Character Kit Concept: Indara
Unit Name: Indara
Relic Amplifier: Blue Pill
Affiliation: Light Side, Healer
Tags: High Republic, Jedi, Jedi Vanguard
Attacks and Abilities
Basic: Necessary Strike
Deal Physical damage to target enemy, and gain Health Up and Defense Up for 2 turns. If Indara has Jedi Valour, all High Republic Jedi allies recover 8% Health and Protection.
Special 1: Unarmed Combat (Cooldown: 4)
Deal Physical damage to target enemy and inflict Evasion Down for 2 turns. This attack can't be Evaded or Resisted. If Indara has Jedi Valour, she gains Heal Over Time and Protection Over Time for 2 turns.
Special 2: Free from Control (Cooldown: 5)
Indara Dispels all Debuffs on herself and the target ally. For each Buff Dispelled, Indara and the target ally gain 3% Turn Meter. Then, the target ally recovers 30% of their Max Health and gains Tenacity Up and Critical Avoidance Up for 2 turns.
If Indara has Jedi Valour, the target ally gains a bonus turn and all their cooldowns are reset.
Unique: Knowledge and Defence
Indara is immune to Turn Meter Reduction effects and Health Down. All High Republic Jedi allies gain Max Health and Protection equal to 9% of Indara's Max Health. If Indara is damaged and she has Jedi Valour, she deflects 15% of the target enemy's damage back at them; this damage can't defeat enemies.
If all allies are High Republic Jedi at the start of battle, Indara gains Jedi Valour for 2 turns. Whenever an ally or enemy falls below 50% Health, Indara gains Jedi Valour.
Jedi Valour: High Republic Jedi gain bonuses. Can't be Prevented, Dispelled, or Copied.
While in Territory Wars: Whenever a High Republic Jedi ally is Stunned, they immediately Dispel Stun and gain 40% Turn Meter. Whenever Indara is Critically Hit, she deflects 50% of the damage back at a random enemy.