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CT-Waxer7's avatar
4 years ago

General Krell kit idea

Dark side, 501st, separatist, Galactic republic, attacker
Synergy: General Skywalker, Fives, Rex, Jesse

Basic: In command: General krell deals physical damage once for each 501st ally. If all allies are 501st, krell recovers 25% protection. Dealing 25% less damage each turn

Special 1: experienced warrior: cool down 4: deal physical damage to all enemies, and deal an additional 25% damage for each currently defeated 501st ally. If all other allies are defeated, inflict fear on enemy team for 1 turn.

Special 2: the general: cool down 2: general krell gains 25% offense and all 501st allies loose 10% health which cannot be regained.

Leader: You’re just a clone!: ZETA: all clone allies loose 5% max health on every one of their turns. Clone allies cannot heal, and General krell gains 5% offense and critical damage every turn. While an allied clone is taunting, Krell has +75% defense

Unique: Brutal but effective: ZETA: Krell has damage immunity which cannot be dispelled of prevented until 1 501st ally is looses all protection or 2 501st allies are under 50% health. Krell gains 2% critical chance stacking for every debuff inflicted of him