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Poundst0ne's avatar
7 years ago

Fan Fiction Clone Rework


Just a fan fiction Clone rework. All text is final text. I fully admit the team would have to be play tested and tweaked to get the numbers right. Some characters may require things to be added or removed. I envision this to be a one Zeta team on Anakin (bold and underlined), but could see adding more zetas to the team if some of the abilities are made more powerful.



I included Jedi Knight Anakin AND Ahsoka because that’s the team I want; however, I understand the game is full of Jedi teams. I created an alternative to Ahsoka to make it more clone centric. Their abilities are somewhat different, but the role is the same…and honestly you could give Gregor’s abilities to Ahsoka if it fits better.





Jedi Knight Anakin

· Basic – Form 5 Master

o Deal physical damage to target enemy and inflict healing and buff immunity. This attack cannot be evaded.

· Special – Reckless Assault (Cooldown 3)

o Deal physical damage to all enemies. For each enemy critically hit, Anakin has 20% chance to become exposed for 2 turns. Whenever Jedi Knight Anakin is attacked while he is exposed, all allies gain 10% bonus protection, 10% turn meter, and all tank allies taunt for 1 turn.

· Unique – 501st General

o Galactic Republic allies have +50% damage. Anakin gains 15% turn meter whenever an enemy takes damage.

· Leader – Infamous Tactician

o All abilities, buffs, and debuffs that affect tenacity have their tenacity effect amounts set to 0. Whenever a Galactic Republic ally uses a basic ability, call two target Clone allies to assist. Whenever a Galactic Republic ally uses a special ability, call one target Clone ally to assist.



Ahsoka Tano

· Basic – Combat Experience

o Deal physical damage to target enemy, inflict daze for 1 turn, and gain 1 stack of Combat Experience. Combat Experience cannot be dispelled.

· Special – Experienced Combatant (Cooldown 2)

o Consume all stacks of Combat Experience. Each Clone ally gains 8% health, 8% protection, and 10% turn meter for each stack of Combat Experience consumed.

· Unique – 501st Commander

o Ahsoka Tano begins the encounter with 100% turn meter. Galactic Republic allies have +50% critical hit damage. Ahsoka Tano gains 15% turn meter whenever an enemy is critically hit.



Rex

· Basic – Impeding Shot

o Deal Physical damage to target enemy and remove 30% turn meter.

· Special – Squad Discipline (Cooldown 3)

o Dispel all negative status effects on all allies and grant them Health Steal for 2 turns. Galactic Republic allies gain 60% turn meter, plus an additional 10% turn meter for each effect dispelled this way.

· Unique – 501st Captain

o Galactic Republic allies have +50% max health. Rex gains 15% turn meter whenever an ally suffers a critical hit.



5s

· Basic Attack – Dual DC-17 Blasters

o Deal physical damage to target enemy and inflict Ability Block for 1 turn. Attack again if enemy is already inflicted with Ability Block.

· Special Attack – Combined Fire (Cooldown 3)

o Taunt for 2 turns, then deal physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone, both attackers deal 25% more damage.

· Unique – 501st ARC Trooper

o Galactic Republic allies have +50% Critical Hit chance. Fives has 80% counter chance and +50% counter damaged. Fives gains 15% turn meter whenever another Galactic Republic ally takes damage.



Echo

· Basic Attack – Clone Expertise

o Deal Physical damage to target enemy and inflict Potency Down for 1 turn.

· Special Attack – EMP Grenade (Cooldown 3)

o Deal special damage to all enemies, dispel all positive status effects on them, and stun target enemy. This attack has a 75% chance to stun each non-targeted droid enemy.

· Unique – 501st Trooper

o Galactic Republic allies start each encounter with +50% max protection. Echo gains 15% turn meter whenever an ally inflicts a debuff on an enemy.





Alternatively, instead of Ahsoka:

Gregor (Light Side, Galactic Republic, Clone Trooper, Attacker)

· Basic – Expert Marksman

o Deal physical damage to target enemy, inflict daze for 1 turn, and grant random clone ally 30% turn meter.

· Special – Battlefield Recovery (Cooldown 3)

o Each Clone ally recovers 10% protection, 50% of Gregors max health, and 20% turn meter.

· Unique – Clone Commando Training

o Gregor begins the encounter with 100% turn meter. Galactic Republic allies have +50% critical hit damage. Gregor gains 15% turn meter whenever an enemy is critically hit.

3 Replies

  • Mostly everything here is wildly overpowered. You've got so much extra damage and free turn meter that they'd score multiple kills on any team before it could make a move.
  • If you’re going so far as to give Anakin the 501st General thing, at least give clone trooper allies a special additional bonus or the title is kind of pointless

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