Coruscant, Underworld Police Touchup Idea
CG you just made tons of money on the LS bundle pack of CUP. And I feel it needs to be touched up for the players to use it more effectively. Here are my thoughts on how CUP can be touched up on. Yes he has a can't be resisted by Tenacity Up, however the characters Tenacity Stat can still resist the debuffs on CUP. CUP should be neutral and work with the Empire as well since after the empire took over they still worked on Coruscant just as well as they did under the Galactic Republic.
Coruscant, Underworld Police: Neutral, Support, Galactic Republic, Empire.
Non-Lethal Takedown:
Deal Physical damage to target enemy and Stun the target for one turn. Coruscant, Underworld Police gains Protection up (25%) for 1 turn if he attacked out of turn.
Non-Lethal Crowed Control:
Deal Physical damage to all enemies with a 99% chance to inflict Offense and Defense Down for 2 turns. These debuffs can't be resisted by Tenacity up. Gain Taunt for 1 turn and while Taunting Coruscant, Underworld Police gains 10% Evasion, 35% Critical Avoidance and Defense.
Non-Lethal Specialist:(Zeta) (Omicron)
Coruscant Underworld Police gains 50%, Counter Chance, Health Steal, Potency, and Tenacity. In addition, he gains 20% Turn Meter whenever he inflicts a negative status effect. Coruscant Underworld Police takes reduced damage from percent Health damage effects. Whenever a Galactic Republic, or Empire ally uses a Special ability, Coruscant, Underworld Police Assists. Coruscant, Underworld Police can't be countered or evaded.
Coruscant, Underworld police is Lightside if the Leader is Galactic Republic, and Dark Side if the leader is Empire.
While in Grand Arena: Coruscant, Underworld Police gains 40% Mastery, Health and Protection.
While all allies are Empire, Empire allies have 30% Health Steal, Protection, Tenacity, and Potency. Empire allies start the battle with Heal Over Time and Protection Over Time (20%) for 3 turns which can't be dispelled or prevented.
While all allies are Galactic Republic, Galactic Republic Allies gain 30% Offense, Defense, Health, and Accuracy. Galactic Republic allies start the encounter with Protection up (20%) for 3 turns which can't be dispelled or prevented.