5 years ago
Delta Squad + Arligan Zey Kit Ideas
All good things are three, so here's my third Kit Post since my comeback here. In this Post, I decided to focus around the Delta Squad, who were said to be the best Clone Trooper Squad which served the Galactic Republic, as the 4 clones that make up the squad were trained not by Alpha-clones, but by a Mandalorian.
I specialized the Clones around a very aggressive yet tactical Play Style where each one of the 5 characters has their distinct personality-traits implemented into their Kit, yet work wonderfully in combination too.
Their Strengths are:
- Very reliable and consistent high damage Numbers with many ways to modify Crit Damage
- Very high Single Target burst damage
- Powerful mechanics to deal with enemies based by their Roles.
Weaknesses include:
- Few and specific Cleansing Abilities
- Everything is damage-oriented; lack of Damage shuts them down
So, here are the 5 Kits:
Arligan Zey:
RC-1138 "Delta-38" Boss:
RC-1140 "Delta-40" Fixer
RC-1207 "Delta-07" Sev
RC-1262 "Delta-62" Scorch
Hope you liked the read as much as I enjoyed making this. Feedback would be appreciated!
Thank you for your time.
I specialized the Clones around a very aggressive yet tactical Play Style where each one of the 5 characters has their distinct personality-traits implemented into their Kit, yet work wonderfully in combination too.
Their Strengths are:
- Very reliable and consistent high damage Numbers with many ways to modify Crit Damage
- Very high Single Target burst damage
- Powerful mechanics to deal with enemies based by their Roles.
Weaknesses include:
- Few and specific Cleansing Abilities
- Everything is damage-oriented; lack of Damage shuts them down
So, here are the 5 Kits:
Arligan Zey:
Spoiler
Arligan Zey
Roles: Light Side, Delta Squad, Galactic Republic, Jedi, Attacker, Leader
Description: A very offensive Specialist who utilizes different bonuses against key targets to maximize strategic performance
(Basic) Assessment of danger
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If target enemy is already Debuffed, inflict Critical Damage Down for 2 turns as well. This Ability deals one additional effect depending on the enemy Role:
- Attacker: Removes all offensive Buffs
- Tank: Applies Armor Shred if this attack is evaded
- Support/Healer: Removes 15% Turnmeter which cannot be resisted
(Special) Search and Destroy (4 turn CD)
Call all allies to assist against target enemy, dealing 50% reduced damage. Damage Penalty is reduced to 25% for Galactic Republic allies and does not apply at all for Delta Squad allies. If this Ability is used against a Taunting enemy, it will ignore Protection. If this Ability is used against the weakest enemy, all allies gain Critical Damage Up for 2 turns before dealing damage. If this Ability defeats an enemy, reset it’s cooldown and gain 10% Turnmeter for each Delta Squad ally active.
Attacks from this Ability cannot be evaded. This Ability begins on a cooldown of 2 which cannot be reduced or increased.
(Special) Exterminate (4 turn CD)
Deal Special damage to target enemy and inflict Armor Shred against them. For each Delta Squad ally active, this Ability deals +50% critical damage. If all allies are Delta Squad, it ignores Defence. If target enemy is buffed, deal +20% Damage per buff active on them. This Ability cannot be evaded.
If this Ability defeats an enemy, revive one random Delta Squad enemy at 100% Health and grant them a Bonus Turn.
(Leader) The best of the Best
Galactic Republic and Jedi Allies have +30 Speed, +35% Potency and +100% Defence Penetration.
At the start of each encounter, if all allies are Delta Squad, they increase their Maximum Health and Protection based on 50% of their individual Potency and gain Bonus Offense equal to 5% of their Health. Additionally, whenever a Delta Squad Ally is evaded or damaged, all enemy Tanks take true damage equal to 5% of their total Health which cannot be evaded. If there are no enemy Tanks, apply this Damage Effect to all enemy Supports/Healers.
(Unique) General of Delta Squad
For each Delta Squad ally active at the beginning of the encounter, Arligan Zey gains +25% Offense and critical damage. Additionally, whenever a Delta Squad ally goes below 100% Health, the weakest enemy is inflicted with Death Mark until the end of Arligan Zeys next turn, which cannot be resisted, evaded or cleansed.
Roles: Light Side, Delta Squad, Galactic Republic, Jedi, Attacker, Leader
Description: A very offensive Specialist who utilizes different bonuses against key targets to maximize strategic performance
(Basic) Assessment of danger
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If target enemy is already Debuffed, inflict Critical Damage Down for 2 turns as well. This Ability deals one additional effect depending on the enemy Role:
- Attacker: Removes all offensive Buffs
- Tank: Applies Armor Shred if this attack is evaded
- Support/Healer: Removes 15% Turnmeter which cannot be resisted
(Special) Search and Destroy (4 turn CD)
Call all allies to assist against target enemy, dealing 50% reduced damage. Damage Penalty is reduced to 25% for Galactic Republic allies and does not apply at all for Delta Squad allies. If this Ability is used against a Taunting enemy, it will ignore Protection. If this Ability is used against the weakest enemy, all allies gain Critical Damage Up for 2 turns before dealing damage. If this Ability defeats an enemy, reset it’s cooldown and gain 10% Turnmeter for each Delta Squad ally active.
Attacks from this Ability cannot be evaded. This Ability begins on a cooldown of 2 which cannot be reduced or increased.
(Special) Exterminate (4 turn CD)
Deal Special damage to target enemy and inflict Armor Shred against them. For each Delta Squad ally active, this Ability deals +50% critical damage. If all allies are Delta Squad, it ignores Defence. If target enemy is buffed, deal +20% Damage per buff active on them. This Ability cannot be evaded.
If this Ability defeats an enemy, revive one random Delta Squad enemy at 100% Health and grant them a Bonus Turn.
(Leader) The best of the Best
Galactic Republic and Jedi Allies have +30 Speed, +35% Potency and +100% Defence Penetration.
At the start of each encounter, if all allies are Delta Squad, they increase their Maximum Health and Protection based on 50% of their individual Potency and gain Bonus Offense equal to 5% of their Health. Additionally, whenever a Delta Squad Ally is evaded or damaged, all enemy Tanks take true damage equal to 5% of their total Health which cannot be evaded. If there are no enemy Tanks, apply this Damage Effect to all enemy Supports/Healers.
(Unique) General of Delta Squad
For each Delta Squad ally active at the beginning of the encounter, Arligan Zey gains +25% Offense and critical damage. Additionally, whenever a Delta Squad ally goes below 100% Health, the weakest enemy is inflicted with Death Mark until the end of Arligan Zeys next turn, which cannot be resisted, evaded or cleansed.
RC-1138 "Delta-38" Boss:
Spoiler
RC-1138 “Delta-38” Boss
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Attacker, Leader
Description: Aggressive Clone Commando who can work either as a Delta Squad leader himself or in synergy with Arligan Zey
(Basic) Smoke them out
Deal Physical damage to target enemy Twice and apply Healing Immunity for 2 turns. If target enemy is buffed, deal damage a third time which cannot be evaded. If Boss is not in the leader slot, call an ally Arligan Zey to assist, if present.
(Special) Breach their Defences! (5 turn CD)
Deal Special Damage to all enemies and apply a Bonus Effect based on the enemy Role
Attacker: Deal Double Damage
Tank: Ignore Defence and reduce Maximum Health by 10%
Support/Healer: dispel all buffs
If Boss is in the leader slot, all enemies critically hit lose 5% Mastery and Boss gains 20% Turnmeter for each dark side enemy. If Boss is not in the leader Slot, and this Ability brings an enemy below 100% Health, grant a Bonus Turn to an ally Arligan Zey, if present.
(Special) One shot, One dead (4 turn CD)
Deal Physical damage to target enemy and deal 5% bonus damage per debuff on them. This Ability deals +100% Damage if target enemy:
Is a Droid
Is a Separatist
is inflicted with Armor Shred
This Ability bypasses Damage Immunity, but can only be used against enemies below 50% Health. If a target enemy is below 20% Health, they are instantly defeated. This Ability begins on a cooldown.
(Leader) The Boss of Delta
Delta Squad allies +40% Mastery and +50% offense at the start of each Encounter.
Whenever a Delta Squad ally is evaded or does not critically hit, call a random Delta Squad ally to assist, dealing 30% reduced damage and is unable to deal a critical hit. However, if an enemy is damaged out of turn, reduce their Mastery by 5%.
(Unique) Pity those who cross me
As long as there is one Delta Squad ally active, Boss ignores taunt and enemy Defences.
Whenever Boss critically hits an enemy, he increases his Mastery by 2%. This bonus is increased to 10% against enemy Separatists in the leader slot. If an ally Arligan Zey is active, he also gains these Bonuses.
Enemies defeated by Boss cannot be revived.
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Attacker, Leader
Description: Aggressive Clone Commando who can work either as a Delta Squad leader himself or in synergy with Arligan Zey
(Basic) Smoke them out
Deal Physical damage to target enemy Twice and apply Healing Immunity for 2 turns. If target enemy is buffed, deal damage a third time which cannot be evaded. If Boss is not in the leader slot, call an ally Arligan Zey to assist, if present.
(Special) Breach their Defences! (5 turn CD)
Deal Special Damage to all enemies and apply a Bonus Effect based on the enemy Role
Attacker: Deal Double Damage
Tank: Ignore Defence and reduce Maximum Health by 10%
Support/Healer: dispel all buffs
If Boss is in the leader slot, all enemies critically hit lose 5% Mastery and Boss gains 20% Turnmeter for each dark side enemy. If Boss is not in the leader Slot, and this Ability brings an enemy below 100% Health, grant a Bonus Turn to an ally Arligan Zey, if present.
(Special) One shot, One dead (4 turn CD)
Deal Physical damage to target enemy and deal 5% bonus damage per debuff on them. This Ability deals +100% Damage if target enemy:
Is a Droid
Is a Separatist
is inflicted with Armor Shred
This Ability bypasses Damage Immunity, but can only be used against enemies below 50% Health. If a target enemy is below 20% Health, they are instantly defeated. This Ability begins on a cooldown.
(Leader) The Boss of Delta
Delta Squad allies +40% Mastery and +50% offense at the start of each Encounter.
Whenever a Delta Squad ally is evaded or does not critically hit, call a random Delta Squad ally to assist, dealing 30% reduced damage and is unable to deal a critical hit. However, if an enemy is damaged out of turn, reduce their Mastery by 5%.
(Unique) Pity those who cross me
As long as there is one Delta Squad ally active, Boss ignores taunt and enemy Defences.
Whenever Boss critically hits an enemy, he increases his Mastery by 2%. This bonus is increased to 10% against enemy Separatists in the leader slot. If an ally Arligan Zey is active, he also gains these Bonuses.
Enemies defeated by Boss cannot be revived.
RC-1140 "Delta-40" Fixer
Spoiler
RC-1140 “Delta-40” Fixer
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Support
Description: Delta Squad healer who keeps allies alive through their own damage dealt and gradually improves their strength.
(Basic) Equipment Slicing
During turn: Deal special damage to target enemy and call target ally to assist, dealing 25% reduced damage. If target ally is Delta Squad, they gain +5% Critical Damage (Stacking, capped at +50%)
Out of Turn: Deal special damage to target enemy and inflict Offense Down for 2 turns. If target enemy is an Attacker, inflict Critical Damage Down for 2 turns as well.
(Special) Weapons Maintenance (3 turn CD)
All Allies gain Offense Up and 1 stack of “Maintenance” for 2 turns. Galactic Republic Allies gain Defence Penetration Up and a second stack of “Maintenance” for 2 turns. Delta Squad Allies gain all offensive Buffs (Offense Up, Critical Chance Up, Critical Damage Up, Defence Penetration Up, Lifesteal Up) and 3 stacks of “Maintenance” for 2 turns. Then, all Clone Trooper Allies gain 20% Turn Meter, and for each Stack of "Maintenance" active, their cooldowns are reduced by 1.
Maintenance: +10% Offense per Stack. Whenever a Basic Ability is used, consume one stack. Cannot be dispelled, prevented or copied. Max. 3 Stacks.
(Unique) Subterfuge and Sabotage
Fixer has +10% Maximum Health and +7.5% Critical Avoidance per Ally Clone Trooper and +15% Maximum Protection and Tenacity per Jedi Ally.
Delta Squad Allies have +10% Critical Chance per buffed ally and debuffed Enemy active. If there are any debuffed Separatist Droids, Delta Squad allies gain +10% Turnmeter whenever they use their Basic Ability.
(Unique) Armor Polish and Repair
As long as Fixer is active, all Delta Squad allies have +40% Lifesteal. Additionally, Delta Squad allies cannot recover Protection, but their Lifesteal can overheal. Excess Health Regeneration by Lifesteal-effects will be converted into Protection Up (up to 80% of their Max. Health), lasting until the end of their respective next turns.
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Support
Description: Delta Squad healer who keeps allies alive through their own damage dealt and gradually improves their strength.
(Basic) Equipment Slicing
During turn: Deal special damage to target enemy and call target ally to assist, dealing 25% reduced damage. If target ally is Delta Squad, they gain +5% Critical Damage (Stacking, capped at +50%)
Out of Turn: Deal special damage to target enemy and inflict Offense Down for 2 turns. If target enemy is an Attacker, inflict Critical Damage Down for 2 turns as well.
(Special) Weapons Maintenance (3 turn CD)
All Allies gain Offense Up and 1 stack of “Maintenance” for 2 turns. Galactic Republic Allies gain Defence Penetration Up and a second stack of “Maintenance” for 2 turns. Delta Squad Allies gain all offensive Buffs (Offense Up, Critical Chance Up, Critical Damage Up, Defence Penetration Up, Lifesteal Up) and 3 stacks of “Maintenance” for 2 turns. Then, all Clone Trooper Allies gain 20% Turn Meter, and for each Stack of "Maintenance" active, their cooldowns are reduced by 1.
Maintenance: +10% Offense per Stack. Whenever a Basic Ability is used, consume one stack. Cannot be dispelled, prevented or copied. Max. 3 Stacks.
(Unique) Subterfuge and Sabotage
Fixer has +10% Maximum Health and +7.5% Critical Avoidance per Ally Clone Trooper and +15% Maximum Protection and Tenacity per Jedi Ally.
Delta Squad Allies have +10% Critical Chance per buffed ally and debuffed Enemy active. If there are any debuffed Separatist Droids, Delta Squad allies gain +10% Turnmeter whenever they use their Basic Ability.
(Unique) Armor Polish and Repair
As long as Fixer is active, all Delta Squad allies have +40% Lifesteal. Additionally, Delta Squad allies cannot recover Protection, but their Lifesteal can overheal. Excess Health Regeneration by Lifesteal-effects will be converted into Protection Up (up to 80% of their Max. Health), lasting until the end of their respective next turns.
RC-1207 "Delta-07" Sev
Spoiler
RC-1207 “Delta-07” Sev
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Attacker
Description: A Devastating Attacker who specializes in neutralizing low-health targets.
(Basic) Marked for Death
Deal physical Damage to target enemy and inflict them with Target Lock for 2 turns which cannot be resisted. If target enemy is already Target Locked, reduce the cooldown of “Headshot” by 1.
(Special) Headshot (8 turn CD)
Deal physical damage to target enemy and bonus physical damage equal to 50% of the amount of missing health. Enemies below 15% health take double damage. This Ability cannot be evaded and ignores defences. This Ability begins on a cooldown.
(Special) Setting up the Ambush (4 turn CD)
Sev cleanses himself from all debuffs, gains 50% Turn Meter and gains Stealth, Foresight and Evasion up for 2 turns. All enemies are inflicted with Target Lock for 2 turns which cannot be resisted. For each enemy already inflicted with Target Lock upon this Ability’s use, reduce the cooldown of “Headshot” by 1.
(Unique) Ultimate Advantage
Sev has +25% Evasion chance against Target Locked enemies. As long as he is Stealthed, Target Locked enemies cannot gain Bonus Turn Meter and recover no health. Additionally, whenever an ally Delta Squad uses their Basic Ability against a Target Locked enemy, Sev gains +15% Turnmeter.
Whenever Sev uses “Headshot” while stealthed, he immediately loses Stealth. If Stealth is lost this way, he increases the damage of “Headshot” by +50% (Stacking) until the end of the Encounter.
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Attacker
Description: A Devastating Attacker who specializes in neutralizing low-health targets.
(Basic) Marked for Death
Deal physical Damage to target enemy and inflict them with Target Lock for 2 turns which cannot be resisted. If target enemy is already Target Locked, reduce the cooldown of “Headshot” by 1.
(Special) Headshot (8 turn CD)
Deal physical damage to target enemy and bonus physical damage equal to 50% of the amount of missing health. Enemies below 15% health take double damage. This Ability cannot be evaded and ignores defences. This Ability begins on a cooldown.
(Special) Setting up the Ambush (4 turn CD)
Sev cleanses himself from all debuffs, gains 50% Turn Meter and gains Stealth, Foresight and Evasion up for 2 turns. All enemies are inflicted with Target Lock for 2 turns which cannot be resisted. For each enemy already inflicted with Target Lock upon this Ability’s use, reduce the cooldown of “Headshot” by 1.
(Unique) Ultimate Advantage
Sev has +25% Evasion chance against Target Locked enemies. As long as he is Stealthed, Target Locked enemies cannot gain Bonus Turn Meter and recover no health. Additionally, whenever an ally Delta Squad uses their Basic Ability against a Target Locked enemy, Sev gains +15% Turnmeter.
Whenever Sev uses “Headshot” while stealthed, he immediately loses Stealth. If Stealth is lost this way, he increases the damage of “Headshot” by +50% (Stacking) until the end of the Encounter.
RC-1262 "Delta-62" Scorch
Spoiler
RC-1262 “Delta-62” Scorch
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Tank
Description: Sturdy Tank who is able to minimize enemy damage with aggressive counters.
(Basic) Flame On!
Deal Special damage to target enemy and inflict them with Burn for 2 turns. If target enemy already has Burn, damage a random other enemy and inflict Burn on them for 2 turns. Then, for each enemy with Burn, recover 1% Health and Protection.
(Special) You are FIRE’d… get it? (4 turn CD)
Deal Special Damage to all enemies and inflict them with Burn for 3 turns. Then, gain Taunt, Retribution and Critical Immunity for 2 turns. If an enemy already has Burn and is critically hit, their cooldowns are increased by 1 which cannot be resisted.
(Special) The Smell of Napalm (4 turn CD)
Deal Special Damage to target enemy and inflict them with Buff Immunity for 2 turns. If they are inflicted with Burn, apply Max. Health down and Defence down until the end of Scorchs next Turn which cannot be resisted, copied or dispelled. All other enemies with Burn take damage, but aren’t inflicted with any of the debuffs.
(Unique) Can’t take the Heat
Whenever all active enemies are inflicted with Burn, Scorch gains Marked which cannot be dispelled or resisted. Additionally, whenever Scorch uses his basic Ability and damages enemy Attackers with Burn, they lose -5% Defence (Stacking) and Scorch gains that amount in Defences.
For each enemy with Burn, Scorch has +20% Tenacity and Counterchance, but has -5% Speed. Whenever Scorch attacks an enemy with Burn out of turn, it’s damaging effect will be activated.
Roles: Light Side, Clone Trooper, Delta Squad, Galactic Republic, Tank
Description: Sturdy Tank who is able to minimize enemy damage with aggressive counters.
(Basic) Flame On!
Deal Special damage to target enemy and inflict them with Burn for 2 turns. If target enemy already has Burn, damage a random other enemy and inflict Burn on them for 2 turns. Then, for each enemy with Burn, recover 1% Health and Protection.
(Special) You are FIRE’d… get it? (4 turn CD)
Deal Special Damage to all enemies and inflict them with Burn for 3 turns. Then, gain Taunt, Retribution and Critical Immunity for 2 turns. If an enemy already has Burn and is critically hit, their cooldowns are increased by 1 which cannot be resisted.
(Special) The Smell of Napalm (4 turn CD)
Deal Special Damage to target enemy and inflict them with Buff Immunity for 2 turns. If they are inflicted with Burn, apply Max. Health down and Defence down until the end of Scorchs next Turn which cannot be resisted, copied or dispelled. All other enemies with Burn take damage, but aren’t inflicted with any of the debuffs.
(Unique) Can’t take the Heat
Whenever all active enemies are inflicted with Burn, Scorch gains Marked which cannot be dispelled or resisted. Additionally, whenever Scorch uses his basic Ability and damages enemy Attackers with Burn, they lose -5% Defence (Stacking) and Scorch gains that amount in Defences.
For each enemy with Burn, Scorch has +20% Tenacity and Counterchance, but has -5% Speed. Whenever Scorch attacks an enemy with Burn out of turn, it’s damaging effect will be activated.
Hope you liked the read as much as I enjoyed making this. Feedback would be appreciated!
Thank you for your time.