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NikWolver's avatar
7 years ago

Random Character Ideas

Praetorian Guard - First Order Tank

Specialized Arsenal (basic): Deal damage to target enemy then gain buffs & inflict debuffs depending on the target's role

Attacker: Gain Critical Damage Up and inflict buff immunity for 2 turns (Vibro Blade animation)
Support: Gain Advantage for 2 turn and inflict ability block for 1 turn and speed down for 2 turns (Electrowhip animation)
Tank: Gain Protection Up (25%) and inflict defense down for 2 turns (Pike animation)

Crimson Armor (special): Praetorian Guard increases his defense by 20% until the end of battle (max 100%) . He also gains retribution and taunt (both 2 turns) and grants all other allies speed up (1 turn) - cd 3

Elite Guard (unique): Praetorian Guard gains 5% tenacity 10% potency and 15% defense penetration for each First Order ally

General Pong Krell - Jedi Support

Jar'kai (basic): Deal damage to target enemy 4 times. If the target is defeated General Krell gains 10% offense (stacking) & dispels 1 random debuff from himself then gains 50% turn meter

Victory Protocol (special): Dispel all buffs from all allies. General Krell gains 100% evasion until the start of his next turn and grants all other allies 50% turn meter and 200% offense on their next attack - cd 3

Heavy Casualties (leader): All other allies have -20% max health & protection (double for clones) +40% offense (double for clones) . When an ally is defeated, all active allies gain 25 speed until the end of battle

Traitor In Disguise (unique): General Krell gains stealth at the start of each encounter and at the start of his round. The stealth will expire when he attacks. At the start of his round, General Krell applies 1 debuff on 1 random ally (cant be resisted)

Attacker: Expose
Support: Tenacity Down
Tank: Defense Down

If that ally was a clone, also inflict ability block (1 turn / irresistable) while General Krell recovers 10% max health & protection and gains 30% turn meter & retribution (1 turn)

Pre Vizla - Mandalorian Attacker

Akimbo Marksman (basic): Deal damage to target enemy and give advantage (2 turns) to a random Mandalorian ally. If this is a critical hit restore 25% max protection to the Mandalorian ally with the lowest protection (random if more than one)

Darksaber Mastery (special): Deal damage to target enemy and remove 25% of their max health. This attack cant crit but ignores protection & deals 35% more damage if Pre Vizsla is buffed or if the target is debuffed. Dispel all buffs from target and inflict healing immunity until the start of their next turn & tenacity and evasion down (2 turns). If Pre Vizsla defeats an enemy with this ability, he gains the ‘Mand’alor’ unique buff and all Mandalorian allies the ‘Proud Warrior’ unique buff.

Mand’alor (buff): Pre Vizsla has +40 speed +40% defense penetration +25% health steal. This buff cant be dispelled or resisted and expires after 3 turns

Proud Warrior (buff): +25% accuracy +25% potency +25% evasion. This buff cant be dispelled or resisted and expires after 3 turns

This attack cant be evaded and all of these effects cant be resisted - cd 4

Leader Of Death Watch (leader): All Mandalorian allies gain 30% critical chance & damage and 15% turn meter every time a Mandalorian ally critically hits an enemy

Mandalorian Past (unique): Pre Vizsla cant assist or counter but has +25% max protection & offense and +15% defense & potency for each Mandalorian ally

Note 1: This obviously suggests the introduction of the Mandalorian faction. I think Pre Vizla is a must and besides him Sabine should get a tag and new characters would need to be introduced like Bo Katan, Fenn Rau, some Death Watch and/or Protector troops etc

Also correct me if Im wrong but I think the Mandalorians are the only people in Star Wars that use vambraces. That brings a huge variety into their armory which can be translated into many abilities. Boba Fett for instance has his wrist rocket launcher. Other uses would be blasters/flamethrower/grappling lines/shield emitter/mini bombs/paralyzing darts/spinning buzzsaws

Note 2: Before I continue the next 2 characters would best come in my head at least with a rework of a related to them character. The first one is a new Darth Maul & the rework I thought of is for savage. Specifically I'd replace his leader ability with a second unique (as the character wasnt fit to lead) like this ->

Night Brothers (unique): If Darth Maul (Reborn) is an ally he gains +25% speed & defense penetration and Savage Opress gains +25% offense & defense. When Maul falls below 50% health Savage gains taunt and retribution for 2 turns. When Savage falls below 50% health Maul gains 100% turn meter and offense up (2 turns)

The concept is that of Maul after he was found by Savage and yes while he isnt a Sith anymore I think he'd count as one in the game. Now on with the rest of the post

Darth Maul (Reborn) - Sith Attacker

Lasting Grudge (basic): Deal damage to target enemy (double against the enemy that Maul was hit by last) . Gain accuracy up (1 turn) if the enemy evades your attack. Gain stealth until the start of your next turn on a critical hit

Vengeful Thrust (special 1): Deal damage to target enemy (+20% bonus damage for every time Maul was hit since the end of his last turn) then gain 50% turn meter – cd 3

Force Suppresion (special 2): Remove all turn meter from target enemy then deal damage calling a random ally to assist (bonus attack on a critical hit) – cd 3

Underworld Control (leader): All allies have +30% accuracy & all DS allies have +20% offense. All scoundrel allies have +20% critical chance. All other Sith allies have +25% potency and Maul has +30% critical damage

Reformed Mind (unique): Maul recovers 25% max health & protection every time he defeats an enemy and has +20% critical chance +25% accuracy +30% evasion +50% healthsteal. He also has +5% evasion +5% health steal for each Jedi enemy and an extra 20% critical chance when General Kenobi is enemy & when Old Ben is an enemy. Finally Maul has -25% defense when Darth Sidious is an enemy

Hevy - Clone Tank

Big Gun For A Big Man (basic): Deal damage to primary target and infict defense and evasion down (2 turns)

Anchor (special): Deal damage to all enemies and taunt for 2 turns. For each enemy hit Hevy gains 15% turn meter - cd 3

Domino Squad Leader (leader): All clone allies have +35% speed +50% defense penetration. All clone allies gain an extra turn each time an enemy is defeated and retribution (2 turns) each time a clone ally is defeated (Fives gains +50% counter damage for 1 turn instead) . Hevy, Fives & Echo gain the Domino unique buff (cant be dispelled or resisted)

Domino (buff):

At the start of his turn, Hevy exposes the enemy with the most turn meter (1 turn) and removes 15% turn meter from the rest of the enemies (both cant be resisted). While Hevy is active Fives has +25% potency and Echo has +20% tenacity (not stacking with the bonuses from the other 2)

Fives gains +15% counter chance & +25% counter damage. Fives counters each time Hevy or Echo are hit. While Fives is active Hevy deals +30% damage and Echo has +20% tenacity (not stacking with the bonuses from the other 2)

Echo has +15% (+25% for clone ally) assist chance to his 'Follow Up' ability . Echo deals normal damage when he assists Hevy or Fives and has 65% chance to assist when Hevy or Fives use a special ability. While Echo is active Hevy deals +30% damage and Fives has +25% potency (not stacking with the bonuses from the other 2)

Taking No Prisoners (unique): Every time Hevy gains taunt he recovers 20% of his max health & protection and while taunting Hevy has +60% critical avoidance & +25 defense (stacking) for each active clone ally. Just before Hevy dies he blows the place up dealing unavoidable dmg to all enemies with 250% offense (bonus damage to droid enemies for 50% of their max health) . If he is the last ally alive he deals massive damage to target enemy

Echo (Reworked) - Clone Support

Supporting Fire (basic): Deal damage to target enemy and grant 20% turn meter to the ally with the lowest turn meter (35% for clone ally) . If that ally would need less than the turn meter granted to take a turn, Echo is granted the surplus of that turn meter and gains stealth until the start of his next turn

EMP Grenade (special): Deal damage to all enemies dispelling all buffs from them then inflict buff immunity on target enemy. Stun all droid enemies. These effects last 1 turn and are irresistable - cd 4

By The Book (unique 1): Every time Echo uses his basic ability (attacks out of turn dont count) he dispels 1 random debuff from all clone allies and gives advantage (2 turns) to the ally with the most turn meter and health steal up (2 turns) to the ally with the lowest health

Follow Up (unique 2): Whenever an ally uses a basic ability during their turn, Echo has 35% chance to assist them (75% chance for clone ally) . Echo’s assists deal 25% less damage

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