Ideas for new Specialist Skills/Leader Skills/Debuffs/Buffs


#1

Hello, I’m sorta new here(I was a lurker) but I wanted to start a post about you guys idea for a Specialist Skills or Leader Skills. Try to spice up this new forum: here’s mine:

Specialist Skill - Adapter/Chameleon/Hardened Survivor:
This character’s trait changes to the trait that has an advantage over the opponents Leader trait.
Note: For Example - If you raid someone who’s Leader has a Blue/Tough trait, this character’s trait will switch to Yellow/Fast.

Specialist Skill - Dual Threat:
This character gains the Advantages and Disadvantages of (blank) trait.
Note: This character can also equip weapons from the second Trait. To make this a little more doable, maybe have 4 separate SPS for each trait(Quick Hitter, High Alert, ect…)

Specialist Skill - Infected
This is a revamp of the infected Trait someone came up with in the “new trait idea” topic. I thought it was better fit for a Specialist Skill. When this character is K.O’d they turn into a boss walker(depending on their trait) that can only be killed by Critical hits. All attacks from Walkers have a small chance to cause infection(see below) and have a chance to attack teammates.
Note: once the character has turned into a zombie the player can no longer control the character(similar to confuse) and the character CANNOT be revived until after the Boss Walker is killed. Only characters with Decapatate can kill enemies without them turning.

New Leader Skill:
Teammates only gain the bonuses from their own Leader skills + General Secondary effect

New Debuffs - Infected:
Infected toons loose 10% Atk and def which increases by 10% every turn, characters K.O’d while Infected is in effect turn into boss walkers. Deals 175% dmg if infected is removed

These are my ideas, do you guys have any? And what are your thoughts on the ones given?


#3

Sidearm-For bonuses, this character can act as both a ranged and melee character.


#4

Specialist skills -

Disarm: 50% chance character removes effects of weapons from target enemy

Pass it here: player borrows effects of weapons from target ally

Loved one: upon character death, enemy who delivered final blow is dealt 10% “collateral” damage from all future attacks

Zen: this character has immunity to effects of stun, confuse, impair

I like the idea of your infected debuff


#5

6* Specialist skill vengeance: once killed a 5* version of the character spawns. (With same tier level and weapon.

Leader skill: rouge character is always able to bypass a shield.

Leader skill: the collector: drops weapon token or elite token from killing toons

Leader skill: recruiter drops basic tokens, 4 or 5* token on killing a toon.

Specialist skill: tough as nails, only rush attacks cause damage

Specialist skill: follow the leader, leader skill boosted by 50% for following turn

Buff: neck guard, cannot be decapited

Buff: spy, show opponents HP, Ap level


#6

Immunity: When attacking an opponent or being attacked with a negative status such as stun/impair/confuse/taunt/debuffs(including weapons with negative status mods) etc., user will gain an instant immunity to those negative status on their next turn and also during that turn those negative status will be automatically healed.

Imitator: When being attacked, user will imitate the attacker’s specialist skills. If the opposing attacker has no Specialist skills, it will imitate its highest stat instead and apply to the user instantly.

Meditation: When this character is not being attacked, user will gain an automatic 100% atk boost on their first turn, however when this character is being attacked, user will suffer -50% atk debuff on their next 2 turns.

I think that’s all i have for now hihi. Arigatou Gouzaimasu!


#7

NEW SPECIALIST SKILL IDEAS

capitalizer: deal an 175% of base damage to enemies who are weak to this unit’s type, instead of the usual 150%.

walker killer: double base chance for a critical hit.

vigilant: the first time this character takes damage, all of the damage is redirected at the enemy who dealt the blow.

hardy: take 25% less additive damage from normal attacks from enemies this unit’s type is weak to. So instead of 150% damage, this unit would take 125% damage.

determination: the lower this unit’s health, the more damage it deals, up to 50% more damage at 1 health. This boost is considered a weapon stat.

Fortifying: the lower this unit’s health, the more defense it has, up to 50% more defense at 1 health. This boost is considered a weapon stat.

warrior: each time this unit kills an enemy with a normal attack, this unit steals half of the defeated enemy’s adrenaline points, by percentage of the enemy’s ap.

Loner: for each empty unit slot in the player’s roster for this battle, this character gains +2^(n+2)attack, +2^(n+2)%defense, and +2^(n+2)%health, with n being the number of empty slots. With no empty slots, boost is 0, the only exception to the formula. With 1 slot = 8%, 2 slots = 16%, 3 slots =32%, 4 slots =64%, 5 slots = 128%. This does not apply to units that have died in battle. This boost is considered a weapon stat.

team player: this unit begins the battle with a 10% boost to attack and a 10% boost to defense for every other unit on this player’s team. For example, with 6 total units, this unit would have a 50% boost to both attack and defense. However, for every dead teammate besides this one during the battle, this unit gets a -15% attack and -15% defense debuff, meaning it has a net negative debuff when it is the last remaining character on the team. This bonus and debuff is considered an effect buff and effect debuff.

Initiative: this unit begins the match with the ap bar filled 50%. This specialist skill may not be applied to units with very fast or fast rushes.

Adaptor: each turn, this unit gains +3% attack and +3% defense in addition to any other boosts. This resets at the end of the battle, but carries on to the next wave. This bonus is considered a weapon stat.

Charging: if this unit defends, then the following turn, their normal attacks deal 250% damage and their critical attacks deal 375% of normal damage. This bonus is considered a weapon stat. This bonus does not alter rush damage.

Retaliation: when an enemy kills an allied unit, this unit instantly deals a free normal attack to that unit, without granting either party adrenaline points.

Bounce Back: any time negative effects are applied to this unit, there is a 10% chance that this unit will immediately recover from the effect.

Undistracted: when taunt or confusion is applied to this unit, there is a 50% chance that this unit will immediately recover from the effect.

Energized: when impair or stun is applied to this unit, there is a 50% chance that this unit will immediately recover from the effect.

Quick patching: when bleed or burn is applied to this unit, there is a 50% chance that this unit will immediately recover from the effect.

Unsuppressable: when offense down or defense down is applied to this unit, there is a 50% chance that this unit will immediately recover from the effect.

Underdog: deal 25% additional damage for every star the enemy has more than this unit. For example, if this unit is a 2 star, it will deal 25% more damage against enemy 3 stars, 50% more damage against enemy 4 stars, 75% more damage against enemy 5 stars, and 100% more damage against 6 star characters. This ability cannot be applied to 6 star characters. This is in addition to other bonuses. This bonus is considered a weapon stat.

Withstand: this unit receives +25% additional defense for every star the attacking enemy has more than this unit. For example, if this unit is a 2 star, it will receive 25% defense against enemy 3 stars, 50% more defense against enemy 4 stars, 75% more defense against enemy 5 stars, and 100% more defense against enemy 6 stars. This ability cannot be applied to 6 star characters. This bonus is considered a weapon stat.

Outmatch: when attacking units with the same star rating, this unit receives +20% attack. This is in addition to other bonuses. This bonus is considered an effect buff.

Luck maker: this unit has a 50% chance to ignore both the damage from critical hits inflicted upon them and any effects that might be inflicted by an enemy’s critical hit.

Overflow: while this unit’s ap bar is filled, all additional ap earned is split evenly among all other surviving teammates. For example, if there are 5 total units on this team and this unit is ready to use its rush and takes damage, gaining what would be 20 ap in the process that would normally be discarded, this 20 ap is instead spread evenly among the other 4 teammates, granting each teammate 5 ap. Weapons, leader skills, and other boosts that increase ap or ap rates do not apply to the unit taking damage if their rush bar is full.

Second in command defender: all teammates receive +5% defense. This ability overrules all other second in command skills and does not stack with other identical specialist skills. This is in addition to leader skills.

Second in command attacker: all teammates receive +5% attack. This ability is overruled by the defense variant of this ability, but overrules all others. This does not stack with identical specialist skills. This is in addition to leader skills.

Second in command survivor: all teammates receive +5% health. This ability is overruled by the defense and attack variants of this ability, but overrules the slayer variant. This does not stack with identical specialist skills. This is in addition to leader skills.

Second in command slayer: all teammates receive +5 crit. This ability is overruled by all other variants of this ability, and does not stack with identical specialist skills. This is in addition to leader skills.

Wear down: each time this unit attacks an enemy, 10% of the damage dealt is removed from that opponent’s maximum health, meaning this portion of health cannot be recovered by healing, and effects relating to the percentage of the target’s maximum health are altered. This does not affect bonus health, and the effect is removed if an afflicted enemy is revived.

Showdown: when attacking enemies with the same personality type, this unit has a better chance to attack with the stronger trait.


#8

New Leaders Skill : all teammate get 50% to avoid stun, impair, confuse, and neutralized.

Since everyone have stun guns, impair rifle, Priya, Teresa, Konrad … etc etc etc …
PLUS 6* Mirabelle and 6* Carl …

We definitely need some leaders skill to balance that …


#9

Some great ideas in here. Very impressed.


#10

NEW EFFECT IDEAS

PREEMPTIVE SAVE: any teammates who die while under this effect are not decapitated and cannot be afflicted with heal reduction for the duration of the effect.

HALT: all affected enemies are unable to use active abilities for the duration of this effect.

GUARD: grants all affected allies absolute defense from a stated number of hits. The rush form of the guardian special ability.

ISOLATE: affected units do not receive leader bonuses for a given amount of time.

DISARM: when a unit is under this effect, the affected unit’s weapon provides no bonuses or abilities for the duration of the disarm effect, aside from health buffs. Certain rushes may recover specified units from this debuff.

INTERCEPT: Units under this effect may not defend (use shields instead of attacking or using a rush) for the duration of the effect. This effect also disables all swipe-defense-to-apply specialist abilities for the duration of the effect.

TRAIT DEFENSE SWAP: changes a unit’s trait when taking damage for a specified amount of turns. During the duration of the effect, the unit is considered to be the specified trait when taking damage. Can be applied to allies, self, or enemies.

TRAIT OFFENSE SWAP:
changes a unit’s trait when attacking for a specified amount of turns. During the duration of the effect, the unit is considered to be the specified trait when attacking. Can be applied to allies, self, or enemies.

CRITICAL DOWN: Subtracts a certain amount of critical points from an affected unit for a specified amount of turns. Regardless of the magnitude of this effect, an affected unit’s critical number may never drop below zero.

CRITICAL DEFENSE: a number applied to select allies. The number of critical defense is subtracted from the critical number of any enemies attacking affected allies for the duration of the effect. The critical chance of attacking units will never drop below 0.

PIERCE: all affected allies ignore absolute defense, evasion, and guardian when attacking enemies for the duration listed.

TARGET MARKING: all affected enemies do not benefit from absolute defense, guardian, or evasion for the duration listed.


#11

Specialist skill, self revive: when killed a chance to revive yourself with 40% hp and 100% def for 1 turn.


#12

That’s so unrealistic


#13

regenerate: this unit automatically is healed +5% health per turn. This is affected by heal reduction.

Life steal 2: upon killing an enemy, this unit is healed +40% health

Parting shot 2: upon death, this unit deals 5 attacks of 100% damage to the enemy that killed it.

Tenacity 2: when above 5% health, any killing blow will instead reduce this unit’s health to 1. This unit also gains +100% ap, receives a guardian effect for 1 hit, and +100% attack for 1 turn, and recovers from heal reduction.

Execution 2: when this unit attacks enemies at or below 30% health, that enemy is immediately defeated.

Lightning reflexes 2: when this unit is targeted by an attack rush, they immediately deal 2 attacks of 100% damage to the targeting enemy before the rush goes off, and inflict -25% attack for 1 turn.

Hemorrhage 2: when dealing a critical hit, inflict 75 bleed damage and 75 burn damage, which each worsen by 75 each turn, until each is cured individually.


#14

bonjour, il semble que tu as pris l’idée des zombis que j’avais posté sur le google+ :wink: … je te laisse mon idée car tu l’as bien étudiée et surtout améliorée…


#15

Specilist skills ideas

Guts: when landing a critical hit camouflage 1 teamate for 1 turn
Guts II when landing a critical hit camouflage 2 teamates for 1 turn

Vampire. When landing a critical hit you gain 25% of the targets ap which the target will lose [cannot gain ap if impaired but you can still drain their ap]

Vampire II when landing a critical hit you gain 35% of the targets ap which the target will lose