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Ichiraikou's avatar
Ichiraikou
Seasoned Ace
5 years ago

Lord Vader Kit Idea

After all the Lord Vader/Fallen Anakin kits lately, I wanted to try my own version of an idea for him. He is meant to go with my Darth Sidious Rework Idea, and also a bit with my Darth Maul and Savage Oppress Rework Ideas. So check those out as well. As always, tell me what you think.


Lord Vader
Dark Side, Attacker (STR), Sith
Fallen Chosen One who’s fury allows him to take extra turns as enemies are defeated.


Raging Blow (Basic)
Deal Physical damage to target enemy and Daze them for 2 turns. If target enemy was already Dazed, reduce Lord Vader’s cooldowns by 1.

Force Choke (Special) (Cooldown: 4)
Reduce target enemy’s Max Health by 20% (stacking, excludes raid bosses), which can’t be Resisted. Then, deal Physical damage to target enemy and Stun them for 1 turn. This attack can’t be Evaded.
When this Stun expires, or if this Stun is Resisted, the target is Dazed for 2 turns and all enemies suffer Critical Chance Down for 2 turns, which can’t be Evaded or Resisted.

Furious Strike (Special) (Cooldown: 8/6) (Zeta)
Dispel all buffs from target enemy, then deal Physical damage to them. This attack can’t be Evaded and deals 75% more damage against Galactic Republic or Jedi, increased to 125% against Galactic Republic Jedi. This ability starts on cooldown and has it’s cooldown reduced by 2 when it scores a finishing blow.

Focused Fury (Unique)
Lord Vader has +100% Defence Penetration, ignores Taunt during his turn, and can’t gain or lose (bonus) Turn Meter. Whenever an enemy falls below 100% Health or is defeated, Lord Vader takes a bonus turn.

Fallen Chosen One (Unique) (Zeta)
Lord Vader has +30% Critical Avoidance, Critical Chance, and Critical Damage. If Darth Sidious is an ally at the start of battle, he also gains these bonuses and Lord Vader recovers 12,5% Health and 25% Protection whenever any unit is defeated.
While Lord Vader is active, enemies can’t gain Critical Hit Immunity or Protection Up.

10 Replies

  • Grogu_SWGOH's avatar
    Grogu_SWGOH
    Seasoned Adventurer
    5 years ago
    The basic is pretty good, overall.The special is good, too, until you get to the part where it inflicts Critical Chance Down. What does that have to do with Lord Vader? And to all enemies for no reason? Also, the ability could use a little nerf because of him taking bonus turns. Though adding the Daze at the end was good. Anyway, the second special is too OP because ignoring the protection. And the extra damage to Galactic Republic and Jedi. The cooldown time is very unpredictable. More like this: Cooldown 6 - Dispel all buffs from target enemy, then deal Physical damage to them. This attack can’t be Evaded and deals 75% more damage against Galactic Republic or Jedi, (Zeta: increased to 125% against Galactic Republic Jedi). This ability starts on cooldown. (Zeta: Cooldown -2). Next unique is basically perfect. The last unique, however, concerns me. Why does he gain critical avoidance? He should also have more synergy with darth sidious. Other than that, nicely worked kit!
  • "Yoda_the_fast;c-2161421" wrote:
    The basic is pretty good, overall.The special is good, too, until you get to the part where it inflicts Critical Chance Down. What does that have to do with Lord Vader? And to all enemies for no reason? Also, the ability could use a little nerf because of him taking bonus turns. Though adding the Daze at the end was good. Anyway, the second special is too OP because ignoring the protection. And the extra damage to Galactic Republic and Jedi. The cooldown time is very unpredictable. More like this: Cooldown 6 - Dispel all buffs from target enemy, then deal Physical damage to them. This attack can’t be Evaded and deals 75% more damage against Galactic Republic or Jedi, (Zeta: increased to 125% against Galactic Republic Jedi). This ability starts on cooldown. (Zeta: Cooldown -2). Next unique is basically perfect. The last unique, however, concerns me. Why does he gain critical avoidance? He should also have more synergy with darth sidious. Other than that, nicely worked kit!


    @Yoda_the_fast thank you for the feedback.
    For starters, I've toned down the second special a bit. It no longer ignores protection. But I didn't take your version either. What you proposed as the zeta isn't zeta worthy enough for me and I don't want this ability to have the exact same cooldown as his first special (at least use the first special twice before this one). Instead, when fully zeta'd, this ability has a cooldown of 6 and can be reduced to 4 on a finishing blow. A bit more balanced.
    Next I'd like to ask: what exactly is wrong with the critical avoidance and Critical Chance down? I mean, GAS (his previous version), has a lot of anti crit stuff (prevention Crits out of turn and becoming entirely immune when alone). This version of him doesn't have the full heavy suit yet but also is somewhat corrupted, so not really preoccupied with defence as much as his other version. This sis ultimately reflected with the critical avoidance and the critical chance down, with the critical chance down also being somewhat of an intimidation effect (Didn't want fear, as that is way too powerful). He is a skilled fighter when all is said and done. What is wrong with acknowledging that?
    Finally, you said you wanted additional synergy with Darth Sidious. I'm not to sure about this one. I didn't want them to become overly reliant on being together. Just a small nod to their connection. Especially seeing as my Darth Sidious Rework Idea is quite insane (have you seen him, link is at the top in blue). Having said that, I am curious as to what exactly you had in mind.
  • Grogu_SWGOH's avatar
    Grogu_SWGOH
    Seasoned Adventurer
    5 years ago
    So, the second special has an unpredictable cooldown (as per the cooldown decrease) seems to basically defeat the enemy, like HK-47's Targeted Elimination. And the BIG bonus damage to Galctic Republic and Jedi (and Galactic Republic Jedi) was to powerful. It should be there, but not so high. But it's not a bad ability at all, just maybe a little tweak. And GAS has Crit avoidance because he is a tank. And now that I think about it though, the crit chance down is fine, I guess. Yeah, so again, good kit.
  • "Yoda_the_fast;c-2161820" wrote:
    So, the second special has an unpredictable cooldown (as per the cooldown decrease) seems to basically defeat the enemy, like HK-47's Targeted Elimination. And the BIG bonus damage to Galactic Republic and Jedi (and Galactic Republic Jedi) was to powerful. It should be there, but not so high. But it's not a bad ability at all, just maybe a little tweak. And GAS has Crit avoidance because he is a tank. And now that I think about it though, the crit chance down is fine, I guess. Yeah, so again, good kit.

    Glad you like the kit, and I do think you might be right about the damage numbers. HK-47's Assassination Protocol does have a cooldown of 9 and mine now has a cooldown of 8 without zeta and 6 with. So the numbers should probably be a bit lower. I've reduced them somewhat.
    The other things make no sense to me thou. First of all, GAS is not a tank and has no Critical Avoidance in his kit. He is an attacker and has some anti critical stuff in his kit. There is quite a difference, but I can understand the confusion. He Taunts a lot for an attacker after all.
    But what worries me more is that you think the cooldown is unpredictable. Even comparing it to HK-47's .... eeehhh.. "Targeted Elimination"... What does HK-47's leadership have in common with my special exactly? Or do you mean his "Assassination Protocol" special? In which case, that ability reduces its cooldown whenever an enemy suffers Fear, which happens a lot in a Sith Empire team, and resets it's cooldown whenever it attacks an enemy with Fear or Deathmark, as well as the first time another Sith Empire ally is defeated. Meaning he can use that ability a lot. Mine on the other hand has only 2 ways to reduce it's cooldown, none of which reset the cooldown and both of which have a pretty clear and easy to track condition. While the effects ares similar, the cooldowns and the difficulty to keep track of them are clearly nothing alike.
  • Grogu_SWGOH's avatar
    Grogu_SWGOH
    Seasoned Adventurer
    5 years ago
    Yeah, I get what your saying. And I accidentally put the wrong ability (head smack), sorry. Actually, it seems fine now I guess.
  • "Yoda_the_fast;c-2162645" wrote:
    Yeah, I get what your saying. And I accidentally put the wrong ability (head smack), sorry. Actually, it seems fine now I guess.

    That's fair. I've had many a moments where I wanted to smack my head against a wall multiple times. And HK-47's abilities do have a killer motive, so mixing them up is quite easy.
    Glad you like it. Have you seen my Darth Sidious, Darth Maul, and Savage Oppress rework idea's as well?
  • Grogu_SWGOH's avatar
    Grogu_SWGOH
    Seasoned Adventurer
    5 years ago
    Yeah, all of them. Also I just made a Mace Windu kit, so please check it out and give your feedback.
  • I love the kit, but there are just a couple things. For the first ability I think a 20% health reduction is too much. I say drop it to 10%. The other thing is the prevented protection up, which I feel like is targeted to counter JMK, but in my opinion LV should struggle against JMK. I mean just think of mustafar.
  • Lmao it just came up at the top. I didn’t look at the original date
    "Sebek;c-2285423" wrote:
    "braccer;c-2285421" wrote:
    I love the kit, but there are just a couple things. For the first ability I think a 20% health reduction is too much. I say drop it to 10%. The other thing is the prevented protection up, which I feel like is targeted to counter JMK, but in my opinion LV should struggle against JMK. I mean just think of mustafar.


    It's a kit from August 2020...


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