I don't like this kit that much. Mostly because it's got some problems in it that make no sense and it doesn't fully synergise with Vader or Palp (or at least not as much as I would like). (p.s. he was just Starkiller. Never was he referred to as darth. He was a sith thou. This was just the first hint that he was just being used by Vader and Palp. Or that is my interpretation anyway. Either way he is just "Starkiller").
To begin with, These ability's make no sense. Or at least the basic and 2 specials. The basic deals Percentage health damage (which isn't dependent on offence) and the second special instantly defeats an enemy (or does nothing if there are no rebel enemies and is also not dependent on offence). Finally, the first special deals no damage and grants offence up. Seeing as none of his attacks are dependent on his offence, the offence up is USELESS!!! Seriously. This is a serious design flaw. Thou I think the basic needs a fix. Cause it is either way overpowered or completely useless.
Another thing are the names. These names are too generic for my taste (thou I do kinda like the reference to the game itself). Where are some of the more unique ability's starkiller used, like Sith Seeker (which, according to the wiki, he is the only known user of) or Force Repulse (shared with a few, thou not many).
Also, why only 4 ability's. He's a pretty powerful character. I think he deserves 5. But this is a personal thing.
Vader's lead is very Damage over time focused, and Palpatine's is verry debuff focused. Yet there is no damage over time in this kit. I think this is a shame, especially since this could very well display his lethality in lightsaber combat.
The unique is pretty nice. Overall I like it. But when does he gain the foresight and Health up? When they are defeated? at the start of battle? and how long do they last for that matter?
Overall there is a nice concept here but it needs some work. I've come up with a few ability Idea's of my own. Thou it's up to you what you do with them.
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Mortal Wounds (basic)
Deal physical damage to target enemy twice and inflict 2 damage over time effects. These attacks deal 5% more damage for each Damage over Time effect on the target. If target enemy is Shocked, this attack can't be Evaded.
Force Repulse (Special) (cooldown: 3 turns)
Deal Special damage to all enemies, Inflict Speed Down on them for 2 turns and Shock them for 2 turns. For each enemy damaged by this attack, Starkiller gains +10% Turn Meter. This attack can’t be Countered.
Sith Seeker (Special) (cooldown: 4 Turns)
Deal Special damage on target enemy and Dispel all Buffs on them. Then deal Special damage to them and Shock and Stun them for 2 turns. If target enemy is Shocked, the Stun can’t be Dispelled or Resisted. These attacks can’t be Evaded or Prevented.
Electric Conduction (unique)
Starkiller gains +10% Speed and +20% Defence for each Shocked enemy. Whenever Shock Expires from an enemy, that enemy takes damage Equal to 10% of their Max Health.
(Zeta) Whenever an enemy suffers damage from a Damage over Time effect or from the Shock Expire effect, Starkiller Recovers Protection equal to the amount of damage they suffer.
Trained to Kill (Unique)
Starkiller has +50% Health Steal and Potency. Whenever an enemy Resists a Debuff from Starkiller, or Whenever Starkiller Suffers a debuff, he gains +15% Offence (stacking) for 2 turns.
(Zeta) Starkiller can’t be Critically hit and dispels all debuffs from himself at the start of his turn.