 4% of his Max Health for each living Separatist ally whenever he attacks.
Admiral Trench has a 20% chance per living Separatist ally (does not include self) to be revived with 55% Health and 100% turn meter.
Show No Mercy (Leader) (Level 8)
Whenever an ally attacks they have a 20% chance to attack again. This chance is tripled if the attacking ally is a Separatist. If that ally was buffed, they gain 10% Turn Meter. Separatist allies gain 10% Potency and 10% Tenacity.
Health: 20,350
Protection: 15,850
Armor: 290
Resistance: 194
Tenacity: 24%
Health Steal: 20%
Speed: 131
Physical Damage: 2710
Physical Crit: 640
Special Damage: 1200
Special Crit: 0
Armor Penetration: 76
Resistance Penetration: 0
Potency: .19
Invincible Capital Ship
(Basic)
Deal physical damage to target enemy and inflict Daze on them for 2 turns.
(Special) (3 turn Cooldown)
Deal Special damage to all enemies with a 20% chance to inflict Offense Down. This attack deals double damage to Republic enemies.
(Special) (4 turn Cooldown)
All allies gain 15% protection, 15% Health and Retribution for 1 turn. These effects are doubled for Separatist allies. This Ability starts on cooldown.
(Unique)
Allied ships gain the following buffs at the start of combat for 1 turn: Tanks gain Defense Up, Attackers gain Evasion Up, Support gain Stealth, Separatist gain Speed Up.
Allied ships deal 5% more damage for each buff they have.
Reinforcement bonus: Reinforcements gain Offense Up for 1 turn.
Separatist Attacker allowing many additional attacks, the ability to attack hard to target enemies, and is difficult to kill with self healing and a self-revive ability.
Darkside, Separatist, Attacker
Admiral's Assault (Basic) (Level 8)
Deal Physical damage to target enemy with a 35% chance to call a random ally to assist. If the assisting ally is a Separatist, they deal 25% more damage and gain 25% turn meter.
Damage: 3400-3775
Master Tactician (Special) (4 turn Cooldown)
(Level 8)
Admiral Trench grants each Ally the Master Tactician effect for 1 turn. Master Tactician: this unit can ignore Stealth and Taunts. This unit deals 30% more damage to a unit that is Stealthed or Taunting.
I Am Your Doom (Unique) (Level 7)
Admiral Trench heals 4% of his Max Health for each living Separatist ally whenever he attacks.
Admiral Trench has a 20% chance per living Separatist ally (does not include self) to be revived with 55% Health and 100% turn meter.
Show No Mercy (Leader) (Level 8)
Whenever an ally attacks they have a 20% chance to attack again. This chance is tripled if the attacking ally is a Separatist. If that ally was buffed, they gain 10% Turn Meter. Separatist allies gain 10% Potency and 10% Tenacity.
Health: 20,350
Protection: 15,850
Armor: 290
Resistance: 194
Tenacity: 24%
Health Steal: 20%
Speed: 131
Physical Damage: 2710
Physical Crit: 640
Special Damage: 1200
Special Crit: 0
Armor Penetration: 76
Resistance Penetration: 0
Potency: .19
Invincible Capital Ship
(Basic)
Deal physical damage to target enemy and inflict Daze on them for 2 turns.
(Special) (3 turn Cooldown)
Deal Special damage to all enemies with a 20% chance to inflict Offense Down. This attack deals double damage to Republic enemies.
(Special) (4 turn Cooldown)
All allies gain 15% protection, 15% Health and Retribution for 1 turn. These effects are doubled for Separatist allies. This Ability starts on cooldown.
(Unique)
Allied ships gain the following buffs at the start of combat for 1 turn: Tanks gain Defense Up, Attackers gain Evasion Up, Support gain Stealth, Separatist gain Speed Up.
Allied ships deal 5% more damage for each buff they have.
Reinforcement bonus: Reinforcements gain Offense Up for 1 turn.