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dosman2233's avatar
dosman2233
Rising Veteran
26 days ago

Darth Marr Character Kit Concept

Unit Name: Darth Marr
Relic Amplifier: Lightsaber
Affiliation: Dark Side, Attacker
Tags: Leader, Sith, Sith Empire

Attacks and Abilities

Basic: Enough!
Deal Physical Damage, inflict Doubt, and reduce the cooldown for The Galaxy is Ours to Grasp, Let Us Reach! by 1 turn. If the enemy already has Doubt, deal damage two more times.

Special 1: I Will Not Kneel (Cooldown: 4)
Deal Physical Damage, dispel all debuffs on Darth Marr, reduce all cooldowns on Sith Empire allies by 2 turns, gain Offense Up and 50% Protection Up, and inflict undispellable Healing Immunity and Evasion Down on Target Enemy for 4 turns.

Special 2: The Galaxy Is Ours To Grasp, Let Us Reach! (Cooldown: 5)
Grant all allies Offense Up, Protection Up, Critical Damage Up, and Critical Chance Up, deal Special Damage to all enemies. Darth Marr gains 5 stacks of Ferocity for 2 turns that cannot be dispelled.

Leader: War Leader of the Dark Council
All Sith Empire allies gain +15 Speed, gain +10% Offense, have +10% Max Health and +15% Max Protection. Sith Empire allies take reduced damage from health percentage based effects, are immune to cooldown increase and Armor Shred.

While in Territory Battles and if all allies are Sith Empire and there are no Sith Empire leader allies: Sith Empire Trooper, Sith Marauder and Sith Assassin gain additional +15% Max Health, +10% Max Protection, and +20% Offense per Darth Marr's relic amplifier level. These units will have +100% Defense Penetration whenever they use their Special Abilities. Whenever Sith Assassin uses Dark Shroud, she also gains Frenzy. While Sith Empire allies are under Stealth, they gain +25 Speed. These effects persist until the end of the encounter.

Unique: Defender of the Sith Empire:
Darth Marr is immune to Turn Meter removal, and if all allies are Sith Empire allies, they gain +10% Protection Up at the start of Darth Marr’s turn, for 2 turns. Whenever Protection Up expires from a Sith Empire ally, dispel all debuffs from them.

Darth Marr gains +5% Max Protection for every Sith Empire ally at the start of battle. He also has +7% Offense for every living Sith Empire ally. If Darth Marr is defeated, revive the strongest Sith Empire ally with a 100% Health and Protection and grant them Spirit of Darth Marr, or if no allies were defeated prior to Darth Marr’s defeat, the remaining allies gain +100% Offense and +50% Defense Penetration and recover 45% of their Health and Protection, and then equalize their Health.

Spirit of Darth Marr (Blue status effect): This character is immune to Turn Meter removal, and gains +5% Max Protection for every Sith Empire ally that was at the start of battle. This character has 50% Health Steal, and recovers 2% Protection whenever an enemy takes a turn. When they use their Basic Ability, they apply Doubt, and if Doubt was already applied then they deal damage twice. Whenever an enemy takes a turn, gain 5% Turn Meter.

If Darth Marr is at Relic 9, then those three Sith Empire units will gain +135% Max Health, +90% Protection and +180% Offense

6 Replies

  • Yes, we need more Legends characters and Sith with more diverse looks.

  • dosman2233's avatar
    dosman2233
    Rising Veteran
    14 days ago

    Especially in 'Rise of the Empire', he would make the later tiers of the Dark Side Path a breeze (Eg. Malachor, Death Star, Haven-shoals Medical Station)

    A fifth unit would be Darth Malak, as Bastila Shan (Fallen) belongs on a Darth Revan team with HK-47 and Darth Malgus

    The Sith Empire Trooper's base Health at Relic 9 (excluding mods) is 73,455. With the +135% Max Health from a Relic 9 Darth Marr, he would then have 172,619 Max Health.

    For Sith Assassin, she has 82,615 Max Health at Relic 9 (excluding mods). With the +135% from Darth Marr, she would have 156,968 Max Health.

    For Sith Marauder, he has 60,942 Max Health at Relic 9 (Excluding mods). With the +135% from Darth Marr, he will have 143,213 Max Health.

    With Protection, Sith Empire Trooper would have 132,490 Max Protection, Sith Assassin would have 71,183 Max Protection and Sith Marauder would have 94,458 Max Protection

  • Not bad. I'm sure adding some more sith empire allies would be nice. It's interesting to be a TB omi but that doesn't hurt either. 

  • Sure would be great to have more sith that don’t just look like a black cloak with a lightsaber from the back, since that is the angle characters are normally seen from in the game.

  • dosman2233's avatar
    dosman2233
    Rising Veteran
    3 days ago

    At the end of the day, substance matters more than style.

    Because just look at those stat increases.

  • gsz5j8qhzpb4's avatar
    gsz5j8qhzpb4
    Seasoned Traveler
    3 days ago

    I love this Kit Concept! Sith Empire is my favorite faction, and the leftover ones need a home. This Darth Marr Kit is a perfect tanky team, without being over-complicated and diluted. 

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