All Versions of Obi-Wan
"Hello There"
1. Jedi Master Kenobi (Episode III: Revenge of the Sith)
Galactic Legend, Light Side, Attacker, Leader, Galactic Republic, Jedi, Jedi Council
Relic Amplifier: Varactyl Boga
Attacks and Abilities
Basic: Ardent Bladework
Deal Physical damage to target enemy and if the target was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends). The weakest Light Side ally without Defense Penetration Up gains it for 2 turns. If this ability is used during Jedi Master Kenobi's turn, he gains 9% Ultimate Charge.
Special 1: I Will Do What I Must (Cooldown: 2)
Deal Physical damage to target enemy and inflict Vulnerable and Healing Immunity for 2 turns, which can't be dispelled or resisted. Call target Light Side ally to assist, dealing 50% more damage. If Jedi Master Kenobi was selected, he is not called to assist and instead gains 12% Ultimate Charge, doubled if he is the Leader, and this ability deals 50% more damage on subsequent uses (stacking, max 10 stacks).
Special 2: Hello There (Cooldown: 5)
Light Side allies recover 40% Health and Protection and gain Foresight and Tenacity Up for 3 turns. Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns. Target other Galactic Republic ally gains Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and their cooldowns are reset (excludes granted abilities).
Jedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies.
Leader: Harmonious Will
All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns.
While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.
Jedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).
Unique 1: May The Force Be With You
Jedi Master Kenobi ignores Taunt effects during his turn. While Jedi Master Kenobi has the High Ground, he dispels Stealth from all enemies at the start of his turn.
When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery.
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).
Unique 2: Galactic Legend
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
Ultimate: It's Over
Requires at least 50% Ultimate Charge to activate
Ultimate Charge: Jedi Master Kenobi gains Ultimate Charge when he uses his abilities. If Jedi Master Kenobi is the Leader, he also gains 3% Ultimate Charge when another Light Side ally uses a Basic ability, doubled during their turn.
If at the start of battle there was a Light Side Unaligned Force User ally that is also Galactic Republic, all Jedi allies ignore Protection when targeting a Sith enemy and Sith enemies can't counter attack for the rest of battle. Dispel all debuffs on Light Side allies. All other Light Side allies gain a percentage of Mastery (stacking) equal to the amount of Ultimate Charge used with this ability, doubled at 100% Ultimate Charge, until the end of the encounter.
If less than 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 2 turns, which can't be copied, dispelled, or prevented. All Galactic Republic allies gain Protection Up (20%) for 3 turns which can't be dispelled or prevented.
If 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 5 turns, which can't be copied, dispelled, or prevented. All Light Side allies recover 60% Health and Protection, and all Galactic Republic allies gain Protection Up (50%) for 3 turns which can't be dispelled or prevented.
High Ground: Deals 35% more damage with out of turn attacks; +100% Counter Chance; -35% Speed; can't gain Ultimate Charge
2. General Kenobi (The Clone Wars)
Light Side, Tank, Leader, 212th, Galactic Republic, Jedi, Fleet Commander
Relic Amplifier: Lightsaber
Attacks and Abilities
Basic: Intuitive Strike
Deal Physical damage to target enemy with a 75% chance to grant Foresight to a random ally that doesn't have it for 2 turns. If all allies are buffed, deal double damage.
Special 1: The Negotiator (Cooldown: 4)
Dispel all debuffs from all allies and grant them the opposite buffs, if any, for 2 turns. All allies that were not debuffed gain Retribution for 3 turns. General Kenobi gains 60% Turn Meter.
Special 2: Lead the Charge (Cooldown: 4)
Deal Physical damage to target enemy and grant a random other ally Offense Up for 2 turns. Call all other buffed allies to assist, dealing 30% less damage. Jedi Knight Anakin and Ahsoka Tano (Snips) are not affected by this damage penalty.
Leader: 212th Attack Battalion Commander
Jedi and Clone allies have +30% Max Health and +70% Defense. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 50% less damage. When a Clone ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 1 turn.
Unique: Soresu
At the end of his turn, General Kenobi has a 65% chance to gain Foresight for 2 turns.
Whenever another ally is critically hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi Taunts for 1 turn.
If all allies are Galactic Republic, General Kenobi Taunts for 1 turn whenever another Galactic Republic ally loses any Protection Up.
3. Old Ben Kenobi (Episode IV: A New Hope)
Light Side, Tank, Leader, Jedi, Rebel
Relic Amplifier: Lightsaber
Attacks and Abilities
Basic: Elegant Form
Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, then gain Potency Up for 2 turns. This attack can't be Evaded.
Special 1: Mind Tricks (Cooldown: 5)
Inflict Ability Block on all enemies for 1 turn and Offense Down for 2 turns, with an 80% chance to remove 60% Turn Meter. Jedi and Rebel allies gain 3% Turn Meter for each effect Resisted. This attack can't be Evaded.
Special 2: Devoted Protector (Cooldown: 4)
Old Ben gains Taunt for 2 turns. When this Taunt expires, Old Ben gains Taunt for 1 turn. All allies gain Defense Up for 2 turns.
Leader: Old Jedi Knight
All allies gain 15% Evasion and gain 30% Turn Meter whenever they Evade an attack.
Unique: If You Strike Me Down
Whenever another Jedi or Rebel ally takes damage, Old Ben gains 5% Turn Meter. The first time Old Ben is defeated, all allies gain Offense Up and Speed Up for 2 turns, recover 50% Health and 50% Protection, and gain 25% Turn Meter.
4. Padawan Obi-Wan (Episode I: The Phantom Menace)
Light Side, Attacker, Galactic Republic, Jedi, Royal Naboo
Relic Amplifier: Lightsaber
Attacks and Abilities
Basic: Practiced Aggression
Deal Physical damage and inflict Potency Down on target enemy for 1 turn. If that enemy has 50% or more Health, Padawan Obi-Wan gains 20% Turn Meter and Foresight for 1 turn. Deal 5% more damage (stacking, max 50%) for each stack of Heal Over Time Padawan Obi-Wan has.
If there was an ally Master Qui-Gon at the start of battle: If target enemy has less than 50% Health, Padawan Obi-Wan gains Defense Penetration Up and Offense Up for 1 turn.
Special 1: Redirected Blast (Cooldown: 3)
Deal Physical damage to target enemy and Daze them for 2 turns. If this attack critically hits, remove 100% Turn Meter from target enemy and Padawan Obi-Wan gains 100 Speed for 2 turns.
This attack can't be evaded.
Special 2: Sweeping Assault (Cooldown: 3)
Deal Physical damage and inflict Defense Down for 2 turns on all enemies, then if there is an active ally Queen Amidala, deal damage again.
Galactic Republic Jedi allies gain Critical Chance Up and Offense Up for 2 turns.
Unique: Nobility in Restraint
At the start of battle, Padawan Obi-Wan gains 25% Critical Chance for each other Galactic Republic ally and if there is an ally Master Qui-Gon and Queen Amidala, Padawan Obi-Wan gains Discipline until the end of battle which can't be copied, dispelled, or resisted.
Padawan Obi-Wan has +5% Critical Chance (stacking, max 50%) for each stack of Heal Over Time on him and +5% Critical Damage (stacking, max 50%) for each stack of Protection Over Time on him.
If there is an ally Master Qui-Gon, whenever he uses an ability during his turn, Padawan Obi-Wan assists dealing 40% less damage. The first time Master Qui-Gon is defeated, Padawan Obi-Wan takes a bonus turn and gains 5% Offense for each Relic Amplifier level Master Qui-Gon had for 4 turns.
If there is an active Handmaiden Decoy, Padawan Obi-Wan grants her 50% Defense.
If Padawan Obi-Wan is active, whenever another ally is critically hit, they gain Defense Up for 1 turn and Padawan Obi-Wan gains Critical Damage Up for 1 turn.
Discipline: Attacks can't be countered; whenever this character gains a stack of Protection Over Time they also gain a stack of Heal Over Time for 2 turns; this character's attacks ignore Protection
While in Conquests:
Allies gain 10% Max Health and Max Protection and 30 Speed. Allies gain an additional 10% Max Health and Max Protection for each Relic Amplifier level Padawan Obi-Wan has. Cut the Offense of Sith enemies in half until the end of battle.
Padawan Obi-Wan has a 50% chance to take a bonus turn whenever an enemy ends their turn. When Padawan Obi-Wan starts this bonus turn, allies recover 75% Health, gain 75% Offense for 2 turns, and enemies are inflicted with Buff Immunity and Healing Immunity for 2 turns, which can't be resisted.
If Padawan Obi-Wan's Stamina is 50% or greater: Whenever an ally uses a Special ability, they inflict Accuracy Down, Critical Chance Down, Critical Damage Down, Defense Down, Evasion Down, Offense Down, Potency Down, Speed Down, Stagger, and Tenacity Down on target enemy for 2 turns, which can't be evaded.
If Padawan Obi-Wan's Stamina is 50% or greater: Whenever Padawan Obi-Wan uses a Special ability, allies gain Accuracy Up, Critical Chance Up, Critical Damage Up, Defense Up, Evasion Up, Offense Up, Potency Up, Speed Up, and Tenacity Up for 2 turns.
Bonus:
5. Jedi Knight Obi-Wan (Episode II: Attack of the Clones)
Light Side, Support, Galactic Republic, Jedi
Relic Amplifier: Kamino Saberdart
Attacks and Abilities
Basic: This Weapon Is Your Life
Deal Physical damage to target enemy, Dispel all Buffs on target enemy and inflict Ability Block for 1 turn. Call a random ally to assist and grant them Speed Up for 1 turn.
Special 1: Alternatives to Fighting (Cooldown: 4)
Inflict Confuse, Healing Immunity and Vulnerable on target enemy for 3 turns. All Galactic Republic allies recover 15% of Jedi Knight Obi-Wan's Max Health and 30% Protection. Jedi Knight Obi-Wan gains Taunt and 30% Protection Up for 3 turns. When this Taunt expires or is dispelled, gain Taunt for 1 turn and recover 50% Max Health and Max Protection. If all allies are Galactic Republic, all allies gain Defense up, Retribution and Critical Hit Immunity for 2 turns and reduce all enemy Turn Meter to 30%.
Special 2: Patience. Use the force. Think (Cooldown: 5)
Dispel all Debuffs on all allies. Grant all allies 50% Protection Up for 2 turns. Then deal Physical damage to all enemies. For each ally with Protection Up, this ability deals +20% Critical Damage, then remove the target enemy's Turn Meter and inflict all enemies with Defense Down and Critical Damage Down for 2 turns.
Unique: That's Why I'm Here
If the ally in the leader slot is a Non-Jedi Galactic Republic: While allies have Protection Up or Courage they have +50 Speed. Bounty Hunter, Sith and Separatist enemies has -20 Speed, -30% Potency and -40% Critical Chance.
While enemies have any buffs they can't gain Bonus Turn Meter. Galactic Republic allies are immune to Doubt and Protection Disruption. If a Galactic Republic ally is inflicted with Healing Immunity or Shock, they Dispel it and gain Retribution for 2 turns, Accuracy Up, Tenacity Up and Speed Up for 1 turn.
While in Grand Arenas and if Padawan Anakin is also an ally:
If Padme Amidala is in the leader slot, she can't be defeated while Jedi Knight Obi-Wan and Padawan Anakin are active.