• Kit Reveal: Captain Enoch

    UNIT NAME: Captain Enoch

    ALIGNMENT: Dark Side

    CATEGORIES: Support, Leader, Imperial Remnant


    Key Attributes:

    • Supporting Leader who works best alongside other Imperial Remnant characters
    • Introduces the new Decay effect which improves the resilience of Imperial Remnant allies, but at a cost

    Inspiration:

    • Watching Ahsoka, we all knew Captain Enoch was going to be a brand new Imperial Remnant Leader the moment he hit the screen
    • The name Last Command is an homage to the original Thrawn Trilogy novel by Timothy Zahn
    • Die Well is what Enoch tells Sabine Wren before sending her out into the wilds of Peridea
    • The original plan for Last Command was to have the hand-held Holo projector of Thrawn, but the art department said ‘hold my beer’ and gave us the amazing life-sized hologram instead.

    Strategy Tips:

    • Enoch’s ability to reduce the likelihood of the enemy critting his team is heavily (though not exclusively) tied to his Unique, so if he is defeated these effects expire. Keep him safe!
    • Speed is important so Enoch can sufficiently act throughout the battle, but also including Health Mods can be a viable way to keep him safe from incidental damage or focused assaults.

    FAQ:

    • How do I acquire Captain Enoch?
      • Marquee starting on 11a Pacific on August 15th. This uses the new Marquee structure. 
    • Is Captain Enoch required for GL Ahsoka?
      • Yes! Captain Enoch is required at Relic 7 for Galactic Legend Ahsoka Tano. Her second batch of requirements will be added to the Journey Guide alongside this release.
    • Does Decay only work on Night Trooper and Death Trooper (Peridea)?
      • No. When Enoch is in the Leader slot, if all allies are Imperial Remnant and no other allies are Empire with the Leader tag, it works for any non-Droid Imperial Remnant character.
    • Does Decay reduce my Max Health?
      • No, each stack of Decay reduces the max amount of the character’s Health bar that can be recovered. So with one stack of Decay, that character can’t recover above 90%. At two stacks the limit is 80% and so on.
    • When Enoch is fully maxed out, he gives a great deal of Critical Avoidance and also reduces his opponent’s critical chance by -450%, does this mean they can never be crit?
      • No, it will be challenging for a character to bypass this amount of negative crit chance, but it can be overcome. 
    • What is the purpose of this line in Enoch’s Leader ability: “During his turn, whenever he uses Die Well, if an Imperial Remnant ally has less than 3 stacks of Decay and less than 50% Health, he deals True damage to them equal to 100% of their Max Health, which can't be evaded.”
      • This allows Enoch to effectively force a qualifying ally to gain Decay in some situations.
      • This helps Enoch control the battlefield and gives agency in decision making without having to fully rely on the opponent’s decisions.
      • This damage does not crit, therefore it won’t accidentally cause Decay not to trigger.
    • How does the on death damage for Enoch’s Omicron work?
      • When an ally is defeated while Enoch’s Omicron is active, that ally deals True damage to all enemies based on the defeated character’s Max Health. Though this damage cannot defeat enemies, it does severely weaken them which allows your team to clean up the stragglers. We have affectionately nicknamed this effect “corpse explosion” internally.
    • Why does Enoch remove so little Turn Meter from his opponents compared to some other characters?
      • While the Turn Meter removal is always helpful for controlling the battle, its main usage here is helping trigger Blight’s damage effect. Blight primarily (currently) comes from Night Trooper and Death Trooper (Peridea).

    From the Captain Enoch Designer: 

    CG_Mouse: It was exciting and challenging alike. We had an idea for a sort of “death knight” approach to Enoch, someone who synergizes deeply with the majiks of the Nightsisters of Peridea though he lacks those sorts of powers himself, and gives his fellow Imperial Remnant allies added resilience while under his command. 

    Decay was inspired partially from Dungeons & Dragons, where to defeat a Zombie, you must critically hit them (or deal radiant damage, which is less applicable here inspirationally speaking) or they have an opportunity to rise again. On paper this was a simple pitch but it led to a lot of weird edge cases we had to account for and solve along the way. 

    An additional challenge was in making Decay not feel too punishing and also unique to his character. There were some other technical hurdles during development, but ultimately we were able to maintain the original vision we had while still making the effects feel appropriate.

    ABILITIES:

    BASIC:  Die Well

    Final Text:

    Deal Physical damage to target enemy and remove 5% of their Turn Meter. If the target has Blight, deal damage again. 

    During Captain Enoch's turn if target enemy has Blight, Imperial Remnant allies gain Critical Damage Up for 1 turn and reduce the cooldown of Last Command by 1.

    SPECIAL 1: Last Command (CD: 3)

    Final Text:

    Dispel all debuffs on all Imperial Remnant allies and they gain Protection Up (60%) for 2 turns and 20% Turn Meter, and all enemies with Blight lose 5% Turn Meter. Allies with Decay gain Critical Avoidance Up for 2 turns. Call another random ally with Decay to assist, dealing 40% less damage.

    If all allies were Imperial Remnant at the start of battle, Attackers gain Advantage for 1 turn.

     

    UNIQUE 1:  Ominous Sentinel (Zeta, Omicron)

    Final Text:

    Captain Enoch gains 75% Defense for each other active Imperial Remnant ally. 

    Whenever an Imperial Remnant ally gains a stack of Decay, they inflict Blight on all enemies which can't be copied, dispelled, or evaded until the end of the encounter. 

    Enemies (excluding Galactic Legends) have -450% Critical Chance. At the start of each Imperial Remnant ally's turn, dispel Advantage from all enemies and those enemies lose 25% Offense for 2 turns.

    While in Territory Battles: Imperial Remnant allies gain 150% Max Health. Whenever an Imperial Remnant ally is damaged by an enemy, other Imperial Remnant allies gain 5% Turn Meter.

    At the start of each encounter, Imperial Remnant allies gain Protection Up (200%) for 3 turns, which can't be dispelled. 

    Whenever an Imperial Remnant ally is defeated, they deal True damage to all enemies equal to 30% of their Max Health, plus an additional 30% of their Max Health per their Relic Amplifier level. This damage can't defeat enemies and can't be evaded.

     

    LEADER: Arbiter of Decay (Zeta)

    Final Text: 

    Imperial Remnant allies have +50% Critical Avoidance, +75% Potency, and +15 Speed. 

    At the start of battle, if all allies are Imperial Remnant and no other allies are Empire with the Leader tag, whenever another non-Droid Imperial Remnant ally would be reduced to 1% Health from a non-critical hit, if they have less than 9 stacks of [c][ffff33]Decay[-][/c], they recover 100% of their Health and Protection and gain a stack of Decay (max: 9) until the end of battle which can't be copied, dispelled, or prevented. Non-Droid Imperial Remnant allies are immune to Healing Immunity.

    During his turn, whenever he uses Die Well, if an Imperial Remnant ally has less than 3 stacks of Decay and less than 50% Health, he deals True damage to them equal to 100% of their Max Health, which can't be evaded.

    Allies with Decay have +50% Critical Avoidance and Tenacity and +150% Max Health.

    Whenever an Imperial Remnant ally gains a stack of Decay, they Taunt for 1 turn, and Imperial Remnant Tank allies Taunt for 1 turn.

    Decay: -10% Health limit per stack; can't Health Steal

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