5 years ago
IG-11 and The Child kits
Post what you'd like to see for these 2 inevitable characters, I'll start.
IG-11: Light side, Bounty Hunter, Droid, Scoundrel, Tank
Rotating Fire: (Zeta)
deal physical damage to all enemies and gain 2% offense (stacking) for each critical hit
Target acquired: Cooldown 3.
dispel all buffs from all enemies and apply expose and 2 damage over time effects. IG-11 grants critical chance and critical damage up to all light side allies.
Self Destruct Protocol: Cooldown 8
Ig-11 inflicts healing immunity which cannot be resisted then self destructs dealing 5% of his max health as damage for each damage over time on the enemy team. This ability starts on cool down.
Reprogrammed (Zeta)
while IG-11 has guard he gains offense up for 1 turn at the start of every turn. If The entire team consists of light side scoundrels IG-11 has a 50% chance to gain 10% turn meter whenever an ally takes damage
The Child: Light Side, Scoundrel
The following 2 below are one ability and combined have 1 zeta
The Magic Hand Thing (light side):
Equalize the health of the lowest and highest ally grant both heal over time. Then dispel all debuffs, apply critical hit immunity, and tenacity up to all allies.
The Magic Hand Thing (dark side):
Stun a random enemy for 2 turns and inflict ability block and daze on all enemies which can't be resisted.
Protected Asset: (zeta)
If The Mandalorian is present The Child is immune to damage and cannot be targeted until Mando is defeated. When The Child loses all health he is "captured" and has a 80% chance to revive 2 defeated allies at 100% health and Turn meter. If any revived ally is a Bounty Hunter their payout is activated.
Volatile Force User:
When the child uses his basic ability he has a 50% chance to use either the light side or dark side version of The Magic Hand Thing.
This is the Way: (Zeta)
While The Child is present all light side Scoundrel allies have guard and tanks start the encounter with taunt
IG-11: Light side, Bounty Hunter, Droid, Scoundrel, Tank
Rotating Fire: (Zeta)
deal physical damage to all enemies and gain 2% offense (stacking) for each critical hit
Target acquired: Cooldown 3.
dispel all buffs from all enemies and apply expose and 2 damage over time effects. IG-11 grants critical chance and critical damage up to all light side allies.
Self Destruct Protocol: Cooldown 8
Ig-11 inflicts healing immunity which cannot be resisted then self destructs dealing 5% of his max health as damage for each damage over time on the enemy team. This ability starts on cool down.
Reprogrammed (Zeta)
while IG-11 has guard he gains offense up for 1 turn at the start of every turn. If The entire team consists of light side scoundrels IG-11 has a 50% chance to gain 10% turn meter whenever an ally takes damage
The Child: Light Side, Scoundrel
The following 2 below are one ability and combined have 1 zeta
The Magic Hand Thing (light side):
Equalize the health of the lowest and highest ally grant both heal over time. Then dispel all debuffs, apply critical hit immunity, and tenacity up to all allies.
The Magic Hand Thing (dark side):
Stun a random enemy for 2 turns and inflict ability block and daze on all enemies which can't be resisted.
Protected Asset: (zeta)
If The Mandalorian is present The Child is immune to damage and cannot be targeted until Mando is defeated. When The Child loses all health he is "captured" and has a 80% chance to revive 2 defeated allies at 100% health and Turn meter. If any revived ally is a Bounty Hunter their payout is activated.
Volatile Force User:
When the child uses his basic ability he has a 50% chance to use either the light side or dark side version of The Magic Hand Thing.
This is the Way: (Zeta)
While The Child is present all light side Scoundrel allies have guard and tanks start the encounter with taunt