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mxyqwt4yiy0p's avatar
mxyqwt4yiy0p
Seasoned Newcomer
11 hours ago

Jedi Master Dooku - Kit Concept

Alignment: Light Side
Role: Attacker
Faction: Galactic Republic, Jedi, Jedi Vanguard
this unit is intended to be a lifter for all the different useless Galactic Republic Jedi (e.g. Jedi Knight Guardian, Jedi Consular, Luminara, Eeth Koth, Kit Fisto etc.) (also all of them happen to be Jedi Vanguard, also I want to make Grand Master Yoda a Jedi Vanguard for this team)


Basic: Deal Physical Damage to target enemy. Grant Potency Up and Tenacity Up to a Jedi Vanguard ally who doesn't already have it for 1 turn. On his turn, Jedi Master Dooku gains a buff based on the target enemy's role:
- Attacker: Offense Up
- Tanks: Defense Up
- Healers and Supports: Speed Up

Special 1: (Cooldown 3) Deal Physical Damage to all enemies and inflict them with a debuff based on their role:
- Attacker: Offense Down
- Tanks: Defense Down
- Healers and Supports: Speed Down
Jedi Master Dooku gains Offense equal to half of all Tank allies' Defense.

Special 2: (Cooldown 5) Dispel all buffs on all allies and all debuffs on all enemies, which can't be evaded. Deal Physical Damage to target enemy twice, and for each effect dispelled, this attack deals 5% more damage. This ability can't be evaded. If this attack defeats an enemy, all enemies are inflicted with Accuracy Down, Critical Chance Down, Critical Damage Down, Defense Down, Evasion Down, Offense Down, Potency Down, Speed Down, Health Down, and Tenacity Down for 1 turn.


Leader (Zeta, Omicron)
Jedi Vanguard allies have +100% Max Health, Max Protection, Offense, Defense, +50% Potency, Tenacity and +50 Speed. 

If all allies are Jedi Vanguard at the start of the battle, all chance effects are increased to 100%. At the start of each encounter and the first time each other Jedi Vanguard ally falls below 50% Health, Healer allies take a bonus turn and their cooldowns are reset. Jedi Vanguard Tank allies gain Taunt for 1 turn at the start of each encounter, which can't be dispelled or prevented. Whenever a Tank ally uses a Special ability, they gain Taunt for 1 turn and 5% Defense (stacking) until the end of the battle. 

Whenever an enemy is defeated, inflict all enemies with Health Down for 1 turn. Whenever an ally gains Health Up, they gain 10% Max Health (stacking, max 50%) for the rest of the battle.

Whenever an ally gain Foresight, all allies gain Evasion Up for 1 turn and all enemies are inflicted with Accuracy Down for 1 turn.

Whenever an ally critically hits an enemy, all allies gain Critical Damage Up and Critical Chance Up for 1 turn.

Whenever an ally inflicts a debuff on an enemy, all allies gain the opposite buff for 2 turns (limit one per turn). Whenever an ally gains a buff, they inflict the target enemy with the opposite debuff for 2 turns.

While in Grand Arenas: Whenever a Jedi Vanguard ally gains a buff, they recover 5% Health and Protection (limit once per turn). Whenever an enemy is inflicted with a debuff, Jedi Vanguard allies gain 5% Offense (stacking) until the end of the battle. Jedi Master Dooku takes a bonus turn whenever an enemy falls below 50% Health (limit once per enemy).


Unique (Zeta, Omicron)
Jedi Master Dooku has +50% Offense and Critical Damage. If Jedi Master Dooku is buffed and the target enemy is debuffed, his attacks are guaranteed to be critical hits and when he uses an ability during his turn, he assists (limit once per turn). Jedi Master Dooku ignores all Taunt effects. Jedi Master Dooku gains 1% Offense (stacking) on his turn for each buff on each Jedi Vanguard ally and each debuff on the enemy team. If Jedi Master Mace Windu is not an ally and Jedi Master Dooku is in the Leader slot and all allies are Jedi Vanguard, all Leader abilities are activated and all Jedi Vanguard allies (except Jedi Master Dooku) grants their Unique ability to all other Jedi Vanguard allies. 

While in Grand Arenas: Jedi Master Dooku's attacks ignore Protection. Enemies defeated by Jedi Master Dooku can't be revived.

what do you guys think?

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