"Ichiraikou;d-204282" wrote:
Darth Sidious
Dark Side, Sith, Separatist, Attacker, Leader
Brutal attacker that takes pleasure in seeing both his allies and his enemies suffer and fall.
Deathstroke (Basic)
Deal Physical damage to target enemy and Inflict Healing Immunity for 3 turns. If the target already has Healing Immunity, this attack deals 50% More Damage. This attack has a 50% chance to Ignore the targets armour, doubled if the target is debuffed.
I feel like you could leave out either the +50% damage or the 50% chance to ignore armor, otherwise it’s too much damage.
"Ichiraikou;d-204282" wrote:
Demoralizing Blows (Special) (Cooldown: 3 turns)
Deal Physical damage to target enemy twice, and Deal Physical damage to random enemies 2 times. These attacks inflict Damage Over Time and Expose for 2 turns and can’t be Evaded or Countered.
Not a bad ability, but how come you changed it from an AoE? And also how many enemies randomly take damage twice?
"Ichiraikou;d-204282" wrote:
Unlimited Power (Special) (Cooldown: 3 turns)
Dispel all debuffs on target ally and call them to assist. Then deal Special damage to target enemy, shock them for 2 turns, and Stun them for 1 turn. If the target ally is a Sith or Separatist, they dispel all buffs on the target enemy and both attackers have +100% Health Steal during this attack. This attack can’t be Evaded or Countered.
Not sure why the attack needs to not be counterable if it inflicts stun which prevents counters. He has so much potency that the stun should rarely ever get resisted.
"Ichiraikou;d-204282" wrote:
Masterful Manipulation (Leader)
All allies gain +50% Defence and +50% Critical Avoidance. When any unit other than Darth Sidious is damaged by an attack, they lose 5% Tenacity (stacking, max 50%, can’t be Resisted) and all Sith and Separatist allies gains +2% Offence and +2% Potency (stacking, max 100%) until the end of battle. When Darth Sidious is damaged by an attack, all Sith and Separatist allies gain +2% Speed (stacking, max 50%) until the end of battle.
The defense and critical avoidance doesn’t really fit him imo. Since his kit is so focused on damage, I think it should be changed to something like offense and critical damage. The stacking speed might also be worthy of a zeta.
"Ichiraikou;d-204282" wrote:
Sadistic Glee (Unique, Zeta)
When any unit is defeated, Darth Sidious recovers 10% Health, 20% Protection, and gains 50% Turn Meter. These effects can’t be Prevented. Darth Sidious has +35% Evasion, +35% Accuracy, +50% Potency, gains Max Health equal to his Potency Percentage, and gains Max Protection equal to half his Max Health.
Looks like a good ability. Two of his abilities can’t be evaded though so I don’t think you need the accuracy boost.
"Ichiraikou;d-204282" wrote:
I might have made him a tad too powerful.... But is a fun starting point either way anyway. As always, tell me what you think.
One the whole it’s not bad, although it does seem a bit powerful right now. I think he should have some specific anti-Jedi stuff somewhere, but I’m worried that might make him a bit too strong. I don’t know. Anyways, great job! :)