Unofficial Favorite Food: Elote
UNIT NAME: Cobb Vanth
ALIGNMENT: Light
CATEGORIES: Leader, Attacker, Constable
Cobb Vanth, “Mr. Tatooine,” is designed as a Light Side leader who ties Jawas, Tuskens, and a broader Constable squad into a single high-performance team across multiple modes. His omicron diversity allows for an eclectic mix of teams and playstyles.
With the emphasis on tracking down “outlaws” the team focuses offensively on taking actions against those that would mean to do harm. Cobb wants to maintain law and order with his Constable associates, but isn’t afraid to call in some temporary help through deputizing some of the local inhabitants.
Creating a diverse team of Constables and Jawas or Tuskens (or both) can lead to some explosive outcomes.
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Basic - Think It Through
Deal Physical damage to target enemy and gain Tenacity Up for 1 turn.
If the target enemy was Dark Side, they are inflicted with Offense Down and Constable allies gain Offense Up for 1 turn.
If the target enemy was Light Side, they are inflicted with Defense Down and Constable allies gain Defense Penetration Up for 1 turn.
If the target enemy was Outlaw, dispel all buffs on them and inflict Buff Immunity for 1 turn, which can't be resisted, and dispel all debuffs on all Constable allies.
Design Notes: Cobb represents the leader of the Constables and so a lot of his actions are about picking the right targets. Outlaw enemies that represent some of the shadier dealings in the Star Wars universe will be particularly punished by those that represent that right side of the law.
Inspiration: The name is referencing Cobb’s warning to the Pyke Syndicate while they were running spice through the area and were ready to attack Cobb
Special 1 - Justified (CD=4)
Deal Physical damage to all enemies and grant a bonus turn to another random Constable ally. Allies that have been damaged since their last turn gain Retribution for 2 turns, otherwise they gain Alert for 2 turns. Enemies that damaged Constable allies since Cobb's last turn are Ability Blocked for 1 turn, otherwise they are Vulnerable for 1 turn.
Design Notes: Since the Constables are meant to represent those on the right side of the law, having an ability that responds to the actions of the enemies felt appropriate. If those enemies didn’t attack us, then we are alerted to their presence, and they become vulnerable. But, if they were railin’ on us then we will be givens them the business. Those actions would be Justified.
Special 2 - High Noons (Cooldown = 12) Zeta + Omi
Deal Physical damage to target enemy increased by 50% per other active Constable ally. If this attack is the first time this ability has been used against the enemy they lose 50 Speed and are Distracted until the end of encounter, which can't be dispelled or resisted, and can't deal damage to another Constable ally until damaging Cobb.
If all allies are Constable, Jawa, or Tusken, they gain buffs until the end of encounter that can't be dispelled or prevented for each unique enemy attacked by this ability:
1+: Defense Up
2+: Speed Up
3+: Execution
This ability can't be evaded.
Execution: Whenever this character uses a Special ability, instantly defeat the target enemy then remove this buff from all allies
While in Territory Battles: Dispel all debuffs on all allies and they gain 10% Max Health (stacking) for the rest of the battle. Constable allies recover 25% Health and Protection and gain 25% Turn Meter. If the target enemy is Outlaw, call all Constable allies to assist. Constable allies take reduced damage from Percent Health damage effects until the end of encounter. Reduce this ability's cooldown by 6. If this ability defeats an enemy, revive all allies.
Design Notes: I wanted an ability that would incentivize going after each enemy that is standing in Cobb’s way. If Cobb has success in wrangling more enemies the team is rewarded with a powerful new buff, Execution, that allows the ally to instantly defeat an opponent. The Distracted debuff is the Constable’s way of breaking the enemy’s concentration.
Synergy: Wanted to focus on Constables as the law in Star Wars, and the Jawas and Tuskens as the inhabitants of Tatooine that also worked with Cobb.
Inspiration: High Noons is a reference to Tatooine and their twin suns and that classical Western duels would take place at “high noon” and the cooldown being 12 to align with that.
FAQ:
Q: What happens when using this ability against a 4th unique enemy?
Answer: Execution would be applied again. Since Defense and Speed Up last until the end of encounter they would not be reapplied since they already would be on the ally, but Execution is removed upon use, so it would be gained when attacking a 4th (or 5th or 6th, etc) new enemy
Q: How does Execution work?
A: Execution is an instant defeat in buff form. When an ally with Execution uses a Special against an enemy that enemy would be instantly defeated and then the buff is removed from everyone. The same rules for instant defeats that apply in other abilities apply here as well so it can be stopped by can’t be defeated or instant defeat immunity effects and the buff would still be removed after that even if it didn’t defeat an enemy.
Unique 1 - The Marshal (Zeta + Omi)
Cobb has +10 Speed per active Constable ally. At the start of battle, if there is a Jawa ally, Cobb gains Bounty Hunter's Resolve until the end of encounter. If there is a Tusken ally, Cobb is immune to Damage Over Time. Whenever a Constable ally is damaged by an enemy, that enemy is inflicted with Burning for 1 turn, which can't be resisted, and can't recover Health or Protection while Burning. Jawas and Tuskens gain 25% Turn Meter whenever another Constable ally uses a Special ability.
Dark Side enemies have -100% Critical Damage. Dark Side enemies lose 50 Speed for 1 turn whenever they are critically hit by a Constable ally. Light Side enemies have -100% Tenacity. Light Side enemies dispel their buffs whenever they critically hit a Constable ally. Constable allies can ignore Taunt effects to target Outlaw enemies and can't have their Turn Meter reduced by Light Side enemies or cooldowns increased by Dark Side enemies on their respective enemy turns.
All Constable allies recover Health and Protection equal to the damage enemies have taken during Cobb's turn. Whenever an enemy starts their turn reduce the cooldown of High Noons by 1 (2 if the enemy is Outlaw). Distracted Outlaw enemies can't assist.
While in Territory Wars and there are no Galactic Legend allies: If there are at least 3 Constable allies, Tuskens start the battle with Deputize. Tuskens no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks. If there is a Tusken ally, Stunned enemies can't gain bonus Turn Meter. All Distracted enemies can't assist. At the start of their turn, Constable allies can ignore Taunt effects if they have at least 10 Momentum. Whenever Tusken allies use Deputize, revive Cobb and Tusken allies with 100% Health. Tusken allies are immune to Damage Over Time. Whenever Tusken allies use a Special ability, Cobb gains Protection Up (100%) for 1 turn.
Design Note: I wanted to lean into Cobb being the Marshal and an inhabitant of Tatooine. So, the harshness of the planet is represented some by the Burning. And then the Marshal side plays out in how he deals with those that are breaking the “law” of the fight. Dark Side enemies are being chased by Cobb, so being critically hit slows the enemies down. But, Light Side enemies are punished for critically hitting the Constables since they are Light Side and should be working with us not against us, so they lose their benefits. And Outlaws can’t hide, so Constables ignore the taunt effects to get to those enemies.
For Territory Wars, I wanted to lean into one of the other factions he worked with in the Tuskens. This can allow for a unique team comp in this mode while allowing for a different comp in other modes. This omicron in particular helps bridge the gap of the Leader abilities from other Tuskens while Cobb is the Leader, so there is familiarity and synergy with some Tusken abilities. This focuses on their power with Momentum.
Inspiration: Cobb gaining Bounty Hunter’s Resolve is a nod to his purchase of Boba Fett’s armor from the Jawas. And his immunity to Damage Over Time is a reference to the Tuskens and their adaptability to their environment. And the ability name is his official title.
FAQ:
Q: Do all the Speed reductions stack?
A: The Speed reductions do not stack with themselves but different abilities can stack. So, if a Dark Side enemy were critically hit several times they would only lose 50 Speed. But, the negative Speed from High Noons would apply.
Q: What does it mean that Tuskens “no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks”?
A: In the Granted Ability, Constable allies consume their Momentum to deal bonus damage. Tuskens no longer consume Momentum this way. However, if the Tusken has other abilities that would consume their Momentum that could still occur at the same time.
Leader -They Look to Me to Protect Them (Zeta + Omi)
At the start of battle, Constable allies gain 25% Defense, Max Health, and Offense and 25 Speed (tripled if they are Supports). At the start of the encounter, enemy Hutt Cartel, Pirates, Scoundrels, and Smugglers gain the Outlaw tag. Whenever Outlaw enemies gain bonus Turn Meter they can't gain it again for 1 turn.
Constable Support allies at the start of battle:
- Reset the cooldowns of their Special abilities whenever they use a Basic ability on their turn
- Whenever they use a Special ability, all allies gain 10% Turn Meter and Constable allies gain 5% Max Health (stacking) until the end of encounter
- Whenever they debuff an enemy, at the end of the turn, they also Expose the enemy, which can’t be resisted, until the end of encounter
- Whenever they deal damage, deal an additional instance of True damage
- Chance effects are increased to 100% at their max rank
- Can't be defeated while Cobb is active and gain Stealth for 2 turns whenever they reach 1% Health
Cobb, Jawas, and Tuskens start the encounter with bonus Protection (75%, stacking) for the rest of the encounter per Constable ally. Whenever an ally Jawa or Tusken applies at least 5 buffs to allies (1 if it is Taunt) or inflicts at least 5 debuffs on enemies (1 debuff if that enemy is Outlaw) that ally gains the Granted ability, Deputize.
While in Grand Arenas: If there are at least 3 Constable allies, Jawas start the battle with Deputize. Whenever a Thermal Detonator deals damage to an enemy, Constable allies also recover 10% Protection. Whenever any enemy gains bonus Turn Meter they can't gain it again for 1 turn. Whenever Cobb uses a Special ability, Jawa Tanks Taunt and gain 100% Defense for 2 turns. Stealthed enemies have -100% Accuracy. If there is a Jawa ally at the start of battle, allies are immune to Thermal Detonators.
Design Notes: The Leader helps define an “Outlaw” for the sake of this team. I wanted to focus on the Constable Supports to make them a major focus of this squad. And then wanted to provide the Granted, Deputize to be a way for Cobb to gain some new temporary allies to deal with Outlaws and other ne’er-do-wells.
For Grand Arenas, I wanted to focus more on having Jawas help to fill out the 5v5 squad. Their benefits from the omicron will help lean into their Thermal Detonator prowess even more by giving them immunity to them and some more recovery from them.
Inspiration: The name is a reference to his belief in his role as a protector of those who gave him his rank.
To Deputize someone is to make them temporary law enforcement and Cobb relies on the others in temporary ways to help him.
FAQ:
Q: What does it mean by “Constable Support allies at the start of battle”?
A: Any character that begins the battle as a Constable Support would acquire these benefits, but if during the battle someone were to become a Constable Support they would not gain these benefits.
Q: What does it mean by “chance effects are increased to 100% at their max rank”?
A: This means that a character with a chance effect will only have that effect increased to 100% if that ability that has the chance effect is at its max rank.
Granted Ability - Deputize (Jawa)
Description:
Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. Inflict a Thermal Detonator on all enemies for 2 turns.
At the start of a Constable ally's turn, if there is an active Jawa ally, inflict a Thermal Detonator on all enemies for 2 turns. Whenever a Thermal Detonator deals damage to an enemy, Constable allies recover 10% Health and gain 100% Offense for 1 turn. Enemies with a Thermal Detonator deal 25% less damage.
Limit one use per battle.
Granted Ability - Deputize (Tusken)
Description:
Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. The strongest enemy without Ambushed is Ambushed until the end of encounter, which can't be dispelled, evaded, or resisted.
All Constable allies gain 10 Momentum for 3 turns. Whenever a Constable ally is targeted by an enemy and they have at least 10 stacks of Momentum, consume all stacks of Momentum and Stun all attacking enemies for 1 turn, which can't be resisted.
Whenever Constable allies use an ability while they have at least 10 stacks of Momentum, deal bonus True damage equal to 25% of the target enemy's Max Health, then consume all stacks of Momentum. Constable allies gain 5 Momentum for 3 turns at the end of their turn if there is an active Tusken ally.
Limit one use per battle.
Design Notes: The two granted abilities apply and provide benefits to their respective factions. Jawas will lean heavily into Thermal Detonators making them an explosive option for the team. But, Tuskens can also be utilized to carry their Momentum to control the flow of the battle (or particular Tuskens that may be able to provide significant damage through their Momentum). I wanted both factions to feel like they would be represented as members of a Constable team if Cobb were the leader. So, both Jawas and Tuskens should play similarly under Cobb as they would under their respective faction leaders.
Inspiration: The inspiration here was mostly centering on Cobb’s interactions with Jawas and Tuskens in the Mandalorian. Even if things may not have started friendly between them, Cobb was able to see the bigger picture and work towards protecting everyone.
FAQ:
Q: What does it mean to gain the “Constable tag for the rest of the battle?”
A: This means upon hitting the Deputize ability, the ally who hit the button will be considered a “Constable” with respect to other abilities that would apply to them, but would not gain any effects that applied at the start of the battle or that encounter.