Commendable Ascendables PART TWENTY FIVE

COMMENDABLE ASCENDABLES
SET 25: FROM THE START

We’re roughly halfway through the Commendable Ascendables series! Woo hoo! We ascend our hundredth character in this one. In this landmark twenty-fifth installment of Commendable Ascendables, we take a look at some of the Atlanta crew!


TOUGH

AMY (days gone bye 2)
Ascended from Amy (days gone bye)
Trait: tough
Role: medic
Weapon: default shotgun
Damage: 1685
Defense: 1685
Health: 1530
Rush: cheer up: all teammates receive +45% attack, +45% defense, and are healed +20% health per turn for 2 turns. Revive 1 teammate with 30% health, but that teammate is inflicted with -35% heal reduction for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn attack bonus
4: -2 ap
5: -2 ap
6: +1 turn of defense bonus
7: -2ap
8: -2ap
9: +1 turn of healing
10: -2ap
AP requirement: 75
Active ability: recover stun
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from stun
Specialist: life steal


ALERT

SHANE (days gone bye 3)
Ascended from Shane
Trait: alert
Role: damage
Weapon: default pistol
Damage: 1500
Defense: 1940
Health: 1460
Leader skill: all teammates receive +45% attack
Rush: ultimate betrayal: deal 575% damage to a line of enemies. 1 teammate loses -40% defense for 2 turns. This character receives +150% damage for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +50% bonus attack
7: -2ap
8: -2ap
9: +1 enemy to line of enemies
10: -2ap
AP requirement: 76
Active ability: confuse
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: confuse 1 enemy for 2 turns


STRONG

GLENN (no way out)
Ascended from Glenn (road to survival 3)
Trait: strong
Role: generalist
Weapon: default bat
Damage: 1735
Defense: 1320
Health: 1845
Leader skill: all melee teammates receive +40% health
Tactical skill: large chance of finding a 4 star weapons part crate from road map stages
Rush: just gonna sneak by: deal 200% damage to a line of enemies. All teammates are elusive and camouflaged for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +1 turn of elusive
7: -2ap
8: -2ap
9: +1 turn of camouflage
10: -2ap
AP requirement: 76
Active ability: critical hit
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 4
Effect: immediately deal a critical hit to a single enemy.


FAST

LORI (winter edition)
Ascended from Lori (road to survival 1)
Trait: fast
Role: medic
Weapon: default knife
Damage: 1415
Defense: 1610
Health: 1875
Leader skill: all teammates receive +40% defense and +40% attack against ranged enemies
Rush: group care: all teammates are healed +60% health, and recover from all penalties. Up to 3 teammates receive +25% ap
Rush Progression:
1: initial unlock
2: -2 ap
3: +10% healing
4: -2 ap
5: -2 ap
6: +1 teammates gets ap
7: -2ap
8: -2ap
9: +10% ap
10: -2ap
AP requirement: 76
Active ability: recover disarm
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: up to 3 teammates recover from disarm



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No Allen :frowning:

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There is no 5 star Allen. Therefore, there is no 5 star Allen to ascend. It’s tragic, I know.

3 Likes

Oh, Right. I forgot about that painful detail :sob:

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thx for the Lori
Yet how come the leader skill only take care of ranged enemy

Anyway the recover from disarm thing is pretty cool

Already had a toon or 2 have the 6 star version of her old leader skill, so I wanted to change it up and give her something more unique.