Commendable Ascendables PART TWELVE

COMMENDABLE ASCENDABLES
PART 12: SAVIOR EFFORT

on our twelfth installment of Commendable Ascendables, we get a peek at the saviors, including the faction assault toons!


TOUGH

MARK (what comes after)
Ascended from Mark
Trait: tough
Role: medic
Weapon: default shotgun
Damage: 1490
Defense: 1740
Health: 1670
Leader skill: all teammates receive +40% attack against ranged enemies. Large bonus to item drop rates.
Rush: burn healing: all teammates recover from burning, and are healed +40% health per turn for 2 turns. Up to 2 teammates receive +5% ap.
Rush Progression:
1: initial unlock
2: -2 ap
3: +10% health per turn
4: -2 ap
5: -2 ap
6: +1 turn
7: -2ap
8: -2ap
9: +10% health per turn
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


ALERT

DWIGHT (the whisperer war)
Ascended from Dwight (call to arms)
Trait: alert
Role: medic
Weapon: default pistol
Damage: 1710
Defense: 1595
Health: 1595
Leader skill: all teammates receive +40% defense against fast and tough enemies. All teammates receive +24 crit.
Rush: when in rome: deal 325% damage to up to 2 enemies. Revive 2 teammates with 35% of their max health. This character is camouflaged and elusive for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 enemy
4: -2 ap
5: -2 ap
6: +50% rush damage
7: -2ap
8: -2ap
9: +1 teammate
10: -2ap
AP requirement: 88
Active ability: remove defensive bonuses
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 4
Effect: remove defensive bonuses from a group of enemies.


STRONG

CONNOR (Faction assault)[legendary]
Ascended from Connor (faction assault)[epic]
Trait: strong
Role: generalist
Weapon: default bat
Damage: 1390
Defense: 2120
Health: 1390
Rush: we attack at dawn: all teammates are focused for 4 turns, are healed +60% health, and recover from offensive penalties.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of focus
4: -2 ap
5: -2 ap
6: +20% health
7: -2ap
8: -2ap
9: +1 turn of focus
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
Specialist: evasion


FAST

DAVID (faction assault)[legendary]
Ascended from David (faction assault)[epic]
Trait: fast
Role: support
Weapon: default knife
Damage: 1125
Defense: 1855
Health: 1920
Rush: creepy Dave: deal 250% attack to up to 3 enemies, and inflict -70% attack and impair for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 enemy
4: -2 ap
5: -2 ap
6: ±30% attack
7: -2ap
8: -2ap
9: +50% rush damage
10: -2ap
AP requirement: 66
Active ability: impair
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: impair 1 enemy for 2 turns
Specialist: neutralize



2 Likes

Very cool ideas for legendaries, but some of them are overpowered while others are underpowered. Either way, the design of these legendaries ascended from older epics from your list may sadly never be implemented. That is, if these older epics are ever going to be made ascendable at all.

Also, please combine these posts into one thread

Which ones? I’d love some feedback to balance them!

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