7 years ago
General Kenobi Rework
Intuitive Strike
Basic · Level 8
Deal Physical damage to target enemy with a 75% chance to grant Foresight to a random ally that doesn't have it for 2 turns. If all allies are buffed, deal double damage.
The Negotiator
Special · Level 8 4 turn cooldown (Zeta)
Dispel all debuffs from all allies and grant them the opposite buffs for 2 turns, if any. All allies gain Retribution for 2 turns.* General Kenobi gains 50% Turn Meter. If no debuffs are dispelled remove 50% Turn Meter from all buffed or debuffed enemies.
*The reason for this is the Sith raids, because almost always you have a debuff locked on you
Lead the Charge
Special · Level 8 4 turn cooldown
Deal Physical damage to target enemy, grant a random other ally Offense Up for 2 turns, then call all buffed other allies to Assist, dealing 30% less damage.
212th Attack Battalion Commander
Leader · Level 8 (Zeta)
Jedi and Clone allies gain 30% Max Health, 70% Defense, 50% Max Protection and 15% Critical Avoidance. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 25% less damage. When a Galactic Republic ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 2 turn.
Soresu Unique · Level 8 (Zeta)
At the end of each of his turns, General Kenobi has a 65% chance to gain Foresight for 2 turns. Whenever another ally is Critically Hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi gains Taunt and Critical Hit Immunity for 1 turn. Jedi Knight Anakin or Ashoka Tano can't be critically hit when General Kenobi is present. Whenever one of them takes damage, they all gain 5% Health and 5% Protection and General Kenobi gains 20% Turn Meter.
It is not the final edition, but your input would be grateful!
Thanks for reading!
Basic · Level 8
Deal Physical damage to target enemy with a 75% chance to grant Foresight to a random ally that doesn't have it for 2 turns. If all allies are buffed, deal double damage.
The Negotiator
Special · Level 8 4 turn cooldown (Zeta)
Dispel all debuffs from all allies and grant them the opposite buffs for 2 turns, if any. All allies gain Retribution for 2 turns.* General Kenobi gains 50% Turn Meter. If no debuffs are dispelled remove 50% Turn Meter from all buffed or debuffed enemies.
*The reason for this is the Sith raids, because almost always you have a debuff locked on you
Lead the Charge
Special · Level 8 4 turn cooldown
Deal Physical damage to target enemy, grant a random other ally Offense Up for 2 turns, then call all buffed other allies to Assist, dealing 30% less damage.
212th Attack Battalion Commander
Leader · Level 8 (Zeta)
Jedi and Clone allies gain 30% Max Health, 70% Defense, 50% Max Protection and 15% Critical Avoidance. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 25% less damage. When a Galactic Republic ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 2 turn.
Soresu Unique · Level 8 (Zeta)
At the end of each of his turns, General Kenobi has a 65% chance to gain Foresight for 2 turns. Whenever another ally is Critically Hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi gains Taunt and Critical Hit Immunity for 1 turn. Jedi Knight Anakin or Ashoka Tano can't be critically hit when General Kenobi is present. Whenever one of them takes damage, they all gain 5% Health and 5% Protection and General Kenobi gains 20% Turn Meter.
It is not the final edition, but your input would be grateful!
Thanks for reading!