Captain Carson Teva

Captain Carson Teva

LIGHT SIDE

Vigilant pilot who inspires allies to strike back with devastating counterattacks

Abilities

On Your Signal

Basic· Level 7
Deal Physical damage to target enemy and gain Retribution for 1 turn. During Captain Carson Teva's turn, all other New Republic allies gain Retribution for 1 turn. If it's the enemy's turn, attack again (max 2 attacks).

Keeping the Peace

Special· 4 turn cooldown· Level 7
Deal Physical damage to the target enemy 3 times. Call other target ally to assist.

Inflict cumulative debuffs based on critical hits scored:

1+: Offense Down for 1 turn
2+: Defense Down for 1 turn
3+: Speed Down for 1 turn

Unauthorized Operation

Unique· Level 7
At the start of each encounter, all New Republic Tank allies gain Retribution for 1 turn, which can't be dispelled. Teva gains 30% Max Health, Max Protection, and Offense. Whenever a New Republic ally is inflicted with a debuff, inflict Critical Chance Down and Potency Down on all enemies for 1 turn, also inflict Accuracy Down on all Empire enemies for 1 turn.

At the start of each enemy's turn (excluding Galactic Legends), if they have 300 Speed more than Carson Teva, they are inflicted with Speed Down for 1 turn, which can't be resisted. Whenever a New Republic ally gains Advantage, all New Republic allies gain 5% Critical Chance and Critical Damage (stacking, max 100%) until the end of battle.

Whenever R5-D4 uses a Special ability, reduce the cooldown of Keeping the Peace by 1. Whenever an ally uses a Special ability on an enemy with at least one stack of On the Run, they gain Advantage. Whenever a New Republic ally evades, inflict target enemy with a stack of On the Run (stacking, max 10).

Captain of the Adelphi Rangers

Leader· Level 7
At the start of battle, New Republic allies gain 50% Accuracy and Critical Damage. Whenever a New Republic ally counterattacks, inflict the target enemy with a stack of On the Run (stacking, max 10).

Whenever a New Republic ally uses a Special ability, all other New Republic allies gain Retribution for 1 turn. Whenever New Republic ally resists a debuff, they gain 100% Potency for 1 turn.

Whenever any New Republic ally counterattacks, that ally deals 50% more damage. Whenever another New Republic ally counterattacks, they gain 10% Offense (stacking, max 50%) until the end of encounter and gain Defense Penetration Up for 1 turn. Whenever an ally counterattacks, that enemy is Exposed for 1 turn.

On the Run: -10% Evasion and Tenacity per stack; at 10 stacks, lose all stacks, take 20% Max Health damage (can't be defeated by this damage), and all enemies gain a bonus turn. whenever stacks of On the Run are reset, inflict 2 stacks to this character and 1 stack to all other allies

While in Territory Battles: Rebel allies gain 50% Max Health. If all allies are New Republic, they gain 100% Max Health and Max Protection until the end of battle, and 50% Defense Penetration and Offense for 2 turns; at the start of each encounter, New Republic Tank allies gain Foresight until the end of the encounter; New Republic allies are immune to Daze for 2 turns; whenever an enemy recovers Health or Protection, they are inflicted with Healing Immunity for 2 turns, which can't be resisted; whenever a New Republic ally attacks out of turn, they deal 100% more damage, the attack can't be evaded, inflict the target enemy with a stack of On the Run, and call a random New Republic ally to assist; whenever an enemy gains 5 stacks of On the Run, reset the cooldown of Keeping the Peace;

The first time each New Republic ally falls below 50% Health, they gain Damage Immunity for 1 turn; whenever a New Republic ally defeats an enemy, inflict Deathmark on the strongest enemy for 2 turns, which can't be resisted, and Expose all other enemies for 2 turns