6 years ago
Darth Sidious Rework Idea
Okay, so it’s been a while since the recent Anakin rework, and though I think it can be improved, I came up with a new idea to freshen things up a bit.
The Geonosian Brood Alpha’s summon mechanic allows for a lot of speculation as to who could potentially use it in terms of new characters. However, there is one way it can be used that nobody would ever suspect: being able to play both sides of a battle.
Now, who’s the first character to come to mind when thinking about a double agent? That’s right: Darth Sidious. He played both sides of the entire Clone Wars, portraying Chancellor Palpatine in the Galactic Republic while secretly supporting the Separatist movement as the deceptive Dark Lord of the Sith. I believe that with Anakin’s legendary Hero’s Fall event on the distant horizon, this is the perfect time to give him a rework to work alongside his apprentice, Lord Vader.
There you have it. This is what I believe to be the ideal kit for Darth Sidious. I hope you enjoyed observing this fanmade kit, and I hope Capital Games is giving it a good look, too.
Edit: Changed the ability description of Special 2. That was a really good comment, I had to do this. Also changed name of Special 2 and Unique 1.
Edit: Changed ability description of Unique 1. That was a really good idea, I decided to make that change.
The Geonosian Brood Alpha’s summon mechanic allows for a lot of speculation as to who could potentially use it in terms of new characters. However, there is one way it can be used that nobody would ever suspect: being able to play both sides of a battle.
Now, who’s the first character to come to mind when thinking about a double agent? That’s right: Darth Sidious. He played both sides of the entire Clone Wars, portraying Chancellor Palpatine in the Galactic Republic while secretly supporting the Separatist movement as the deceptive Dark Lord of the Sith. I believe that with Anakin’s legendary Hero’s Fall event on the distant horizon, this is the perfect time to give him a rework to work alongside his apprentice, Lord Vader.
Spoiler
Darth Sidious
Dark Side, Sith, Separatist, Attacker, Leader
Deceptive Sith master who works all Critical Hits into his favor by playing both sides of the battle.
Basic: Deathstroke
Deal Physical Damage to target enemy, dispel all buffs on them, and inflict Healing Immunity for 3 turns. If the target was already debuffed, this attack ignores defense and can’t be Evaded.
Special 1: Demoralizing Blows (cooldown: 4)
Deal Physical Damage to all enemies and inflict Damage Over Time and Expose for 2 turns. This attack inflicts an additional Damage Over Time effect on all enemies for each enemy Critically Hit. Galactic Republic enemies and enemies that were already debuffed are also inflicted with Daze and Blind for 2 turns. This attack ignores Tenacity.
Special 2: It’s Treason, Then (cooldown: 5)
Deal Physical Damage to target enemy and Special Damage to all Jedi enemies. Target enemy is Stunned for 1 turn, increased to 2 if they were a Jedi. If the target was already debuffed, reduce their Max Protection by 50% for the rest of the encounter (if the target is a Raid Boss and they are debuffed, instead reduce their Max Tenacity by 50% for the rest of the encounter). This attack can’t be Evaded or resisted.
Leader: Dark Lord of the Sith (ZETA)
All allies have +10% Critical Chance and +20% Critical Damage, doubled for Sith and Separatist allies, and all units have -30% Critical Avoidance. Sith and Separatist allies gain 3% Offense (stacking) whenever they score a Critical Hit. While Darth Sidious is alive, enemies with Damage Over Time take damage equal to 4% of their Max Health at the start of each turn. This damage can’t defeat characters.
Unique 1: Unlimited Power (ZETA)
At the start of the encounter, whenever any unit is defeated, and whenever he is Critically hit, Darth Sidious recovers 20% of his Max Health, gains 25% turn meter, and gains Stealth for 1 turn. While Stealthed, his attacks ignore Protection. In addition, he has +10% Potency for each Sith and each Separatist ally, +35% Evasion against Jedi, +5% Tenacity for each debuff on enemies, and gains bonus Max Protection equal to his Potency percentage. At the start of the encounter, Sidious takes a bonus turn and access to a new ability, Infiltrate. This is the only ability he can use during this turn.
Infiltrate: Summon Chancellor Palpatine to the enemy squad’s ally slot. If that slot is already filled, instantly defeat the unit in that slot, then summon Palpatine to that slot. This attack can’t be Evaded and can only be used once.
Unique 2: Chancellor Palpatine
Light Side, Support, Galactic Republic
Basic: Diplomatic Solution
Deal Physical Damage to target enemy and grant them Heal Over Time for 2 turns. If attacking out of turn, also grant them Protection Over Time for 2 turns. This attack can’t be Evaded.
Special: Peaceful Negotiations (cooldown: 2)
Heal all units for 20% of their Max Health. Sith and Separatist enemies also recover 20% of their Max Protection. Refresh the duration of all Damage Over Time effects on allies and all Heal Over Time effects on enemies to 2 turns.
Unique 1: Supreme Chancellor of the Republic
All allies have +20% Critical Chance and call a random ally to assist whenever they score a Critical Hit during their turn, limited once per turn. Chancellor Palpatine can’t be targeted by enemy attacks and is immune to debuffs, but has 0 Speed, which can’t be changed, and he can’t gain bonus turn meter. He takes a bonus turn after each of enemy Darth Sidious’s turns, and enemy Darth Sidious gains 5% Max Health (stacking) whenever any unit scores a Critical Hit. When there are no active allied combatants, or when enemy Darth Sidious is defeated, Palpatine escapes the battle.
Unique 2: Summoned
-This unit’s stats scale with the summoner’s stats.
-This unit can only be summoned to the ally slot if it’s available.
-This unit can’t be summoned during Raids.
-This unit can’t be revived.
-If an effect counts defeated units, this unit doesn’t count.
-When there are no active allied combatants, this unit escapes the battle.
-A unit can’t be revived if this unit exists in their slot.
Darth Sidious
Dark Side, Sith, Separatist, Attacker, Leader
Deceptive Sith master who works all Critical Hits into his favor by playing both sides of the battle.
Basic: Deathstroke
Deal Physical Damage to target enemy, dispel all buffs on them, and inflict Healing Immunity for 3 turns. If the target was already debuffed, this attack ignores defense and can’t be Evaded.
Special 1: Demoralizing Blows (cooldown: 4)
Deal Physical Damage to all enemies and inflict Damage Over Time and Expose for 2 turns. This attack inflicts an additional Damage Over Time effect on all enemies for each enemy Critically Hit. Galactic Republic enemies and enemies that were already debuffed are also inflicted with Daze and Blind for 2 turns. This attack ignores Tenacity.
Special 2: It’s Treason, Then (cooldown: 5)
Deal Physical Damage to target enemy and Special Damage to all Jedi enemies. Target enemy is Stunned for 1 turn, increased to 2 if they were a Jedi. If the target was already debuffed, reduce their Max Protection by 50% for the rest of the encounter (if the target is a Raid Boss and they are debuffed, instead reduce their Max Tenacity by 50% for the rest of the encounter). This attack can’t be Evaded or resisted.
Leader: Dark Lord of the Sith (ZETA)
All allies have +10% Critical Chance and +20% Critical Damage, doubled for Sith and Separatist allies, and all units have -30% Critical Avoidance. Sith and Separatist allies gain 3% Offense (stacking) whenever they score a Critical Hit. While Darth Sidious is alive, enemies with Damage Over Time take damage equal to 4% of their Max Health at the start of each turn. This damage can’t defeat characters.
Unique 1: Unlimited Power (ZETA)
At the start of the encounter, whenever any unit is defeated, and whenever he is Critically hit, Darth Sidious recovers 20% of his Max Health, gains 25% turn meter, and gains Stealth for 1 turn. While Stealthed, his attacks ignore Protection. In addition, he has +10% Potency for each Sith and each Separatist ally, +35% Evasion against Jedi, +5% Tenacity for each debuff on enemies, and gains bonus Max Protection equal to his Potency percentage. At the start of the encounter, Sidious takes a bonus turn and access to a new ability, Infiltrate. This is the only ability he can use during this turn.
Infiltrate: Summon Chancellor Palpatine to the enemy squad’s ally slot. If that slot is already filled, instantly defeat the unit in that slot, then summon Palpatine to that slot. This attack can’t be Evaded and can only be used once.
Unique 2: Chancellor Palpatine
Light Side, Support, Galactic Republic
Basic: Diplomatic Solution
Deal Physical Damage to target enemy and grant them Heal Over Time for 2 turns. If attacking out of turn, also grant them Protection Over Time for 2 turns. This attack can’t be Evaded.
Special: Peaceful Negotiations (cooldown: 2)
Heal all units for 20% of their Max Health. Sith and Separatist enemies also recover 20% of their Max Protection. Refresh the duration of all Damage Over Time effects on allies and all Heal Over Time effects on enemies to 2 turns.
Unique 1: Supreme Chancellor of the Republic
All allies have +20% Critical Chance and call a random ally to assist whenever they score a Critical Hit during their turn, limited once per turn. Chancellor Palpatine can’t be targeted by enemy attacks and is immune to debuffs, but has 0 Speed, which can’t be changed, and he can’t gain bonus turn meter. He takes a bonus turn after each of enemy Darth Sidious’s turns, and enemy Darth Sidious gains 5% Max Health (stacking) whenever any unit scores a Critical Hit. When there are no active allied combatants, or when enemy Darth Sidious is defeated, Palpatine escapes the battle.
Unique 2: Summoned
-This unit’s stats scale with the summoner’s stats.
-This unit can only be summoned to the ally slot if it’s available.
-This unit can’t be summoned during Raids.
-This unit can’t be revived.
-If an effect counts defeated units, this unit doesn’t count.
-When there are no active allied combatants, this unit escapes the battle.
-A unit can’t be revived if this unit exists in their slot.
There you have it. This is what I believe to be the ideal kit for Darth Sidious. I hope you enjoyed observing this fanmade kit, and I hope Capital Games is giving it a good look, too.
Edit: Changed the ability description of Special 2. That was a really good comment, I had to do this. Also changed name of Special 2 and Unique 1.
Edit: Changed ability description of Unique 1. That was a really good idea, I decided to make that change.