Character idea: Ahsoka & Rotta
Unit Name: Ahsoka & Rotta Affilation: Light Side, Attacker or Support Tags: Galactic Republic, Jedi, Hutt Cartel During the early years of the Clone Wars, Rotta, the son of Hutt crime lord Jabba Desilijic Tiure, was kidnapped by Separatist forces in hope of bargaining with the Hutts to join their cause. Eventually, Rotta was rescued by Republic forces with Anakin and Ahsoka escorting him back to Jabba in an effort for the Hutt Cartel's support. Whilst travelling, Ahsoka kept Rotta safe carrying him in a GAR backpack. Though proficient in wielding two lightsabers, whilst carrying Rotta she generally wielded just one. Ahsoka & Rotta would be a great way to have a unique character that has good synergy with Jedi, Galactic Republic and Hutt Cartel units which otherwise lorewise there's very few if not none. In the Clone Wars film, Anakin was also seen carrying Rotta on his back a few times, however Rotta is generally more associated with Ahsoka. Also, Ahsoka & Rotta would allow for the Twilight to become a playable ship.278Views3likes7CommentsSuggestion - Aphra's Tag
Insert new Pirate Tag for Doctor Aphra too, We already dont follow to lore due to balancing issues. Currently Aphra is very luxury char and doesnt have much usages besides countering Jabba. SM-33 will arrive soon, We can have full power of usage that character until Pirate team arrives. It can be cool character under Aphra and it can have multiple homes like Ezra Exile, Everyone loves and Hates Ezra and you can use that character at Rey,GLAT,JML,SK teams. After Depa released we saw character is so useless besides Mace and hard locked behind even its a Jedi, So i wont able to get NuMace sooner due to Low Vauge Salary and bad economy so as well A lot of people didnt get Hype for Depa due to this hard lock on release. After Aphra SM-33 can work better on pirate team and doesnt be bad on other teams until all Pirates are exist.23Views0likes0CommentsCaptain Enoch anti synergy
There's a specific part in the kit of DTP, being: Whenever an Imperial Remnant ally is critically hit, remove 3% Turn Meter from all enemies. This is great for the Remnant team, as enemies with Blight will take bonus true damage. The enemy team slowly destroys itself as your team is critically hit. Fun times all around. But then in Enoch's kit it states: Enemies (excluding Galactic Legends) have -450% Critical Chance. So all that bonus damage is nullified, which sucks. Could the kit be tweaked to "Enemies without Blight (excluding Galactic Legends) have -450% Critical Chance"? That way, it punishes enemies without Blight with reduced damage while being able to capitalise on the extra damage from DTP's unique.130Views0likes8CommentsOrder 66 raid long term
With the new raid coming around there’s a lot of concerns as a player. First concern I have is locking out 2 squads (both pirate leads) so players and guilds are earning less than they should. While on the topic of adding two squads later on, locking 2 of them behind conquest so you won’t have a full synergy squad just adds more time you won’t be maxing out rewards. If this raid is to be a year long, it ends up being shorter than Naboo, making investment into the squads (Bad Batch in particular) less worth it. Since there will be two Pirate squads (one a GL) people will already have to invest into them, but how much longer will the raid be up to make getting the GL worth it in the end. Some adjustments to make newer/future raids worth it. Bring back earning hero shards like Traya, GG, and Han. We already work hard to get Reva and conquest hero’s, why not have raids to the same thing. New raids of the year will still keep the MK3 tokens but once a raid is older, you can still earn MK1 and MK2 tokens like normal. Have the hero shards earned be related to the raid (off the top of my head I would like CT-9904 “Crosshair”). CG can even go as far as making shards only obtainable through using Bad Batch V2 squad. TLDR is have at least 3 squads most players already have upon launch of the raid. Add the new marquee/conquest heros later as a lifter squads that make the raid easier/faster for those who invest in them. Make raids more worth it than just MK3 tokens.202Views1like4CommentsCharacter Kit Concept: Darth Vader (Damaged)
Inspiration: From the comics and 'The Force Unleashed' -This version of Vader will be different from the other two, and have the Imperial Trooper tag, as a reference to him leading the Empire's ground forces against their enemies Unit Name: Darth Vader (Damaged) Relic Amplifier: Life Support Armour Affiliation: Dark Side, Attacker Tags: Leader, Empire, Imperial Trooper, Sith Attacks and Abilities Basic: Sorrowful Blade Deal Physical damage to target enemy and inflict Sorrow (if they already had it, removes all buffs on them and has a 50% chance of inflicting Fear (doubled for Rebels and Jedi), then call another random Empire ally to assist and inflict Sorrow on them if they critically hit. Sorrow can't be copied, dispelled, or resisted. Sorrow: This unit cannot critically hit or evade attacks. Lasts for 2 turns. Special 1: Final Crush (Cooldown: 4) Deals Special Damage to target enemy and inflict Daze for 2 turns. Inflicts 25% additional damage for each enemy with Sorrow. Darth Vader (Damaged) recovers Health(If max out, then he recovers Protection) equal to 20% of the combined Max Health of all allies with Daze. This attack cannot be Countered or Evaded. Special 2: Wave of Terror (Cooldown: 5) Remove all Buffs/Debuffs from all allies and increase their Protection by 5% for each Debuff removed (Max 40%). For each Buff removed, Empire Allies have their cooldowns reduced by 1 and gain 20% Turn meter(Max 80). If an ally turn starts due to this increase, they receive Offense Up, Critical Damage Up and Sorrow. Leader: Surrounded by Fear Empire Allies gain 20% Offense and Defense, and +25 Speed (doubled for Imperial Troopers). Empire allies gain +10% Offense and Potency for each unit with Sorrow. Sorrow does not prevent Critical hits from Empire allies. The Turn Meter of allies with Sorrow cannot be reduced, and their Buffs cannot be dispelled. Whenever an Imperial Trooper ally is defeated, Darth Vader (Damaged) gains 10% of their Max Health, Max Protection, Offense, Potency, Tenacity, Critical Chance, Critical Damage, Defense and Defense Penetration until the end of the encounter. Unique: Hate Leads To Suffering Darth Vader (Damaged) loses 10 Speed and gains 20% Offense and Defense for each unit with Sorrow. At the start of each enemy's turn, if they have Sorrow, Darth Vader (Damaged) Taunts until the end of that turn. Darth Vader (Damaged) has +100% counter chance against enemies with Sorrow and he cannot receive Debuffs from them.297Views2likes8CommentsWhy is CLS an Unaligned Force User and not a Jedi?
This was a question one of my guild mates in JediCouncilAUS asked when the Unaligned Force User tag, the most powerful faction in the game, was added with Commander Ahsoka Tano. They asked why Commander Luke Skywalker had that tag and not the Jedi tag. My response was a quote from Darth Vader in 'The Empire Strikes Back': "The Force is with you, Young Skywalker. But you are not a Jedi yet"177Views0likes5CommentsCharacter idea: Wittin
Unit Name: Wittin Affilation: Dark Side Tags: Leader, Jawa, Hutt Cartel, Scoundrel A suggestion for SWGOH is the Jawa character Wittin. First appearing in Return of the Jedi, Wittin was a Jawa warlord who lead a tribe of Jawas that robbed and plundered settlers on Tatooine. His efforts were slightly put back when his Sandcrawler was destroyed by Imperial Stormtroopers who were looking for C-3PO and R2-D2. Later, Wittin would be involved in a plot to kill the former slave Kitster Banai which would be thwarted. In 4 ABY, Wittin would enter Jabba the Hutt's demolition games with the promise of a new Sandcrawler from Jabba if he won. Wittin entered with a B1 battle droid piloting a Trade Federation STAP that he controlled through remote. The STAP itself had been modified with an ion double blaster from Wittin. As well as being a Jawa leader, Wittin could have good synergy with the existing STAP character in SWGOH if one were in the squad. Alternatively, Wittin could summon his own STAP sporting the Battle of Naboo era livery as opposed to the Clone Wars era one currently featured, and have special ion blaster abilities. Wittin could be the first Dark Side Jawa character whilst the others available are currently Light Side, in addition to being a Hutt Cartel Jawa character.189Views1like3CommentsDarth Marr Character Kit Concept
Inspiration: - Another Sith Empire member with an awesome design - First appeared in 'The Old Republic' webcomics and lead the Sith Empire's Dark Council - He was the only (pure) Sith to ever live on as a Force Ghost, which is where the Spirit of Darth Marr effect comes from Unit Name: Darth Marr Relic Amplifier: Lightsaber Affiliation: Dark Side, Attacker Tags: Leader, Sith, Sith Empire Attacks and Abilities Basic: Enough! Deal Physical Damage, inflict Doubt, and reduce the cooldown for The Galaxy is Ours to Grasp, Let Us Reach! by 1 turn. If the enemy already has Doubt, deal damage two more times. Special 1: I Will Not Kneel (Cooldown: 4) Deal Physical Damage to target enemy and inflict undispellable Healing Immunity and Evasion Down for 1 turn. Then, reduce all cooldowns on Sith Empire allies by 1 turn, gain Offense Up and 50% Protection Up for 1 turns. Darth Marr dispels all debuffs on himself except Ferocity. Special 2: The Galaxy Is Ours To Grasp, Let Us Reach! (Cooldown: 5) Grant all allies Offense Up, Protection Up, Critical Damage Up, and Critical Chance Up, and deal Special Damage to all enemies. Darth Marr gains 5 stacks of Ferocity for 2 turns that cannot be dispelled. Leader: War Leader of the Dark Council All Sith Empire allies gain +15 Speed, gain +10% Offense, have +10% Max Health and +15% Max Protection. Sith Empire allies take reduced damage from health percentage based effects, are immune to cooldown increase and Armor Shred. While in Territory Battles and if all allies are Sith Empire and there are no Sith Empire leader allies: Non-leader Sith Empire allies gain additional +15% Max Health, +10% Max Protection, and +20% Offense per Darth Marr's relic amplifier level. These units will have +100% Defense Penetration whenever they use their Special Abilities. Whenever Sith Assassin uses Dark Shroud, she also gains Frenzy. While Sith Empire allies are under Stealth, they gain +25 Speed. These effects persist until the end of the encounter. Unique: Defender of the Sith Empire: Darth Marr is immune to Turn Meter removal, and if all allies are Sith Empire allies, they gain +10% Protection Up at the start of Darth Marr’s turn, for 2 turns. Whenever Protection Up expires from a Sith Empire ally, dispel all debuffs from them. Darth Marr gains +5% Max Protection for every Sith Empire ally at the start of battle. He also has +7% Offense for every living Sith Empire ally. If Darth Marr is defeated, revive the strongest Sith Empire ally with a 100% Health and Protection and grant them Spirit of Darth Marr, or if no allies were defeated prior to Darth Marr’s defeat, the remaining allies gain +100% Offense and +50% Defense Penetration and recover 45% of their Health and Protection, and then equalize their Health. Spirit of Darth Marr (Blue status effect): This character is immune to Turn Meter removal, and gains +5% Max Protection for every Sith Empire ally that was at the start of battle. This character has 50% Health Steal, and recovers 2% Protection whenever an enemy takes a turn. When they use their Basic Ability, they apply Doubt, and if Doubt was already applied then they deal damage twice. Whenever an enemy takes a turn, gain 5% Turn Meter. If Darth Marr is at Relic 9, then those Sith Empire units will gain +135% Max Health, +90% Protection and +180% Offense Darth Malak would be impossible to kill337Views5likes7CommentsOrder 66 raid concerns
The new order 66 raid was announced and as a long time player I’m quite concerned with the direction it is going in. The required units are not what a majority of players would call lore accurate aside from Jedi Vanguard and dark side clones. The overemphasis on new characters will be a struggle for free to play and newer players to earn in order to achieve decent scores. This can severely demotivate the player base. The possibility of rewards from the Naboo raid being nerfed lingers in the back of players minds as the focus shifts to this newer content. I simply don’t understand why the raid couldn’t be: Pick an Anakin and clone troopers to raid the Jedi Temple. 0 score modifier for Jedi Knight Anakin with any clones. 2x score modifier for General Skywalker with 501st clones. 4x score modifier for Lord Vader and the new dark side clones. The phase transition introduced in Naboo could be scenes from Order 66 like Plo Koon getting taken out in his Star fighter or Commander Cody firing on Obi-Wan. Sure Rex, Echo, Fives, and phase one clone trooper don’t make sense for lore accuracy but they could be substituted with other clones that took part in Order 66. Makes more sense to do it this way than include pirates, Bad Batch units that don’t appear until a few years after Order 66, or Tarkin. Thoughts?291Views1like3Comments