UNIT NAME: Captain Enoch
ALIGNMENT: Dark Side
CATEGORIES: Support, Leader, Imperial Remnant
Key Attributes:
Inspiration:
Strategy Tips:
FAQ:
From the Captain Enoch Designer:
CG_Mouse: It was exciting and challenging alike. We had an idea for a sort of “death knight” approach to Enoch, someone who synergizes deeply with the majiks of the Nightsisters of Peridea though he lacks those sorts of powers himself, and gives his fellow Imperial Remnant allies added resilience while under his command.
Decay was inspired partially from Dungeons & Dragons, where to defeat a Zombie, you must critically hit them (or deal radiant damage, which is less applicable here inspirationally speaking) or they have an opportunity to rise again. On paper this was a simple pitch but it led to a lot of weird edge cases we had to account for and solve along the way.
An additional challenge was in making Decay not feel too punishing and also unique to his character. There were some other technical hurdles during development, but ultimately we were able to maintain the original vision we had while still making the effects feel appropriate.
ABILITIES:
BASIC: Die Well
Final Text:
Deal Physical damage to target enemy and remove 5% of their Turn Meter. If the target has Blight, deal damage again.
During Captain Enoch's turn if target enemy has Blight, Imperial Remnant allies gain Critical Damage Up for 1 turn and reduce the cooldown of Last Command by 1.
SPECIAL 1: Last Command (CD: 3)
Final Text:
Dispel all debuffs on all Imperial Remnant allies and they gain Protection Up (60%) for 2 turns and 20% Turn Meter, and all enemies with Blight lose 5% Turn Meter. Allies with Decay gain Critical Avoidance Up for 2 turns. Call another random ally with Decay to assist, dealing 40% less damage.
If all allies were Imperial Remnant at the start of battle, Attackers gain Advantage for 1 turn.
UNIQUE 1: Ominous Sentinel (Zeta, Omicron)
Final Text:
Captain Enoch gains 75% Defense for each other active Imperial Remnant ally.
Whenever an Imperial Remnant ally gains a stack of Decay, they inflict Blight on all enemies which can't be copied, dispelled, or evaded until the end of the encounter.
Enemies (excluding Galactic Legends) have -450% Critical Chance. At the start of each Imperial Remnant ally's turn, dispel Advantage from all enemies and those enemies lose 25% Offense for 2 turns.
While in Territory Battles: Imperial Remnant allies gain 150% Max Health. Whenever an Imperial Remnant ally is damaged by an enemy, other Imperial Remnant allies gain 5% Turn Meter.
At the start of each encounter, Imperial Remnant allies gain Protection Up (200%) for 3 turns, which can't be dispelled.
Whenever an Imperial Remnant ally is defeated, they deal True damage to all enemies equal to 30% of their Max Health, plus an additional 30% of their Max Health per their Relic Amplifier level. This damage can't defeat enemies and can't be evaded.
LEADER: Arbiter of Decay (Zeta)
Final Text:
Imperial Remnant allies have +50% Critical Avoidance, +75% Potency, and +15 Speed.
At the start of battle, if all allies are Imperial Remnant and no other allies are Empire with the Leader tag, whenever another non-Droid Imperial Remnant ally would be reduced to 1% Health from a non-critical hit, if they have less than 9 stacks of [c][ffff33]Decay[-][/c], they recover 100% of their Health and Protection and gain a stack of Decay (max: 9) until the end of battle which can't be copied, dispelled, or prevented. Non-Droid Imperial Remnant allies are immune to Healing Immunity.
During his turn, whenever he uses Die Well, if an Imperial Remnant ally has less than 3 stacks of Decay and less than 50% Health, he deals True damage to them equal to 100% of their Max Health, which can't be evaded.
Allies with Decay have +50% Critical Avoidance and Tenacity and +150% Max Health.
Whenever an Imperial Remnant ally gains a stack of Decay, they Taunt for 1 turn, and Imperial Remnant Tank allies Taunt for 1 turn.
Decay: -10% Health limit per stack; can't Health Steal