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Anakins_Master's avatar
5 years ago

Chief Tarfful Kit Idea

Chief Tarfful



Unit Name: Chief Tarfful
Tags: Light Side, Wookie, Attacker, Rebel, Galactic Republic, Leader

Basic: Wookie Assault (Omega)
Spoiler
Deal physical damage to target enemy and inflict offense down for 2 turns, if the target had more than 50% turn meter inflict defense down also for 2 turns.


Special: Behind the Shield (Omega) Cooldown: 5
Spoiler
Gain the shield for 1 turn which can’t be dispeled or prevented. Behind the shield can’t be copied either. The Shield: Evade all attacks and for each attack evade gain +15% offense (stacking). This buff can't be dispeled. This ability starts on cooldown.


Special: Forceful Attack (Omega) Cooldown: 4
Spoiler
Deal special damage to all enemies and inflict speed down and expose on them for 2 turns. There is a 50% chance to stun all enemies which can’t be resisted. Then, all enemies lose 30% turn meter.


Leader: Chief of the Wookies (Zeta)
Spoiler
All wookiee allies have +50% defense, offense, critical avoidance, health steal, and defense penetration. Chief Tarfful deals 20% more damage when attacking out of turn and has +50% offense against dark side enemies.


Unique: Defending Kashyyyk (Zeta)
Spoiler
Chief Tarfful has +50% counter chance and evasion. When Chief Tarfull scores a critical hit he gains 20% turn meter. Chief Tarfful has +30% critical chance and critical damage.

9 Replies

  • Nice. A Wookie faction was be interesting, though it would be hilarious to have a team with all the different Chewbaccas and this Wookie. @Anakins_Master, are you also making Tarful?
  • "Xcien;c-2250361" wrote:
    Nice. A Wookie faction was be interesting, though it would be hilarious to have a team with all the different Chewbaccas and this Wookie. @Anakins_Master, are you also making Tarful?


    Tarfull is this kit, I accidently called him wookie chief, btw, zaalbar has wookie tag along with all the chewies
  • "Anakins_Master;d-244048" wrote:
    Chief Tarfful

    Unique: Defending Kashyyyk (Zeta)
    Spoiler
    Wookie Warrior has +50% counter chance and evasion. When Wookie Chief scores a critical hit he gains 20% turn meter.

    Well, this is interesting. So are there also going to be a Wookie Warrior and Wookie Chief as well? So then what does Tarful get out of his unique? The zeta seems to be wasted on two allies.
  • "Xcien;c-2250363" wrote:
    "Anakins_Master;d-244048" wrote:
    Chief Tarfful

    Unique: Defending Kashyyyk (Zeta)
    Spoiler
    Wookie Warrior has +50% counter chance and evasion. When Wookie Chief scores a critical hit he gains 20% turn meter.

    Well, this is interesting. So are there also going to be a Wookie Warrior and Wookie Chief as well? So then what does Tarful get out of his unique? The zeta seems to be wasted on two allies.


    Maybe I'll change it
  • "TVF;c-2250393" wrote:
    I don't like it because it's a prequel kit.


    Needs more bad lighting and fx
  • "Sebek;c-2250434" wrote:
    For how many turns does he inflict Debuffs on Basic? Not bad otherwise


    Thanks, 2 turns
  • Basic: It's ok. I personally would have switched the debuffs, but that's me.
    1st Special: How long does the bonus Offence last?
    2nd Special: I personally would have made it so that each enemy has a 50% chance to be stunned. Instead of the all or nothing you have now. But that's me. Still a good ability.
    Lead: Is a bit...blank. Basic even. I mean it's a bit uncreative for a leadership don't you think? I'm sure you can do a more unique effect here as well. Thou I guess it isn't wrong either.
    Unique: This one...confuses me. I mean, it feels entirely out of place. What's the point of Behind the shield (or the defence and crit avoidance for that matter) if he evades most attacks (or at least a lot)? But on top op that The counter chance doesn't work with the basic. Since enemies attacking you during their turn generally have 0% Turn meter. And the amount of counter-able abilities that also grant 50% of more turn meter is very low. But on top of all that, he suddenly gains 20% Tur meter on a crit? Nowhere else in the entire kit is anything remotely critical. Like at all. In fact his special deals special damage, which typically has low Critical Chance(the highest Special Critical Chance on a character is around 30% if I remember correctly. And that's the highest). This entire unique feels like it belonged to a different character and was just placed on this character last second. Nothing synergizes with any other part of the kit.
  • "Ichiraikou;c-2250628" wrote:
    Basic: It's ok. I personally would have switched the debuffs, but that's me.
    1st Special: How long does the bonus Offence last?
    2nd Special: I personally would have made it so that each enemy has a 50% chance to be stunned. Instead of the all or nothing you have now. But that's me. Still a good ability.
    Lead: Is a bit...blank. Basic even. I mean it's a bit uncreative for a leadership don't you think? I'm sure you can do a more unique effect here as well. Thou I guess it isn't wrong either.
    Unique: This one...confuses me. I mean, it feels entirely out of place. What's the point of Behind the shield (or the defence and crit avoidance for that matter) if he evades most attacks (or at least a lot)? But on top op that The counter chance doesn't work with the basic. Since enemies attacking you during their turn generally have 0% Turn meter. And the amount of counter-able abilities that also grant 50% of more turn meter is very low. But on top of all that, he suddenly gains 20% Tur meter on a crit? Nowhere else in the entire kit is anything remotely critical. Like at all. In fact his special deals special damage, which typically has low Critical Chance(the highest Special Critical Chance on a character is around 30% if I remember correctly. And that's the highest). This entire unique feels like it belonged to a different character and was just placed on this character last second. Nothing synergizes with any other part of the kit.


    Oh, ok, sorry, I'll make changes

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