6 years ago
New Anakin Rework Idea + Rex, Ahsoka, and Padmé Touch-Ups + Jedi Master Obi-Wan Kit
Okay, I think I have this thing perfected. The recent touch-up for Anakin is okay, but I believe he can still get better. I still firmly believe that he should have close synergies with Ahsoka, Rex, Obi-Wan and Padmé, so I’ll be showcasing them as well. This team that I am proposing here will run off of a new buff, Inspiration, and a new debuff, Surprise. These new status effects cannot be copied, dispelled or prevented/resisted. They are stacking effects that are doubled for Galactic Republic allies and Separatist enemies, respectively. I’ll just detail it right here to show you.
Inspiration: +5% (doubled for Galactic Republic) Offense, Critical Chance, and Potency per stack, max 5 stacks. At max stacks, immune to all negative effects. When an ally is defeated, all stacks expire.
Surprise: -5% (doubled for Separatists) Defense, Critical Avoidance, and Tenacity per stack, max 5 stacks. At max stacks, immune to all positive effects. When an ally is defeated, all stacks expire.
With the team I am proposing, the advantage will be gained at the start, as allies will become Inspired under an Anakin lead and enemies will be too Surprised to defend themselves. But things will go downhill from the moment any unit is defeated.
Starting off, I’d like to showcase Jedi Master Obi-Wan. This kit will be similar to the one seen in my previous post, but will be touched up thanks to the new Inspiration and Surprise mechanics.
I believe that if the Episode 3 variant of Obi-Wan Kenobi were to come into the game, he should be called Jedi Master Obi-Wan rather than Master Kenobi solely because we have two other Kenobis in the game, and it would be very confusing to differentiate between General Kenobi and Master Kenobi. Also, Anakin in this game is referred to as Jedi Knight Anakin, so it might be fitting for the Episode 3 variant to be called Jedi Master Obi-Wan.
Now, Rex’s rework was a little bit tricky, since he’s supposed to be a Clone leader while balancing his work with the Galactic Republic. Here’s my rework of the 501st Captain.
I changed his leadership to affect all Galactic Republic allies rather than Clones, since all Clones are tied to the Galactic Republic tag.
Now, Ahsoka’s rework was really good, so for her touch-up, I did not give her another ability. I merely gave her the Inspiration and Surprise mechanics along with additional synergy with Anakin.
There was really nothing wrong with Ahsoka’s rework, but for the purpose of the Inspiration/Surprise mechanics, I added those to her kit.
Now, Padmé is also good as she is. However, like Ahsoka, I have added the new mechanics.
Like I said, Padmé just got a bit of additional Anakin synergy and the ability to grant allies Inspiration and inflict Surprise on enemies.
Now this is the fifth time I have attempted to rework Anakin (I have only showcased my third and fourth drafts up to this point; the first and second were not showcased due to embarrassment). I truly hope that this time, it’s perfect.
There you have it. This is what I believe should be Anakin’s rework, along with his Clone Wars friends. I truly hope you enjoyed imagining what the game could be like with all of this put into action.
Inspiration: +5% (doubled for Galactic Republic) Offense, Critical Chance, and Potency per stack, max 5 stacks. At max stacks, immune to all negative effects. When an ally is defeated, all stacks expire.
Surprise: -5% (doubled for Separatists) Defense, Critical Avoidance, and Tenacity per stack, max 5 stacks. At max stacks, immune to all positive effects. When an ally is defeated, all stacks expire.
With the team I am proposing, the advantage will be gained at the start, as allies will become Inspired under an Anakin lead and enemies will be too Surprised to defend themselves. But things will go downhill from the moment any unit is defeated.
Starting off, I’d like to showcase Jedi Master Obi-Wan. This kit will be similar to the one seen in my previous post, but will be touched up thanks to the new Inspiration and Surprise mechanics.
Spoiler
Jedi Master Obi-Wan
Light Side, Jedi, Galactic Republic, Tank, Leader
Graceful Jedi Tank who Surprises enemies at the start of the encounter with a Taunt.
Basic: Defensive Rush
Deal Physical damage to target enemy and gain Foresight for 2 turns. If Obi-Wan already has Foresight, grant Foresight to a random ally who doesn’t have it for 2 turns, with a 50% chance to reduce that ally’s cooldowns by 1.
Special 1: Versatile Blows (cooldown: 3)
Deal Physical damage to target enemy, dispel all debuffs on target ally and allied Jedi Knight Anakin, and call them to assist. If they didn’t have any debuffs, they gain 1 stack of Inspiration, which can’t be copied, prevented or dispelled. If Obi-Wan targeted himself with this ability, reduce his cooldowns by 1.
Special 2: Masterful Mind Trick (cooldown: 4) (ZETA)
Dispel all defensive buffs on all enemies, remove 25% turn meter from them, and inflict 1 stack of Surprise, which can’t be copied, resisted or dispelled. Target enemy is also inflicted with Ability Block, Daze, and Accuracy Down for 2 turns. Obi-Wan Taunts for 2 turns. When this Taunt expires, he gains a bonus turn. This attack can’t be Evaded.
Zeta: cooldown -1, inflict 1 stack of Surprise on all enemies, and take a bonus turn after Taunt expires.
Leader: Bold and Brave
Galactic Republic allies have +30% Critical Avoidance and +70% Defense, and gain Foresight for 2 turns whenever they fall below 100% Health. Whenever Foresight expires on an ally, they gain 10% turn meter and recover 5% Health, doubled for Galactic Republic allies.
Unique: Hello There! (ZETA)
Obi-Wan has +50% Potency and Defense Penetration against Sith and Separatist enemies. If Jedi Knight Anakin is an ally, he also gains this bonus.
At the start of the encounter, inflict 1 stack of Surprise on all enemies, which can’t be copied, resisted, dispelled or Evaded and Obi-Wan Taunts for 1 turn. Obi-Wan gains Taunt for 1 turn whenever another ally falls below 50% Health, has +50% Defense and -50 Speed while Taunting, and can’t be Critically hit while Taunting.
Zeta: inflict 1 stack of Surprise on enemies at the start of the encounter, -50 Speed while Taunting, and can’t be Critically hit while Taunting.
Light Side, Jedi, Galactic Republic, Tank, Leader
Graceful Jedi Tank who Surprises enemies at the start of the encounter with a Taunt.
Basic: Defensive Rush
Deal Physical damage to target enemy and gain Foresight for 2 turns. If Obi-Wan already has Foresight, grant Foresight to a random ally who doesn’t have it for 2 turns, with a 50% chance to reduce that ally’s cooldowns by 1.
Special 1: Versatile Blows (cooldown: 3)
Deal Physical damage to target enemy, dispel all debuffs on target ally and allied Jedi Knight Anakin, and call them to assist. If they didn’t have any debuffs, they gain 1 stack of Inspiration, which can’t be copied, prevented or dispelled. If Obi-Wan targeted himself with this ability, reduce his cooldowns by 1.
Special 2: Masterful Mind Trick (cooldown: 4) (ZETA)
Dispel all defensive buffs on all enemies, remove 25% turn meter from them, and inflict 1 stack of Surprise, which can’t be copied, resisted or dispelled. Target enemy is also inflicted with Ability Block, Daze, and Accuracy Down for 2 turns. Obi-Wan Taunts for 2 turns. When this Taunt expires, he gains a bonus turn. This attack can’t be Evaded.
Zeta: cooldown -1, inflict 1 stack of Surprise on all enemies, and take a bonus turn after Taunt expires.
Leader: Bold and Brave
Galactic Republic allies have +30% Critical Avoidance and +70% Defense, and gain Foresight for 2 turns whenever they fall below 100% Health. Whenever Foresight expires on an ally, they gain 10% turn meter and recover 5% Health, doubled for Galactic Republic allies.
Unique: Hello There! (ZETA)
Obi-Wan has +50% Potency and Defense Penetration against Sith and Separatist enemies. If Jedi Knight Anakin is an ally, he also gains this bonus.
At the start of the encounter, inflict 1 stack of Surprise on all enemies, which can’t be copied, resisted, dispelled or Evaded and Obi-Wan Taunts for 1 turn. Obi-Wan gains Taunt for 1 turn whenever another ally falls below 50% Health, has +50% Defense and -50 Speed while Taunting, and can’t be Critically hit while Taunting.
Zeta: inflict 1 stack of Surprise on enemies at the start of the encounter, -50 Speed while Taunting, and can’t be Critically hit while Taunting.
I believe that if the Episode 3 variant of Obi-Wan Kenobi were to come into the game, he should be called Jedi Master Obi-Wan rather than Master Kenobi solely because we have two other Kenobis in the game, and it would be very confusing to differentiate between General Kenobi and Master Kenobi. Also, Anakin in this game is referred to as Jedi Knight Anakin, so it might be fitting for the Episode 3 variant to be called Jedi Master Obi-Wan.
Now, Rex’s rework was a little bit tricky, since he’s supposed to be a Clone leader while balancing his work with the Galactic Republic. Here’s my rework of the 501st Captain.
Spoiler
CT-7567 “Rex”
Light Side, Galactic Republic, Clone, Support, Leader
Clone leader focused on protecting his allies with dispels, turn meter gain, and Tenacity Up.
Basic: Impeding Shot
Deal Physical damage to target enemy and remove 25% turn meter. On a Critical Hit, this effect is doubled.
Special 1: Squad Discipline (cooldown: 3)
Dispel all debuffs on all allies and grant them Tenacity Up for 3 turns. Allies who didn’t have debuffs gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented. All allies gain 35% turn meter, plus an additional 5% for each debuff dispelled this way, and Clone allies gain double 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. Call all Clone allies to assist, dealing 20% less damage. For each Critical Hit scored, inflict 1 stack of Surprise, which can’t be copied, resisted or dispelled.
Leader: Captain of the 501st Legion (ZETA)
Galactic Republic allies have +25% Max Health, and gain 20% turn meter whenever another ally suffers a Critical Hit. These bonuses are halved for other allies. Whenever a Galactic Republic ally gains Protection Up, they gain 5% Defense (stacking) until the end of the encounter.
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 Separatist enemy scores a Critical Hit. If Jedi Knight Anakin is an ally, he also gains these bonuses. Other Clone allies gain half these bonuses.
Zeta: Rex and Anakin gain 5% Max Protection (stacking) for the rest of the encounter whenever a Galactic Republic ally or Separatist enemy scores a Critical Hit.
Light Side, Galactic Republic, Clone, Support, Leader
Clone leader focused on protecting his allies with dispels, turn meter gain, and Tenacity Up.
Basic: Impeding Shot
Deal Physical damage to target enemy and remove 25% turn meter. On a Critical Hit, this effect is doubled.
Special 1: Squad Discipline (cooldown: 3)
Dispel all debuffs on all allies and grant them Tenacity Up for 3 turns. Allies who didn’t have debuffs gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented. All allies gain 35% turn meter, plus an additional 5% for each debuff dispelled this way, and Clone allies gain double 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. Call all Clone allies to assist, dealing 20% less damage. For each Critical Hit scored, inflict 1 stack of Surprise, which can’t be copied, resisted or dispelled.
Leader: Captain of the 501st Legion (ZETA)
Galactic Republic allies have +25% Max Health, and gain 20% turn meter whenever another ally suffers a Critical Hit. These bonuses are halved for other allies. Whenever a Galactic Republic ally gains Protection Up, they gain 5% Defense (stacking) until the end of the encounter.
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 Separatist enemy scores a Critical Hit. If Jedi Knight Anakin is an ally, he also gains these bonuses. Other Clone allies gain half these bonuses.
Zeta: Rex and Anakin gain 5% Max Protection (stacking) for the rest of the encounter whenever a Galactic Republic ally or Separatist enemy scores a Critical Hit.
I changed his leadership to affect all Galactic Republic allies rather than Clones, since all Clones are tied to the Galactic Republic tag.
Now, Ahsoka’s rework was really good, so for her touch-up, I did not give her another ability. I merely gave her the Inspiration and Surprise mechanics along with additional synergy with Anakin.
Spoiler
Ahsoka Tano
Light Side, Galactic Republic, Jedi, Attacker, Leader
Versatile Attacker who constantly assists while healing and dispelling.
Basic: Focused Slash
Deal Physical damage to target enemy and dispel all buffs on them. On a Critical Hit, dispel all debuffs on Ahsoka and another random Galactic Republic ally. This attack can’t be Evaded if the target had Foresight.
Special: Protective Maneuver (cooldown: 3)
Deal Physical damage to target enemy. If Jedi Knight Anakin or Obi-Wan Kenobi is an ally, deal damage again, and if both are allies, deal damage a third time. If the allied leader is Galactic Republic, this attack deals 50% more damage. All allies recover 20% Health and 10% Protection and all Galactic Republic allies gain Protection Up (20%) for 1 turn. Then, allies at full Health gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented.
{note: in this instance, Obi-Wan Kenobi can mean either Jedi Master Obi-Wan or General Kenobi. If both of them just so happen to be present, then it will only count for 1 additional hit rather than 2.}
Leader: Quick Steps
Galactic Republic allies have +15% Evasion and gain 20% turn meter whenever they evade.
Unique: Daring Padawan (ZETA)
Ahsoka has +40% Max Health, +10% Evasion, +10% Critical Chance, and +25 Speed. These values are doubled while she has Critical Hit Immunity.
If Jedi Knight Anakin is an ally, he gains half of these bonuses and Ahsoka gains Critical Hit Immunity for 2 turns at the start of the encounter and whenever she uses a Special ability.
If the allied leader is Galactic Republic, Ahsoka is called to assist whenever another Galactic Republic ally uses a Special ability and inflicts 1 stack of Surprise whenever she scores a Critical Hit, which can’t be copied, dispelled or resisted.
Light Side, Galactic Republic, Jedi, Attacker, Leader
Versatile Attacker who constantly assists while healing and dispelling.
Basic: Focused Slash
Deal Physical damage to target enemy and dispel all buffs on them. On a Critical Hit, dispel all debuffs on Ahsoka and another random Galactic Republic ally. This attack can’t be Evaded if the target had Foresight.
Special: Protective Maneuver (cooldown: 3)
Deal Physical damage to target enemy. If Jedi Knight Anakin or Obi-Wan Kenobi is an ally, deal damage again, and if both are allies, deal damage a third time. If the allied leader is Galactic Republic, this attack deals 50% more damage. All allies recover 20% Health and 10% Protection and all Galactic Republic allies gain Protection Up (20%) for 1 turn. Then, allies at full Health gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented.
{note: in this instance, Obi-Wan Kenobi can mean either Jedi Master Obi-Wan or General Kenobi. If both of them just so happen to be present, then it will only count for 1 additional hit rather than 2.}
Leader: Quick Steps
Galactic Republic allies have +15% Evasion and gain 20% turn meter whenever they evade.
Unique: Daring Padawan (ZETA)
Ahsoka has +40% Max Health, +10% Evasion, +10% Critical Chance, and +25 Speed. These values are doubled while she has Critical Hit Immunity.
If Jedi Knight Anakin is an ally, he gains half of these bonuses and Ahsoka gains Critical Hit Immunity for 2 turns at the start of the encounter and whenever she uses a Special ability.
If the allied leader is Galactic Republic, Ahsoka is called to assist whenever another Galactic Republic ally uses a Special ability and inflicts 1 stack of Surprise whenever she scores a Critical Hit, which can’t be copied, dispelled or resisted.
There was really nothing wrong with Ahsoka’s rework, but for the purpose of the Inspiration/Surprise mechanics, I added those to her kit.
Now, Padmé is also good as she is. However, like Ahsoka, I have added the new mechanics.
Spoiler
Padmé Amidala
Light Side, Support, Galactic Republic, Leader
Courageous leader who continuously helps her allies and adapts to any circumstance.
Basic: Aggressive Negotiations
Deal Physical damage to target enemy, which can’t be Evaded. All Galactic Republic allies gain Protection Up (10%, does not stack with itself) for 1 turn.
Special 1: Cunning Plan (cooldown: 3)
Dispel all debuffs on Light Side allies, and they recover 50% Health. For each Galactic Republic ally and each debuff dispelled this way, Galactic Republic allies gain Protection Up (10%, stacking) for 1 turn. Allies who had no debuffs or had full Health gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented.
Special 2: Graceful Assault (cooldown: 3)
Deal Physical damage to target enemy and Stun the for 1 turn, which can’t be copied or dispelled. Then, call all Light Side allies with Protection Up and Jedi Knight Anakin to assist. For each Critical Hit scored, inflict 1 stack of Surprise, which can’t be copied, dispelled or resisted. If the target was already Surprised, this attack can’t be Evaded or resisted.
Leader: Unwavering Courage (ZETA)
Light Side allies have +50% Max Health, and while they have Protection Up they resist all debuffs and can’t be Critically hit.
At the start of their turn, Galactic Republic allies dispel Protection Up buffs on themselves and gain 1 stack of Courage for each 5% Protection Up dispelled this way. Courage can’t be copied, dispelled or prevented.
Courage: When damaging the target enemy with an attack, for each 5 stacks of Courage, dispel 5 stacks and deal bonus damage equal to 40% of the target’s Max Health.
Unique: Always a Choice (ZETA)
Padmé is immune to Fear. Whenever a Light Side ally loses Protection Up, they recover 5% Health, doubled for Jedi Knight Anakin. Allies can’t gain or lose bonus turn meter.
Whenever an enemy attacks out of turn against a Galactic Republic ally, that ally gains Protection Up (10%, does not stack with itself) for 1 turn. This Protection Up can’t be prevented or dispelled and is increased to 40% of Padmé or Anakin is their leader.
Light Side, Support, Galactic Republic, Leader
Courageous leader who continuously helps her allies and adapts to any circumstance.
Basic: Aggressive Negotiations
Deal Physical damage to target enemy, which can’t be Evaded. All Galactic Republic allies gain Protection Up (10%, does not stack with itself) for 1 turn.
Special 1: Cunning Plan (cooldown: 3)
Dispel all debuffs on Light Side allies, and they recover 50% Health. For each Galactic Republic ally and each debuff dispelled this way, Galactic Republic allies gain Protection Up (10%, stacking) for 1 turn. Allies who had no debuffs or had full Health gain 1 stack of Inspiration, which can’t be copied, dispelled or prevented.
Special 2: Graceful Assault (cooldown: 3)
Deal Physical damage to target enemy and Stun the for 1 turn, which can’t be copied or dispelled. Then, call all Light Side allies with Protection Up and Jedi Knight Anakin to assist. For each Critical Hit scored, inflict 1 stack of Surprise, which can’t be copied, dispelled or resisted. If the target was already Surprised, this attack can’t be Evaded or resisted.
Leader: Unwavering Courage (ZETA)
Light Side allies have +50% Max Health, and while they have Protection Up they resist all debuffs and can’t be Critically hit.
At the start of their turn, Galactic Republic allies dispel Protection Up buffs on themselves and gain 1 stack of Courage for each 5% Protection Up dispelled this way. Courage can’t be copied, dispelled or prevented.
Courage: When damaging the target enemy with an attack, for each 5 stacks of Courage, dispel 5 stacks and deal bonus damage equal to 40% of the target’s Max Health.
Unique: Always a Choice (ZETA)
Padmé is immune to Fear. Whenever a Light Side ally loses Protection Up, they recover 5% Health, doubled for Jedi Knight Anakin. Allies can’t gain or lose bonus turn meter.
Whenever an enemy attacks out of turn against a Galactic Republic ally, that ally gains Protection Up (10%, does not stack with itself) for 1 turn. This Protection Up can’t be prevented or dispelled and is increased to 40% of Padmé or Anakin is their leader.
Like I said, Padmé just got a bit of additional Anakin synergy and the ability to grant allies Inspiration and inflict Surprise on enemies.
Now this is the fifth time I have attempted to rework Anakin (I have only showcased my third and fourth drafts up to this point; the first and second were not showcased due to embarrassment). I truly hope that this time, it’s perfect.
Spoiler
Jedi Knight Anakin
Light Side, Jedi, Galactic Republic, Attacker, Leader
High-pressure Jedi Attacker that punishes enemies for wounding his allies while leading his allies to victory with Inspiration and Surprise.
Basic: Deft Bladework
Deal Physical Damage to target enemy and inflict Healing Immunity 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: Overpowering Assault (cooldown: 3)
Deal Physical Damage to all enemies and grant all allies 1 stack of Inspiration, which can’t be copied, dispelled or prevented. For each enemy Critically Hit, inflict 1 stack of Surprise on them, which can’t be copied, resisted or dispelled, and grant Protection Up (10%, stacking) to each Galactic Republic ally for 1 turn. If Padmé Amidala is an ally, dispel all buffs on all enemies. This attack can’t be Evaded.
Special 2: Always on the Move (cooldown: 4)
Deal Physical Damage to target enemy and call all Inspired allies to assist. If the target was Surprised, Stun them for 1 turn. All Inspired allies gain 10% turn meter for each stack of Inspiration on them and Speed Up for 2 turns, and all Surprised enemies lose 10% turn meter for each stack of Surprise on them and are inflicted with Speed Down for 2 turns.
Leader: The Chosen One (ZETA)
All allies have +20% Offense, +15% Critical Damage, +10 Speed, and +5% Critical Chance, doubled for Galactic Republic allies, and gain Advantage for 2 turns whenever they are Evaded. Galactic Republic allies gain Advantage for 2 turns at the start of the encounter, can’t be Evaded while they have Advantage, gain 2 stacks of Courage for each stack of Inspiration on them at the start of their turn, and recover 10% Protection whenever they score a Critical Hit.
Unique: Righteous Fury (ZETA)
Anakin has +20% Counter Chance for each stack of Inspiration on him, and other allies gain half that amount. Anakin immediately regains Inspiration whenever it expires on him.
Whenever another ally takes damage from an enemy attack, Anakin gains 1% Offense (stacking, max 100%) for the rest of the encounter, doubled for Galactic Republic allies. Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn. During this bonus turn, if all allies were Galactic Republic at the start of the encounter, he will deal 100% more damage for an ally that fell below 50% Health or 150% more damage for an ally that was defeated.
If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin’s bonus turns. The first time she is defeated, Anakin takes 2 bonus turns instead of 1, in which he will deal 200% more damage.
Light Side, Jedi, Galactic Republic, Attacker, Leader
High-pressure Jedi Attacker that punishes enemies for wounding his allies while leading his allies to victory with Inspiration and Surprise.
Basic: Deft Bladework
Deal Physical Damage to target enemy and inflict Healing Immunity 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: Overpowering Assault (cooldown: 3)
Deal Physical Damage to all enemies and grant all allies 1 stack of Inspiration, which can’t be copied, dispelled or prevented. For each enemy Critically Hit, inflict 1 stack of Surprise on them, which can’t be copied, resisted or dispelled, and grant Protection Up (10%, stacking) to each Galactic Republic ally for 1 turn. If Padmé Amidala is an ally, dispel all buffs on all enemies. This attack can’t be Evaded.
Special 2: Always on the Move (cooldown: 4)
Deal Physical Damage to target enemy and call all Inspired allies to assist. If the target was Surprised, Stun them for 1 turn. All Inspired allies gain 10% turn meter for each stack of Inspiration on them and Speed Up for 2 turns, and all Surprised enemies lose 10% turn meter for each stack of Surprise on them and are inflicted with Speed Down for 2 turns.
Leader: The Chosen One (ZETA)
All allies have +20% Offense, +15% Critical Damage, +10 Speed, and +5% Critical Chance, doubled for Galactic Republic allies, and gain Advantage for 2 turns whenever they are Evaded. Galactic Republic allies gain Advantage for 2 turns at the start of the encounter, can’t be Evaded while they have Advantage, gain 2 stacks of Courage for each stack of Inspiration on them at the start of their turn, and recover 10% Protection whenever they score a Critical Hit.
Unique: Righteous Fury (ZETA)
Anakin has +20% Counter Chance for each stack of Inspiration on him, and other allies gain half that amount. Anakin immediately regains Inspiration whenever it expires on him.
Whenever another ally takes damage from an enemy attack, Anakin gains 1% Offense (stacking, max 100%) for the rest of the encounter, doubled for Galactic Republic allies. Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn. During this bonus turn, if all allies were Galactic Republic at the start of the encounter, he will deal 100% more damage for an ally that fell below 50% Health or 150% more damage for an ally that was defeated.
If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin’s bonus turns. The first time she is defeated, Anakin takes 2 bonus turns instead of 1, in which he will deal 200% more damage.
There you have it. This is what I believe should be Anakin’s rework, along with his Clone Wars friends. I truly hope you enjoyed imagining what the game could be like with all of this put into action.