Star Wars Rebels Characters
Would any else not love to have more characters from Star Wars rebels? Like imagine a Ezra Bridger (Padawan) version where he uses his lightsaber blaster with one ability being a slash, one being a shot from it, and a third ability of him using his slingshot. Then a Kanan Jarrus (Phoenix) version where he isn’t blinded and uses his blaster and has an ability where he puts his lightsaber together with the seperate pieces to slash the enemy. But imagine more characters from the show as well like Agent Kallus, Wolffe, and Gregor characters36Views1like1CommentGrievous, Jedi Butcher: GL Kit Concept
GL General Grievous brings Trench off the bench with bonuses for Tactical Supremacy, whoop whoop! Like most GLs, he likes to work with his non-GL variant, though you can realistically plug 'n' play any Separatist droids with him. Is this kit overpowered? I dunno, quite possibly. Infamous General of the droid armies that ruthlessly punishes target locked enemies and has an impressive collection of lightsabers. Unit name - Grievous, Jedi Butcher Tags - Galactic Legend, Dark Side, Attacker, Leader, Droid, Separatist Mastery - Accuracy, Damage, and Defense Penetration (For appearance and animations, Grievous only has two arms deployed unless specified otherwise. His design would be some sort of cross between his 2003 and 2005 versions.) I Will Deal With This Slime Myself (Ultimate Ability) (I recommend reading this after the rest of the kit) Requires at least 70% Ultimate Charge to activate. Ultimate Charge: Grievous, Jedi Butcher gains 3% Ultimate Charge whenever a Target Locked enemy is Critically hit, and 5% Ultimate Charge whenever he gains a stack of Stolen Lightsaber. All allied Separatists dispel all their debuffs and double their Defense for the rest of the encounter. Grievous, Jedi Butcher, gains 100% turn meter, which can't be prevented, and 4 stacks of Stolen Lightsaber. On his next attack, Grievous, Jedi Butcher, deals bonus true damage to the target enemy equal to 100% of his current Defense, tripled against Jedi, which can't be evaded. If 100% Ultimate Charge was used, Grievous, Jedi Butcher, also gains 50% of other Separatist allies' Defense, no longer loses stacks of Stolen Lightsaber for the rest of battle, and instead instantly defeats the next enemy he targets, which can't be evaded or resisted. The defeated enemy can't be revived. [HE ALSO DEPLOYS HIS OTHER TWO ARMS FOR THE REST OF BATTLE :)] To See You Die (Basic) (Final text, Zeta) Deal Physical damage to target enemy, dealing additional true damage equal to 5% of his Max Health, and if the target is a Jedi and defeated by this attack, gain 1 stack of Stolen Lightsaber (max 4) until the end of the encounter. If they are Target Locked, this attack has +40% Health Steal, can’t be evaded or countered, and reduces their Potency and Defense by 4% (stacking) until the end of the encounter. Stolen Lightsaber: +6% Offense, Defense and Resistance per stack; while at 4 stacks, gain +2 Speed (stacking) at the start of each unit’s turn and deal an additional instance of damage when using any ability (limit once per turn) (Animation - Grievous strikes with both of his lightsabers, one after the other) A Fine Addition (Special 1, cooldown 3) (Final text, Zeta) Dispel all buffs on Target Locked enemies and call all Magnaguard allies to assist. For each Target Locked enemy that is Critically hit, gain 1 stack of Stolen Lightsaber. All Separatist allies gain Tactical Supremacy for 3 turns, and allied Tank Magnaguards Taunt for 2 turns, which can’t be copied or dispelled. If an enemy did not have Target Lock, they are inflicted with Fear for 1 turn and Protection Disruption for 2 turns, which can’t be dispelled, evaded or resisted. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn (Animation - that moment in ROTS where he slowly backs away as he tells his Magnaguards “Kill him”) Make Them Suffer (Special 2, cooldown 5) (Final text, Zeta) This ability can’t be used unless Grievous, Jedi Butcher has 4 stacks of Stolen Lightsaber. Deal Physical damage to all enemies equal to 35% of Grievous, Jedi Butcher’s Max Health and inflict Armour Shred until the end of battle and Target Lock for 2 turns. If an enemy was already Target Locked, inflict them with an additional stack of Armour Shred, and also inflict Burning and 3 Damage Over Time effects for 3 turns, which can’t be dispelled. Then, lose all stacks of Stolen Lightsaber. This attack can’t be evaded or resisted. (Animation - one of his weird hand/feet attacks but probably the one he used in his 2003 debut scene) General Of The Droid Army (Leader) (Final text, Zeta) Dark Side allies have +20 Speed, +20% Mastery and +15% Defense, doubled for Separatists. Separatist Droids take 25% reduced damage from Target Locked enemies. Whenever a Separatist ally inflicts Target Lock on an enemy, they gain 2% Mastery until the end of battle (stacking). If that ally has Tactical Supremacy, they also reduce that enemies mastery by 2% (stacking) until the end of battle, which can’t be resisted. Allied Separatist droids with Tactical Supremacy have +30% Defense. Non-droid Separatist allies with Tactical Supremacy are immune to all debuffs. Enemies inflicted with Shock have -10% Potency and Tenacity for each Separatist ally, each droid ally with Tactical Supremacy, and each Jedi enemy. Whenever a Separatist ally is defeated, all other Separatist allies reset their cooldowns. At the start of each encounter after the first, Separatist allies gain 50% Protection Up until the end of the encounter, plus an additional Protection Up equal to their current mastery until the end of the encounter, which can’t be copied, dispelled or prevented, and all enemies are inflicted with Target Lock for 6 turns, which can’t be dispelled, prevented or resisted. No Room For Failure (Unique) (Final text, Zeta) Grievous, Jedi Bucher has bonus Offense equal to his Defense, doubled against Target Locked enemies, and his basic ability deals double damage to Jedi. Whenever a Jedi enemy or Separatist ally is defeated, Grievous, Jedi Butcher gains 1 stack of Stolen Lightsaber, and whenever a Separatist ally is critically hit all allied Separatists gain Critical Avoidance Up and Defense Up for 2 turns. Separatist allies can’t be revived. Target Locked enemies lose 1% Defense at the start of their turn, which can’t be resisted, then Grievous, Jedi Butcher gains that much until the end of the encounter. Galactic Legend (Unique) (Final text, Zeta) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.200Views3likes3CommentsCaptain Ithano Event
Went to play the Ithano Event passed tier 1 with 3 star and then the game said it needed s client restart and it would not let me click ok. Restarted game and had 0 out of 25 shards but the tier had 3 stars and would not let me attempt again. So I never received my 25 shards to unlock ithano.17Views0likes3CommentsBB are now broken and useless in the raid!
I'm hitting tier 0 and they dodge 99% of my attacks. What is anyone supposed to do now? Attacks that do somehow manage to hit have a high chance of doing 0 damage. I keep restarting until it allows me to deal damage. Just when I think I'm ahead my attacks go back to missing 99% of the time and they 1 shot through my team. It's a literal waste of time! What a way to tell the people who paid for this team that their money was not well spent! At least now I know that I don't have to waste time and resources continuing to farm this trash tier team because having them will not benefit me in the least bit. I'm submitting this as a bug report because there is no way this is working as intended. Their abilities say how they are supposed to work and they do not do that! It's like a roll of the dice whether or not they do and there is no effect to tell me otherwise why they wouldn't work. Like half the time when it says a random ally will assist and they do not do that. Or when the enemy is supposed to lose tm and they do not do that. Or when an effect is supposed to apply to my own team members and it does not do that! What's with the 99% dodge rate of the enemy? How does that make any sense? Even abilities that normally score multiple hits in 1 shot are not working as intended because they will dodge every single one of them or it hits for 0s. Am I getting through to you just how annoying this is?26Views1like2CommentsCere resets 'Determined Assault' damage per enemy summon
Cere's 3rd ability 'Determined Assault' stacks damage based on enemies taking turns. These stacks reset at the start of each encounter which is normal, and whenever an enemy is summoned which is an unintended interaction. This is most likely due to the previous line attempting to apply 'uniqueability_cerejunda01_UFU_GL_check_enemy_marker' which is what allows her to decrease her cooldowns and increase the % health damage. That first line of text is incorrect, it should only have the 'Child effects are applied on: Encounter Start' as seen in similar abilities like Rex's 'Aerial Advantage'.8Views0likes0CommentsIPD has Self Destruct when Leia lead is active
This screenshot was taken in the current GC, Leia basic'd then Thrawn swapped to Probe who somehow has Self-Destruct. Now IPD is only meant to have this ability active under these conditions "While Imperial Probe Droid has full Health, or has no active allies, the cooldown of this ability is set to max and can't be reduced" but these clearly aren't met. Leia's lead has "Allies and enemies are immune to cooldown manipulation." and since IPD tries to set this cooldown to maximum to prevent him from using this ability, he has access to Self-Destruct at all times This ability should be locked as per the intent of the ability, much like Maul5Views0likes0CommentsTraya Unique is killing Sith Allies now when it didn't before
Previously the Darth Traya Unique would cleanse all debuffs on a target ally at the start of their turn dealing 5% health damage per debuff, and it can't kill. But if the ally has enough DOTs or Burning to go to 0% health the ally dies instead of cleansing all the debuffs. This shouldn't happen as the unique should cleanse the debuffs before they trigger and should also not be able to kill the ally it is cleansing. It's most noticeable against a tusken team - especially easy to reproduce if you bring Traya with Talon into a tusken node on conquest. Nihilus will have around 20 odd DOTs and the traya unique should just cleanse these and leave him at 1% health cuz the damage cannot kill, and that's what it had done previously in all 6 years of Traya's existence, but the Nihilus will die to the DOTs on his turn which is new.8Views0likes0Comments