6 years ago
Darth Bane fan kit
Darth Bane
Dark Side, Sith, Tank
Basic- Overwhelming strength: deal special damage to target enemy and inflict stagger for two turns, if the enemy was already staggered, inflict daze, which can't be resisted. If the target was already dazed, deal 100% more damage and reset the duration to two turns.
Special 1- Sith Lightning (cooldown 3): Deal special damage to target enemy and inflict shock and stun for two turns, if the target was already shocked or stunned, reset the duration to two turns, gain 20% turn meter, and grant all Sith allies gain half that
Special 2- Weakness into strength (cooldown 4): Dispel all debuffs on Darth Bane and gain gain taunt for two turns, for each buff dispelled, Bane recovers 10% health, gains 5% turn meter, and gains 20% offense (stacking) until his next turn
Leader- Reborn Sith (final text ZETA)
All Sith allies gain 20% turn meter at the start of the battle and Sith support gain stealth for two turns at the start of the encounter and whenever they land a critical hit. In addition all Sith allies have +50% offense and health, and have an additional 25% offense and health steal against Jedi enemies. (Zeta) Sith allies gain 10% turn meter whenever critically hit or debuffed
Unique 1- Orbalisk Armor (final text ZETA): Darth Bane has +150% defense and +100% tenacity, and -30 speed and -30% evasion. in addition whenever Darth Bane falls below 100% health he gains +50% offense, potency, and +30 speed, and recovers 20% of his max health at the start of his turn. (zeta) Darth Bane is immune to defensive debuffs (defense down, armor shred, health down, and tenacity down)
Unique 2- Rule of Two (final text ZETA)
At the beginning of each encounter Bane selects a Sith ally (if any) and they gain the Apprentice buff for the rest of the encounter (can not be dispelled) or until they are defeated, and Darth Bane gains the Master buff until the end of the encounter or he is defeated. If an ally with an Apprentice is defeated, a random Sith ally that doesn't already have Master is given Apprentice for the rest of the encounter or until they are defeated. If an ally with Master is defeated any allies with the Apprentice have it dispelled and replaced with
Master until the end of the encounter or they are defeated, (Zeta) and a random Sith ally gains Apprentice until the end of the encounter or until they are defeated
Apprentice:
+25% evasion, potency, health steal, crit chance, armor penetration, and have a 50% chance to assist any ally with the Master buff when they use an ability, dealing -30% damage.
Master:
+50% accuracy, tenacity, protection, crit avoidance, armor, and gain bonus speed equal to 10% of any ally with the Apprentice buff
Rule of Two was more text wall then I had hoped
Dark Side, Sith, Tank
Basic- Overwhelming strength: deal special damage to target enemy and inflict stagger for two turns, if the enemy was already staggered, inflict daze, which can't be resisted. If the target was already dazed, deal 100% more damage and reset the duration to two turns.
Special 1- Sith Lightning (cooldown 3): Deal special damage to target enemy and inflict shock and stun for two turns, if the target was already shocked or stunned, reset the duration to two turns, gain 20% turn meter, and grant all Sith allies gain half that
Special 2- Weakness into strength (cooldown 4): Dispel all debuffs on Darth Bane and gain gain taunt for two turns, for each buff dispelled, Bane recovers 10% health, gains 5% turn meter, and gains 20% offense (stacking) until his next turn
Leader- Reborn Sith (final text ZETA)
All Sith allies gain 20% turn meter at the start of the battle and Sith support gain stealth for two turns at the start of the encounter and whenever they land a critical hit. In addition all Sith allies have +50% offense and health, and have an additional 25% offense and health steal against Jedi enemies. (Zeta) Sith allies gain 10% turn meter whenever critically hit or debuffed
Unique 1- Orbalisk Armor (final text ZETA): Darth Bane has +150% defense and +100% tenacity, and -30 speed and -30% evasion. in addition whenever Darth Bane falls below 100% health he gains +50% offense, potency, and +30 speed, and recovers 20% of his max health at the start of his turn. (zeta) Darth Bane is immune to defensive debuffs (defense down, armor shred, health down, and tenacity down)
Unique 2- Rule of Two (final text ZETA)
At the beginning of each encounter Bane selects a Sith ally (if any) and they gain the Apprentice buff for the rest of the encounter (can not be dispelled) or until they are defeated, and Darth Bane gains the Master buff until the end of the encounter or he is defeated. If an ally with an Apprentice is defeated, a random Sith ally that doesn't already have Master is given Apprentice for the rest of the encounter or until they are defeated. If an ally with Master is defeated any allies with the Apprentice have it dispelled and replaced with
Master until the end of the encounter or they are defeated, (Zeta) and a random Sith ally gains Apprentice until the end of the encounter or until they are defeated
Apprentice:
+25% evasion, potency, health steal, crit chance, armor penetration, and have a 50% chance to assist any ally with the Master buff when they use an ability, dealing -30% damage.
Master:
+50% accuracy, tenacity, protection, crit avoidance, armor, and gain bonus speed equal to 10% of any ally with the Apprentice buff
Rule of Two was more text wall then I had hoped