7 years ago
General Grievous + IG-100 Magnaguard Rework
Here's my ideas. Feel free to post yours.
General Grievous
Furious assault
Deal Physical damage to target enemy with additional damage equal to 10% of their max protection. This attack can't be Evaded or Countered. If the target is Galactic Republic, inflict Bleed for two turns.
Bleed: At the start of the unit's turn, it loses health equal to 10% of its max protection.
Grievous Wounds
Deal Physical damage to all enemies and inflict Healing Immunity, Stagger, and Expose for 2 turns. Jedi enemies are also stunned for 2 turns. Inflict 1 Bleed on each enemy for each of the following: They were Jedi, They were Galactic Republic, They were Buffed. This attack cannot be evaded.
Sinister Laugh
Inflict Health Down and Defense Down on all enemies for two turns, and remove 75% turn meter. Jedi enemies are stunned for 1 turn. When the stun expires, they become dazed for 3 turns. These effects cannot be dispelled.
Daunting Presence --> General of the Droid Army
All enemies have -20% critical chance and critical damage. Separatist allies gain three buffs for 3 turns whenever they use an ability. These buffs depend on their role. Attackers: Offense Up, Critical Chance Up, Critical Damage up. Support: Stealth, Potency Up, Defense Penetration Up. Healer: Foresight, Damage Immunity, Accuracy Up. Tank: Taunt, Defense Up, Tenacity Up. Droid allies have +50% offense and gain 20% critical chance (stacking) whenever they use a special ability. Zeta: Separatist allies have +75% armor penetration and +75% Tenacity. Whenever a Separatist ally uses an ability, they cleanse themselves and another random ally. Call the cleansed ally to assist, dealing +50% extra damage.
Tactical Retreat
Grievous has +50% max health for every Droid and Separatist ally. In addition, whenever Grievous takes damage, he will dispel all debuffs on himself and a random ally and force IG-100 Magnaguard to taunt for three turns. If Magnaguard is not present, the Droid or Separatist ally with the highest health and protection will taunt instead. The taunting character gains 100% turn meter, Tenacity up, and Defense up for 2 turns. Zeta: General Grievous is immune to Turn meter reduction and deals +200% damage to Jedi
Significant damage and speed increases would also have to be implemented.
IG-100 Magnaguard
Electrostaff Assault
Deal Physical damage to a target enemy and inflict Offense Down and Critical Chance down for 2 turns. Gain 15% turn meter for each active Droid ally. If two or more Separatist allies are active, gain taunt for 1 turn.
Disruption
Deal Physical damage to all enemies and remove 50% turn meter. Magnaguard gains 25% Turn meter for each Jedi enemy, plus an additional 50% turn meter if General Grievous is active. Magnaguard gains Taunt for 1 turn if any enemy countered or evaded this attack
Relentless Assault
Magnaguard has +25% counter chance per Droid or Separatist ally. In addition, Magnaguard gains Taunt for 2 turns at the start of each of its turns if it hasn't been damaged since the end of its last turn. If it already had Taunt, gain Tenacity up for 2 turns. Zeta: Magnaguard recovers 20% of his Max protection whenever a separatist that is not himself is damaged.
Magnaguard also needs health and protection buffs, as well as a slight speed buff.
General Grievous
Furious assault
Deal Physical damage to target enemy with additional damage equal to 10% of their max protection. This attack can't be Evaded or Countered. If the target is Galactic Republic, inflict Bleed for two turns.
Bleed: At the start of the unit's turn, it loses health equal to 10% of its max protection.
Grievous Wounds
Deal Physical damage to all enemies and inflict Healing Immunity, Stagger, and Expose for 2 turns. Jedi enemies are also stunned for 2 turns. Inflict 1 Bleed on each enemy for each of the following: They were Jedi, They were Galactic Republic, They were Buffed. This attack cannot be evaded.
Sinister Laugh
Inflict Health Down and Defense Down on all enemies for two turns, and remove 75% turn meter. Jedi enemies are stunned for 1 turn. When the stun expires, they become dazed for 3 turns. These effects cannot be dispelled.
Daunting Presence --> General of the Droid Army
All enemies have -20% critical chance and critical damage. Separatist allies gain three buffs for 3 turns whenever they use an ability. These buffs depend on their role. Attackers: Offense Up, Critical Chance Up, Critical Damage up. Support: Stealth, Potency Up, Defense Penetration Up. Healer: Foresight, Damage Immunity, Accuracy Up. Tank: Taunt, Defense Up, Tenacity Up. Droid allies have +50% offense and gain 20% critical chance (stacking) whenever they use a special ability. Zeta: Separatist allies have +75% armor penetration and +75% Tenacity. Whenever a Separatist ally uses an ability, they cleanse themselves and another random ally. Call the cleansed ally to assist, dealing +50% extra damage.
Tactical Retreat
Grievous has +50% max health for every Droid and Separatist ally. In addition, whenever Grievous takes damage, he will dispel all debuffs on himself and a random ally and force IG-100 Magnaguard to taunt for three turns. If Magnaguard is not present, the Droid or Separatist ally with the highest health and protection will taunt instead. The taunting character gains 100% turn meter, Tenacity up, and Defense up for 2 turns. Zeta: General Grievous is immune to Turn meter reduction and deals +200% damage to Jedi
Significant damage and speed increases would also have to be implemented.
IG-100 Magnaguard
Electrostaff Assault
Deal Physical damage to a target enemy and inflict Offense Down and Critical Chance down for 2 turns. Gain 15% turn meter for each active Droid ally. If two or more Separatist allies are active, gain taunt for 1 turn.
Disruption
Deal Physical damage to all enemies and remove 50% turn meter. Magnaguard gains 25% Turn meter for each Jedi enemy, plus an additional 50% turn meter if General Grievous is active. Magnaguard gains Taunt for 1 turn if any enemy countered or evaded this attack
Relentless Assault
Magnaguard has +25% counter chance per Droid or Separatist ally. In addition, Magnaguard gains Taunt for 2 turns at the start of each of its turns if it hasn't been damaged since the end of its last turn. If it already had Taunt, gain Tenacity up for 2 turns. Zeta: Magnaguard recovers 20% of his Max protection whenever a separatist that is not himself is damaged.
Magnaguard also needs health and protection buffs, as well as a slight speed buff.