Era of Myths & Legends Kit Reveal
28 juillet 2026

Hello Holotable Heroes,
Welcome to a new season on the holotables. Today we’ll be going over the new character kits!
See you on the Holotable

UNIT NAME: Mara Jade Skywalker
ALIGNMENT: Light Side
CATEGORIES: Attacker, Jedi, New Republic
Basic Ability: Two Halves
Final Text: Deal Physical damage to target enemy and gain Protection Up (30%) for 1 turn. This attack deals 50% more damage if Mara Jade Skywalker has Riposte.
If Jedi Knight Luke Skywalker is the ally in the Leader slot during Mara Jade's turn he assists, dealing 50% more damage and gains 25% Turn Meter.
Design Notes: Mara Jade Skywalker and Jedi Knight Luke Skywalker are at their best when they fight together. We wanted to design Mara to work in tandem with Jedi Knight Luke. The idea was for her Basic ability to hit hard while speeding up Luke in a double attack.
Another part of this ability is Riposte. If you set this up right, Mara’s Basic ability can cut through an enemy’s protection when armed with Riposte gained from her Special 2, making her counterattacks much more dangerous, especially when allies pull her into extra attacks.
Special 1: I Always Play Fair
Final Text: Deal Physical damage and inflict Defense Down on all enemies for 2 turns. If enemies already had Defense Down, Stagger them for 2 turns instead. All allies gain Offense Up for 2 turns. Mara Jade Skywalker gains Riposte for 2 turns.
If Jedi Knight Luke Skywalker is the ally in the Leader slot, deal an additional instance of True damage to Stunned enemies and if at least one enemy is Stunned, reduce Jedi Knight Luke Skywalker's cooldown of Repulse by 2.
Design Notes: With this ability, Mara Jade shreds defenses and weakens the enemy team, giving allies a stronger offensive window. Use Jedi Knight Luke’s shared granted ability, Hero’s Arise, to reset Mara’s cooldowns and double down on this ability so that enemies already debuffed with Defense Down are Staggered. Pair this with a mass stun from any ally, and Mara’s offense builds.
Synergies:
- Jedi Knight Luke Skywalker (Leader): Mara Jade Skywalker deals an additional instance of True damage on Stunned enemies and reduces the cooldown on Repulse. This rewards squads that can land Stun before Mara Jade takes her turn,
FAQ/Clarity:
- Does the True damage bonus to Stunned enemies require Jedi Knight Luke to specifically apply the Stun?
- No, any Stun from any source qualifies, as long as Jedi Knight Luke is in the Leader slot, Mara Jade deals True Damage.
Special 2: The Last Command
Final Text: Deal Physical damage to target enemy. This ability deals 20% more damage (stacking, max 200%) for each out of turn attack performed by a non-Old Republic Jedi ally until the end of battle. If target enemy has Defense Down, all other allies with Jedi's Will assist.
If Jedi Knight Luke Skywalker is the ally in the Leader slot, deal an additional instance of damage which can't be evaded. The first time Mara Jade Skywalker uses this ability in the encounter while Jedi Knight Luke has Jedi's Will, he gains 100% Turn Meter and she takes a bonus turn.
Design Notes: A Master in the New Jedi Order, Mara Jade’s damage builds from Jedi acting together; the more non-Old Republic Jedi allies attack out of turn, the more dangerous this ability becomes.
The Defense Down requirement ties back to her first Special and gives the team a clear setup pattern. If Jedi Knight Luke is leading and has Jedi's Will, this becomes the key back-and-forth moment for the kit, with Luke and Mara Jade moving in lockstep as a combined force.
Unique 1: A Galactic Union
Final Text: Mara Jade Skywalker has +30% Critical Chance and Critical Damage, and whenever she attacks out of turn, she gains Protection Up (50%) for 2 turns. Whenever a Jedi ally with Resilient Defense uses their Basic ability, Mara Jade assists. At the end of each character's turn in which Mara Jade is not damaged, she gains 5% Offense (stacking, max 25%) and 5% Turn Meter. Whenever an ally uses Heroes Arise, reset Mara Jade's cooldowns.
At the start of battle, if Jedi Knight Luke Skywalker is the ally in the Leader slot: Mara Jade Skywalker gains Jedi's Will until the end of battle, which can't be copied, dispelled, or prevented and they both gain Instant Defeat Immunity, which can't be dispelled, until the end of battle or until Mara Jade Skywalker is defeated. Additionally, whenever she critically hits a Vulnerable enemy, she inflicts Healing Immunity on that enemy for 2 turns, which can't be evaded or resisted.
While in Grand Arenas and there are no Galactic Legends:
- At the start of battle, Mara Jade Skywalker gains 25% Max Health and the enemy Leader loses 100% Protection and 50% Max Protection. Whenever an enemy is defeated, Mara Jade gains 100% Defense Penetration for 2 turns, doubled if that enemy was any Luke Skywalker.
- If Jedi Knight Luke Skywalker is the ally in the Leader slot: Mara Jade is immune to Fear and Stun and ignores Taunt. Additionally, at the start of each encounter, non-Old Republic Jedi allies gain Speed Up for 1 turn and non-Tanks Stealth for 2 turns. Whenever a non-Old Republic Jedi ally is Dazed, they dispel it and gain 15% Turn Meter. The first time Jedi Knight Luke takes a turn, Mara Jade gains a bonus turn.
- Whenever an ally uses Heroes Arise, Mara Jade gains 100% Turn Meter.
Design Notes: Mara Jade doesn't wait around. She gains Critical Chance and Critical Damage to make every hit count, and shields herself when she's pulled into counterattacks or assists. We designed her to get stronger the longer enemies ignore her. True to character, she’s deadlier if not damaged and left in the shadows. Under a Jedi Knight Luke Skywalker lead, when an ally uses Heroes Arise, it’s a powerful cooldown reset for Mara, getting her back into the fight. We designed this to increase the payoff from the granted ability, so she can fight at her best with Luke by her side.
In Grand Arenas, her Omicron turns the pressure up from the start. Mara Jade’s unique disables an enemy Leader’s Protection before the fight begins. Mara Jade is immune to Daze and Fear when Jedi Knight Luke is by her side, showcasing her journey as a light-side reflection of her Dark-side persona.
Synergies:
- Jedi Knight Luke Skywalker (Leader): Mara Jade Skywalker gains a permanent Jedi's Will buff, shared Instant Defeat Immunity effects all require him in the Leader slot
- Mace Windu: Paired with Resilient Defense in the recommended squad, his Basics call Mara Jade to assist, creating additional out-of-turn attacks that fuel The Last Command’s stacking damage

UNIT NAME: Yoda (Dark Side Vision)
ALIGNMENT: Dark
CATEGORIES: Dark Side, Healer, Sith
Basic Ability: Force Fisticuffs
Final Text: Deal Special damage to target enemy twice and Daze them for 1 turn, and all Sith allies recover 10% Health and Protection. If target enemy is already Dazed and all allies are Sith, Stun them for 1 turn. During Yoda's turn, he gains 10 Siphon until the end of the encounter.
Synergies: Probably the best way to get Siphon stacks for Yoda and a decent recovery option for the team. Daze, which follows up with a Stun, helps put your team on top after the exchange.
Special 1: Consume, I Will (CD=3)
Final Text: Deal Special damage to all enemies and all Sith allies recover 25% Health and Protection. Dispel all debuffs from all other Sith allies and inflict Yoda with them (excluding stackable debuffs). Then, inflict all debuffs on Yoda on the target enemy and dispel all debuffs on Yoda. Yoda Siphons Defense from target enemy.
Siphon Defense: Gain a percentage of Defense equal to this unit's Siphon until the end of the encounter and the target loses that much Defense (stacking, excludes raid bosses and Galactic Legends)
Synergies: Ideally, you would want to use this ability last after using the other two abilities, since this requires Siphon stacks to be most impactful. But, if you face a debuff-heavy enemy team then start with this to cleanse your allies of those negative effects and provide valuable recovery. Try to always build up Siphon stacks before using this to maximize its output.
Special 2: Hear Me, You Will (CD=4)(ZETA)
Final Text: Deal Special damage to all enemies and grant target Sith ally Potency Up for 1 turn, Yoda Stealths for 2 turns, and all allies gain 2 stacks of Heal Over Time and Protection Over Time for 2 turns. If there is more than one ally present at the start of battle, target other Sith ally gains Dark Master's Training until the end of battle, which can't be copied, dispelled, or prevented. If all allies are Sith and the ally in the Leader slot is Gungan, inflict Demoralized on all enemies for 2 turns, which can't be copied, dispelled, evaded, or resisted. Yoda gains 5 Siphon for each ally with Dark Master's Training until the end of the encounter.
Dark Master's Training: -20% Tenacity, +50% Critical Damage, Defense Penetration, and Offense
Synergies: You’ll always want to open with this since having Dark Master’s Training opens up a lot of possibilities for that ally when paired with Learn the Darkness, You Will. This will also Demoralize the opponents, allowing the team to go on the offensive and wipe them out early. The Stealth allows him to stay on the field longer and provide support for his allies.
Unique 1: Learn the Darkness, You Will
Final Text: At the start of battle, Yoda gains Dark Master's Training.
Allies with Dark Master's Training gain the following benefits:
Whenever they use a Basic ability they dispel all buffs from target enemy. Whenever they use a Special ability they inflict target enemy with Buff Disruption for 1 turn which can't be resisted. At the end of their turn, all Sith allies recover 15% Protection. Have their Health and Protection recovery effects increased by 30%. Take 35% reduced damage from enemy's attacking out of turn and Provoke that enemy for 1 turn.
Synergies: This is kind of the crux of Yoda, where allies with Dark Master’s Training gain tremendous benefits in any action they take. The Provoke shuts down out-of-turn attack teams and buff dispel on a Basic greatly increases the value of that ability, which is often the weakest part of any character kit.
Unique 2: You are Weak... POWERLESSFinal Text: Yoda has +30% Defense.
If the ally in the Leader slot is a Sith Gungan, all Sith allies have +100% Health Steal and +50% Max Health, and whenever enemies gain bonus Turn Meter, Yoda gains 200 Speed until the start of his next turn.
Whenever a Sith ally is inflicted with a debuff, Yoda gains 7% Turn Meter. While an enemy is debuffed, reduce their Health and Protection recovery effects by 30%.
At the end of Yoda's turns, all other Sith allies gain 5% of Yoda's Defense (stacking) until the end of the encounter.
While in Territory Battles: At the start of battle, all Sith allies gain 200% Max Protection and 80 Speed. Whenever an ally is inflicted with a debuff, all Sith allies gain 5% Defense (stacking, max 150%) for the rest of battle. Whenever another Sith ally gains Dark Master's Training, a random Sith ally who doesn't have it gets it. Whenever a Sith ally is Dazed or Stunned they dispel it, reset their cooldowns, and gain a bonus turn. The first time a Sith ally falls below 50% Health, they gain Damage Immunity for 1 turn. Sith allies take reduced damage from Percent Health damage effects. Enemies defeated by Sith allies can't be revived.
Synergies: Constant Turn Meter gains for Yoda when Sith allies are debuffed & bonus Turn Meter gain for enemies makes sure that spreading Dark Master’s Training using Hear Me, You Will becomes easy, and constant Defense sharing with Sith allies makes the team more resilient as the battle proceeds.

UNIT NAME: Starkiller (Luke Concept)
ALIGNMENT: Light
CATEGORIES: Support, Rebel, Unaligned Force User
Basic Ability: Laser-Sword Strike
Final Text: Dispel all buffs and deal Physical damage to target enemy. If the ally in the Leader slot is Commander Luke Skywalker, during Starkiller (Luke Concept)'s turn, he gains 20% Turn Meter.
Design Notes: One of the best traits is Turn Meter manipulation for his team, and we wanted to double down on that with a basic ability that preserves the team's essence. It felt right and balanced for Starkiller (Luke Concept) to gain Turn Meter while Commander Luke Skywalker is present. The more turns Starkiller (Luke Concept) gets in the battle, the better the team gets in the battle. You’ll see that further in the kit.
Special 1: Son of the Suns
Final Text: Deal Physical damage to target enemy and inflict Buff Immunity for 2 turns. If the ally in the Leader slot is Commander Luke Skywalker, he assists and Starkiller (Luke Concept) inflicts Shared Fate on that enemy for 2 turns, which can't be copied, dispelled, or resisted. If Commander Luke Skywalker has Call to Action, he assists a second time and The Grip of Tython's cooldown is reduced by 1.
Shared Fate: When this enemy receives damage, 20% of that damage is dealt to all other enemies as True damage; this damage can't defeat them; only one enemy can be inflicted with Shared Fate at a time
Design Notes: Shared Fate is a new debuff designed to reflect the connection between Starkiller (Luke Concept) and Commander Luke Skywalker, based on the fact that both characters represent different visions of the same legend.
It allows single-target attacks against the affected enemy and also damages other enemies (sharing the same fate). The plan was to use the squad's offensive capabilities to the fullest, wearing down other enemies while targeting a single target. Shared Fate transforms your single-target attack into a controlled AoE attack.
Synergy: One of the most effective ways to use Shared Fate is to inflict this debuff on a taunting enemy, and just keep on attacking that enemy with your offense-heavy squad (which the CLS squad is good at). Others will slowly wear down, and once you see an opening, simply use Call to Action to defeat your foe.
Special 2: The Grip of Tython
Final Text: Deal Physical damage to all enemies and Ability Block them for 1 turn.
If the ally in the Leader slot is Commander Luke Skywalker and there are no Galactic Legend allies, dispel all debuffs on Rebel allies, and enemies critically hit by this ability lose 20% Turn Meter. If any debuff was dispelled on Starkiller (Luke Concept), Rebel allies gain 25% Offense (stacking, max 100%) until the end of battle.
Design Notes: We wanted to achieve two important things with this ability. First, the team lacked a mass dispel for the entire squad, and the other was to improve on what the squad is already good at: Turn Meter manipulation and Offense.
Unique 1: The Force of Others
Final Text: Rebel allies have +15% Critical Chance and +25% Max Health and Max Protection, doubled if Commander Luke Skywalker is the ally in the Leader slot.
If the ally in the Leader slot is Commander Luke Skywalker and there are no Galactic Legends: Whenever a Rebel ally critically hits the target enemy, that enemy is Exposed for 2 turns. Whenever an enemy with Shared Fate uses a Special ability, increase the cooldowns of all other enemies by 1. The first time an ally gains Guard, Starkiller (Luke Concept) and all Rebel Attacker allies without Guard gain it for 2 turns.
Whenever Commander Luke Skywalker gains Call to Action, all Rebel allies gain Call to Action for 1 turn.
While in Grand Arenas, if Commander Luke Skywalker is in the allied Leader slot and there are no Galactic Legends: Whenever a Rebel ally attacks out of turn, they have +50% Defense Penetration. Whenever a Rebel ally is Ability Blocked, they dispel it and gain Protection Up (50%, stacking) for 2 turns and 25% Turn Meter.
Enemies with Shared Fate can't gain bonus Turn Meter and whenever they start their turn, Starkiller (Luke Concept) gains 50% Turn Meter.
Design Notes: Expose has always been a core part of Commander Luke Skywalker's squad, and Starkiller (Luke Concept) builds on that strength. With Rebel allies now able to inflict Expose through both Basic and Special abilities, along with increased Critical Chance, the squad can inflict Expose more frequently than before.
Guard and Call to Action are impactful buffs in the squad, but not everyone can take full advantage of them. We wanted to change that, so from now on, every Rebel ally will be able to gain Guard and Call to Action.
For Grand Arena, we wanted to lean into the assists and counterattacks that define the squad's playstyle, building on those strengths and making them even more impactful. Also, pin down enemies with Shared Fate and allow Starkiller (Luke Concept) to gain some sort of advantage when the enemy with Shared Fate takes a turn.

UNIT NAME: Jaxxon
ALIGNMENT: Light
CATEGORIES: Attacker, Mercenary, Scoundrel, Smuggler
Basic Ability: Blaster's Up, Doc
Final Text: Deal Physical damage to target enemy twice and inflict Vulnerable for 1 turn. Prepared: Jaxxon attacks again, and if it is his turn, all Prepared allies gain 25% Turn Meter for each attack.
Synergies: Dash Rendar starts all his Scoundrel allies with Prepared, meaning a fast-out-the-gate Jaxxon can distribute a massive amount of Turn Meter to the entire team. Additionally a Dash led squad brings even more TM with when Jaxxon critically hits (which he can do multiple times in a single turn).
FAQ/Clarity:
Question: If Jaxxon is Prepared, does he do three or four instances of damage? (Does “attacks again” mean ‘deal Physical damage twice’ again or do one more instance of damage?) Answer: “Attacks again” means he does the entire attack a second time, so four instances of damage.
Special 1: Hop 'Til You Drop (Cooldown: 3)
Final Text: Deal Physical damage to target enemy and inflict Off Balance for 2 turns. Prepared: Stun target enemy for 1 turn.
Synergies: Off Balance gives a little bit more turn meter advantage to Jaxxon and company, and rewards them for hitting enemies frequently, which Jaxxon does with his Basic.
FAQ/Clarity:
Off Balance: Lose 10% Health and 10% Turn Meter if damaged by an attack.
Special 2: Fluffle Shuffle (Cooldown: 4)
Final Text: Deal Physical damage to all enemies. If the enemy Leader is Dark Side, this attack deals 20% more damage for each Prepared ally. Otherwise, this attack deals 10% more damage for each Prepared ally.
Jaxxon has a 25% chance to use Blaster's Up, Doc. If any version of Lando Calrissian is an active ally, this chance becomes 100%. Prepared: This attack can't be countered or evaded.
Synergies: Playing this ability in combination with Dash’s AoE Special Ability makes for a very very deadly combination right off the bat of the battle. It’s gnarly.
FAQ/Clarity:
The current Landos in the game are Lando Calrissian, Young Lando, and Skiff Guard (Lando Calrissian).
Unique 1: Starship Down (Zeta, Omicron)
Final Text: Jaxxon has +20% Critical Chance, Max Health, and +20 Speed. If any version of Lando Calrissian is an active ally, Jaxxon and every version of Lando gain 50% Critical Chance, Critical Damage, Max Health, and all allies are immune to Speed Down for 1 turn.
While Jaxxon is active, Prepared allies have +50% Defense. Whenever a Prepared ally loses Prepared, they gain 10% Turn Meter. Whenever an ally version of Lando Calrissian uses a Special ability, they dispel all debuffs on all allies, and all allies recover 20% Health and Protection. The first time Jaxxon would be reduced to 1% Health, he Stealths for 2 turns and recovers 100% Health and Protection. If all allies are Scoundrels, whenever Jaxxon scores a critical hit, he gains 20% Critical Damage (stacking, max 200%) until the next time he doesn't critically hit.
While in Territory Battles: Scoundrel allies have +50% Max Health and Max Protection and +50 Speed. Whenever a Prepared ally loses Prepared, they gain Prepared. Whenever a Scoundrel ally gains Prepared, they gain 30% bonus Protection and Defense Penetration (stacking) until the end of battle. At the start of each encounter, Scoundrel allies gain Prepared if they didn't have it and take a bonus turn. Enemies defeated by Scoundrel allies can't be revived.
Synergies: If you couldn’t tell by now, giving Jaxxon increased crit chance will crank up not only his allies TM from his Basic, but this Special will skyrocket the damage on those crits. When using Jaxxon and friends on offense, make sure you’re going up against enemies who can be crit! Oh, and like most TB Omicrons, Jaxxon’s is basically an “I win button” for easy clears in Combat Missions.
He is also a lot more potent of a damage dealer when he is first in line at the buffet, so we gave him a little bit of Speed, and made sure nobody can cut him in line at the start of battle with a 1 turn Speed Down Immunity.

UNIT NAME: Stormtrooper (Concept)
ALIGNMENT: Dark
CATEGORIES: Tank, Empire, Imperial Trooper
Basic - Enforcer’s Blade
Deal Physical damage to target enemy and gain Defense Up for 1 turn. If Stormtrooper (Concept) is buffed, they recover 15% Health and Protection.
Design Notes
Enforcer’s Blade is built around the dual nature of Stormtrooper (Concept)’s equipment; the blade is there for offense, while the shield reinforces their defensive role. That mix makes the Basic feel true to the character visually and supports the identity of a self-sustaining Tank, especially in the absence of a healer.
Synergies
This ability works especially well when Stormtrooper (Concept) is called to assist, since each assist can become another chance to recover Health and Protection.
Similarly, Stormtrooper (Concept) benefits from Range Trooper’s Retribution and Snowtrooper Commander’s Alert, as they both create more opportunities for them to use Enforcer’s Blade outside of their own turn.
It also makes Stormtrooper (Concept) a strong candidate for Admiral Piett’s Inevitable Failure. Since that debuff builds up whenever the target uses an ability or receives damage from an enemy, Stormtrooper (Concept) can rack it up quickly while doing their job as the squad’s Tank, leading to a larger payout for Piett if they are defeated.
FAQ / Clarity
Q: If Stormtrooper (Concept) already has a buff other than Defense Up, do they recover Health and Protection instead of gaining Defense Up?
A: No. Stormtrooper (Concept) gains Defense Up every time they use their Basic, whether they are already buffed or not. If they already have another buff, they gain Defense Up and recover Health and Protection. If they do not have any buffs, they only gain Defense Up.
Special - Linebreaker (Cooldown 3)
Deal Physical damage to target enemy, Stun them and Taunt for 2 turns.
All Imperial Trooper allies gain Protection Up (40%) for 2 turns and recover Protection equal to 25% of Stormtrooper (Concept)'s Defense. All Imperial Trooper Attacker allies gain Advantage for 2 turns.
Design Notes
Linebreaker is Stormtrooper (Concept)’s main control-and-setup button.
Being the squad’s Tank, Stormtrooper (Concept) will usually have the most defensive investment among them, and Linebreaker helps turn that durability into a squad-wide recovery. Many Imperial Trooper Attackers rely on landing critical hits to trigger their key effects, and the Advantage from Linebreaker helps guarantee that.
This is how Linebreaker really sells the sword-and-shield fantasy as it halts the enemy, revitalizes the squad, and preps the attacking line to swing the battle back in your favor.
Synergies
Linebreaker’s Protection recovery and Advantage are very helpful for keeping your glass cannons protected and empowered. Iden Versio can get more value from her Basic’s recovery, Snowtrooper can use those hits to reduce cooldowns, and Dark Trooper can get more screen time.
In a General Veers squad with Admiral Piett and Dark Trooper, Linebreaker can also create a strong offensive setup. Dark Trooper cannot critically hit without Advantage, so if Stormtrooper (Concept) is healthy and does not need the extra recovery from assist calls, you can place Piett’s Inevitable Failure on Dark Trooper instead. With Advantage active, Dark Trooper can land big damage and also gain Defense Up in the process.
FAQ / Clarity
Q: How is 25% of Stormtrooper (Concept)’s Defense calculated?
A: Any unit’s Defense is made up of two stats: Armor and Suppression. For Linebreaker, 25% of Stormtrooper (Concept)’s Defense means 25% of their Armor plus 25% of their Suppression. That combined value is then used as the amount of Protection recovered.
Q: Does the Protection recovery increase if Stormtrooper (Concept) has Defense Up or other defensive stat boosts?
A: Yes. Linebreaker calculates Stormtrooper (Concept)’s Defense at the moment the ability is used, so if they have Defense Up or any other defensive stat boost at that time, the Protection recovery will increase based on that increased Defense.
Unique - Alderaan Prison Security (Zeta and Omicron)
At the start of battle, if all allies are Imperial Trooper, Stormtrooper (Concept) Taunts for 2 turns at the start of each encounter.
While Stormtrooper (Concept) is Taunting, they have +50% Defense and Tenacity, and whenever they are damaged by an attack, deal damage equal to 50% of their Defense to the attacker as True damage. This damage can't defeat enemies. All other Imperial Trooper allies have +30% Critical Avoidance and Defense. The first time each other Imperial Trooper ally falls below 50% Health, Stormtrooper (Concept) Taunts, and that ally gains Protection Up (50%) for 2 turns.
While in Grand Arenas, if all allies are Imperial Trooper and there are no Galactic Legends:
Whenever Stormtrooper (Concept) is damaged by an attack, all allies gain 10% Turn Meter. Whenever Taunt is dispelled from Stormtrooper (Concept), they Taunt for 1 turn, which can't be dispelled. Whenever an ally is Dazed, that ally dispels it and gains 25% Turn Meter. Whenever an ally with Protection uses an ability on their turn, call another random ally to assist.
Design Notes
Stormtrooper (Concept)’s Unique is designed to help Imperial Troopers push through the counterplays that normally disrupt their gameplay loops.
A solid Tank capable of applying Taunt at the start of battle is always important against fast teams who burn down key units before they get a chance to act. Having more Defense while Taunting not only makes Stormtrooper (Concept) meatier but also increases the damage they deal back to enemies. Thus, personifying “the best offense is a good defense”.
When an ally drops low on Health, Stormtrooper (Concept) comes in clutch with an immediate Taunt. They pull the heat onto themselves, which also activates their bonus Defense. If they follow this up with Linebreaker, the whole squad, including the ally who dropped low, can recover more Protection right when they need it the most.
The Omicron doubles down on Stormtrooper (Concept)’s anti-counterplay role. There are two big pieces here. First, enemies trying to strip Stormtrooper (Concept)’s Taunt are punished with an undispellable version of it so that they do not immediately lose their value as a Tank. Second, Imperial Troopers love assists and bonus Turn Meter, which makes Daze one of the nastiest debuffs they can run into. Stormtrooper (Concept) immediately dispels it and gives that ally a good chunk of Turn Meter instead.
Beyond that, since Stormtrooper (Concept) is a Tank and will be attacked often, the Omicron helps generate more Turn Meter for the entire squad. And because Stormtrooper (Concept) is a big reason allies can keep their Protection intact, having Protection felt like a good reason for increasing assist calls.
Synergies
Stormtrooper (Concept)’s Omicron works really great under a General Veers lead with Admiral Piett and Range Trooper. Range Trooper already brings extra assist calls through his Special and Unique, and whenever those assists happen, Piett can hand out The Emperor’s Trap. Under Veers, gaining that buff also means more Turn Meter, helping the assisting ally get back to their own turn faster.
Stormtrooper (Concept) adds another layer to that loop. While they are Taunting and taking damage, the squad gains even more Turn Meter. Then, if an ally still has Protection when they take their turn, Stormtrooper (Concept)’s Omicron can call another random ally to assist, which can lead to more Emperor’s Trap, more Turn Meter, and more assists.
Dark Trooper is one of the biggest winners here who can stack up a lot of Emperor’s Trap and gain a huge amount of Offense, and if given Advantage from Linebreaker, those punches become super deadly. If Dark Trooper defeats an enemy, Veers gives the whole squad a big Turn Meter boost, and the train keeps rolling.
FAQ / Clarity
Q: Which mode of Grand Arenas does the Omicron activate in?
A: The Omicron is available to equip in both 5v5 and 3v3 Grand Arenas.
Q: Does the Omicron work if my squad has no Galactic Legends, but the enemy squad does?
A: No. The Omicron requires there to be no Galactic Legends on either squad. If either your squad or the enemy squad includes a Galactic Legend, the Omicron condition is not met.
Q: In Grand Arenas, does the ally with Protection need to use a Special ability on their turn to call an assist, or does this also happen when using a Basic ability?
A: It also happens when using a Basic ability. The assist call can trigger when an ally with Protection uses any ability on their turn, but it does not trigger during out-of-turn attacks.

UNIT NAME: The Ronin
ALIGNMENT: Dark
CATEGORIES: Dark Side, Attacker, Sith
Basic Ability: Wandering Steel Hums
Final Text: Deal Physical damage to the target enemy and gain Offense Up for 1 turn. Each time this ability is used, increase the damage of Oaths Buried Beneath Silence by 20% (stacking, max 100%) until the end of battle. R5-D56 gains 10% Max Health (stacking, max 100%) until the end of battle. If the target enemy is Shocked and the ally in the Leader slot is a Gungan Sith, this attack is guaranteed to critically hit if able.
Synergies:
- Darth Jar Jar (Gungan Sith leader): When the target is Shocked, set up by R5-D56's Arc Jab this attack is guaranteed to critically hit, creating a punishing offensive loop between the two partners.
- R5-D56: His Max Health scales each time this ability is used, so the more aggressively the Ronin attacks, the tougher his companion becomes.
- Both Basic and Special empower each other; use them frequently throughout the battle to continuously ramp up the Ronin's total damage output.
Design Notes: Think of this ability as your investment phase. The more you use it early, the scarier Oaths Buried Beneath Silence gets later, so resist the urge to pop the Special immediately. Stack a few Basics first, and by the time you hit the Special, the damage will hit noticeably harder. Once R5-D56 is on the field, your rotation opens up: have R5-D56 land Arc Jab to Shock the target, then follow with the Basic for a guaranteed critical hit. That loop is your bread and butter under Darth Jar Jar.
FAQ/Clarity:
Question: Does the damage increase to Oaths Buried Beneath Silence stack across the whole battle?
Answer: Yes. Each use of Wandering Steel Hums adds 20% bonus damage to Oaths Buried Beneath Silence, stacking up to a maximum of 100% until the end of battle.
Question: When exactly does the guaranteed critical hit apply?
Answer: Two conditions must both be true at the time of the attack: the target enemy must be Shocked, and the ally in the Leader slot must be a Gungan Sith (e.g., Darth Jar Jar). Both must be met simultaneously.
Special 1 - Oaths Buried Beneath Silence (Cooldown: 3)
Final Text: Deal Physical damage to the target enemy. If they have Resilient Defense or Taunt, this ability deals 300% more damage and inflicts Armor Shred until the end of the encounter, which can't be evaded or resisted.
Inflict 2 stacks of Bleed (max 6) until the end of the encounter, which can't be dispelled or resisted. Each time this ability is used, increase the damage of Wandering Steel Hums by 100% (stacking, max 300%) until the end of battle. The Ronin Siphons Critical Damage from the target enemy, which can't be resisted, and R5-D56 gains the same amount.
Siphon Critical Damage: Gain a percentage of Critical Damage equal to this unit's Siphon until the end of the encounter and the target loses that much Critical Damage (stacking, excludes raid bosses and Galactic Legends)
Synergies:
- Stacking Bleed ensures enemies who survive the initial strike remain in danger and since it can't be dispelled or resisted, there is no escaping it once applied.
- The Siphon Critical Damage effect steals raw Critical Damage from the target. The stronger their critical strikes were meant to be, the more powerful the Ronin and R5-D56 become in return.
- Each use also stacks damage onto the Ronin's Basic; the two abilities power each other up simultaneously, so the longer the fight goes, the more dangerous every swing becomes.
Design Notes: This is your priority ability against tanky enemies, if they have Resilient Defense or Taunt, always hit them with this first before anything else. The Armor Shred it inflicts makes every subsequent hit from the whole squad hurt more. Bleed stacks are permanent and unresistable, so keep piling them on the same target.
The cross-empowerment with Basic is deliberate. Every time you use this, your Basic hits harder, and vice versa. The two abilities are meant to snowball together.
FAQ/Clarity:
Question: Does the 300% bonus damage apply if the enemy gains Resilient Defense or Taunt after this ability is activated?
Answer: No. The enemy must have Resilient Defense or Taunt at the moment this ability is used for the bonus damage and Armor Shred to apply.
Question: Does R5-D56 gain the same amount of Siphon as the Ronin from this ability?
Answer: Yes. The Ronin Siphons Critical Damage from the target enemy and R5-D56 gains that same amount; both benefit equally from each use.
Unique 1 - Mercy Left Behind (Zeta, Omicron)
Final Text: At the start of battle, The Ronin gains 10 stacks of Boiling Point, which can't be copied or dispelled. At the start of each of his turns, he dispels 1 stack. If there is a Gungan Sith ally in the Leader slot, dispel an additional 5 stacks. If there is a Sith Healer ally, dispel an additional 5 stacks. When Boiling Point expires, summon R5-D56. The Ronin has +50% Critical Damage. Whenever a Manipulated enemy begins their turn, The Ronin gains Advantage for 1 turn.
At the start of his turn, he gains 25% Critical Damage (stacking) for each enemy with Resilient Defense, Stealth, or Taunt until the end of his turn. Whenever The Ronin or R5-D56 scores a critical hit, both gain 3 Siphon until the end of the encounter. When R5-D56 is summoned, The Ronin gains 30% Defense Penetration and Max Health until the end of battle and all Sith allies gain 100% bonus Protection for 1 turn. Whenever an enemy attacks out of turn, The Ronin gains 10% Turn Meter.
Boiling Point: When stacks reach zero, R5-D56 is summoned.
While in Territory Wars and all allies are non-Galactic Legend Sith: While R5-D56 is active, The Ronin has 50 Speed. While The Ronin is active, R5-D56 has 50% Offense. Whenever The Ronin attacks the enemy in the Leader slot, he gains Alert and Speed Up for 2 turns. Whenever a Manipulated enemy starts their turn, The Ronin and R5-D56 gain 5 Siphon until the end of the encounter. Allies with Emergency Powers gain 50% Defense Penetration. Whenever an enemy with Bleed gains Resilient Defense, Stealth, or Taunt, they lose 10% Max Health (stacking) and The Ronin gains 10% Turn Meter.
Synergies:
- Darth Jar Jar’s Manipulate effect on enemies directly feeds the Ronin's Advantage gain, creating a near-constant stream of free critical hit opportunities. Every one of those crits builds Siphon for both the Ronin and R5-D56 simultaneously.
- When R5-D56 is summoned, every Sith ally on the team immediately gains 100% bonus Protection, so the summon moment has a squad-wide impact rather than just being a personal power spike for The Ronin. From that point forward, every crit from either unit feeds Siphon into both of them.
Design Notes: Boiling Point was the most exciting mechanic in this kit. How do you make a companion arrival feel exciting regardless of your team, while still rewarding the right composition? The answer was making the countdown variable. Run The Ronin alone and R5-D56 shows up eventually. Bring Darth Jar Jar and a Sith Healer, and R5-D56 is on the field turn one. That flexibility is intentional, but the Darth Jar Jar build is clearly where the kit wants to live.
In Territory Wars specifically, prioritize attacking the enemy Leader slot whenever possible. Alert and Speed Up for 2 turns adds up fast.
FAQ/Clarity:
Question: Do all three Boiling Point removal conditions apply at the same time?
Answer: Yes. The base 1 stack, the Gungan Sith leader bonus 5, and the Sith Healer bonus 5 all dispel simultaneously at the start of the Ronin's turn.
Question: When does the Advantage from Manipulated enemies apply?
Answer: Whenever a Manipulated enemy begins their turn, The Ronin gains Advantage for 1 turn. This requires Darth Jar Jar's Manipulate effect to be active on enemies, without it, this condition never triggers.
Question: Does the 100% bonus Protection when R5-D56 is summoned apply to all Sith allies on the team?
Answer: Yes. When R5-D56 is summoned, all Sith allies gain 100% bonus Protection for 1 turn.
Question: Do the ability names Wandering Steel Hums/Oaths Buried Beneath Silence/Mercy Left Behind intentionally make a Haiku? Answer: :D
Summon: R5-D56
R5-D56 is the Ronin's constant companion across both Star Wars: Visions episodes. He doesn't appear at the start of battle, he waits in the wings until the Ronin is ready, reflected by the Boiling Point countdown. Once summoned, the two move as one: every time the Ronin takes a turn, R5-D56 immediately follows with a bonus turn, ensuring the duo always strikes in tandem.
Basic: Arc Jab
Deal Physical damage to target enemy and Shock them for 1 turn. The Ronin gains Protection Up (50%) for 1 turn. If the target enemy has Bleed, this attack deals 100% more damage.
Design Notes: R5-D56 was one of the most joyful parts of this kit to design. We deliberately chose to have Arc Jab protect the Ronin rather than just deal damage. R5-D56 isn't here to steal the spotlight; he's here to make The Ronin shine. when players master the Shock-into-guaranteed-crit loop themselves, we hope that it feels like a little gift we left in there for them.
FAQ/Clarity:
Question: Does Protection Up on the Ronin stack if Arc Jab is used multiple times?
Answer: Protection Up refreshes its duration to 1 turn each time Arc Jab is used. It does not stack additional layers.
Special: Guided Payload (Cooldown: 3)
Deal Physical damage to all enemies. Deal an additional instance of damage for each enemy (max 6) with Resilient Defense, Stealth, or Taunt.
R5-D56 Siphons Critical Chance from the target enemy, which can't be resisted, and The Ronin gains the same amount. The Ronin has +50 Speed for the rest of the encounter. Inflict a stack of Bleed (max 6) until the end of the encounter, which can't be dispelled or resisted if the enemy has Resilient Defense, Stealth, or Taunt.
Siphon Critical Chance: Gain a percentage of Critical Chance equal to this unit's Siphon until the end of the encounter, and the target loses that much Critical Chance (stacking, excludes raid bosses and Galactic Legends
Design Notes: This is best used after enemies already have Bleed from The Ronin's Special, in Territory Wars, enemies with Bleed who then try to gain Resilient Defense or Taunt will immediately lose 10% Max Health, so Guided Payload's Bleed application becomes a setup for that trap. The more defensive the enemy team, the more hits this lands and the more Bleed it spreads. Use it when you see enemies stacking defensive buffs.
The +50 Speed bonus to the Ronin is permanent; timing this early in the fight means the Ronin accelerates significantly for the rest of the battle.
FAQ/Clarity:
Question: Does R5-D56 keep the Siphon Critical Chance he steals, or does it transfer to the Ronin?
Answer: Both. R5-D56 Siphons Critical Chance from the target enemy and The Ronin gains the same amount, both units benefit from each use.
Unique: Follow the Blade
R5-D56 gains 25% Max Health and Protection for each Sith ally. Whenever The Ronin starts his turn, R5-D56 gains a bonus turn. On summon, R5-D56 gains Crit Chance Up and Defense Penetration Up for 2 turns.
Whenever an enemy gains bonus Turn Meter, R5-D56 gains 1 stack of Boil Over (max 10) until the end of the encounter. R5-D56 gains 10% Offense per stack of Boil Over. When R5-D56 reaches 10 stacks of Boil Over, The Ronin gains a bonus turn and dispels all stacks of Boil Over at the end of that turn.
Boil Over: Abilities gain additional effects.
Design Notes: The bonus turn whenever the Ronin acts is the core of the duo. Every Ronin turn immediately becomes a Ronin + R5 turn; it's a huge action-economy advantage that builds throughout the fight. Boil Over is the other piece: every time any enemy gains bonus Turn Meter from any source, R5 builds a stack. At 10 stacks, the Ronin gets a free bonus turn. Against fast enemies or leaders who hand out a lot of Turn Meter, this triggers constantly, and the Ronin can end up taking far more turns than the enemy expects.
FAQ/Clarity:
Question: What qualifies as "bonus Turn Meter" for Boil Over stacks?
Answer: Any effect that grants bonus Turn Meter to an enemy, leader abilities, counter-attacks, taunt-triggered effects, ability effects, and so on. Each instance grants R5-D56 one stack of Boil Over, up to a maximum of 10.
Question: Does R5-D56's Offense from Boil Over stacks reset after the 10-stack bonus turn triggers?
Answer: Yes. When The Ronin gains his bonus turn from 10 Boil Over stacks, all stacks of Boil Over are dispelled at the end of that turn, resetting R5-D56's Offense bonus and allowing the cycle to begin again.
Question: Is R5-D56 affected by standard summoned unit restrictions?
Answer: Yes. R5-D56 is a summoned unit; his stats scale with the Ronin's stats, he can't be revived, he can't be summoned in certain raids, and he escapes battle if there are no other allies remain.

UNIT NAME: Darth Jar Jar
ALIGNMENT: Dark
CATEGORIES: Leader, Support, Gungan, Sith
Basic Ability: Mesa Going to Hurt Yousa
Deal Special damage to target enemy and Shock them for 1 turn. During his turn, if all allies are Sith, deal additional effects that last for 1 turn:
Inflict Tenacity Down on all enemies that don't have it. If any enemy had Damage Immunity, dispel it, and all Sith allies gain Damage Immunity. If the target enemy has 3 or more stacks of Bleed, inflict Deathmark on them.
Synergies: Shock will help trigger the Plasma Residue. Other Sith who can provide consistent Bleed will allow for the Deathmark to help eliminate enemies.
FAQ/Clarity: Damage Immunity will need to be dispelled from the enemy for Sith allies to gain it. If the enemy has an undispellable Damage Immunity, Sith allies will not gain Damage Immunity.
Special 1: Yousa People Gonna Die
Deal Special damage to target enemy and Manipulated enemies are Blinded and gain Speed Up for 1 turn. If there are no Galactic Legend or Sith Empire allies, target enemy becomes Manipulated if they didn't already have it and no other enemies have it, which can't be copied, dispelled, or resisted, until the end of the encounter, and they Stealth for 2 turns.
Darth Jar Jar gains Outmaneuver for 2 turns. Remove Marked from all allies then a random Sith ally gains bonus Protection (50%) until the end of the encounter and is Marked while they have this Protection. When this Marked expires, another random Sith ally is Marked and gains bonus Protection (50%) until the end of the encounter until all other Sith allies have been Marked by this ability.
Manipulated: Abilities gain additional effects
Synergies: Manipulated enemies help benefit Darth Jar Jar’s team. Manipulating an enemy can provide consistent benefits as long as they stay active, so picking the right enemy will help the success of the team.
FAQ/Clarity: The first time an enemy is Manipulated, they gain Stealth, but if this ability is used and there is already a Manipulated enemy, they do not gain Stealth. The Manipulated enemy would gain the Speed Up instead and become Blinded.
Marked would move to a random other Sith ally until the bonus Protection is depleted. Once that bonus Protection is depleted Marked moves to another random Sith ally until all other Sith allies have been Marked by this ability. Marked from this ability will not apply to Darth Jar Jar.
Special 2: Letten the Haten Flow
Deal Special damage to all enemies and inflict them with Plasma Residue for 2 turns. If there is a shield generator, it takes 15 additional instances of damage. Sith allies gain Defense Up and Foresight for 2 turns.
Darth Jar Jar Siphons Max Protection from all non-Manipulated enemies, which can't be resisted, then all Sith allies gain that amount until the end of the encounter.
Siphon Max Protection: Gain a percentage of Max Protection equal to this unit's Siphon until the end of the encounter and the targets lose that much Max Protection (stacking, excludes raid bosses and Galactic Legends)
While in Grand Arenas and there are no Galactic Legend allies: Sith allies gain 5% Offense (stacking) per Siphon stack on Darth Jar Jar until the end of the encounter. Inflict all enemies with Healing Immunity for 1 turn, which can't be resisted. Enemies without Protection can't resist the Plasma Residue and whenever it expires it is reapplied at the end of the turn if Darth Jar Jar is active. If any enemy has Bleed, inflict a stack of Bleed on all enemies that don't have it until the end of the encounter.
Synergies: The Siphon takes from all enemies except the Manipulated enemy. This will allow the Manipulated enemy to survive longer and continue to provide value to Darth Jar Jar.
FAQ/Clarity: The damage to shield generators would include shield generators on either side of the battlefield. So, ally or enemy shield generators would take 15 additional instances of damage.
Unique 1: The Phantom Menace
At the start of battle, Darth Jar Jar gains Hatred, which can't be copied, dispelled, or prevented, for the rest of battle. Whenever an enemy takes damage from Bleed, Darth Jar Jar gains Frenzy for 2 turns. Darth Jar Jar gains a bonus turn after the first turn taken by the enemy in the Leader slot.
Whenever a Manipulated enemy starts their turn, they take 50% Max Health damage (this damage can't defeat them), then equalize their Health and Protection with the strongest enemy, and Darth Jar Jar gains a bonus turn.
Whenever Darth Jar Jar uses every ability, ally Darth Sidious gains Emergency Powers, which can't be copied, dispelled, or prevented, if he didn't already have it, for 2 turns. Once this effect has expired, Darth Jar Jar must use every ability again for Darth Sidious to gain Emergency Powers.
While in Grand Arenas and there are no Galactic Legend allies: All Sith allies gain Hatred, which can't be copied, dispelled, or prevented, for the rest of battle. Whenever a Sith ally is Ability Blocked they gain Massively Overpowered for 1 turn.
Emergency Powers: +200% Defense, Offense, 100% counter chance and +100 Speed; at the start of this unit's turn, all allies recover 100% Health and Protection
FAQ/Clarity: The Manipulated enemy equalizes with the strongest enemy, so the Manipulated enemy is hurting themselves, and then weakening their own teammates through the equalization.
Darth Jar Jar must use each ability at least once before Emergency Powers can be granted. Then, once Emergency Powers expires, Darth Jar Jar must do so again. Any abilities used while Darth Sidious has Emergency Powers will not count towards re-applying it. So, his Basic ability and both Special abilities must be used then Emergency Powers will be granted.
Leader: Da Force Shall Freein Mesa
Whenever Darth Jar Jar is Ability Blocked, Dazed, or Stunned, the enemy who inflicted it is inflicted with the same debuff for 1 turn, which can't be dispelled. Sith allies are immune to Investigation.
At the start of each encounter, Darth Jar Jar Marks himself, which can't be dispelled, until he receives damage. At the start of each enemy's first turn, a random Sith ally gains a bonus turn if they haven't taken a turn yet. Sith allies are immune to cooldown manipulation until they use a Special ability. Darth Jar Jar ignores Taunt effects on his first turn.
Whenever a Manipulated enemy falls below 100% Health, Sith allies gain a stack of Dark Infusion (stacking, max 3), which can't be dispelled or prevented, until the end of battle. Whenever a Manipulated enemy gains a buff, Darth Jar Jar gains 3 Siphon. Whenever a Manipulated enemy is inflicted with a debuff, the weakest other enemy is Feared for 1 turn if they don't already have it.
While any Sith ally is Marked, Darth Maul has 100% counter chance and Defense and deals 10% bonus True damage based on his Max Health.
While in Grand Arenas: Whenever a Sith ally is Ability Blocked, Dazed, or Stunned, the enemy who inflicted it is inflicted with the same debuff for 1 turn, which can't be dispelled. While Sith allies are Stunned and are damaged by an attack, deal 100% of the damage received to the attacker as True damage (this damage can't defeat them). Whenever a Sith ally is Feared, at the end of the turn, they deal 1 True damage to themselves (this damage can't defeat them).
Synergies: Manipulated enemies hurt themselves and then equalize. If this damage knocks them below 100% Health, Sith Allies gain Dark Infusion. If the Manipulated enemy recovers back to full Health and then loses Health again, another stack of Dark Infusion applies. So, being precise with the team’s damage to keep the Manipulated enemy active longer helps these stacks apply.
Manipulated enemies also convey benefits in the form of Siphon for Darth Jar Jar whenever they are buffed and help control the enemy by spreading Fear whenever they are debuffed. This would include the Blind and Speed gain from Yousa People Gonna Die.
FAQ/Clarity: Sith allies can’t have their cooldown manipulated until they use any of their Special abilities. So, they can’t increase or reduce cooldowns. Once they have used a Special, then any manipulation becomes available, but if they only had used their Basic prior to then they would still have the immunity.