== RULES == - Max health is 15,000. - You can submit up to 2 characters. These do not have to be in the same party. - Minimum ability cooldown is 3 turns. - Maximum count of abilities is 4 + a passive. - There are two parties, of five players each. == ENEMIES == - KORDEBIAN STANDARD UNIT (8,000HP) (PASSIVE) Return Fire: > 65% chance to counter being attacked > All abilities have a 30% chance to call a random ally to Assist, dealing 50% damage and granting both ADVANTAGE for 2 turns. Hipfire: > 1000-2000 damage to target enemy > 20% chance to STUN for 2 turns (100% on CRIT) Resourceful, Remarkable, Ready: (COOLDOWN: 4) > Standard Unit loses all debuffs > Standard Unit gains ADVANTAGE and TAUNT for 2 turns > All Kordebian units gain DEFENSE UP for 4 turns Cover Fire: (COOLDOWN: 3) > Standard Unit loses TAUNT (if applied) and gains REGENERATION for 2 turns > Standard Unit calls a target ally to Assist, attacking a random enemy and gaining OFFENSE UP for 3 turns - KORDEBIAN ASSAULT UNIT (6,000HP) (PASSIVE) Riot Control: > Assault Unit gains 5% CRIT CHANCE for each living Kordebian ally. Whenever the Assault Unit lands a CRIT, he gains OFFENSE UP for 2 turns. Burst Fire: > 1500-2500 damage to target enemy > Gain EXTRA TURN on CRIT Suppressive Fire: (COOLDOWN: 2) > 750-1000 damage to all enemies > 50% chance to STUN for 1 turn (100% on CRIT) At All Costs: (COOLDOWN: 4): > 3000 damage to target enemy > Target enemy loses all buffs, and gains TENACITY DOWN for 3 turns and STUN for 1 turn. > All allies gain ADVANTAGE. - KORDEBIAN HEAVY UNIT (10,000HP) (PASSIVE) Heavily Armoured: > Heavy Unit begins the round with TENACITY UP. > All DAMAGE OVER TIME effects applied to the Heavy Unit will last for one less turn. > While the Heavy Unit is alive, all allies gain +15% COUNTER CHANCE at 50% damage. Destructive Strike: > 2000-3000 damage to target enemy > 1000-2000 damage to random secondary enemy Fragmentation Grenade (COOLDOWN: 3) > 2000 damage to all enemies (ignores DEFENSE UP) > 35% chance to STUN all enemies for 2 turns Execution (COOLDOWN: 5) > 4000 damage to target enemy > Target enemy loses all buffs, and is STUNNED for 2 turns > IF this attack defeats an enemy, this ability's cooldown resets. IF not, the Heavy Unit gains +15% MAX HEALTH every turn until he defeats an enemy. - KORDEBIAN PYROMATIC UNIT (4,000HP) (PASSIVE) Burning Resolve: > Every landed attack (including all individual DAMAGE OVER TIME burns) increase the Pyromatic Unit's MAX HEALTH by 5%. > While the Pyromatic Unit is above 50% health, all allies gain +15% CRIT CHANCE. > While the Pyromatic Unit is below 50% health, all allies gain +25% CRIT DAMAGE. > Every CRIT reduces all of the Pyromatic Unit's cooldowns by 2. Flame Blast: > 1500 damage to target enemy. > Target enemy gains BURNING for 1 turn. > On CRIT, Pyromatic Unit gains OFFENSE UP for 2 turns. Gasoline Jet (COOLDOWN: 5): > Cannot CRIT unless Pyromatic Unit has ADVANTAGE. > 2500 damage to all enemies. > All enemies gain BURNING for 3 turns and STUN for 1 turn. Napalm Shower (COOLDOWN: 5): > Cannot CRIT unless Pyromatic Unit has ADVANTAGE. > 2000 damage to all enemies. > All enemies gain BURNING for 2 turns and EVASION DOWN for 3 turns. - KORDEBIAN SHADOW UNIT (7,000HP) (PASSIVE) Silent and Deadly: > Shadow Unit recovers 5% HEALTH on attack (15% on CRIT). > While under the STEALTHY effect, the Shadow Unit gains +50% CRIT DAMAGE and +50% CRIT CHANCE. Silenced Round: > 1000-1500 damage to target enemy. > Fire again for every buff the Shadow Unit has, up to 3 extra shots. Cloaking Device: (COOLDOWN: 3) > Shadow Unit gains STEALTHY for 2 turns. > All allies gain DEFENSE UP for 3 turns. Hidden in Plain Sight: (COOLDOWN: 5) > All allies gain EVASION UP and ADVANTAGE for 1 turn. > All enemies gain EVASION DOWN for 1 turn. EVASION: Ability to dodge. (UP = dodge next attack, DOWN = cannot dodge next attack) STUN: Cannot use any abilities while you are STUNNED. BURNING: Receive 2000 damage every turn. ADVANTAGE: Next hit is a guaranteed crit. STEALTHY: Unable to be targeted. COUNTER CHANCE: Chance to return an attack. DEFENSE: Regulates damage dealt to you. (UP = damage halved, DOWN = damage doubled) DEFENSE: Regulates damage dealt by you. (UP = damage doubled, DOWN = damage halved) TAUNT: You can only target this enemy. REGENERATION: Recover health every turn. TENACITY: Regulates chance to receive effects. (UP = buffs doubled, debuffs halved, DOWN = buffs halved, debuffs doubled)