2 years ago
Darth Plagueis character idea
Will Darth Plagueis ever be added to the game? If so, I think he should be a legendary, or even galactic legend character. It would be cool to have a connection with Darth Sidious. Maybe if Darth Sidious dies, Plagueis gains immortality for 1 - 2 turns.
Move suggestions:
Basic - Planned Blows - strikes enemy with lightsaber, with a 30% chance to attack a second time, dealing 25% more damage than the first attack. 10% chance to attack a third time, dealing another 50% more damage then the first attack. (Second attack gains 2% ultimate charge, third attack gains another 2% ultimate charge).
Special - Dark Knowledge - Plagueis gains stealth, and defense up, both for 2 turns. All allies gain offense up for 2 turns, and have a 50% chance to get speed up for 1 turn. Then, Plageuis attacks once, this attack does 25% more damage against Jedi and Light Side Unaligned Force User. The attack also reduces the cooldown of Cursed Strike by 1. If the attack was against a Jedi or Light Side Unaligned Force User reduce the cooldown by 2 instead of 1. (Cooldown: 3)
Special - Cursed Strike - Plageuis deals damage (equal to 50% of their max health) to target enemy, inflicting defense down and offense down for 2 turns. Plageuis also inflicts Cursing* on to target enemy. Plageuis gains 10% ultimate charge. This attack can’t be countered or evaded. This ability starts on cooldown. (Cooldown: 20)
Ultimate Ability - Life Force Transfer - One chosen ally immediately dies, and cannot be revived. Plagueis heals himself to full health, and 50% of his protection. Plageuis also keeps his stats but they are decreased by 50%. After an ally’s next turn, he gains 100% turn meter, and his stats are increased by 250% for the next 2 turns. Inflict 4 stacks of Cursed Soul on every enemy even if at maximum. (Then the stats are reset to normal.)
*Cursing - inflicts 1 stack Cursed Soul* on all allies at the end of your turn, (if you dealt damage during your turn) take damage equal to 10% of what you dealt. This can’t be prevented or dispelled.
*Cursed Soul - At the end of your turn, take damage equal to 5% of what you dealt that turn. If you did not deal damage, take 2% of your max health. Cursed Soul can stack to a maximum of 5. (If Cursed Soul is inflicted by the Ultimate ability and it would exceed the maximum, it will exceed the maximum and you cannot gain any more stacks for the rest of the battle.)
Move suggestions:
Basic - Planned Blows - strikes enemy with lightsaber, with a 30% chance to attack a second time, dealing 25% more damage than the first attack. 10% chance to attack a third time, dealing another 50% more damage then the first attack. (Second attack gains 2% ultimate charge, third attack gains another 2% ultimate charge).
Special - Dark Knowledge - Plagueis gains stealth, and defense up, both for 2 turns. All allies gain offense up for 2 turns, and have a 50% chance to get speed up for 1 turn. Then, Plageuis attacks once, this attack does 25% more damage against Jedi and Light Side Unaligned Force User. The attack also reduces the cooldown of Cursed Strike by 1. If the attack was against a Jedi or Light Side Unaligned Force User reduce the cooldown by 2 instead of 1. (Cooldown: 3)
Special - Cursed Strike - Plageuis deals damage (equal to 50% of their max health) to target enemy, inflicting defense down and offense down for 2 turns. Plageuis also inflicts Cursing* on to target enemy. Plageuis gains 10% ultimate charge. This attack can’t be countered or evaded. This ability starts on cooldown. (Cooldown: 20)
Ultimate Ability - Life Force Transfer - One chosen ally immediately dies, and cannot be revived. Plagueis heals himself to full health, and 50% of his protection. Plageuis also keeps his stats but they are decreased by 50%. After an ally’s next turn, he gains 100% turn meter, and his stats are increased by 250% for the next 2 turns. Inflict 4 stacks of Cursed Soul on every enemy even if at maximum. (Then the stats are reset to normal.)
*Cursing - inflicts 1 stack Cursed Soul* on all allies at the end of your turn, (if you dealt damage during your turn) take damage equal to 10% of what you dealt. This can’t be prevented or dispelled.
*Cursed Soul - At the end of your turn, take damage equal to 5% of what you dealt that turn. If you did not deal damage, take 2% of your max health. Cursed Soul can stack to a maximum of 5. (If Cursed Soul is inflicted by the Ultimate ability and it would exceed the maximum, it will exceed the maximum and you cannot gain any more stacks for the rest of the battle.)