Commendable Ascendables PART THIRTY FOUR

COMMENDABLE ASCENDABLES
SET 34: NEW IN TOWN

In our thirty-fourth installment of Commendable Ascendables, we shine the spotline on some of the Post-all-out-war new heroes!


TOUGH

YUMIKO (the whisperer war)
Ascended from Yumiko (road to survival 1)
Trait: tough
Role: damage
Weapon: yumiko’s barbed arrow bow
Weapon stats:
+large bonus to ap when taking damage
+10 crit
+when attacking, better chance to inflict 70 bleed damage per turn for 4 turns
Damage: 1475
Defense: 1420
Health: 2005
Rush: tactical carnage: deal 150% damage to a single enemy, and inflict 125 bleed damage, which increases by +125 bleed damage per turn, to that enemy and all adjacent enemies for 4 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn
4: -2 ap
5: -2 ap
6: +50 bleed damage increase per turn
7: -2ap
8: -2ap
9: +50 bleed damage increase per turn
10: -2ap
AP requirement: 66
Active ability: recover confuse
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from confuse
Specialist: hemorrhage


ALERT

MAGNA (the whisperer war)
Ascended from magna (call to arms)
Trait: alert
Role: tank
Weapon: default pistol
Damage: 1650
Defense: 1780
Health: 1470
Rush: hold down camp: inflict -50% attack and disarm to up to 3 enemies for 2 turns. All teammates receive +60% defense for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 enemy
4: -2 ap
5: -2 ap
6: +1 turn of defense
7: -2ap
8: -2ap
9: +30% defense
10: -2ap
AP requirement: 66
Active ability: impair
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: impair 2 enemies for 1 turn
Specialist: human shield


STRONG

SIDDIQ (what we deserve)
Ascended from siddiq (in too deep)
Trait: strong
Role: medic
Weapon: default axe
Damage: 1660
Defense: 1440
Health: 1800
Leader skill: all strong teammates receive +36 crit and a huge bonus to ap when taking damage
Rush: a helping hand: revive 2 teammates with 60% health. Those 2 teammates receive +10% ap, and +20% attack for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +20% attack for 1 turn
4: -2 ap
5: -2 ap
6: +10% ap
7: -2ap
8: -2ap
9: +1 teammate
10: -2ap
AP requirement: 88
Active ability: focus
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 4
Effect: up to 3 teammates are focused for 2 turns


FAST

PETE (give no shelter)
Ascended from Pete (in too deep)
Trait: fast
Role: medic
Weapon: default machete
Damage: 1505
Defense: 1605
Health: 1790
Leader skill: all melee teammates receive +40% defense
Tactical skill: gatherer: large chance for a 1 star gear jackpot crate from world map stages
Rush: seek shelter: all teammates are healed +60% health, and receive +130% defense for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +4 teammates to all teammates
4: -2 ap
5: -2 ap
6: +20% healing
7: -2ap
8: -2ap
9: +50% defense
10: -2ap
AP requirement: 75
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.



1 Like

Hope u make it to 4 digit! This is good stuff, keep it up :wink:

2 Likes