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Era of Andor Kit Reveals

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CG_Meathead
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1 day ago

Hello Holotable Heroes, 

Welcome to the Era of Andor, where the sparks of rebellion ignite the fires of freedom.

For all information on the Era of Andor, head over to this post 

Now, for the kits! 

・Kleya Marquee (Feb 10 - Feb 17)

・Vel Marquee (Feb 24 - Mar 3)

・Cinta Marquee (Mar 10 - Mar 17)

・Dedra Marquee (Mar 24 - Mar 31)

・Major Partagaz Marquee (Apr 7 - Apr 14)

・Cassian Andor (Undercover) (Apr 7 - May 4)

・KX Enforcer Droid Marquee (Apr 21 - Apr 28)

Unfortunately, not all kits had their art approved in time for this post, but I wanted to make sure you at least had the information for them to read through. As I get the approved art, I will edit this post with them. 

Kleya Marki arrives at the Holotables as Luthen Rael’s most trusted partner and the operational backbone of the entire Rebel network! Kleya proves that the Rebellion

was built by those willing to do whatever it takes, even when it meant crossing lines others wouldn’t dare. Whether meticulously gathering intel for years or getting her hands dirty to strike at the Empire directly, she stands as a symbol of determination and pure grit, someone stopping at nothing to protect the Rebellion and make sure it survived.

Kleya is designed to be a high-powered marquee Attacker who slots seamlessly into the Cassian Andor (Undercover) and Luthen Rael Rebel Fighter squad. 

—---

Basic Ability - What Revolution Looks Like

Deal Physical damage to target enemy. If Luthen Rael was an ally at the start of battle, this attack can't be evaded. If all allies are Rebel Fighters, this attack will always be a critical hit if able, and deals 150% Critical Damage against Undermined enemies.

Design Notes

Undermine: +25 Speed; -25% Critical Avoidance and Critical Chance; can't gain bonus Turn Meter

Kleya's Basic represents her cold precision. With Luthen present, her attacks can’t be Evaded. When the enemy is Undermined, she capitalizes on their weakness with devastating Critical Damage (150% bonus). With all Rebel Fighter allies, she's guaranteed to critically hit if able.

- Luthen Rael: Grants unavoidable attacks

- Cassian Andor (Undercover): Cassian spreads Undermine across enemies, setting up Kleya's Critical Damage bonus

- Rebel Fighter allies: The Critical Hit guarantee ensures consistent damage output

Inspiration

Kleya was shown defeating guards and troopers on her path to reach Luthen in the hospital. This was the core of the Rebellion and who she’s been the entire time- someone with no wasted movements, no hesitation.

—-------- 

Special 1 - I Know What I Want (Cooldown 4)

Inflict Undermine on target enemy for 1 turn, which can't be dispelled. Call Luthen Rael and another random Rebel Fighter ally to assist, then Kleya assists. Rebel Fighter allies gain Offense Up for 2 turns at the end of that turn.

Undermine: +25 Speed; -25% Critical Avoidance and Critical Chance; can't gain bonus Turn Meter

Design Notes

- Undermine can't be dispelled, making it a reliable setup tool

- Luthen Rael: Always called to assist, and his attacks can inflict additional debuffs based on his Axis/Curator bonus

- Cassian Andor (JG): If enemies are already Undermined from Cassian's kit, this ability further capitalizes on their compromised state

Inspiration

"I know what I want" reflects Kleya's grit as a child. Kleya and Luthen were masters at planting bugs and leveraging that information to destabilize their enemies; this ability was inspired by that coordination, where a target enemy is selected and then Undermined.

—---

Special 2 - This is Do or Die (Cooldown 4, Zeta)

Deal Physical damage to all enemies and inflict Burning for 1 turn. Remove 50% Turn Meter from Undermined enemies and increase their cooldowns by 1. Target ally gains Keen Stratagem for the rest of the encounter.

If target ally is Luthen Rael and he has 25% Health or less, defeat him, and he can't be revived. Revive all Rebel Fighter allies with 100% Health. Inflict Ability Block on all enemies for 2 turns, which can't be dispelled, evaded, or resisted. All Rebel Fighter allies gain Rebel Network for the rest of the encounter, which can't be copied, dispelled, or prevented.

Rebel Network: +30% Critical Chance, +30 Speed, and immune to Healing Immunity; when this character is defeated, revive with 100% Health; whenever this character defeats an enemy, dispel all debuffs on this character, and all allies recover 100% Health and Protection

Design Notes

- Turn Meter removal (50%) and Cooldown increase (+1) severely disrupt Undermined enemies

- Keen Stratagem is a permanent buff that boosts Offense and Potency for the chosen ally

- The Luthen Sacrifice (Zeta): If Luthen is at 25% Health or less and is targeted:

  - Luthen is defeated and can't be revived

  - All Rebel Fighter allies revive at 100% Health

  - All enemies get Ability Blocked for 2 turns (can't be cleansed)

  - All Rebel Fighters gain Rebel Network- this is a permanent buff with auto-revive and team-wide recovery on kills

- Luthen Rael: His Unique keeps him protected until his Health drops to 25%, at which point he gains Damage Immunity for 1 turn giving Kleya time to set up the sacrifice

- Kleya's Unique: The first time Luthen's Health drops to 25%, Kleya takes a bonus turn, giving one shot to use the sacrifice mechanic in ‘This is Do or Die’

- Rebel Fighters: If the entire team comprises of Rebel Fighter allies they all benefit from Rebel Network

Inspiration

This ability represents the final moments between Kleya and Luthen, where she was prepared to make the hardest decision- to kill her closest ally and ensure the Rebellion’s protection. The explosive animation represents her using a detonator to escape the Hospital she infiltrated. The name "This is Do or Die" represents everything she does for the Rebellion.

FAQ

Q: Does Luthen have to be the target to trigger the sacrifice?

A: Yes. Luthen Rael must be specifically targeted AND be at 25% Health or less for the sacrifice mechanic to trigger.

Q: Can I choose NOT to sacrifice Luthen even if he's below 25%?

A: Yes. Simply target a different ally with This is Do or Die to grant them Keen Stratagem without triggering the sacrifice.

—---

Unique Ability - I Don't Have Lately, I Have Always (Zeta + Omicron)

Final Text:  Kleya has +50% Potency and+30% Critical Chance. Whenever an Undermined enemy inflicts Kleya with a debuff, she dispels all debuffs on herself and reduces her cooldowns by 1. Allies with Keen Stratagem have +25% Accuracy, and they ignore Taunt.

Whenever Luthen Rael uses a Special ability, inflict the target enemy with Undermine for 1 turn. Kleya gains 10% Turn Meter whenever a Rebel Fighter ally is damaged (once per turn; 20% if that ally is Luthen). While Luthen Rael is active, Kleya can't be targeted and has +100% Evasion. If Cassian Andor (Undercover) is active and Luthen was not at the start of battle, Kleya gains the same benefits. The first time Luthen Rael's Health is reduced to 25% or less, he gains Damage Immunity for 1 turn and Kleya takes a bonus turn. 

While in 3v3 Grand Arenas: At the start of battle, if there are no Galactic Legend allies, and if the ally in the Leader slot is Saw Gerrera or Mon Mothma, Kleya gains bonuses based on the Leader.. If the Leader is Saw Gerrera, Kleya gains Axis, if the Leader is Mon Mothma, Kleya gains Curator, until the end of encounter.

If Luthen Rael is an ally, Kleya can't be defeated until his Health is reduced to 25% or less. The first time Luthen Rael's Health is reduced to 25% or less, Kleya resets the cooldown of her Special, This Is Do or Die 

Axis: Whenever Kleya uses I Know What I Want, inflict Buff Immunity on target enemy for 1 turn, which can't be dispelled; all allies gain Evasion Up for 2 turns.

Curator: Whenever Kleya uses This Is Do or Die , Rally Mon Mothma and all Rebel Fighter allies. All allies gain Critical Damage Up for 2 turns. Mon Mothma and all other Rebel Fighter allies gain 30% Offense (stacking) and are immune to Turn Meter reduction for 2 turns. If an ally already has Keen Stratagem, grant Keen Stratagem to all other Rebel Fighter allies until the end of encounter.

Design Notes

- Untargetable + 100% Evasion: While Luthen is active, enemies can't select Kleya

- Debuff Cleanse: When Undermined enemies try to debuff Kleya, she cleanses AND reduces cooldowns

- Keen Stratagem bonus: Allies with this buff gain Accuracy and ignore Taunt

- Omicron (3v3 GAC): Kleya gains Axis under Saw or Curator under Mon Mothma, and her cooldown resets when Luthen hits 25%

- Luthen Rael: The Unique revolves around protecting and synergizing with Luthen

- Saw Gerrera (3v3): The Axis bonus adds Buff Immunity and team Evasion Up

- Mon Mothma (3v3): The Curator bonus turns Kleya into a powerful team enabler with Rally, Critical Damage Up, stacking Offense, and Keen Stratagem spreading

Inspiration

"I don't have lately, I have always" reflects Kleya's masterful management of the many spinning plates it took to balance planning the Rebellion. This is her ensuring the team is set up to target the right enemies and hit 'em hard.

Vel Sartha was the determined leader of the Aldhani heist crew, a mission that would become one of the Rebellion's earliest and boldest strikes against the Empire. As Cassian's squad leader during this pivotal operation, she demonstrated unwavering commitment to the cause even when it meant making impossible choices. Her relationship with Cinta and her tactical leadership made her an essential figure in the early days of the Rebel Alliance.

Vel is designed to work within Cassian Andor (Undercover)'s Rebel Fighter squad. She synergizes heavily with:

  • Cassian Andor (Undercover) - Leader who provides Undermine mechanics
  • Cinta - Her partner, whom she protects and empowers
  • Kleya - Fellow Rebel Fighter operative
  • Luthen Rael - Fellow Rebel Fighter operative

Vel serves as a good damage dealer who becomes increasingly tanky as the battle progresses, sharing her offensive stats with teammates while punishing Undermined enemies.

Basic Ability - BK-43 Blaster Rifle

Deal Physical damage to target enemy and inflict Offense Down for 1 turn. If the target is Undermined, this Offense Down can't be dispelled. Vel gains a stack of Resilient Defense and an additional stack per Undermined enemy for 2 turns (max 8 stacks). 

On her turn, if all enemies are Undermined, Rebel Fighter allies gain Protection Up (50%) for 1 turn and Vel gains Deflective Ward for 1 turn or until she receives damage.

Design Notes: Vel is a calculated fighter who uses suppressive fire to weaken enemies while building her own defenses. The Offense Down represents her tactical approach of weakening opposition before they can strike. When enemies are undermined, Vel capitalizes on Cassian's setup work by locking down that debuff permanently. The stacking Resilient Defense per Undermined enemy rewards the team for spreading Undermine across the battlefield. The more compromised the enemy operation, the stronger Vel's defensive position becomes.

Inspiration:

  • The BK-43 Blaster Rifle is Vel's signature weapon from the Aldhani heist
  • The Protection Up and Deflective Ward when all enemies are Undermined represents the moment when the heist plan comes together, and the team can move with confidence
  • Resilient Defense stacking reflects Vel's growing confidence as operations proceed according to plan

FAQ:

Question: Does the additional Resilient Defense stack per Undermined enemy happen every time she uses Basic?

Answer: Yes. Each time Vel uses her Basic, she gains 1 base stack plus 1 additional stack for each Undermined enemy, up to the maximum of 8 total stacks.

Special Ability 1 - Disrupting Barrage (Cooldown 4)

Deal Physical damage to all enemies and Blind them for 1 turn. Blind can't be resisted by Undermined enemies. Rebel Fighter allies gain Entrenched for 1 turn, which can't be copied, dispelled, or prevented. If all enemies are Undermined, Rebel Fighter allies gain Critical Chance Up and Critical Damage Up for 2 turns.

Entrenched: +50% Defense; deal 25% more damage for each other Entrenched ally when attacking; recover 5% Health and Protection at the start of their turn.

Design Notes: This ability represents Vel laying down covering fire while her team digs into defensive positions. The Blind represents the chaos and confusion caused by her suppressive barrage, making it impossible for Undermined enemies to see what's coming. Entrenched was chosen to represent the Rebel Fighters working as a cohesive unit—when one ally is Entrenched, others gain damage bonuses.

Inspiration:

  • The animation reflects Vel providing covering fire during the Aldhani heist escape
  • Entrenched represents the guerrilla tactics the Rebel Fighters employed, digging in and supporting each other
  • The Critical buffs when all enemies are Undermined represent the decisive moment when the team strikes with full force

FAQ:

Question: Does Vel also gain Entrenched?

Answer: Yes, Vel is a Rebel Fighter ally, so she also gains Entrenched.

Question: How does the Entrenched damage bonus work?

Answer: Each Entrenched ally gains +25% damage for each OTHER Entrenched ally. So if 4 allies have Entrenched, each one deals 75% more damage (3 × 25%)

Unique Ability 1 - One Path One Choice (Omicron - Territory Battles)

At the start of the encounter, if all allies are Rebel Fighters, Vel gains a stack of Resilient Defense and 2 additional stacks if Cinta is an ally. At the start of her turn, Rebel Fighter allies gain 8% of Vel's Critical Chance, Critical Damage, Defense Penetration, and Offense for 1 turn. Vel gains 50% Offense per Undermined enemy until the start of her next turn. While Vel has Resilient Defense, she has +100% Critical Avoidance, Counter Chance, and Defense. Undermined enemies deal 10% less damage.

While in Territory Battles: All Rebel Fighter allies gain 100% Max Health, Offense and Max Protection until the end of battle. Whenever Vel gains a stack of Resilient Defense, all Rebel Fighter allies gain 50% Offense (stacking) until the start of Vel's next turn. Whenever a Rebel Fighter ally defeats an enemy, all Rebel Fighter allies recover 25% Health and Protection and gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented. Whenever a Rebel Fighter ally defeats an Undermined enemy, all other enemies become Undermined for 1 turn, which can't be resisted.

Design Notes: Vel's style is to share her strengths with her team. The stat sharing represents her tactical guidance, making the entire squad more effective. Her personal power, as shown by her scaling with Undermined enemies, grows as Cassian's plans come to fruition. The Territory Battles Omicron enhances her squad's survivability significantly, representing large-scale coordinated operations where the Rebel Fighters work as a well-oiled machine.

Inspiration:

  • "One Path One Choice" references Vel's commitment to the Rebellion. Once she chose this path, there was no turning back
  • The bonus stacks with Cinta represent their partnership and how they strengthen each other
  • The stat sharing reflects Vel's role as the heist crew leader who elevated everyone's performance

FAQ:

Question: Do the shared stats update dynamically?

Answer: The stats are calculated at the start of Vel's turn and remain until the start of her next turn, so they reflect her current stats at that moment.

Unique Ability 2 - She Was a Miracle

Vel has +35% Accuracy. Whenever Cinta or Vel are attacked by an Undermined enemy, Vel gains a stack of Resilient Defense (max 8 stacks) for 2 turns. Whenever an Undermined enemy attacks Cinta, she recovers 10% Protection and Vel gains 10% Turn Meter. 

Whenever Vel uses a Basic ability on an Undermined enemy, Cinta assists. Whenever an enemy attacks Cinta, at the start of Vel's turn that enemy is Exposed until the end of the turn. At the start of her turn, if all enemies are Undermined, Rebel Fighter allies gain Protection Up (50%) for 1 turn and Vel gains Deflective Ward for 1 turn or until she receives damage. The first time Vel falls below 50% Health, she and Cinta reset their cooldowns and equalize their Health and Protection.

Design Notes: This ability represents the deep bond between Vel and Cinta. They protect each other—when enemies attack Cinta, Vel marks them for retaliation. When Vel is in danger, Cinta helps stabilize her. The Accuracy bonus represents Vel's precise marksmanship, and the Resilient Defense from Undermined attackers shows how she turns the enemy's compromised state into her own advantage.

Inspiration:

  • "She Was a Miracle" is how Vel described meeting Cinta, a moment that changed her life.
  • The Protection recovery and Turn Meter gain when Cinta is attacked represent Vel's protective instincts toward her partner.
  • The Health/Protection equalization is a lifeline mechanic representing how they support each other in dire moments.
  • The Expose on enemies who attack Cinta represents Vel identifying and marking threats to her partner.

FAQ:

Question: Can the "fall below 50% Max Health" trigger happen from a single attack?

  • Answer: Yes, the first time Vel falls below 50% Max Health from any source, the equalization triggers. This is a one-time effect per battle.

 

((ASSETS TO COME LATER HERE SORRY FOLKS))

Cinta Kaz is a cold and fearless assassin whose dedication to the Rebellion is fueled by the trauma of losing her family to Imperial Stormtroopers. She views herself as a weapon rather than a person and plays as a ruthless deep-cover assassin. Cinta prioritizes the cause over romantic relationships, while her partner, Vel Sartha, yearns for a life beyond the struggle.

Cinta is a stealthy attacker who will team up with her fellow Rebel Fighters Cassian Andor (Undercover), Luthen Rael, Kleya Marki, and Vel Sartha from the Andor TV Series.

—---

Basic - Blaster Burn

Deal Physical damage to target enemy and inflict Defense Down for 1 turn. If they are Undermined, this Defense Down can't be dispelled.

Cinta Stealths for 1 turn.

Design Notes: Cinta’s core identity is being in stealth mode most of the time in a battle. That being said, Cinta’s Basic is useful in targeting enemies with high defense.

Inspiration: The inspiration for this came from the moment when Cinta ended the stalemate by shooting and killing Petigar without hesitation as she descended into the room during the Aldhani Heist.

We leaned into the relationship between Cinta and Vel, so while Vel inflicts Offense Down, Cinta inflicts Defense Down, showcasing the dynamic nature of their relationship.

Special 1 - Fight To The Death (Cooldown: 4)

Deal Physical damage to target enemy. Cinta Stealths for 2 turns.

Inflict Breach for 1 turn. If they are Breached by this ability, Ability Block them for 1 turn. If they are Ability Blocked by this ability, Deathmark them for 1 turn, which can't be dispelled. This ability can't be resisted by Undermined enemies.

Design Notes: Cinta spent months deep undercover, gathering information and observing. Cinta also assassinated Tay Kolma after he became a security risk for Mon Mothma. We wanted these characteristics to be showcased in this ability.

Fight To The Death inflicts different debuffs progressively, each one more powerful than the previous one. The ability will start off with Breach, then Ability Block, and then Deathmark. Using the ability multiple times on a priority target ensures they are Deathmarked and can be defeated easily.

Inspiration: The inspiration for this came from the moment when Cinta hijacked an Imperial weapons shipment to arm the growing resistance.

FAQ:

Q: Do the enemies need to have Breach/Ability Block debuff on them to inflict the next debuff?

A: No, once an enemy has been inflicted with Breach/Ability Block, they will have an icon on them showing the debuff that they have already been inflicted with, even when the debuff expires. It is similar to how we display contract requirements for Bounty Hunters.

Q: Does Cinta inflict all debuffs at once?

A: No, Cinta only inflicts one debuff at a time when the Special is used. As mentioned earlier, Cinta will inflict:

  • Breach - If the enemy was not inflicted with Breach by Cinta.
  • Ability Block - If the enemy was inflicted with Breach by Cinta.
  • Deathmark - If the enemy was inflicted with Ability Block by Cinta.

Unique 1 - Blooded, Fearless Warrior (Zeta, Omicron)

Whenever a Rebel Fighter ally uses a Special ability against an Undermined enemy, Cinta assists.

Whenever Cinta uses an ability while Stealthed on her turn, Expose the target enemy for 2 turns. Whenever Cinta attacks out of turn while Stealthed, her attacks have +100% Critical Chance, +50% Critical Damage and Defense Penetration.

Whenever a Rebel Fighter ally is damaged by an Undermined enemy, reduce the cooldown of Fight To The Death by 1 (once per turn). Whenever an Undermined enemy inflicts a debuff on a Rebel Fighter ally, Cinta gains Speed Up for 1 turn.

While in Territory Wars: At the start of battle, Cinta Stealths for 1 turn.

Cinta has +100% Defense and Max Health. Whenever enemies damage Cinta while she is Stealthed, they are Undermined for 1 turn. If they are already Undermined, inflict Healing Immunity for 1 turn, which can't be dispelled or resisted.

Rebel Fighter allies have +100% Defense Penetration while attacking enemies affected by Cinta's debuffs from Fight To The Death.

Whenever a Deathmarked enemy is defeated, all Rebel Fighter allies recover 100% Health and Protection, gain 10 Speed (stacking, max 50), and Cinta gains 100% Critical Damage for the rest of the battle.

Rebel Fighter allies gain 10% Offense (stacking) for each Undermined enemy. If all enemies are Undermined, Rebel Fighter allies are immune to Instant Defeat and Max Health reduction effects.

Whenever an enemy uses a Special ability, Cinta gains 15% Turn Meter, doubled if that enemy is Undermined.

Whenever a Rebel Fighter ally loses VIP, dispel all debuffs from all Rebel Fighter allies and grant all Rebel Fighter allies 25% Turn Meter.

Design Notes: We wanted to capture Cinta’s cold-blooded, ruthless, and stealthy nature in this ability. Cinta attacks out of turn while stealthed. She deals bonus damage and gains defense penetration, reflecting her stealthy, ruthless nature, as she observes and waits to strike and break the enemy's defenses. She relied on her ability to be hidden and set up priority targets. This ability provides the much-needed cooldown reduction for Cinta's ‘Fight To The Death’ ability so she can use it frequently on priority targets.

With her Omicron, Cinta amplifies and shares similar mechanics with Rebel Fighter allies. While her Omicron is active, focus on defeating the enemy inflicted with Deathmark. The team recovers full health and protection, as well as offense and speed, for the rest of the battle, which is very useful for teams with multiple revives or summons.

Inspiration: Cinta was sent on several missions, which included assassination missions. She only relied on herself and was self-sufficient.

The name of this ability is a quote by Vel from the tragedy at Ghorman Mission.
During the Ghorman Mission, a young and inexperienced rebel named Samm disobeyed strict orders regarding the use of blasters and fired his weapon recklessly, fatally harming Cinta.
Vel witnessed this incident, and Cinta died in her arms. Samm was trembling and crying on the transport. Vel demands him to look at her as she tells him, “She was a blooded, fearless warrior whose loss will be mourned in ways that you will never understand.”

Unique 2  - You're The Only Reason I'm Here

Whenever Cinta damages an enemy, Cinta and Vel recover 5% Health and Protection, doubled if that enemy is Undermined, and Vel gains a stack (max 8) of Resilient Defense for 2 turns.

If Vel is active, whenever Cinta has her Stealth dispelled, Cinta Stealths and gains 100% Offense for 1 turn.

Cinta gains 10% Turn Meter (once per turn) whenever a Rebel Fighter ally is damaged by a debuffed enemy, and an additional 10% Turn Meter if that ally is Vel.

Whenever a Rebel Fighter ally damages a debuffed enemy out of turn, Cinta dispels all debuffs on herself. If that enemy is Undermined, dispel all debuffs on Vel.

Design Notes: This ability directly calls out synergy between Cinta and Vel, along with Rebel Fighter allies. Cinta helps Vel to survive in the battle by attacking enemies and providing health and protection recovery. This ability is also a good source of getting some turn meter for Cinta if Vel or Rebel Fighter allies attack a debuffed enemy.

Inspiration: After being separated for nearly a year following the mission in Ferrix, Cinta and Vel unite on Ghorman to plan the weapon heist. This is where Cinta softens up and replies to Vel, “You’re the only reason I’m here.”

Dedra is a beloved antagonist from Andor. She represents ambition and tenacity, which drives her to make ruthless decisions that sometimes Undermines her allies and the very faction of which she serves. Her magnetic character and striking poise makes her an exciting addition to the holotables!

She will fit right into a squad with her fellow ISB allies as a powerful and strategic support unit. Her ISB allies include the pre-existing units  Imperial Probe Droid and Director Krennic, as well as new ISB units Major Partagaz and KX Security Droid. 

Basic - Effective Covert Action

Deal Physical damage to the target enemy and Expose them for 1 turn. If they are already Exposed at the start of Dedra's turn, she deals an additional 50% bonus damage and gains Retaliate for 1 turn.

Design Notes: Expose is applied again to the target enemy if she triggers a pre-existing Expose debuff on her turn. Effective Covert Action is Dedra’s only damage dealing ability, and her Special ability, Do Not Bore Me, will buff the amount of damage this ability does. Using Effective Cover Action also sets up her allies to trigger Exposes, which will allow Dedra to gain Rank.

Inspiration: Dedra carries out her duties of the ISB by pulling strings behind the scenes. She carries out damage to her opponents with a swift order.

Special 1 - Watch Your Back (Cooldown 3)

Dispel all debuffs on ISB allies, and Dedra gains Tenacity Up for 2 turns. Call all other ISB allies that are not Undermined and the target ally to assist. Then, Undermine target other ally for 2 turns which can't be copied, dispelled, evaded, or resisted. Grant assisting allies Offense Up for 2 turns, and they recover 15% of their Max Health at the end of the turn. 

Undermine: +25 Speed; -25% Critical Avoidance and Critical Chance; can't gain bonus Turn Meter

Design Notes: Dedra Undermines an ally and calls on her ISB allies to assist. This ability is Dedra’s most consistent way to inflict Undermine, which is integral to Dedra gaining Rank from her Unique ability, Chain of Command. Inflicting Undermine onto targets will increase their speed, so choosing the target that will make the best use of taking more turns is important to making the most of this ability. In addition, it may be better to consistently Undermine the highest damage dealing ally, so that Dedra can leverage the other units for assists. In the ISB, using this ability to target Krennic or KX will prove to be the most effective.

Inspiration: Obsessed with obtaining key information about “Axis”, Dedra felt herself above the system and took unauthorized steps to achieving her goal, Undermining her fellow ISB members in the process.

FAQ:

Q: Does the target ally assist if they were already Undermined?

A: Yes. The target ally will always assist, regardless of if they were Undermined or not prior to using this ability.

Special 2 - Do Not Bore Me (Cooldown 3)

Dedra gains 20% Critical Chance and Critical Damage, and an additional 20% (stacking, max 100%) for each other Undermined ISB ally until she uses her Basic ability on her turn. 

  • If Dedra is Rank 2 or above, she gains Protection Up (20%) for 2 turns 
  • If Dedra is Rank 3, grant all ISB Support allies Retribution and Speed Up for 2 turns

Design Notes: Dedra gains Critical Chance and Critical Damage until she uses her Basic ability, Effective Covert Action. The higher her Rank is, the more buffs she is able to grant herself and the rest of her ISB allies. Timing this ability before Partagaz or Krennic’s assist calls will allow her to utilize the Critical Chance and Damage buffs as much as possible before it expires.  Because Dedra will be Undermining her allies, granting ISB allies Retribution and Speed Up will allow her allies to deal damage more frequently regardless of their inability to gain turn meter.

Inspiration: This ability was inspired by Dedra’s ruthless intimidation tactics when interrogating Bix, telling her victim “The worst thing you can do is bore me.”

FAQ:

Q: Does the Critical Chance and Damage expire when Dedra uses her Basic during assists as well?

A: No, the buffs will only expire when Dedra uses the Basic on her turn, so it may be optimal to avoid using her Basic ability on her turn and get as many assists in as possible.

Unique 1 - Systems Either Change or Die (Zeta, Omicron)

At the start of battle, if all allies are ISB, Dedra gains 35% Tenacity and 50% Turn Meter. 

Whenever other ISB allies trigger Expose on an enemy on their turn, Dedra Undermines that ISB ally for 1 turn. Additionally, if Dedra is Rank 3, whenever an ISB ally uses a Special ability against an enemy with Expose, they inflict Torture on the target enemy for 2 turns at the end of the turn. 

Whenever Dedra Undermines an ISB ally, she recovers 10% of her Max Health and gains Overconfident for 2 turns. Whenever an Undermined ISB ally takes a turn, she gains 10% Turn Meter. Whenever an ISB ally's Undermine debuff expires, they gain Overconfident for 2 turns. Whenever Dedra has Overconfident, she is immune to Taunt effects. 

While in 3v3 Grand Arenas: At the start of battle, Dedra Exposes all enemies for 2 turns and gains 30% Max Health. 

While ISB allies are Undermined, they have +80% Offense and Defense. When ISB allies gain Undermined, if they are already below 50% Health or drop below 50% Health (limit once per Undermined), they gain Protection Up and Tenacity Up (20%) until they are no longer Undermined. Whenever Dedra Undermines an ISB ally below 50% Health, she gains Potency Up for 2 turns.

Design Notes: Dedra’s ISB allies should focus their targets on enemies that have been Exposed. By triggering Exposes, they will become Undermined. Dedra will in turn reap benefits from Undermining her ISB allies. Overconfident and Torture will also amplify ISB’s strengths as an offense-heavy squad. Her Omicron starts off the battle with enemies that are already Exposed. This will accelerate the process of Dedra applying Undermine. Undermine in 3v3 Grand Arenas is significantly more desirable to her allies. It not only increases the ISB’s offensive capabilities, but also acts as a slight safety net that triggers for Undermined ISB allies when they fall below 50% Health.

Inspiration: “Systems either change or die!” is a highly memorable quote in Andor, when confronted during a meeting of the ISB. Dedra prioritizes her goals and ambitions above all else. If the rigid system does not facilitate the means to get to its goals (in this case, track down the very core of the rising Rebel opposition), she deems those systems insufficient and require change. She undermines those who uphold ISB’s bureaucracy in support of her own methods. 

FAQ:

Q: What does Overconfident do again?

A: Overconfident is a debuff, originally from Fennec Shand. Overconfident: -20% Defense, +50% Offense, +10% Speed, +15% Evasion

Q: What does Torture do again?

A: Take bonus damage equal to 10% of this character's Max Health when damaged by an attack; reduce Defense by 10% (stacking, max 50%) for the rest of the encounter when damaged by an attack; can't gain bonus Turn Meter

Unique 2 - Chain of Command

At the start of battle, Dedra gains Rank 1. Every time Dedra Undermines an ally, she gains a Rank. Every time Undermine expires from an ally without them taking damage, Dedra loses a Rank. 

  • Whenever Dedra gains Rank 2, she gains Health Steal Up for 1 turn 
  • Whenever she gains Rank 3, she gains Foresight for 2 turns 

ISB Rank: Abilities gain additional effects based on Rank; ranges from 1-3

 

Design Note: Chain of Command is a shared Unique ability among all ISB units. Because Undermine will typically expire after 1-2 turns, you want to make sure that Dedra is either constantly Undermining her allies and/or making sure the targets she Undermines is going to be targeted by the enemy. 

Inspiration: Dedra gains the upperhand by inflicting Undermine, but she must do so with caution, lest she finds herself facing the consequences of disobeying the ISB’s rigid bureaucracy.

FAQ:

Q: Will Dedra gain benefits when she ranks down?

A: No, Dedra will only gain benefits (Health Steal Up, Foresight etc.) when she ranks up to that rank.

Q: What other abilities/characters utilize Rank?

A: Dedra’s abilities Do Not Bore Me and Systems Either Change or Die both have callouts to her requiring a specific rank for specific benefits. All other ISB allies will also affect and be affected by Rank in various ways. For example, Partagaz will allow her to ignore Taunt effects when she gains Rank 3- this is very effective in focusing down desired enemy targets quickly. Therefore, ranking up and maintaining Rank 3 in particular is very important to playing this squad.

Q: Her Unique ability, Systems Either Change or Die, applies Undermine by triggering Expose. Does that also rank her up?

A: Yes it will. That’s also what makes her Omicron, which applies Expose to all enemies at the start of battle, very strong. She will very quickly be able to rank up to Rank 3 in a single turn by also using her Special ability, Watch Your Back.

The leader of the ISB, Major Partagaz arrives at the holotables to contain any unforeseen Rebel activities with his ruthless efficiency, analytical  and strategic decisions, and an unwavering drive to protect the Empire.

Major Partagaz is designed to be a Leader who can be ruthless in his decisions but also stand firm as a supportive mentor to his fellow ISB team members such as Dedra Meero, and KX Security Droid. Major Partagaz is expected to help these new ISB units alongside Director Krennic and the Imperial Probe Droid to punish the enemies as the battle proceeds.

—---

Basic: Thesis Please

Inflict Health Down on target enemy for 2 turns. During his turn, call target other ISB ally to assist, dealing 25% more damage per Rank Major Partagaz has.

  • If Major Partagaz is Rank 2 or above, all ISB allies gain Speed Up for 2 turns
  • If Major Partagaz is Rank 3, also Daze the target enemy for 1 turn

 

Design Notes: Debuffing the enemy allows Major Partagaz to dismantle their ability to inflict debuffs to a certain extent. This ability also grants serious benefits upon Ranking up. Inflicting Daze disrupts the enemy’s tactics as their affected unit will not be able to assist, counter attack, or gain bonus turn meter.

Inspiration: We wanted to display the strategic thought process of Major Partagaz and how he uses his position to cripple the enemy’s tactics.

Special 1: Authority Is Brittle

Call all ISB allies to assist and they recover 20% Health and Protection. If all allies were ISB at the start of battle, all enemies are Target Locked for 2 turns. If the target enemy was already Target Locked, all ISB allies have their cooldowns reduced by 1.

  • If Major Partagaz is Rank 3, Blind the target enemy for 2 turns and increase the cooldown of all enemies by 1
  • Rank 2 or above ISB allies gain Retaliate for 2 turns and 5% Tenacity (stacking) for the rest of the battle
  • Rank 3 ISB allies gain Tactical Supremacy for 2 turns

    This ability can't be evaded or resisted. 

 

Design Notes: Target Locking all enemies allows the squad to reap multiple benefits. Upon using the Special all allies are called to assist. This action synergizes with other abilities and can be strategically important as the special ability reduces cooldowns of all ISB allies. Upon attaining Rank 3 Major Partagaz grants powerful benefits to the squad, andcan strategicallytarget whichenemy will miss their next attack.

Inspiration: We tried to convey Major Partagaz’s personality as a genius who not only can position his squad to have an advantage,but also weaken any strategies employed by the enemy.

Leader: Calibrate Your Enthusiasm

At the start of battle, Major Partagaz inflicts Potency Down and Speed Down on all enemies for 2 turns. ISB allies gain 50% bonus Protection, 30 Speed, and ISB allies that are Rank 3 ignore Taunt effects on their turn until the end of battle. ISB allies have +25% Critical Chance, Defense, and Tenacity at Rank 1. These bonuses are doubled at Rank 2 and quadrupled at Rank 3.
Whenever an enemy recovers Protection, all ISB allies gain 5% Offense (stacking) until the end of battle. ISB allies deal 5% more damage when targeting a Target Locked enemy, and recover 5% Health and Protection.
ISB allies inflict Speed Down for 2 turns whenever they attack out of turn.

  • While in Grand Arenas: Major Partagaz starts the battle at Rank 3 and gains 50 Speed. Whenever an allied ISB Support gains Retaliate, they also gain 20% bonus Protection for 1 turn and whenever an ISB ally is damaged, Major Partagaz gains 15% turn meter. The first time each ally falls below 30% Health, they recover 30% Health and Protection, ISB Support allies Stealth for 1 turn and ISB Tank allies Taunt for 1 turn. 

 

Design Notes: With this Special ability the objective is to grant key benefits to the ISB squad as soon as the battle begins, while also reducing the effectiveness of the enemy, along with awarding his allies for the Ranks that they have attained. This ability synergizes well with the “Thesis Please” and “Authority is Brittle” as it grants ISB allies additional Offense whenever they target an enemy that has been Target Locked. In the Grand Arena, Major Partagaz displays his mentorship by granting benefits to allies that gain Retaliate and rewards them with additional Protection.

Inspiration: Portraying Major Partagaz’s leadership qualities that slot him in a position of authority allowing him to equip the squad with action items that not only protect them, but also reward them for their progress.

Unique 1 - Security is an Illusion

Whenever Major Partagaz inflicts a debuff on an enemy, all enemies lose 5% Potency (stacking, max 50%). At the start of battle, if all allies are ISB, Major Partagaz can't be targeted for the rest of the battle. Whenever an enemy gains Foresight or Stealth, dispel it and Expose that enemy for 2 turns, with one stack for each rank Major Partagaz has, which can’t be evaded or resisted. Whenever an enemy recovers Protection, remove 5% of their Max Protection (stacking) until the end of battle. At the start of Major Partagaz's turn, all ISB allies gain 20% Offense for 2 turns. If there are no other allied combatants at the start of a turn, Major Partagaz escapes from battle.

Design Notes: Intertwining “Security is an Illusion” with Major Partagaz’s Basic and Special ability allows him to reduce the ability of all enemies to inflict debuffs up to 50%. This ability also allows Major Partagaz to stay in the background without being noticed and still have a strong hold of the battle. Due to his tactical genius, Major Partagaz Exposes the enemies that gain the ability to dodge attacks or avoid being targeted. Without any active units to act onMajor Partagaz’s orders, he escapes from battle.

Inspiration: We wanted to showcase Major Partagaz’s analytical skills and tactical brilliance. He understands how the enemies think and is constantly tactics that dissolve the enemy plans before they are executed.

Unique 2 -  Chain of Command

If all allies are ISB, Major Partagaz starts the encounter at Rank 2.  Whenever an ISB ally uses a Special ability, other ISB allies at Rank 2 or higher gain 10% counter chance (stacking). Whenever an enemy is defeated, ISB allies increase their Rank by 1. Whenever an ISB ally is defeated, active ISB allies decrease their Rank by 1. 

Design Notes: “Chain of Command” is Major Partagaz’s second Unique ability that promotes the usage of Special abilities to grant the ability to counter attack the enemy more and more as this stat increases. This ability maintains a balance in terms of rewarding as well as punishing the ISB squad. Losing an ally displays a tactical flaw which punishes the allies but defeating an enemy showcases tactical masterclass thereby rewarding the team.

Inspiration: A rulebook that maintains fairness which is followed by the entire squad irrespective of their Ranks to maintain fairness amongst the faction.

Cassian Andor (Undercover) was built upon the foundation of love we had for the Andor series. Being able to watch him grow into the leader he became throughout the show, we knew that we had to find a home for him in the game. 

Throughout the series, we saw him working in parallel with Luthen and his operatives around the galaxy. Each playing a significant role in undermining the oppression of the Empire. We wanted to reflect that with having Cassian lead a new team of rebel fighters that included them: Vel Sartha with her unwavering resilience, Cinta Kaz with her fearlessness, and Kleya Marki with her tactical prowess. 

We hope you enjoy fighting the Empire with us

Basic Ability - Clem

Deal Physical damage to target enemy and inflict Speed Down for 1 turn. If they already had Speed Down from this ability, Undermine them for 1 turn, which can't be resisted. If they were already Undermined, Undermine another random enemy who doesn't already have it for 2 turns, which can't be dispelled. 

During his turn, if all enemies are Undermined, call all other Rebel Fighter allies to assist. 

 

Design Notes: Cassian spent his time trying to undermine the operations of the Empire oftentimes through violent means. The Basic is a way to represent him doing that by first slowing down the opposition and if he had already slowed them down then he is able to undermine their efforts. And as more of the enemies have become undermined the operation is more easy to spread across them all. Having allies that can help Cassian attack the appropriate targets, or if Cassian is able to counter attack, this ability can quickly put the enemy in a precarious position.

Inspiration

  • Clem was the name of Cassian’s adopted father and the alias he undertook for the Aldhani Heist.
  • The pistol Cassian uses for his Basic animation was Clem’s pistol.

FAQ: 

  • Question: Can I apply Undermine from any Speed Down?
    • Answer: No. The Speed Down has to be from the Basic ability. But, Undermine can be spread to another random enemy that doesn’t have it if that enemy already had Undermine from any source. 

Special Ability 1 - Keef Girgo (Cooldown 3)

Dispel all debuffs on Rebel Fighter allies and they gain High Morale for 1 turn, which can’t be copied, and 10% Turn Meter. Deal Physical damage to all enemies and an additional instance of damage to Undermined enemies. Undermine the enemy with the least Turn Meter for 2 turns.

Design Notes - This ability provides for a decent amount of damage that can be doubled up on Undermined enemies. So, spreading the Undermine around to all enemies can make this ability pack a solid punch. But, even if no enemy is Undermined, this can provide the opportunity to punish the enemy furthest from taking action. High Morale was used here because it represented a moment of pride for the success in stealing the TIE Avenger. 

Inspiration:

  • Keef Girgo is the alias Cassian used while enjoying his time on Niamos (until he wasn't).
  • The animation represents the moment upon stealing the TIE Avenger and shooting his way out of the facility

Special Ability 2 - Varian Skye (Cooldown 4, Zeta and Omicron)

Target other Rebel Fighter ally gains 50 Speed for 1 turn and recovers 20% Health and Protection. If all allies are Rebel Fighters, target other ally also gains VIP until they are damaged twice. Cassian deals 30,000 True damage to target enemy, which can't be evaded, and Blinds them for 1 turn. Undermine the enemy in the Leader slot for 1 turn, which can't be resisted. This ability deals 15,000 more True damage for each turn a VIP has taken this encounter (stacking max 150,000 additional damage). 

While in Grand Arenas: If all allies are Rebel Fighters, target other Rebel Fighter ally gains Damage Immunity for 1 turn. Rebel Fighter allies gain 10% Turn Meter and Max Health for the rest of the encounter. Target enemy is inflicted with Healing Immunity for 1 turn, which can't be dispelled or resisted, and if they had Undermine all other enemies without Undermine are Undermined for 1 turn, which can't be resisted.

Design Notes - While Cassian is a Support, he is a very mission oriented and deadly asset for the Rebels. Some of those missions included protection and extraction. It made sense for Cassian’s successes to convert into greater deadliness. The Grand Arena omicron applies Damage Immunity (in most cases to the VIP) making it even more difficult for the enemy to take out the VIP. 

Inspiration:

  • Varian Skye was the alias used by Cassian when he traveled to Ghorman. 
  • The concept of protecting a VIP was taken from Cassian extracting Mon Mothma from the Senate building
  • The animation is a nod to Cassian attaching the sniper attachment to his pistol as he tries to line up Dedra Meero while on Ghorman

FAQ: 

  • Question: How does the VIP damage increase work?
    • Answer: When Cassian uses this ability on another Rebel Fighter ally they will have the VIP status effect (as long as all allies are Rebel Fighter). When they start their turn this will count towards increasing the damage from this ability. If that ally loses VIP (from taking damage twice) Cassian will retain the damage increase from the turns that that ally had taken but will not gain any further increases until a new VIP is established and has taken their turn. The total damage will cap at 180,000 True damage at max rank. 
  • Question: Can you have more than 1 VIP at the same time?
    • Answer: Yes. If Cassian is able to re-use this ability before the first VIP has lost their status then a second one can be applied. Each starting their turn will add to the damage increase and other start of turn bonuses that the VIP convey.

Unique Ability - More Than Your Fear (Zeta and Omicron)

Cassian has +50% Critical Avoidance per Undermined enemy and gains 100% counter chance at the start of each non-Undermined enemy's turn until the end of their turn. Cassian is immune to Critical Hit Immunity. Whenever Cassian attacks out of turn he is inflicted with Vulnerable for 1 turn.  

If there were no Galactic Legends at the start of battle, whenever there are 3 or more out of turn attacks during an enemy's turn, that enemy is Undermined for 1 turn, which can't be resisted. If any enemy is Undermined, Cassian gains Fearless until no enemies are Undermined. Whenever an enemy who wasn't Undermined is Undermined, Cassian gains 10% Turn Meter. Whenever an Undermined enemy removes Turn Meter from Cassian, all enemies lose 25% Turn Meter. 

Whenever an enemy with Undermine gains a buff from their ally, that ally is Undermined for 1 turn, which can't be resisted, and at the end of the turn, all buffs are dispelled on the enemy who gained the buff, and ally Rebel Fighters have their debuffs dispelled.

At the start of Cassian's VIP's turn, Cassian recovers full Health and Protection. Whenever Cassian's VIP uses a Special ability the target enemy is Undermined for 1 turn. 

While in Grand Arenas: The enemy that damages an ally with Cassian's VIP is Undermined for 1 turn, which can't be dispelled or resisted. At the start of Cassian's VIP's turn, also recover full Health and Protection of the weakest ally. Whenever Cassian's VIP uses an ability, the target enemy is Undermined for 1 turn.

Design Notes - Cassian is an operative that relies heavily on intelligence gathering and subterfuge. This ability is meant to represent that once Cassian has set up the enemy through undermining their tactics he is privy to their plans. If they try to gain some type of advantage, he takes that from them and either helps his own allies or undercuts the enemy. Because of this knowledge he isn’t afraid of what the enemy can do to him. And if Cassian is successful in getting his VIP to their destination (taking another turn), the VIP rewards him by reinvigorating him fully and helping further his cause. 

Inspiration:

  • Cassian gave a motivational speech that reminded a nervous ally that she had become “more than your fear.”
  • Cassian is a calculating operative, but if he is forced to come out of cover that's when he is most vulnerable and we wanted an ability to represent that.
  • If Cassian had accomplished his goal of undermining an enemy and setting them up then he becomes fearless because he knows what they are trying to accomplish. This allows him to counter a lot of the moves that someone may try to do to him

FAQ:

  • Question: What does it mean by 3 or more out of turn attacks during an enemy’s turn?
    • Answer: Whenever an enemy calls several teammates to attack on their turn (or if one teammate attacks several times by themselves) that enemy is punished for doing that. Mass assisting one character will lead to that one character being Undermined.
  • Question: Does the VIP here include the VIP from 50R-T?
    • Answer: No, the bonuses from VIP here only includes the VIP assigned by Cassian

Leader Ability - I Have Friends Everywhere (Zeta + Omicron)

Rebel Fighter allies have +100% Potency and 50% Defense. Undermined enemies have -25 Speed and can't be assisted. If all allies are Rebel Fighters, Cassian takes only 1 damage from attacks unless he is critically hit on that turn. Rebel Fighter allies have +100% Tenacity until a Rebel Fighter ally is defeated (excluding summoned units).  

At the start of Cassian's VIP's turn, all Undermined enemies lose 10% Max Health for the rest of the encounter and Rebel Fighter allies gain 10% Defense Penetration and Offense (stacking) for the rest of the encounter. While a Rebel Fighter ally has Cassian's VIP all allied Rebel Fighters have +100% Critical Avoidance. 

Whenever an enemy dispels Undermine, Rebel Fighter allies gain 20% Turn Meter. Whenever an enemy dispels a buff on a Rebel Fighter ally they are Undermined for 1 turn, which can't be resisted. 

While in Grand Arenas: Rebel Fighter allies take reduced damage from Percentage Health damage effects and gain Instant Defeat Immunity which can't be copied, dispelled, or prevented, until a Rebel Fighter ally is defeated (excluding summoned units). Whenever an ally is damaged while they have Cassian's VIP, the cooldown of Varian Skye is reset. At the start of Cassian's VIP's turn, Rebel Fighter allies gain 5% Mastery.

Design Notes - Cassian did his best work when he was an unknown alias working behind the scenes. If the enemy didn't realize it was him then he was able to work unimpeded. The critical hitting of Cassian (and his self-application of Vulnerable from his Unique) are meant to represent when the enemy was able to successfully pin down Cassian otherwise he is able to shake it off and slip away. The idea that the Rebellion has friends everywhere and always lurking helped to structure that their power is great because of how they work together. Being able to sever some of those bonds greatly undercuts the message.

Inspiration:

  • The name is inspired as part of the code phrases used to prove they were on the same side and working with Luthen.
  • We wanted to place value in keeping allies alive as these are the “friends” that are working together

FAQ: 

  • Question: Is the Critical Avoidance enough to prevent Critical Hits even while Cassian has Vulnerable?
    • Answer: No. Vulnerable would still allow the enemy to critically hit through the Critical Avoidance.
  • Question: What does it mean Cassian takes only 1 damage unless he is critically hit on that turn?

Answer: If the first instance of damage against Cassian were a critical hit then it would show up as critical damage and there would be no noticeable difference. If that first instance doesn't critically hit however then it would only deal 1 damage. If the enemy were to attempt to deal multiple instances of damage to Cassian and the first instance were to crit then all the subsequent damage would apply normally and deal their full value (whether they crit or not). But, if none of the damage were to crit then each instance would only deal 1 damage. This applies to assists as well, if the first attack critically hits then each subsequent attack would do full damage whether they were critical damage or not.

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