SWGoH: Jedi Master Kenobi kit & dev insights released by CG

SWGoH - Galactic Legend Kenobi

EA Capital Games continues to whet the appetites of the whales and krakens in Star Wars Galaxy of Heroes with more information on the latest Galactic Legend character to come to the game, Jedi Master Kenobi. We now have Jedi Master Kenobi’s kit as well as the developer insights into his abilities. Here is a look at the kit.

 

Jedi Master Kenobi

ALIGNMENT: Light Side
CATEGORIES: Attacker, Leader, Galactic Legend, Galactic Republic, Jedi
Renowned Jedi Master that provides damage and support through a diverse set of abilities.

ABILITIES:
Basic: ARDENT BLADEWORK
FINAL TEXT: (ZETA) Deal Physical damage to target enemy and, if the target was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends). The weakest Light Side ally without Defense Penetration Up gains it for 2 turns. If this ability is used during Jedi Master Kenobi’s turn, he gains 9% Ultimate Charge.

 

Special 1: I WILL DO WHAT I MUST (Cooldown 2)
FINAL TEXT: (ZETA) Deal Physical damage to target enemy and inflict Vulnerable and Healing Immunity for 2 turns, which can’t be dispelled or resisted. Call target Light Side ally to assist, dealing 50% more damage. If Jedi Master Kenobi was selected, he is not called to assist and instead gains 12% Ultimate Charge, doubled if he is the Leader, and this ability deals 50% more damage on subsequent uses (stacking, max 10 stacks).

 

Special 2: HELLO THERE (Cooldown 5)
FINAL TEXT: (ZETA) Light Side allies recover 40% Health and Protection and gain Foresight and Tenacity Up for 3 turns. Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns. Target other Galactic Republic ally gains Damage Immunity for 1 turn, which can’t be dispelled, and their cooldowns are reset (excludes granted abilities).

Jedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies.

 

Leader: HARMONIOUS WILL
FINAL TEXT: (ZETA) All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can’t be dispelled) for 4 turns.

While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.

At the start of battle if all allies are Light Side, Galactic Republic allies can’t be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.

Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.

Jedi allies’ Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).

 

Unique 1: MAY THE FORCE BE WITH YOU
FINAL TEXT: (ZETA) Jedi Master Kenobi ignores Taunt during his turn.
When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can’t be triggered by granted abilities.
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).

 

Unique 2: GALACTIC LEGEND
FINAL TEXT: (ZETA) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.

This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.

 

ULTIMATE: IT’S OVER
FINAL TEXT: Requires 50% Ultimate Charge to activate.

Ultimate Charge: Jedi Master Kenobi gains Ultimate Charge when he uses his abilities. If Jedi Master Kenobi is the Leader, he also gains 3% Ultimate Charge when another Light Side ally uses a Basic ability, doubled during their turn.

Dispel all debuffs on Light Side allies. All other Light Side allies gain a percentage of Mastery (stacking) equal to the amount of Ultimate Charge used with this ability, doubled at 100% Ultimate Charge, until the end of the encounter.

If less than 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 2 turns, which can’t be copied, dispelled, or prevented. All Galactic Republic allies gain Protection Up (20%) for 3 turns which can’t be dispelled or prevented.

If 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 5 turns, which can’t be copied, dispelled, or prevented. All Light Side allies recover 60% Health and Protection, and all Galactic Republic allies gain Protection Up (50%) for 3 turns which can’t be dispelled or prevented.

High Ground: Deals 35% more damage with out of turn attacks; +100% Counter Chance; -35% Speed; can’t gain Ultimate Charge.

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