Character Kit Concept: Yaddle
Inspiration: - She first appeared in 'Star Wars- Episode I: The Phantom Menace' as a member of the Jedi Council; but her most prominent on-screen appearance was in the fourth episode of 'Tales of the Jedi'. - She was the master of Jaro Tapal, who in turn was the master of Cal Kestis - In legends, she was proficient in Morichro, an ancient art that enabled the user to slow the opponent's bodily functions to the point of death. - One of four characters required to unlock Jedi Master Dooku. Unit Name: Yaddle Relic Amplifier: Lightsaber Affiliation: Light Side, Attacker Tags: Galactic Republic, Jedi, Jedi Council, Jedi Vanguard, Order 66 Raid Attacks and Abilities Basic: There Is No Losing Deal Special damage to target enemy and gain Defense Penetration Up for 2 turns. If the target enemy was Debuffed, reduce the cooldown of Morichro by 1. Special 1: Wisdom of the Council (Cooldown: 4) Deal Special damage to all enemies, and dispel their Buffs. Then, inflict the opposite Buffs onto them, if any, for 2 turns. If an enemy had no Buffs, inflict Stun for 1 turn. This attack can't be evaded or resisted. Special 2: Morichro (Cooldown: 7) Dispel all debuffs from target enemy, then deal Special damage for each Debuff dispelled. If they had Morichro, instantly defeat them. This ability cannot be evaded and ignores Defense, and starts on cooldown. If an enemy is defeated by this ability, then Yaddle reduces her cooldowns by 1, then takes a bonus turn. Enemies defeated by this ability cannot be revived. Unique: Courage leads to Peace Yaddle has +10% Potency for each Galactic Republic Jedi ally, and +10 Speed for each Jedi Council ally. Whenever an enemy uses an ability against Yaddle, they inflict Morichro on themselves. Morichro: -50% Defense and -25% Speed, and can't recover Health; attacks by Yaddle deal double damage. While in Grand Arenas and if all allies are Jedi Council: Morichro no longer starts on cooldown. Yaddle has +20% Defense Penetration for each Jedi Council ally, and all Jedi Council allies gain +50% Offense, Tenacity and Potency and are immune to Ability Block.38Views1like1CommentAsajj Ventress (Dark Deciple) completely bugged in Coliseum.
here i will list 2 separate bugs involving Ventress in the Coliseum that are making it harder to score higher. Bug #1: her 1st special "Come back to me" does not grant her retribution as the ability claims it should. so you wont be getting any counter attacks out of her. another player already made a post about this one and its " Under Investigation" but i figured i'd repost it since im already here to report different bug anyways. which bring me to Bug #2: her Leader ability, at the level i have her at, it states that when an enemy starts their turn with more than 6 Debuffs they are inflicted with Daze for 1 turn, this would be useful against the Pirate AT-ST to shut down its turn meter gains.....exept it doesn't inflict daze as it states it should, even after i had 12 Debuffs on him not once did he ever get Dazed.12Views0likes0CommentsColiseum ability bug
I'm not sure why, but after the last patch I'm not getting close to where I was previously. Investigated it further and I think it's Asajj's special isn't giving retribution (or inflicting armor shred, but i don't remember that happening before so maybe I'm reading the kit wrong). Reddit reports after 55, I can at least confirm levels 64 and 70. Could we have this looked at soon? If we're all in this boat then it's RNG for placement (boo - you can't use her lead on Jotaz anymore), if it's not affecting everyone it's a problem.95Views6likes5CommentsBT-1 Haywire misbehaves in multi encounter battles
Replication: Take BT-1 with any investment, but having high offense to kill fast is ideal, into a multi encounter battle. DS 1-1 works. Kill the first wave. It is essential that BT-1 gets the last kill of the phase. If you did a low tier battle a single use of his special 1 should do it. The next phase will start and BT-1 will have at least 100% turn meter from the bonus turn triggered by his unique “Blastomech Prototype” however he cannot use “Haywire”8Views0likes0CommentsGrievous, Jedi Butcher: GL Kit Concept
Deciding he’s too good of a military asset to be sidelined, GL General Grievous brings Trench back into relevancy with bonuses for Tactical Supremacy. 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 2% 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 would also deploy his other two arms for the rest of battle, with ability animations altered accordingly] 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%.384Views5likes4CommentsAll versions of Maul
1. Darth Maul (Episode 1: The Phantom Menace) Dark Side, Attacker, Leader, Sith Relic Amplifier: Double-Bladed Lightsaber Attacks and Abilities Basic: Raging Storm Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi. Special: Whirling Blades (Cooldown: 3) Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. Leader: Dancing Shadows All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies. Unique: Power of Hatred Darth Maul gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy: 25% Critical Chance Second Enemy: 25% Evasion Third Enemy: 25% Max Health recovery on hitting with an attack 2. Maul (The Clone Wars Season 7) Dark Side, Attacker, Leader, Mandalorian, Unaligned Force User Relic Amplifier: Mandalorian Vault Attacks and Abilities Basic: Crushing Blow Deal Physical damage to target enemy. If this is the first attack Maul used this turn, Maul gains 1 stack of Anguish (stacking, max 5) and if it critically hits, Maul gains another stack of Anguish. Anguish: Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage Special 1: Fervent Rush (Cooldown: 3) Dispel all buffs on the target enemy. Deal Physical damage to all enemies and inflict Offense Down for 2 turns. This attack deals 5% more damage for each buff dispelled. Maul gains 2 stacks of Anguish (stacking, max 5), if an enemy was defeated by this attack Maul instead gains the maximum stacks of Anguish. Special 2: Seething Rage (Cooldown: 0) Deal true damage to target enemy and inflict Buff Immunity for 2 turns. If Maul has 5 Anguish, increase target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends). Maul loses 1 stack of Anguish and takes a bonus turn. This attack can't be countered. Each time this ability is used, it deals 60% more damage on subsequent uses and increases by an additional 60% until Maul uses a different ability during his turn. This ability can't be used unless Maul has Anguish. Leader: Usurper Mandalorian allies have +5% Max Health for each Mandalorian ally at the start of battle and +25% Offense. At the start of battle if Maul is in the Leader slot and not the ally slot, Mandalorians in the Leader slot gain 1 stack of Mand'alor (stacking, max 2) until they are defeated, which can't be copied, dispelled, or prevented. When a character with Mand'alor is defeated, the character that defeated them gains Mand'alor until they're defeated. There can't be more than two Mand'alor effects in battle. Mandalorian allies deal 20% more damage when they target an enemy with Mand'alor. While there are two Mand'alor buffs on allied characters, all Mandalorian allies deal 50% more damage during their turn. Mand'alor: Mandalorian allies assist dealing 50% less damage when this character uses an ability during their turn; at the start of every turn, dispel all debuffs on the healthiest Mandalorian ally without Mand'alor and that ally gains Taunt and +100% Defense until the end of that turn; defeating this character will grant Mand'alor to the character that defeated them; if this character is defeated by a status effect, Mand'alor will not be granted to anyone Unique: Bound By Hatred Maul's attacks can't be evaded and he has +15% Offense. At the start of battle, Maul gains Frenzy and Retribution for 2 turns and 3 stacks of Anguish (stacking, max 5). If there is an enemy Kenobi, Maul instead gains the maximum stacks of Anguish. While Maul has 3 or more Anguish, he is immune to Stun and Ability Block. While Maul has 5 Anguish, he ignores Taunt effects and is always critically hit by enemy attacks. 3. Maul (Hate-Fueled) (The Clone Wars Season 4) Dark Side, Attacker, Unaligned Force User Relic Amplifier: Leg Blade Attacks and Abilities Basic: Fractured Fury Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented. Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted. Special 1: Relentless Malice (Cooldown: 3) Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage. If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1. If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health. While in Territory Wars: Deal Physical damage an additional four times. Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead. Special 2: Howl of the Broken (Cooldown: 4) Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies. Call all Dark Side Attacker allies to assist. Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted. Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter. While in Territory Wars: If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter. Increase the cooldowns of target enemy by 1, which can't be resisted. Unique 1: Hatred Sustains Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter. Maul can't be instantly defeated. While Maul is at certain Health thresholds, he gains cumulative effects: - Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75% - Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50% - Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25% While in Territory Wars: At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented. Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter. Unique 2: Always Remember, I Am Fear At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter. During Maul's first turn each encounter, he ignores taunt effects. Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed. If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn. Bonus: 4. Old Master Maul (Solo, Rebels, Comics) Galactic Legend, Dark Side, Tank, Leader, Crimson Dawn, Unaligned Force User Relic Amplifier: Sith Holocron Attacks and Abilities Basic: Unrelenting Slice Deal Special damage to target enemy and deal Physical damage to the weakest enemy and inflict Blind for 2 turns. Each enemy damaged gains Dark Interlocking for 2 turns. Then, grant the weakest Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally Foresight for 1 turn. Dark Interlocking: At the end of this unit's turn, it and another random ally suffering Dark Interlocking lose 25% Evasion and Potency, and drain 15% of their own Max Health. This damage can't defeat enemies. Special 1: Exact Revenge (Cooldown: 4) Dispel all debuffs on a random Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally and inflict Dark Interlocking for 1 turn on the healthiest enemy. All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies gain Retribution for 2 turns. If the healthiest enemy already has Dark Interlocking, they are Stunned for 2 turns, which can't be Dispelled or Prevented. Special 2: Furious Throw (Cooldown: 6) Deal Special Damage to all enemies. Enemies not damaged by this attack are inflicted with Fear for 2 turns, which can't be copied, dispelled, prevented, or resisted. Enemies that are damaged by this attack are inflicted with Dark Interlocking for an extra turn. Then, grant 50% Turn Meter to enemies inflicted with Dark Interlocking below 25% Turn Meter. This attack starts on cooldown. Leader: All Part of the Plan All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies lose 20% Max Health and gain that much Max Protection, and have +25 Mastery, +45% Potency and 30% Evasion. If all allies are Dark Side Unaligned Force Users (Excluding Inquisitorius) or Crimson Dawn at the start of battle, Old Master Maul starts the battle with Damage Immunity and Taunt for 2 turns, which can't be Dispelled, and all allies start the battle with Stealth for 2 turns. All enemies start the battle with Dark Interlocking for 1 turn (excluding Galactic Legends and Raid Bosses) If Savage Oppress is an ally, he gains the Unaligned Force User tag until the end of battle, and if he is defeated, Old Master Maul gains a bonus turn. Unique 1: Consumed by Revenge Old Master Maul deals 30% more damage to enemies inflicted with Dark Interlocking. Whenever an enemy's health is drained, Old Master Maul gains Taunt for 1 turn. Whenever he inflicts Dark Interlocking on an enemy, Old Master Maul removes 5% Turn Meter from enemies and grants a Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally 15% Turn Meter. Additionally, Old Master Maul reduces his own cooldowns by 1 whenever an enemy with Dark Interlocking is defeated. The first time Old Master Maul is reduced to 20% Health, he gains Hatred. Hatred: +25% Critical Chance, +100% Defence and Offense; when this character is defeated, they revive with 100% Health and gain 100% Turn Meter; can't be copied, dispelled or prevented. Unique 2: Galactic Legend (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%. Ultimate: Hatred Requires 100% Ultimate Charge to activate. Ultimate Charge: Old Master Maul gains 4% Ultimate Charge whenever Dark Interlocking expires on an ally or enemy. If Old Master Maul is in the Leader slot, he gains 6% Ultimate Charge. Old Master Maul deals Physical damage to all enemies and Dispels Dark Interlocking from them. Then, all enemies are inflicted with Ability Block, Tenacity Down, Defence Down, Potency Down, Speed Down, Healing Immunity, Buff Immunity, Blind and Daze for 3 turns, which can't be Dispelled, Prevented or Resisted. For each Dark Interlocking dispelled, all Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies take damage equal to 8% of their Max Health and Old Master Maul gains that much Max Health.40Views0likes0CommentsAll versions of Vader
1. Darth Vader (The Original Trilogy) Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lightsaber Attacks and Abilities Basic: Terrifying Swing Deal Physical damage to target enemy with an 80% chance to inflict Ability Block for 1 turn, increased to 100% if the target is Jedi or Rebel. This attack can't be evaded or resisted by Jedi and Rebel enemies. Special 1: Force Crush (Cooldown: 5) Deal Physical damage to all enemies and inflict Speed Down and 3 Damage Over Time effects for 2 turns. This attack can't be Countered. Special 2: Culling Blade (Cooldown: 4) Deal Physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled, increased to 100% against raid bosses, and grants 100% Turn Meter if the target is defeated. This attack has +25% Critical Chance and can't be evaded. Special 3: Merciless Massacre (Cooldown: 9) Gain Merciless and take a bonus turn after this one. All enemies gain Merciless Target, which can't be evaded or resisted. When Darth Vader uses an ability, Merciless Target is removed from the target enemy and Darth Vader takes a bonus turn. If the target did not have Merciless Target, Merciless expires and Merciless Target is removed from all remaining enemies. Darth Vader can ignore taunt effects when targeting enemies with Merciless Target. Merciless: +50% Offense (does not stack with Offense Up), +50% Critical Chance, and +50% Critical Damage; immune to Fear, Stun, and Turn Meter manipulation and Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain Merciless Target: Darth Vader must target a unit with this or a taunt effect, can ignore Taunt to target this unit, and takes a bonus turn after using an ability while targeting this unit Leader: Inspiring Through Fear Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them. Unique: No Escape At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy. Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies. 2. Lord Vader ('Episode III: Revenge of the Sith') Galactic Legend, Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lord Vader's Glove Attacks and Abilities Basic: Vindictive Storm Deal Physical damage to target enemy and if Lord Vader has 30 or more stacks of Underestimated, he deals damage again. Each time this ability deals damage in the same attack, it deals 25% more damage (max 50%). Ashes of the Republic: Deal damage again Special 1: Dark Harbinger (Cooldown: 3) Inflict Buff Immunity and Healing Immunity for 2 turns and deal Physical damage to target enemy. This ability deals 20% more Physical damage on subsequent uses (stacking, max 5 stacks). Lord Vader gains 1% Ultimate Charge and Empire and Dark Side Unaligned Force User allies recover 0.5% Health for each stack of Underestimated. Ashes of the Republic: This attack also deals true damage Special 2: Unshackled Emotions (Cooldown: 5) Deal Physical damage to all enemies and inflict Daze and 4 Damage Over Time effects for 2 turns, which can't be resisted. For each stack of Underestimated, this ability deals 2.5% more damage, and all Dark Side allies gain 1% Mastery (stacking) until the end of the encounter. Ashes of the Republic: Inflict Ability Block for 1 turn which can't be dispelled or resisted, and increase target enemy's cooldowns by 2 Leader: My New Empire Dark Side allies have +20 Speed, +20% Mastery, and +15% Max Health, doubled for Empire or Dark Side Unaligned Force User allies. At the start of battle, other Empire and Dark Side Unaligned Force User allies lose all Protection and gain that much Max Health. If a Dark Side Unaligned Force User ally was present at the start of battle, for the rest of the battle all Empire or Dark Side Unaligned Force User allies take 30% reduced damage from enemy Light Side Unaligned Force User attacks. If all allies are Dark Side at the start of battle, Empire and Dark Side Unaligned Force User allies are immune to Fear, Empire Tanks gain Taunt for 2 turns, and when an Empire ally loses Taunt, they are inflicted with Marked for 1 turn, which can't be dispelled, prevented, or resisted. Whenever a Dark Side ally loses a buff, Empire and Dark Side Unaligned Force User allies gain 1% Mastery (stacking) until the end of encounter. Whenever a debuffed Dark Side ally takes damage, Lord Vader gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Empire and Dark Side Unaligned Force User allies have +35% Critical Chance and Critical Damage when targeting a Galactic Republic enemy. Whenever an enemy critically hits an Empire or Dark Side Unaligned Force User ally, that enemy has -30% Critical Damage (stacking) for 3 turns. While Empire and Dark Side Unaligned Force User allies are at certain Health thresholds, they gain different benefits. - While above 35% Health: During an enemy's attack they are immune to Max Health reduction and other damage that is based on Max Health - While above 50% Health: They are immune to Damage Over Time and Thermal Detonator effects - While below 80% Health: Can't be critically hit Unique 1: Twisted Prophecy Lord Vader is immune to Turn Meter manipulation and his attacks can't be evaded. At the start of battle he loses all Protection and gains that much Max Health, and Dark Side Unaligned Force User allies gain Speed Up and Stealth for 2 turns. At the start of each of Lord Vader's turns, enemies are inflicted with 2 Damage Over Time effects for 2 turns, which can't be resisted. Enemies with Damage Over Time effects can't gain bonus Turn Meter. At the start of each other character's turn Lord Vader gains 1 stack of Underestimated (max: 60), doubled for Galactic Republic and Jedi enemies. Underestimated: Vindictive Storm, Dark Harbinger, and Unshackled Emotions gain additional effects Unique 2: Galactic Legend 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%. Ultimate: End of the Galactic Republic Requires at least 65% Ultimate Charge to activate. Ultimate Charge: Lord Vader gains Ultimate Charge when he uses Dark Harbinger. If Lord Vader is the Leader, when debuffed Dark Side allies receive damage he gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Lord Vader gains 50% of other Dark Side allies' current Mastery (stacking) until the end of the encounter, then they lose that much. Empire and Dark Side Unaligned Force User allies don't lose Mastery from this ability. If 100% Ultimate Charge was used, Lord Vader instead gains 75% Mastery from this ability, dispels all debuffs on himself, takes a bonus turn, reduces his cooldowns by 1, and gains Ashes of the Republic for 5 turns, which can't be copied, dispelled, or prevented. These Mastery gains will only trigger if the character has more than 0 Mastery. Ashes of the Republic: Lord Vader's abilities gain additional effects; enemies defeated while this is active can't be revived; Lord Vader is immune to Ability Block, Healing Immunity, and Shock; can't gain Ultimate Charge 3. Darth Vader (Duel's End) ('Obi-Wan Kenobi') Dark Side, Attacker, Empire, Sith Relic Amplifier: Broken Helmet Attacks and Abilities Basic: Then You Will Die Deal Physical damage to target enemy and during Darth Vader (Duel's End)'s turn, Ability Block them and inflict Evasion Down for 2 turns. If the targeted enemy is Dazed, Shocked, or Stunned, reduce Vader's cooldowns by 1 and he gains 100% Offense for 1 turn. Special 1: Your Weakness Still Remains (Cooldown: 3) Deal Physical damage to target enemy twice and call the strongest other Attacker ally to assist. If the target enemy is Galactic Republic, Inquisitorius, or Jedi, Darth Vader (Duel's End) also assists. This ability will always critically hit if possible. Special 2: You Will Always Lose (Cooldown: 6) Dispel buffs on all enemies and deal Physical damage to them, dealing 50% more damage for each debuffed enemy. If the enemy is Shocked or Stunned, they take another instance of damage. Then inflict all enemies with Speed Down for 2 turns, which can't be dispelled, evaded, or prevented, and they lose 100% Accuracy for 1 turn, which can't be evaded. Enemies are inflicted with Buff Immunity for 2 turns. This ability can't be resisted. While in Grand Arenas: If Emperor Palpatine is in the ally Leader slot, Fracture target enemy and another random enemy until the start of Darth Vader (Duel's End)'s next turn or until Vader is defeated, which can't be copied, dispelled, or evaded. Vader can't gain bonus Turn Meter this turn. Unique 1: I Am What Remains At the start of battle, Darth Vader (Duel's End) loses 51% Health and is inflicted with Burning until the end of battle, which can't be copied, dispelled, or prevented. Vader can't be defeated by this Burning, is immune to other Burning effects, and takes reduced damage from percent Health effects. If there are no Galactic Legends at the start of battle, whenever Vader takes Burning damage, all Empire allies gain 20% Offense (stacking, max 300%) until the end of battle and 10% Turn Meter; this effect persists through defeat. If Vader ends his turn with 25% or more Health, all Empire allies gain Potency Up for 1 turn. If Vader ends his turn with 75% or less Health, all Empire allies gain Defense Up for 1 turn. At the start of battle, if Emperor Palpatine is the ally in the Leader slot, Vader gains Hatred until he is defeated which can't be copied, dispelled or prevented and assists when Emperor Palpatine uses a Special ability during his turn and whenever Emperor Palpatine assists during another ally's turn. If Vader is revived while Emperor Palpatine is the active ally in the Leader slot, Vader regains Hatred at the end of that turn which can't be copied, dispelled or prevented. While in Grand Arenas: At the start of battle, if there are no Galactic Legends and Emperor Palpatine is in the allied Leader slot, all Empire allies gain Hatred until they are defeated which can't be copied, dispelled or prevented. Whenever an Empire Tank ally loses Taunt, they are Marked for 2 turns which can't be copied, dispelled or resisted and recover 30% Max Health and Protection. Vader gains 4 Speed (stacking, max 80) until the end of battle whenever an Empire ally targets a debuffed enemy with an ability, takes damage from an enemy ability while debuffed, or scores a critical hit. Unique 2: You Didn't Kill Anakin Skywalker, I Did At the start of each encounter, whenever he takes burning damage, or when he uses an ability, Darth Vader (Duel's End) gains 1 stack of Vengeance until the end of battle or until he is defeated. When Vader loses 15 stacks of Vengeance or more, he gains 2 additional bonus turns and the next time he damages an enemy, the targeted enemy is Deathmarked until the end of Vader's bonus turns or Vader is defeated. Vader can ignore Taunt effects during his turn. Whenever Vader uses a Special ability, the target enemy is inflicted with a stack of Damage Over Time for 1 turn which can't be evaded. This ability inflicts an additional stack if the target enemy is Galactic Republic, Inquisitorius, or Jedi, and another additional stack if it is an Anakin Skywalker. At the start of battle, if there is an enemy Anakin Skywalker, they are inflicted with Demoralized for the rest of battle which can't be copied, dispelled, evaded, prevented, or resisted and if they are in the enemy Leader slot, all Empire allies are immune to Daze for the rest of battle and Vader can't be targeted while there is another Empire ally. If all allies are Empire at the start of battle, Vader gains 50% Critical Damage, is immune to Fear and Turn Meter reduction. Bonus: 4. Darth Vader (Damaged) (The Force Unleashed) Dark Side, Attacker, Leader, Empire, Sith, Imperial Trooper Relic Amplifier: Life Support Armour Attacks and Abilities Basic: Sorrowful Blade Deal Physical damage to target enemy and inflict Sorrow (if they already had it, removes all buffs on them and has a 50% chance of inflicting Fear (doubled for Rebels and Jedi), then call another random Empire ally to assist and inflict Sorrow on them if they critically hit. Sorrow can't be copied, dispelled, or resisted. Sorrow: This unit cannot critically hit or evade attacks. Lasts for 2 turns. Special 1: Final Crush (Cooldown: 4) Deals Special Damage to target enemy and inflict Daze for 2 turns. Inflicts 25% additional damage for each enemy with Sorrow. Darth Vader (Damaged) recovers Health(If max out, then he recovers Protection) equal to 20% of the combined Max Health of all allies with Daze. This attack cannot be Countered or Evaded. Special 2: Wave of Terror (Cooldown: 5) Remove all Buffs/Debuffs from all allies and increase their Protection by 5% for each Debuff removed (Max 40%). For each Buff removed, Empire Allies have their cooldowns reduced by 1 and gain 20% Turn meter(Max 80). If an ally turn starts due to this increase, they receive Offense Up, Critical Damage Up and Sorrow. Leader: Surrounded by Fear Empire Allies gain 20% Offense and Defense, and +25 Speed (doubled for Imperial Troopers). Empire allies gain +10% Offense and Potency for each unit with Sorrow. Sorrow does not prevent Critical hits from Empire allies. The Turn Meter of allies with Sorrow cannot be reduced, and their Buffs cannot be dispelled. Whenever an Imperial Trooper ally is defeated, Darth Vader (Damaged) gains 10% of their Max Health, Max Protection, Offense, Potency, Tenacity, Critical Chance, Critical Damage, Defense and Defense Penetration until the end of the encounter. Unique: Hate Leads To Suffering Darth Vader (Damaged) loses 10 Speed and gains 20% Offense and Defense for each unit with Sorrow. At the start of each enemy's turn, if they have Sorrow, Darth Vader (Damaged) inflicts Marked on a random ally until the end of that turn. Darth Vader (Damaged) has +100% counter chance against enemies with Sorrow and he cannot receive Debuffs from them85Views0likes2Comments