Forum Discussion

Dadelll's avatar
Dadelll
Rising Newcomer
2 months ago

Maul (Crimson Dawn) Kit Idea

When looking at unused units in SWGoH, I found the Prepared squad and remembered that a few characters that would be interesting to see are still missing, such as Tobias Beckett or Dryden Vos for example.

And then I remembered that we do not have a Crime Syndicate Maul in-game yet, so now might be a good time to add him to the roster. Since we already have a Conquest Maul, I believed a Legendary one could be added. One representing his time as the secret leader of the Crimson Dawn as seen at the end of Solo (maybe in comics, not sure).

So here is my own version of that new Maul that would lead some of the Prepared units (the remaining ones going with Dash Rendar).
And since the latest Legendary we got (Jedi Master Windu) had Omicrons, I had to imagine some for Maul too, even if I'm not a fan of them x). Let me know what you think of it (stats could be modified).

Requirements :
- Qi'ra (Relic 5)
- Dryden Vos (Relic 5)
- Tobias Beckett (Relic 5)
- Young Han Solo (Relic 5)
- Any other version of Maul (Relic 5)

Unit Name : Maul (Crimson Dawn)
Relic Amplifier : Maul's double lightsaber (the one in Solo)
Affiliation : Dark Side, Attacker
Tags : Leader, Crimson Dawn, Unaligned Force User, Scoundrel

“The secret leader of the Crimson Dawn, who uses his knowledge to spread across the battlefield”

Basic : Merciless Drive :

Deal Physical Damage to the target enemy twice and inflict them with Vulnerable for 2 Turns.

Prepared : If Maul is Prepared, dispel all buffs on the target enemy, inflict another instance of Damage and all Crimson Dawn allies gain Defense Penetration Up for 2 Turns. Then Maul is no longer Prepared.

Maul launches forward and strikes the enemy 2 times (3 if Prepared).

Special 1 : You’re all puppets (cooldown of 3) :

Inflict all enemies with Provoke and Speed Down for 2 Turns. All Crimson Dawn allies gain Speed Up and Health Steal for 2 Turns. Prepared allies gain 20% Turn Meter.

Target ally is called to assist dealing 40% reduced damage. If the targeted ally is Crimson Dawn, the damage penalty is removed and they gain Prepared. If they were already Prepared, 2 random Crimson Down allies gain Prepared.

Maul uses the Force with his hand, crushing the enemies’ morale.

While in Grand Arena :
Provoke cannot be dispelled, and Marked allies gain Protection Up (40%), stacking until they are defeated. If all Crimson Dawn allies are Prepared after this ability is used, the target ally’s cooldowns are reduced by 1, and Maul gains a bonus turn.

Special 2 : Don’t Be So Certain (cooldown of 4) (Omicron) :

Deal Physical damage to the target enemy and reset their Turn Meter (cannot be resisted).


This ability gains bonus 5% Max Health damage for each of the following :
Crimson Dawn ally
Prepared ally
Defeated units (doubled for Crimson Dawn)

Enemies defeated by this ability cannot be revived.

Prepared : If Maul (Crimson Dawn) is prepared, increase the cooldown of the target enemy by 1 and Stun them for 2 Turns (cannot be resisted). If this ability defeats an enemy, its cooldown is reset, and all Crimson Dawn units gain Prepared. Then Maul is no longer Prepared.

Maul Force pushes the target enemy, resetting their Turn Meter, then “Darth Malgus Special 2” the target enemy with his lightsaber.

Leader : Crimson Ascendancy (Omicron) :

Crimson Dawn allies gain +30 Speed, +50% Offense and Defense, and an additional 5 Speed and 10% Offense and Defense for each active Prepared ally.

At the start of battle, all Crimson Dawn allies gain Prepared, and the strongest Crimson Dawn ally with the leader tag (excluding Maul) is Marked until the end of the encounter, and when that ally would be defeated, Marked is passed down, and so on.

Marked allies gain +100% Defense, Max Heath and Protection, cannot lose Turn Meter and enemies can't assist or attack again if their attack is targeting them.
Each time the Marked unit is damaged :
- Maul (Crimson Dawn) gains 20% Turn Meter, and Crimson Dawn allies gain half.
- Crimson Dawn allies have 20% chance of gaining Prepared

Whenever a Prepared unit takes a Turn the Marked ally recovers 15% Max Health and Protection (cannot be prevented).

While in Grand Arena :
Crimson Dawn allies are immune to Ability Block. At the start of battle, Crimson Dawn allies gain unique buffs :

Qi’ra : Critical Chance Up
Young Han Solo : Protection Up (50%)
Vandor Chewbacca : Health Up
Dryden Vos : …
Tobias Beckett : …
Young Lando Calrissian : Speed Up

Marked allies reflect 20% of all damage received back to the attacker (cannot defeat enemies) and have 30% chance of granting Prepared to another Crimson Dawn ally who did not already have it.

Unique : Lurking in Shadows (Omicron) :

Maul (Crimson Dawn) gains +10% Critical Chance and Critical Damage, which is doubled for each other ally with the leader tag. Crimson Dawn allies with the leader tag gain half of these bonuses.

At the start of battle, Maul (Crimson Dawn) gains Stealth for 1 Turn, increased by 1 for each Crimson Dawn unit with the leader tag.

Each time a unit is defeated, Maul (Crimson Dawn) gains Stealth for 1 Turn and gains 20% of their Offense and Potency (stacking) increased to 50% for Crimson Dawn allies.

While in Grand Arena :
While Stealthed, Maul ignores Taunt and deals +100% damage to enemies with less than 50% Health.
While there is a Marked ally, Maul gains +100% Defense Penetration and 50% Health Steal.

No RepliesBe the first to reply

About SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.81,261 PostsLatest Activity: 2 hours ago