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OutrunWhistle's avatar
9 months ago

Electrohammer Purge Trooper: Kit Concept

The main tank of the Purge Trooper team - he may be slow and chunky, but deals devastating damage if he gets a solid hit. His "Summary Execution" special is pulled from Second Sister's first appearance in Fallen Order, where she threatens everyone present with summary execution. The animation would be the Electrohammer's AOE unblockable attack.

 

A steady Purge Trooper tank that crushes weaker foes under his hammer and whose loyalty to the Empire is unmatched.

Unit Name - Electrohammer Purge Trooper

Tags - Dark Side, Tank, Empire, Inquisitorius, Purge Trooper

Mastery - Armour, Health Steal, and Protection

 

I’m Going To Enjoy This (Basic) (Final text, Omega)

Deal Physical damage to target enemy, dispel all offensive buffs on them, and inflict Offense Down for 1 turn. This attack has +15% Critical Chance for each Jedi, Rebel  or Unaligned Force User enemy, inflicts Ability Block for 1 turn on a Critical hit, and deals double damage to enemies below 50% Health.

(Offensive buffs include Accuracy, Critical Chance, Critical Damage, Defense Penetration, Offense, and Potency Up, as well as Advantage, Frenzy, Legendary Battle Meditation, Overcharge, Retribution, and Riposte.)

 

Provocative Measures (Special,1 cooldown 4) (Final text, Omega)

Inflict Speed Down and Defense Down on all enemies for 2 turns. Inflict Stagger and Demoralised on all Purged enemies for 2 turns, which can’t be resisted. Gain Taunt for 3 turns.

Demoralized: -50% Offense, -25% Critical Chance, -25% Critical Damage; this does not stack with other debuffs

 

Summary Execution (Special 2, cooldown 7) (Final text, Zeta)

Deal Physical damage to target enemy and secondary damage to all other enemies. This additional damage can’t be countered. If the target enemy has 6 stacks of Purge, consume all stacks of Purge on them, deal massive damage, and if they are a Jedi, Rebel or Unaligned Force User, instantly defeat them. This ability starts on cooldown and is reduced by 1 whenever any unit is defeated. Enemies defeated by this ability can’t be revived.

 

Emperor Give Me Strength (Unique) (Final text, Zeta)

At the start of each of his turns, if he has no Protection, Electrohammer Purge Trooper dispels all debuffs on a random Purge Trooper ally, dealing 2% Max Health damage for each debuff dispelled. This damage can’t defeat allies.

Whenever Electrohammer Purge Trooper attacks outside of his turn, he gains +20% Defense until the end of the encounter (stacking). Whenever a Purged enemy begins their turn and Electrohammer Purge Trooper has Taunt, dispel it and gain Taunt for 1 turn. This effect can’t be copied or dispelled.

 

Recommended Mods: Offense + Defense

Keep up Electrohammer Purge Trooper’s heavy damage with Offense while protecting his allies with Defense.

Triangle (Holo-Array) Primary: Protection

Cross (Multiplexer) Primary: Protection

Circle (Data-Bus) Primary: Protection

Arrow (Receiver) Primary: Protection

Secondaries: Tenacity, Protection, Defense, and Health 

7 Replies

  • I apologise for the late reply.

    Anyway, I can see there's a lot of D.O.Ts baked into the kits, as well as bonuses on revive - I'm assuming another Purge Trooper you haven't released yet would revive them. But I really like the kits, with the exception that your wording is sometimes a little weird or unclear.

    "When the Vibrosword Purge Trooper deals a critical hit on his turn, he takes 2% of the target's maximum Health for the rest of the battle (stacking)." Does this mean he gains 2% Max Health and the enemy loses 2% Max Health, or something else?

    I think gaining Frenzy for 2 turns after being critically hit by an enemy with a D.O.T is a little overkill. Maybe tweak it to instead gain Frenzy after being critically hit by an enemy with Breach or Expose. This way, he ties in better to his squadmates, instead of being a potential plug 'n' play character on a D.O.T heavy team. I also think the standard Purge Trooper you made having a mechanic of increasing cooldowns on a critical hit is a bit much. Maybe the effect would only trigger on his turn, once per turn, and if the enemy has a certain number of debuffs. Or you could introduce a new debuff unique to your Purge Troopers that would trigger this. Like "Whenever Purge Trooper critically hits an enemy inflicted with [INSERT UNIQUE DEBUFF HERE] during his turn, increase their cooldowns by 1."

    I think your kits have a ton of potential, and I'm eager to see the other two squad members :)

  • Funny he's a tank, pretty much the easiest one to kill. Just get behind when he does the red attack and then use L1+ square, I think it's that, when using double blade and boom, he's dead. If you play Xbox I forgot what button it is.

  • Yes, well, if you had to pick a tank out of the Purge Troopers, it’s probably be the slow and chunky one, no?

  • Nightcapser's avatar
    Nightcapser
    9 months ago
    45in3dmclo7w wrote:

    "When the Vibrosword Purge Trooper deals a critical hit on his turn, he takes 2% of the target's maximum Health for the rest of the battle (stacking)." Does this mean he gains 2% Max Health and the enemy loses 2% Max Health, or something else?

    No, only target enemy lose Max Health. Vibrosword Purge Trooper hasn't gain Max Health.

  • Nightcapser's avatar
    Nightcapser
    9 months ago
    45in3dmclo7w wrote:

    Or you could introduce a new debuff unique to your Purge Troopers that would trigger this. Like "Whenever Purge Trooper critically hits an enemy inflicted with [INSERT UNIQUE DEBUFF HERE] during his turn, increase their cooldowns by 1."

    I wanted to do that, but then I changed my mind, because I wanted them to be in synergy with the Lord Vader.

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