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2 years ago
Merrin, The Desert Ghost
Description:
“{insert name}” (Unique); Whenever Merrin, the Desert Ghost would gain Foresight and already has it, if she does not have Stealth, she gains Evasion Up and Taunt for 2 turns, otherwise she gains Evasion Up and Offense Up for 2 turns.
Merrin, the Desert Ghost has +40% Critical Avoidance and Counter Chance while she does not have Foresight. While she has Foresight, Merrin the Desert Ghost also has +40% Tenacity and Critical Damage. Whenever any character is defeated, Merrin the Desert Ghost gains Foresight for 2 turns.
Zeta: Whenever any character is defeated, Merrin the Desert Ghost recovers 20% Health, Protection, and turn-meter and gains +1% Speed (stacking) for the rest of battle. If Cal Kestis (Survivor) is an ally, he gains +40% Critical Avoidance and Counter Chance.
“{insert name}" (Basic); Deal Special Damage to the target enemy 3 times and inflict Offense Down for 2 turns with a 70% chance to inflict Vulnerable for 1 turn on a Critical Hit. Merrin, the Desert Ghost then gains 30% turn-meter and if it is her turn, target ally also gains 30% turn-meter. If Merrin targets herself, the Weakest other ally gains Foresight for 2 turns.
“There Is No Escape from My Power” (Special); Cooldown of 4; Dispel all buffs on all enemies, then remove 100% turn-meter from the target enemy, which cannot be resisted and inflict Magick Bound for 1 turn, which cannot be resisted, prevented, copied or dispelled.
On Raid Bosses and Galactic Legends: Dispel all buffs from all enemies, remove 35% turn-meter which cannot be resisted or prevented, and inflict Magick Bound for 1 turn, which cannot be resisted, prevented, copied or dispelled.
Magick Bound on characters: -75% Speed, Defense and Critical Avoidance. Cannot gain bonus turns or bonus turn-meter, has -50% Counter Chance and deals 75% less damage when attacking out of turn.
Magick Bound on Raid Bosses and Galactic Legends: -40% Speed and Critical Avoidance and deals 50% less damage when attacking out of turn. Cannot gain bonus turns or bonus turn-meter.
“{insert name}” (Special); Cooldown of 3; Merrin, the Desert Ghost gains Stealth and Foresight for 3 turns. While she has Stealth, she has +50% Evasion and Accuracy and her Critical Hits consume Stealth to deal 50% more damage and gain +5% Critical Damage (stacking) for the rest of battle. If Merrin, the Desert Ghost defeats an enemy with an attack consuming her Stealth, reduce all enemy Tenacity and Critical Avoidance by 10% (stacking) for the rest of the encounter.
Now *this* one needs a little more work than the first.
Description:
“{insert name}” (Unique); Whenever Merrin, the Desert Ghost would gain Foresight and already has it, if she does not have Stealth, she gains Evasion Up and Taunt for 2 turns, otherwise she gains Evasion Up and Offense Up for 2 turns.
Merrin, the Desert Ghost has +40% Critical Avoidance and Counter Chance while she does not have Foresight. While she has Foresight, Merrin the Desert Ghost also has +40% Tenacity and Critical Damage. Whenever any character is defeated, Merrin the Desert Ghost gains Foresight for 2 turns.
Zeta: Whenever any character is defeated, Merrin the Desert Ghost recovers 20% Health, Protection, and turn-meter and gains +1% Speed (stacking) for the rest of battle. If Cal Kestis (Survivor) is an ally, he gains +40% Critical Avoidance and Counter Chance.
“{insert name}" (Basic); Deal Special Damage to the target enemy 3 times and inflict Offense Down for 2 turns with a 70% chance to inflict Vulnerable for 1 turn on a Critical Hit. Merrin, the Desert Ghost then gains 30% turn-meter and if it is her turn, target ally also gains 30% turn-meter. If Merrin targets herself, the Weakest other ally gains Foresight for 2 turns.
“There Is No Escape from My Power” (Special); Cooldown of 4; Dispel all buffs on all enemies, then remove 100% turn-meter from the target enemy, which cannot be resisted and inflict Magick Bound for 1 turn, which cannot be resisted, prevented, copied or dispelled.
On Raid Bosses and Galactic Legends: Dispel all buffs from all enemies, remove 35% turn-meter which cannot be resisted or prevented, and inflict Magick Bound for 1 turn, which cannot be resisted, prevented, copied or dispelled.
Magick Bound on characters: -75% Speed, Defense and Critical Avoidance. Cannot gain bonus turns or bonus turn-meter, has -50% Counter Chance and deals 75% less damage when attacking out of turn.
Magick Bound on Raid Bosses and Galactic Legends: -40% Speed and Critical Avoidance and deals 50% less damage when attacking out of turn. Cannot gain bonus turns or bonus turn-meter.
“{insert name}” (Special); Cooldown of 3; Merrin, the Desert Ghost gains Stealth and Foresight for 3 turns. While she has Stealth, she has +50% Evasion and Accuracy and her Critical Hits consume Stealth to deal 50% more damage and gain +5% Critical Damage (stacking) for the rest of battle. If Merrin, the Desert Ghost defeats an enemy with an attack consuming her Stealth, reduce all enemy Tenacity and Critical Avoidance by 10% (stacking) for the rest of the encounter.
Now *this* one needs a little more work than the first.
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