5 years ago
Galactic Legends: Jedi Master Obi-Wan and Fallen Anakin Skywalker
Exciting times, huh? We now have two sets of Galactic Legends, both taking the form of Sequel Trilogy characters. Rey and Supreme Leader Kylo Ren, as well as Jedi Master Luke and Sith Eternal Emperor. Of course, Luke and Palpatine both originate from the Original Trilogy, and so that leaves one untouched trilogy from which we can gain a new set of Galactic Legends: the Prequel Trilogy. And we all know what’s going to come out of that one: the iconic match-up of Anakin and Obi-Wan.
Now, we can pretty much guess that these will be the characters that will be introduced into the third iteration of Galactic Legends, but what exactly would this look like? We know that the relationship between Anakin Skywalker and Obi-Wan Kenobi is intertwined, and so many of their prerequisite characters and event battles will end up being the same, whether it’s the Battle of Geonosis, the Battle above Coruscant, or the duel on Mustafar. However, their respective journeys are far from the same. While Obi-Wan may track down Jango Fett, Anakin may be slaughtering Tusken Raiders; while Obi-Wan battles General Grievous on Utapau, Anakin may be siding with Chancellor Palpatine by chopping off Mace Windu’s hand. Plus, Obi-Wan has experience in The Phantom Menace that Anakin doesn’t have. All must be taken account of to know what to expect from not only what their Galactic Ascension events may look like, but also what their kits may look like. That is what I’m going to be exploring with this post. With analysis of the kits and events for the previous Galactic Legends, along with looking at the respective journeys of Anakin and Obi-Wan, we can get a good idea of what to expect from these guys. However, I will be detailing the actual events in another post, while this one looks at the kits.
The previous Galactic Legends have featured 13-15 character requirements, one of them being a ship. These requirements will definitely overlap, as they have very similar friends and foes. There are a lot of choices throughout the Prequels and Clone Wars, but I will make this list based on who was the most important in the lives of these two characters.
Jedi Master Obi-Wan
- General Kenobi, Relic 7
- General Skywalker, Relic 7
- Jedi Knight Anakin, Relic 7
- Qui-Gon Jinn, Relic 5
- Grand Master Yoda, Relic 5
- Darth Maul, Relic 4
- CC-2224 “Cody”, Relic 3
- Jar Jar Binks, Relic 3
- Count Dooku, Relic 6
- General Grievous, Relic 7
- R2-D2, Relic 7
- Ahsoka Tano, Relic 5
- Negotiator, 5 Stars
Fallen Anakin Skywalker
- Jedi Knight Anakin, Relic 7
- General Skywalker, Relic 7
- General Kenobi, Relic 7
- Padme Amidala, Relic 6
- Ahsoka Tano, Relic 5
- CT-7567 “Rex”, Relic 5
- R2-D2, Relic 7
- C-3PO, Relic 5
- Darth Sidious, Relic 7
- Count Dooku, Relic 6
- General Grievous, Relic 7
- Asajj Ventress, Relic 3
- Anakin’s Eta-2 Starfighter, 7 Stars
Based on what I’ve seen from the previous Galactic Legend prerequisites, I believe this list to be a reasonable expectation, and I believe Capital Games thinks so as well. It’s been a while since the release of the Negotiator, and so a lot of people should have it at this point (I don’t, but oh well). I tried to make these lists different from each other so that they’re not exactly the same, but there are definitely overlaps between the two. Also, the reason I have so many dark side characters on both lists is because they are acquainted with the characters and I wanted to make sure that it wasn’t just a list of random characters from Galactic Republic and Separatist factions like Rey’s Resistance and Kylo Ren’s First Order requirements were. Also, I do believe Jar Jar will be introduced to the game sometime before these Galactic Legends are announced, so if any of you were wondering why he’s on the list, that’s why.
Now then, let’s look at what their kits might look like. In previous iterations of Galactic Legends, there has always been something unique about the set of characters. Rey and Supreme Leader Kylo Ren feature an Ultimate ability in which they enter a stance that wreaks havoc on the enemy team, yet they are also opposite in that Rey enters a defensive stance and Kylo enters an aggressive stance. Meanwhile, Jedi Master Luke and Sith Eternal Emperor both feature an Ultimate form that they transform into as part of their Ultimate abilities, yet Luke’s moves stay relatively the same while Palpatine has his abilities replaced by newer ones. So, Anakin and Obi-Wan must feature Ultimate abilities that are unique among the Galactic Legend status that don’t copy off of any of them.
And let’s not forget that all four of these Galactic Legends have at least one ability involving the manipulation of Mastery. Rey grants her Light Side allies Mastery as part of her leader ability, with a starting bonus of 40% that is increased by 5% whenever an enemy gains bonus turn meter. Kylo also grants his Dark Side allies 40% Mastery as part of his leader ability, but rather than allow them to gain more, he feeds more into himself through his Siphon ability, gaining Mastery equal to the amount of stacks he has while draining his enemies of that same amount. Luke grants his Jedi allies Mastery through his unique buffs, Jedi Lessons and Jedi Legacy, while Palpatine grants himself and his Sith allies a 50% boost in mastery, which is constantly increased whenever Deceived or Linked enemies use abilities. Being that the ways that they gain Mastery are all different, Obi-Wan and Anakin will need unique ways to not only gain Mastery, but also gain Ultimate ability charge, as that is a unique factor as well.
The structure for the kits of Galactic Legends is pretty much the same. They have 7 abilities: 1 Basic, 2 Special, 1 Leader, 2 Unique (the second unique being the static Galactic Legend ability), and finally, one Ultimate ability. The six abilities that are not the Ultimate ability all need to be equipped with Zetas for maximum effectiveness. Some of them are support-based abilities (Rey’s Lifeblood) while others are all-out attacks (Kylo’s Stasis Strike). Some are buffs to allies (Luke’s They Grow Beyond) and others are hard-hitting AoEs (Palpatine’s Unlimited Power). With the wide variety of abilities a Galactic Legend can have, it can be difficult to predict what Anakin and Obi-Wan could possibly have. And yet, that is exactly what I’m going to do here and now, starting with Jedi Master Obi-Wan.
As you can see, I’ve introduced a number of mechanics with Obi-Wan’s kit, including the fact that his Galactic Republic allies are immune to enemy dispels while they have Foresight, which they cannot lose until they evade enemy attacks twice. I believe Foresight has lost its potency in recent times, so I’m bringing it back with a vengeance with this kit. I like how Obi-Wan’s kit turned out. It looks like something you would see in the game, especially with the Prequel references.
Also, you may have noticed the new Mastery Progression mechanic with the second Special ability. This is a little thing I came up with that I believe will be a major part of Obi-Wan and Anakin’s kits. It makes a lot of sense, as well, with Obi-Wan’s progression through the Jedi Code and, as you’ll see in a moment, each phase of Anakin’s journey through the dark side.
Keeping to the theme of upgradable buffs, Anakin’s reflects his journey through the dark side as explained by Yoda. Fear leads to Anger, Anger leads to Hate, and Hate leads to Suffering. There were other ways I could’ve gone with this, like the Sith Code with Passion, Strength, Power, and Victory, or with Anakin’s bringing of Peace, Freedom, Justice, and Security to his new Empire, but I feel that the Path to the Dark Side was the best way to go. In addition, you may have noticed that he is more in line with Empire characters than with Sith characters, even though the Empire as we know it in the sense of many of the members of the faction has yet to exist at this time. Well, seeing that Sith Eternal Emperor already has control of the Sith, I figured we needed to give the Empire some love (make sure AhnaldT101 sees this). I’m also a big fan of the Confrontation mechanic I’ve introduced with Anakin’s Ultimate ability, with a forced 1-on-1 with the enemy leader. Any way you slice it, both of these characters look like what we are hopefully going to see when they’re released.
Thanks for taking a look at my kit ideas again. At some point, I’ll detail what their Galactic Ascension events might look like, but for now, that’s it from me.
Now, we can pretty much guess that these will be the characters that will be introduced into the third iteration of Galactic Legends, but what exactly would this look like? We know that the relationship between Anakin Skywalker and Obi-Wan Kenobi is intertwined, and so many of their prerequisite characters and event battles will end up being the same, whether it’s the Battle of Geonosis, the Battle above Coruscant, or the duel on Mustafar. However, their respective journeys are far from the same. While Obi-Wan may track down Jango Fett, Anakin may be slaughtering Tusken Raiders; while Obi-Wan battles General Grievous on Utapau, Anakin may be siding with Chancellor Palpatine by chopping off Mace Windu’s hand. Plus, Obi-Wan has experience in The Phantom Menace that Anakin doesn’t have. All must be taken account of to know what to expect from not only what their Galactic Ascension events may look like, but also what their kits may look like. That is what I’m going to be exploring with this post. With analysis of the kits and events for the previous Galactic Legends, along with looking at the respective journeys of Anakin and Obi-Wan, we can get a good idea of what to expect from these guys. However, I will be detailing the actual events in another post, while this one looks at the kits.
The previous Galactic Legends have featured 13-15 character requirements, one of them being a ship. These requirements will definitely overlap, as they have very similar friends and foes. There are a lot of choices throughout the Prequels and Clone Wars, but I will make this list based on who was the most important in the lives of these two characters.
Jedi Master Obi-Wan
- General Kenobi, Relic 7
- General Skywalker, Relic 7
- Jedi Knight Anakin, Relic 7
- Qui-Gon Jinn, Relic 5
- Grand Master Yoda, Relic 5
- Darth Maul, Relic 4
- CC-2224 “Cody”, Relic 3
- Jar Jar Binks, Relic 3
- Count Dooku, Relic 6
- General Grievous, Relic 7
- R2-D2, Relic 7
- Ahsoka Tano, Relic 5
- Negotiator, 5 Stars
Fallen Anakin Skywalker
- Jedi Knight Anakin, Relic 7
- General Skywalker, Relic 7
- General Kenobi, Relic 7
- Padme Amidala, Relic 6
- Ahsoka Tano, Relic 5
- CT-7567 “Rex”, Relic 5
- R2-D2, Relic 7
- C-3PO, Relic 5
- Darth Sidious, Relic 7
- Count Dooku, Relic 6
- General Grievous, Relic 7
- Asajj Ventress, Relic 3
- Anakin’s Eta-2 Starfighter, 7 Stars
Based on what I’ve seen from the previous Galactic Legend prerequisites, I believe this list to be a reasonable expectation, and I believe Capital Games thinks so as well. It’s been a while since the release of the Negotiator, and so a lot of people should have it at this point (I don’t, but oh well). I tried to make these lists different from each other so that they’re not exactly the same, but there are definitely overlaps between the two. Also, the reason I have so many dark side characters on both lists is because they are acquainted with the characters and I wanted to make sure that it wasn’t just a list of random characters from Galactic Republic and Separatist factions like Rey’s Resistance and Kylo Ren’s First Order requirements were. Also, I do believe Jar Jar will be introduced to the game sometime before these Galactic Legends are announced, so if any of you were wondering why he’s on the list, that’s why.
Now then, let’s look at what their kits might look like. In previous iterations of Galactic Legends, there has always been something unique about the set of characters. Rey and Supreme Leader Kylo Ren feature an Ultimate ability in which they enter a stance that wreaks havoc on the enemy team, yet they are also opposite in that Rey enters a defensive stance and Kylo enters an aggressive stance. Meanwhile, Jedi Master Luke and Sith Eternal Emperor both feature an Ultimate form that they transform into as part of their Ultimate abilities, yet Luke’s moves stay relatively the same while Palpatine has his abilities replaced by newer ones. So, Anakin and Obi-Wan must feature Ultimate abilities that are unique among the Galactic Legend status that don’t copy off of any of them.
And let’s not forget that all four of these Galactic Legends have at least one ability involving the manipulation of Mastery. Rey grants her Light Side allies Mastery as part of her leader ability, with a starting bonus of 40% that is increased by 5% whenever an enemy gains bonus turn meter. Kylo also grants his Dark Side allies 40% Mastery as part of his leader ability, but rather than allow them to gain more, he feeds more into himself through his Siphon ability, gaining Mastery equal to the amount of stacks he has while draining his enemies of that same amount. Luke grants his Jedi allies Mastery through his unique buffs, Jedi Lessons and Jedi Legacy, while Palpatine grants himself and his Sith allies a 50% boost in mastery, which is constantly increased whenever Deceived or Linked enemies use abilities. Being that the ways that they gain Mastery are all different, Obi-Wan and Anakin will need unique ways to not only gain Mastery, but also gain Ultimate ability charge, as that is a unique factor as well.
The structure for the kits of Galactic Legends is pretty much the same. They have 7 abilities: 1 Basic, 2 Special, 1 Leader, 2 Unique (the second unique being the static Galactic Legend ability), and finally, one Ultimate ability. The six abilities that are not the Ultimate ability all need to be equipped with Zetas for maximum effectiveness. Some of them are support-based abilities (Rey’s Lifeblood) while others are all-out attacks (Kylo’s Stasis Strike). Some are buffs to allies (Luke’s They Grow Beyond) and others are hard-hitting AoEs (Palpatine’s Unlimited Power). With the wide variety of abilities a Galactic Legend can have, it can be difficult to predict what Anakin and Obi-Wan could possibly have. And yet, that is exactly what I’m going to do here and now, starting with Jedi Master Obi-Wan.
Spoiler
Jedi Master Obi-Wan
Light Side, Galactic Legend, Galactic Republic, Jedi, Support
Noble Master of the Jedi Council who uses the Jedi Code to further boost his Mastery of the Force
Basic: Defensive Rush (ZETA)
Deal Special damage to target enemy. If it’s Obi-Wan’s turn, he also deals Special damage to two other random enemies. Obi-Wan gains 10 Defense for each hit this attack scores (stacking, max 200).
Special 1: Masterful Mind Trick (ZETA) (cooldown: 5)
Dispel all buffs and deal Special damage to all enemies. For each buff dispelled this way, this attack deals 5% more damage and inflicts the opposite debuff on that enemy, if any, for 2 turns. Then, inflict Daze and Ability Block on target enemy for 2 turns, which can’t be copied, resisted, or dispelled. For each debuff inflicted with this attack, Light Side allies gain 3% turn meter, doubled for Galactic Republic Jedi. This attack can’t be evaded.
Special 2: Adhere to the Code (ZETA) (cooldown: 3)
Obi-Wan gains the upgradable buff Peace, then calls target other Galactic Republic Jedi ally to assist. That ally gains Foresight at the end of the turn. For each time this ability is used, an additional Galactic Republic Jedi ally is called to assist and gains Foresight at the end of the turn.
Peace: Obi-Wan recovers 5% Max Health and Max Protection at the end of every turn, and has +25% Mastery. Other Light Side allies gain half that amount. When Adhere to the Code is used while Obi-Wan has Peace, Peace is upgraded to Knowledge.
Knowledge: Obi-Wan recovers 5% Max Health and Max Protection at the end of every turn, and has +50% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses his Basic ability during his turn, he grants a random Galactic Republic Jedi ally who doesn’t have it Foresight. When Adhere to the Code is used while Obi-Wan has Knowledge, Knowledge is upgraded to Serenity.
Serenity: Obi-Wan recovers 10% Max Health and Max Protection at the end of every turn, and has +75% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses his Basic ability during his turn, he grants 2 random Galactic Republic Jedi allies who don’t have it Foresight. When Adhere to the Code is used while Obi-Wan has Serenity, Serenity is upgraded to Harmony.
Harmony: Obi-Wan recovers 10% of his Max Health and Max Protection at the end of every turn, and has +100% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses an ability during his turn, if it doesn’t target an ally, he grants all Galactic Republic Jedi allies Foresight and calls them to assist.
Leader: Bold General of the Clone Wars (ZETA)
Light Side allies have +50% Max Protection and Tenacity. Galactic Republic Jedi allies with Foresight cannot lose Foresight until they evade enemy attacks twice, and are immune to enemy dispels while they have Foresight.
Whenever a Light Side ally evades, they gain 10% turn meter and +5% Mastery (stacking) for the rest of the encounter. Whenever another Galactic Republic Jedi ally uses their Basic ability, they gain 5 Defense and 2% Critical Avoidance (stacking, max 100) for the rest of the encounter. The Defense of Galactic Republic Jedi allies cannot be ignored.
Unique 1: Hello There! (ZETA)
At the start of the encounter, Obi-Wan gains a bonus turn. During this turn, only his Basic ability can be used, but it will Stun the target enemy for 1 turn and inflict Vulnerable for 2 turns on all enemies effected.
Light Side allies who end their turn with Foresight gain Advantage and Critical Damage Up for 2 turns. Galactic Republic Jedi allies gain 5% Counter Chance whenever they evade or are damaged by an enemy attack, doubled for Obi-Wan. In addition, he deals 20% more damage when attacking out of turn.
Unique 2: Galactic Legend (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%.
Ultimate: High Ground
Requires 60% Ultimate Charge to activate.
Ultimate Charge: Jedi Master Obi-Wan gains 3% Ultimate Charge whenever a Light Side ally evades an enemy attack, doubled for Galactic Republic Jedi allies.
Obi-Wan dispels all debuffs on himself and gains double Mastery, +100% Evasion, and +100% Counter Chance, and all other Light Side allies lose Taunt effects and gain Stealth and Damage Immunity, which can’t be prevented or dispelled, but have their turn meter emptied and can’t use abilities until this ability expires. While this ability is active, Obi-Wan cannot be defeated, deals 50% more damage when attacking out of turn, cannot use Adhere to the Code, and is immune to all detrimental effects.
The duration of these effects depend on how much Ultimate Charge Obi-Wan had when activating this ability.
60% Ultimate Charge: lasts for 1 turn
80% Ultimate Charge: lasts for 2 turns
100% Ultimate Charge: lasts for 3 turns, and deals massive damage to target enemy on last turn
Obi-Wan cannot gain Ultimate Charge while this ability is active.
Jedi Master Obi-Wan
Light Side, Galactic Legend, Galactic Republic, Jedi, Support
Noble Master of the Jedi Council who uses the Jedi Code to further boost his Mastery of the Force
Basic: Defensive Rush (ZETA)
Deal Special damage to target enemy. If it’s Obi-Wan’s turn, he also deals Special damage to two other random enemies. Obi-Wan gains 10 Defense for each hit this attack scores (stacking, max 200).
Special 1: Masterful Mind Trick (ZETA) (cooldown: 5)
Dispel all buffs and deal Special damage to all enemies. For each buff dispelled this way, this attack deals 5% more damage and inflicts the opposite debuff on that enemy, if any, for 2 turns. Then, inflict Daze and Ability Block on target enemy for 2 turns, which can’t be copied, resisted, or dispelled. For each debuff inflicted with this attack, Light Side allies gain 3% turn meter, doubled for Galactic Republic Jedi. This attack can’t be evaded.
Special 2: Adhere to the Code (ZETA) (cooldown: 3)
Obi-Wan gains the upgradable buff Peace, then calls target other Galactic Republic Jedi ally to assist. That ally gains Foresight at the end of the turn. For each time this ability is used, an additional Galactic Republic Jedi ally is called to assist and gains Foresight at the end of the turn.
Peace: Obi-Wan recovers 5% Max Health and Max Protection at the end of every turn, and has +25% Mastery. Other Light Side allies gain half that amount. When Adhere to the Code is used while Obi-Wan has Peace, Peace is upgraded to Knowledge.
Knowledge: Obi-Wan recovers 5% Max Health and Max Protection at the end of every turn, and has +50% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses his Basic ability during his turn, he grants a random Galactic Republic Jedi ally who doesn’t have it Foresight. When Adhere to the Code is used while Obi-Wan has Knowledge, Knowledge is upgraded to Serenity.
Serenity: Obi-Wan recovers 10% Max Health and Max Protection at the end of every turn, and has +75% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses his Basic ability during his turn, he grants 2 random Galactic Republic Jedi allies who don’t have it Foresight. When Adhere to the Code is used while Obi-Wan has Serenity, Serenity is upgraded to Harmony.
Harmony: Obi-Wan recovers 10% of his Max Health and Max Protection at the end of every turn, and has +100% Mastery. Other Light Side allies gain half that amount. When Obi-Wan uses an ability during his turn, if it doesn’t target an ally, he grants all Galactic Republic Jedi allies Foresight and calls them to assist.
Leader: Bold General of the Clone Wars (ZETA)
Light Side allies have +50% Max Protection and Tenacity. Galactic Republic Jedi allies with Foresight cannot lose Foresight until they evade enemy attacks twice, and are immune to enemy dispels while they have Foresight.
Whenever a Light Side ally evades, they gain 10% turn meter and +5% Mastery (stacking) for the rest of the encounter. Whenever another Galactic Republic Jedi ally uses their Basic ability, they gain 5 Defense and 2% Critical Avoidance (stacking, max 100) for the rest of the encounter. The Defense of Galactic Republic Jedi allies cannot be ignored.
Unique 1: Hello There! (ZETA)
At the start of the encounter, Obi-Wan gains a bonus turn. During this turn, only his Basic ability can be used, but it will Stun the target enemy for 1 turn and inflict Vulnerable for 2 turns on all enemies effected.
Light Side allies who end their turn with Foresight gain Advantage and Critical Damage Up for 2 turns. Galactic Republic Jedi allies gain 5% Counter Chance whenever they evade or are damaged by an enemy attack, doubled for Obi-Wan. In addition, he deals 20% more damage when attacking out of turn.
Unique 2: Galactic Legend (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%.
Ultimate: High Ground
Requires 60% Ultimate Charge to activate.
Ultimate Charge: Jedi Master Obi-Wan gains 3% Ultimate Charge whenever a Light Side ally evades an enemy attack, doubled for Galactic Republic Jedi allies.
Obi-Wan dispels all debuffs on himself and gains double Mastery, +100% Evasion, and +100% Counter Chance, and all other Light Side allies lose Taunt effects and gain Stealth and Damage Immunity, which can’t be prevented or dispelled, but have their turn meter emptied and can’t use abilities until this ability expires. While this ability is active, Obi-Wan cannot be defeated, deals 50% more damage when attacking out of turn, cannot use Adhere to the Code, and is immune to all detrimental effects.
The duration of these effects depend on how much Ultimate Charge Obi-Wan had when activating this ability.
60% Ultimate Charge: lasts for 1 turn
80% Ultimate Charge: lasts for 2 turns
100% Ultimate Charge: lasts for 3 turns, and deals massive damage to target enemy on last turn
Obi-Wan cannot gain Ultimate Charge while this ability is active.
As you can see, I’ve introduced a number of mechanics with Obi-Wan’s kit, including the fact that his Galactic Republic allies are immune to enemy dispels while they have Foresight, which they cannot lose until they evade enemy attacks twice. I believe Foresight has lost its potency in recent times, so I’m bringing it back with a vengeance with this kit. I like how Obi-Wan’s kit turned out. It looks like something you would see in the game, especially with the Prequel references.
Also, you may have noticed the new Mastery Progression mechanic with the second Special ability. This is a little thing I came up with that I believe will be a major part of Obi-Wan and Anakin’s kits. It makes a lot of sense, as well, with Obi-Wan’s progression through the Jedi Code and, as you’ll see in a moment, each phase of Anakin’s journey through the dark side.
Spoiler
Fallen Anakin Skywalker
Dark Side, Galactic Legend, Sith, Empire, Attacker
Corrupted Hero of the Clone Wars whose progression through the dark side fuels his ever-growing power
Basic: Voracious Lunge (ZETA)
Deal Physical damage to target enemy twice, then attack again. If the target enemy was Choking, Anakin attacks a third time. For each time this ability dealt damage that turn, Anakin inflicts Damage over Time for 2 turns, which can’t be copied, resisted or dispelled. This attack deals 30% more damage to enemies that were already debuffed.
Special 1: Vicious Grip (ZETA) (cooldown: 3)
Deal Physical damage to all enemies and true damage to individual enemies for each Damage over Time effect on them, then inflict Tenacity Down on them for 2 turns, which can’t be copied, resisted or dispelled. Remove all buffs from target enemy and Choke them until it expires.
Choke: can’t gain buffs, bonus turn meter, or use abilities. At the end of each turn, this unit takes bonus damage equal to 10% of its Max Protection, which cannot be reduced. Once this damage triggers 10 times, Choke expires. (Choke on raid bosses: can’t gain buffs. At the end of each turn, this unit takes bonus damage equal to 20% of Anakin’s Max Health. Once this damage triggers 10 times, Choke expires.)
Special 2: Vaulting Strike (ZETA) (cooldown: 4)
Deal Physical damage to target enemy, based on Anakin’s Max Health rather than physical damage, and Stun them for 2 turns, which can’t be copied, resisted or dispelled (if the target is immune to Stun, instead empty their turn meter). If the target has 10 Damage over Time effects, this attack also deals massive damage to them. This attack deals 10% more damage for each debuff on the target enemy and grants Anakin a bonus turn on a finishing blow.
Leader: My New Empire (ZETA)
Dark Side allies have +30% Offense and Potency and +25% Mastery, doubled for Empire allies. Whenever an enemy takes damage from Damage over Time, they gain 3% Mastery (stacking) for the rest of the battle, doubled for Empire allies.
Whenever another Dark Side ally attacks out of turn, they gain 10% turn meter and inflict Damage over Time for 2 turns. For each Damage over Time effect on the enemy team, Dark Side allies have +2% Health Steal. At the start of the encounter, Empire allies gain the granted ability Bring Justice.
Bring Justice: Target other Empire ally attacks with their Basic ability and this unit assists them. Both units gains 20% Counter Chance (stacking, max 100%) for the rest of the encounter, and recover 5% Health and Protection for each debuff on target enemy. (Cooldown: 3)
Unique 1: Path to the Dark Side (ZETA)
Anakin has +25% Health Steal and Critical Damage, and his attacks can’t be evaded. Whenever Anakin deals damage to an enemy, he gains 5% Max Health (stacking) for the rest of the battle.
At the start of the encounter, Anakin is inflicted with Fear for 1 turn, which can’t be copied, prevented, resisted or dispelled. When this Fear expires, Anakin dispels all his debuffs, resets his cooldowns, takes a bonus turn, and gains the upgradable buff Anger for the rest of the encounter.
Anger: +50% Counter Chance and Critical Chance, and basic abilities inflict Buff Immunity for 2 turns (can’t be copied, dispelled or resisted). When Anakin falls below 50% Health, he recovers 50% Health and Protection, takes a bonus turn, and Anger is upgraded to Hate.
Hate: +50% Counter Chance and Critical Chance, and basic abilities inflict Buff Immunity for 2 turns (can’t be copied, dispelled or resisted). In addition, his Health Steal and Critical Damage bonuses are doubled and his special abilities inflict Healing Immunity for 2 turns (can’t be copied, resisted or dispelled). When Anakin is reduced to 1% Health, he recovers 100% Health, takes a bonus turn, and Hate is upgraded to Suffering.
Suffering: Anakin loses all Protection and gains that much Max Health. In addition, he has +100% Counter Chance and Critical Chance, his Health Steal, Critical Damage, and Max Health gain bonuses are doubled, and all of his abilities inflict Healing Immunity and Buff Immunity for 2 turns (can’t be copied, resisted or dispelled).
Unique 2: Galactic Legend (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%.
Ultimate: Underestimated Power
Requires 100% Ultimate Charge to activate.
Anakin gains 1% Ultimate Charge whenever an enemy takes damage from Damage over Time, doubled if said Damage over Time had been inflicted by him. He also gains 2% Ultimate Charge whenever a Choked enemy takes damage.
Anakin dispels all debuffs on himself and gains double Mastery (triple Mastery if he had Suffering) for 3 turns, which can’t be copied, prevented or dispelled. All other allies and enemies (except for the enemy leader) become Suppressed for 3 turns. If the enemy leader had been defeated before this ability’s use, they are revived with 100% Health and Protection, which can’t be prevented. While this ability is active, Anakin gains a portion of each of his Dark Side allies’ stats based on their roles. If Anakin defeats the enemy leader while this ability is active, all other enemies are instantly defeated, which can’t be prevented, and they can’t be revived. However, if Anakin is defeated by the enemy leader while this ability is active, all other allies are instantly defeated, which can’t be prevented, and they can’t be revived.
Attackers: +100% Offense
Tanks: +100% Tenacity
Healers or Supports: +100% Max Health
Anakin cannot gain Ultimate Charge while this ability is active.
Fallen Anakin Skywalker
Dark Side, Galactic Legend, Sith, Empire, Attacker
Corrupted Hero of the Clone Wars whose progression through the dark side fuels his ever-growing power
Basic: Voracious Lunge (ZETA)
Deal Physical damage to target enemy twice, then attack again. If the target enemy was Choking, Anakin attacks a third time. For each time this ability dealt damage that turn, Anakin inflicts Damage over Time for 2 turns, which can’t be copied, resisted or dispelled. This attack deals 30% more damage to enemies that were already debuffed.
Special 1: Vicious Grip (ZETA) (cooldown: 3)
Deal Physical damage to all enemies and true damage to individual enemies for each Damage over Time effect on them, then inflict Tenacity Down on them for 2 turns, which can’t be copied, resisted or dispelled. Remove all buffs from target enemy and Choke them until it expires.
Choke: can’t gain buffs, bonus turn meter, or use abilities. At the end of each turn, this unit takes bonus damage equal to 10% of its Max Protection, which cannot be reduced. Once this damage triggers 10 times, Choke expires. (Choke on raid bosses: can’t gain buffs. At the end of each turn, this unit takes bonus damage equal to 20% of Anakin’s Max Health. Once this damage triggers 10 times, Choke expires.)
Special 2: Vaulting Strike (ZETA) (cooldown: 4)
Deal Physical damage to target enemy, based on Anakin’s Max Health rather than physical damage, and Stun them for 2 turns, which can’t be copied, resisted or dispelled (if the target is immune to Stun, instead empty their turn meter). If the target has 10 Damage over Time effects, this attack also deals massive damage to them. This attack deals 10% more damage for each debuff on the target enemy and grants Anakin a bonus turn on a finishing blow.
Leader: My New Empire (ZETA)
Dark Side allies have +30% Offense and Potency and +25% Mastery, doubled for Empire allies. Whenever an enemy takes damage from Damage over Time, they gain 3% Mastery (stacking) for the rest of the battle, doubled for Empire allies.
Whenever another Dark Side ally attacks out of turn, they gain 10% turn meter and inflict Damage over Time for 2 turns. For each Damage over Time effect on the enemy team, Dark Side allies have +2% Health Steal. At the start of the encounter, Empire allies gain the granted ability Bring Justice.
Bring Justice: Target other Empire ally attacks with their Basic ability and this unit assists them. Both units gains 20% Counter Chance (stacking, max 100%) for the rest of the encounter, and recover 5% Health and Protection for each debuff on target enemy. (Cooldown: 3)
Unique 1: Path to the Dark Side (ZETA)
Anakin has +25% Health Steal and Critical Damage, and his attacks can’t be evaded. Whenever Anakin deals damage to an enemy, he gains 5% Max Health (stacking) for the rest of the battle.
At the start of the encounter, Anakin is inflicted with Fear for 1 turn, which can’t be copied, prevented, resisted or dispelled. When this Fear expires, Anakin dispels all his debuffs, resets his cooldowns, takes a bonus turn, and gains the upgradable buff Anger for the rest of the encounter.
Anger: +50% Counter Chance and Critical Chance, and basic abilities inflict Buff Immunity for 2 turns (can’t be copied, dispelled or resisted). When Anakin falls below 50% Health, he recovers 50% Health and Protection, takes a bonus turn, and Anger is upgraded to Hate.
Hate: +50% Counter Chance and Critical Chance, and basic abilities inflict Buff Immunity for 2 turns (can’t be copied, dispelled or resisted). In addition, his Health Steal and Critical Damage bonuses are doubled and his special abilities inflict Healing Immunity for 2 turns (can’t be copied, resisted or dispelled). When Anakin is reduced to 1% Health, he recovers 100% Health, takes a bonus turn, and Hate is upgraded to Suffering.
Suffering: Anakin loses all Protection and gains that much Max Health. In addition, he has +100% Counter Chance and Critical Chance, his Health Steal, Critical Damage, and Max Health gain bonuses are doubled, and all of his abilities inflict Healing Immunity and Buff Immunity for 2 turns (can’t be copied, resisted or dispelled).
Unique 2: Galactic Legend (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%.
Ultimate: Underestimated Power
Requires 100% Ultimate Charge to activate.
Anakin gains 1% Ultimate Charge whenever an enemy takes damage from Damage over Time, doubled if said Damage over Time had been inflicted by him. He also gains 2% Ultimate Charge whenever a Choked enemy takes damage.
Anakin dispels all debuffs on himself and gains double Mastery (triple Mastery if he had Suffering) for 3 turns, which can’t be copied, prevented or dispelled. All other allies and enemies (except for the enemy leader) become Suppressed for 3 turns. If the enemy leader had been defeated before this ability’s use, they are revived with 100% Health and Protection, which can’t be prevented. While this ability is active, Anakin gains a portion of each of his Dark Side allies’ stats based on their roles. If Anakin defeats the enemy leader while this ability is active, all other enemies are instantly defeated, which can’t be prevented, and they can’t be revived. However, if Anakin is defeated by the enemy leader while this ability is active, all other allies are instantly defeated, which can’t be prevented, and they can’t be revived.
Attackers: +100% Offense
Tanks: +100% Tenacity
Healers or Supports: +100% Max Health
Anakin cannot gain Ultimate Charge while this ability is active.
Keeping to the theme of upgradable buffs, Anakin’s reflects his journey through the dark side as explained by Yoda. Fear leads to Anger, Anger leads to Hate, and Hate leads to Suffering. There were other ways I could’ve gone with this, like the Sith Code with Passion, Strength, Power, and Victory, or with Anakin’s bringing of Peace, Freedom, Justice, and Security to his new Empire, but I feel that the Path to the Dark Side was the best way to go. In addition, you may have noticed that he is more in line with Empire characters than with Sith characters, even though the Empire as we know it in the sense of many of the members of the faction has yet to exist at this time. Well, seeing that Sith Eternal Emperor already has control of the Sith, I figured we needed to give the Empire some love (make sure AhnaldT101 sees this). I’m also a big fan of the Confrontation mechanic I’ve introduced with Anakin’s Ultimate ability, with a forced 1-on-1 with the enemy leader. Any way you slice it, both of these characters look like what we are hopefully going to see when they’re released.
Thanks for taking a look at my kit ideas again. At some point, I’ll detail what their Galactic Ascension events might look like, but for now, that’s it from me.