Commendable Ascendables PART FIFTY FINALE

COMMENDABLE ASCENDABLES
SET 50: INTO THE FUTURE

Welcome to the fiftieth and final installment of Commendable Ascendables! Over the past fifty days, we’ve ascended 197 epic toons to legendary status – all of the five stars apart from those already ascendable or pledged by scopely to be ascendable soon. So how are we going to go out with a bang if we don’t have any toons left to ascend? Easy! Today, we ascend all of the known unreleased 5 star toons without ascended counterparts, including 5 star “roadie” from survival road, Dwight (something to fear 2), tough axel from survival road, strong tyreese (the best defense) from survival road, and dale (fear the hunters) from survival road! And as a final thank you bonus to those who have stuck through it all, I’ll throw in stats for the announced but unleaked dwight and days gone bye Lori too! Let’s get to it, one last time!


TOUGH

AXEL (made to suffer)
Ascended from Axel
Trait: tough
Role: medic
Weapon: default shotgun
Damage: 1635
Defense: 1655
Health: 1610
Leader skill: all tough teammates receive +40% health and a huge bonus to ap when taking damage
Rush: you follow me: deal 275% damage to a line of enemies. Revive 1 teammate with 15% health. All teammates recover from taunt.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +50% rush damage
7: -2ap
8: -2ap
9: +50% rush damage
10: -2ap
AP requirement: 58
Active ability: group recover bleed
Initial cooldown: 1 turn
Cooldown: 2 turns
Number of uses: 3
Effect: all teammates recover from bleeding


TOUGH

DWIGHT (something to fear)
Ascended from Dwight
Trait: tough
Role: tank
Weapon: Dwight’s crossbow
+30% health
+when attacking, better chance to regain health by 80% of damage
Damage: 1990
Defense: 1500
Health: 1410
Rush: cut you off: deal 150% damage to a line of enemies, and inflict 5 maim damage. This character receives +100% ap.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +50% ap to self
7: -2ap
8: -2ap
9: +50% ap to self
10: -2ap
AP requirement: 75
Active ability: heal self and attack up
Initial cooldown: 3 turns
Cooldown: 3 turns
Number of uses: 3
Effect: this character gets +50% attack for 2 turns, and heals self +25% health
Specialist: life steal


ALERT

“ROADIE” (road to survival 1)
Ascended from “Roadie”
Trait: alert
Role: damage
Weapon: “roadie”'s armor piercing revolver
Weapon stats:
+30% health
+35% damage against enemies over 60% health
Damage: 1560
Defense: 1800
Health: 1540
Leader skill: all teammates receive a medium bonus to ap when attacking and taking damage, and +15% attack
Rush: mad to the maximum: deal 275 maim damage to up to 4 enemies. Up to 3 teammates recover from burning and bleeding.
Rush Progression:
1: initial unlock
2: -2 ap
3: +100 maim damage
4: -2 ap
5: -2 ap
6: +3 teammates recover from burning
7: -2ap
8: -2ap
9: +1 enemy
10: -2ap
AP requirement: 58
Active ability: revive
Initial cooldown: 4 turns
Cooldown: 4 turns
Number of uses: 2
Effect: revive 1 teammate with 35% health


STRONG

TYREESE (safety behind bars 2)
Ascended from tyreese (the best defense)
Trait: strong
Role: damage
Weapon: default bat
Damage: 2000
Defense: 1615
Health: 1285
Leader skill: all strong teammates receive +40% defense and a huge bonus to ap when attacking
Rush: death wish: deal 250% damage to an enemy and all adjacent enemies. This character receives a guardian shield for a single hit.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +50% rush damage
7: -2ap
8: -2ap
9: +50% rush damage
10: -2ap
AP requirement: 66
Active ability: taunt
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 4
Effect: taunt 1 enemy for 2 turns


STRONG

DALE (here we remain)
Ascended from dale (fear the hunters)
Trait: strong
Role: medic
Weapon: default axe
Damage: 1500
Defense: 1615
Health: 1785
Leader skill: all strong and tough teammates receive +40% health. Large bonus to item drop rates.
Rush: i put my faith in you: all leader, rebel, soldier, hunter, citizen, and peacekeeper teammates are fully healed.
Rush Progression:
1: initial unlock
2: -2 ap
3: +fully heal hunter teammates
4: -2 ap
5: -2 ap
6: +fully heal soldier teammates
7: -2ap
8: -2ap
9: +fully heal rebel teammates
10: -2ap
AP requirement: 85
Active ability: focus self
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: this character and 1 other teammate are focused for 3 turns


FAST

DWIGHT (what comes after)
Ascended from Dwight (something to fear 2)
Trait: Fast
Role: support
Weapon: default knife
Damage: 1720
Defense: 1595
Health: 1585
Rush: walk free: deal 400% damage to a single enemy, and inflict stun and disarm for 2 turns. This character receives +50% attack and +10 crit for 3 turns.
Rush progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +1 turn of bonuses
7: -2ap
8: -2ap
9: +disarm for 2 turns
10: -2ap
AP requirement: 66
Active ability: recover burning
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from burning
Specialist: guardian II

Thank you to all the readers of this series! If you’d like to start it all over again, click the link for part one below!


4 Likes

Wow, I want that Dale :sweat_smile:

2 Likes

I appreciate that, friend. I think scopely could benefit from realizing that if you just sell these toons as if they’re promos, people WILL pay for them, especially if you increase the chances to obtain them. Putting these legacy toons in stashes wont make nearly as much money. If you’ve ever got feedback for how I can fix those flaws, please let me know and I’ll make some stat tweaks!

1 Like

Only issue with dale is that those are 5* and lower, all 6* have the legend persona… real egotistical of them if you ask me…

Yeah, that’s the only problem. Maybe it could change to role

1 Like