• Kit Reveal: Great Mothers

    UNIT NAME: Great Mothers

    ALIGNMENT: Dark Side

    CATEGORIES: Nightsister, Dark Side, Support, Leader


    Key Attributes:

    • Great Mothers is an Elite marquee, a rare type of unit that has more power than a typical marquee but at the same accessibility
    • Leader for a second Nightsister squad (My new favorite NS Squad - Meathead)
    • Introducing two new effects; Blessed for an ally and Doomed for an enemy
    • Second large unit to come to SWGOH

    Inspiration:

    • These three characters are always seen on screen with one another and all of their abilities seem to involve all of them working together, so it didn’t make much sense to have you collect each Great Mother individually.
    • In order to support having “three-in-one” with the Great Mothers, we were lucky to have preestablished the Large Unit tech with Jabba the Hutt, so they didn’t have to be all mashed up together in order to fit on the battlefield.
    • The names of the Great Mothers are Klothow, Aktropaw, and Lakesis, and they are very much based on the Greek Fates. The Fates would spin a thread of a person’s life and manipulate events by manipulating the thread, eventually cutting it at the end of that person’s life. This is represented on the hoods the Great Mothers wear. Lakesis’ simple hood represents the thread itself, Klothow’s conical hood symbolizes the spool of thread the person’s fate is drawn from, and finally Aktropaw’s two points represents the Fate’s shear’s performing the final cut ending someone’s life. This entire concept and symbolism was used in designing the Doomed and Blessed conditions via Fate Weaving and Gift of Shadows.

    Strategy Tips:

    • In Grand Arenas, Blessed stops instant defeat effects which makes it valuable against enemies such as Jedi Master Kenobi with Commander Ahsoka
    • Doomed enemies lose their Protection, making Great Mothers excellent against teams with a lot of Protection and Protection recovery
    • Blessed allies can target Doomed enemies so you can quickly defeat weak enemies without worrying about Taunt
    • Blessing your Attackers is generally the way to go because of the assists and Offense buffs, but blessing Morgan Elsbeth can be valuable in some situations because her Basic ability is extremely powerful, and the ability to ignore Taunt and use her Special 2 on a Doomed enemy can be game-winning.

    FAQ:

    • What is an elite marquee?
      • This is a rare type of event that signifies a unit with more power than a typical marquee but at the same accessibility. The power-level is closer to a Journey Guide unit than your typical marquee character.
    • What is a large unit?
      • Like Jabba, large characters can't be used in the ally slot or with another large character and summons are prevented for allies.
    • How do I acquire Great Mothers?
      • Marquee starting at 11a Pacific on September 5th. This uses the new Marquee structure. 
    • Do Great Mothers have a bespoke datacron?
      • Of course, we can’t help ourselves when it comes to Nightsisters :) It will be rewarded in the 7* tier of their marquee event.
    • Is Great Mothers required for Baylan Skoll?
      • Yes, at relic 7
    • Why did you spell it Majik instead of Magick like the other Nightsisters?
      • The Nightsisters of Peridea’s abilities are slightly different than that of the Dathomiri, and this is represented by the altered spelling of their connection to the Force.

     


    From the Great Mothers Designer: 

    CG_Ant: 

    Designing the Great Mothers was a really fun challenge, especially since I wanted each mother to be properly showcased in the kit. I ultimately settled on having 2 powerful granted abilities in addition to their Special ability, which inflicts an enemy with Doomed and grants a Nightsister ally with Blessed.

    Blessed was inspired by the scene in Ahsoka where Klothow bestowed Morgan Elsbeth with the Gift of Shadow. In the game, this translates to giving a Nightsister ally of your choosing a myriad of buffs. This lasts until they’ve served their purpose, either by winning the fight or by being defeated.

    Doomed was inspired by the Great Mother’s resemblance to the Fates in Greek mythology. In Greek mythology, once a person’s thread has been cut, they’re doomed to die. There’s nothing you can do to change their destiny, even if you defeat the Great Mothers. In SWGoH, Doomed enemies will have their Max Health reduced over time, until it’s reduced to 1 Max Health.

    Combined, these 2 effects make the Great Mothers very powerful since they can dictate the destinies of everyone in the battle. Each battle will unfold differently depending on who you choose to Doom and Bless. I hope you all have fun playing with the Great Mothers, as I did designing them!


    ABILITIES:

    BASIC: Energy Threads (Zeta)

    Final Text:

    Deal Special damage to target enemy. If the target enemy was Doomed, inflict Tenacity Down for 2 turns and they lose 20% Max Health (stacking) until the end of the encounter, which can't be evaded or resisted. Otherwise, inflict Ability Block and Speed Down for 2 turns.

    Blessed allies gain Foresight for 2 turns, and non-Tank Blessed allies gain Stealth for 1 turn.

     

    SPECIAL 1: Majik Storm (Zeta, Cooldown 3)

    Final Text:

    If the enemy Leader is Light Side, dispel all debuffs on all Nightsister allies. Dispel all buffs from all enemies and Doomed enemies are inflicted with Vulnerable for 2 turns. Deal Special damage 3 times to all enemies. If this attack defeats an enemy, all Nightsister allies gain Defense Penetration Up for 2 turns.

     

    UNIQUE 1:  To The Old Ways (Omicron)

    Final Text:

    Nightsister allies gain 30% Accuracy, Max Health, and Tenacity, but can't be revived. This effect persists through defeat. At the start of each encounter and whenever an Attacker Nightsister ally or Great Mothers is critically hit, Attacker Nightsister allies gain Foresight and Stealth for 1 turn (limit once per turn).

    Whenever an enemy is critically hit, Great Mothers and all Blessed allies gain 1% Offense (stacking) for 2 turns and recover 2% Protection, doubled if the enemy had Vulnerable. Whenever a Vulnerable enemy starts its turn, all Nightsister allies gain Foresight for 2 turns, and all non-Tank Nightsister allies gain Stealth for 1 turn. Whenever a Doomed enemy gains Turn Meter, Blessed allies gain 25% Turn Meter (limit once per Doomed enemy's turn).

    While in Territory Wars: Whenever a Vulnerable enemy is critically hit, Great Mothers and Blessed allies gain 5% Turn Meter. The first time any other Nightsister ally is reduced to 1% Health: 

    • Dispel all debuffs on themselves
    • Gain Blessed for 2 turns if they didn't already have it, which can't be copied, dispelled, or prevented, and Damage Immunity for 1 turn, which can't be copied
    • Recover 100% Health and Protection, and have their cooldowns reset
    • They are defeated when Blessed is removed. If they were already Blessed, they have +200% Health Steal and gain 20% Defense and Offense
    • This effect can happen once per battle

     

    LEADER: Threads of Destiny (Omicron)

    Final Text:

    Nightsister allies gain 30% Defense, Max Health, and 30 Speed. If all allies are Nightsister at the start of battle, at the start of each encounter and end of each turn, if there are no enemies inflicted with Doomed, Great Mothers dispel Ability Block from themselves, gains the granted ability Fate Weaving, and takes a bonus turn. During this bonus turn, Great Mothers can only use Fate Weaving. Great Mothers can't use Fate Weaving two times in a row. If the enemy Leader is Light Side, dispel Stealth and ignore Taunt effects while using Fate Weaving.

    If all allies are Nightsister at the start of battle, at the end of each turn, if there are no other allies with Blessed, Great Mothers removes Ability Block from themselves, gains the granted ability Gift of Shadows, and takes a bonus turn. During this bonus turn, Great Mothers can only use Gift of Shadows. Doomed enemies can always be targeted by Blessed allies and Great Mothers.

    Fate Weaving: Target enemy is inflicted with a stack of Damage Over Time for 1 turn and Doomed for the rest of the encounter, which can't be copied, dispelled, or resisted.

    Doomed: Protection is disabled and can't Stealth; lose 20% Max Health whenever this character ends their turn until the end of the encounter; can't revive (raid bosses and Galactic Legends: -5% Defense)

    Gift of Shadows: Target other Nightsister ally gains Blessed for the rest of the encounter or until defeated, which can't be copied, dispelled, or prevented.

    Blessed: +20% Max Health and Offense; immune to instant defeat effects, Stun, and turn meter reduction; assist whenever another Nightsister ally uses a Special ability on their turn, dealing 40% less damage

    While in Territory Wars: Nightsister allies gain 30% Defense, Max Health, and 20 Speed. Great Mothers gain Instant Defeat Immunity while a Blessed ally is active. Doomed enemies have -30% Defense and Offense. Whenever a Doomed enemy is defeated, all enemies are inflicted with Fear for 1 turn.

     

    Granted Ability 1 - Fate Weaving

    Final Text: 

    Target enemy is inflicted with a stack of Damage Over Time for 1 turn and Doomed for the rest of the encounter, which can't be copied, dispelled, or resisted.

    Doomed: Protection is disabled and can't Stealth; lose 20% Max Health whenever this character ends their turn until the end of the encounter; can't revive (raid bosses and Galactic Legends: -5% Defense)

     

    Granted Ability 2 - Gift of Shadows

    Final Text: 

    Target other Nightsister ally gains Blessed for the rest of the encounter or until defeated, which can't be copied, dispelled, or prevented.

    Blessed: +20% Max Health and Offense; immune to instant defeat effects, Stun, and turn meter reduction; assist whenever another Nightsister ally uses a Special ability on their turn, dealing 40% less damage

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