Kit Reveal: Rey (Dark Side Vision)
UNIT NAME: Rey (Dark Side Vision)
ALIGNMENT: Dark Side
CATEGORIES: Attacker, First Order, Sith
Key Attributes:
- Supreme Leader Kylo Ren’s long awaited Conquest lifter! *drums table*
- Can attack multiple times with her Basic ability and inflict Fear on her turn
- Her GAC omicrons can prevent First Order allies from being defeated until Rey becomes targetable, allowing the team the opportunity to respond to powerful opening plays
Inspiration:
- The inspiration for the Corrupted Reflection animation came from the scene in The Last Jedi where Rey snaps her fingers and her reflections follow suit
- We considered putting Force Lightning on Galactic Legend Rey’s kit, but in the end that didn’t really fit that version of the character; when we first started work on Rey (Dark Side Vision), we knew we wanted to include lightning here as it was thematically appropriate
- The name Malevolent Lineage references her connection to Palpatine
Strategy Tips:
- Malevolent Lineage can Stealth squishier allies and potentially force enemies an undesirable option left to target
- If an ally is defeated, timing up Rey for the killing blow on the appropriate enemy can bring your ally back
- Her omicron on Don't Be Afraid of Who You Are allows First Order allies with Advantage to ignore Taunt effects allowing high priority targets to be focused down
FAQ:
- How do you acquire Rey (Dark Side Vision)?
- Conquest
- Does she have utility outside of SLKR?
- While SLKR is her best home, we did have some fun with her on Starkiller comps with KRU, especially in 3v3.
- Why is she Sith and not DSUFU?
- This dark vision of Rey peeks at a possible future where she has taken the throne of the Sith
CG_ABC:
Rey (Dark Side Vision) was an interesting character to work on since in a lot of ways she was a blank slate. There was the brief scene in The Rise of Skywalker that gave a glimpse into what Rey could become if she were to succumb to the dark side. We saw a violent and aggressive Rey in a stark contrast to her character. I wanted her abilities to express that contrast while still giving hints to Rey. So, she applies limited buffs but those buffs are more threatening in Retaliate and Retribution. The enemy is punished for attacking her versus her providing support for her team. Her debuffs are not things we normally see from light side force users like Fear and Shock. But, her snap reflection is portrayed in the animation and her lightning ability harkens to Sith Eternal Emperor. The positive heroic Rey is still there, but corrupted, and now the First Order can utilize that aggression to blitz down their enemies and maintain their onslaught.
ABILITIES:
BASIC: - Surrender to Darkness
Final Text:
Deal Physical damage twice to target enemy. This attack ignores 50% Protection. If the enemy had full Health or Protection Up at the start of this attack, attack again (max 3 attacks total). On her turn, if she deals at least 3 instances of damage target enemy is Feared for 1 turn, which can't be resisted.
SPECIAL 1: Corrupted Reflection (CD=4)
Final Text:
Deal Physical damage to all enemies then attack target enemy again if there is a defeated enemy. First Order allies gain Retaliate and Retribution for 2 turns. If Supreme Leader Kylo Ren is the ally in the Leader slot, he gains 10% Ultimate charge.
SPECIAL 2: Malevolent Lineage (CD=4) (ZETA+Omicron)
Final Text:
Deal True damage to all enemies split among them. If all allies are First Order and there is any version of Kylo Ren in the allied Leader slot, Shock all enemies for 1 turn, he is called to assist, then all other non-Taunting First Order allies not in the Leader slot gain Stealth for 1 turn.
If Supreme Leader Kylo Ren is the ally in the Leader slot, he gains 5 Siphon per enemy and 100% Defense for 1 turn.
While in Grand Arenas: Shock can't be dispelled or resisted. Enemies defeated by this ability can't be revived. Remove 100% Turn Meter from all characters. Enemies with bonus Protection, Protection Up, or Shield Up reduce their Max Health and Max Protection by 20% (stacking; excluding Galactic Legends and Raid Bosses) for the rest of the encounter.
If there is any version of Kylo Ren in the allied Leader slot, all First Order allies recover 50% Health and Protection and gain Speed Up for 2 turns.
UNIQUE 1: Don't Be Afraid of Who You Are (ZETA+Omicron)
Final Text:
Rey has +25% Critical Chance and Critical Damage. Rey's abilities can't be evaded. While Rey has Retaliate, she recovers Protection at the end of the turn equal to 100% of the damage she received. While Rey is debuffed, she has +50% Speed.
If Rey defeats an enemy (excluding summoned units), all allies defeated by that enemy are revived with 100% Health. Whenever an enemy without 100% Turn Meter gains bonus Turn Meter, reduce their Max Protection by 5% (10% if it was a bonus turn; excluding Galactic Legends and Raid Bosses) for the rest of the encounter and persists through defeat.
While in Grand Arenas: All other First Order allies with Retaliate recover Protection at the end of the turn equal to 100% of the damage they received. First Order allies with Advantage ignore taunt effects on their turn.
If the ally in the Leader slot is Supreme Leader Kylo Ren, whenever he enters Aggressive Stance, the cooldown of Malevolent Lineage is reset.
UNIQUE 2: In Our Nature (ZETA+Omicron)
Final Text:
If all allies are First Order at the start of battle, Rey gains 100% Max Health. At the start of the encounter, if the ally in the leader slot is any version of Kylo Ren, Rey is untargetable until all enemies have taken a turn or are defeated. Whenever an enemy is defeated, all characters lose 100% Turn Meter and all First Order allies gain Advantage for 2 turns.
Enemies with less than full Health have -200% Critical Avoidance. Whenever an enemy with less than 100% Health recovers to full Health they dispel all buffs on themselves.
While in Grand Arenas: While Rey is untargetable from this ability, First Order allies can't be defeated. While an enemy is less than full Health they can't recover Protection. Whenever a First Order ally is inflicted with a debuff, they lose 1% Turn Meter (once per turn) and gain 1% Offense (stacking) for the rest of the encounter.