UC-mariogsh
4 years agoRising Rookie
RC-1140 "Fixer" (Delta 40) Kit Idea
Check the rest of Delta Squad kits:
RC-1138 "Boss": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244035/rc-1138-boss-delta-38-kit-idea
RC-1262 "Scorch": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244049/rc-1262-scorch-delta-62-kit-idea
RC-1207 "Sev": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244054/rc-1207-sev-delta-07-kit-idea
Unit Name: RC-1140 "Fixer"
Tags: Light Side, Support, Galactic Republic, Clone Trooper, Delta Squad
Determined commando who will help out his team and will not be stopped by the enemies
ABILITIES
Basic: Gauntlet Vibroblade
Deal Physical damage to target enemy and inflict Bleed for 2 turns.
Bleed: -5% Speed and -5% Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered.
Special 1: Watch The Master At Work (Cooldown 3)
Inflict Expose twice on target enemy for 2 turns and remove 20% Turn Meter. If the target enemy had Focus Fire, inflict Focus Fire on the Healthiest enemy for 2 turns. Droid targets are also Stunned for 1 turn and these effects can't be resisted. This ability can't be evaded.
Special 2: (ZETA) Cut Out The Chatter (Cooldown 4)
All Delta Squad allies recover 20% Protection. Then, all allies get bonuses based on their roles:
- Attacker: Gain Critical Damage Up and Critical Chance Up for 2 turns. Their cooldowns get reduced by 1.
- Support or Healer: Recover 20% Health, gains Health Up for 2 turns and 25% Turn Meter.
- Tank or Taunting Allies: Dispel all debuffs and gain Taunt for 2 (3) turns.
Unique 1: No Distractions Now, Ok?
Fixer is immune to Turn Meter reduction, Daze and Ability Block. When other Delta Squad ally suffers a debuff, they gain 5% Tenacity (stacking) until the end of the encounter.
Unique 2: I Need Some Cover Here
Fixer gains 15% Defense for each active Delta Squad ally at the start of the battle, all other Delta Squad allies get half that amount until Fixer is defeated. Taunting allies can't be critically hit while Fixer is active.
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The last kit of Delta Squad, and with this, the entire crew is complete! And the synergies between Focus Fire are pretty clear, this team has lots of damage, survivavility and more! But they're only 4 members, so think about who would you plug in there, there's not a lot of synergy outside of the Delta Squad itself, but they still have "Clone Trooper" tag, so maybe there could be some fun theory crafting
Feel free to ask any questions or suggest anything regards to the kit, and check out the rest of Delta Squad kits.
As always, some questions that may surge:
First, a Focus Fire recall on what this new debuff do, like always:
Focus Fire: This unit can't gain Stealth or bonus Turn Meter. Damage dealt by Delta Squad to this unit will also deal bonus damage equal to 5% of the target's Max Health
- The Bleed debuff alredy exist on the Nexu mission on LS Geo TB, I literally took what that debuff does and make Fixer apply it, the only difference is that the Nexu one is "permanent" until the debuffed unit is healed, in this case, if they're not healed, the debuff will expire anyways after the 2 turns. Also, like the one on the Nexu mission, this Bleed can be stacked, and their effects too (2 Bleed debuffs will make you lose 10% tenacity and 10% speed)
- On his first special, the exposes and turn meter removal will also be unresistable if the target enemy is a droid.
- On his second special, once the zeta is applied, the Tanks or Taunting allies will gain Taunt for 3 turns instead of 2. Taunting allies synergy is there because Delta Squad does not have a proper Tank, but Scorch may Taunt when Sev falls below the 100% health, so this Taunt is then reapplied on Scorch.
- On his first unique, it is stated that once a Delta Squad ally suffers a debuff, they gain tenacity stacking. This apply only to the debuffed unit(s), not all the Delta Squad at the same time.
- On his second unique, once Fixer is defeated, Delta Squad allies lose that extra defense that Fixer provided. This ability counts Fixer himself, so 60% defense is granted on a full Delta Squad (4 members) team and the rest of the team would get 30%.
RC-1138 "Boss": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244035/rc-1138-boss-delta-38-kit-idea
RC-1262 "Scorch": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244049/rc-1262-scorch-delta-62-kit-idea
RC-1207 "Sev": https://forums.galaxy-of-heroes.starwars.ea.com/discussion/244054/rc-1207-sev-delta-07-kit-idea
Unit Name: RC-1140 "Fixer"
Tags: Light Side, Support, Galactic Republic, Clone Trooper, Delta Squad
Determined commando who will help out his team and will not be stopped by the enemies
ABILITIES
Basic: Gauntlet Vibroblade
Deal Physical damage to target enemy and inflict Bleed for 2 turns.
Bleed: -5% Speed and -5% Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered.
Special 1: Watch The Master At Work (Cooldown 3)
Inflict Expose twice on target enemy for 2 turns and remove 20% Turn Meter. If the target enemy had Focus Fire, inflict Focus Fire on the Healthiest enemy for 2 turns. Droid targets are also Stunned for 1 turn and these effects can't be resisted. This ability can't be evaded.
Special 2: (ZETA) Cut Out The Chatter (Cooldown 4)
All Delta Squad allies recover 20% Protection. Then, all allies get bonuses based on their roles:
- Attacker: Gain Critical Damage Up and Critical Chance Up for 2 turns. Their cooldowns get reduced by 1.
- Support or Healer: Recover 20% Health, gains Health Up for 2 turns and 25% Turn Meter.
- Tank or Taunting Allies: Dispel all debuffs and gain Taunt for 2 (3) turns.
Unique 1: No Distractions Now, Ok?
Fixer is immune to Turn Meter reduction, Daze and Ability Block. When other Delta Squad ally suffers a debuff, they gain 5% Tenacity (stacking) until the end of the encounter.
Unique 2: I Need Some Cover Here
Fixer gains 15% Defense for each active Delta Squad ally at the start of the battle, all other Delta Squad allies get half that amount until Fixer is defeated. Taunting allies can't be critically hit while Fixer is active.
--------------------------------------
The last kit of Delta Squad, and with this, the entire crew is complete! And the synergies between Focus Fire are pretty clear, this team has lots of damage, survivavility and more! But they're only 4 members, so think about who would you plug in there, there's not a lot of synergy outside of the Delta Squad itself, but they still have "Clone Trooper" tag, so maybe there could be some fun theory crafting
Feel free to ask any questions or suggest anything regards to the kit, and check out the rest of Delta Squad kits.
As always, some questions that may surge:
First, a Focus Fire recall on what this new debuff do, like always:
Focus Fire: This unit can't gain Stealth or bonus Turn Meter. Damage dealt by Delta Squad to this unit will also deal bonus damage equal to 5% of the target's Max Health
- The Bleed debuff alredy exist on the Nexu mission on LS Geo TB, I literally took what that debuff does and make Fixer apply it, the only difference is that the Nexu one is "permanent" until the debuffed unit is healed, in this case, if they're not healed, the debuff will expire anyways after the 2 turns. Also, like the one on the Nexu mission, this Bleed can be stacked, and their effects too (2 Bleed debuffs will make you lose 10% tenacity and 10% speed)
- On his first special, the exposes and turn meter removal will also be unresistable if the target enemy is a droid.
- On his second special, once the zeta is applied, the Tanks or Taunting allies will gain Taunt for 3 turns instead of 2. Taunting allies synergy is there because Delta Squad does not have a proper Tank, but Scorch may Taunt when Sev falls below the 100% health, so this Taunt is then reapplied on Scorch.
- On his first unique, it is stated that once a Delta Squad ally suffers a debuff, they gain tenacity stacking. This apply only to the debuffed unit(s), not all the Delta Squad at the same time.
- On his second unique, once Fixer is defeated, Delta Squad allies lose that extra defense that Fixer provided. This ability counts Fixer himself, so 60% defense is granted on a full Delta Squad (4 members) team and the rest of the team would get 30%.