4 years ago
Our Genuine Rework Idea: Rebels series #2 (Admiral Ackbar, Biggs Darklighter, and Wedge Antilles)
This section contains our rework/touch-up ideas for the following characters:
Admiral Ackbar;
Biggs Darklighter;
Wedge Antilles.
Another "cohort of thanks" to @Ichiraikou for improving and polishing our ideas! And as always, welcome any positive feedback or constructive criticism. Lastly, we genuinely hope CG Devs would see this in any way. This took us a month to come up with. Enjoy!
REMARK: bolded words and sentences are the changes we suggested, and some of them are indicated with GREEN color. In addition, all characters' portrait are credited to swgoh.gg.
5. Wedge Antilles (Rework)
Light Side, Attacker,Leader, Rebel, Rebel Fighter
DESCRIPTION: Rebel Pilot who contains a strong offensive strategy and subtly maximizes his support for his Rebel allies.
ABILITIES:
Basic: Focused Fire
Deal Physical damage to target enemy and inflict Vulnerable until the end of Wedge’s next turn. This attack deals double damage to Vulnerable targets.
Special: Red Squadron Strike (Cooldown: 3)
Deal Physical damage to all enemies and dispel all buffs on them. This attack can’t be countered, and deals 50% more damage to Empire enemies or enemies above 50% Health. Empire enemies or enemies with Vulnerable can’t evade this attack.
Leader Unique 1: (ZETA) Rebel Heroism
Rebel allies gain +20% Offense, +20% Critical Damage, and recover 5% of their Health and Protection on a critical hit. When a Rebel ally defeats an enemy, all Rebel allies gain 10% Turn Meter and recover 10% Health and 10% Protection. When Wedge is active, all Rebel Fighter allies have +10% Critical Chance.
Unique 2: Red Leader
Wedge has +45% Armor Penetration and +10 Speed for each ally with full Health(excluding summoned allies), and has +30% Armor Penetration and +15 Speed for each ally without full Health (including defeated allies and excluding summoned allies). If Biggs Darklighter is present, he also gains these bonuses even after Wedge is defeated.
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6. Biggs Darklighter (Touch-up)
Light Side, Attacker, Rebel, Rebel Fighter
DESCRIPTION: Rebel Pilot who covers his allies with evasions and out-of-turn attacks, and constantly crit hits his enemies.
ABILITIES:
Basic: Cadet’s Aim
Deal Physical damage to target enemy and inflict Critical Damage Down for 2 turns. On a critical hit, grant Critical Damage Up to a random ally that doesn’t have it for 2 turns.
Special: Comrade-in-Arms (Cooldown: 2)
Target ally attacks and then Biggs assists them. If Wedge Antilles is an ally, he also assists. All attacks have +35% Potency, +35% Accuracy, and +35% Critical Chance.
Unique: Adrenaline Rush
Biggs Darklighter gains 100% Turn Meter and Evasion Up for 4 turns after surviving any damage from an Empire enemy or a critical hit from any enemy. Whenever Biggs evades from an attack, all other Rebel allies gain 5% Turn Meter, doubled for other Rebel Fighter allies.
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9. Admiral Ackbar (Rework)
Light Side, Support, Leader, Rebel, Fleet Commander
DESCRIPTION: Rebel support who gains abundant turn meter, dispels debuffs, and grants allies extra turns.
ABILITIES:
Basic: Quick Shot
Deal Physical damage to target enemy with a 55% chance to gain 45% Turn Meter. Then inflict Offense Down on target enemy for 2 turns. If Ackbar has Tactical Genius, he gains Speed Up for 2 turns.
Special 1: It’s a Trap! (Cooldown: 4)
Dispel all debuffs from all allies. Each ally recovers 10% of their Max Health and Max Protection for each debuff dispelled this way. Admiral Ackbar gains 5% Turn Meter for each debuff dispelled on each ally.
Special 2: Tactical Genius (Cooldown: 3)
Ackbar grants each ally the unique buff Tactical Genius, which can’t be prevented, copied, or dispelled.
Tactical Genius: The first ally to use a Special ability while they have this effect dispels all debuffs from them, gains 100% Turn Meter and recovers 30% of their Max Health. Tactical Genius ends whenever any ally triggers this effect or at the end of Ackbar’s next turn.
Leader: (ZETA) Rebel Coordination
Rebel allies have +30 Speed, +15% Tenacity, and Rebel Fighter allies have +10% Critical Damage. In addition, whenever an ally uses an ability that isn’t an attack, they call a Rebel ally to assist. If Ackbar is in the Leader slot, all Rebel allies are granted with a new ability: Adapt to Circumstances (Cooldown: 3).
Adapt to circumstances: Copy all buffs from target enemy and gain them for 2 turns, and gain 10% Turn Meter for each buff gained. If no buffs were copied or gained, reduce the cooldown of this ability by 1. If this unit has any debuff after using this ability, they gain +20% Defense Penetration (stacking, max 200%) until the end of encounter or until they are defeated.
Unique: (ZETA) Resolved Mon Calamari (NEW ABILITY)
At the start of his turn, Ackbar recovers +1% Health and Protection for each active Light Side ally (excluding summoned units). Ackbar also has +30% counter chance and +20% Tenacity. These stats are doubled if a Rebel is in the Leader slot. When Ackbar is active, Empire enemies can’t gain bonus Turn Meter.
Admiral Ackbar;
Biggs Darklighter;
Wedge Antilles.
Another "cohort of thanks" to @Ichiraikou for improving and polishing our ideas! And as always, welcome any positive feedback or constructive criticism. Lastly, we genuinely hope CG Devs would see this in any way. This took us a month to come up with. Enjoy!
REMARK: bolded words and sentences are the changes we suggested, and some of them are indicated with GREEN color. In addition, all characters' portrait are credited to swgoh.gg.
5. Wedge Antilles (Rework)
Light Side, Attacker,
DESCRIPTION: Rebel Pilot who contains a strong offensive strategy and subtly maximizes his support for his Rebel allies.
ABILITIES:
Basic: Focused Fire
Deal Physical damage to target enemy and inflict Vulnerable until the end of Wedge’s next turn. This attack deals double damage to Vulnerable targets.
Special: Red Squadron Strike (Cooldown: 3)
Deal Physical damage to all enemies and dispel all buffs on them. This attack can’t be countered, and deals 50% more damage to Empire enemies or enemies above 50% Health. Empire enemies or enemies with Vulnerable can’t evade this attack.
Rebel allies gain +20% Offense, +20% Critical Damage, and recover 5% of their Health and Protection on a critical hit. When a Rebel ally defeats an enemy, all Rebel allies gain 10% Turn Meter and recover 10% Health and 10% Protection. When Wedge is active, all Rebel Fighter allies have +10% Critical Chance.
Unique 2: Red Leader
Wedge has +45% Armor Penetration and +10 Speed for each ally with full Health(excluding summoned allies), and has +30% Armor Penetration and +15 Speed for each ally without full Health (including defeated allies and excluding summoned allies). If Biggs Darklighter is present, he also gains these bonuses even after Wedge is defeated.
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6. Biggs Darklighter (Touch-up)
Light Side, Attacker, Rebel, Rebel Fighter
DESCRIPTION: Rebel Pilot who covers his allies with evasions and out-of-turn attacks, and constantly crit hits his enemies.
ABILITIES:
Basic: Cadet’s Aim
Deal Physical damage to target enemy and inflict Critical Damage Down for 2 turns. On a critical hit, grant Critical Damage Up to a random ally that doesn’t have it for 2 turns.
Special: Comrade-in-Arms (Cooldown: 2)
Target ally attacks and then Biggs assists them. If Wedge Antilles is an ally, he also assists. All attacks have +35% Potency, +35% Accuracy, and +35% Critical Chance.
Unique: Adrenaline Rush
Biggs Darklighter gains 100% Turn Meter and Evasion Up for 4 turns after surviving any damage from an Empire enemy or a critical hit from any enemy. Whenever Biggs evades from an attack, all other Rebel allies gain 5% Turn Meter, doubled for other Rebel Fighter allies.
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9. Admiral Ackbar (Rework)
Light Side, Support, Leader, Rebel, Fleet Commander
DESCRIPTION: Rebel support who gains abundant turn meter, dispels debuffs, and grants allies extra turns.
ABILITIES:
Basic: Quick Shot
Deal Physical damage to target enemy with a 55% chance to gain 45% Turn Meter. Then inflict Offense Down on target enemy for 2 turns. If Ackbar has Tactical Genius, he gains Speed Up for 2 turns.
Special 1: It’s a Trap! (Cooldown: 4)
Dispel all debuffs from all allies. Each ally recovers 10% of their Max Health and Max Protection for each debuff dispelled this way. Admiral Ackbar gains 5% Turn Meter for each debuff dispelled on each ally.
Special 2: Tactical Genius (Cooldown: 3)
Ackbar grants each ally the unique buff Tactical Genius, which can’t be prevented, copied, or dispelled.
Tactical Genius: The first ally to use a Special ability while they have this effect dispels all debuffs from them, gains 100% Turn Meter and recovers 30% of their Max Health. Tactical Genius ends whenever any ally triggers this effect or at the end of Ackbar’s next turn.
Leader: (ZETA) Rebel Coordination
Rebel allies have +30 Speed, +15% Tenacity, and Rebel Fighter allies have +10% Critical Damage. In addition, whenever an ally uses an ability that isn’t an attack, they call a Rebel ally to assist. If Ackbar is in the Leader slot, all Rebel allies are granted with a new ability: Adapt to Circumstances (Cooldown: 3).
Adapt to circumstances: Copy all buffs from target enemy and gain them for 2 turns, and gain 10% Turn Meter for each buff gained. If no buffs were copied or gained, reduce the cooldown of this ability by 1. If this unit has any debuff after using this ability, they gain +20% Defense Penetration (stacking, max 200%) until the end of encounter or until they are defeated.
Unique: (ZETA) Resolved Mon Calamari (NEW ABILITY)
At the start of his turn, Ackbar recovers +1% Health and Protection for each active Light Side ally (excluding summoned units). Ackbar also has +30% counter chance and +20% Tenacity. These stats are doubled if a Rebel is in the Leader slot. When Ackbar is active, Empire enemies can’t gain bonus Turn Meter.