Ichiraikou
6 years agoNew Spectator
Inferno Squad Kit ideas
After commenting on a post about these characters my creativity just went wild. I eventually came up with these kit idea's. Shoutout to @StarbirdInferno2 as his post gave me the idea and creativity for these. You can find his post here: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/212407/inferno-squad-kit-and-artwork-ideas
As always tell me what you think.
Iden Versio
Del Meeko
Zay Meeko
Seyn Marana
Gideon Hask
As always tell me what you think.
Iden Versio
Spoiler
Dark Side, Empire, Inferno Squad, Attacker, Leader
Highly skilled Inferno Squad leader that can adapt to almost any situation.
TL-50 Blaster Fire (Basic)
Deal Physical damage to target enemy twice. This attack scores an additional hit for each of the following: Iden is Stealthed; Target is Marked; Target is buffed. Hits after the first deal 75% less damage.
Droid Shield (Special) (Cooldown: 4 Turns)
Iden dispels all debuffs from herself and gains Taunt, Tenacity Up and Damage Immunity for 1 turn. When this Taunt expires, Iden gains Stealth for 2 turns.
Target Acquired (Special) (Cooldown: 4 Turns)
Inflict Marked on Target enemy for 2 turns. If target enemy is Taunting, Marked, or Deathmarked, inflict Marked on a random other enemy for 2 turns instead. This effect can’t be Evaded or Resisted. Then, call all Inferno Squad allies to Assist on the Marked enemy, dealing 35% less damage.
Pulse Cannon (Special) (Cooldown: 4 Turns)
Dispel all Status Effects on target enemy and deals Special damage to them. If Iden has Stealth, this attack ignores the targets Defence and Protection. This attack deals 25% more damage for each effect dispelled and can’t be Evaded.
Commander of Inferno Squad (Leader)
Inferno Squad Attacker allies gain +35% Offence and +35% Critical Damage, Inferno Squad Tank allies gain +35% Defence and +35% Tenacity, Inferno Squad Support allies gain +35 Speed and +35% Potency, and Inferno Squad Healer allies gain +35% Max Health and +35% Max Protection.
(Zeta) Whenever an Inferno Squad ally falls below 100% Health, they dispel all debuffs from themselves and gain Stealth for 2 turns. If all allies are Inferno Squad at the start of battle, all bonusses from this lead are doubled while Attacker, Support and Healer allies are Stealthed and while Tank allies are Taunting.
Dark Side, Empire, Inferno Squad, Attacker, Leader
Highly skilled Inferno Squad leader that can adapt to almost any situation.
TL-50 Blaster Fire (Basic)
Deal Physical damage to target enemy twice. This attack scores an additional hit for each of the following: Iden is Stealthed; Target is Marked; Target is buffed. Hits after the first deal 75% less damage.
Droid Shield (Special) (Cooldown: 4 Turns)
Iden dispels all debuffs from herself and gains Taunt, Tenacity Up and Damage Immunity for 1 turn. When this Taunt expires, Iden gains Stealth for 2 turns.
Target Acquired (Special) (Cooldown: 4 Turns)
Inflict Marked on Target enemy for 2 turns. If target enemy is Taunting, Marked, or Deathmarked, inflict Marked on a random other enemy for 2 turns instead. This effect can’t be Evaded or Resisted. Then, call all Inferno Squad allies to Assist on the Marked enemy, dealing 35% less damage.
Pulse Cannon (Special) (Cooldown: 4 Turns)
Dispel all Status Effects on target enemy and deals Special damage to them. If Iden has Stealth, this attack ignores the targets Defence and Protection. This attack deals 25% more damage for each effect dispelled and can’t be Evaded.
Commander of Inferno Squad (Leader)
Inferno Squad Attacker allies gain +35% Offence and +35% Critical Damage, Inferno Squad Tank allies gain +35% Defence and +35% Tenacity, Inferno Squad Support allies gain +35 Speed and +35% Potency, and Inferno Squad Healer allies gain +35% Max Health and +35% Max Protection.
(Zeta) Whenever an Inferno Squad ally falls below 100% Health, they dispel all debuffs from themselves and gain Stealth for 2 turns. If all allies are Inferno Squad at the start of battle, all bonusses from this lead are doubled while Attacker, Support and Healer allies are Stealthed and while Tank allies are Taunting.
Del Meeko
Spoiler
Dark Side, Empire, Inferno Squad, Healer
Inferno Squad Healer that continuously recovers health and protection for his Inferno Squad allies.
Supportive Fire (Basic)
Deal Physical damage to target enemy. The least healthy Inferno Squad ally recovers Protection equal to 5% of Den Meeko’s Max Protection.
Field Maintenance (Special) (Cooldown: 3 Turns)
Dispel all debuffs on target ally, grant them Stealth for 2 turns, and heal them for 30% of Del’s Max Health. If that ally is Inferno Squad, they also Recover Protection equal to 40% of Del’s Max Protection.
Regroup (Special) (Cooldown: 3 Turns)
Equalize the Health and Protection of all allies. Then, all Inferno Squad allies Recover Health equal to 10% of Del’s Max Health and Protection equal to 20% of Del’s Max Protection. Stealthed Inferno Squad allies have the duration of Stealth extended by 1 turn.
Inferno Squad Engineer (Unique)
Del Meeko gains +15% Defence for each active Inferno Squad ally, doubled for Iden Versio and Zay Meeko. While Del Meeko is active, Stealthed Inferno Squad allies recover Protection equal to 15% of Del’s Max Protection at the start of their turn.
(Zeta) If a Marked enemy has marked Dispelled from them, inflict Marked on them for 2 turns, which can’t be Evaded or Resisted (this effect only applies if Marked is dispelled, not when Marked expires).
Dark Side, Empire, Inferno Squad, Healer
Inferno Squad Healer that continuously recovers health and protection for his Inferno Squad allies.
Supportive Fire (Basic)
Deal Physical damage to target enemy. The least healthy Inferno Squad ally recovers Protection equal to 5% of Den Meeko’s Max Protection.
Field Maintenance (Special) (Cooldown: 3 Turns)
Dispel all debuffs on target ally, grant them Stealth for 2 turns, and heal them for 30% of Del’s Max Health. If that ally is Inferno Squad, they also Recover Protection equal to 40% of Del’s Max Protection.
Regroup (Special) (Cooldown: 3 Turns)
Equalize the Health and Protection of all allies. Then, all Inferno Squad allies Recover Health equal to 10% of Del’s Max Health and Protection equal to 20% of Del’s Max Protection. Stealthed Inferno Squad allies have the duration of Stealth extended by 1 turn.
Inferno Squad Engineer (Unique)
Del Meeko gains +15% Defence for each active Inferno Squad ally, doubled for Iden Versio and Zay Meeko. While Del Meeko is active, Stealthed Inferno Squad allies recover Protection equal to 15% of Del’s Max Protection at the start of their turn.
(Zeta) If a Marked enemy has marked Dispelled from them, inflict Marked on them for 2 turns, which can’t be Evaded or Resisted (this effect only applies if Marked is dispelled, not when Marked expires).
Zay Meeko
Spoiler
Light Side, Resistance, Support, Inferno Squad
Inferno Squad Support that weakens enemies and attacks at high speed.
Hindering Assault (Basic)
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If attacking Out of Turn, Zay gains Stealth for 2 turns.
Dio’s Assistance (Special) (Cooldown: 3 Turns)
All enemies have a 35% chance to be Shocked for 2 turns and Stunned for 1 turn. This chance is increased to 100% for the Primary target. Then deal Special damage to all enemies affected by this ability. This ability can’t be Evaded.
Combat Heritage (Special) (Cooldown: 3 Turns)
Zay gains Speed Up for 2 turns and inflicts Defence Down on target enemy for 2 turns. Then, deal Physical damage to target enemy. If Iden Versio or Del Meeko is an ally, deal damage again. If both are allies, deal damage a third time. This attack can’t be Evaded or Countered.
Daughter of Inferno Squad (Unique)
Zay gains bonus Offence equal to three times her Speed and gains +15% Defence for each active Inferno Squad ally, doubled for Iden Versio and Del Meeko.
(Zeta) Zay gains 5% Turn Meter whenever Iden Versio or Del Meeko is attacked by an enemy. If Del Meeko is an ally, he gains 5% Turn Meter whenever Zay Meeko or Iden Versio is attacked by an enemy. If Iden Versio is an ally, she gains 5% Turn Meter whenever Del Meeko or Zay Meeko is attacked by an enemy.
Light Side, Resistance, Support, Inferno Squad
Inferno Squad Support that weakens enemies and attacks at high speed.
Hindering Assault (Basic)
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If attacking Out of Turn, Zay gains Stealth for 2 turns.
Dio’s Assistance (Special) (Cooldown: 3 Turns)
All enemies have a 35% chance to be Shocked for 2 turns and Stunned for 1 turn. This chance is increased to 100% for the Primary target. Then deal Special damage to all enemies affected by this ability. This ability can’t be Evaded.
Combat Heritage (Special) (Cooldown: 3 Turns)
Zay gains Speed Up for 2 turns and inflicts Defence Down on target enemy for 2 turns. Then, deal Physical damage to target enemy. If Iden Versio or Del Meeko is an ally, deal damage again. If both are allies, deal damage a third time. This attack can’t be Evaded or Countered.
Daughter of Inferno Squad (Unique)
Zay gains bonus Offence equal to three times her Speed and gains +15% Defence for each active Inferno Squad ally, doubled for Iden Versio and Del Meeko.
(Zeta) Zay gains 5% Turn Meter whenever Iden Versio or Del Meeko is attacked by an enemy. If Del Meeko is an ally, he gains 5% Turn Meter whenever Zay Meeko or Iden Versio is attacked by an enemy. If Iden Versio is an ally, she gains 5% Turn Meter whenever Del Meeko or Zay Meeko is attacked by an enemy.
Seyn Marana
Spoiler
Dark Side, Empire, Inferno Squad, Tank
Inferno Squad Tank that protects her Inferno Squad allies until the very end.
Cover Fire (Basic)
Deal Physical damage to target enemy and grant 10% Turn Meter to another Inferno Squad ally with the least amount of Turn Meter.
ISB Intelligence (Special) (Cooldown: 3 Turns)
All allies gain Offence Up for 2 turns and 20% Turn Meter. Target other ally gains Stealth for 2 turns. Inferno Squad allies gain an additional buff for 2 turns based on their role: Attackers: Critical Chance Up; Tanks: Defence Up; Support: Potency Up; Healer: Health Up.
Heroic Action (Special) (Cooldown: 3 Turns)
Seyn dispels all debuffs from herself, recovers 35% Health and Protection, and gains Taunt for 2 turns. All Inferno Squad allies gain Critical Hit Immunity for 2 turns.
For Inferno Squad (Unique)
Whenever Seyn gains Stealth, she dispels it from herself, Taunts for 2 turns, and recovers 35% Protection. Seyn has +35% Counter Chance, doubled while Taunting. While Seyn isn’t Taunting, she gains 5% Turn Meter whenever another Inferno Squad ally suffers damage from an attack.
(Zeta) +15% Counter Chance. At the start of each Encounter, Seyn Taunts for 1 turn and recovers 35% Protection.
Dark Side, Empire, Inferno Squad, Tank
Inferno Squad Tank that protects her Inferno Squad allies until the very end.
Cover Fire (Basic)
Deal Physical damage to target enemy and grant 10% Turn Meter to another Inferno Squad ally with the least amount of Turn Meter.
ISB Intelligence (Special) (Cooldown: 3 Turns)
All allies gain Offence Up for 2 turns and 20% Turn Meter. Target other ally gains Stealth for 2 turns. Inferno Squad allies gain an additional buff for 2 turns based on their role: Attackers: Critical Chance Up; Tanks: Defence Up; Support: Potency Up; Healer: Health Up.
Heroic Action (Special) (Cooldown: 3 Turns)
Seyn dispels all debuffs from herself, recovers 35% Health and Protection, and gains Taunt for 2 turns. All Inferno Squad allies gain Critical Hit Immunity for 2 turns.
For Inferno Squad (Unique)
Whenever Seyn gains Stealth, she dispels it from herself, Taunts for 2 turns, and recovers 35% Protection. Seyn has +35% Counter Chance, doubled while Taunting. While Seyn isn’t Taunting, she gains 5% Turn Meter whenever another Inferno Squad ally suffers damage from an attack.
(Zeta) +15% Counter Chance. At the start of each Encounter, Seyn Taunts for 1 turn and recovers 35% Protection.
Gideon Hask
Spoiler
Dark Side, Empire, Support, Inferno Squad
Aggressive Inferno Squad Support that grows stronger as the battle goes on.
Preparing Assault (Basic)
Deal Physical damage to target enemy and Expose them for 2 turns. If this ability is used during Hask’s turn, call target other Inferno Squad ally to Assist.
Overwhelming Power (Special) (Cooldown: 3 Turns)
Hask and Target other Inferno Squad ally gain Defence Penetration Up for 2 turns. Then, deal Physical Damage to target enemy twice and Daze and Stagger them for 2 turns. Call target other Inferno Squad ally to Assist.
Tie Fighter Assistance (Special) (Cooldown: 3 Turns)
Deal Physical damage to all enemies and inflict Healing Immunity and Offence Down on them for 2 turns. Inflict Ability Block on primary Target for 1 turn. Hask gains Stealth for 2 turns.
On the Offensive (Unique)
Hask gains +5% Critical Chance for each active Inferno Squad ally. At the end of each turn, Hask gains +5% Offence (stacking) until the end of the encounter for each enemy that suffered a Critial Hit or a debuff during this turn.
(Zeta) All other inferno Squad allies gain +5% Critical Chance for each active Inferno Squad ally. At the end of each turn, Hask Gains 5% Turn Meter for each Inferno Squad ally that suffered a Critical Hit or a debuff during this turn.
Dark Side, Empire, Support, Inferno Squad
Aggressive Inferno Squad Support that grows stronger as the battle goes on.
Preparing Assault (Basic)
Deal Physical damage to target enemy and Expose them for 2 turns. If this ability is used during Hask’s turn, call target other Inferno Squad ally to Assist.
Overwhelming Power (Special) (Cooldown: 3 Turns)
Hask and Target other Inferno Squad ally gain Defence Penetration Up for 2 turns. Then, deal Physical Damage to target enemy twice and Daze and Stagger them for 2 turns. Call target other Inferno Squad ally to Assist.
Tie Fighter Assistance (Special) (Cooldown: 3 Turns)
Deal Physical damage to all enemies and inflict Healing Immunity and Offence Down on them for 2 turns. Inflict Ability Block on primary Target for 1 turn. Hask gains Stealth for 2 turns.
On the Offensive (Unique)
Hask gains +5% Critical Chance for each active Inferno Squad ally. At the end of each turn, Hask gains +5% Offence (stacking) until the end of the encounter for each enemy that suffered a Critial Hit or a debuff during this turn.
(Zeta) All other inferno Squad allies gain +5% Critical Chance for each active Inferno Squad ally. At the end of each turn, Hask Gains 5% Turn Meter for each Inferno Squad ally that suffered a Critical Hit or a debuff during this turn.