Forum Discussion

romanokidz62's avatar
6 years ago

Commando Gregor kit idea

CC-5576-39 (Commando Gregor)
Light side, clone trooper, support, leader, d-squad, 212th clone battalion
50 shards
Clone trooper who covers, protects and heals his allies.
Basic
Cover shot
Final Text: Deal physical damage to target enemy and apply defense down for two turns with a 70% to gain advantage for 3 turns. 90% give a random ally foresight and stealth for 3 turns

Special 1
Take cover! Cooldown 2
Final text: deal physical damage to all enemies and apply offense down and defense down to them all for 3 turns. All allies gain foresight and advantage for 3 turns, all clone allies also gain stealth for 2 turns, Commando Gregor gains taunt and health up for 3 turns.

Special 2
For the Galactic Republic! Starts on cooldown 5
Final text: deal physical physical damage to all enemies +20% damage for each buff on all enemies and allies and commando Gregor loses 25% health (this damage cannot defeat him). All allies gain +50% max health and foresight for 2 turns.

Unique
Leader of the delta squad
Whenever an ally falls under 30% health Gregor taunts if he has over 60%, if he doesn't have over 60% health the ally with the most health taunts for 2 turns if that ally is a 212th ally, that ally gains health up and foresight for 2 turns.
Zeta: Gregor gains +5% offense whenever an enemy is damaged (stacking until 100%) (212 allies also gain this buff)

Leader
Delta squad tactics
Final text: Whenever an ally or enemy bonus attacks all allies gain +5% offense and defense (stacking). Whenever an ally defeats an enemy that ally gains critical chance up and offense up for 2 turns. Clone trooper allies gain +50% offense and Jedi allies have +60% max health. All d-squad allies gain +30% offense and all 212th clone battalion allies gain +50% defense
Zeta: all allies gain max protection equal to 50% of their max health.
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