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swgohfan29's avatar
8 years ago

Rebels: Kallus and Thrawn Ideas

Grand Admiral Thrawn

Basic:Pressurize: Deal damage to target enemy. As long as Thrawn's Potency is higher that that enemy, inflict Speed down. If not, call a ally to assit dealing 75% less damage

Critical Analysis: Special: Dispel all buffs from all characters and all debuffs from your allies. Empire Characters gain 28%TM and INTEL UP for 3 turns

INTEL UP: Gains 70% Offense whenever attacking out of turn

Seventh Fleet Admiral: Leader: Empire characters gain 7% of all stats, and also gain 7% HP and TM whenever a ally uses a special ability. They also gain a additional 14 speed

Close In : Unique: Thrawn gains 28% TM whenever a ally uses a special ability and 7%TM whenever a Rebel does so.
ZETA: Whenver Thrawn defeats a foe, opponents lose all buffs and all debuffs are locked in. Locked debuffs cant be dispelled but can run out of time.
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AGENT KALLUS

Empire / RebelTank that works well with Rebels and Empire units


Close Combat: Deal Physical damage to target foe. Inflict Offense down on a critical hit for 2 turns and gain 55%TM if evaded.

Lead From The Front: Kallus calls 3 allies to assist, then all allies gain potency up for 3 turns. Empire Allies gain 21%TM

Fulcrum : Leader: Rebel allies gain 21% Offense and speed, and 21 Defense against enemies attacking out of turn. Other allies gain 75% of these benefits

Order of The Empire: Leader: Empire allies gain 21% Defense and Potency, and deal 21% more damage when attacking out of turn. Other allies recieve 35% of these benefits


Divided Allegieance: Kallus deals 21% more damage to Rebels and Empire characters. In addition, Fulcrum Leader ability is active if at least 3 rebels are present, while Order of the EmpireLeader ability is activated if 3 empire characters are present

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