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Kit Reveal: Rotta the Hutt

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CG_SBCrumb
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20 hours ago

UNIT NAME: Rotta the Hutt

ALIGNMENT: Light

CATEGORIES: Leader, Attacker, Hutt Cartel

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No longer the helpless child once hunted during the Clone Wars, Rotta has embraced spectacle and raw power to forge a reputation all his own. Whether commanding the crowd or crushing challengers beneath overwhelming force, Rotta fights to carve out a legacy no longer defined by his father.

This character development for Rotta was something that we really wanted to reflect in his kit and in his ally choices. Rotta could lead the Hutt Cartel if he so chooses, but he prefers to take the field alone. With this in mind, we wanted Rotta to feel like the gladiator he is while in solo scenarios, where he truly comes into his own and his individuality takes center stage.

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Basic Ability:  Cleave the Unworthy

Final Text: Deal Physical damage to target enemy twice and inflict 1 stack of Bleed (max 6), which can’t be evaded or resisted, until the end of the encounter, Healing Immunity, and Speed Down for 1 turn. Reduce the target enemy's Defense by 20% (stacking), which can't be resisted, until the end of battle. 

If Rotta the Hutt was the only ally at the start of battle: Reduce the target enemy's Critical Chance by 10% (max 50%) and Rotta gains 20 Speed (max 100) until the end of battle. Rotta recovers 10% Health and Protection.

Synergies: This ability really supports the rest of his kit in that it sets up Bleed stacks for his Special 2, reduces the enemy’s Defense in anticipation of his larger moves being used, and allows him some additional sustain in solo scenarios.

Inspiration: When we first saw the trailer for the movie, we saw those axes in his hands and knew we wanted to use them. However, Rotta does a lot of counterattacking, and so we also wanted this ability to feel fast - instead of having Rotta move to the enemy side and hit an opponent, we decided to have him throw his axes, showing off his incredible strength and helping to prevent long animations in matches.

FAQ/Clarity: How you want to rotate your skills with Rotta tends to vary by matchup and squad lineup. If Rotta is alone on the field, sometimes this is the move you want to start with to start building up Speed against your opponent. 

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Special 1: Knock ‘Em Dead

Final Text: Deal Physical damage to all enemies, dispel all buffs from them, inflict 2 stacks of Bleed (max 6) until the end of the encounter, and Off Balance on them for 2 turns. If all enemies are inflicted with Off Balance, Rotta gains a bonus turn and 40% Offense for 1 turn. 

If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, all other allies assist and Tank allies Taunt for 2 turns, if Rotta is below 50% Health this Taunt can't be dispelled.

 

While in Grand Arenas if all allies were Hutt Cartel at the start of battle: This ability can’t be evaded or resisted. If Rotta was the only ally at the start of battle: He inflicts an additional stack of Bleed (max 6) on all enemies, removes 10% Turn Meter from them, reduces the cooldown of Showboat by 1, and he gains 50% Offense for 1 turn instead. 

 

Synergies: This ability sets up Showboat with extra stacks of Bleed, Off Balance, and with some extra Offensive power to make it feel impactful when that ability gets used. As a fairly quick ability, it’s also great for keeping buffs off of the enemy squad. In scenarios where he brings in allies with him, this ability allows him to redirect attention away from himself onto his Tank and to focus down a target enemy with the assist. 

Inspiration: When the stakes are high you use what you have to get through, and it made sense to us that Rotta would make use of his tail in a fight to surprise opponents when they thought his guard was actually down. 

FAQ/Clarity:

If I call my allies to assist, will it prevent me from getting the bonus turn for everyone getting Off Balance?

No, you will still get a bonus turn for landing the Off Balance even if your allies immediately trigger its effects by assisting.

It says ‘if Rotta had a full squad of Hutt Cartel allies’ what does this mean?

It means that in 3v3 Grand Arenas, there are three characters in the squad and they are all Hutt Cartel. Similarly, in 5v5 battles you will need to field 5 characters that are all Hutt Cartel in order for this to work. 

 

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Special 2: Showboat

 

Final Text: Deal Physical damage to all enemies, trigger all stacks of Bleed on them, detonate all Thermal Detonators on them, and Stun them for 1 turn. If Rotta was the only ally at the start of battle: This Stun can't be evaded or resisted.

If any enemy is defeated by this ability, all Hutt Cartel allies gain 20% Turn Meter.

 

While in Grand Arenas if all allies were Hutt Cartel at the start of battle: Tank allies recover 10% Protection for each enemy damaged by this ability and Attacker allies gain 10% Defense Penetration (stacking, max 50%) each time this ability is used.

 

If Rotta the Hutt was the only ally at the start of battle: This ability instantly defeats enemies below 40% Health (excludes Galactic Legends and raid bosses) and Rotta recovers 50% Health and Protection for each enemy defeated by this ability.

 

Synergies: Again, depending on what enemy squad you’re facing, sometimes you’ll want to open with this to land the Stun on all enemies, but afterwards should be timed with his other abilities to take advantage of all of the other damaging effects he stacks.

Inspiration: Every showman needs a signature move, right? We wanted this one to feel like a big move for Rotta, where if you set the enemy squad up well with his basic and Knock ‘Em Dead, this could defeat a couple of enemies at once and allow him to really snowball that momentum into the rest of the fight. 

 

 

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Unique 1: Pedunkee Mufkin

Final Text: Ally Hutt Cartel Tanks Taunt for 2 turns at the start of battle. Whenever Dark Side Support allies attack an enemy, all allies recover 10% Health, Protection, and Turn Meter. Dark Side Hutt Cartel allies and Rotta can ignore Taunt effects during their turn. All Hutt Cartel allies are immune to Cooldown Increase and Rotta is immune to Thermal Detonators.

If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, whenever they have Turn Meter removed, Rotta has a 50% chance to gain a bonus turn.

If Rotta the Hutt was the only ally at the start of battle: Whenever an enemy removes Turn Meter from him, he deals damage to all enemies equal to 10% of their Max Health (this damage can't defeat enemies) and has an additional 30% chance to gain a bonus turn.

While in Grand Arenas if all allies are Hutt Cartel at the start of battle: All allies gain 50% Max Health. If all of Rotta's other allies are Dark Side, whenever they or Rotta are inflicted with a debuff, they inflict a Thermal Detonator on the enemy that applied it for 2 turns, which can't be evaded or resisted. Whenever Rotta defeats an enemy, the cooldown of Showboat is decreased by 1 and all allies gain bonus Protection (40%, stacking) until the end of the encounter.

If Rotta was the only ally at the start of battle: He takes reduced damage from percent health effects and defeated enemies can't be revived.

Inspiration: Rotta may be creating his own path towards his destiny now, but we felt we couldn’t fully recognize where he’s heading without also acknowledging where he came from.

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Unique 2: Large Character

Final Text: This character can’t be used in the ally slot or with another large character and summons are prevented for allies.

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Leader: A Legacy Reforged

Final Text: Hutt Cartel allies gain 50% Accuracy and Critical Avoidance, 200% Defense, 75% Offense, 50 Speed, and 40% Tenacity. Dark Side Hutt Cartel allies and Rotta gain 75% counter chance and 50% Critical Chance. The first time each Hutt Cartel ally falls below 50% Health, they gain Damage Immunity for 1 turn, recover 20% Health and Protection, and ally Tanks Taunt for 2 turns.

Whenever a Dark Side Hutt Cartel ally or Rotta inflicts a stack of Bleed or a Thermal Detonator on an enemy, they gain 5% Turn Meter and recover 5% Health and Protection.

If Rotta the Hutt is the only ally at the start of battle: He gains 250% Max Health and Max Protection, 50% Health Steal, 25 Speed, he can't be instantly defeated, and whenever he is Ability Blocked, Blinded, Dazed, Feared, or Stunned he dispels it and inflicts a stack of Bleed (max 6) and 1 Thermal Detonator on all enemies for 2 turns, which can't be evaded or resisted. If it can't be dispelled, he also gains Damage Immunity for 1 turn, which can't be dispelled.

 

Synergies: 

Inspiration: Rotta is forging his own path forward now, and in doing so creating his own story. The name for this ability was inspired by this part of his character development. 

FAQ/Clarity: 

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Closing Thoughts: 

Designing Rotta came with a unique challenge, because Galaxy of Heroes has plenty of ways to pin down a lone character. From the beginning, we wanted Rotta to capture the feeling of a true arena brawler who could stand on his own and keep the fight going. He’s been a blast to play internally, and we’re excited to see players throw him into some of the game’s toughest matchups.

Published 20 hours ago
Version 1.0

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