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Ichiraikou
New Spectator
6 years ago

Clone Rework Ideas

Just some Ideas for the clones.

CC-2224 “Cody”

Light Side, Clone Trooper, Galactic Republic, Attacker
Clone attacker that Stuns and calls lots of assists.


Alpha Strike (Basic)
Deal Physical damage to target enemy and gain 20% Turn meter. Gain an additional 20% Turn Meter if that enemy has more than 50% Health, and an additional 20% Turn meter if that enemy has less than 50% Turn Meter.

AT-TE Mass-Driver Cannon (Special) (Cooldown: 4 Turns)
Deal Special damage to all enemies and inflict Stun for 1 turn on Critically Hit enemies. If Cody has Advantage, this attack can’t be Evaded or Resisted.

The 212th Attack (Special) (Cooldown: 6 Turns)
If General Kenobi is present, call all Galactic Republic allies and one random ally to Assist. Otherwise call all Clone allies and one random ally to Assist. These assist deal 30% less damage. Each time an Assist scores a Critical Hit, reduce the Cooldown of this ability by 1.

Ghost Company Commander (Leadership)
Clone allies gain 25% Critical Chance and other allies gain half that amount. Cody gains 50% Defence for each living Clone ally and other Clone allies gain half that amount.
(Zeta) +5% Critical Chance, +10% Defence, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability. 

CT-7567 “Rex”

Light Side, Clone Trooper, Galactic Republic, Support
Clone Leader with a variety of abilities to support and protect Clone allies.


Impending Shot (Basic)
Deal Physical damage to target enemy and remove 25% Turn Meter.

Squad Discipline (Special) (Cooldown: 4 Turns)
Dispel all negative status effects on all allies and grant them Tenacity Up for 3 turns. Galactic Republic allies gain 60% Turn Meter, plus an additional 10% Turn Meter for each effect dispelled this way, and other allies gain half that amount.

Subdue (Special) (Cooldown: 4 Turns)
Deal Physical damage tot target enemy, plus bonus damage equal to 30% of the target's Max Health.

Brothers in Arms (Leadership)
Clone allies gain 20% Max Health, and other allies gain half that amount. In addition, whenever an ally suffers a Critical Hit, all Clone allies gain 15% Turn Meter, and other allies gain half that amount.
(Omega) +10% Max Health and +5% Turn Meter gain.

CT-21-0408 “Echo”

Light Side, Clone Trooper, Galactic Republic, Support
Clone Support that automatically assists allies and can Dispel all enemies.


Supporting Fire (Basic)
Deal Physical damage to target enemy and grant 20% Turn Meter to another random ally with less than 50% Turn Meter. If all other allies have more than 50% Turn Meter, Echo himself gains 20% Turn Meter.

EMP Grenade (Special) (Cooldown: 4 Turns)
Deal Special damage to all enemies and Dispel all positive status effects on them. This attack can’t be Evaded or Countered.

By the Book (Unique)
Clone allies deal 15% more damage and recover 7% of their Max Health whenever they use a Basic ability. These effects can’t trigger more than three times before their next turn, and are disabled if Echo is defeated.

Follow-Up (Unique)
Whenever another ally uses a Basic ability during their turn, Echo has a 30% Chance of Assist, Dealing 40% Less damage. This Assist chance is doubled if the attacking ally is a Clone.
(Zeta) +20% Assist Chance and -40% Assist damage Penalty;

CT-5555 “Fives”

Light Side, Clone Trooper, Galactic Republic, Tank
Tank character with high Defence, enemy Speed reduction, and joint attack ability.


Dual DC-17 Blasters (Basic)
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. Attack again if enemy is inflicted with Speed Down.

Combined Fire (Special) (Cooldown: 3 Turns)
Deal Physical damage to target enemy and call a random ally to Assist. If the Assisting ally is Galactic Republic, both attackers deal 40% more damage, doubled if the Assisting ally is Clone.

Veteran Clone Trooper (Unique)
Whenever another Galactic Republic ally falls below 50% Health, Fives Taunts and gains Defence Up for 2 turns. Whenever another Clone ally falls below 50% Health, that ally gains Stealth and Health Steal Up for 2 turns. These effects are disabled while Fives is defeated.

Tactical Awareness (Unique)
Fives has 100% Counter Chance and +50% Counter Damage.
(Zeta) Fives gains 15% Turn Meter whenever another Galactic Republic ally takes damage and 7.5% Turn Meter whenever any other ally takes damage.

Clone Sergeant – Phase I

Light Side, Clone Trooper, Galactic Republic, Attacker
Clone attacker with AoE damage and Turn Meter manipulation


Z-6 Rotary Blaster (Basic)
Deal Physical damage to target enemy and gain 50% Turn Meter on a Critical Hit.

Suppressive Fire (Special) (Cooldown: 3 Turns)
Deal Physical damage to all enemies and remove 50% Turn Meter from each enemy. Critically Hit enemies can’t Resist this effect.

Concentrated Fire (Unique)
Clone Sergeant – Phase I gains 5% Critical Chance for each living other Galactic Republic ally, doubled for Clone Allies. In addition, he gains +5% Offence until the end of battle whenever he scores a Critically Hit.
  • "MasterOfNothing;c-1740471" wrote:
    You should probably put a cap on concentrated fire for clone sergeant gain 5% offense (max 100%) or something along those lines.


    I disagree, just let it stack without a cap like Fox, Yolo, Wampa, or Asajj.
  • Also, with Rex’s special it should deal bonus damage equal to 30% of the target’s max health rather than Rex’s. Rex is squishy and basing the damage off the target’s health can make chewing through characters with stacking max health like Nihilus or Daka much easier.
  • "MasterOfNothing;c-1740471" wrote:
    You should probably put a cap on concentrated fire for clone sergeant gain 5% offense (max 100%) or something along those lines.


    I agree....With DaPowerfulJedi. The idea is to let it stack endlessly. This brings the character up a lot.

    "DaPowerfulJedi;c-1740500" wrote:
    Also, with Rex’s special it should deal bonus damage equal to 30% of the target’s max health rather than Rex’s. Rex is squishy and basing the damage off the target’s health can make chewing through characters with stacking max health like Nihilus or Daka much easier.


    Since there are charaters that take reduced damage from health percentage damage effects I thought using his health instead of the targets could help avoid this. but I suppose I just made the ability much weaker and less versitile. Thanks for the feedback. Ill change it back.
  • Recently I was thinking about these guys again. I have made some changes to my previous ideas (most notably Fives's Veteran Clone Trooper Unique). Tell me what you think.