Emperor Vitiate Concept
Note: Emperor Vitiate is mean to give Sith Empire Trooper, Sith Assassin, Darth Sidious and Darth Maul some use.
Emperor Vitiate Tags: Dark Side, Support, Sith, Sith Empire, Leader
Basic - (Sith Emperor):
Text: Deal Special Damage to target enemy. If this attack scores a critical hit, grant Critical Hit Immunity to all Sith allies.
Special 1 - (Zakuulan Form) (CD=3):
Text: All Sith allies gain Advantage for two turns.
Remove Daze and Shock from target ally and call them to assist. They attack again if that character had Healing Immunity or was inflicted with it during that attack. Both assists deals 15% more damage to Jedi enemies.
Special 2 - (Imortal Emperor) (CD=3):
Text: Deal Special Damage to the target enemy. If they had marked then extend the duration of it by one turn.
Grant Retribution to all Sith allies for two turns and Riposte for one turn (increased to two turns if there are any Jedi enemies).
All Sith Empire allies gain Instant Defeat Immunity for two turns and prolong stealth on all allies by one turn.
Heal all Sith allies by 5% Health for each negative effect on target enemy and allies also heal 5% Protection for each buff on them.
Leader - Rebuilding the Empire:
Text: At the start of the encounter, Sith allies gain bonuses depending on their role:
Tanks - Gain Taunt and Defense Up for two turns and Sith Empire Tanks gain max health equal to 20% of their defense (not effected by Defense Up)
Attackers - Gain 15% Potency and Offense, doubled if the enemy leader is Jedi, and Sith Empire Attackers gain Stealth for one turn.
Supports and Healers - Gain 50% turn meter, Retribution, and 20 speed.
Additionally if all other allies are Sith, and there is one non-Sith Marauder Sith Empire Attacker, one Sith Empire Tank, and two non-Sith Empire Sith, then summon an ally Sith Marauder with -50% max health and max protection and grant them Servant One until the end of the battle which can’t be copied, dispelled, or prevented. If these conditions are not met then grant Servant One to the healthiest Sith Attacker ally.
Whenever a Sith ally inflicts daze on multiple enemies in a single turn, then on their next turn if they use their basic they inflict Pinned and at the end of that turn inflict Marked on all enemies for two turns which can’t be evaded or resisted.
Whenever a Sith ally inflicts expose they gain 5% Potency (stacking max 75%) until the end of the battle. Additionally, expose deals extra damage equal to 5% of their max health for each other negative effects on that enemy.
Whenever a Sith ally critically hits an enemy with their basic ability, reduce their cooldowns by one. Always reduce if target enemy was a Jedi.
While in Grand Arena:
If the conditions for the summoned ally are met, activate other Sith allies’s omicrons for other game modes as long as they have the ability upgrade.
Servant One:
Text: At the start of this character’s turn, inflict Health Down on all enemies for two turns which can’t be resisted and grant a stack of Servant Two to each other Sith ally which can’t be copied, dispelled, or prevented.
If this character is a summon, whenever this character is defeated, revive with 75% health and protection. As long as there is an ally Sith Tank alive, this revive can’t be prevented.
If there is an ally Darth Maul, this character’s death counts as an enemy defeat.
If this character is a summon, they can’t be instantly defeated.
Gain 5% turn meter each time a Sith ally inflicts a negative effect or gains a buff.
Servant Two:
Text: Attacks have +1% Offense and Potency (increased to 2% on Jedi targets) per stack for each 2% of max health missing on the target enemy. Remove one stack each time this character is critically hit.
Unique - Sith Lord of Nathema
Text: Jedi enemies lose 50% Tenacity at the start of the encounter.
At the start of the battle, if there is only one other ally, both characters lose 90% max health, max protection, and Offense.
Whenever this character uses a special ability, call all other Sith Empire allies to assist dealing 25% less damage, decreased to 15% on Jedi enemies.
When an ally inflicts fear on an enemy, deal true damage equal to 25% of their max health which can’t be prevented and fracture them for two turns.
If there is an allied Darth Maul, then call him to assist with +15 Offense whenever an enemy falls below 10% health.
Sith Empire allies gain 10% Offense for 3 turns each time they gain Stealth.