8 years ago
Incoming Transmission: From the Office of Grand Moff Tarkin
https://i.ytimg.com/vi/oGd-hxqim8w/maxresdefault.jpg
URGENT MESSAGE: ENCRYPTION CODE 326-ADU-SWN:
LOCATION: OUTER RIM TERRITORIES – ERIADU – SESWENNA SECTOR.
CLEARANCE CODES (APPROVED) - DECRYPTION SUCCESSFUL . . .
FULL COMMUNICATION:
From the Office of Grand Moff Tarkin, Governor of the Outer Rim
CALL TO ACTION - RISE OF THE GALACTIC EMPIRE:
It is time for the Galactic Empire to rise from the ashes and the chaos to take its rightful place as the dominant military force in the Galaxy (of Heroes), and bring peace, order and pacification to a Galaxy where once there was none; only bureaucracy, greed and injustice. Our New Order will dominate the Arena with an Iron Fist and an unswerving resolve; fuelled by our rightful objective to bring peace, balance and order to the anarchy and lawlessness that plagues the Galaxy (of Heroes).
The Rebels have had their time to infest the Galaxy with their penchant for chaos, anarchy and indoctrination; now we will bring an end to their tyranny and rid the galaxy of these dogged zealots, and their radical ideologies, once and for all. At long last, the time has come for the Empire to rise amidst the turmoil and bring peace, order, balance and stability. Only then can the citizens of the Galaxy (of Heroes) begin to thrive and prosper.
Our troops are ready, and the Emperor is here for you, for everybody; rallying against the tyrants that plague your Shard. A new power shall emerge and bring forth a new order in the name of the Emperor, and bring a swift end to the Rebellion. Only then can we achieve peace and unity. As Governor of the Outer Rim Territories I endeavour t… DECRYPTION FAILED
END TRANSMISSION.
Seriously though… (a) I'm bored (b) I love the Empire (c) they should be way better than they are in game
The Empire should be a lot more powerful (and foreboding) than they are in game and should be a force to be reckoned with, much like they were in the Star Wars Universe. I believe they need some drastic changes. I’d like to discuss perhaps new toons, reworks and ideas to help balance the arena and give Empire a place in the meta as a cohesive Faction, and really make them a force to be reckoned with. At least on a par with the powerful Rebel (scum) Faction…
Let’s make a start anyway on a few of my own ideas. Even omitting those which I touch upon here there are many others… Palpatine, Krennic, TFP etc… I don’t touch upon and it would be interesting to see discussion on how best to boost them and make them more effective toons; bringing them on par with the current meta (i.e. ability adaptations and Zeta upgrades) … Or even discussion on bringing other factions out of obscurity (such as the recent Nightsister reworks) to achieve a proper balance and variety in Arena… new toons, reworks, Zetas etc.
Ultimately, as much as I’m pushing this from the perspective of The Empire (Since they are my favourite), the Arena as a whole needs a shake up and a lot more variety and teams to strategize and coordinate with.
Hopefully (with the Nightsisters being a step in the right direction), Arena will become more balanced over time and Luke/Rebels will become just one of many Factions or Squads that can thrive and compete both offensively and defensively in arena. The devs did a good job with the Nightsisters and Talzin. Let’s hope it’s just the beginning for Dark Side Factions to receive proper treatment and create a real balance…
VADER
In essence, this Vader is the Dark Side equivalent of Commander Luke Skywalker, complete with an unashamedly OP and versatile kit which includes Turn Meter manipulation, powerful debuffs, a new personal buff, a lot of DPS and a powerful Leader ability to unite the Galactic Empire as a Faction and make it a force to be reckoned with, as it should be.
Darth Vader (Empire Strikes Back)
Character Description:
Ruthless Attacker who dominates through Fear and Turn Meter manipulation
Affiliation:
Dark Side, Sith, Empire, Attacker
Subjugate (BASIC)
Deal Physical Damage to target enemy and remove 40% Turn Meter. If the enemy is debuffed, inflict Stun for 1 turn. If the target is not debuffed, inflict Daze and Buff Immunity for 2 turns.
Force Choke (SPECIAL)
Deal Physical Damage to target enemy, dispel all buffs and inflict Fear for 2 turns; then deal damage an additional time for each of the following; if the target is:
- Rebel
- Debuffed
- Above 25% Turn Meter
- Below 75% Protection
Fear: -50 Speed, can’t gain buffs, can’t score Critical Hits, receive damage equal to 20% of their Max Health when damaged. Starts on Cooldown. (Cooldown: 4)
Power of the Force (SPECIAL)
Remove 15% Turn Meter from all enemies and inflict Daze for 2 turns, then deal Physical Damage to target enemy and dispel all buffs. This cannot be Resisted. (ZETA: Vader then gains 15% Turn Meter for each debuffed enemy. Light Side enemies above 20% Turn meter are also Ability Blocked for 1 turn.) (Cooldown: 3)
Weapon of the Empire (UNIQUE)
Vader gains ‘Weapon of the Empire’ for 1 turn at the beginning of an encounter and whenever he scores a Critical hit. (ZETA:Whenever Vader scores a Critical Hit he is Cleansed of all debuffs and all enemies lose 10% Turn Meter. This cannot be Resisted.)
Weapon of the Empire: +35% Offense, +75% Counter Chance, +100% Tenacity, +50% Defence, +25% Critical Chance.
It Is Useless to Resist (UNIQUE)
Vader gains 35% Turn Meter when damaged. Debuffed enemies have -25% Critical Chance and lose 5% Turn Meter whenever Vader takes a turn. (ZETA: Whenever Vader uses a Special Ability or an enemy falls below 100% Health, reduce the cooldown of Force Choke by 1 turn.}
The Empire Strikes Back (LEADER)
Imperial allies gain +50% Defence, +25% Offence and +15 Speed. Whenever an Imperial Unit is damaged, they regain 10% Protection and gain 15% Turn Meter. When Critically Damaged, Imperial Units gain an additional 10% Turn Meter and Defence Up for 2 turns.
STATS
Health: 28,878
Protection: 31,012
Speed: 150
Physical Damage: 3171
Armour Penetration: 157
Physical Critical Chance: 43.9%
Armour: 25.2%
Potency: 25%
https://i0.wp.com/media2.slashfilm.com/slashfilm/wp/wp-content/images/rogue-one-darth-vader-ending-scene.jpg
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GENERAL TAGGE
Tagge is the Imperial R2-D2, and the ultimate Empire Support toon; boosting ally Stats, neutralising his enemies and offering a lot of Support. Whilst R2 conceals himself and protects his allies (both passively and with Smokescreen), Tagge reverses this and exposes his enemies; empowering his allies to crush their opponents. As a proponent of Imperial efficiency and a keen statistical analyst; obsessed with strength through numbers and unswerving resourcefulness, it rings true to Tagge’s character that he functions as a Support focussed on boosting statistics and amplifying combative effectiveness. He is one of my favourite Imperial high flyers; Head of the Imperial Army, Heir to TaggeCo. Industries and a key member of the Joint Chiefs of the Galactic Empire.
General Tagge
Character Description:
Practical Imperial Support who dispels enemy buffs and amplifies the effectiveness of Imperial allies.
Affiliations:
Dark Side, Empire, Support
Resourceful Incursion (BASIC)
Deal Special Damage to target enemy, with a 90% chance to inflict Stun for 1 turn. If this is Resisted, Imperial allies gain 10% Turn Meter and regain 5% Protection. If the target is a Rebel or debuffed, Dispel a random ally of all debuffs.
Might of the Imperial Armada (SPECIAL)
Inflict Defence Down on target enemy for 2 turns and call all allies to assist, dealing 20% less damage. Imperial allies gain 10% Turn Meter for each Critical Hit scored by this attack. (Cooldown: 4)
Neutralise (SPECIAL)
Dispel all enemies of all buffs. Imperial allies gain Offence Up for 2 turns and 25% Turn Meter. Rebel enemies are Ability Blocked for 1 turn and lose 20% Turn Meter. This cannot be Resisted. ZETA: Whilst this ability is not on cooldown, Tagge gains 5% Turn Meter whenever an enemy gains a buff. (Cooldown: 3)
Chief of the Imperial Army (UNIQUE)
Tagge has +85% Counter Chance and +30% Counter Damage. Whilst Tagge is active, Imperial allies have +15% Offence, +10% Critical Chance, +10% Max Protection, +15% Armour Penetration and +35% Potency. ZETA: Whenever an Imperial ally inflicts a debuff, they are dispelled of all debuffs and regain 3% Protection for each debuff dispelled.
STATS
Health: 31,428
Protection: 40,991
Speed: 138
Special Damage: 5,003
Resistance Penetration: 144
Special Critical Chance: 37.5%
Armour: 30.2%
Potency: 45%
https://vignette.wikia.nocookie.net/starwars/images/c/ca/GenCassioTagge-ANH.png/revision/latest?cb=20130221010727
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MAS AMEDDA
Mas Amedda is a very overlooked character, despite being one of the key players in the Empire and appearing regularly in any extended universe Canon material (Comics, books etc..) where the Empire or the Emperor himself are concerned. He is a very interesting character and one who has seen a lot; by Palpatines side since his time as Senator of Naboo, Chancellor of the Republic and Emperor of the Galaxy; and even beyond Palpatines death. Although not a fighter, Amedda is a man of keen intelligence and resourcefulness and offers his full unwavering support to Palpatine in all matters and believes in the Imperial dream. Hence his abilities mostly being intent on sustaining Imperial allies, specifically the Emperor himself. Ameda is one-quarter of the powerful and omniscient Imperial Quartet which maintain the Galactic Empire: Palpatine, Vader, Tarkin and Amedda.
Grand Vizier Mas Amedda
Character Description:
Shrewd Imperial Support who quickly shuts down his enemies and sustains his allies
Affiliations:
Dark Side, Empire, Support
Grand Viziers Command (BASIC)
Remove 50% Turn Meter from target enemy and grant all allies 10% Turn Meter. If the target is Taunting, dispel all buffs. If the target Resists this attack, Imperial allies gain 10% Turn Meter and regain 5% Protection.
Imperial Emissary (SPECIAL)
All allies are dispelled of all debuffs and gain 50% Turn Meter. Imperial allies regain 25% Protection and gain Speed Up for 2 turns. If Palpatine is present, he gains an additional 35% Turn Meter and resets all Cooldowns. (Cooldown: 4)
The Emperor’s Intermediary (SPECIAL)
Inflict Daze and Ability Block on all enemies for 2 turns and remove 25% Turn Meter. Palpatine gains 50% Turn Meter and regains 40% Max Protection. (Cooldown: 4)
Head of the Imperial Ruling Council (UNIQUE)
Whilst Amedda is active, Palpatine and Amedda have +50% Defence, +25% Max Protection and +20 Speed. Mas Amedda gains Foresight for 2 turns whenever Palpatine takes a turn. (ZETA: Whenever Mas Amedda takes a turn, Palpatine gains Foresight for 2 turns and one random ally is dispelled of all debuffs and gains 15% Turn Meter.)
STATS
Health: 29,721
Protection: 33,382
Physical Damage: 2013
Physical Critical Chance: 17.5%
Defence: 20.2%
Potency: 23%
Tenacity: 51%
Speed: 141
https://vignette.wikia.nocookie.net/ru.starwars/images/3/3f/Mas12432.jpg/revision/latest?cb=20140530102439
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AGENT KALLUS
Agent Kallus is a very interesting and popular character from the Rebels animated TV Series who switches allegiance and defects to the Rebellion from the Empire; trading his position as a top ISB Agent in the Galactic Empire to a double agent (Codename Fulcrum) and member of the Rebel Alliance.
Although interesting from a character development perspective, it’s also interesting in relation to SWGOH as it provides a unique (and as yet unexplored) opportunity to create a toon with factional duality; reflecting the journey of Kallus himself from dedicated ISB agent to a man with "the heart of a Rebel"
As an Imperial, he was an enforcer; trained as a field agent to keep the populace under control and prevent Rebellions from forming or succeeding. As a Rebel, he was an informant, intent on protecting his allies and keeping them safe and one step ahead of the Empire. So, It’s important to reflect this I believe in his Kit and try to strike a balance between an Attacker and a Support.
Agent Kallus (Fulcrum)
Character Description:
Versatile Support who passively boosts allies and crushes his enemies with a powerful AOE
Affiliations:
Light Side, Empire, Rebel, Support
Modified J-19 Bo-Rifle (BASIC)
Deal Physical Damage to target enemy and inflict Defence Down for 2 turns. On a Critical Hit, Kallus gains Protection Up (40%) for 4 turns. If Kallus already has Protection Up (40%), grant it to a random ally who doesn’t have it for 4 turns.
Collaborate (SPECIAL)
Call target ally to assist, then deal Physical Damage to target enemy. If the Assisting ally is an Imperial, they deal 70% more damage and inflict Stun and Defence Down for 2 turns. If the Assisting ally is a Rebel, they gain 50% Turn Meter, reduce all Cooldowns by 1 turn and regain 35% Protection. (Cooldown: 3)
Covert Manoeuvres (SPECIAL)
Agent Kallus gains Stealth (ZETA Pt. 1:, Offence Up, Critical Damage Up) and Foresight for 1 turn, then deals Special Damage to all enemies. Enemies above 75% Health lose 25% Turn Meter. (ZETA Pt. 2: Rebel enemies lose an additional 30% Turn Meter and Imperial enemies receive additional damage equal to 25% of their Max Health.) (Cooldown: 3)
Double Agent (UNIQUE)
Agent Kallus gains +12% Defence and Tenacity for each living enemy. For each Rebel ally, Kallus gains +4 Speed and +10% Max Health. For each Imperial ally, Kallus gains +7% Offence and +5% Max Protection. (ZETA: If Kallus is under a Rebel Lead, all Rebel allies gain +10 Speed. If Kallus is under an Empire Lead, all allies gain +10% Offence.)
STATS
Health: 26,626
Protection: 34,836
Physical Damage: 2,826
Physical Critical Chance: 35.2%
Armour Penetration: 89
Special Damage: 4231
Special Critical Chance: 36.7%
Resistance Penetration: 146
Defence: 27.3%
Tenacity: 47%
Speed: 142
His first Special "Collaborate", an Assist Attack; allows the player to select the attacking ally and serves two different functions based on whether the enemy is Rebel or Empire. If the ally is Imperial, this ability becomes a punishing attack, designed to crush the enemy with boosted damage, weaken their defences and halt them in their tracks (Stun)... reflecting the brutality of the Empire and their aggressive military tactics, methods which Kallus himself made frequent use of as an ISB Agent. If the selected ally is a Rebel, the ability switches function, reflecting Kallus's goals as a Rebel, protecting (and healing) his allies and keeping them one step ahead of the game.
His AOE Special "Covert Manoeuvres" deals a good amount of damage and makes Kallus an "attacking support" and with the Zeta deals a lot of damage. It is also involves Turn Meter removal and (with the Zeta) gains various bonuses dependent on whether the enemies are Rebel or Empire.
Finally, his Unique also reflects his Factional duality and provides bonuses which suit either the crushing tactics of the Empire or the swift survivalism of the Rebellion. For each Rebel ally, Kallus gains Health and Speed. As an informant to the Rebellion he needs to stay one step ahead and ensure the same for his allies. So it reflects his tactics as a Rebel: swift, decisive and robust. For each Imperial ally, Kallus hits harder (Offense gains) and gains Armour Penetration. As a Support, his Zeta on this Unique provides bonuses to all team members depending on the Lead (Empire or Rebel) he is serving under. This either makes his Rebels faster and more robust or makes his Imperial allies hit harder... reflection the "in-universe" nature of the factions themselves and the tactics Kallus used whilst serving under them.
https://lumiere-a.akamaihd.net/v1/images/kallus-bio-1_d0aac6c0.jpeg?region=0%2C0%2C1280%2C720
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IMPERIAL SCOUT TROOPER
Scout Trooper is an Imperial toon I see requested regularly on the forums as the next Imperial character or Trooper to appear in the game to help boost the Empires standing as a faction in Arena. Scout Troopers also happens to be my favourite Imperial Trooper.
Scout Trooper
Character Description:
Elusive Imperial Attacker who inflicts Target Lock.
Affiliations:
Dark Side, Empire, Imperial Trooper, Attacker
E-11 Blaster Bolt (BASIC)
Deal Physical Damage to target enemy. On a Critical Hit, Scout Trooper gains 40% Turn Meter regains 10% Protection. All Rebel enemies lose 2% Critical Chance for the rest of the encounter.
Flash Grenade (SPECIAL)
Dispel all buffs from all enemies, remove 20% Turn Meter and inflict Target Lock for 2 turns. Then, for each debuffed enemy, there is a 25% chance for all allies to gain Offence Up for 3 turns and a 20% chance for Scout Trooper to gain 65% Turn Meter. (Cooldown: 3)
Sharpshooter
Deal Physical Damage to target enemy and inflict Stun for 2 turns. This attack is a guaranteed Critical Hit (ZETA: , ignores all Armour and cannot be Evaded); dealing 20% more damage for each debuffed enemy. (Cooldown: 4)
Imperial Marksman (UNIQUE)
Scout Trooper has +15% Counter Chance for each Imperial ally (ZETA: and gains Stealth and Critical Damage Up for 1 turn at the start of an encounter and whenever he scores a Critical Hit). Whilst Scout Trooper is active, all Imperial Trooper allies gain +15% Armour Penetration. Target Locked enemies can’t gain buffs; have -10% Critical Chance and -35% Counter Chance.
STATS
Health: 25,242
Protection: 19,089
Physical Damage: 3,562
Physical Critical Chance: 34.4%
Armour Penetration: 141
Potency: 62.6%
Defence: 30.2%
Tenacity: 50%
Speed: 162
https://lumiere-a.akamaihd.net/v1/images/image_ff8262cd.jpeg?region=0%2C100%2C1920%2C1080&width=768
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TARKIN
Finally, my favourite character from the Star Wars Universe, Grand Moff Tarkin, Governor of the Outer Rim and Controller of the Death Star Mobile Battle Station; described by Emperor Palpatine himself as a tactical and military genius, his political apprentice, and one of the key Architects of the Empire. On a hierarchical par with Vader himself, Tarkin is the Emperors political and visionary apprentice and perhaps the only being Palpatine considers his intellectual equal and completely trusts. Conqueror of the Mid Rim territories and spearheading the campaign to bring the Outer Rim under Imperial control, Tarkin is the most decorated, experienced and successful Imperial Officer, renowned for his persistence and ruthless military tactics. Sadly… this isn’t reflected in game.
Unfortunately, Tarkin has already been reworked before and somewhat recently so any future changes to him look doubtful. However, it is a shame that the most senior member of the Galactic Empire (other than Palpatine) and one of the foremost Architect of the Imperial Order is so weak in Arena; the true battlefield of SWGOH, where the in-universe Tarkin thrives the most and wields his ruthless military might and genius.
Hence, I find it rather disappointing that he is severely lacking in any real threat or damage and does not bolster and inspire his Imperial subordinates and allies as he does in Canon literature. Nonetheless, I feel he needs some major changes.
As this is a rework of an existing toon, any amendments are displayed in Bold
Grand Moff Tarkin
Character Description:
Offensive Empire Support with crushing AoE debuffs
Affiliations:
Dark Side, Empire, Fleet Commander, Support
Suppress (BASIC)
Inflict Defence Down on target enemy for 1 turn, then deal Special damage and dispel all buffs. This attack deals 10% more damage for each living ally. Tarkin gains 75% Potency (stacking) until he next uses Ultimate Firepower.
Ultimate Firepower (SPECIAL)
Deal Special Damage to all enemies and inflict Daze for 2 turns with a 100% chance to remove 60% Turn Meter. This attack gains Offense equal to double Tarkin’s Potency percentage. (Cooldown: 3)
Intimidation Tactics (SPECIAL)
Gain Potency and Offence Up for 3 turns, then inflict Critical Chance Down and Offence Down on all enemies for 3 turns and remove 20% Turn Meter. This cannot be Resisted. Tarkin then gains 15% Turn Meter for each debuffed enemy. (Cooldown: 4)
Callous Conviction (UNIQUE)
Tarkin gains Defence equal to his Potency Percentage ZETA: and 50% Potency per debuffed enemy. Tarkin gains +4 Speed for each living ally and ignores all Armour and Resistance when attacking debuffed enemies.
Tighten the Grip (LEADER)
Empire allies gain +30 Speed and +25% Offence. (ZETA: Inflict Defence Down, Ability Block and Expose for 2 turns on enemies that fall below 50% Protection or 100% Health during an Imperial allies turn. This cannot be Resisted.
STATS
Health: 25,156 to 26,991
Protection: 23,132 to 28,273
Speed: 134
Special Damage: 3,609 to 4,343
Resistance Penetration: 82 to 98
Special Critical Chance: 21.1 to 28.9%
Armour: 26.6%
Potency: 43% to 56%
https://timedotcom.files.wordpress.com/2016/12/grand-moff-tarkin1.jpg?quality=85
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Thanks for reading. Hope you like the suggestions and ideas. What do you believe is needed to strike a proper balance in SWGOH… the Arena in particular?
Oh and… LONG LIVE THE EMPIRE! Don’t believe the lies and propaganda of the Rebel terrorists!
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TRANSMISSION PARTIAL RECOVERY (49%)
ENCRYPTION CODE: 326-ADU-SWN
LOCATION: OUTER RIM TERRITORIES – ERIADU – SESWENNA SECTOR.
CLEARANCE CODES (APPROVED) - DECRYPTION SUCCESSFUL .
COMS RE-ESTABLISHED:
... our bold Imperial vision of the future requires not only the service of those of immaculate reputation and consummate skill in the just exercise of power, but also the service of a vast military dedicated to upholding the laws necessary to ensure galactic harmony.
It may appear to some that the enactment of universal laws and the widespread deployment of a heavily armed military are steps toward galactic domination, but these actions are taken merely to protect us from those who would invade, enslave, exploit, or foment political dissent; and punish accordingly any who engage in such acts.
Look on our new military not as trespassers or interlopers, but as gatekeepers, here to shore up the Emperor's vision of a pacified and prosperous galaxy. END
http://vignette3.wikia.nocookie.net/starwars/images/a/ad/Strength_and_Obedience_propaganda.jpg/revision/latest?cb=20160314201657
URGENT MESSAGE: ENCRYPTION CODE 326-ADU-SWN:
LOCATION: OUTER RIM TERRITORIES – ERIADU – SESWENNA SECTOR.
CLEARANCE CODES (APPROVED) - DECRYPTION SUCCESSFUL . . .
FULL COMMUNICATION:
From the Office of Grand Moff Tarkin, Governor of the Outer Rim
CALL TO ACTION - RISE OF THE GALACTIC EMPIRE:
It is time for the Galactic Empire to rise from the ashes and the chaos to take its rightful place as the dominant military force in the Galaxy (of Heroes), and bring peace, order and pacification to a Galaxy where once there was none; only bureaucracy, greed and injustice. Our New Order will dominate the Arena with an Iron Fist and an unswerving resolve; fuelled by our rightful objective to bring peace, balance and order to the anarchy and lawlessness that plagues the Galaxy (of Heroes).
The Rebels have had their time to infest the Galaxy with their penchant for chaos, anarchy and indoctrination; now we will bring an end to their tyranny and rid the galaxy of these dogged zealots, and their radical ideologies, once and for all. At long last, the time has come for the Empire to rise amidst the turmoil and bring peace, order, balance and stability. Only then can the citizens of the Galaxy (of Heroes) begin to thrive and prosper.
Our troops are ready, and the Emperor is here for you, for everybody; rallying against the tyrants that plague your Shard. A new power shall emerge and bring forth a new order in the name of the Emperor, and bring a swift end to the Rebellion. Only then can we achieve peace and unity. As Governor of the Outer Rim Territories I endeavour t… DECRYPTION FAILED
END TRANSMISSION.
Seriously though… (a) I'm bored (b) I love the Empire (c) they should be way better than they are in game
The Empire should be a lot more powerful (and foreboding) than they are in game and should be a force to be reckoned with, much like they were in the Star Wars Universe. I believe they need some drastic changes. I’d like to discuss perhaps new toons, reworks and ideas to help balance the arena and give Empire a place in the meta as a cohesive Faction, and really make them a force to be reckoned with. At least on a par with the powerful Rebel (scum) Faction…
Let’s make a start anyway on a few of my own ideas. Even omitting those which I touch upon here there are many others… Palpatine, Krennic, TFP etc… I don’t touch upon and it would be interesting to see discussion on how best to boost them and make them more effective toons; bringing them on par with the current meta (i.e. ability adaptations and Zeta upgrades) … Or even discussion on bringing other factions out of obscurity (such as the recent Nightsister reworks) to achieve a proper balance and variety in Arena… new toons, reworks, Zetas etc.
Ultimately, as much as I’m pushing this from the perspective of The Empire (Since they are my favourite), the Arena as a whole needs a shake up and a lot more variety and teams to strategize and coordinate with.
Hopefully (with the Nightsisters being a step in the right direction), Arena will become more balanced over time and Luke/Rebels will become just one of many Factions or Squads that can thrive and compete both offensively and defensively in arena. The devs did a good job with the Nightsisters and Talzin. Let’s hope it’s just the beginning for Dark Side Factions to receive proper treatment and create a real balance…
VADER
In essence, this Vader is the Dark Side equivalent of Commander Luke Skywalker, complete with an unashamedly OP and versatile kit which includes Turn Meter manipulation, powerful debuffs, a new personal buff, a lot of DPS and a powerful Leader ability to unite the Galactic Empire as a Faction and make it a force to be reckoned with, as it should be.
Darth Vader (Empire Strikes Back)
Character Description:
Ruthless Attacker who dominates through Fear and Turn Meter manipulation
Affiliation:
Dark Side, Sith, Empire, Attacker
Subjugate (BASIC)
Deal Physical Damage to target enemy and remove 40% Turn Meter. If the enemy is debuffed, inflict Stun for 1 turn. If the target is not debuffed, inflict Daze and Buff Immunity for 2 turns.
Force Choke (SPECIAL)
Deal Physical Damage to target enemy, dispel all buffs and inflict Fear for 2 turns; then deal damage an additional time for each of the following; if the target is:
- Rebel
- Debuffed
- Above 25% Turn Meter
- Below 75% Protection
Fear: -50 Speed, can’t gain buffs, can’t score Critical Hits, receive damage equal to 20% of their Max Health when damaged. Starts on Cooldown. (Cooldown: 4)
Power of the Force (SPECIAL)
Remove 15% Turn Meter from all enemies and inflict Daze for 2 turns, then deal Physical Damage to target enemy and dispel all buffs. This cannot be Resisted. (ZETA: Vader then gains 15% Turn Meter for each debuffed enemy. Light Side enemies above 20% Turn meter are also Ability Blocked for 1 turn.) (Cooldown: 3)
Weapon of the Empire (UNIQUE)
Vader gains ‘Weapon of the Empire’ for 1 turn at the beginning of an encounter and whenever he scores a Critical hit. (ZETA:Whenever Vader scores a Critical Hit he is Cleansed of all debuffs and all enemies lose 10% Turn Meter. This cannot be Resisted.)
Weapon of the Empire: +35% Offense, +75% Counter Chance, +100% Tenacity, +50% Defence, +25% Critical Chance.
It Is Useless to Resist (UNIQUE)
Vader gains 35% Turn Meter when damaged. Debuffed enemies have -25% Critical Chance and lose 5% Turn Meter whenever Vader takes a turn. (ZETA: Whenever Vader uses a Special Ability or an enemy falls below 100% Health, reduce the cooldown of Force Choke by 1 turn.}
The Empire Strikes Back (LEADER)
Imperial allies gain +50% Defence, +25% Offence and +15 Speed. Whenever an Imperial Unit is damaged, they regain 10% Protection and gain 15% Turn Meter. When Critically Damaged, Imperial Units gain an additional 10% Turn Meter and Defence Up for 2 turns.
STATS
Health: 28,878
Protection: 31,012
Speed: 150
Physical Damage: 3171
Armour Penetration: 157
Physical Critical Chance: 43.9%
Armour: 25.2%
Potency: 25%
https://i0.wp.com/media2.slashfilm.com/slashfilm/wp/wp-content/images/rogue-one-darth-vader-ending-scene.jpg
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GENERAL TAGGE
Tagge is the Imperial R2-D2, and the ultimate Empire Support toon; boosting ally Stats, neutralising his enemies and offering a lot of Support. Whilst R2 conceals himself and protects his allies (both passively and with Smokescreen), Tagge reverses this and exposes his enemies; empowering his allies to crush their opponents. As a proponent of Imperial efficiency and a keen statistical analyst; obsessed with strength through numbers and unswerving resourcefulness, it rings true to Tagge’s character that he functions as a Support focussed on boosting statistics and amplifying combative effectiveness. He is one of my favourite Imperial high flyers; Head of the Imperial Army, Heir to TaggeCo. Industries and a key member of the Joint Chiefs of the Galactic Empire.
General Tagge
Character Description:
Practical Imperial Support who dispels enemy buffs and amplifies the effectiveness of Imperial allies.
Affiliations:
Dark Side, Empire, Support
Resourceful Incursion (BASIC)
Deal Special Damage to target enemy, with a 90% chance to inflict Stun for 1 turn. If this is Resisted, Imperial allies gain 10% Turn Meter and regain 5% Protection. If the target is a Rebel or debuffed, Dispel a random ally of all debuffs.
Might of the Imperial Armada (SPECIAL)
Inflict Defence Down on target enemy for 2 turns and call all allies to assist, dealing 20% less damage. Imperial allies gain 10% Turn Meter for each Critical Hit scored by this attack. (Cooldown: 4)
Neutralise (SPECIAL)
Dispel all enemies of all buffs. Imperial allies gain Offence Up for 2 turns and 25% Turn Meter. Rebel enemies are Ability Blocked for 1 turn and lose 20% Turn Meter. This cannot be Resisted. ZETA: Whilst this ability is not on cooldown, Tagge gains 5% Turn Meter whenever an enemy gains a buff. (Cooldown: 3)
Chief of the Imperial Army (UNIQUE)
Tagge has +85% Counter Chance and +30% Counter Damage. Whilst Tagge is active, Imperial allies have +15% Offence, +10% Critical Chance, +10% Max Protection, +15% Armour Penetration and +35% Potency. ZETA: Whenever an Imperial ally inflicts a debuff, they are dispelled of all debuffs and regain 3% Protection for each debuff dispelled.
STATS
Health: 31,428
Protection: 40,991
Speed: 138
Special Damage: 5,003
Resistance Penetration: 144
Special Critical Chance: 37.5%
Armour: 30.2%
Potency: 45%
https://vignette.wikia.nocookie.net/starwars/images/c/ca/GenCassioTagge-ANH.png/revision/latest?cb=20130221010727
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MAS AMEDDA
Mas Amedda is a very overlooked character, despite being one of the key players in the Empire and appearing regularly in any extended universe Canon material (Comics, books etc..) where the Empire or the Emperor himself are concerned. He is a very interesting character and one who has seen a lot; by Palpatines side since his time as Senator of Naboo, Chancellor of the Republic and Emperor of the Galaxy; and even beyond Palpatines death. Although not a fighter, Amedda is a man of keen intelligence and resourcefulness and offers his full unwavering support to Palpatine in all matters and believes in the Imperial dream. Hence his abilities mostly being intent on sustaining Imperial allies, specifically the Emperor himself. Ameda is one-quarter of the powerful and omniscient Imperial Quartet which maintain the Galactic Empire: Palpatine, Vader, Tarkin and Amedda.
Grand Vizier Mas Amedda
Character Description:
Shrewd Imperial Support who quickly shuts down his enemies and sustains his allies
Affiliations:
Dark Side, Empire, Support
Grand Viziers Command (BASIC)
Remove 50% Turn Meter from target enemy and grant all allies 10% Turn Meter. If the target is Taunting, dispel all buffs. If the target Resists this attack, Imperial allies gain 10% Turn Meter and regain 5% Protection.
Imperial Emissary (SPECIAL)
All allies are dispelled of all debuffs and gain 50% Turn Meter. Imperial allies regain 25% Protection and gain Speed Up for 2 turns. If Palpatine is present, he gains an additional 35% Turn Meter and resets all Cooldowns. (Cooldown: 4)
The Emperor’s Intermediary (SPECIAL)
Inflict Daze and Ability Block on all enemies for 2 turns and remove 25% Turn Meter. Palpatine gains 50% Turn Meter and regains 40% Max Protection. (Cooldown: 4)
Head of the Imperial Ruling Council (UNIQUE)
Whilst Amedda is active, Palpatine and Amedda have +50% Defence, +25% Max Protection and +20 Speed. Mas Amedda gains Foresight for 2 turns whenever Palpatine takes a turn. (ZETA: Whenever Mas Amedda takes a turn, Palpatine gains Foresight for 2 turns and one random ally is dispelled of all debuffs and gains 15% Turn Meter.)
STATS
Health: 29,721
Protection: 33,382
Physical Damage: 2013
Physical Critical Chance: 17.5%
Defence: 20.2%
Potency: 23%
Tenacity: 51%
Speed: 141
https://vignette.wikia.nocookie.net/ru.starwars/images/3/3f/Mas12432.jpg/revision/latest?cb=20140530102439
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AGENT KALLUS
Agent Kallus is a very interesting and popular character from the Rebels animated TV Series who switches allegiance and defects to the Rebellion from the Empire; trading his position as a top ISB Agent in the Galactic Empire to a double agent (Codename Fulcrum) and member of the Rebel Alliance.
Although interesting from a character development perspective, it’s also interesting in relation to SWGOH as it provides a unique (and as yet unexplored) opportunity to create a toon with factional duality; reflecting the journey of Kallus himself from dedicated ISB agent to a man with "the heart of a Rebel"
As an Imperial, he was an enforcer; trained as a field agent to keep the populace under control and prevent Rebellions from forming or succeeding. As a Rebel, he was an informant, intent on protecting his allies and keeping them safe and one step ahead of the Empire. So, It’s important to reflect this I believe in his Kit and try to strike a balance between an Attacker and a Support.
Agent Kallus (Fulcrum)
Character Description:
Versatile Support who passively boosts allies and crushes his enemies with a powerful AOE
Affiliations:
Light Side, Empire, Rebel, Support
Modified J-19 Bo-Rifle (BASIC)
Deal Physical Damage to target enemy and inflict Defence Down for 2 turns. On a Critical Hit, Kallus gains Protection Up (40%) for 4 turns. If Kallus already has Protection Up (40%), grant it to a random ally who doesn’t have it for 4 turns.
Collaborate (SPECIAL)
Call target ally to assist, then deal Physical Damage to target enemy. If the Assisting ally is an Imperial, they deal 70% more damage and inflict Stun and Defence Down for 2 turns. If the Assisting ally is a Rebel, they gain 50% Turn Meter, reduce all Cooldowns by 1 turn and regain 35% Protection. (Cooldown: 3)
Covert Manoeuvres (SPECIAL)
Agent Kallus gains Stealth (ZETA Pt. 1:, Offence Up, Critical Damage Up) and Foresight for 1 turn, then deals Special Damage to all enemies. Enemies above 75% Health lose 25% Turn Meter. (ZETA Pt. 2: Rebel enemies lose an additional 30% Turn Meter and Imperial enemies receive additional damage equal to 25% of their Max Health.) (Cooldown: 3)
Double Agent (UNIQUE)
Agent Kallus gains +12% Defence and Tenacity for each living enemy. For each Rebel ally, Kallus gains +4 Speed and +10% Max Health. For each Imperial ally, Kallus gains +7% Offence and +5% Max Protection. (ZETA: If Kallus is under a Rebel Lead, all Rebel allies gain +10 Speed. If Kallus is under an Empire Lead, all allies gain +10% Offence.)
STATS
Health: 26,626
Protection: 34,836
Physical Damage: 2,826
Physical Critical Chance: 35.2%
Armour Penetration: 89
Special Damage: 4231
Special Critical Chance: 36.7%
Resistance Penetration: 146
Defence: 27.3%
Tenacity: 47%
Speed: 142
His first Special "Collaborate", an Assist Attack; allows the player to select the attacking ally and serves two different functions based on whether the enemy is Rebel or Empire. If the ally is Imperial, this ability becomes a punishing attack, designed to crush the enemy with boosted damage, weaken their defences and halt them in their tracks (Stun)... reflecting the brutality of the Empire and their aggressive military tactics, methods which Kallus himself made frequent use of as an ISB Agent. If the selected ally is a Rebel, the ability switches function, reflecting Kallus's goals as a Rebel, protecting (and healing) his allies and keeping them one step ahead of the game.
His AOE Special "Covert Manoeuvres" deals a good amount of damage and makes Kallus an "attacking support" and with the Zeta deals a lot of damage. It is also involves Turn Meter removal and (with the Zeta) gains various bonuses dependent on whether the enemies are Rebel or Empire.
Finally, his Unique also reflects his Factional duality and provides bonuses which suit either the crushing tactics of the Empire or the swift survivalism of the Rebellion. For each Rebel ally, Kallus gains Health and Speed. As an informant to the Rebellion he needs to stay one step ahead and ensure the same for his allies. So it reflects his tactics as a Rebel: swift, decisive and robust. For each Imperial ally, Kallus hits harder (Offense gains) and gains Armour Penetration. As a Support, his Zeta on this Unique provides bonuses to all team members depending on the Lead (Empire or Rebel) he is serving under. This either makes his Rebels faster and more robust or makes his Imperial allies hit harder... reflection the "in-universe" nature of the factions themselves and the tactics Kallus used whilst serving under them.
https://lumiere-a.akamaihd.net/v1/images/kallus-bio-1_d0aac6c0.jpeg?region=0%2C0%2C1280%2C720
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IMPERIAL SCOUT TROOPER
Scout Trooper is an Imperial toon I see requested regularly on the forums as the next Imperial character or Trooper to appear in the game to help boost the Empires standing as a faction in Arena. Scout Troopers also happens to be my favourite Imperial Trooper.
Scout Trooper
Character Description:
Elusive Imperial Attacker who inflicts Target Lock.
Affiliations:
Dark Side, Empire, Imperial Trooper, Attacker
E-11 Blaster Bolt (BASIC)
Deal Physical Damage to target enemy. On a Critical Hit, Scout Trooper gains 40% Turn Meter regains 10% Protection. All Rebel enemies lose 2% Critical Chance for the rest of the encounter.
Flash Grenade (SPECIAL)
Dispel all buffs from all enemies, remove 20% Turn Meter and inflict Target Lock for 2 turns. Then, for each debuffed enemy, there is a 25% chance for all allies to gain Offence Up for 3 turns and a 20% chance for Scout Trooper to gain 65% Turn Meter. (Cooldown: 3)
Sharpshooter
Deal Physical Damage to target enemy and inflict Stun for 2 turns. This attack is a guaranteed Critical Hit (ZETA: , ignores all Armour and cannot be Evaded); dealing 20% more damage for each debuffed enemy. (Cooldown: 4)
Imperial Marksman (UNIQUE)
Scout Trooper has +15% Counter Chance for each Imperial ally (ZETA: and gains Stealth and Critical Damage Up for 1 turn at the start of an encounter and whenever he scores a Critical Hit). Whilst Scout Trooper is active, all Imperial Trooper allies gain +15% Armour Penetration. Target Locked enemies can’t gain buffs; have -10% Critical Chance and -35% Counter Chance.
STATS
Health: 25,242
Protection: 19,089
Physical Damage: 3,562
Physical Critical Chance: 34.4%
Armour Penetration: 141
Potency: 62.6%
Defence: 30.2%
Tenacity: 50%
Speed: 162
https://lumiere-a.akamaihd.net/v1/images/image_ff8262cd.jpeg?region=0%2C100%2C1920%2C1080&width=768
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TARKIN
Finally, my favourite character from the Star Wars Universe, Grand Moff Tarkin, Governor of the Outer Rim and Controller of the Death Star Mobile Battle Station; described by Emperor Palpatine himself as a tactical and military genius, his political apprentice, and one of the key Architects of the Empire. On a hierarchical par with Vader himself, Tarkin is the Emperors political and visionary apprentice and perhaps the only being Palpatine considers his intellectual equal and completely trusts. Conqueror of the Mid Rim territories and spearheading the campaign to bring the Outer Rim under Imperial control, Tarkin is the most decorated, experienced and successful Imperial Officer, renowned for his persistence and ruthless military tactics. Sadly… this isn’t reflected in game.
Unfortunately, Tarkin has already been reworked before and somewhat recently so any future changes to him look doubtful. However, it is a shame that the most senior member of the Galactic Empire (other than Palpatine) and one of the foremost Architect of the Imperial Order is so weak in Arena; the true battlefield of SWGOH, where the in-universe Tarkin thrives the most and wields his ruthless military might and genius.
Hence, I find it rather disappointing that he is severely lacking in any real threat or damage and does not bolster and inspire his Imperial subordinates and allies as he does in Canon literature. Nonetheless, I feel he needs some major changes.
As this is a rework of an existing toon, any amendments are displayed in Bold
Grand Moff Tarkin
Character Description:
Offensive Empire Support with crushing AoE debuffs
Affiliations:
Dark Side, Empire, Fleet Commander, Support
Suppress (BASIC)
Inflict Defence Down on target enemy for 1 turn, then deal Special damage and dispel all buffs. This attack deals 10% more damage for each living ally. Tarkin gains 75% Potency (stacking) until he next uses Ultimate Firepower.
Ultimate Firepower (SPECIAL)
Deal Special Damage to all enemies and inflict Daze for 2 turns with a 100% chance to remove 60% Turn Meter. This attack gains Offense equal to double Tarkin’s Potency percentage. (Cooldown: 3)
Intimidation Tactics (SPECIAL)
Gain Potency and Offence Up for 3 turns, then inflict Critical Chance Down and Offence Down on all enemies for 3 turns and remove 20% Turn Meter. This cannot be Resisted. Tarkin then gains 15% Turn Meter for each debuffed enemy. (Cooldown: 4)
Callous Conviction (UNIQUE)
Tarkin gains Defence equal to his Potency Percentage ZETA: and 50% Potency per debuffed enemy. Tarkin gains +4 Speed for each living ally and ignores all Armour and Resistance when attacking debuffed enemies.
Tighten the Grip (LEADER)
Empire allies gain +30 Speed and +25% Offence. (ZETA: Inflict Defence Down, Ability Block and Expose for 2 turns on enemies that fall below 50% Protection or 100% Health during an Imperial allies turn. This cannot be Resisted.
STATS
Health: 25,156 to 26,991
Protection: 23,132 to 28,273
Speed: 134
Special Damage: 3,609 to 4,343
Resistance Penetration: 82 to 98
Special Critical Chance: 21.1 to 28.9%
Armour: 26.6%
Potency: 43% to 56%
https://timedotcom.files.wordpress.com/2016/12/grand-moff-tarkin1.jpg?quality=85
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Thanks for reading. Hope you like the suggestions and ideas. What do you believe is needed to strike a proper balance in SWGOH… the Arena in particular?
Oh and… LONG LIVE THE EMPIRE! Don’t believe the lies and propaganda of the Rebel terrorists!
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TRANSMISSION PARTIAL RECOVERY (49%)
ENCRYPTION CODE: 326-ADU-SWN
LOCATION: OUTER RIM TERRITORIES – ERIADU – SESWENNA SECTOR.
CLEARANCE CODES (APPROVED) - DECRYPTION SUCCESSFUL .
COMS RE-ESTABLISHED:
... our bold Imperial vision of the future requires not only the service of those of immaculate reputation and consummate skill in the just exercise of power, but also the service of a vast military dedicated to upholding the laws necessary to ensure galactic harmony.
It may appear to some that the enactment of universal laws and the widespread deployment of a heavily armed military are steps toward galactic domination, but these actions are taken merely to protect us from those who would invade, enslave, exploit, or foment political dissent; and punish accordingly any who engage in such acts.
Look on our new military not as trespassers or interlopers, but as gatekeepers, here to shore up the Emperor's vision of a pacified and prosperous galaxy. END
http://vignette3.wikia.nocookie.net/starwars/images/a/ad/Strength_and_Obedience_propaganda.jpg/revision/latest?cb=20160314201657