4 years ago
Jedi Temple Guard Kit Idea
Here is the kit idea for the Jedi Temple Guard. The Jedi Temple Guards were elite Jedi who were tasked with guarding the Jedi Temple on Coruscant, and protecting it from invaders.
Unit Name: Jedi Temple Guard
Tags: Light Side, Support, Jedi, Galactic Republic
Description: Swift Jedi Support that quickly puts an end to battles.
Archetype: Tactics (TAC)
Relic: Temple Guard's Lightsaber
Basic: Silent Sentinel (Omega):
Special: Cease Hostility (Cooldown 4) (Omega):
Unique: Guardians of the Jedi Temple (Zeta):
Unit Name: Jedi Temple Guard
Tags: Light Side, Support, Jedi, Galactic Republic
Description: Swift Jedi Support that quickly puts an end to battles.
Archetype: Tactics (TAC)
Relic: Temple Guard's Lightsaber
Basic: Silent Sentinel (Omega):
Spoiler
Deal special damage to target enemy and inflict Offense Down for 2 turns.
Animation: Jedi Temple Guard lunges forwards and strikes target enemy twice with its lightsaber.
Animation: Jedi Temple Guard lunges forwards and strikes target enemy twice with its lightsaber.
Special: Cease Hostility (Cooldown 4) (Omega):
Spoiler
All enemy units have their buffs dispelled, and take damage equal to 5% of their Max Health for each buff dispelled. Then all enemy units lose 20% Turn Meter, and all Jedi allies gain 20% Turn Meter and recover 10% of their Max Health. This attack cannot be evaded or resisted.
Animation: Jedi Temple Guard steps forward and ignites lightsaber.
Animation: Jedi Temple Guard steps forward and ignites lightsaber.
Unique: Guardians of the Jedi Temple (Zeta):
Spoiler
Jedi Temple Guard has +15 Defense and +10% Tenacity for each Jedi ally. Whenever a Jedi ally falls below 50% Health, the cooldown of Cease Hostility is reset, and Jedi Temple Guard takes a bonus turn.
-Zeta: Whenever a Jedi ally is defeated, all enemy units are inflicted with Offense Down and Potency Down for 2 turns, which cannot be resisted. Whenever an ally is attacked out of turn, they gain 40% Turn Meter, and Defense Up for 2 turns.
-Zeta: Whenever a Jedi ally is defeated, all enemy units are inflicted with Offense Down and Potency Down for 2 turns, which cannot be resisted. Whenever an ally is attacked out of turn, they gain 40% Turn Meter, and Defense Up for 2 turns.