Commendable Ascendables PART FORTY NINE PENULTIMATE


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COMMENDABLE ASCENDABLES
SET 49: TOUGH NUT TO CRACK

In our forty ninth and penultimate installment of Commendable Ascendables, we ascend the remaining tough units! “Wait a minute, aren’t there five of them here?” Why thanks for asking! Yes. There are. Moving on.

If you think I’ve missed any toons, please let me know in the comments and I’ll be sure to add it to tomorrow’s special edition and finale of Commendable Ascendables!


TOUGH

VIKTOR (road to survival 3)
Ascended from Viktor
Trait: tough
Role: damage
Weapon: viktor’s advanced mini gun
Weapon stats:
+medium bonus to ap when attacking
+medium bonus to ap when taking damage
+when attacking, better chance to attack again with 150% damage
Damage: 1370
Defense: 1815
Health: 1715
Rush: focus all firepower: deal 5 attacks of 225% damage to a single enemy. This character loses -75% attack for 2 turns, but gains +10% defense for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 attack
4: -2 ap
5: -2 ap
6: +50% damage per attack
7: -2ap
8: -2ap
9: +1 attack
10: -2ap
AP requirement: 88
Active ability: split strikes
Initial cooldown: 0 turns
Cooldown: 0 turns
Number of uses: 20
Effect: deal 30% damage to a group of enemies, and gain ap as if 1 normal attack had been dealt.
Specialist: waste not


TOUGH

ERIC (what comes after)
Ascended from Eric (all out war)
Trait: tough
Role: generalist
Weapon: default rifle
Damage: 1590
Defense: 2140
Health: 1170
Rush: watch your back: up to 4 other teammates, excluding this one, are healed +40% health, and receive +40% defense and +50 crit for 3 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +30% defense
4: -2 ap
5: -2 ap
6: +1 teammate
7: -2ap
8: -2ap
9: +30 crit
10: -2ap
AP requirement: 66
Active ability: attack up and ap gain
Initial cooldown: 3 turns
Cooldown: 3 turns
Number of uses: 3
Effect: this character receives +25% ap, and +50% attack for 2 turns
Specialist: outlast


TOUGH

CONNIE (call to arms)
Ascended from Connie
Trait: tough
Role: support
Weapon: default rifle
Damage: 1465
Defense: 1975
Health: 1460
Leader skill: all ranged teammates receive +40% health. Large bonus to item drop rates.
Rush: you’re cannon fodder: deal 50 bleed damage per turn to a group of enemies, inflict -25% attack, which worsens by -5% attack each turn, inflict -25% defense, which worsens by -5% defense each turn, and inflict -50% heal reduction, which worsens by -5% heal reduction each turn, all for 6 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +attack debuff worsens by -5% each turn
4: -2 ap
5: -2 ap
6: +defense debuff worsens by -5% each turn
7: -2ap
8: -2ap
9: +heal reduction worsens by -5% each turn
10: -2ap
AP requirement: 75
Active ability: confuse
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: confuse 1 enemy for 2 turns


TOUGH

HERSHEL (the heart’s desire)
Ascended from Hershel (road to survival 1)
Trait: tough
Role: support
Weapon: default shotgun
Damage: 1530
Defense: 1570
Health: 1800
Rush: adrenaline dump: inflict -20 ap to a group of enemies.
Rush Progression:
1: initial unlock
2: -2 ap
3: +2 enemies to 3 enemies
4: -2 ap
5: -2 ap
6: +3 enemies to 4 enemies
7: -2ap
8: -2ap
9: +4 enemies to a group of enemies
10: -2ap
AP requirement: 58
Active ability: ap drain
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: -20 ap to up to 2 enemies
Specialist: retribution II


TOUGH

YUMIKO (call to arms)
Ascended from yumiko (road to survival 2)
Trait: tough
Role: support
Weapon: default military grade compound bow
Weapon stats:
+30 crit
+huge bonus to ap when attacking
+15 crit when health is under 30%
Damage: 1750
Defense: 1650
Health: 1500
Rush: tactical firing line: deal 3 attacks of 200% damage to a single enemy. This character and 1 other teammate receive +30 crit for 6 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% damage per attack
4: -2 ap
5: -2 ap
6: +1 attack
7: -2ap
8: -2ap
9: +1 teammate gets crit
10: -2ap
AP requirement: 75
Active ability: disarm
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: disarm 1 enemy for 2 turns
Specialist: guardian II




Commendable Ascendables PART FIFTY FINALE