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Anakins_Master's avatar
4 years ago

Mace Windu and Endurance Rework Idea

Mace Windu

Unit Name: Mace Windu
Tags: Light Side, Attacker, Jedi, Galactic Republic, Fleet Commander, Leader

Basic: Invincible Assault (Omega): Deal special damage to target enemy and inflict expose and offense down on them for 2 turns. If the enemy was debuffed, attack again (Limit once per turn)

Special: Smite (Omega): Deal physical damage to all enemies and then recover 20% health and protection, then stun target enemy for 2 turns and dispel all buffs on them. This ability can't have it's cooldown maniplulated and this attack can't be evaded. (Cooldown 4)

Special: Vaapad (Omega): Deal special damage to target enemy and inflict daze, offense down, expose, defense down, and two damage over time effects on all en enemies for 2 turns which can't be evaded. (Cooldown 4)

Leader: Jedi Council (Zeta): All Galactic Republic and Jedi allies have +20% offense, +30% defense, and +30% tenacity. Whenever an enemy resists a debuff all Galactic Republic and Jedi allies gain +3% tenacity and potency (Stacking) until the end of the battle. When a Galactic Republic or Jedi ally resisits a debuff they gain 20% turn meter. All Jedi allies are immune to health steal down and defense penetration down.

Uniqiue: Shatterpoint (Zeta): Mace Windu has +30% tenacity, +30% health steal, and +30% accuracy. Whenever Mace Windu inflicts a debuff he gains offense up for 1 turn. At the start of the encounter all Jedi and Galactic Republic allies gain Offense Up, Tenacity Up, Potency Up, Retribution, Protection Up (20%), and Health Up (20%) for 2 turns. Whenever a Jedi or Galactic Republic ally uses an ability Mace Windu is called to assist dealing 40% less damage. Mace Windu has +20% counter chance (Doubled when Buffed) and is immune to turn meter reduction and stun.


Endurance

Ship Name: Endurance
Tags: Light Side, Capital Ship, Galactic Republic, Jedi

Basic: Strike True: Deal special damage to target enemy and call target ally to assist, then inflict target lock on target enemy for 2 turns.

Special: Hold Fast: All allies reover 30% protection, gain critical hit immunity for 2 turns, gain tenacity up for 2 turns, and gains offense up for 2 turns. (Cooldown 3)

Special: Fortune Favors the Bold: Deal special damage to all enemies and inflict target lock, expose, and potency down on them for 2 turns. Then, grant all allies Valor for 2 turns. Valor: Gain 30% turn meter and reduce it's Ultimate ability's cooldown by 1 at the end of turn.

Special: Honor and Might: All allies have +30% offense and potency and when they gain or inflict a status effect they gain 5% turn meter. Reinforcement Bonus: Reinforcements gain Valor and Offense Up for 2 turns.

Ultimate: All allies gain Protection Up (200%) for 5 turns which can't be copied, dispeled, or prevented. Then, stun all enemies for 2 turns which can't be resisted. Then, inflict blind on enemy capital ship for 2 turns.