Kit Concept: Clone Commander - Phase I
Unit Name: Clone Commander - Phase I
Affiliation: Light Side, Support
Tags: Clone Trooper, Galactic Republic
Relic Amplifier: DC-17 Repeater Blaster
A disciplined officer who commands attacks and empowers summoned allies.
Basic Ability: Commander's Training.
Deal Physical damage to target enemy. This attack has an 80% chance to inflict Ability Block for 1 turn. If it is Clone Commander's turn and the target enemy already has Ability Block, call the unit in the ally slot to assist.
Special 1: Special Assignment. Cooldown 4.
Grant Target Ally and the unit in the Ally slot Speed Up, Critical Chance up for 3 turns. If the target Ally is Galactic Republic, both units also reduce their cooldowns by 1. Grant the unit in the Ally slot a Bonus Turn.
Special 2: All Forward Positions Advance! Cooldown 5. (Zeta)
Summon A Clone Trooper - Phase 1 in the ally slot if it is available. All allies gain Offense up and Critical Damage up for 2 turns. If there is already an active Clone Trooper - Phase I, or there is already a unit in the ally slot, that ally recovers 45% health and protection.
Then, Deal Physical damage to target enemy. Call all other Galactic Republic allies, one random ally, and the unit in the Ally slot to assist, dealing 15% more damage. (Zeta) The unit in the Ally slot instead deals 30% more damage. If this attack defeats an enemy, all assisting allies recover 25% health and protection.
Leader: First Assault.
At the start of battle, all Galactic Republic allies gain 20% Health and Protection, and Clone Trooper allies gain an additional 30%. Clone Trooper allies inflict defense down for 2 turns whenever they score a critical hit.
Whenever a Galactic Republic Jedi ally or a Clone Trooper ally uses their basic ability, call a random ally to assist. Whenever a unit in the ally slot takes a turn, all Galactic Republic allies gain 15% turn meter.
Unique 1: The Grand Army of the Republic. (Zeta)
Clone Trooper allies gain 40% max health.
Clone Commander gains 5 speed per active Galactic Republic ally. While a summoned ally or a unit in the ally slot is active, Clone Commander has an additional 20% speed, and his cooldowns can not be manipulated. Whenever a summoned unit or a unit in the ally slot uses an ability, Clone Commander recovers 20% health and protection.
Whenever a summoned unit or a unit in the ally slot is inflicted with a debuff, they gain 10% turn meter, which can't be prevented, and whenever that ally gains 100% turn meter in this way, they gain advantage for 2 turns. If the summoned unit or unit in the ally slot is Galactic Republic or Clone Trooper, they also dispel all debuffs on themselves and Clone Commander.
(Zeta) At the start of battle, Clone Commander checks his allies. If any ally other than Clone Commander has a summon ability, Clone Commander summons that ally's summon into the ally slot if it is available; otherwise, summon a Clone Trooper - Phase I into the ally slot if it is available.
Unique 2: Clone Trooper Phase - I
Light Side, Attacker, Clone Trooper, Galactic Republic
[Basic] DC-15 Strike: Deal Physical damage to target enemy. If this attack is a critical hit, gain Health Up for 1 turn. If Clone Trooper already has health up, recover health equal to the damage dealt.
[Special] Republic Valor: Gain Taunt, Defense up, and grant Clone Trooper allies retribution for 2 turns.
[Unique] Just Like The Simulations: While active, Clone Trooper - Phase 1 gains speed equal to the fastest other ally and whenever any ally recovers health, if they are already at or reach 100% health, the remaining healing recovers protection instead. Clone Trooper assists whenever any Galactic Republic ally uses an ability.
[Unique] Summoned: Summoned Unit modifiers.