7 years ago
Ideas for Kits/Reworks for Anakin and his Clone Wars Friends
A little while back, I posted an idea for a Jedi Knight Anakin rework. I didn’t get very much good feedback, however, because it was too game-breaking and, in the words of one particular comment, “made Jedi Knight Revan look like an eight-year-old boy with a glow stick”. After much brainstorming, I think I have this Anakin rework idea figured out. Not only will I be showcasing my new idea for an Anakin rework, however. In this discussion I will also share my ideas for characters who would synergize the best with him in an Anakin-led team. These characters include Jedi Master Obi-Wan (as seen in Revenge of the Sith), Captain Rex, Ahsoka Tano, and most important of all, Padmé Amidala. I have created kit/rework ideas for each of these characters and, after analyzing them deeply, believe that this may be the team to take Anakin into the meta. I believe this team is beatable, but only through careful strategy. Don’t expect to be automatically beating this team every time. Not without Revan, anyway.
The first character that I will showcase is Jedi Master Obi-Wan, a graceful Jedi Tank who Surprises his enemies at the start of the battle with a Taunt. I believe this version of Obi-Wan, should he come to the game, would synergize better with Anakin than he has before.
Hopefully, most of you get the joke when it comes to Obi-Wan’s first unique. The second kit I will showcase is the rework for Ahsoka Tano, which will be quite similar to her current kit when it comes to her focus on health regeneration.
As the padawan of Anakin, it should be natural that she synergizes better with him. The same goes for Obi-Wan, who, in his current Clone Wars appearance as General Kenobi, doesn’t currently synergize as well with his apprentice as he should. Another character Anakin should have close synergy to is Captain Rex, who I have given a relatively smaller rework so that Anakin can synergize better with his second-in-command of the 501st Legion.
I changed the title of his leader ability because Rex can work well not just with his brothers in arms, but also with non-Clone allies such as Anakin, Obi-Wan, and Ahsoka. As for the title of his new unique, I hope you enjoy the callback to the good old days of the Clone Wars.
Now, Padmé has yet to be introduced to the game, and so I think coming up with a kit for her was the second-hardest part of this brainstorm. I say second-hardest because a lot of trial and error was used in the making of my new Anakin rework idea. If this Padmé kit idea is too overwhelming or underwhelming, I’m sorry. But see what you think about this:
Again, apologies if you don’t like the kit. However, if you do like it, let me know. This could be a potential starting block for when Padmé’s actual kit is designed.
And last, but definitely not least, the man, the myth, the legend, the Chosen One himself: Anakin Skywalker. I have thought long and hard about this kit, and have incorporated elements of his current kit and my previous draft into this kit here. Please join me in saying...this is where the fun begins.
Well, there you have it. The fan made version of Anakin’s well-deserved rework, along with his greatest friends from the Clone Wars era. What do you think? Too powerful? Or could this be beaten easily? Whatever your answer is, I firmly believe that if anyone deserves to be the most powerful character in Galaxy of Heroes, it’s the Chosen One.
The first character that I will showcase is Jedi Master Obi-Wan, a graceful Jedi Tank who Surprises his enemies at the start of the battle with a Taunt. I believe this version of Obi-Wan, should he come to the game, would synergize better with Anakin than he has before.
Spoiler
Jedi Master Obi-Wan
Light Side, Jedi, Galactic Republic, Tank
Graceful Jedi Tank who surprises his enemies at the start of the encounter with a Taunt.
Basic: Soresu Mastery
Deal Physical Damage to target enemy with a 70% chance to gain Foresight for 2 turns. If Obi-Wan already has Foresight, he has a 70% chance to grant a random ally who doesn’t have it Foresight for 2 turns instead. On a Critical Hit, these chances are increased to 100%.
Special 1: Versatile Blows (cooldown: 3)
Deal Physical Damage to target enemy, dispel all debuffs on target other ally, and call them to assist. If Jedi Knight Anakin is present, he will also dispel all debuffs on himself and assist. All attackers gain a buff for 2 turns based on the role of the selected ally (applied after the attack).
-Attacker: Advantage (this Advantage is applied to allies AFTER the attack)
-Tank: Retribution
-Support: Critical Hit Immunity
If target ally or Anakin have no debuffs before this ability is used, they also become Inspired for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled on Galactic Republic allies)
Special 2: Masterful Mind Trick (cooldown: 4) (ZETA)
Inflict Daze and Offence Down for 2 turns, remove 25% Turn Meter and increase the cooldowns of all enemies by 1. Obi-Wan Taunts for 2 turns. When this Taunt Expires, Obi-Wan gains a bonus turn. This attack can't be Evaded.
Leader: Bold and Brave
Jedi and Galactic Republic allies have +30% Critical Avoidance and +70% Defense. Whenever Foresight expires on an ally, they recover 10% of their Max Health and gain 10% turn meter. These bonuses are doubled for Jedi allies.
Unique 1: Hello There! (ZETA)
At the start of the encounter, inflict Surprise on all enemies for 2 turns (can’t be copied, resisted, Evaded, or dispelled) and Obi-Wan gains Taunt for 2 turns. Obi-Wan has +40% Defense, doubled while he has Taunt, and can’t be Critically Hit while Taunting. In addition, he gains +35% Critical Damage and Potency against Sith enemies. If Jedi Knight Anakin is present, he also gains this anti-Sith bonus.
Whenever another ally falls below 50% Health, that ally gains Stealth for 2 turns and Obi-Wan gains Taunt for 1 turn. If the suffering ally had Taunt, or was Marked or Deathmarked, it is immediately dispelled.
(Surprise: -25% Critical Avoidance, Tenacity and Defense, doubled on Separatists)
Light Side, Jedi, Galactic Republic, Tank
Graceful Jedi Tank who surprises his enemies at the start of the encounter with a Taunt.
Basic: Soresu Mastery
Deal Physical Damage to target enemy with a 70% chance to gain Foresight for 2 turns. If Obi-Wan already has Foresight, he has a 70% chance to grant a random ally who doesn’t have it Foresight for 2 turns instead. On a Critical Hit, these chances are increased to 100%.
Special 1: Versatile Blows (cooldown: 3)
Deal Physical Damage to target enemy, dispel all debuffs on target other ally, and call them to assist. If Jedi Knight Anakin is present, he will also dispel all debuffs on himself and assist. All attackers gain a buff for 2 turns based on the role of the selected ally (applied after the attack).
-Attacker: Advantage (this Advantage is applied to allies AFTER the attack)
-Tank: Retribution
-Support: Critical Hit Immunity
If target ally or Anakin have no debuffs before this ability is used, they also become Inspired for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled on Galactic Republic allies)
Special 2: Masterful Mind Trick (cooldown: 4) (ZETA)
Inflict Daze and Offence Down for 2 turns, remove 25% Turn Meter and increase the cooldowns of all enemies by 1. Obi-Wan Taunts for 2 turns. When this Taunt Expires, Obi-Wan gains a bonus turn. This attack can't be Evaded.
Leader: Bold and Brave
Jedi and Galactic Republic allies have +30% Critical Avoidance and +70% Defense. Whenever Foresight expires on an ally, they recover 10% of their Max Health and gain 10% turn meter. These bonuses are doubled for Jedi allies.
Unique 1: Hello There! (ZETA)
At the start of the encounter, inflict Surprise on all enemies for 2 turns (can’t be copied, resisted, Evaded, or dispelled) and Obi-Wan gains Taunt for 2 turns. Obi-Wan has +40% Defense, doubled while he has Taunt, and can’t be Critically Hit while Taunting. In addition, he gains +35% Critical Damage and Potency against Sith enemies. If Jedi Knight Anakin is present, he also gains this anti-Sith bonus.
Whenever another ally falls below 50% Health, that ally gains Stealth for 2 turns and Obi-Wan gains Taunt for 1 turn. If the suffering ally had Taunt, or was Marked or Deathmarked, it is immediately dispelled.
(Surprise: -25% Critical Avoidance, Tenacity and Defense, doubled on Separatists)
Hopefully, most of you get the joke when it comes to Obi-Wan’s first unique. The second kit I will showcase is the rework for Ahsoka Tano, which will be quite similar to her current kit when it comes to her focus on health regeneration.
Spoiler
Ahsoka Tano
Light Side, Jedi, Galactic Republic, Attacker
Versatile Attacker with team healing capabilities who has superior stats as long as she can avoid being Critically hit.
Basic: Energetic Slash
Deal Physical Damage to target enemy and Ahsoka recovers 25% of her Max Health. On a Critical Hit, she recovers 40% instead and other allies recover half that amount.
Special 1: Protective Maneuver (cooldown: 3)
Deal Physical Damage to target enemy. If the target had more than 50% Health, all allies recover Health equal to 50% of Ahsoka’s Max Health. Otherwise, this attack deals 50% more damage and all allies recover 25% instead. On a Critical Hit, grant all allies Speed Up for 2 turns.
Special 2: Learning From the Best (cooldown: 4)
Target other ally and Jedi Knight Anakin attack and then Ahsoka assists them, dealing 30% more damage. All attackers gain a bonus effect based on the role of the selected ally.
-Attacker: +100% Critical Chance for this attack
-Support: +35% turn meter gain
-Tank: +25% Health recovery
Unique: Daring Padawan (ZETA)
Ahsoka has +50% Max Health, +50 Speed, and +20% Critical Chance. If Jedi Knight Anakin is present, he also gains these bonuses. Ahsoka loses one of these effects each time she is Critically Hit, but whenever she or Anakin defeat an enemy, she regains them all. While Anakin is present, Ahsoka gains Critical Hit Immunity for 1 turn at the start of the encounter and whenever she uses a Special ability. If Jedi Master Obi-Wan is also present, this effect can’t be prevented or dispelled.
Light Side, Jedi, Galactic Republic, Attacker
Versatile Attacker with team healing capabilities who has superior stats as long as she can avoid being Critically hit.
Basic: Energetic Slash
Deal Physical Damage to target enemy and Ahsoka recovers 25% of her Max Health. On a Critical Hit, she recovers 40% instead and other allies recover half that amount.
Special 1: Protective Maneuver (cooldown: 3)
Deal Physical Damage to target enemy. If the target had more than 50% Health, all allies recover Health equal to 50% of Ahsoka’s Max Health. Otherwise, this attack deals 50% more damage and all allies recover 25% instead. On a Critical Hit, grant all allies Speed Up for 2 turns.
Special 2: Learning From the Best (cooldown: 4)
Target other ally and Jedi Knight Anakin attack and then Ahsoka assists them, dealing 30% more damage. All attackers gain a bonus effect based on the role of the selected ally.
-Attacker: +100% Critical Chance for this attack
-Support: +35% turn meter gain
-Tank: +25% Health recovery
Unique: Daring Padawan (ZETA)
Ahsoka has +50% Max Health, +50 Speed, and +20% Critical Chance. If Jedi Knight Anakin is present, he also gains these bonuses. Ahsoka loses one of these effects each time she is Critically Hit, but whenever she or Anakin defeat an enemy, she regains them all. While Anakin is present, Ahsoka gains Critical Hit Immunity for 1 turn at the start of the encounter and whenever she uses a Special ability. If Jedi Master Obi-Wan is also present, this effect can’t be prevented or dispelled.
As the padawan of Anakin, it should be natural that she synergizes better with him. The same goes for Obi-Wan, who, in his current Clone Wars appearance as General Kenobi, doesn’t currently synergize as well with his apprentice as he should. Another character Anakin should have close synergy to is Captain Rex, who I have given a relatively smaller rework so that Anakin can synergize better with his second-in-command of the 501st Legion.
Spoiler
CT-7567 “Rex”
Light Side, Clone Trooper, Galactic Republic, Support
Clone leader focused on protecting his squad with turn meter gain, dispels and Tenacity Up.
Basic: Impeding Shot
Deal Physical Damage to target enemy and remove 25% turn meter. On a Critical Hit, this turn meter removal is doubled.
Special 1: Squad Discipline (cooldown: 4)
Dispel all debuffs on all allies and grant them Tenacity Up for 3 turns. Clone allies gain 60% turn meter, plus an additional 10% for each debuff dispelled this way, and other allies gain half that amount.
Special 2: Subdue (cooldown: 4)
Deal Physical Damage to target enemy, plus bonus damage equal to 25% of the target’s Max Health. On a Critical Hit, Stun the target for 1 turn.
Leader: Captain of the 501st Legion
Clone and Galactic Republic allies have +25% Max Health, and other allies gain half that amount. In addition, whenever an ally suffers a Critical Hit, Clone allies gain 20% turn meter, and other allies gain half that amount.
Unique: Experience Outranks Everything (ZETA)
Rex has +25% Max Protection, and gains 5% Max Protection (stacking) for the rest of the encounter whenever a Galactic Republic ally or a Separatist enemy scores a Critical Hit. If Jedi Knight Anakin is present, he also gains these bonuses.
Light Side, Clone Trooper, Galactic Republic, Support
Clone leader focused on protecting his squad with turn meter gain, dispels and Tenacity Up.
Basic: Impeding Shot
Deal Physical Damage to target enemy and remove 25% turn meter. On a Critical Hit, this turn meter removal is doubled.
Special 1: Squad Discipline (cooldown: 4)
Dispel all debuffs on all allies and grant them Tenacity Up for 3 turns. Clone allies gain 60% turn meter, plus an additional 10% for each debuff dispelled this way, and other allies gain half that amount.
Special 2: Subdue (cooldown: 4)
Deal Physical Damage to target enemy, plus bonus damage equal to 25% of the target’s Max Health. On a Critical Hit, Stun the target for 1 turn.
Leader: Captain of the 501st Legion
Clone and Galactic Republic allies have +25% Max Health, and other allies gain half that amount. In addition, whenever an ally suffers a Critical Hit, Clone allies gain 20% turn meter, and other allies gain half that amount.
Unique: Experience Outranks Everything (ZETA)
Rex has +25% Max Protection, and gains 5% Max Protection (stacking) for the rest of the encounter whenever a Galactic Republic ally or a Separatist enemy scores a Critical Hit. If Jedi Knight Anakin is present, he also gains these bonuses.
I changed the title of his leader ability because Rex can work well not just with his brothers in arms, but also with non-Clone allies such as Anakin, Obi-Wan, and Ahsoka. As for the title of his new unique, I hope you enjoy the callback to the good old days of the Clone Wars.
Now, Padmé has yet to be introduced to the game, and so I think coming up with a kit for her was the second-hardest part of this brainstorm. I say second-hardest because a lot of trial and error was used in the making of my new Anakin rework idea. If this Padmé kit idea is too overwhelming or underwhelming, I’m sorry. But see what you think about this:
Spoiler
Padmé Amidala
Light Side, Galactic Republic, Tank
Diplomatic Tank who dispels debuffs to heal her allies and synergizes extremely well with Anakin.
Basic: Diplomatic Solution
Deal Physical Damage to target enemy with a 50% chance to Stun them for 1 turn. On a Critical Hit, this chance is doubled.
Special 1: Aggressive Negotiations (cooldown: 5)
Deal Physical Damage to all enemies and dispel all buffs on them. For each buff dispelled this way, this attack deals 5% more damage and all allies recover 2% Health, doubled for Galactic Republic allies. If Jedi Knight Anakin is present, he is called to assist. This attack can’t be Evaded.
Special 2: Foiling the Enemy Plan (cooldown: 4)
Dispel all buffs on target enemy and inflict the opposite debuffs for 3 turns on all enemies, if any. These effects can't be Evaded. Padmé and Anakin gain all non-unique Buffs dispelled this way for 3 turns and Padmé Taunts for 2 turns. When this Taunt expires, Padmé dispels all debuffs on herself and gains Stealth for 2 turns.
Leader: Royal Senator of Naboo (ZETA)
Galactic Republic allies have +40% Critical Chance and +60% Potency. Whenever a Galactic Republic ally inflicts or suffers a debuff, they gain +2% Tenacity (stacking) for the rest of the encounter. Whenever a Galactic Republic ally scores a Critical Hit, they gain +5% Critical Damage (stacking) for the rest of the encounter.
Unique: Undying Love (ZETA)
Padmé gains +10% Offense, Health Steal, Accuracy and Critical Damage for each living Galactic Republic ally. If Jedi Knight Anakin is present, he also gains these bonuses. Whenever Anakin uses a Special ability, Padmé will assist him, dealing 20% less damage.
Whenever Padmé takes damage from an enemy attack, Anakin gains 3% Offense (stacking) until the end of the encounter. The first time Padmé is defeated, Anakin will have doubled Offense on his next turn.
Light Side, Galactic Republic, Tank
Diplomatic Tank who dispels debuffs to heal her allies and synergizes extremely well with Anakin.
Basic: Diplomatic Solution
Deal Physical Damage to target enemy with a 50% chance to Stun them for 1 turn. On a Critical Hit, this chance is doubled.
Special 1: Aggressive Negotiations (cooldown: 5)
Deal Physical Damage to all enemies and dispel all buffs on them. For each buff dispelled this way, this attack deals 5% more damage and all allies recover 2% Health, doubled for Galactic Republic allies. If Jedi Knight Anakin is present, he is called to assist. This attack can’t be Evaded.
Special 2: Foiling the Enemy Plan (cooldown: 4)
Dispel all buffs on target enemy and inflict the opposite debuffs for 3 turns on all enemies, if any. These effects can't be Evaded. Padmé and Anakin gain all non-unique Buffs dispelled this way for 3 turns and Padmé Taunts for 2 turns. When this Taunt expires, Padmé dispels all debuffs on herself and gains Stealth for 2 turns.
Leader: Royal Senator of Naboo (ZETA)
Galactic Republic allies have +40% Critical Chance and +60% Potency. Whenever a Galactic Republic ally inflicts or suffers a debuff, they gain +2% Tenacity (stacking) for the rest of the encounter. Whenever a Galactic Republic ally scores a Critical Hit, they gain +5% Critical Damage (stacking) for the rest of the encounter.
Unique: Undying Love (ZETA)
Padmé gains +10% Offense, Health Steal, Accuracy and Critical Damage for each living Galactic Republic ally. If Jedi Knight Anakin is present, he also gains these bonuses. Whenever Anakin uses a Special ability, Padmé will assist him, dealing 20% less damage.
Whenever Padmé takes damage from an enemy attack, Anakin gains 3% Offense (stacking) until the end of the encounter. The first time Padmé is defeated, Anakin will have doubled Offense on his next turn.
Again, apologies if you don’t like the kit. However, if you do like it, let me know. This could be a potential starting block for when Padmé’s actual kit is designed.
And last, but definitely not least, the man, the myth, the legend, the Chosen One himself: Anakin Skywalker. I have thought long and hard about this kit, and have incorporated elements of his current kit and my previous draft into this kit here. Please join me in saying...this is where the fun begins.
Spoiler
Jedi Knight Anakin
Light Side, Jedi, Galactic Republic, Attacker
High-pressure Jedi Attacker who punishes his enemies for wounding his allies while allowing his allies to thrive off Critical Hits as the leader.
Basic: Deft Bladework
Deal Physical Damage to target enemy and inflict Healing and Buff Immunity for 2 turns. If this attack scores a Critical Hit, these effects can’t be resisted. This attack has +10% Critical Damage for each Galactic Republic ally, doubled for defeated allies.
Special 1: Reckless Assault (cooldown: 3)
Deal Physical Damage to all enemies, plus bonus damage equal to 20% of Anakin’s Max Protection. For each enemy Critically Hit, all allies have a 25% chance to become Inspired for 2 turns. For each enemy not Critically Hit, Anakin loses 10% Protection and has a 20% chance to become Exposed for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled for Galactic Republic allies)
Special 2: Protective Advance (cooldown: 5)
Deal Physical Damage to target enemy. All allies recover Protection equal to the damage dealt. If Anakin had no Protection, deal double damage.
Leader: Always on the Move (ZETA)
Jedi and Galactic Republic allies have +40% Offense, +30% Critical Damage, and +20 Speed, and other allies gain half these amounts. Whenever an ally is Evaded, they gain 20% turn meter and Advantage for 2 turns. An ally with Advantage can’t be Evaded. Whenever an ally scores a Critical Hit, they recover 5% Protection, doubled for Galactic Republic allies.
Unique: Righteous Fury (ZETA)
Anakin has +50% Counter Chance, plus an additional 10% for each Inspired ally. If Jedi Master Obi-Wan, Ahsoka Tano, Captain Rex, or Padmé Amidala are present, they also gain this bonus.
Whenever another ally takes damage from an enemy attack, Anakin gains 5% turn meter. Whenever another ally falls below 50% Health or is defeated, Anakin dispels all debuffs on himself, resets his cooldowns, and takes an immediate bonus turn. During this turn, Anakin has +75% Offense if the suffering ally fell below 50% Health, or +150% Offense if the suffering ally was defeated.
Light Side, Jedi, Galactic Republic, Attacker
High-pressure Jedi Attacker who punishes his enemies for wounding his allies while allowing his allies to thrive off Critical Hits as the leader.
Basic: Deft Bladework
Deal Physical Damage to target enemy and inflict Healing and Buff Immunity for 2 turns. If this attack scores a Critical Hit, these effects can’t be resisted. This attack has +10% Critical Damage for each Galactic Republic ally, doubled for defeated allies.
Special 1: Reckless Assault (cooldown: 3)
Deal Physical Damage to all enemies, plus bonus damage equal to 20% of Anakin’s Max Protection. For each enemy Critically Hit, all allies have a 25% chance to become Inspired for 2 turns. For each enemy not Critically Hit, Anakin loses 10% Protection and has a 20% chance to become Exposed for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled for Galactic Republic allies)
Special 2: Protective Advance (cooldown: 5)
Deal Physical Damage to target enemy. All allies recover Protection equal to the damage dealt. If Anakin had no Protection, deal double damage.
Leader: Always on the Move (ZETA)
Jedi and Galactic Republic allies have +40% Offense, +30% Critical Damage, and +20 Speed, and other allies gain half these amounts. Whenever an ally is Evaded, they gain 20% turn meter and Advantage for 2 turns. An ally with Advantage can’t be Evaded. Whenever an ally scores a Critical Hit, they recover 5% Protection, doubled for Galactic Republic allies.
Unique: Righteous Fury (ZETA)
Anakin has +50% Counter Chance, plus an additional 10% for each Inspired ally. If Jedi Master Obi-Wan, Ahsoka Tano, Captain Rex, or Padmé Amidala are present, they also gain this bonus.
Whenever another ally takes damage from an enemy attack, Anakin gains 5% turn meter. Whenever another ally falls below 50% Health or is defeated, Anakin dispels all debuffs on himself, resets his cooldowns, and takes an immediate bonus turn. During this turn, Anakin has +75% Offense if the suffering ally fell below 50% Health, or +150% Offense if the suffering ally was defeated.
Well, there you have it. The fan made version of Anakin’s well-deserved rework, along with his greatest friends from the Clone Wars era. What do you think? Too powerful? Or could this be beaten easily? Whatever your answer is, I firmly believe that if anyone deserves to be the most powerful character in Galaxy of Heroes, it’s the Chosen One.