Commendable Ascendables PART THIRTY ONE

COMMENDABLE ASCENDABLES
SET 31: SETTLED DUST

We now have one installment for each Baskin Robins flavor! In this installment, we take a look at some of the heroes after the post-all-out-war time skip.


TOUGH

EUGENE (life and death)
Ascended from Eugene (whispers into screams)
Trait: tough
Role: medic
Weapon: default shotgun
Damage: 1445
Defense: 1695
Health: 1760
Leader skill: all tough and strong teammates receive +40% defense
Tactical skill: gatherer: large chance for a roadmap radio crate from world map stages
Rush: I can fix it: up to 4 teammates receive +60% bonus health, and receive +40% defense for 5 turns. This character is focused and receives +70 crit for 3 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 teammate
4: -2 ap
5: -2 ap
6: +1 turn of defense
7: -2ap
8: -2ap
9: +20% bonus health
10: -2ap
AP requirement: 75
Active ability: recover defensive penalties
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from defensive penalties


ALERT

RICK (life and death)
Ascended from Rick (whispers into screams)
Trait: alert
Role: support
Weapon: default pistol
Damage: 1700
Defense: 1880
Health: 1320
Rush: power play: deal 455% damage to a single enemy. That enemy and up to 2 adjacent enemies are inflicted with -90% defense for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +1 adjacent enemy
8: -2ap
9: +1 adjacent enemy
10: -2ap
AP requirement: 88
Active ability: recover bleeding
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from bleeding
Specialist: disarming


STRONG

ROSITA (a new beginning)
Ascended from Rosita (no turning back)
Trait: strong
Role: support
Weapon: default katana
Damage: 1080
Defense: 1740
Health: 2080
Leader skill: all strong teammates get +60 crit
Rush: herding: all melee teammates get +75 crit for 5 turns. All ranged teammates get +40% attack, which increases by +10% attack per turn, for 5 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +crit improved from all strong to all melee
4: -2 ap
5: -2 ap
6: +attack improved from all alert to all ranged.
7: -2ap
8: -2ap
9: +30 crit
10: -2ap
AP requirement: 66
Active ability: alert trait offense self
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 4
Effect: when attacking normally, this unit is considered to be alert for 1 turn, and may act again this turn.


FAST

CARSON (life and death 2)
Ascended from Carson (life and death)
Trait: fast
Role: support
Weapon: default machete
Damage: 1810
Defense: 1775
Health: 1315
Leader skill: all fast teammates receive +40% defense and +40% attack
Rush: the glasses strike back: deal 115% damage to a single enemy. inflict -60% attack and -60% defense to a group of enemies for 3 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of attack debuff
4: -2 ap
5: -2 ap
6: +1 turn of defense debuff
7: -2ap
8: -2ap
9: +50% rush damage
10: -2ap
AP requirement: 76
Active ability: disarm
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: disarm 1 enemy for 2 turns



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I have Rosita. But honestly, I would sacrifice a ton of HP to buff her attack.

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It made more sense to me for her health and defense to be high. She’s a support unit through and through, so any damage she could do is already outweighed by the strength of her stat boosting rush. I thought it might be more beneficial to a team with her to have her last longer (and thus use her rush more) than to deal only slightly more damage,

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