7 years ago
Darth Nihilus Capital Ship "Ravager"
This is an idea I came up with not long ago in a galaxy not so far away.
Ravager: Dark Side, Sith, Capital Ship
No Mercy: All allies assist, dealing 75% less damage. If any attacks are critical hits, reduce that enemy’s speed by 1% for each critical hit scored. The Ravager gains speed equal to 50% of the amount reduced.
Ion Torpedoes: Deal damage to all enemies and inflict target lock on all enemies for 3 turns. If any enemies already had target lock, deal bonus damage equal to 20% of their max health.
Held by Darkness: All allies recover 25% Health and protection. All allies gain foresight for 3 turns, and Sith allies gain offense up and defense penetration up for 3 turns. All enemies gain defense down for 2 turns.
Wound in the Force: Gain 50% turn meter and revive two random allies at 100% health and protection. Dispel all debuffs on all allies and they recover 50% health and protection. All enemies have their buffs dispelled and take damage equal to 50% of their max health, and the enemy Capital Ship loses 100% turn meter. These effects cannot be evaded or resisted.
Drifting Shadow: Sith allies gain +50% health steal and +30% potency, and other allies gain half those amounts. Whenever a status effect on an enemy expires, that enemy takes damage equal to 5% of their max health.
Reinforcement bonus: gain offense up for 2 turns.
Ravager: Dark Side, Sith, Capital Ship
No Mercy: All allies assist, dealing 75% less damage. If any attacks are critical hits, reduce that enemy’s speed by 1% for each critical hit scored. The Ravager gains speed equal to 50% of the amount reduced.
Ion Torpedoes: Deal damage to all enemies and inflict target lock on all enemies for 3 turns. If any enemies already had target lock, deal bonus damage equal to 20% of their max health.
Held by Darkness: All allies recover 25% Health and protection. All allies gain foresight for 3 turns, and Sith allies gain offense up and defense penetration up for 3 turns. All enemies gain defense down for 2 turns.
Wound in the Force: Gain 50% turn meter and revive two random allies at 100% health and protection. Dispel all debuffs on all allies and they recover 50% health and protection. All enemies have their buffs dispelled and take damage equal to 50% of their max health, and the enemy Capital Ship loses 100% turn meter. These effects cannot be evaded or resisted.
Drifting Shadow: Sith allies gain +50% health steal and +30% potency, and other allies gain half those amounts. Whenever a status effect on an enemy expires, that enemy takes damage equal to 5% of their max health.
Reinforcement bonus: gain offense up for 2 turns.