3 years ago
Omicron Ability Update: Wampa
CHANGES MARKED IN GREEN
UNIT NAME: Wampa
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, Attacker
Fearsome predator from Hoth that attacks constantly with increasing strength
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BASIC: Womp!
FINAL TEXT: Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns. If the target was Exposed or Staggered, Stun them for 1 turn. If the target was debuffed, gain 20% Turn Meter. If Wampa isn't debuffed, gain 20% Turn Meter. This attack can't be Evaded. This attack has +100% Offense against Rebel targets.
SPECIAL: Icebreaker (Cooldown 5)
FINAL TEXT: Dispel all debuffs on Wampa. Deal Physical damage to all enemies and Daze them for 2 turns. Wampa gains Protection Up (150%) until the next time this ability is used, which can't be Dispelled or prevented.
SPECIAL: Furious Foe (Cooldown 4)
FINAL TEXT: Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded. Wampa gains 40% Accuracy, 40% Critical Chance, and 40% Offense (stacking) until the end of the encounter. Wampa gains 15% Turn Meter for each defeated ally and each active enemy. This ability starts on cooldown.
UNIQUE: Howling Rage
FINAL TEXT: While Wampa has Protection Up, it has +20% Counter Chance, +50% Offense, and +50% Tenacity.
UNIQUE: Cornered Beast
OLD FINAL TEXT: Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy.
NEW FINAL TEXT (OMICRON): Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy.
While in Grand Arenas: Wampa gains +100% Tenacity. If there are no other active allies at the start of battle, Wampa gains +75% Defense, Max Health, Max Protection, and Offense, doubled if there is only 1 active enemy at the start of battle. Whenever Wampa is damaged by an attack, inflict 2 Damage Over Time effects for 3 turns on the attacking enemy, which can't be evaded or resisted, the cooldown of Furious Foe is reduced by 1, and gain +30% Tenacity (stacking) until the end of the encounter.
UNIT NAME: Wampa
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, Attacker
Fearsome predator from Hoth that attacks constantly with increasing strength
------
BASIC: Womp!
FINAL TEXT: Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns. If the target was Exposed or Staggered, Stun them for 1 turn. If the target was debuffed, gain 20% Turn Meter. If Wampa isn't debuffed, gain 20% Turn Meter. This attack can't be Evaded. This attack has +100% Offense against Rebel targets.
SPECIAL: Icebreaker (Cooldown 5)
FINAL TEXT: Dispel all debuffs on Wampa. Deal Physical damage to all enemies and Daze them for 2 turns. Wampa gains Protection Up (150%) until the next time this ability is used, which can't be Dispelled or prevented.
SPECIAL: Furious Foe (Cooldown 4)
FINAL TEXT: Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded. Wampa gains 40% Accuracy, 40% Critical Chance, and 40% Offense (stacking) until the end of the encounter. Wampa gains 15% Turn Meter for each defeated ally and each active enemy. This ability starts on cooldown.
UNIQUE: Howling Rage
FINAL TEXT: While Wampa has Protection Up, it has +20% Counter Chance, +50% Offense, and +50% Tenacity.
UNIQUE: Cornered Beast
OLD FINAL TEXT: Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy.
NEW FINAL TEXT (OMICRON): Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time effect on each enemy.
While in Grand Arenas: Wampa gains +100% Tenacity. If there are no other active allies at the start of battle, Wampa gains +75% Defense, Max Health, Max Protection, and Offense, doubled if there is only 1 active enemy at the start of battle. Whenever Wampa is damaged by an attack, inflict 2 Damage Over Time effects for 3 turns on the attacking enemy, which can't be evaded or resisted, the cooldown of Furious Foe is reduced by 1, and gain +30% Tenacity (stacking) until the end of the encounter.