![]() In addition, Jedi enemies who attack out of turn have a -50% accuracy. This chance is doubled every time they gain a buff, and halves every time they lose one. This can only be dispelled when they Evade an attack from an Empire unitĪll Jedi enemies have -0.5% Evasion. Empire allies who assist gain Protection Over Time (20%) and Critical Hit Immunity for 2 turns.ĭwindling Spirit: -35% Speed, -30% Evasion, cannot gain Foresight or Evasion up and every attack from enemies is guaranteed to be a critical hit. ![]() ![]() Jedi and Rebel enemies cannot evade or resist this attack. Dispel all buffs on target enemy and inflict Dwindling Spirit for 3 turns, which cannot be prevented, dispelled or copied. Special 1: Beat Down - Cooldown 4 (Final Text)ĭeal special damage to target enemy, and if the enemy is a Jedi or Rebel, each Empire ally has a 50% chance to assist. If the enemy is Rebel or Jedi, this attack is guaranteed to be a critical hit. ![]() If the target enemy is a Jedi, stagger them for one turn. ![]() I did a touch up and I'd like to know what y'all thinkĭark side, Empire, Imperial Trooper, Attackerĭescription: Versatile Empire attacker who deals special damage to Jedi and Rebels and breaks the enemy's spiritĭeal physical damage to target enemy, with a 50% chance to daze them. Hey guys, I made this concept a while back but never posted it. ![]()
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