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CommandoJAR's avatar
2 years ago

Darth Bane - GL Kit




Darth Bane is one of my favorite Star Wars characters of all time. So making this fan kit, was enjoyable. I hope all of you enjoy it as well. I recommend reading the entire kit first, and then revealing the Ultimate ability, but you do you! At the very end of the kit, I will share a description of each abilities visuals. If CG ever happens to consider making him a character, I would be thrilled for them to use this kit. Take care everyone, and have a great 2023!


Tags: Galactic Legend, Dark Side, Tank, Leader, Sith
Mastery: Strength

“The initiator of the Rule of Two, a high damage Tank that if left unchecked, becomes a terrifying force of nature.”


Force Storm (Ultimate:)

Spoiler
Requires 100% Ultimate Charge to activate

Ultimate Charge: Darth Bane gains 5% Ultimate Charge whenever he or another Sith ally deals any damage. Each time Darth Bane takes damage, he gains 2% Ultimate Charge. If any Dark Side ally defeats an enemy, Darth Bane gains 8% Ultimate Charge. If the other Sith ally is defeated while Darth Bane is active, he gains 50% Ultimate Charge.

Deal Special Damage to all enemies and inflict Shock and Burn for 2 turns, these buffs cannot be cleansed or resisted. All Dark Side allies gain +25% Turn Meter, Offense Up and Critical Damage Up for 3 turns. All Sith allies gain Speed Up for 3 turns.

Darth Bane gains the Buff “Sith’ari” for 3 turns after each use of Force Storm. This buff cannot be Copied, Dispelled, or Prevented.

Sith’ari: Darth Bane gains +15% Speed, based off of his Max Speed. Each time Darth Bane uses an ability, he attacks again with his Basic attack. While Sith’ari is active, all Dark side allies take 80% Reduced Damage, If any ally falls below 50% Health, Darth Bane becomes Marked, while this buff is active Darth Bane’s attacks cannot be countered and his Ultimate Charges are cut in half.


Basic: “Overbearing Strike”
(Final Text, Zeta:) Deal Physical Damage to target enemy, and inflict Tenacity Down for 2 turns. Any enemy that is dealt damage with this ability is inflicted with Exposed. If the target enemy is Exposed before using this ability, this attack deals 55% more Damage.

Special 1: “Unyielding Assault”
(Final Text, Zeta, 4 Turn Cooldown:) Deal Physical Damage to target enemy 3 times and inflict Buff Immunity and Ability Block for 1 turn. This attack deals damage another time for each of the following, gains an additional +10% damage for each of the following and reduce the cooldown of this ability by 2 if any of the following is met:

Target enemy was Exposed before the use of this ability.

Target enemy is a Jedi, Sith or Unaligned Force User.

Target enemy has less than 50% Health before the use of this ability.


Special 2: Force Concussion
(Final Text, Zeta, 5 Turn Cooldown:) Deal Special Damage to target enemy, Inflict Stagger to all enemies, +30% Potency to target enemy and inflict Daze for 1 turn. If the target enemy is already Exposed before the use of this ability, Daze cannot be Resisted or Cleansed.

For every 10% of Ultimate Charge, this attack gains +5% Damage. At +75% Ultimate Charge this attack cannot be avoided.

When Darth Bane uses his Ultimate Ability, Force Concussion’s cooldown is reset, Darth Bane then uses Force Concussion before the Ultimate Ability is used.

Leader: “Rule of Two”
(Final Text, Zeta:) All allies gain +50% Defense and +35% Tenacity. All Dark Side allies gain +25% Mastery, +25 Speed, +25% Life Steal, and +25% Max Protection.

Each time a Dark Side ally is damaged, Darth Bane gains 5% Turn Meter, and 5% Offense (Stacking) until the end of his next turn. Each time Darth Bane is damaged, all other Dark Side allies gain 2% of their Max Health and Max Protection back.

While Darth Bane is in the Leader position, only 1 other Sith can be present as an ally. At the start of battle, if Darth Bane is the Leader and 1 other Sith (Not Old Republic) ally is present, Darth Bane gains the Unique Buff “One Master” and the other Sith ally gains the Unique Buff “One Apprentice.” These buffs cannot be copied, dispelled, or prevented.

Whenever Darth Bane uses his Basic ability while he has “One Master” the Sith with “One Apprentice” assist. If the Sith with “One Apprentice” is Defeated, Darth Bane loses “One Master,” he gains a Bonus Turn and his cooldowns are Reset, for the rest of battle Darth Bane gains +30 Speed, and +50% Tenacity.

Whenever the Sith ally with “One Apprentice” uses their basic ability, they gain +2 Speed (Stacking, Max of 30.) Each time Darth Bane is dealt damage, they gain +10% Potency until the end of their next turn. If Darth Bane is defeated while he has “One Master,” the Sith ally with “One Apprentice” loses that unique buff, and then gains the unique buff “The Master '' for the remainder of battle. When “The Master” buff is given, the Sith character with that ability gains 15% of the “One Master’s” Max Health, Max Protection, Offense, Potency, and Speed for the remainder of the encounter.


Unique 1: “Orbalisk Armor”
(Final Text, Zeta, Starts Unlocked:) Darth Bane is immune to Burning and Damage Over Time effects. Darth Bane gains +75%(100%) Max Protection at the cost of -50% of his Max Health, and gains +50%(100%) Defense while he has protection. At the start of his turn he regains +15%(20%) of his Max Protection at the cost of 15%(10%) of his Max Health. The cost of his Max Health always triggers at the start of Darth Bane’s turn, this damage can defeat him. If he is in the leader slot, Darth Bane Taunts whenever he has Protection. While inflicted with Shocked, Darth Bane takes +20%(15%) Bonus Damage, and cannot Taunt. Darth Bane is Immune to all Healing Effects that are not Health Steal.

Galactic Legend:
(Final Text, Zeta:) 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%




Ability visuals:

Basic: Darth Bane leaps up and grasps his light saber with both hands. Then he brings the lightsaber down the center of the target enemy from an overhead strike.
Special 1: Darth Bane charges at the target enemy and twirls his lightsaber in a left arc and quick right arc while traveling, then repeats the motion while striking the enemy.
Special 2: Similar to that of Kyle's and JML's ability, Darth Bane holds his hand forward and blasts a wave of force energy at the target. While traveling, the force will make a divot through the ground towards its target, sending chunks of the ground out to the sides.
Ultimate: Camera angle changes to face Darth Bane as he rises off the ground slightly. The sky above him transforms into a dark storm with lighting traveling through the clouds, with an orange ominous glow behind them. Darth Bane then throws his arms forward and the lightning imbued clouds travel towards the camera with flames underneath them. Camera angle then changes back to normal as the cloud of flames and lighting travels across the battle field engulfing the enemy and dealing damage.
  • I think instead of locking more than 2 Sith could be replaced with Darth Bane's Leader and/or Unique ability going more of "if Darth Bane has only one other Sith ally at the start of battle...(insert bonuses)", yk? Otherwise I like where this is going. I'm not hugely familiar with Darth Bane but think with some adjustments I wouldn't be surprised to find him in SWGOH looking very much like this. Great kit.
  • Don't worry about it and I'm glad to hear you like the suggestion. And I think the Master and Apprentice buffs are a very interesting idea but think it could be taken one step further by activating the Apprentice's Leader ability on the Master's death? That could be an interesting mechanic that surprisingly is yet to be seen in-game
  • Darth Bane would be really awesome! We have so many Sith from Legends (Malgus, Talon, etc.) - one of the most influential ones shouldn't be missing ;-)
    Nice to have? Exar Kun, Freedon Nadd, Naga Sadow ... maybe this could be altogether a new group of ancient Lords?
    BTW: And of course - no Bane without Zannah! :-D
  • "Tek_Vizsla;c-2413916" wrote:
    I think instead of locking more than 2 Sith could be replaced with Darth Bane's Leader and/or Unique ability going more of "if Darth Bane has only one other Sith ally at the start of battle...(insert bonuses)", yk? Otherwise I like where this is going. I'm not hugely familiar with Darth Bane but think with some adjustments I wouldn't be surprised to find him in SWGOH looking very much like this. Great kit.


    Sorry, I am just seeing this now! Thank you. That is also a really solid idea also for the adjustments. I had not considered that.
  • "Stag_Stopa;c-2418269" wrote:
    Darth Bane would be really awesome! We have so many Sith from Legends (Malgus, Talon, etc.) - one of the most influential ones shouldn't be missing ;-)
    Nice to have? Exar Kun, Freedon Nadd, Naga Sadow ... maybe this could be altogether a new group of ancient Lords?
    BTW: And of course - no Bane without Zannah! :-D


    I really have some catching up to do on some Star Wars lore, lol. Am I the only one?