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Kit Reveal: Omega (Fugitive)

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CG_Meathead
Icon for Capital Games Team rankCapital Games Team
18 hours ago

Sorry about the lack of images <3

UNIT NAME: Omega (Fugitive) 

ALIGNMENT: Light Side

CATEGORIES: Support, Leader, Bad Batch 

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Key Attributes:

  • Leader for a new Bad Batch squad
  • New Captive and Rescue mechanics give you a chance to save an ally who would be defeated
  • Allows player agency over what benefits various abilities provide

Inspiration:

  • We looked closely at all the Bad Batch’s actions in Season 3 and leaned hard into many of the themes we saw in that season.
  • Captures and rescues played a big role in the season, which inspired the Capture mechanic that we will see across all the Bad Batch units in the Era of the Cavalry.
  • Omega really became the focus of the show, and for us we really felt that she was now the one calling the shots. Due to this we made her the new Leader for this Bad Batch squad.
  • This kit explores the concept of opportunity cost around the timing of when certain abilities are used.
    • Example: Big Sister can have different benefits based on when it is used, and Learn By Watching presents a risk of losing Target Practice when using AOE damage.

Strategy Tips:

  • Utilizing AOEs at the proper time will benefit you. *wink*
  • Target Practice will be a main component to your damage output.
  • Timing is everything. Be sure to fire off abilities at the times that make sense to what you’re looking to have happen.

FAQ:

  • How do I acquire Omega (Fugitive)?
    • Marquee starting at 11am Pacific on January 14
    • To align with episode start times, marquees now begin on Tuesday instead of Thursday
  • How does Omega (Fugitive) work with the older Bad Batch characters?
    • Omega (Fugitive) will have her own squad of new Bad Batch characters with unique mechanics designed to work together. We intend to keep the original Bad Batch squad intact for players to continue using. While they all share the Bad Batch tag, they work best with their respective groups.
  • Why is Omega the leader and not Hunter?
    • Season 3 of the Bad Batch really saw Omega come into her own as a leader, so we wanted to pay homage to this as well as create distinction between the two Bad Batch squads.
  • Are more Bad Batch characters coming?
    • Batcher, Hunter (Mercenary), Wrecker (Mercenary), and Crosshair (Scarred) will be joining her as upcoming marquee characters.
  • Who is Batcher?
    • You probably think her name is Betcha, because we sure did. Batcher is the lurca hound that Omega rescues and who becomes an honorary member of the squad. She’s also the goodest girl. 
  • Can you describe in simple detail how the Capture and Rescue mechanic works?
    • The first time each of the new Bad Batch units would be defeated, you don’t lose them right away. If you gain enough Target Practice before time runs out, they are “rescued” and can continue to fight.

 

ABILITIES:

Basic -  Energy Crossbow (Zeta)

Final Text: 

Deal Special damage to target enemy. If any Bad Batch allies are Captive, progress their Rescue objectives by 5. Otherwise, the healthiest Bad Batch ally without Stealth gains Critical Avoidance Up for 2 turns.

SPECIAL 1:  Big Sister (Cooldown: 3, Zeta)

Final Text: 

Dispel all debuffs on all Bad Batch allies. Target ally recovers 100% Protection and an additional 15% Protection per Omega's Relic Amplifier Level. This is reduced by 5% per debuff dispelled.

For each 1% Protection recovery received while that ally has 100% Protection, they recover 1% Health.

For each 20% Health recovery received while that ally has 100% Health, they reduce their cooldowns by 1.

SPECIAL 2: Our Way Out (Cooldown: 3)

Final Text: 

Remove Stealth from the healthiest Bad Batch ally, and all other Bad Batch allies gain Stealth until the end of the encounter, which can't be copied, dispelled, or prevented. If they already had Stealth, they instead gain 10% Turn Meter and an additional 5% Turn Meter per Omega's Relic Amplifier Level.

All Bad Batch allies gain Retribution, Riposte, and Tenacity Up for 2 turns. All Stealthed allies gain Advantage, Foresight, and Speed Up for 2 turns.

UNIQUE 1: Odd Little Clone

Omega (Fugitive) has +50 Speed.

If Omega (Fugitive) is in the Leader slot, the first time each ally Omega (Fugitive), Batcher, Hunter (Mercenary), Wrecker (Mercenary), and Crosshair (Scarred) would be defeated:

Remove all buffs and debuffs and they are inflicted with 10 stacks of Captive until the end of battle

While Captive, they can't be targeted, they are immune to all damage, recovery, buffs, and debuffs, and they lose 1 stack of Captive whenever a Bad Batch ally takes a turn

Bad Batch allies can contribute to their Rescue Objective

If their Rescue Objective is met before they lose all stacks of Captive, they lose Captive and recover 100% Health and Protection; otherwise, they are instantly defeated

If all allies are Captive this way, they immediately fail their Rescue Objective

This effect persists through defeat

Captive: Speed set to 0, can't bonus attack or gain bonus Turn Meter

Rescue Objective: Gain 30 stacks of Target Practice

Leader: Learn by Watching (Omicron: GAC)

Final Text: 

Bad Batch allies have +30% Critical Damage and Offense. At the start of the encounter, all Bad Batch allies gain Stealth until the end of the encounter (excluding the healthiest Bad Batch ally), which can't be copied, dispelled, or prevented. At the start of each character's turn, Stealthed allies recover 0.5% Health and Protection per Omega's Relic Amplifier Level. Stealthed Bad Batch allies can't be critically hit.

During a Bad Batch ally's turn, whenever a Bad Batch ally damages the same enemy or enemies that were damaged in the previous Bad Batch ally's turn, all Bad Batch allies gain a stack of Target Practice until the end of the encounter or unless they damage a different enemy while the previously damaged enemy is still active.

While in Grand Arenas if there are no Galactic Legends and all allies are Bad Batch: Whenever an ally is damaged by Expose or by an enemy with bonus Protection, all enemies receive damage equal to 1% of their Max Health for each stack of Target Practice on all allies. This damage can't be evaded and can't defeat enemies. Stealthed allies are immune to Damage Over Time and Plague, enemies they defeat can't be revived, and they take a bonus turn whenever they are Stunned or another ally falls below 100% Health.

 

Published 18 hours ago
Version 1.0

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