3 years ago
Omicron Ability Update: Carth Onasi
CHANGES MARKED IN GREEN
UNIT NAME: Carth Onasi
ALIGNMENT: Light Side
CATEGORIES: Light Side, Attacker, Leader, Old Republic
Old Republic soldier that excels at clearing waves of enemies.
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Basic: RAPID SHOT
FINAL TEXT: Deal Physical damage to target enemy and inflict a Damage Over Time effect for 2 turns. This attack deals 10% more damage for each Damage Over Time effect on that enemy.
Special 1: JUST KEEP SHOOTING (Cooldown 4)
FINAL TEXT: Deal Physical damage to all enemies and gain Offense Up for 2 turns. For each Critical Hit this attack scores, Carth gains 15% Turn Meter.
Leader - SOLDIER OF THE OLD REPUBLIC
OLD FINAL TEXT (ZETA): Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.
When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).
NEW FINAL TEXT (ZETA/OMICRON): Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.
When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).
While in Territory Battles: Old Republic allies have +20% counter chance, Max Health, and Defense for each Old Republic ally. Whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the selected target, which can't be evaded, and then Carth is called to assist. Whenever an old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter.
Unique - SOLDIER'S TRAINING
While attacking, Carth gains 10% Offense for each active enemy and Old Republic ally. Whenever Carth defeats an enemy, he gains 10% Critical Chance and Critical Damage (stacking), and the cooldown of Just Keep Shooting is reset.
UNIT NAME: Carth Onasi
ALIGNMENT: Light Side
CATEGORIES: Light Side, Attacker, Leader, Old Republic
Old Republic soldier that excels at clearing waves of enemies.
------
Basic: RAPID SHOT
FINAL TEXT: Deal Physical damage to target enemy and inflict a Damage Over Time effect for 2 turns. This attack deals 10% more damage for each Damage Over Time effect on that enemy.
Special 1: JUST KEEP SHOOTING (Cooldown 4)
FINAL TEXT: Deal Physical damage to all enemies and gain Offense Up for 2 turns. For each Critical Hit this attack scores, Carth gains 15% Turn Meter.
Leader - SOLDIER OF THE OLD REPUBLIC
OLD FINAL TEXT (ZETA): Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.
When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).
NEW FINAL TEXT (ZETA/OMICRON): Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.
When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).
While in Territory Battles: Old Republic allies have +20% counter chance, Max Health, and Defense for each Old Republic ally. Whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the selected target, which can't be evaded, and then Carth is called to assist. Whenever an old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter.
Unique - SOLDIER'S TRAINING
While attacking, Carth gains 10% Offense for each active enemy and Old Republic ally. Whenever Carth defeats an enemy, he gains 10% Critical Chance and Critical Damage (stacking), and the cooldown of Just Keep Shooting is reset.