So basically, this ll switch between each territory wars instead of just FO and Resistance. I need help with Balance though.
Bounty Hunters: Syndicate: Bounty Hunters call a random ally to assist whenever they use a special ability. Assist and Multi-Attacks deal 30% more damage.
VS
Scoundrels: Rigged Dice: Whenever a Thermal Detonator is cleansed or resisted, inflict 2 irrestisble thermal detonators to explode after one turn.
Rouge 1: Built on Hope: As long as another Rouge one ally is alive, Rouge one characters revive another random rouge 1 character with 1 health and 100%TM whenever they use a special ability. These characters cant gain health or buffs for 1 turn.
VS
Imp. Troopers: Imperial Backbone: Imperial Troopers gain 30% Max HP and 30% Defense. Whenever a Imperial Trooper gains a defensive buff, he gains the corresponding offensive buff.
Defense Up: Offense Up
Crit Immunity: Advanatge
Rebels : Nothing to lose: Rebels gain 20% Offense and 40% Critical Damage.
Vs
Empire: Iron Grip: Whenever a Empire ally inflicts a debuff, a random enemy gains tenacity down for 2 turns. If he already had tenacity down, inflict speed down for 2 turns. If he already had speed down, remove 5%TM. Empire allies gain 20% Potency. This ability counts for each enemy character being inflicted and not per debuff.
Ewoks: Nature's Revenge: Ewoks with buffs gain 5%Defense, Max HP and Offense per buff. Ewoks have a 70% chance to gain tencaity up after being inflicted with a debuff. Ewoks are immune to buff immunity
VS
Jawas: Shifting Sands: Jawas gain 30% Speed and 20% Evasion. Jawas attacks cannot be evaded or countered.
Phoniex: Lothal's Champions: Phoniex uniques are shared after death if Hera was the Leader. Phoniex charcaters are immune to TM Removal
vs
Thrawn: Strategy Trifecta.: Negate all other unique abilities, including allies unique abilities. Thrawn is immune to debuffs. Thrawn must be the leader in order for this ability to be active.
Jedi: Peacekeepers: Jedi gain 50% Max Protection and HP and are immune to debuffs.
Vs
Sith: Warmongers: Sith gain 50% Offense. Enemies cant gain buffs.
Clones: One Blood: Clones equalize their health percentages at the end of their leaders turn, then
gain 10% of their respective Max HP. If they have full health, they recover 10% of their protection and dispell all debuffs on all clones.
Vs
Droids: Critical Analysis: Droid are immune to debuffs. All buffs last for a additional turn.