Commendable Ascendables PART TWENTY SIX

COMMENDABLE ASCENDABLES
SET 26: NEW RECRUITS

In our twenty-sixth installment of Commendable Ascendables, we take another look at some more story-underdeveloped characters conceived exclusively for Road to Survival that were first introduced as the top prizes in all out war!


TOUGH

COOPER (road to survival 1)
Ascended from Cooper
Trait: tough
Role: support
Weapon: default rifle
Damage: 1845
Defense: 1530
Health: 1525
Rush: suppressive fire!: deal 275% damage to a line of enemies, and inflict impair and -35% attack for 2 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 turn of impair
4: -2 ap
5: -2 ap
6: +1 turn of attack debuff
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: life steal


ALERT

SCOUT (road to survival 1)
Ascended from Scout
Trait: alert
Role: support
Weapon: default pistol
Damage: 1680
Defense: 1630
Health: 1590
Rush: burn them out: inflict 150 burn damage per turn and impair to up to 3 enemies for 3 turns. Up to 3 teammates receive +70% attack for 1 turn.
Rush Progression:
1: initial unlock
2: -2 ap
3: +1 teammate
4: -2 ap
5: -2 ap
6: +1 turn of burning
7: -2ap
8: -2ap
9: +1 enemy
10: -2ap
AP requirement: 75
Active ability: remove defensive bonuses
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 4
Effect: remove all defensive bonuses from a group of enemies
Specialist: command


STRONG

DARLENE (road to survival 1)
Ascended from Darlene
Trait: strong
Role: generalist
Weapon: default bat
Damage: 1565
Defense: 1500
Health: 1835
Rush: roll with the punches: deal 150% damage to a single enemy, and inflict 50 maim damage. up to 4 teammates receive +30% attack, which increases by +20% attack per turn for 3 turns, +50 crit, which increases by +10 crit per turn for 3 turns, and are healed +15% health per turn for 3 turns.
Rush Progression:
1: initial unlock
2: -2 ap
3: +attack increases by 20% each turn
4: -2 ap
5: -2 ap
6: +crit increases by 10 each turn
7: -2ap
8: -2ap
9: +1 teammate
10: -2ap
AP requirement: 66
Active ability: heal reduction
Initial cooldown: 2 turns
Cooldown: 2 turns
Number of uses: 5
Effect: 100% heal reduction to 1 enemy for 2 turns
Specialist: guardian II


FAST

WILKINS (road to survival 1)
Ascended from Wilkins
Trait: fast
Role: tank
Weapon: default knife
Damage: 1650
Defense: 1825
Health: 1425
Rush: leech away: deal 450% damage to a single enemy, and inflict 125 maim damage, as well as -60% heal reduction for 4 turns. This character is healed +20% health per turn for 2 turns, and recovers from all penalties.
Rush Progression:
1: initial unlock
2: -2 ap
3: +50% rush damage
4: -2 ap
5: -2 ap
6: +1 turn of heal reduction
7: -2ap
8: -2ap
9: +1 turn of healing
10: -2ap
AP requirement: 66
Active ability: heal self
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 5
Effect: this character is healed +30% health per turn for 2 turns
Specialist: life steal



2 Likes

The Scout looks good. I used to have him on my defense team.

1 Like