Commendable Ascendables PART EIGHT

COMMENDABLE ASCENDABLES
SET 8: A STORY FOR THE AGES

In our eighth installment of Commendable Ascendables, we adapt some of the main characters from the road to survival world map storyline!


TOUGH

DARIUS (into the breach)
Ascended from Darius (road to survival 1)
Trait: tough
Role: damage
Weapon: default explosive charge
Weapon stats:
+20 crit
+small bonus to ap when taking damage
+when attacking, better chance to deal 80% damage to all adjacent enemies
Damage: 1805
Defense: 1320
Health: 1775
Rush: detonation: deal 150% damage to a group of enemies, and inflict 225 burn damage per turn for 4 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of burning
4: -2 ap
5: -2 ap
6: +75 burn damage
7: -2ap
8: -2ap
9: +1 turn of burning
10: -2ap
AP requirement: 88
Active ability: recover confuse
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from confusion
Specialist: collateral damage II


ALERT

GARRETT (road to survival 4)
Ascended from Garrett (into the breach)
Trait: alert
Role: tank
Weapon: default pistol
Damage: 1460
Defense: 1540
Health: 1900
Rush: patch yourself: taunt and inflict -30% attack to up to 4 enemies for 1 turn. Up to 4 teammates are healed +15% health per turn for 4 turns. This character receives +25% bonus health, and is elusive for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 enemy
4: -2 ap
5: -2 ap
6: +1 teammate
7: -2ap
8: -2ap
9: +1 self is elusive for 1 turn
10: -2ap
AP requirement: 76
Active ability: strong trait defense self
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 4
Effect: when taking damage, this unit is considered to be strong for 2 turns, and may act again this turn.
Specialist: guardian II


STRONG

MARGARET (road to survival 4)
Ascended from Margaret (road to survival 2)
Trait: strong
Role: medic
Weapon: default axe
Damage: 1580
Defense: 1740
Health: 1580
Leader skill: all strong teammates get +40% attack and +36 crit
Rush: buckle down: up to 3 teammates are healed +60% health, receive +15% bonus health, and receive +50% attack and +40 crit for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of bonuses
4: -2 ap
5: -2 ap
6: +1 teammate
7: -2ap
8: -2ap
9: +15% healing
10: -2ap
AP requirement: 66
Active ability: recover offensive penalties
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from offensive penalties


FAST

SANDY (road to survival 4)
Ascended from sandy (into the breach)
Trait: fast
Role: damage
Weapon: default machete
Damage: 1685
Defense: 1685
Health: 1530
Rush: Sandy’s strike: deal 220% damage to an enemy and all adjacent enemies.
Rush Progression:
1: initial unlock
2: -2 ap
3: +3 enemies to 4 enemies
4: -2 ap
5: -2 ap
6: +4 enemies to all adjacent
7: -2ap
8: -2ap
9: +50% rush damage
10: -2ap
AP requirement: 58
Active ability: ap drain
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: -20 ap to 2 enemies
Specialist: cutthroat



1 Like

Not sure about the Sandy rush.
With that attack power…225% would be quite a hit.
But most of all I think 56ap for a 6* isn’t a place 6*s should go imo.
Just imo.

But I really like the posts.

Edit made. Ap increased by 2, damage decreased by 45%

Sorry to be a pain but 200% seems acceptable looking at Barkers AR.

Edit
In fact you may have had it perfect damage wise before I gutted in.
Sorry again. :slight_smile:

Bumped it up to 220%. So a 5% damage decrease and +2 ap from the original. I usually take a look at existing 6 stars when balancing these characters, but in the end, player feedback is far more important.

A statement scopely will never say

3 Likes

Darius is pretty is my favorite out of them.
As a Suggestion I had Green Marcus