Merrin, the Desert Ghost, character concept
Inspiration: Not only do we not have another representative from 'Jedi Survivor' outside of Jedi Knight Cal Kestis, but we also don't have a Light Side Nightsister.
-This is the version of Merrin as seen in 'Jedi Survivor'. As such, her play style is very different from the 'Jedi Fallen Order' version of Merrin.
-Though she works well with other Nightsisters, she also works on Jedi Knight Cal Kestis teams, referencing their romance which develops throughout the game.
-Her title, 'The Desert Ghost' is the nickname the Stormtroopers stationed on Jedha give her.
-Her Relic, the Magick Potion Vial, is what she gives to Cal in the game.... among other things.
Unit Name: Merrin, the Desert Ghost
Relic Amplifier: Magick Potion Vial
Affiliation: Light Side, Attacker
Factions: Nightsister, Unaligned Force User
Attacks and Abilities
Basic: Vengeful Strike
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. If this attack scores a Critical Hit, the Weakest other ally gains Foresight for 2 turns.
Special 1: There is no escape from my power (Cooldown: 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.
Special 2: Cloaking Ritual (Cooldown: 6)
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, max 50%) for the rest of the encounter.
Unique: Survivors, We Adapt
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, recovers 20% Health, Protection and Turn Meter, and gains +2% Speed (stacking) for the rest of battle. If Jedi Knight Cal Kestis is an ally, he gains +40% Critical Avoidance, Counter Chance, Tenacity, Critical Damage and Foresight, and if he falls below 50% Health, Merrin, the Desert Ghost, gains 100% Turn Meter.
While in Galactic Challenges and if all allies are Nightsisters: Merrin, the Desert Ghost, has +100% Critical Avoidance and Counter Chance while she does not have Foresight. Whenever any ally is defeated, Merrin, the Desert Ghost, gains a bonus turn and resets all of her cooldowns, and all Nightsister allies gain Foresight for 2 turns.