Forum Discussion

Cehmybro's avatar
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
  • "Cehmybro;c-2163213" wrote:
    You ever hear an old person say "you little Scoundrel" to a child? Same thing. Kids are inherently little scoundrels and The Child has proven that he's not all good all the time.


    I hear old people call kids plenty of things but it does not make it true.
  • I like them, but I'd prefer to see self-destruct protocol locked behind contract payout rather than starting on a (high) cool down.

    Either that or make the cooldown even higher, but give a mechanism to reduce it much more quickly. For instance, CD = 12 but every time IG-11 uses a basic attack subtract 1. That way if you get called to assist (Greef, Bossk, Mandalorian) or gain Retribution (Greef, though you could also put in non-BH toons to help) and counterattack you burn through the CD much faster.
  • You ever hear an old person say "you little Scoundrel" to a child? Same thing. Kids are inherently little scoundrels and The Child has proven that he's not all good all the time.
  • IG-11 should have a kit that can heal. After all heโ€™s a nurse as well.
  • Anyway, I think IG-11 is pretty well balanced (though he shouldn't have the bounty hunter tag and you did not put how long the debuffs he would inflict would last), but the self destruct protocol is too weak, yet in some cases, it could be deadly. For example, not many other Light Side characters (including the mandalorian, greef karga, and cara dune) inflict damage over time, so the self destruct will be nearly useless. But it paired with a darth vader lead, it would be the end of Rey and Kylo teams. But it's fine other than these.

    Baby yoda is WAY too powerful. You also forgot to put the time the buffs and debuffs would last. Also The magic hand thing is just way too op. stun on an enemy, ability block and daze on all enemies!? And every turn granting crit immunity, tenacity up, and dipel!? Also, guard is really strong because it prevents daze AND stun. But I like the synergy you put in actually. Maybe make it to where baby yoda cant be targeted until the mandolorian and IG-11 are defeated.

    So in conclusion, the kit's are unbalanced and you need to put how long the buffs and debuffs are going to last, or people will assume it's forever. But again, the synergy is nice. These kits have quite a bit of potential.