7 years ago
New Characters (Revan included)
These are a few ideas that I came up with over the past few months. Let me know what you think.
FN-2199 “Nines”: Dark Side, First Order, Tank
Powerhouse Tank that can instantly defeat enemies and quickly spread buffs to other allies
Z6 Riot Control Baton: Deal damage to enemy and dispel all buffs on them. This cannot be countered and has a 65% chance to stun them for 1 turn. If the target was Resistance or not debuffed, stun chance is doubled and Nines gains 25% turn meter and offense up for 2 turns.
Merciless Celerity: Deal damage to all enemies and inflict defense down and offense down on target enemy and two random enemies for 2 turns. This deals 20% more damage for each living First Order ally. First Order allies gain critical damage up and critical chance for 3 turns and gain 10% turn meter for each buff on them.
Final Judgement: Instantly defeat target enemy and take damage equal to 25% of his max health. This cannot defeat Nines. He recovers 100% protection and grants all allies 50% health and protection and all non-unique buffs present on all allies and enemies (excluding taunt). The defeated enemy cannot be revived. This cannot be evaded and starts on a cooldown of 15.
Retaliate: Nines has 100% counter chance and 20% counter damage. Nines has only a 50% chance to dispel buffs when counter attacking. Whenever he critically hits or counter attacks, he has a 50% chance to reduce the cooldown of Final Judgement by 1. Otherwise, he gains 10% turn meter, which cannot be prevented.
Traitor!: Nines gains max health and protection equal to 40% of his max health and protection and taunt for 2 turns at the start of each encounter. Nines gains +50% max health after he uses Final Judgment and he gains 5% max health (stacking) until the end of the encounter. Nines cannot be defeated when his health goes to 1 health unless he has used Final Judgement or unless he is alone. When Nines has 1 health left, he gains foresight for 3 turns. Whenever he evades he recovers 15% protection and heal over time for 4 turns.
BB-9E: Dark Side, Droid, First Order, Support
Tactful support that can revive allies and prevent health equalization with Target Lock
Blowtorch: Deal damage to enemy and inflict burning for 2 turns. If that enemy already had burning, inflict speed down for 3 turns. These effects cannot be resisted. This attack has a 20% chance to call a random ally to assist, dealing 15% less damage unless they are First Order.
Surveillance Tactics: Inflict target lock on all enemies for 2 turns and remove 20% turn meter from all enemies for each effect resisted. This turn meter removal cannot be resisted. Target ally gains advantage and have their cooldowns reduced by one. If that ally is First Order, dispel all debuffs on them and reset their cooldowns.
Summon Backup Support: Deal damage to enemy and call all First Order allies and one random ally to assist, dealing 20% less damage. Revive one random First Order ally at 30% health and protection and 100% turn meter. If these attacks put that enemy’s health at or below 50%, the revived ally also assists.
Malicious Programming: BB-9E has +30% critical damage. While enemies are target locked, BB-9E has +20% potency and has 75% counter chance and 20% counter damage and gains 8% turn meter for each target locked enemy at the end of his turn. When counter attacking, assist chance is doubled, he has a 75% chance to grant all First Order allies 10% turn meter and 10% critical damage (stacking) until the end of the encounter.
While BB-9E is active, target locked enemies are immune to health equalization.
Quinlan Vos: Light Side, Jedi, Galactic Republic, Tank
Bold Strike: Deal damage to enemy and inflict health down and damage over time for 2 turns. If that enemy was buffed, gain taunt until the end of his next turn. If Quinlan Vos already had taunt, deal double damage.
Track Down: Gain 100% protection and inflict evasion down on all enemies for 2 turns. Dispel all debuffs on all allies and for each debuff dispelled, inflict expose on random enemies for 3 turns. This cannot be evaded or resisted.
Eye of the Storm: Quinlan Vos gains taunt and tenacity up for 2 turns. Deal damage to all enemies and grant all allies heal over time for 4 turns. This attack deals 20% more damage for each active ally and for each debuffed enemy.
Daredevil: Quinlan Vos gains 50% counter chance and recovers 10% health when he attacks out of turn. When he attacks an enemy with his basic ability during his turn, he gains additional offense and max health equal to half of that of the target enemy until the end of his next turn. This effect is changed when he attacks a different enemy.
Tobias Beckett: Dark Side, Scoundrel, Support
Gunslinger: Deal damage to enemy with a 50% chance to inflict expose for 2 turns. If this attack scores a critical hit, this chance is doubled. If this does not, Beckett gains 30% turn meter, and is prepared. This cannot be countered.
Traitorous Tactics: All allies gain 50% turn meter, critical chance up, and tenacity up for 3 turns. All enemies lose 30% turn meter, critical chance down, and tenacity down for 3 turns. Beckett gains critical damage up for 2 turns. If he is prepared, grant prepared to all allies and Beckett loses prepared.
Quick Thinking: Beckett dispels all buffs on himself and on all enemies. Deal damage to all enemies and deal additional damage for each buff dispelled. Hits after the first deal 50% less damage. If Beckett has prepared, all allies that are prepared assist, dealing double damage and he loses prepared.
Grizzled Smuggler: Beckett gains +10% health steal, +15% max health, +10 speed for each active Scoundrel ally (this effect is halved for defeated allies), gains 20% turn meter whenever an expose effect or a stun expires. Beckett is immune to stun and takes reduced damage from percent health damage effects.
HK-47 (Reworked): Dark Side, Scoundrel, Droid, Attacker
Superior Firepower: Deal damage to enemy and gain offense up for 3 turns. If he already had offense up, inflict expose for 2 turns, which cannot be resisted. On a critical hit, this has a 50% chance to inflict stun for 1 turn.
Meatbag Mayhem: Deal damage to all enemies with a 50% chance to inflict ability block, speed down, offense down, defense down, and 2 damage over time effects for 2 turns on all enemies. These chances are doubled against Light Side enemies. Recover 5% protection and gain 5% turn meter for each debuff inflicted. If Darth Revan is present, he assists.
Assassin Protocol: Droid and Sith allies gain 30% critical chance and 50% critical damage and recover 10% health and gain 50% turn meter whenever they score a critical hit. Droid and Sith allies gain advantage and tenacity up for 3 turns at the start of each encounter and whenever any unit is defeated.
Reconstruction: While any Droid or Sith allies are active, HK-47 revives at 75% health when he is defeated. Once all other Sith and Droid allies are defeated, HK-47 recovers 100% health, 100% protection, taunts for 2 turns, and He revives one random Sith or Droid ally at 25% health. This revive only occurs once during the encounter.
Senator Bail Organa: Light Side, Galactic Republic, Support
Recovery focused Support that dispels debuffs on allies and grants them health and turn meter based on each dispelled debuff
Consider all Possibilities: Deal damage to enemy and dispel all buffs on them and gain those buffs for 2 turns (excluding taunt). If no buffs were dispelled, deal damage equal to 10% of their max health.
In Support of Peace: Dispel all debuffs on all allies and grant them 5% turn meter and 5% health for each debuff dispelled. All allies also recover 35% of Bail Organa’s max health.
Vote of Confidence: Dispel all debuffs on target ally. That ally recovers 30% health, protection, and gains taunt and critical hit immunity for 2 turns. If that ally had no buffs, they recover an additional 20% health and protection. When this taunt expires, all allies recover 20% protection.
Master Debater: Galactic Republic allies gain +30% potency, +20% health steal, and +30 speed. Galactic Republic allies gain critical hit immunity at the start of each encounter and when their attack is evaded. If they already had critical immunity, they lose it and gain foresight and health steal up for 2 turns and have a 50% chance to gain advantage for two turns.
Darth Revan: Dark Side, Sith, Jedi, Attacker
Power of the Force: Deal damage to enemy, dispel all buffs on them, and inflict Scourge for 2 turns. For each buff dispelled, remove 10% turn meter and deal 10% more damage. If they had Scourge, deal 25% more damage and recover 10% protection. This cannot be evaded or resisted.
Scourge: Deal damage to all enemies and inflict stagger on all enemies for 2 turns. Debuffed enemies lose 45% turn meter and gain Scourge for 3 turns. Buffed enemies lose all buffs and gain offense down and healing immunity for 4 turns.
Separate Entities: All enemies lose 50% turn meter and gain 3 damage over time effects and Scourge for 2 turns. Revan creates another unit of himself, but with -20% max health, -20% defense, and -20% offense. This unit has +30 speed, +20% potency, and +100 critical chance. This unit can only use its basic attack, is not affected by Leader abilities, and can only be defeated when Revan is defeated. If this unit is defeated before Revan, it is immediately revived at 100% turn meter and gains taunt for 2 turns. This ability cannot be used more than once during the encounter or when all other allies are active. This unit is defeated at the end of the encounter and Revan recovers 100% health and protection, and other Jedi and Sith allies recover half those amounts. This ability cannot be prevented.
Force Confusion: Inflict Scourge on target enemy and daze and health down on all enemies for 3 turns. Dispel all debuffs on all Sith allies and grant them advantage, tenacity up, all buffs on target enemy (except taunt) for 4 turns, and gain turn meter equal to that enemy's potency percentage.
Dark Jedi: All Sith and Jedi allies gain -1 cooldowns, +55% max health, +35 speed, and deal +40% damage against debuffed enemies. Sith allies’ basic attacks cannot be evaded, and Jedi allies’ basic attacks cannot be countered. Whenever a debuff expires or is inflicted, all Jedi and Sith allies recover 2% health and protection and gain 3% turn meter.
Scourge: -20% tenacity and evasion. When attacked, the attacker recovers 6% health.
Pong Krell: Dark Side, Jedi, Separatist, Support
Undermine: Deal damage to enemy and inflict Friendly Fire for 3 turns. This deals 5% more damage for each stack of Friendly Fire. The enemy with the least amount of health takes damage equal to 10% of their max health and gains Friendly Fire for 2 turns. This bonus damage ignores protection and cannot be evaded. If either enemy already had Friendly Fire, both enemies gain Friendly Fire for 3 turns.
Friendly Fire: Whenever an enemy with Friendly Fire attacks, they deal 10% of that damage to a random ally of their own. This does not include massive damage effects. This effect is stackable and deals 10% damage per stack.
Heavy Losses: Deal damage to all enemies, inflict Friendly Fire for 3 turns, and deal bonus damage equal to 20% of their max health. This deals an additional 2% bonus damage for each stack of Friendly Fire and clone ally. Clone allies gain critical chance up and offense up for 2 turns, but take damage equal to 15% of their max health.
Whirlwind of Blades: Recover 30% max health and deal damage to enemy and remove all protection from them and inflict Friendly Fire for 2 turns. This cannot be evaded. If that enemy already had Friendly Fire, Pong Krell recovers an additional 20% health, deals 50% more damage, and has a 50% chance to call a random ally to assist. If the target enemy is a Clone, call all Separatist allies to assist.
Aggressive Leadership: Galactic Republic and Separatist allies gain +35% critical chance and +35 speed. While Pong Krell is active, all allies have +45% offense and 50% counter chance against enemies with Friendly Fire, and Galactic Republic enemies gain -25% max health and evasion. Whenever an enemy gains Friendly Fire, all allies gain 5% turn meter.
Path of Treachery: Pong Krell gains +100% tenacity and +20% evasion against enemies with Friendly Fire. Pong Krell gains +5 speed and +8% critical damage for each active unit. Whenever any enemies are revived while Pong Krell is active, they gain Friendly Fire for 3 turns. Whenever Pong Krell damages an enemy, all allies recover 2% protection.
Veteran Captain Rex: Light Side, Rebel, Clone, Attacker
Supportive Shot: Deal damage to enemy and grant offense up to a random ally for 2 turns with a 60% chance to grant foresight to another random other ally for 2 turns. When that foresight expires, Veteran Captain Rex’s and their debuffs are dispelled.
Cover Me!: Deal damage to enemy, inflict stagger and daze for 3 turns, and call all Rebel and Clone allies to assist, dealing -15% damage (stagger is applied after the assists). Allies that assist gain tenacity up and critical damage up for 3 turns, and recover 30% protection.
Back in Action: Clone and Rebel allies gain +30% tenacity and +40% max health, and other allies gain half those amounts. Whenever an enemy is critically hit, all allies gain 5% max protection (stacking) until the end of the encounter.
Jabba the Hutt: Dark Side, Scoundrel, Hutt Crime Syndicate, Support
Bounty Hunter Protection: Call target ally to assist, dealing 100% more damage and with 100% accuracy. They also gain 40% turn meter and armor penetration up for 3 turns. This attack cannot be countered or prevented.
Shadowy Influence: Grant target ally ‘Crime Lord’s Bidding,’ and call all allies with Crime Lord’s Bidding to assist, dealing 25% more damage, their attacks ignoring protection. If target enemy is defeated by this attack, heal all allies by 75% of Jabba’s max health, and revive a random Scoundrel ally at 50% health.
Crime Lord’s Bidding: 25% evasion, 20% offense, and recover 10% protection when they damage a debuffed enemy.
Underworld Dealings: Revive one random ally, increase target enemy’s cooldown by 2, and gain taunt for 2 turns. Each time Jabba is attacked while taunting, all allies gain 10% turn meter and recover 5% health and 5% protection. All allies above 50% health gain critical damage up, advantage, and offense up for 3 turns.
My Kind of Scum: Scoundrel and Dark Side allies gain +40% max health, +50 armor penetration, gain 15% turn meter when any unit is critically hit or is debuffed, and gain retribution for 2 turns at the start of each encounter and when any unit is defeated. Whenever a Hutt Crime Syndicate ally critically hits, they recover 10% health and inflict ability block until the end of that ally’s next turn, which cannot be resisted. Debuffed enemies have -10 speed for each debuff on them and are immune to bonus turn meter gain.
Highsinger: Dark Side, Droid, Scoundrel, Bounty Hunter, Attacker
Precision Blaster: Deal damage to enemy and gain offense up for 3 turns with a 50% chance to reduce all allied cooldowns by one. Recover 10% health and gain 20% turn meter if he already had offense up. This attack cannot be evaded.
Frenzied Fire: Deal damage to all enemies and increase all their cooldowns by 2. Target ally’s cooldowns are reset and all allies gain critical damage up and foresight for 3 turns. Bounty Hunter allies also gain defense up and critical hit immunity for as many turns as there were damaged enemies.
Calculated Aggression: Dispel all buffs on all enemies and reduce their max health equal to 5% of their max health for each buff removed for the rest of the encounter. This attack cannot be evaded or resisted. All Scoundrel allies gain max health equal to 5% of their max health each buff removed for the rest of the encounter. If any enemies have no buffs, gain frenzy for 3 turns.
Asajj Ventress (Bounty Hunter): Dark Side, Scoundrel, Bounty Hunter, Attacker
Malicious Assault: Deal damage to enemy and dispel a random buff on them. If any buffs were dispelled, inflict all debuffs that are on herself onto that enemy for 1 turn. If no buffs were dispelled, inflict daze for 2 turns. This has a 50% chance to deal double damage, and a 25% chance to deal triple damage.
Dark Acolyte Strike: Deal damage to enemy four times and inflict stun for 2 turns, the other attacks dealing 25% less damage. If 2 or more attacks are critical hits, the cooldown of this ability is reset and all allies gain protection recharge for 3 turns. This attack cannot be evaded, resisted, or countered.
Arrogant Pursuer: Bounty Hunter allies gain +25 speed and +30% critical damage and are immune to daze. Whenever a Scoundrel ally critically hits, all allies gain 10% turn meter. Whenever an ally inflicts a debuff, they gain retribution or 1 turn and have a 75% chance to recover 10% max health.
Path of Suffering: Asajj Ventress gains +5% offense and critical chance for each of the following: Bounty Hunter ally, Nightsister ally, Jedi enemy, and Separatist enemy. Whenever any unit critically hits, Asajj gains 10% critical damage (stacking) for 3 turns.
FN-2199 “Nines”: Dark Side, First Order, Tank
Powerhouse Tank that can instantly defeat enemies and quickly spread buffs to other allies
Z6 Riot Control Baton: Deal damage to enemy and dispel all buffs on them. This cannot be countered and has a 65% chance to stun them for 1 turn. If the target was Resistance or not debuffed, stun chance is doubled and Nines gains 25% turn meter and offense up for 2 turns.
Merciless Celerity: Deal damage to all enemies and inflict defense down and offense down on target enemy and two random enemies for 2 turns. This deals 20% more damage for each living First Order ally. First Order allies gain critical damage up and critical chance for 3 turns and gain 10% turn meter for each buff on them.
Final Judgement: Instantly defeat target enemy and take damage equal to 25% of his max health. This cannot defeat Nines. He recovers 100% protection and grants all allies 50% health and protection and all non-unique buffs present on all allies and enemies (excluding taunt). The defeated enemy cannot be revived. This cannot be evaded and starts on a cooldown of 15.
Retaliate: Nines has 100% counter chance and 20% counter damage. Nines has only a 50% chance to dispel buffs when counter attacking. Whenever he critically hits or counter attacks, he has a 50% chance to reduce the cooldown of Final Judgement by 1. Otherwise, he gains 10% turn meter, which cannot be prevented.
Traitor!: Nines gains max health and protection equal to 40% of his max health and protection and taunt for 2 turns at the start of each encounter. Nines gains +50% max health after he uses Final Judgment and he gains 5% max health (stacking) until the end of the encounter. Nines cannot be defeated when his health goes to 1 health unless he has used Final Judgement or unless he is alone. When Nines has 1 health left, he gains foresight for 3 turns. Whenever he evades he recovers 15% protection and heal over time for 4 turns.
BB-9E: Dark Side, Droid, First Order, Support
Tactful support that can revive allies and prevent health equalization with Target Lock
Blowtorch: Deal damage to enemy and inflict burning for 2 turns. If that enemy already had burning, inflict speed down for 3 turns. These effects cannot be resisted. This attack has a 20% chance to call a random ally to assist, dealing 15% less damage unless they are First Order.
Surveillance Tactics: Inflict target lock on all enemies for 2 turns and remove 20% turn meter from all enemies for each effect resisted. This turn meter removal cannot be resisted. Target ally gains advantage and have their cooldowns reduced by one. If that ally is First Order, dispel all debuffs on them and reset their cooldowns.
Summon Backup Support: Deal damage to enemy and call all First Order allies and one random ally to assist, dealing 20% less damage. Revive one random First Order ally at 30% health and protection and 100% turn meter. If these attacks put that enemy’s health at or below 50%, the revived ally also assists.
Malicious Programming: BB-9E has +30% critical damage. While enemies are target locked, BB-9E has +20% potency and has 75% counter chance and 20% counter damage and gains 8% turn meter for each target locked enemy at the end of his turn. When counter attacking, assist chance is doubled, he has a 75% chance to grant all First Order allies 10% turn meter and 10% critical damage (stacking) until the end of the encounter.
While BB-9E is active, target locked enemies are immune to health equalization.
Quinlan Vos: Light Side, Jedi, Galactic Republic, Tank
Bold Strike: Deal damage to enemy and inflict health down and damage over time for 2 turns. If that enemy was buffed, gain taunt until the end of his next turn. If Quinlan Vos already had taunt, deal double damage.
Track Down: Gain 100% protection and inflict evasion down on all enemies for 2 turns. Dispel all debuffs on all allies and for each debuff dispelled, inflict expose on random enemies for 3 turns. This cannot be evaded or resisted.
Eye of the Storm: Quinlan Vos gains taunt and tenacity up for 2 turns. Deal damage to all enemies and grant all allies heal over time for 4 turns. This attack deals 20% more damage for each active ally and for each debuffed enemy.
Daredevil: Quinlan Vos gains 50% counter chance and recovers 10% health when he attacks out of turn. When he attacks an enemy with his basic ability during his turn, he gains additional offense and max health equal to half of that of the target enemy until the end of his next turn. This effect is changed when he attacks a different enemy.
Tobias Beckett: Dark Side, Scoundrel, Support
Gunslinger: Deal damage to enemy with a 50% chance to inflict expose for 2 turns. If this attack scores a critical hit, this chance is doubled. If this does not, Beckett gains 30% turn meter, and is prepared. This cannot be countered.
Traitorous Tactics: All allies gain 50% turn meter, critical chance up, and tenacity up for 3 turns. All enemies lose 30% turn meter, critical chance down, and tenacity down for 3 turns. Beckett gains critical damage up for 2 turns. If he is prepared, grant prepared to all allies and Beckett loses prepared.
Quick Thinking: Beckett dispels all buffs on himself and on all enemies. Deal damage to all enemies and deal additional damage for each buff dispelled. Hits after the first deal 50% less damage. If Beckett has prepared, all allies that are prepared assist, dealing double damage and he loses prepared.
Grizzled Smuggler: Beckett gains +10% health steal, +15% max health, +10 speed for each active Scoundrel ally (this effect is halved for defeated allies), gains 20% turn meter whenever an expose effect or a stun expires. Beckett is immune to stun and takes reduced damage from percent health damage effects.
HK-47 (Reworked): Dark Side, Scoundrel, Droid, Attacker
Superior Firepower: Deal damage to enemy and gain offense up for 3 turns. If he already had offense up, inflict expose for 2 turns, which cannot be resisted. On a critical hit, this has a 50% chance to inflict stun for 1 turn.
Meatbag Mayhem: Deal damage to all enemies with a 50% chance to inflict ability block, speed down, offense down, defense down, and 2 damage over time effects for 2 turns on all enemies. These chances are doubled against Light Side enemies. Recover 5% protection and gain 5% turn meter for each debuff inflicted. If Darth Revan is present, he assists.
Assassin Protocol: Droid and Sith allies gain 30% critical chance and 50% critical damage and recover 10% health and gain 50% turn meter whenever they score a critical hit. Droid and Sith allies gain advantage and tenacity up for 3 turns at the start of each encounter and whenever any unit is defeated.
Reconstruction: While any Droid or Sith allies are active, HK-47 revives at 75% health when he is defeated. Once all other Sith and Droid allies are defeated, HK-47 recovers 100% health, 100% protection, taunts for 2 turns, and He revives one random Sith or Droid ally at 25% health. This revive only occurs once during the encounter.
Senator Bail Organa: Light Side, Galactic Republic, Support
Recovery focused Support that dispels debuffs on allies and grants them health and turn meter based on each dispelled debuff
Consider all Possibilities: Deal damage to enemy and dispel all buffs on them and gain those buffs for 2 turns (excluding taunt). If no buffs were dispelled, deal damage equal to 10% of their max health.
In Support of Peace: Dispel all debuffs on all allies and grant them 5% turn meter and 5% health for each debuff dispelled. All allies also recover 35% of Bail Organa’s max health.
Vote of Confidence: Dispel all debuffs on target ally. That ally recovers 30% health, protection, and gains taunt and critical hit immunity for 2 turns. If that ally had no buffs, they recover an additional 20% health and protection. When this taunt expires, all allies recover 20% protection.
Master Debater: Galactic Republic allies gain +30% potency, +20% health steal, and +30 speed. Galactic Republic allies gain critical hit immunity at the start of each encounter and when their attack is evaded. If they already had critical immunity, they lose it and gain foresight and health steal up for 2 turns and have a 50% chance to gain advantage for two turns.
Darth Revan: Dark Side, Sith, Jedi, Attacker
Power of the Force: Deal damage to enemy, dispel all buffs on them, and inflict Scourge for 2 turns. For each buff dispelled, remove 10% turn meter and deal 10% more damage. If they had Scourge, deal 25% more damage and recover 10% protection. This cannot be evaded or resisted.
Scourge: Deal damage to all enemies and inflict stagger on all enemies for 2 turns. Debuffed enemies lose 45% turn meter and gain Scourge for 3 turns. Buffed enemies lose all buffs and gain offense down and healing immunity for 4 turns.
Separate Entities: All enemies lose 50% turn meter and gain 3 damage over time effects and Scourge for 2 turns. Revan creates another unit of himself, but with -20% max health, -20% defense, and -20% offense. This unit has +30 speed, +20% potency, and +100 critical chance. This unit can only use its basic attack, is not affected by Leader abilities, and can only be defeated when Revan is defeated. If this unit is defeated before Revan, it is immediately revived at 100% turn meter and gains taunt for 2 turns. This ability cannot be used more than once during the encounter or when all other allies are active. This unit is defeated at the end of the encounter and Revan recovers 100% health and protection, and other Jedi and Sith allies recover half those amounts. This ability cannot be prevented.
Force Confusion: Inflict Scourge on target enemy and daze and health down on all enemies for 3 turns. Dispel all debuffs on all Sith allies and grant them advantage, tenacity up, all buffs on target enemy (except taunt) for 4 turns, and gain turn meter equal to that enemy's potency percentage.
Dark Jedi: All Sith and Jedi allies gain -1 cooldowns, +55% max health, +35 speed, and deal +40% damage against debuffed enemies. Sith allies’ basic attacks cannot be evaded, and Jedi allies’ basic attacks cannot be countered. Whenever a debuff expires or is inflicted, all Jedi and Sith allies recover 2% health and protection and gain 3% turn meter.
Scourge: -20% tenacity and evasion. When attacked, the attacker recovers 6% health.
Pong Krell: Dark Side, Jedi, Separatist, Support
Undermine: Deal damage to enemy and inflict Friendly Fire for 3 turns. This deals 5% more damage for each stack of Friendly Fire. The enemy with the least amount of health takes damage equal to 10% of their max health and gains Friendly Fire for 2 turns. This bonus damage ignores protection and cannot be evaded. If either enemy already had Friendly Fire, both enemies gain Friendly Fire for 3 turns.
Friendly Fire: Whenever an enemy with Friendly Fire attacks, they deal 10% of that damage to a random ally of their own. This does not include massive damage effects. This effect is stackable and deals 10% damage per stack.
Heavy Losses: Deal damage to all enemies, inflict Friendly Fire for 3 turns, and deal bonus damage equal to 20% of their max health. This deals an additional 2% bonus damage for each stack of Friendly Fire and clone ally. Clone allies gain critical chance up and offense up for 2 turns, but take damage equal to 15% of their max health.
Whirlwind of Blades: Recover 30% max health and deal damage to enemy and remove all protection from them and inflict Friendly Fire for 2 turns. This cannot be evaded. If that enemy already had Friendly Fire, Pong Krell recovers an additional 20% health, deals 50% more damage, and has a 50% chance to call a random ally to assist. If the target enemy is a Clone, call all Separatist allies to assist.
Aggressive Leadership: Galactic Republic and Separatist allies gain +35% critical chance and +35 speed. While Pong Krell is active, all allies have +45% offense and 50% counter chance against enemies with Friendly Fire, and Galactic Republic enemies gain -25% max health and evasion. Whenever an enemy gains Friendly Fire, all allies gain 5% turn meter.
Path of Treachery: Pong Krell gains +100% tenacity and +20% evasion against enemies with Friendly Fire. Pong Krell gains +5 speed and +8% critical damage for each active unit. Whenever any enemies are revived while Pong Krell is active, they gain Friendly Fire for 3 turns. Whenever Pong Krell damages an enemy, all allies recover 2% protection.
Veteran Captain Rex: Light Side, Rebel, Clone, Attacker
Supportive Shot: Deal damage to enemy and grant offense up to a random ally for 2 turns with a 60% chance to grant foresight to another random other ally for 2 turns. When that foresight expires, Veteran Captain Rex’s and their debuffs are dispelled.
Cover Me!: Deal damage to enemy, inflict stagger and daze for 3 turns, and call all Rebel and Clone allies to assist, dealing -15% damage (stagger is applied after the assists). Allies that assist gain tenacity up and critical damage up for 3 turns, and recover 30% protection.
Back in Action: Clone and Rebel allies gain +30% tenacity and +40% max health, and other allies gain half those amounts. Whenever an enemy is critically hit, all allies gain 5% max protection (stacking) until the end of the encounter.
Jabba the Hutt: Dark Side, Scoundrel, Hutt Crime Syndicate, Support
Bounty Hunter Protection: Call target ally to assist, dealing 100% more damage and with 100% accuracy. They also gain 40% turn meter and armor penetration up for 3 turns. This attack cannot be countered or prevented.
Shadowy Influence: Grant target ally ‘Crime Lord’s Bidding,’ and call all allies with Crime Lord’s Bidding to assist, dealing 25% more damage, their attacks ignoring protection. If target enemy is defeated by this attack, heal all allies by 75% of Jabba’s max health, and revive a random Scoundrel ally at 50% health.
Crime Lord’s Bidding: 25% evasion, 20% offense, and recover 10% protection when they damage a debuffed enemy.
Underworld Dealings: Revive one random ally, increase target enemy’s cooldown by 2, and gain taunt for 2 turns. Each time Jabba is attacked while taunting, all allies gain 10% turn meter and recover 5% health and 5% protection. All allies above 50% health gain critical damage up, advantage, and offense up for 3 turns.
My Kind of Scum: Scoundrel and Dark Side allies gain +40% max health, +50 armor penetration, gain 15% turn meter when any unit is critically hit or is debuffed, and gain retribution for 2 turns at the start of each encounter and when any unit is defeated. Whenever a Hutt Crime Syndicate ally critically hits, they recover 10% health and inflict ability block until the end of that ally’s next turn, which cannot be resisted. Debuffed enemies have -10 speed for each debuff on them and are immune to bonus turn meter gain.
Highsinger: Dark Side, Droid, Scoundrel, Bounty Hunter, Attacker
Precision Blaster: Deal damage to enemy and gain offense up for 3 turns with a 50% chance to reduce all allied cooldowns by one. Recover 10% health and gain 20% turn meter if he already had offense up. This attack cannot be evaded.
Frenzied Fire: Deal damage to all enemies and increase all their cooldowns by 2. Target ally’s cooldowns are reset and all allies gain critical damage up and foresight for 3 turns. Bounty Hunter allies also gain defense up and critical hit immunity for as many turns as there were damaged enemies.
Calculated Aggression: Dispel all buffs on all enemies and reduce their max health equal to 5% of their max health for each buff removed for the rest of the encounter. This attack cannot be evaded or resisted. All Scoundrel allies gain max health equal to 5% of their max health each buff removed for the rest of the encounter. If any enemies have no buffs, gain frenzy for 3 turns.
Asajj Ventress (Bounty Hunter): Dark Side, Scoundrel, Bounty Hunter, Attacker
Malicious Assault: Deal damage to enemy and dispel a random buff on them. If any buffs were dispelled, inflict all debuffs that are on herself onto that enemy for 1 turn. If no buffs were dispelled, inflict daze for 2 turns. This has a 50% chance to deal double damage, and a 25% chance to deal triple damage.
Dark Acolyte Strike: Deal damage to enemy four times and inflict stun for 2 turns, the other attacks dealing 25% less damage. If 2 or more attacks are critical hits, the cooldown of this ability is reset and all allies gain protection recharge for 3 turns. This attack cannot be evaded, resisted, or countered.
Arrogant Pursuer: Bounty Hunter allies gain +25 speed and +30% critical damage and are immune to daze. Whenever a Scoundrel ally critically hits, all allies gain 10% turn meter. Whenever an ally inflicts a debuff, they gain retribution or 1 turn and have a 75% chance to recover 10% max health.
Path of Suffering: Asajj Ventress gains +5% offense and critical chance for each of the following: Bounty Hunter ally, Nightsister ally, Jedi enemy, and Separatist enemy. Whenever any unit critically hits, Asajj gains 10% critical damage (stacking) for 3 turns.