Is CG creating a toxic environment in Territory Wars
We all know that Territory Wars hasn't been touched for years however with the ever increasing need for R9s the pressure to obtain them is greater than ever. That is why we are seeing an alarming trend of guilds going in at 35/50 to effectively punch down to much smaller guilds as a way of obtaining more droid brains. If you are a non-TW inclined guild then you will average 7 droid brains over 3 wars (2 losses and 1 "dip" war win). However going in at 35/50 you virtually guarantee an average of 10 droid brains over 3 wars (2 wins and 1 sit out). When you have guilds at 690m going in at 35/50 you meet guilds at 480m (Still well within the 5 droid brain range). Typically these are smaller guilds who even if they are 50/50 will not have all the toys, omicrons, datacron investment etc and it is easy to see why they would just not even try when seeing "impossible" front walls. By their continuing refusal to do anything on TW, even periodic reward refreshes, CG have effectively created a situation that encourages larger guilds to "bully" or scare smaller ones, punching down and further discourages anyone to try in TW at multiple levels. Do you have any thoughts on this?90Views4likes3CommentsArkra: Kit Concept
(If you don't like it, don't read...cough) Lore: One of the original Dark Jedi who fled the order, Arkra was the first to learn the secret to endless age and power through a perpetual force ritual. Unsatisfied with sharing Korriban with the Empire, he found Leronia and forged his own. As centuries passed, Arkra grew so powerful and reclusive that the Sith mistakenly deified him as the dark side itself, a misconception that suited Arkra's secretive nature. Over the millenia, he sought out each new Sith Emperor and brought them under his will - or disposed of them and selected a more suitable candidate. In this way, Arkra has shaped galactic history for thousands of years, until he finally decided to step out of the shadows... As the leader of a new Sith Empire team, Arkra specialises in granting his allies power and benefitting massively from their defeat. He also introduces two new effects - Shrouded, which prevents him from being targeted by either his enemies or his allies, and Wild Rage, a gift from him to a pawn that grants them stacking bonuses that only serve to empower Arkra more when that pawn eventually falls. A ruthless warlord, Arkra leads the Sith Empire from the shadows, sows confusion among his enemies and sacrifices his allies to fuel his power. Unit Name - Arkra Tags - Galactic Legend, Dark Side, Support, Leader, Arkan Empire, Sith Mastery - Accuracy, Defense Penetration, and Health Steal I Will Tolerate You No Longer (Ultimate ability) (I recommend reading this after the rest of the kit) Requires 100% Ultimate Charge to activate. Ultimate Charge: Arkra gains Ultimate Charge from using Saber Severance and Concussive Strike. He also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. All other living allies are instantly defeated and lose 100% of their Defense, Max Health, Offense, Potency and Tenacity, then Arkra loses Shrouded and gains 100% of the amount lost in addition to his own stats until he is defeated (see Ancient Armour for a description of Shrouded). Arkra gains +120 speed for each defeated ally before this ability was used. This ability can’t be evaded or resisted, and units defeated by it can’t be revived. If no other allies are present when this ability is used, Arkra enters an aggressive stance, loses Shrouded, then triples his current Mastery, dispels all buffs on all enemies, which can’t be evaded, inflicts Vulnerable on them, gains +35% Counter Chance and gains Wild Rage until he is defeated, which can’t be prevented or dispelled (see Forceful Bestowal for a description of Wild Rage). These effects can’t be dispelled, evaded or resisted by enemies and last until the end of battle. Additionally, enemies can’t be revived. Wild Rage persists across encounters. Saber Severance (Basic) (Final text, Zeta) If it’s Arkra’s turn, deal Physical damage to target enemy. Dispel all buffs on them and all debuffs on Arkra, then target enemy is inflicted with all debuffs dispelled and Arkra gains all buffs dispelled for 2 turns (excludes stealth and taunt). If both Arkra and target enemy are buffed, this ability deals 100% more damage. If the target enemy is already debuffed, inflict Fear for 1 turn, which can’t be evaded. Arkra gains 2% Ultimate Charge for each active Arkan Empire ally. If this ability is used outside of his turn, deal Physical damage to target enemy, then all Dark Side allies recover 10% Max Health and Protection, doubled for Arkan Empire allies, and all Light Side enemies are inflicted with Confuse for 1 turn. (Animation - Arkra spins his lightsaber with one hand, then strikes down vertically while holding with both hands) Concussive Strike (Special 1, cooldown 4) (Final text, Zeta) Deal Physical damage to all enemies and an additional instance of true damage for every other turn an enemy has taken during this encounter. Inflict Daze and Confuse on all enemies for 2 turns, which can’t be evaded by an enemy if they have Foresight. If the target enemy is the weakest or a Jedi, also inflict Fracture on them until the end of Arkra’s next turn, which can’t be copied, dispelled, evaded or resisted. This ability inflicts an additional stack of Confuse on subsequent uses (stacking, max 3). For each debuff inflicted by this ability, all Dark Side allies gain +1% Mastery until the end of battle (stacking), doubled for Arkan Empire allies. Arkra gains 1% Ultimate Charge for each debuff resisted. If Arkra has Wild Rage, Confuse lasts for 3 turns and can't be dispelled. (Animation - Arkra puts one foot forward, then forcefully pushes out with a claw-like hand) Forceful Bestowal (Special 2, cooldown 5) (Final text, Zeta) Dispel Buff Immunity from all other Dark Side allies, then they take damage equal to 45% of Arkra’s Max Health and gain Wild Rage for 2 turns, which can’t be copied. This damage can't defeat them. All Arkan Empire allies gain Speed Up, Health Steal Up, and Offense Up for 2 turns and gain an additional bonus depending on their role: Attackers- Gain Defense Penetration Up and an additional +100% Offense for 2 turns Tanks- Gain Defense Up and double their Max Health for 2 turns; if Arkan Soldier is an ally, he assists Support- Gain 50% turn meter and reduce their cooldowns by 2 (this ability’s cooldown is unaffected) Wild Rage: gain +2% Max Health, Health Steal, 10% Offense and 10 speed whenever this unit is damaged by an attack (stacking), -50% tenacity; can’t gain Ultimate Charge (Animation - a glowing red ball of energy forms in Arkra’s raised palm, then glowing red tendrils arc towards his allies) The Warlord (Leader) (Final text, Zeta) Sith allies have +20% Mastery, +15% Max Health and +20 speed, doubled for Arkan Empire allies. Allies gain +2% counter chance and Potency for each debuff on them. If all other allies were Dark Side Non-droid and Non-leader Sith, Sith Empire or Arkan Empire at the start of battle: - All allies gain +15% Critical Chance - When an ally inflicts a debuff, for each Jedi, Old Republic and Galactic Republic enemy the selected target loses 1% turn meter - Allies who have the Sith Empire tag at the start of battle also gain the Arkan Empire tag - While allies have Wild Rage, they have +30% counter chance and have their cooldowns increased by 1 when they are inflicted with a debuff (limit once per turn) Each time a Non-droid Sith or Arkan Empire ally critically hits an enemy, they gain +50% critical damage until they do not score a critical hit and +1% Mastery until the end of battle. If a Non-droid Sith or Arkan Empire ally scores 3 consecutive critical hits, they gain Damage Immunity for 1 turn. Allies can’t score critical hits while they have Damage Immunity. Ancient Armor (Unique) (Final text, Zeta) At the start of battle, Arkra loses all Protection and gains that much Max Health and loses 70 speed for each ally present, which cannot be changed by an enemy ability or debuff. Arkra is immune to Fear and attacks based on health, has +300% Defense against Light Side enemies, and can ignore taunt effects to target a debuffed Old Republic, Galactic Republic or Jedi enemy. Whenever an ally uses any ability, Arkra gains Shrouded until the end of the next unit’s turn, which can’t be actively dispelled. If there is any version of Draak Davaron on the enemy team, he takes damage at the start of each of his turns equal to 8% of Arkra’s Max Health, which can’t be evaded. This damage can’t defeat Draak. Additionally, whenever a Sith ally uses any ability that ignores Protection, they deal bonus true damage equal to 30% of their Potency, doubled for Special abilities. If Sith Assassin is an ally, all her cooldowns are reduced by 2 and she also gains Stealth and Potency Up for 1 turn at the end of each of her turns. Arkra gains Ultimate Charge when using Saber Severance and Concussive Strike. He also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. Shrouded: Cannot be actively targeted by enemy or ally abilities. This character’s appearance is altered while this effect is active. This effect can’t be gained if no other allies are present. 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%. Recommended Mods: Speed + Health Speed Mods help balance out Arkra’s losses, and Health keeps him in the fight long enough to use his Ultimate ability. Triangle (Holo-Array) Primary: Protection Cross (Multiplexer) Primary: Protection Circle (Data-Bus) Primary: Protection Arrow (Receiver) Primary: Speed Secondaries: Speed, Health, Protection, and Potency64Views1like2CommentsGc scoring bugged?
Is it just me or are the bonuses for under-manning teams not being applied? It initially says I scored 77 for winning my first match against a sith empire squad with see and bane (bane didn't quite have full protection annoyingly) but it's only actually given 74... Sorry if this is a long known bug, but I don't see much or any talk about it on here...38Views0likes0CommentsArkan Commander: Kit Concept
Lore: Arkan Soldiers who showed high combat proficiency and aptitude in the force were given extensive training by Arkra's personal combat droids. They were also subjected to extreme re-education techniques, making loyalists into fanatics who lived, breathed and died on Arkra's whims. While few in number, these Commanders were inhumanly strong, fast and unrelenting, feats that were only enhanced by their exoskeletal combat suits. It is said that they could rival even Jedi masters... It is only after making this kit that I realised just how quickly Arkan Commander supercharges Arkra's Ult, meaning he'd probably be a very high priority target. Either way, this unit is the main damage dealer of Arkra's team, synergising well with Arkra himself, Arkan Soldier, and also has callouts to Ash's kit mechanics too. Frightening attacker who sacrifices buffs to boost his damage and inflict crippling debuffs, and can disable enemy unique abilities. Unit Name - Arkan Commander Tags - Dark Side, Attacker, Arkan Empire Mastery - Accuracy, Damage, and Defense Penetration Sure Shot (Basic) (Final text, Omega) Deal Physical damage to target enemy. If Arkan Commander has Stealth, dispel it and deal 65% more damage. If he has Foresight, dispel it and inflict Blind for 1 turn. During his turn and if the target is inflicted with Breach, call target other ally to assist, otherwise during his turn call a random other ally to assist. If it is Arkan Commander’s turn, for each other Non-Stealth and Non-Foresight buff he has, dispel them and inflict cumulative effects based on the number of buffs dispelled: 1+ Buff: Inflict Daze for 2 turns 5+ Buffs: Inflict Ability Block for 1 turn and Breach for 2 turns 10+ Buffs: Inflict 4 Damage Over Time effects for 2 turns, and these debuffs can’t be dispelled, evaded or resisted Grant random allies 5% turn meter for each buff dispelled. If Wild Rage was dispelled, all allies reduce their cooldowns by 1. Target Cornered (Special 1, cooldown 4) (Final text, Zeta) Deal Physical damage to target enemy and inflict Cornered for 1 turn, which can’t be copied, dispelled, evaded or resisted. If the allied Leader is Arkra, for every 25% of Ultimate Charge he has, Cornered lasts for 1 additional turn and this ability’s cooldown is reduced by 1. Cornered: All Unique abilities on this unit are disabled. Arkan Empire units deal 50% more damage and have +35% Potency against this unit, and can ignore Taunt effects to target a unit with Cornered. Quell Opposition (Special 2, cooldown 4) (Final text, Omega) Deal Special damage to all enemies and, if Arkan Commander has no dispellable debuffs, inflict Offense Down and Potency down for 3 turns. Inflict Marked and Vulnerable on target ally for 2 turns, which can’t be copied or dispelled, or until all Thermal Disruptors on the enemy team expire. Enemies with Critical Chance Up are inflicted with Expose for 2 turns. This ability can’t be evaded or resisted. Instrument Of Arkra’s Will (Unique) (Final text, Zeta) Arkan Commander gains Stealth for 2 turns at the start of each encounter. While he has Stealth, he also gains Foresight for 1 turn at the start of each unit’s turn. Arkan Commander takes reduced damage from Percent Health damage effects and recovers 2% Health and Protection whenever a debuff on him expires. At the start of each of his turns, Arkan Commander deals damage to two other random buffed allies, which can’t be evaded, then gains all of their effects for 1 turn (excludes Unique status effects). Whenever Arkan Commander gains Shrouded, dispel it and gain Stealth for 2 turns. Arkan Commander has +5% Offense for each buff he currently has. Whenever an ally tank gains Defense Up, they Taunt for 2 turns. If a Dark Side ally gains Taunt this way, they also gain 20% Protection Up for 4 turns (stacking). Our Vengeance Will Be Swift (Unique) (Final text, Zeta) During his turn, Arkan Commander inflicts all his debuffs to the target enemy when he damages them (excludes Unique status effects). If Arkra is the Leader, he then dispels all debuffs from self. Arkan Commander is called to assist whenever Arkra uses any ability during his turn, dealing 30% less damage. Arkan Commander resets the cooldown of Target Cornered the first time he gains Damage Immunity each encounter and gains +20% Critical Chance, doubled if there is an Arkan Empire ally in the leader slot. He also gains 15% of allied Arkan Soldier’s stats, and increases by an additional 15% each time Arkan Soldier is defeated.54Views1like8CommentsArkan Soldier: Kit Concept
Lore: These were the foot soldiers of Arkra's hidden empire. They were mildly force-sensitive, allowing them unnatural speed, accuracy and compensation, though very few could use the force to a physical extent. Only the most loyal and capable citizens of Leronia, Arkra's throneworld, were ever considered for military training. A single soldier's skill was on-par with a Royal Guard from Palpatine's empire. Arkan Soldier will function as the tank on Arkra's team, gaining tons of Health from his unique - you'd better hope you have a buff dispel or instakill, otherwise his revives are going to be endless. A disciplined and deadly tank who self-revives and taunts until he is defeated. Unit Name - Arkan Soldier Tags - Dark Side, Tank, Arkan Empire Mastery - Armour, Health Steal, and Protection In My Sights (Basic) (Final text, Omega) Deal Physical damage to target enemy and a random enemy without buffs. If all enemies are buffed, dispel all buffs from the target enemy. If no buffs can be dispelled, deal 50% more damage and inflict Breach for 2 turns. Ambush (Special 1, cooldown 4) (Final text, Omega) Deal Physical damage to all enemies and call a random Arkan Empire ally to assist, dealing 20% less damage. This ability deals 5% more damage for each buff on all enemies and each debuff on all allies. Then, dispel all buffs on the weakest enemy and inflict Marked on them for 2 turns, which can’t be evaded or resisted. Gain Taunt for 3 turns. If Arkan Soldier has Wild Rage, this ability first dispels all buffs on all enemies and also increases the weakest enemy’s cooldowns by 1 (additional damage for each buff on enemies is recorded and applied before damage is dealt). Soldier’s Might (Unique) (Final text, Omega) At the start of battle, Arkan Soldier gains +5% Max Health for each other Dark Side ally, +10% Max Health for each Sith ally, and +20% Max Health for each other Arkan Empire ally (allies cannot count more than once. If an ally would count more than once, the highest Health gain is selected instead). Arkan Soldier deals additional damage equal to 5% of his Max Health when damaging an enemy. If Arkan Soldier is defeated while he has Taunt, he revives with 100% Health and Protection. Additionally, the cooldown of Ambush is reset. Arkan Soldier is immune to Fear, Deathmark and Max Health reduction. Unwavering Loyalty (Unique) (Final text, Zeta) Arkan Soldier gains Taunt for 2 turns at the start of each encounter. If Arkra is in the leader slot, and not the ally slot, he instead gains Taunt until the first time he is defeated, which can’t be copied, dispelled or prevented. While Arkan Soldier has Taunt, all allies have +40% Tenacity and recover 10% of their Max Health whenever they resist a debuff. Recommended Mods: Health + Health + Health Unleash the power of Soldier’s Might with Health mods. Triangle (Holo-Array) Primary: Health Cross (Multiplexer) Primary: Health Circle (Data-Bus) Primary: Health Arrow (Receiver) Primary: Health Secondaries: Speed, Health, Protection, and Defense42Views1like1CommentAza "Ash" Dremer: Kit Concept
Lore: Once a Republic soldier during the Great Galactic war, Ash was tortured, captured and broken in methods that involved physical mutilation and the amputation of his feet, and remade into a shell of his former self loyal only to Arkra. After the Treaty of Coruscant was signed and Ash was forcibly retired, Arkra used the now-former soldier as an undercover agent within the Republic. When Arkra emerged from the shadows with numerous attacks on Republic facilities, he decided Ash was a liability and beheaded him with a single stroke. With his lore as an undercover agent in mind, Ash's kit allows him to be used in either an Old Republic or Sith Empire team, under leaders like Carth Onasi, Jedi Knight Revan or Darth Revan. His ideal team, and where his strength shines, is under the leadership of his true master, Arkra. A risky Attacker who employs unorthodox tactics, is armed with powerful Thermal Disruptors and plays both sides of the battle. Unit Name - Aza “Ash” Dremer Tags - Neutral, Attacker, Old Republic, Sith Empire, Arkan Empire Mastery - Accuracy, Critical Chance, and Damage Stalling Strike (Basic) (Final text, Omega) Deal Physical damage to target enemy and inflict Critical Damage Down for 3 turns. This attack deals 20% more damage for each debuff present on them before the start of this attack. (Animation - Aza pulls a vibroknife from his belt, leaps forward and slashes at the enemy) Nasty Little Invention (Special 1, cooldown 5) (Final text, Omega) Deal Physical damage to all enemies and grant them Critical Chance Up for 1 turn, which can’t be prevented. Inflict target enemy, the Healthiest other enemy and the Weakest other enemy with a Thermal Disruptor until the end of the encounter. If an enemy with Thermal Disruptor critically hits Aza during their turn, Thermal Disruptor explodes and the following effects occur: they take damage equal to 40% of their Max Health as true damage and are Stunned for 2 turns, which can’t be dispelled, evaded or resisted; reduce their Defense by 30% until the end of the encounter (stacking); all other enemies are inflicted with Daze and Burning for 3 turns. When this Stun expires, inflict Ability Block on them for 1 turn, which can’t be resisted. This ability starts on cooldown. Thermal Disruptor: Expires when an enemy inflicted with this debuff critically hits Aza during their turn; Aza gains bonuses and inflicts debuffs on all enemies when this effect expires Nothing Personal (Unique) (Final text, Zeta) At the start of battle, if the leader is Light Side or Old Republic, Aza loses the Neutral tag and gains the Light Side tag for the rest of the battle. If the leader is Sith or Sith Empire, Aza instead gains the Dark Side tag. He also gains a new special ability depending on his alignment: Light Side - I’ll Hold Them Off (cooldown 4): Deal Physical damage to target enemy and inflict Speed Down and two Expose effects for 4 turns. All allies recover 20% Health and Protection. Dark Side - Looking Out For Number One (cooldown 4): Dispel all buffs on all enemies and call target ally to assist. If they are Arkan Empire, they gain Advantage for 2 turns before the start of this attack. If they are also a Galactic Legend, they gain 8% Ultimate Charge. Neutral - Someone’s Gotta Do It (cooldown 4): Dispel all debuffs on all Scoundrel allies, then they gain 5% turn meter for each effect dispelled on them. Reduce the cooldown of Nasty Little Invention by 1. Whenever a Thermal Disruptor expires on an enemy, Aza gains 5% Critical Chance, Critical Damage, Offense, Potency, Speed, and Tenacity until the end of the encounter.36Views0likes2CommentsPossible Fraudulent Credit Card Player
I would like to report a player with the ally code [Removed by CM] in the game. This player is suspected of using fraudulent credit card payments to obtain an excessively abnormal progression rate(see the attachment), which has disrupted the balance in the squad arena and Grand Arena. I urge the official team to investigate this matter thoroughly.Solved340Views0likes2CommentsGrievous, 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%.103Views3likes2CommentsElectrohammer Purge Trooper: Kit Concept
The main tank of the Purge Trooper team - he may be slow and chunky, but deals devastating damage if he gets a solid hit. His "Summary Execution" special is pulled from Second Sister's first appearance in Fallen Order, where she threatens everyone present with summary execution. The animation would be the Electrohammer's AOE unblockable attack. A steady Purge Trooper tank that crushes weaker foes under his hammer and whose loyalty to the Empire is unmatched. Unit Name - Electrohammer Purge Trooper Tags - Dark Side, Tank, Empire, Inquisitorius, Purge Trooper Mastery - Armour, Health Steal, and Protection I’m Going To Enjoy This (Basic) (Final text, Omega) Deal Physical damage to target enemy, dispel all offensive buffs on them, and inflict Offense Down for 1 turn. This attack has +15% Critical Chance for each Jedi, Rebel or Unaligned Force User enemy, inflicts Ability Block for 1 turn on a Critical hit, and deals double damage to enemies below 50% Health. (Offensive buffs include Accuracy, Critical Chance, Critical Damage, Defense Penetration, Offense, and Potency Up, as well as Advantage, Frenzy, Legendary Battle Meditation, Overcharge, Retribution, and Riposte.) Provocative Measures (Special,1 cooldown 4) (Final text, Omega) Inflict Speed Down and Defense Down on all enemies for 2 turns. Inflict Stagger and Demoralised on all Purged enemies for 2 turns, which can’t be resisted. Gain Taunt for 3 turns. Demoralized: -50% Offense, -25% Critical Chance, -25% Critical Damage; this does not stack with other debuffs Summary Execution (Special 2, cooldown 7) (Final text, Zeta) Deal Physical damage to target enemy and secondary damage to all other enemies. This additional damage can’t be countered. If the target enemy has 6 stacks of Purge, consume all stacks of Purge on them, deal massive damage, and if they are a Jedi, Rebel or Unaligned Force User, instantly defeat them. This ability starts on cooldown and is reduced by 1 whenever any unit is defeated. Enemies defeated by this ability can’t be revived. Emperor Give Me Strength (Unique) (Final text, Zeta) At the start of each of his turns, if he has no Protection, Electrohammer Purge Trooper dispels all debuffs on a random Purge Trooper ally, dealing 2% Max Health damage for each debuff dispelled. This damage can’t defeat allies. Whenever Electrohammer Purge Trooper attacks outside of his turn, he gains +20% Defense until the end of the encounter (stacking). Whenever a Purged enemy begins their turn and Electrohammer Purge Trooper has Taunt, dispel it and gain Taunt for 1 turn. This effect can’t be copied or dispelled. Recommended Mods: Offense + Defense Keep up Electrohammer Purge Trooper’s heavy damage with Offense while protecting his allies with Defense. Triangle (Holo-Array) Primary: Protection Cross (Multiplexer) Primary: Protection Circle (Data-Bus) Primary: Protection Arrow (Receiver) Primary: Protection Secondaries: Tenacity, Protection, Defense, and Health78Views2likes7Comments