Commendable Ascendables PART FOURTEEN


#1

COMMENDABLE ASCENDABLES
SET 14: ANOTHER TALE

In our 14th installment of Commendable Ascendables, we take a look at Telltale Season 1 and 2! Again! Hooray!


TOUGH

KENNY (in harm’s way)
Ascended from Kenny (telltale special edition)
Trait: tough
Role: damage
Weapon: default rifle
Damage: 1645
Defense: 1750
Health: 1505
Rush: skull bash: deal 4 attacks of 150% damage in strong damage to a single enemy. Self receives +40 crit for 4 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of crit
4: -2 ap
5: -2 ap
6: +1 attack
7: -2ap
8: -2ap
9: +1 turn of crit
10: -2ap
AP requirement: 76
Active ability: recover bleeding
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from bleeding
Specialist: hemorrhage


ALERT

CLEMENTINE (no going back)
Ascended from Clementine (all that remains)
Trait: alert
Role: damage
Weapon: default pistol
Damage: 1860
Defense: 1500
Health: 1540
Rush: this broken world: deal 4 attacks of 125% damage to a single enemy. Self receives +35 crit for 6 turns
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 attack
4: -2 ap
5: -2 ap
6: +1 attack
7: -2ap
8: -2ap
9: +1 attack
10: -2ap
AP requirement: 66
Active ability: tough trait defense self
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 4
Effect: when taking damage, this unit is considered to be tough for 2 turns, and may act again this turn.
Specialist: collateral damage II


STRONG

LEE (long road ahead)
Ascended from Lee (no time left)
Trait: strong
Role: tank
Weapon: default axe
Damage: 1510
Defense: 1400
Health: 1990
Rush: don’t hurt them: deal 400% damage to a single enemy, and inflict taunt for 1 turn. Up to 3 teammates receive +20% attack for 6 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +100% rush damage
4: -2 ap
5: -2 ap
6: +taunt for 1 turn
7: -2ap
8: -2ap
9: +1 teammate
10: -2ap
AP requirement: 58
Active ability: stun
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: stun 1 enemy for 2 turns
Specialist: human shield


FAST

CARLEY (long road ahead)
Ascended from Carley (telltale special edition)
Trait: fast
Role: medic
Weapon: default knife
Damage: 1505
Defense: 1865
Health: 1530
Rush: therapeutic reassurance: fully heal one teammate. All teammates receive +25% bonus health.
Rush Progression:
1: initial unlock
2: -2 ap
3: +3 teammates to 4 teammates
4: -2 ap
5: -2 ap
6: +4 teammates to all teammates
7: -2ap
8: -2ap
9: +10% bonus health
10: -2ap
AP requirement: 58
Active ability: confuse
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: confuse 1 enemy for 2 turns
Specialist: execution




Commendable Ascendables PART FIFTEEN
#2

Damn, I love that Carly.


#3

The one for Clementine are really weak

Should balance different toons and make the best use of them
Base on dig deep through to their potential plus creativity. Even little bit non sense
At least some surprise

I still prefer my ideas posted in your previous thread recently can’t remember which though

Compare to the idea here

Btw. For me 6*Lee seems fine.

Thx


#4

Check her specialist skill. Based on whether you use her right, that rush can range in power anywhere from 125% damage to 1 enemy to 500% damage to 3 enemies (and 750% damage to 1) if you get lucky. Her rush is made to act alongside her specialist skill in a way that creates a broad range of potential damage output.