7 years ago
Darth Maul
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Darth Maul is a Star Wars fan favourite and is among the most powerful Sith to have ever existed; and is one of the greatest duellists in Galactic History. However, outside of "Zaul" Lead he is not particularly useful as a standalone... yet Maul stands on his own two feet as an almost unparalleled assassin and killing machine. So It would be nice to have him work as a powerful self-contained Unit and thrive in a variety of team setups.
This could either be through a rework of the existing Maul or a new "Clone Wars"or "Rebels" Maul. Below is my rough sample idea for a Clone Wars version. I chose Clone Wars Maul as I believe it also offers a nice opportunity to include Savage synergies and make Opress a more powerful unit too outside of a Nihilus or Zaul Lead. But what do you all think is best...
Clone Wars Maul?
Rebels Maul?
Or a rework of the current Phantom Menace era Maul?
The Dark Side could do with some attention, and its nice to have lots of Dark Side options for Arena and the upcoming Dark Side Territory Battle.
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Darth Maul (Clone Wars)
Character Description:
Vicious Sith Attacker with overwhelming Turn Meter generation and powerful synergies
Affiliations:
Dark Side, Sith, Scoundrel, Attacker
Lacerate (BASIC)
Deal Physical Damage to target enemy and dispel all buffs. On a Critical Hit, there is a 65% chance to inflict Stun and remove 35% Turn Meter.
Phantom of Vengeance (SPECIAL)
Deal Physical Damage to target enemy, dispel all buffs and inflict Stun for 2 turns. On a Critical Hit, Darth Maul gains 40% Turn Meter and additional Turn Meter equal to half the Turn Meter of the target. (Cooldown: 3)
Rule of Two (SPECIAL)
Maul and selected ally gain 70% Turn Meter, and regain 35% Max Health and Protection. If the selected ally is Dark Side, Maul and the selected ally gain Offence Up and Critical Hit Immunity for 3 turns. (Cooldown: 4)
Son of Dathomir (UNIQUE)
Darth Maul has +15% Critical Chance and +20% Offence. Whenever an enemy Resists the effects of any of his abilities, Maul gains 50% Turn Meter and +30% Critical Damage on his next attack. If Savage is present, he also gains this ability ZETA: and a new Special Ability:
Sons of Dathomir: Call Darth Maul (Clone Wars) to Assist, then deal Physical Damage to target enemy, dealing 35% more damage (Cooldown: 3).
Nightbrothers (UNIQUE)
Whilst Maul (Clone Wars) is active, Maul (Clone Wars) and Savage have +15 Speed, +70% Counter Chance and +50% Defence. Whenever Darth Maul (Clone Wars) falls below 25% Protection or 100% Health, Savage gains 100% Turn Meter and +25% Critical Damage for 1 turn.
STATS
Health: 27,931
Protection: 28,042
Speed: 138
Physical Damage: 2,643
Armour Penetration: 153
Physical Critical Chance: 40.2%
Armour: 27.7%
Health Steal: 15%
Potency: 14%
Thanks for reading!
Darth Maul is a Star Wars fan favourite and is among the most powerful Sith to have ever existed; and is one of the greatest duellists in Galactic History. However, outside of "Zaul" Lead he is not particularly useful as a standalone... yet Maul stands on his own two feet as an almost unparalleled assassin and killing machine. So It would be nice to have him work as a powerful self-contained Unit and thrive in a variety of team setups.
This could either be through a rework of the existing Maul or a new "Clone Wars"or "Rebels" Maul. Below is my rough sample idea for a Clone Wars version. I chose Clone Wars Maul as I believe it also offers a nice opportunity to include Savage synergies and make Opress a more powerful unit too outside of a Nihilus or Zaul Lead. But what do you all think is best...
Clone Wars Maul?
Rebels Maul?
Or a rework of the current Phantom Menace era Maul?
The Dark Side could do with some attention, and its nice to have lots of Dark Side options for Arena and the upcoming Dark Side Territory Battle.
--------------------------------------------------------
Darth Maul (Clone Wars)
Character Description:
Vicious Sith Attacker with overwhelming Turn Meter generation and powerful synergies
Affiliations:
Dark Side, Sith, Scoundrel, Attacker
Lacerate (BASIC)
Deal Physical Damage to target enemy and dispel all buffs. On a Critical Hit, there is a 65% chance to inflict Stun and remove 35% Turn Meter.
Phantom of Vengeance (SPECIAL)
Deal Physical Damage to target enemy, dispel all buffs and inflict Stun for 2 turns. On a Critical Hit, Darth Maul gains 40% Turn Meter and additional Turn Meter equal to half the Turn Meter of the target. (Cooldown: 3)
Rule of Two (SPECIAL)
Maul and selected ally gain 70% Turn Meter, and regain 35% Max Health and Protection. If the selected ally is Dark Side, Maul and the selected ally gain Offence Up and Critical Hit Immunity for 3 turns. (Cooldown: 4)
Son of Dathomir (UNIQUE)
Darth Maul has +15% Critical Chance and +20% Offence. Whenever an enemy Resists the effects of any of his abilities, Maul gains 50% Turn Meter and +30% Critical Damage on his next attack. If Savage is present, he also gains this ability ZETA: and a new Special Ability:
Sons of Dathomir: Call Darth Maul (Clone Wars) to Assist, then deal Physical Damage to target enemy, dealing 35% more damage (Cooldown: 3).
Nightbrothers (UNIQUE)
Whilst Maul (Clone Wars) is active, Maul (Clone Wars) and Savage have +15 Speed, +70% Counter Chance and +50% Defence. Whenever Darth Maul (Clone Wars) falls below 25% Protection or 100% Health, Savage gains 100% Turn Meter and +25% Critical Damage for 1 turn.
STATS
Health: 27,931
Protection: 28,042
Speed: 138
Physical Damage: 2,643
Armour Penetration: 153
Physical Critical Chance: 40.2%
Armour: 27.7%
Health Steal: 15%
Potency: 14%
Thanks for reading!