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BlazingStorm8895
New Adventurer
3 hours ago

Fankit: Ziro the Hutt

Note: Made a year ago. Not the third Large character anymore. Also made before Rotta.

UNIT NAME: Ziro the Hutt

ALIGNMENT: Dark Side

CATEGORIES: Support, Leader, Bounty Hunter, Hutt Cartel, Scoundrel, Separatist

An ambitious Hutt Clan member, he worked with his cartel underlings, Bounty Hunters, and Separatists alike to undermine his nephew Jabba the Hutt, assassinate Padmé Amidala, and seize control of the Hutt Cartel.

Key Attributes:

  • Lifter for leftover Hutt Cartel members, synergizing well in particular with IG-86 Sentinel Droid and Aurra Sing, while giving a great potential home to other Hutt Cartel and Bounty Hunter leftovers. Can also use leftover Separatist Droids (Droideka/STAP) for his own benefit, giving them the Hutt Cartel tag to let them interact with other Hutt Cartel allies, but he won’t bother bringing them back
  • The third Large Unit in the game. There ain’t enough space on the holotables for 2 Hutts.
  • Protects non-combatants but prevents their escape while he has Protection and recovers Protection after anyone escapes. In a Separatist team this buys time for Wat Tambor to bring back his allies or to time out the enemy
  • Effective against Galactic Republic enemies and Hutt Cartel enemies, particularly ones that utilize any Padme or Jabba the Hutt

 

Inspiration:

  • Ziro the Hutt debuted in The Clone Wars movie as the mastermind behind the plot to kidnap Jabba’s son, Rotta the Hutt, and was guarded by IG-86 Sentinel Droids. His plot with the Separatists lets him use STAP/Droideka as a potential ally (both used in the Battle of Teth), but also allows him to slot into a Separatist team if he so wishes. His desire to undermine his nephew, Jabba, ended up being baked into his kit.
  • Ziro makes a few more appearances in The Clone Wars show, showing up in the Season 1 finale “Hostage Crisis” where he gets bartered to freedom by Cad Bane. The flashback episode Season 3 Episode 7 “Assassin” reveals he hired Aurra Sing to kill Padmé Amidala out of revenge for his incarceration. Both Aurra Sing and Cad Bane inflict debuffs that progress Ziro’s Contract faster, and his strong hatred for Padmé is evident throughout his kit.
  • Ziro’s final appearance is in Season 3 Episode 9 “Hunt For Ziro”, where he is imprisoned after he blackmails the Hutt Council, threatening to release the Hutt Council records, a list of every criminal transaction they ever did, to the Senate if he died. He escaped from his cell with the help of his estranged lover Sy Snootles, and with her help recovered the records on Teth, where she showed her true colours as a scorned bounty hunter, killing him quickly before he could go off-planet and sell them for a fortune. His boldness to blackmail the entire Hutt Council to protect himself was what inspired his Unique ability.

 

Strategy Tips:

  • The more Protection he has, the harder it is to kill off his Hutt Cartel underlings (and Separatist allies in GAC) for good, and the more Protection his Dark Side allies have, the longer it will take before both he and they can die, so mod accordingly to keep Ziro and his allies in the game.
  • “You Have No Idea What I’m Capable Of!” grants Bounty Hunter’s Resolve to other Bounty Hunters the first time it’s used. Make sure they’re well protected, since if they lose Bounty Hunter’s Resolve and die again, they won’t get revived by Ziro.
  • Both Droideka and STAP get benefits to help Ziro, but won’t be revived by him. They and IG-86 have low cooldowns, so if using them try making them healthy and hit hard.
  • If Padmé is present, killing her benefits the team, but saving her death for after the Contract is completed will keep the enemy Captive for longer, so timing her death is important to consider.
  • Knowing what debuffs Ziro’s allies can inflict and how they progress the contract are key to completing his contract quickly
  • With Separatists, time Count Dooku’s and Wat Tambor’s special abilities with Ziro’s to maximize their synergy. Cad Bane is also beneficial on a Separatist team.
  • Ziro can’t bring back non-combatants if they escape. Strong AoEs will also whittle down his team’s Protection. Consider this both when using and when fighting against him.

 

FAQ:

  • How can I get Ziro the Hutt?
    • He’s the next Conquest character!
  • What teams can I use Ziro in?
    • He can lead a team with Aurra Sing, IG-86 Sentinel Droid, Mob Enforcer, and Gamorrean Guard, but you can mix and match with other Bounty Hunters and Scoundrels if you want, plus Droideka/STAP. He can also benefit other Bounty Hunter and Separatist teams, making them deadlier and more annoying to kill. You can even make a team of pacifists to stall the enemy (not recommended).
  • On Ziro’s Basic, does the doubled Contract progression count for the second attack, or just the first? And do multi-attacks apply too?
    • First assist → debuff progresses Contract twice → second assist → any bonus attacks here → Contract progression per instance of damage.
  • Why have him manipulate max cooldowns?
    • Max cooldown shenanigans are something that rarely gets used. Several members have niche ways to reduce their cooldowns but also have long cooldowns (see: Gamorrean Guard); this seemed like a good way to utilize that.
  • Does max cooldown increase and reduction bypass Leia anti-cooldown manipulation?
    • Yes it does. It works for JMLS and Boushh, so it also works for Ziro
  • Would Cad Bane get Separatist bonuses from Ziro’s abilities?
    • Only if all allies are Separatist/Sith and the Leader isn’t a Bounty Hunter.
  • What do Ransom, Profit, and Hired Muscle by itself do again?
    • Ransom: +2% Max Health and Tenacity
    • Profit: +10% Critical Chance and Critical Damage per stack (max 50%)
    • Hired Muscle: +30% Tenacity; immune to Daze and Fear
  • Why change what Hired Muscle does?
    • Hired Muscle’s base effect doesn’t change, but the role and faction specific benefits are different to reflect Ziro’s various dealings. Similar, but ultimately different from how Jabba handles things
  • What’s the deal with Hutt Council Records? What was the design philosophy there?
    • The Hutt Cartel underlings are replaceable and innumerable, and since Ziro is a Large Unit he was designed to revive them while he has Protection.

Related kits:

Fan rework: Mob Enforcer

Fan rework: Aurra Sing

Fan rework: Cad Bane

Fan rework: IG-86 Sentinel Droid

Fan rework: Gamorrean Guard

BASIC: No! No More Discussions!

Call a random other Hutt Cartel or Separatist ally to assist. If that ally was a Bounty Hunter or a Droid, they deal +4% more damage for each other active Hutt Cartel or Separatist ally and each enemy, doubled if there is a Galactic Republic or Hutt Cartel enemy present. If that ally dealt damage and inflicted a debuff during this assist, that debuff counts twice towards the Contract. If the target enemy has Armour Shred and the ally in the Leader slot is a Bounty Hunter, the assisting ally attacks again, dealing +0.5% more damage for each 1% Contract progression (stacking, max +50%). If the Contract is completed, they instead deal +100% more damage during this assist. If an allied Contract is active, progress the Contract by 1% for each instance of damage dealt by that ally during this turn. Reduce a random ally’s cooldowns by 1.

If no damage was dealt by an ally during this turn, trigger 1 stack of Heal Over Time and Protection Over Time on all allies for each Relic Amplifier Level on each ally, trigger 1 stack of Damage Over Time on all enemies for each Relic Amplifier Level on Ziro the Hutt, then dispel Blind, Daze, and Stun from 2 random debuffed allies and grant them Evasion Up and Tenacity Up for 2 turns. If no allies have these debuffs, instead grant all Bounty Hunter, Hutt Cartel, Scoundrel, and Separatist allies Accuracy Up and Critical Avoidance Up for 2 turns. If an allied Contract is active, progress the Contract by 5%, doubled if the target enemy has Armour Shred. Separatist allies that had full Health at the start of this turn gain bonus Protection equal to 5% of their Max Health for each stack of Heal Over Time on them (stacking).

 

SPECIAL 1: There Is No Misunderstanding (CD: 3)

Inflict Defence Down, Marked, and Tenacity Down on target enemy for 2 turns, which can’t be resisted. Droid allies, other Hutt Cartel allies, and other Separatist allies gain Hired Muscle for 2 turns, which can’t be copied. Separatist Droid allies gain +100% Offence, Potency, and Tenacity for 2 turns. Call all Hutt Cartel Droid allies to assist. Allies with Hired Muscle recover 5% Protection for each ally with Hired Muscle, then gain +10% Defence Penetration and +5% Speed for 2 turns for each ally without Hired Muscle or My Kind of Scum. Remove 20% Turn Meter on all enemies for each ally with Hired Muscle.

Hired Muscle provides different benefits based on a character’s role:

  • Attackers: Once per turn, whenever another ally with My Kind of Scum uses an ability, assist dealing 50% less damage.
  • Healers and Supports: On attack, all allies recover 5% Health and Protection.
  • Tanks: Receive -10% less damage from critical hits.

When Hired Muscle expires, it provides different benefits based on the character’s faction:

  • Bounty Hunter: Gain Potency Up for 1 turn and if an allied Contract is active, progress it by 5%.
  • Droid: Attacks can’t be evaded for 1 turn.
  • Hutt Cartel: Ignore Taunt for 2 turns.
  • Scoundrel: Ignore 50% Protection for 1 turn.
  • Separatist: Gain 10% Turn Meter for each other Separatist ally and reduce cooldowns by 1. Can’t be Stunned or defeated until the end of their next turn.

 

SPECIAL 2: You Have No Idea What I’m Capable Of! (CD: 4, Zeta + Omicron)

Dispel all debuffs on all Bounty Hunter, Hutt Cartel, Scoundrel, and Separatist allies, then grant them Retribution for 2 turns. If an allied Contract is active, progress the Contract by 30%. Dispel all buffs from all enemies and inflict them with 2 stacks of Off Balance for 2 turns, which can’t be evaded or resisted. If an enemy is Captive, Separatist allies gain 1 stack of Ransom (stacking, max 50) for each enemy and 1 stack of Profit (stacking, max 5) until the end of the encounter.

The first time this ability is used, all other Bounty Hunter allies gain Bounty Hunter’s Resolve for the rest of the battle, which can’t be copied, dispelled, or prevented and reduce the max cooldowns of all Bounty Hunter, Hutt Cartel, and Separatist allies by 1 (doubled if they have My Kind of Scum). Separatist allies gain 50% Turn Meter and recover 30% Protection. Ziro the Hutt instead gains 25% Turn Meter and recovers 15% Protection.

While in Grand Arenas: Grant all Scoundrel and Separatist allies an additional stack of Ransom (stacking, max 50) for each turn taken by Scoundrel or Separatist allies for the rest of the encounter and grant all other Separatist allies 1 stack of Profit for each turn taken by Scoundrel Separatist allies for the rest of the encounter. Other Scoundrel allies gain 25% Turn Meter and recover 15% Protection, doubled for Hutt Cartel allies.

If this ability has not been used before, other Scoundrel Separatist allies gain 5 stacks of Profit, and Separatist allies gain +31.5% Tenacity for the rest of the battle.

 

SPECIAL 3: Kill Her (CD: 5)

If an enemy Padmé is active, inflict her with Deathmark, which can’t be copied, dispelled, evaded, or resisted. Grant all other Separatist allies Riposte for 2 turns, which can’t be dispelled or prevented. If a Separatist ally had Riposte before this ability was used and Ziro the Hutt is not in the leader slot, all Separatist allies gain +15% Max Health and +10% Max Protection (stacking) for the rest of the battle, then the Separatist ally in the Leader slot resets their cooldowns and takes a bonus turn. Call all Separatist and Hutt Cartel allies to assist and allies without My Kind Of Scum gain Stealth for 1 turn.

If Aurra Sing is present, she gains Critical Damage Up for 4 turns, resets all her cooldowns, takes a bonus turn, and deals quadruple damage the next time she uses Sniper’s Expertise. If an enemy Padmé is defeated when Ziro uses Kill Her, Aurra Sing’s abilities deal +200% more damage for the rest of the battle and reset the cooldown of Sniper’s Expertise.

If all allies are Separatist and an enemy is defeated when Ziro uses Kill Her, all other allies gain an additional +35% Max Health (stacking), Ziro the Hutt gains an additional +15% Max Protection (stacking), and all allies gain +31.5% Offence (stacking) for the rest of the battle.

 

LEADER: Master of the Hutt Clans (Zeta + Omicron)

Bounty Hunter, Hutt Cartel, and Scoundrel allies gain +30% Max Protection and Mastery for the rest of the battle. Droid Scoundrels and Attacker Mercenary allies gain +30% Defence and damage they receive is reduced by 30%. Dark Side Bounty Hunter allies gain 1 stack of My Kind of Scum for each other Hutt Cartel ally; Bounty Hunter Mercenaries instead gain Overconfident for the rest of the battle (which can’t be copied, dispelled, or prevented). Galactic Republic and Hutt Cartel enemies have -30 Speed and -30% Potency, doubled if all allies are Hutt Cartel or Separatist.

Whenever a Droid ally is defeated, they lose -5% Defence and -5% Tenacity (stacking), and Ziro the Hutt gains +10% Defence and Tenacity (stacking) and +5% Mastery (stacking) for the rest of the battle and recovers +10% Protection. If that Droid ally was an IG-86 Sentinel Droid, Ziro instead gains double these stats and recovers +20% Protection. If an allied Droideka or STAP are present, they gain the Scoundrel and Hutt Cartel tags and their Unique abilities trigger as if all allies are Separatist Droids (excluding Omicrons). 

If all allies are Hutt Cartel or Separatist, whenever an enemy has their max cooldowns increased, increase their cooldowns by 1; whenever any character has their cooldowns increased, Hutt Cartel and Separatist allies gain 10% Turn Meter for each active ally and gain +10% Mastery (stacking) for the rest of the battle; whenever an enemy has their max cooldowns reduced, they lose -25% Potency and Offence (stacking) for the rest of the battle; whenever any character has their cooldowns reduced, Hutt Cartel and Separatist allies deal double damage (stacking) on their next turn.

When Ziro the Hutt is in the Leader slot, the following Contract is active:

Contract: Inflict specific debuffs on enemies. (Only Bounty Hunter, Hutt Cartel, and Scoundrel allies can contribute to the Contract.)

If an enemy Padmé is defeated, this contract is fulfilled immediately. Progress the Contract by a certain amount when inflicting certain debuffs:

  • 10%: Armour Shred, Captive
  • 5%: Stun, Target Lock, Pinned
  • 3%: Thermal Detonator, Daze, Critical Chance Down, Critical Damage Down
  • 2%: Accuracy Down, Defence Down, Vulnerable
  • 1%: Damage Over Time

Reward: Reset all allied cooldowns and at the start of each allied turn, a random ally with My Kind of Scum gains another stack for the rest of the battle, which can’t be copied, dispelled, or prevented.

While in Grand Arenas: Bounty Hunter, Hutt Cartel, Scoundrel, and Separatist allies gain an additional +30 Speed and double their Mastery at the start of the battle. Contract progress is doubled and Mastery gains are doubled. At the start of the battle, grant all other Bounty Hunter, Hutt Cartel, Scoundrel, non-Droid Separatist, and non-Separatist Droid allies Hired Muscle for 1 turn. 

Whenever another Bounty Hunter ally evades an enemy attack, inflict a Thermal Detonator on that enemy for 1 turn, which can’t be copied, dispelled, or resisted. Whenever an allied IG-86 Sentinel Droid attacks out of turn or is critically hit, inflict Target Lock on a random enemy for 1 turn and IG-86 Sentinel Droid gains +1% Defence and Offence (stacking) for each active Scoundrel ally until it uses a Special ability. Bounty Hunter allies’ attacks can’t be evaded and their debuffs can’t be resisted.

 

UNIQUE 1: Hutt Council Records (Zeta + Omicron)

Ziro the Hutt can’t gain Taunt effects and is immune to instant defeat effects. While any Dark Side ally has Protection, Ziro the Hutt can’t lose Health and can’t be defeated. While Ziro the Hutt has Protection, all other Dark Side allies instead take reduced massive damage from destroy effects. Other non-combatant allies can’t be targeted and can’t escape from the battle until there are no other allied combatants at the start of a turn and Ziro the Hutt has no Protection. The first time each unit escapes from the battle, Ziro the Hutt dispels all debuffs on himself and recovers 100% Health and Protection. If there are no other allies at the start of a turn and all allies have no Protection, Ziro escapes from the battle. If there are no Galactic Legends, all non-combatant allies are immune to Protection Disruption.

Allies with My Kind Of Scum take reduced damage from Max Health damage and Tank allies are immune to Buff Immunity. Whenever a Hutt Cartel ally attacks out of turn, they recover 5% Protection, doubled if they had My Kind Of Scum. Ziro the Hutt and Droid allies ignore Taunt effects. If the allied Leader is Dark Side and not Ziro the Hutt, they also ignore Taunt effects. Whenever an enemy gains a bonus turn, if an allied Count Dooku is present, grant him a bonus turn, then Ziro the Hutt takes a bonus turn.

If all allies are Dark Side, Hutt Cartel allies can’t lose Health while they have Protection, and whenever another Hutt Cartel ally without the Leader tag is defeated while Ziro the Hutt has Protection, revive them at 100% Health and 25% Protection, which can’t be prevented. Separatist Droid allies instead gain +100% Defence at the start of the battle. If all allies are Separatist, the first time all other allied combatants are defeated, all non-combatant allies recover 100% Health and 50% Protection and are immune to Ability Block and cooldown increases until they are defeated or an ally is revived. Whenever a Separatist ally revives, revive all other non-Droid Separatist allies at 100% Health and 31.5% Protection (limit once per turn).

While in Grand Arenas: Whenever a non-Droid Separatist ally is defeated while Ziro the Hutt has Protection, revive them at 100% Health and 100% Protection, which can’t be prevented. Whenever an ally with My Kind Of Scum is revived, they regain all stacks of My Kind of Scum that they had for the rest of the battle. 

Whenever an enemy loses Captive, they take a bonus turn, their next attack deals -10% damage for each other active enemy, and all enemies can’t gain bonus Turn Meter during this bonus turn. If the Captive enemy was Galactic Republic or Hutt Cartel, they lose -5% Defence and Max Protection (stacking) for each Bounty Hunter, Hutt Cartel, Scoundrel, or Separatist ally for the rest of the battle, and increase their max cooldowns by 1.

 

UNIQUE 2: Large Character

Final Text: This character can’t be used in the ally slot and summons are prevented for allies.

 

UNIQUE 3: Ziro the Hutt’s Payout

Final Text: Whenever Ziro the Hutt receives Rewards from a Contract, or if all other allies are Separatist and non-Bounty Hunter, he also gains the following Payout (Contracts are granted by certain Bounty Hunter Leader Abilities.)

Payout: Ziro the Hutt gains +5% Max Protection (stacking) for each Bounty Hunter, Hutt Cartel, and Separatist ally and +10% Max Protection (stacking) for each Droid ally. Separatist allies gain +5% Evasion (stacking) for each other Separatist or Hutt Cartel ally until they are defeated.

Inflict Captive on all enemies (excluding Galactic Legends) which can’t be copied, dispelled, evaded, prevented, or resisted, until the end of Ziro’s next turn or until Ziro is defeated. While a Galactic Republic enemy is active, Captive enemies can’t gain Protection Up and receive +100% more damage (stacking) for each active Galactic Republic enemy. While a Hutt Cartel enemy is active, remove all stacks of My Kind of Scum from all enemies until Captive expires.

When any instance of Captive expires, all allies gain +10% Max Protection (stacking) for the rest of the battle. If an enemy Padmé is defeated while Captive, all allies gain +20% Max Protection (stacking) for each Captive enemy for the rest of the battle and Captive lasts for an additional turn.

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