Darth Maul Suggested Rework!
The much needed rework. Aside from retouching up Darth Vader from his 2021 Nerf. So this is what I am suggesting as a rework as is for Maul. Granted I will say I can see Darth Maul being a Summoner with his Sith Probe Droids or use an ability with those probe droids as a supporting effect. Here is what I am suggesting and the changes will be in Red! Also yes I know CG don't like touching up older kits unless it makes since to their current plan. I feel they should still do it for the longevity of the game. Maybe add $10 R9 pack and then boom they could have a decent chunk of money. My R7 would go to R9 with that pack for sure. I will also include a mini touch up at the end of Darth Sidious's Leadership. Just as something that links to Maul yet doesn't over break Sidious when he has his datacron. Yet it will help Darth Sidious when he has his Datacron a bit. Not by much.
Raging Storm:
Deal Physical damage to target enemy. Inflict Defense Down for 2 turns. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi.
Whirling Blades:
Gain Health Steal up for 2 turns. Then deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. The Daze can't be resisted by Jedi.
Dancing Shadows:
All Sith allies gain +50% Health Steal, +30% Offense, +20% Accuracy, and +20% Evasion, gain 20% Turn Meter and Stealth for 1 turn and Advantage for 2 turns at the start of each encounter and whenever they Evade or are Critically Hit. Sith Allies can't be Critically Hit and have +50% Tenacity while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies. Taunting Sith Allies gain Critical Avoidance up for 2 turns at the start of the Encounter.
Power of Hatred:
Darth Maul gains 50% Counter Chance and +50% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.4% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. If Darth Sidious is an ally in either the Leader slot or an ally slot and there are no other allies active, Darth Sidious's and Darth Maul's leaderships are active.
First Enemy: 25% Critical Chance, Critical Avoidance, Critical Damage
Second Enemy: 25% Evasion, Defense, and 25% Max Health recovery on hitting with an attack
Third Enemy: 25% Potency and Tenacity Fourth Enemy: 25% Offense and Accuracy
(Darth Sidious's Leadership)
Unlimited Power:
All allies gain 30% Critical Avoidance, 30% Critical Chance, and 30% Critical Damage. Sith allies gain 3% Offense and 2% Defense until the end of encounter when they score a Critical Hit.