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6 years ago

Kit Reveal: Malevolence

Want to learn more about this ship? Check out the Malevolence Developer Insight!


UNIT NAME: Malevolence
ALIGNMENT: Dark
CATEGORIES: Dark Side, Capital Ship, Separatist, Droid
Separatist Capital Ship that powers up both Separatists and Droids and has the means to shut down entire enemy fleets.



ABILITIES:

Basic: Fire!



FINAL TEXT: Deal Physical damage to target enemy and Stun them for 1 turn.

Special 1: Charging Malevolence (Cooldown 3)



FINAL TEXT: Dispel all debuffs on target ally and grant them 1 stack of Overcharge for 2 turns. Grant all allies 20% Turn Meter. Then, call target ally to assist.

Overcharge: +20% Offense and Defense per stack (max 5 stacks), can't be copied

Special 2: All Cannons Fire! (Cooldown 4)



FINAL TEXT: Deal Physical damage to all enemies and inflict Offense Down for 2 turns. This attack deals 10% more damage for each ally with Overcharge.

Special 3 (Ultimate): Fire The Ion Cannon! (Cooldown 5)



FINAL TEXT: Stun the enemy Capital Ship for 1 turn. Dispel all buffs from all enemies and remove all Protection and Turn Meter from them (including the Capital Ship). Affected enemies can't recover Protection or gain bonus Protection for the rest of the battle. These effects can't be dispelled, evaded, or resisted. This ability starts on cooldown.

Unique: Let Them Come

FINAL TEXT: Separatist allies have +50% Critical Avoidance. Malevolence triples the effects of Buzz Droids on enemies.

Each time the Malevolence uses a Special ability (except Call Reinforcement), it summons a Vulture Droid if there is an available slot on the battlefield. The Malevolence gains 30% Turn Meter whenever an allied Vulture Droid is defeated.

Whenever another Separatist or Droid ally uses a Basic ability, they gain a stack of Overcharge for 2 turns if an ally is already Overcharged.

Reinforcement Bonus: Reinforcements gain Overcharge for 2 turns.

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