Grand Moff Tarkin Kit Rework Idea
Inspiration: This rework will make Grand Moff Tarkin more relevant and be a bit more lore-accurate in how he uses fear to keep Rebels in line through a new unique Debuff called 'Tarkin Doctrine' and a new powerful single-use ability similar to Starkiller and Admiral Raddus.
Old:
Intimidation Tactics (Cooldown: 3)
Gain Potency Up for 3 turns then inflict Critical Chance Down and Offense Down for 3 turns on all enemies. Rebel enemies can't Resist these debuffs. Then gain 15% Turn Meter for each Debuffed enemy.
Callous Conviction:
Grand Moff Tarkin gains Defense equal to his Potency Percentage and 20% Potency per Debuffed enemy.
New:
Intimidation Tactics (Cooldown: 4)
Gain Potency Up for 3 turns then inflict Critical Chance Down and Offense Down for 3 turns on all enemies. Rebel enemies can't Resist these Debuffs. Then gain 15% Turn Meter for each Debuffed enemy. If all enemies are Rebel, inflict Fear for 1 turn.
Callous Conviction:
Grand Moff Tarkin gains Defense equal to his Potency Percentage and 20% Potency per Debuffed enemy. When an enemy receives fifteen or more Debuffs, they gain Tarkin Doctrine for 2 turns, which can't be Dispelled.
Tarkin Doctrine:
Can't assist or attack out-of-turn; once it expires, gain Fear for 1 turn.
New Ability:
You May Fire When Ready (Cooldown: 30)
Limit once per battle. Instantly defeat target enemy (excluding Galactic Legends, where they're Stunned for 1 turn and lose all their protection and 50% of their health) and stun all other enemies for 1 turn. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 whenever an enemy is inflicted with Tarkin Doctrine