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dosman2233
Rising Hotshot
4 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

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